Eternal Strands: An Exclusive First Look at an Shadow of the Colossus-Like Epic Boss Battle – IGN First

In Eternal Strands, a major part of your adventure will be doing battle with the nine massive bosses that wander freely throughout parts of the world. In my time exploring the magical land of The Enclave, I encountered a handful of these formidable monstrosities, which ranged from a robotic bipedal summoner who used his magical staff to cover the world in fire to a flying dragon who persistently hunted me from the skies above. Continuing our month-long coverage of Eternal Strands as part of IGN First, today we’ll be taking a look at one such oversized baddie: The Ark of the Forge, a hammer-wielding automaton with deep love of smelting puny Weavers into piles of ash.

The Ark of the Forge is one of the bosses you’ll encounter in the second half of your adventure, as you explore the underground forge of the ruined city-state of The Enclave. Since bringing down these behemoths is how you obtain your game-changing magical powers in Eternal Strands, you’ll want to throw yourself at this mechanical blacksmith at your earliest convenience, as I did the moment I saw him.

After getting immolated on my first attempt, Jo and Fred of Yellow Brick Games gave me some advice on fighting this fiery tyrant.

“So one of his trademark visual things you will notice, the first is, of course, the giant, flaming hammer. So spoiler alert: he does use this giant hammer to create fire in the environment. He can hit the ground with it. It makes a lot of flames everywhere, and makes the environment super hot. So then you need to avoid not only the giant hammer, which is enough trouble on its own, but also what that creates in the environment. Which, when you fight with him, after two to three minutes, you can get into a situation where you look at the battlefield and you don’t know where to go because there’s so much fire everywhere. It’s not a one-and-done. The fire stays in the environment and it does affect the battlefield a lot,” game designer Jonathan Lachance told me.

Game director and co-founder Frederic St-Laurent added, “He also has an anger management problem because…If you start doing a lot of damage to him, he’s going to get angry, like flame up his entire body and run directly at you to smash your face.”

“In order to counter his scorching offensive, I’d need to make use of some of the ice-based powers in my arsenal.”

That troublesome ability to light his entire body on fire certainly made fighting the big brute a challenge, since in order to beat him, you’ll probably want to climb atop his massive body to deal melee damage to areas of his body not protected by armor. That became quite difficult when I was not only managing the usual stamina meter for climbing, but also my health meter as I was dealt damage-over-time from the oppressive flames.

In order to counter his scorching offensive, I’d need to make use of some of the ice-based powers in my arsenal, which could not only help cool down the battlefield and put out flames, but also to prevent the blacksmith’s movement by doing things like freezing his foot to the ground, covering his hammer in ice, or even frosting his ankles together, each of which inhibits his movements or abilities in a specific way, buying you valuable time to climb the monster and start dealing damage.

Unfortunately for our hero, though, Eternal Strands makes sure you can’t just chop away at an enemy’s ankles by making each body part completely immune to damage once you’ve done a small amount of DPS to it. In the Ark of the Forge’s case, you can counter this in a couple ways, by using telekinetic powers to throw yourself in the air and land on a body part that’s higher up, using your ice abilities to make his armor brittle and break it off, exposing more weak areas, or by just gitting gud, dodging the boss’ counter attacks as you manually scale him. Of course, he isn’t likely to take any of these approaches lying down, and will shake you off limbs, break out of your ice, light everything on fire, throw objects at you, and even just pick you up while you’re climbing him to squash you like a bug and toss you back into the firestorm at his feet.

The fight also differed based on the exact scenario I faced him in, whether that be the environment or the weather of the area. For example, one time I fought him in a somewhat barren stretch of ruins where his flame attacks didn’t have much to engulf in flames, making the going easier, while in another instance I made the mistake of facing him while surrounded by vegetation and quickly found myself completely overwhelmed. The weather of the area you’re in also plays a major role in how easy of a time you’ll have, as a cold front will make all fire abilities, including the boss’, a lot less effective, while a heat wave will make fire all the more formidable and make your ice powers all but useless. Let’s just say that when I tried fighting him during a drought things didn’t go particularly well – but it definitely made for a fun challenge!

For more on Yellow Brick Games’ upcoming boss-slaying adventure Eternal Strands, check out the action-packed reveal trailer, and stay tuned for more exclusive reveals all month long as part of our ongoing IGN First coverage, and for everything else stick with IGN.

The Crush House Is a Playable Version of a ‘90s Reality TV Show With a Dark Twist

When I was a kid, I removed the ladder from my Sims’ pool while they were blissfully doing their morning laps. They drowned, as expected, and drama ensued. I didn’t do this to be mean, but to tug on my Sims’ attachments to develop a tragic story. Though those stories are easier to manufacture in today’s iterations of The Sims, few other games allow you to put personalities together and shake them up to see what happens. Enter The Crush House. Like The Sims, The Crush House allows players to engineer drama by casting four people with defined strengths and flaws to star in a 1999 reality TV show. Unlike The Sims, The Crush House’s gameplay is more passive in how you directly impact the character’s interactions as you take the role of the show’s producer and camera person. Though the demo I received during GDC was hands-off, I’m excited to see not only how much chaos I’ll be able to witness when The Crush House is out later this year, but also uncover a mystery that plagues the shadows of the pink mansion.

