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.

Everything New in Call of Duty: Modern Warfare III – Season 3

Season 3’s update hit Call of Duty: Modern Warfare 3 and Warzone today and there’s a lot of new content. There are new game modes, the return of Rebirth Island, new Perks, new weapons, and so much more! Here’s everything you need to know that’s new in Season 3.

Multiplayer Updates

New Game Modes

Modern Warfare 3 dropped four new game modes in Multiplayer: Capture the Flag, One in the Chamber, Minefield, and Escort. CTF and One in the Chamber are available at launch with Minefield and Escort dropping mid-season. Minefield will be a variation available in Kill Confirmed, Domination, and Hardpoint.

In Minefield, dead players will drop a Proximity Mine that will be deadly only towards their own teammates. Escort is a pretty self-explanatory game mode where one team has to escort a MAW across a map while the other defends and tries to stop the attackers. The match will include a side swap after the first game and the team who delivers the payload the fastest, wins.

New Maps

There are six new Core 6v6 maps in Season 3 with four available immediately: 6 Star, Emergency, Growhouse, Tanked. The other two maps, Checkpoint and Grime, will be coming later in the mid-season update. These last two maps are adapted from Warzone POIs and have been adjusted for smaller 6v6 play.

New Perks and Equipment

Season 3 brings in three new Perk Vests, a new pair of Boots, and new Gear. One of the new Gear items is a High-Gain Antenna which zooms out your minimap for you and nearby allies and enemies remain on the radar longer for you. It also allows you to see nearby ally radar pings from their equipment.

The other new Gear item is a new Tactical called the EMD Mine coming later in the midseason refresh. It’s a proximity mine that shoots out trackers that stick to enemies and reveals them until the tracker is removed.

The Gunslinger Vest makes you a Secondary Weapon specialist with no Primary Weapon slot and only two Secondary Weapons for your loadout. This Perk Vest refreshes stamina on kill, improves reload speed, reload while sprinting, increases weapon swap speed, and lets you spawn with maximum Reserve Ammo. The only caveat is you have to be using your Secondary Weapons to get all these benefits.

The Modular Assault Rig Vest allows you to resupply Lethals and Tacticals from dead players and you start with maximum Reserve Ammo. The Compression Carrier Vest is support focused with additional healing benefits. You can immediately regenerate health after a kill or objective capture and you experience less side effects from gas grenades.

The new boots, Reinforced Boots, grant you immunity to movement reducing effects (like stun grenade effects).

Zombies

There’s a new Dark Aether story update in the form of a rescue mission for Dr. Jansen. A new gate has opened and you’ll have to venture into a new part of the Dark Aether to progress the story.

You can enter a third Dark Aether Rift by finding and attuning different relics across the map. Once you enter the rift, you can loot some classified schematics and secrets.

The new Schematics include Dead Wire Detonators (a mod integrating electrical damage to explosive weaponry), Golden Mask Filter (a self-regenerating gas mask), and the Sergeant’s Beret (a perk that disguises you as a Merc and gives you a Merc Bodyguard).

On top of those new Schematics, there are new Prestige Calling Card Challenges, and new Camo Challenges.

New Weapons

There are four new weapons in Season 3 available across Warzone and Multiplayer: FJX Horus, MORS, Gladiator, and the BAL-27.

  • FJX Horus is a Submachine Gun that can be unlocked in sector 8 of the battle pass
  • MORS is a Sniper Rifle that can be unlocked in Sector 4 of the battle pass
  • Gladiator is a Melee weapon that can be unlocked in Sector 15 of the battle pass
  • Bal-27 is an Assaul Rifle that will be arriving mid-season

Warzone Update

Squads that play together in Warzone proper or Rebirth will be granted more XP and match rewards like Cash bonus, and Supply UAVs.

Return to Rebirth Island

Rebirth Island is back and this time is occupied by the Konni Group. The POIs are familiar to returning players but the buildings have been updated to bring them up to par with modern standards. Along with a small makeover, Rebirth Island features the ability to allow players to swim in the map (something not available in the original island).

Rebirth Island also features new Biometric Scanners in the communications facilities. When the Scanners are active, you can activate one to receive a Keycard based on your player identity. The Keycard lists your Operator name, clan tag, and Access Level and takes up a slot in your Backpack.

The benefit to a Keycard is that it can unlock a special menu in the Rebirth Island Buy Station. The percentage of you getting a higher rarity of the Keycard is raised when you have a squadmate nearby during the activation of the Scanner and if you repeat the scanning process over a few days.

The Biometric Scanners can also grant players additional rewards like camo for your weapons or other secret communication items.

Rebirth Modes

Rebirth Resurgence is available now and only features a max of 44 players per match. This mode plays by the same rules as normal Resurgence but on a much smaller map.

Rebirth Resurgence Loaded will drop in the Mid-Season update and will drop players into Rebirth Island with their preferred Loadouts and custom equipment. So everyone starts out fully kitted without having to look for ground loot.

Rebirth Lockdown will also drop Mid-Season and features even less players in matches with only 28. Multiple squads will have to capture and control zones across Rebirth Island after dropping in with their Custom Loadouts or preferred weapons of choice. Think of it as Hardpoint in Battle Royale.

New Public Events

During matches on Rebirth Island, airstrikes may take out various locations via an Infil Strike. The POIs that can be hit are the Lighthouse, Prison, and Water Tower. So be careful landing or looting in these locations.

In the Gulag, across Battle Royale maps Urzikstan and Vondel, you and your enemy can choose to not fight to the death and instead climb ladders to the roof to both achieve redeployment.

New Equipment for Rebirth Island

There’s a new version of Battle Rage called Squad Rage. You can buy this Field Upgrade at a Buy Station or find it around the map and use it to clear any gas in the radius of effect from the user. It also gives your entire squad the effects of Battle Rage as long as they’re standing near you.

A new Killstreak is also available called Foresight. You may remember this from the original Warzone. Now Foresight is a Killstreak that can be looted or purchased in the Buy Station and it reveals to you the location of every future gas circle.

Another returning Perk from the original Warzone is the package: Specialist. This is extremely rare and can only be found in specific locations. If you manage to find this package, you’ll be granted every Perk in the game till the end of the match.

Rebirth Island also features a new Weapon Trade System during Season 3. These stations are being built across the Island that allow you to trade in a weapon to get another of lesser rarity but with some extra loot. This is one of the stations that can possibly grant you the Specialist Perk if you trade in an especially high tier weapon.

Season 3 for Call of Duty: Modern Warfare III and Warzone is available now on all platforms including mobile.

Stella is a Video Producer, Host, and Editor at IGN. Her gameplay focus is on competitive FPS games and she’s previously reviewed Apex Legends, Hyper Scape, Halo Infinite Multiplayer, and Battlefield 2042. She regularly hosts and shoutcasts competitive Apex Legends and Halo Infinite tournaments when she isn