The Crush House is a “thirst-person shooter” where players take up a camera to film their four out of 12 chosen cast members’ actions around a hot pink house filled with activities. What they need to film depends on the day’s current audience. The first day featured Crush fans, meaning they were easy to please simply by filming the cast doing anything. The second audience was landscaping lovers, described as people who might be into HGTV garden shows but happen to be watching the start of a new reality TV show instead. The primary goal of The Crush House is to satisfy the viewership craving for any combination of its 35 audience types. So, while rating points for Crush fans were earned by simply showcasing the cast, the landscaping lovers’ satisfaction only rose when plants were featured, meaning the cast didn’t even need to be in a shot for them to be happy.

Failing to complete the required satisfaction meters for the day’s audiences results in a game over, though you can retry the day to keep the season going or restart from the beginning. Audience satisfaction requirements get more challenging to meet as the game goes on with up to six different audiences needing to be pleased. I didn’t see them in action, but The Crush House Director Nicole He told me about audiences like Suburban Moms who like a flirty male cast member, Emile, and food-related content. There’s also the activist audience who dislike the show for being fake and exploitative, but to satisfy them, they need to be shown things that prove their point.

An in-game week constitutes a season and The Crush Houses’ underlying mystery can be solved in about four seasons but can continue to be played after the core mystery is solved. Given that only four of 12 characters can be cast for a season, there are plenty of interesting personality combinations to experiment with and ways to use them to solve increasingly complex puzzles to satisfy audience needs.

“[It’s] like 400 and something permutations,” He said. “From a technical and narrative perspective, it would be impossible to just write out all the dialogue between all those combinations, so we built this reality TV simulation system basically that lets us look at who all these characters are, what their personality traits, are, what they’re attracted to, what they’re not attracted to, and other things that are happening in the house. And then it creates these scenes that can play out between the different characters. Every time we play, it’s something completely unique.”

I didn’t get a chance to look through the casting profile of each of the twelve characters, but the four featured in my quick demo were intriguing. They ranged from expected stereotypes like the himbo Alex to the unexpected in the shy architecture school drop-out Bea. I enjoyed seeing how the four’s first introductions during the season premiere were laced with judgment and skepticism, making me think there are some especially chaotic character combinations I could come up with. The cast then moves around the Crush House as they please, splitting off into small groups to engage in activities around the hot pink house.

More activities and points of interest can be added to the Crush House at night by purchasing props with money earned by running ads. Ads are automatically run anytime the camera is not actively filming, and I liked that there’s even a strategy to the ads. As a season progresses new ads are made available, and each ad is more likely to connect with certain audiences resulting in more money earned. The nighttime production break gives players a chance to check the ratings, a forecast for the next day’s audiences, and a chance to select the three ads that’ll run during filming breaks. Nighttime also provides cast members a sneaky opportunity to make prop and house upgrade requests, and even filming requests. I didn’t come away clear on the benefits of satisfying cast members’ wishes, but I have a feeling it has to do with the underlying mystery. After all, we’re explicitly told not to talk to the cast, so forming any connection with them is supposed to be off-limits.

“We definitely approached [designing the characters] from the angle of thinking about reality TV tropes. And also, again, thinking about particularly the negative qualities of the characters were quite important. We just tried to have kind of a range of different types of personality flaws,” He said. “It’s also not just, ‘here are all the tropes, here are all the bad things…’ As you can see with the nighttime gameplay as you talk to them at night, get to know them a little bit. And then also, again, without getting into spoilers too much, with the sort of mystery narrative on top, you start to understand a bit more of who these characters are, not just in the way they present themselves during the filming of the reality TV, but also again, their motivation for being here and what they’re trying to get out of it.”

With the short demo, I didn’t get a sense of the cast members’ goals, though I did see more drama in action through the props and the intensity of having six audience thirsts to satisfy at once. The demo skipped ahead to the penultimate day of the first season and featured a newly purchased, massive statue of two figures fighting. The day began and the house members crowded the statue, and before long, two cast members started bickering. Several audiences were satisfied at once by filming the argument from the second floor, at a Dutch angle; the film students liked the creative filming, the butt guys liked the butts in the shot, and the voyeurs liked that the situation was being filmed from a window discreetly. It was a good example of how to satisfy multiple groups at once to make the most of a situation.

The demo ended with a faceless character luring the player into a mysterious backroom elevator with the promise of information. As much as I’m interested in seeing how much mayhem I can brew with the right combination of characters and props, I’m even more interested in knowing there’s a deeper layer to the showy Malibu house. Did I know I wanted an intricate reality TV puzzle game? Nope, but I do now and I can’t wait to play it.

Miranda Sanchez is the executive editor of guides at IGN. She’s a big fan of beer, Genshin Impact, and fountain pens. You can sometimes find her on Twitter.

Modern Warfare 3 Dataminer Reveals Get High, a Call of Duty Parkour Map That’s Trippy as Hell

Call of Duty Modern Warfare 3 is set to receive a trippy parkour map called Get High as part of an upcoming 4/20 event.

Following this week’s release of the Season 3 update, dataminer @BobNetworkUK unearthed the map and even published gameplay showing how it works. Get High is a neon-drenched parkour map made up of shifting platforms and treacherous balance beams that challenges the player to complete the increasingly high course under the clock. It’s about as far removed from your standard 6v6 Call of Duty map as we’ve seen from Modern Warfare 3.

There’s no release date for this map or its accompanying event, but we do know it starts “in-season”. April 20 feels like a safe bet!

Season 3 already added a number of 4/20-themed cosmetics, including the return of Snoop Dog as an operator, the addition of Cheech & Chong and their associated takedowns and tracers.

Here’s everything revealed in the Season 3 patch notes, and confirmation that developer Treyarch has moved on from Modern Warfare Zombies development, with this year’s Call of Duty Black Ops Gulf War waiting in the wings.

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.

Sea of Thieves on PS5 Has Progress and Item Transfer, and PlayStation-Only Servers

With Sea of Thieves set to launch on PlayStation 5 on April 30, developer Rare has answered a number of questions about how the soon-to-be former Xbox exclusive works on PlayStation.

The highlights here are that progress and items transfer from the Xbox version to the PS5 version, there are PlayStation-only servers with the ability to disable crossplay, and performance options match the Xbox Series X version. Elsewhere, the PS5 version has 60 base Trophies and a Platinum Trophy called Pirate Perfectionist.

In a blog post, Rare said there are some PlayStation-exclusive cosmetics, including the Ruby Viper cosmetics or Dauntless Adventurer Closed Beta rewards, which are exclusive to the PlayStation pre-order campaign. These won’t be equippable on Xbox or Steam. Rare said it’s making plans for a unique sail that will be available to all players during the PS5 launch period. This sail will “commemorate the coming together of pirates across all platforms”.

It’s worth noting that PS5 players need to use a Microsoft account to play Sea of Thieves. “Newcomers will find that their Microsoft account keeps track of their pirate’s journey, antics and adventures, making sure everything stays in place between gaming sessions,” Rare said. This also enables progress tracking on the Sea of Thieves website, and lets players buy cosmetics from the Pirate Emporium.

As expected, PlayStation players need a PS Plus subscription to play Sea of Thieves multiplayer. Solo play in Safer Seas mode does not require a sub, however.

The aforementioned PlayStation-only servers let players deactivate cross-play functionality, thereby restricting their gaming sessions to exclusively include other PlayStation users. Players will also have the option to confine gameplay to fellow controller users, enabling play between both PlayStation and Xbox players who favor controller-based gameplay.

Sea of Thieves makes use of the PS5’s DualSense controller in a number of ways. Here’s the breakdown, from Rare:

  • Haptics – Sea of Thieves uses the haptic feedback technology within the DualSense controller to enhance the experience of movement and interacting with the world.
  • Adaptive Triggers – Sea of Thieves uses the adaptive triggers within the DualSense controller to heighten gunplay, allowing players to feel each pull of the trigger.
  • Built-In Microphone and Speaker – Sea of Thieves uses the built-in microphone so players can chat to their friends without the need for a connected headset.

Meanwhile, Rare confirmed Sea of Thieves is playable via the PlayStation Portal. Sea of Thieves on PS5 is “optimized” to run at 60fps in 4K resolution, with an additional performance mode available for supported TVs allowing for 120Hz refresh rates at 1080p resolution. This has parity with the Xbox Series X experience, Rare clarified.

All active Sea of Thieves achievements on Xbox and Steam will convert into Trophies on PS5, Rare continued. “While existing achievement progress may result in some Trophies unlocking immediately upon login, players will need to replay to fully unlock Trophies on PS5.”

And finally, detail on the upcoming closed beta, which lets players earn Renown, currency and cosmetic rewards as part of the Season 11 Seasonal progression track. Their pirate will keep these rewards, and these items will be accessible when the game launches globally at the end of April, Rare clarified. “They will also be awarded 10 levels of Renown towards their Season 12 Seasonal progression track, as a thank you for participating,” Rare said.

“Closed beta participants will not be able to engage with the Pirate Emporium, and will only be playing with other PlayStation players during this period. While Trophies will be disabled during the Closed Beta, progress towards them will be tracked, carried over and unlocked appropriately upon launch of the retail version.”

The closed beta is planned for April 12-15 (you need a pre-order to play), with the premium edition offering five days of early access from April 25.

Sea of Thieves is the latest Xbox game to make the jump to rival platforms, joining Grounded, Pentiment, and 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.

Gameplay for Canceled ‘Nolanverse’ Batman Game That Became Middle-earth: Shadow of Mordor Unearthed

Gameplay and images for the canceled ‘Nolanverse’ Batman game that was once in development at Monolith Productions have emerged online.

Before it released the much-loved Middle-earth: Shadow of Mordor in 2014, Warner Bros.-owned studio Monolith worked on a game codenamed Project Apollo that was intended as a Nolanverse Batman game based on the version of the Caped Crusader played by Christian Bale. Liam Robertson of DidYouKnowGaming? has reported that director Christopher Nolan himself may have killed the game because he wanted to focus on The Dark Knight Rises, the third and final movie in his Batman movie trilogy. Project Apollo was said to feature the genesis of the Nemesis System Monolith later used with great effect in Shadow of Mordor.

Now, years later, X/Twitter user SpideyRanger has unearthed images and gameplay footage that gives us an idea of what might have been. They show Monolith’s intent to create an open-world Batman game set in Gotham, with stealth and combat mechanics that will look familiar to anyone who’s played Rocksteady’s Arkham games.

Warner Bros. studios are no strangers to canceled Batman video games. Gotham Knights maker WB Games Montréal had its Damian Wayne Batman game canceled before it was even announced. Work on that game followed the cancellation of a Suicide Squad game in 2016. Batman Arkham developer Rocksteady released a Suicide Squad game of its own, called Kill the Justice League, earlier this year.

As for Monolith, after scrapping the Nolanverse Batman game it went on to release the aforementioned Shadow of Mordor, then its follow up, 2017’s Middle-earth: Shadow of War. It’s now working on an untitled Wonder Woman game.

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.

Gamers Mostly Played Older Games like GTA 5 and Fortnite in 2023

Spider-Man 2, Starfield, and The Legend of Zelda: Tears of the Kingdom all launched in 2023 but these blockbusters didn’t stop Xbox, PlayStation, and Nintendo Switch players from spending most of their time with older games like Grand Theft Auto 5 and Fortnite.

As reported by Kotaku, video game market analyst Newzoo released a report which revealed 66 titles accounted for 80% of overall playtime in 2023. Of that number, a huge 60% of playtime was spent with games released six years ago or more.

Newzoo ranked games on each platform based on their monthly active users across 37 markets, with the exception of Switch which only used data from the U.S. and UK. Not one new release breached the PC list, while only EA Sports FC 24 made it onto PlayStation’s. Starfield was the only 2023 game on Xbox’s list, while Switch saw three new additions including Tears of the Kingdom, Super Mario Bros. Wonder, and Hogwarts Legacy.

Fortnite was the most played game on all platforms, while Roblox, Minecraft, GTA 5, Call of Duty (with Modern Warfare 2, 3, and Warzone 2.0 counted as one game), Rocket Leagues all proving mainstays too. All together, Fortnite, Roblox, League of Legends, Minecraft, and GTA 5 accounted for 27% of all playtime in 2023, while annual releases like FC (formerly FIFA), NBA 2K, and Madden NFL accounted for around 15% of all playtime.

“Studios hoping to release a new title will find it challenging to include these playtime hours in their addressable market, as they nearly always go to these games that engage players on a reliable annual basis,” Newzoo said. “In other words, it’s a tall order to steal playtime hours from a Call of Duty or big sports title.”

This left just 8% of total playtime for completely new releases, which includes games released in 2022 and 2023. “While that may sound dire, the reality is that it’s easily possible to be successful within these constraints,” Newzoo added.

Diablo 4 claimed the top spot of these wholly new games with 1.4% of 2023’s total playtime. This was followed by Hogwarts Legacy at 0.8%, Baldur’s Gate 3 at 0.6%, and Elden Ring and Starfield both at 0.3%. “It’s worth noting that four of these titles are premium games, while only one of them is a live service,” Newzoo said.

Despite these comparatively low playtime numbers, all of these games were still deemed incredibly successful. Diablo 4 saw 10 million players in its launch month of June 2023 which led to record breaking financial quarters for publisher Activision Blizzard, the same company which releases Call of Duty.

Hogwarts Legacy, the Harry Potter universe game, was the best selling game of 2023, and the first non-Call of Duty or Rockstar game (like GTA 5) to do so since 2008. As for Baldur’s Gate 3, not only did it capture the imagination of players in unprecedented ways and win myriad game of the year awards, it also made $90 million for publisher Hasbro.

Elden Ring launched in February 2022, so its presence in the top five most played games of 2023 is testament enough to its popularity, but publisher Bandai Namco confirmed it had crossed a whopping 23 million units sold as of March 2024. And finally, Starfield reached 10 million players in just three weeks and overcame the likes of The Elder Scrolls 5: Skyrim and Fallout 4 as publisher Bethesda’s biggest launch of all time.

One incoming game that may upset this trend of new releases only claiming a small percentage of overall playtime is GTA 5’s sequel, Grand Theft Auto 6. Launching in 2025, it’s already being touted as the most important release in video game history.

The GTA 6 trailer — which reintroduces fans to Rockstar’s take on Miami, Vice City — featured a ton of intricate details (here are 99 things IGN spotted) and plenty of references to wild and wacky real life events too.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

EA Binging Star Wars Galaxy of Heroes to PC – 8 Years After It Launched on Mobile

EA is bringing Star Wars Galaxy of Heroes to PC eight years after it launched on mobile.

Star Wars Galaxy of Heroes is a free-to-download collectible role-playing game that launched on iOS and Android in November 2015.

EA announced Star Wars Galaxy of Heroes launches soon on PC, with registrations now live for a closed beta for mobile players via the EA App. There is no mention of a console port.

According to Game Informer, the PC version has cross-save functionality with the mobile version alongside improved performance. The frame-rate is doubled to 60fps, with anti-aliasing and higher resolution settings. As you’d expect, the layout of the game is tweaked on PC. Elsewhere, there’s mouse and keyboard support with key remapping.

Mobile players can bring their progress across to PC, with EA indicating both versions will be updated “in lockstep” once the PC version is out.

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.

Palworld’s Big 0.2.0.6 Update Adds First Raid Boss, Improved Building, and Loads More

Palworld developer Pocketpair has released the biggest update to the game yet, adding its first raid boss, called Bellanoir, alongside a long list of new content.

Palworld update v.0.2.0.6, out now on Steam and coming soon to Xbox, lets players summon Raid Boss Pals by using slabs at the new Summoning Altar. Pocketpair warned that Raid Boss Pals summoned by slabs are “very powerful” and cannot be captured. The developer recommended players work alongside their base Pals to take on these powerful foes.

There’s even an “extreme” version of the Raid Boss that Pocketpair described as “incredibly powerful and difficult to defeat.” Pals Eggs can drop after defeating Raid Boss Pals.

Elsewhere, a number of new items are added to the game, including new Training Manual items that let you give experience points to Pals. New Recovery Meds items slowly recover your HP over time. And the new Homeward Thundercloud item instantly moves you to your nearest base.

There’s a lot more to the update (check out the patch notes below), such as changes to the Pals, improvements to the user interface, balance adjustments, bug fixes, and more cheat prevention measures. Changes to bases are also included. For example, you can now force a Pal to work and cancel their break by picking them up and throwing them towards a facility.

Palworld update v.0.2.0.6 Steam and Xbox patch notes:

▼New Content

・Implemented the first Raid Boss

⤷ You can summon Raid Boss Pals by using slabs at the new Summoning Altar

⤷ Raid Boss Pals summoned by slabs are very powerful and can not be captured. Work alongside your base Pals to take on these powerful foes.

⤷ Pals Eggs can drop after defeating Raid Boss Pals.

⤷ The “extreme” version of the Raid Boss is incredibly powerful and difficult to defeat

・New “Training Manual” items have been added. These manuals allow you to give experience points to Pals.

・New item “Ancient Technical Manual” has been added. This manual gives you ancient technology points and can be randomly found inside dungeon chests.

・New “Recovery Meds” items have been added. Using these meds will slowly recover your HP over time.

・New item “Homeward Thundercloud” has been added. When used, this item will instantly move you to your nearest base.

・New item “Ability Glasses” has been added. When equipped, you can see Pal’s stats.

・New stat boosting items have been added: “Power Fruit, Life Fruit, Stout Fruit”. These items will boost Pal’s stats when used.

・Added a new passive “Mercy Hit”. Pals with this passive cannot reduce enemy HP below 1 when attacking.

・New item “Ring of Mercy” has been added. When wearing this ring, you cannot reduce enemy HP below 1 when attacking.

・New armour “Multiclimate Undershirt” has been added. Protect yourself against both the heat and the cold with just one slot!

・New building “Electric Egg Incubator” has been added. This incubator consumes electricity to automatically adjust the temperature to the optimum temperature for each egg.

・New building “Ore Mining Site” has been added. This mining site allows you to produce ores from the comfort of your base!

▼Pals

・Kelpsea can now produce Pal Fluids at the ranch

・Dumud can now produce High-Quality Pal Oil at the ranch

・You can now reduce the weight of metal ore while riding Surfent Terra

・Increased the amount of ore dropped while riding Astegon

・You can now raise Pal’s rank to the maximum with a single synthesis using the Pal Essence Condenser.

(Condensation progress is now accumulated in the individual Pal)

・Negative Pal status will now be resolved after spending some time in the Pal Box

▼UI

・While aiming a sphere, it will now display how many of the target Pal has already been captured

・You can now check the cooldowns on partner skills for all your Pals on the main screen

・Equipment and item stats are now visible on the technology screen, even if you have not unlocked them first

・The tutorial has been improved and renamed to “Journey”

・You can now show/hide the “Journey” in the game options

・Damage number display size can be changed in the game options.

(In Raid Boss battles, the damage numbers tend to overlap a lot and it may be difficult to see, so we recommend adjusting the size)

▼Player

・Items dropped by players after death on a dedicated server can now be picked up by anyone after 24 hours of real-time have passed

・Added a new “sleeping” player emote (edited)

▼Base Related

・You can now allow/disallow certain work for base Pals at the Monitoring Stand

・Chest filters have been added. Select item types to allow or disallow inside chests

・Crafted items are now transported from crafting facilities. Selecting “allow transport” when crafting will result in Pals transporting those items to chests when finished

・You can now edit your character’s appearance at any time by using the “Antique Dresser”

・Building and building piece placement rules have been relaxed

⤷ You can now connect stairs facing upwards

⤷ Roof pieces can now directly connect to foundations

⤷ Triangular walls can now be connected to stairs

・You can now force a Pal to work and cancel their break by picking them up and throwing them towards a facility

(Pals recover their SAN while taking a break, so be careful!)

・Fixed assignments remain fixed, even after bad events occur. Previously, some assignments would change due to certain conditions, but now they will remain fixed unless the Pal is placed inside the Pal Box

▼Balance Adjustment

・Minimum heat and cold resistance have been added to various armour. You will no longer need to take off your heat-resistance armour when it is cold at night in the starting areas!

・Reduce the button press time in the egg incubator

・Change the pattern for Jormuntide Ignis to something more unique

・Added legendary blueprints for some firearms (Dropped from specific enemies)

・Corrected the selling price of diamonds

・In single-player, it is no longer possible to select the initial spawn point for multiplayer

・Blocked the back of the starting area with rocks to prevent players from getting lost or stuck

・The increased attack power multiplier of partner skills that increase the player’s attack power while riding has been uniformly reduced from 2.0 to 1.2

・Eggs now have a small chance to produce Alpha Pals

・Flying and floating Pals are now immune to falling damage

・Shop price adjustments

▼Bug Fixes

・Fixed a bug where treasure chests would become empty when dying in a dungeon, etc

・Fixed an issue where the effect that increases the player’s attack power while riding was duplicating and accumulating under certain conditions

・Fixed an issue where players were not receiving loot when capturing Pals while mounted

・Adjusted the HP of the Legendary Pal and fixed an issue where the difference in HP between the captured Legendary Pal and the bred Legendary Pal was too large

・Fixed an issue where Pal would eat while riding.

・Fixed an issue where spheres thrown close to wild pals would not hit and be lost

▼Others

・Improved various Pal models and textures

・Added and adjusted some sound effects

・Many other minor bug fixes

▼Dedicated Server

・Fixed an issue where sorting did not work in the server list

・Improved the server list to allow page transitions

・Dedicated servers now support various log outputs

・Implemented REST API

※ Please check the tech guide for details

https://tech.palworldgame.com/

▼Cheat Prevention

・Fixed a vulnerability that allowed Steam account spoofing

・Fixed 7 other critical vulnerabilities

===

▼Soundtrack

・One new song has been added to the soundtrack. If you have already purchased the soundtrack, please update and enjoy the new song!

※ Please note that the soundtrack may take a few days to update

While today’s update is the biggest yet for Palworld, Pocketpair said it’s planning “a larger, more content-packed update” for summer 2024. This includes never-before-seen scenery and “thrilling adventures on a new island, home to many new pals.” Pocketpair also plans to add new buildings, weapons, and tower bosses.

Palworld launched in January and overnight became one of the biggest games in the world, setting records not only on Steam but on Xbox Game Pass, where it is the biggest third-party game launch ever. So far, the $30 ‘Pokémon with guns’ game has seen an incredible 25 million players, with 15 million copies sold on Steam and 10 million players on Xbox. Last month, Pocketpair boss Takuro Mizobe said the company couldn’t handle the massive profits Palworld has generated.

While Palworld is one of the biggest game launches ever, it’s also one of the most controversial. Pocketpair has said its staff has received death threats amid Pokémon “rip-off” claims, which it has denied. Soon after launch, Nintendo moved quickly to remove an eye-catching Pokémon mod, then The Pokemon Company issued a statement, saying: “We intend to investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to Pokémon.” IGN asked lawyers whether Nintendo could successfully sue.

If you’re playing, be sure to check out IGN’s interactive Palworld map.

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.

Hellblade 2 Developer Ninja Theory Says Its Fans Enjoy Shorter Games

The developer of Hellblade 2 has explained why it prefers making shorter games, insisting digital distribution has opened the door “to games of all shapes and sizes.”

Microsoft-owned developer Ninja Theory will soon release Hellblade 2, which costs $50, is digital-only, and about eight hours long. It follows 2020’s multiplayer online game Bleeding Edge, and 2017’s Hellblade: Senua’s Sacrifice, itself a cheaper, shorter game that launched without a physical release.

In a recent interview with IGN (check out IGN’s Hellblade 2 preview for more), Ninja Theory studio head Dom Matthews said Hellblade 2 is “the right shape and size of experience” to tell the story the developers intended to make.

“I think what we always set out to do is to tell a story and for the game length to be appropriate for the story that we want to tell,” Matthews said. “So it’s not really a case of setting out to make shorter experiences. I think it is… There is a story that we want to tell here with a beginning, middle and end and what is the right shape and size of experience to tell that story? So that’s kind of where we start.”

Matthews said Ninja Theory has found an audience for shorter games where “every step of that journey is meaningful.”

“What I would say as well though is that I think that since digital distribution has become a thing, it has opened the industry up to games of all shapes and sizes, which I think is really great,” Matthews commented. “So I’m really pleased to see that there’s a lot of people that actually enjoy a shorter experience, something that they can sit down on a whatever Friday night, stick their headphones on, turn the lights off and kind of sink into an experience and players who don’t necessarily want something that is 50 hours long, a 100 hours long, so it’s as long as it needs to be. And I’m one of those people, I like shorter games.

“I think there’s a lot of pressure on people’s time these days and I think our fans, from what we hear from them, they enjoy a shorter game where our intention is that every step of that journey is meaningful… There’s an audience of people that want games that are focused.”

Nowadays, with more video games launching straight into subscription services and without physical versions, it has become increasingly difficult to measure success, at least from the outside looking in. As a first-party Xbox game, Hellblade 2 launches day-one on Game Pass on May 21, 2024. While it will also be available to buy standalone across PC via Steam and Xbox, Hellblade 2 seems unlikely to prove its value through sales alone.

For Ninja Theory, though, there are many measures of Hellblade 2’s success. “I think for us as a studio, well my focus as well as studio head is how can we empower the team here, the artists here to go and create an experience, and how do we get it out to the widest possible audience?” Matthews explained.

“I think success for us is, we would love for as many players to play our games as possible, but I think particularly with Hellblade we love and I love that magic that you can achieve by creating something that makes people think and feel. So if I think about the things that I want to achieve in Hellblade 2, once it’s released, the thing that will put the biggest smile on my face is to see fans of Hellblade: Senua’s Sacrifice and people who like those kind of game saying you’ve continued Senua’s journey in a way that is worthy of that character.”

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.

How Hellblade 2 is Taking Immersion to the Next Level

To say that Senua’s next story is an immersive one would be an understatement. During my recent hands-on preview, I was able to sample Hellblade 2’s practically palpable atmosphere, delivered via immersive visual and audio techniques. In fact, immersion is the word that powers each aspect of Ninja Theory’s sequel. Everything from its character-focused storytelling, high fidelity art design, and meatier, revamped combat is there to envelop you in Senua’s world. It’s a mantra instilled in the team by studio head Dom Matthews.

“The technology and the techniques that we push here are in pursuit of immersion,” he explains. “So the questions that we ask ourselves at all times in the game are, ‘What’s the story that we want to tell, and then how do we utilize the tools and the creativity that we have available to us to tell that story?’”

Those tools are used in a honed, focused way to ensure Hellblade 2 doesn’t lose sight of its goals. “We want to stick to that kind of very immersive narrative experience,” says VFX director Mark Slater-Tunstill. “We know our skill sets, we know the sort of people in the team, so let’s not go crazy and make a massive open-world game. Let’s keep it really kind of controlled, immersive, and true to what we’re trying to do as storytellers.”

While Hellblade 2 remains a ‘small’ game, at least in comparison to its first-party powerhouse peers, it has widened its scope over that of its predecessor. Senua’s journey will be a lot less isolated this time around, with other humans turning up along the way to share in her story. “One of the things that we really wanted to explore in Hellblade 2 was when you’ve got someone like Senua, who has a unique model of the world and a unique perspective of the world, what happens when that comes into contact with other people’s models of the world?”, Matthews explains.

There’s just so many more possibilities that we can do now.

It’s a new challenge that the actress who brings Senua to life, Melina Juergens, embraced. She credits the new studio space at Ninja Theory, which was built on the success of the first game, for aiding with that process.“I think having a new stage enabled us to just have more characters,” she says. “Before we were shooting in a little meeting room in our old office. It was just me on set as an actor, maybe three or four more people on set. So it was very intimate, very private. Now we’ve got this custom-built massive stage, so that allows us to have more actors in motion capture, have a stunt team, do our own builds, like hang stuff from the ceiling. There’s just so many more possibilities that we can do now.”

The addition of a wider roster of characters should make Hellblade’s world feel more populated and lived in, and as a result push that sense of immersion. Narrative elements like these new characters go hand-in-hand with more technological solutions, many of which have been made possible thanks to Ninja Theory’s transition to Unreal Engine 5. The software has enabled the team to both recreate real-world locations with extreme detail, and bring the wildest parts of their imagination to life.

“As a creator, UE5 is amazing,” Slater-Tunstill explains. “We can kind of dig in and use parts of the internal screen rendering to do some interesting effects. And yeah, obviously the real-time nature of all the lighting, and now a lot of our effects can be lit as well. It just beds everything in, and everything just fits together much more nicely.”

Nature has been a big influence for the studio, particularly the stunning vistas of Iceland, but the pursuit of immersion in AAA video games often looks to cinema as much as reality. The filmmaking techniques of director Robert Eggers are of particular inspiration to Dan Atwell, Ninja Theory’s environment art director. “We really like his idea of the methods that he used within [The Northman’s environment]” he says, going on to recount a tale of Eggers demanding the film’s prop department craft replicas of excavated historical swords rather than making blades based on mere historical theory. “Doing that research and making it as grounded in that sense as possible, we really like his ideology of that stuff.”

Hellblade 2 is undeniably one of the most graphically impressive games I’ve ever played

It will come as no surprise to learn, then, that Ninja Theory makes physical props of its own. On a tour of the developer’s studio, I was shown era-appropriate Celtic and Viking outfits, which had been woven on wooden looms using materials commonly used in the 9th century such as hemp. These were then scanned into the game to allow their digital counterparts to be rendered as realistic as possible – something further aided by the studio’s switch to Unreal Engine 5. Combined with many other artistic and technological approaches (including building rocks from hundreds of photographs taken on-location in Iceland), it all makes Hellblade 2 undeniably one of the most graphically impressive games I’ve ever played. Its character models and lighting effects in particular stand out from the crowd.

Juergens herself even made the trip out to Scandinavia to take in the harsh surroundings and store those memories for when it came time to reflect on them during her performance. “It’s very windy, it’s rainy, there’s sharp rocks everywhere”, she recalls. “It’s quite a daunting place to be. So I actually got quite frightened when I was out there in that stormy weather. And I try to remember that when I perform, so if there’s a scene with rain, I try to squint my eyes as if it’s raining or windy and just try to remember that trip to Iceland and how terrified I was feeling in that environment. I think the technology is so advanced now as well that I don’t need to overact. It picks up every little eye twitch or lip shake or finger movement.”

This very real grounding only serves to make the firmly other-worldly shine even brighter, though. Once again, we can see parallels between Ninja Theory and cinema; some of the reference footage the studio shot in Iceland is of the same locations used by Ridley Scott to craft the planet in Prometheus, which too used grounded reality to help pronounce its supernatural elements. Horrors of a completely different alien variety are no stranger to Senua, though, and some of her nightmarish visions will be familiar to those who played the original.

“Trying to come up with visual things based on people’s descriptions of hallucinations is a really interesting challenge”, says Slater-Tunstill. “That’s where you can lean on some of the new features of Unreal 5, and have all the geometry you want to replicate those things. Like in the Leap of Faith demo we did last year, with all the repeated rock patterns as the voice is speaking, that would’ve been trickier beforehand.”

The question was how do we utilise combat as a tool to tell the story, to enhance the story.

A large offering of Hellblade 2’s horrors makes themselves apparent during combat, where hulking attackers throw axes and spit fire at you as hell encompasses the arena in shadows of death. It’s an area that the team knew they needed to focus on to make it as immersive as possible in Hellblade 2.

“The question was how do we utilise combat as a tool to tell the story, to enhance the story, to move the story forward”, explains Matthews. “I think games traditionally can at times be segmented from gameplay, story, gameplay, story, gameplay. For us, the approach has been ‘How do we have every step be meaningful for the story?’ It was starting with that mindset and thinking about what does that combat system look like when at the forefront of our minds is turning a narrative through it.”

Battles in Senua’s Saga are exclusively one-on-one affairs. But in the background, scenes are playing out with their own stories to tell, whether that be the untimely demise of a villager or the continuation of a horrific ritual. The trick is to not make these vignettes a distraction from the fight itself, and that’s achieved through engaging swordplay.

Every combat animation has been recorded through performance capture, meaning every swing of Senua’s sword is one of many skillfully executed by the talented stunt team. When visiting Ninja Theory’s motion capture stage I got to see some of this fight choreography in action, and let me tell you they don’t hold back. Things started steadily enough with a few sword-on-axe clashes but swiftly escalated as the stunt performer for Senua was lifted into the air by her neck and violently choke slammed into a cushioned mat. The real-life action was impressive, just as it was when minutes later I saw it translated into the game. There’s a real heft and flow to combat in Hellblade 2 that wasn’t quite there in its predecessor, and that’s largely thanks to this newfound approach.

It’s been a long time since 2017’s Senua’s Sacrifice, but Ninja Theory is a studio focused on getting the small details right, hoping they all add up to an impressive whole. Over the past seven years, they’ve increased the size of their team and upgraded the facilities and technology at their fingertips. All of the immersive techniques the improvements provide are in service of Senua’s story. Not only is the studio looking to create a fun game for players to enjoy, but it’s also seeking to use its platform to raise mental health awareness through Hellblade’s depiction of psychosis – the hallucinatory mental health condition that Senua experiences. It’s a cause close to Juergens’ heart, and one she’s very keen to share widely.

I’m proud of just having the honor of representing the mental health community, making sure that I do it in the best way possible.

“Games can be more than just entertainment”, she states. “You can make a game that sparks conversations, tackles difficult subjects, and just raise awareness about certain conditions such as mental health. I’m proud of just having the honor of representing the mental health community, making sure that I do it in the best way possible, the most realistic way possible. Don’t let them down and make them proud as well.”

Simon Cardy is glad that this is one game he can’t smell. Follow him on Twitter at @CardySimon.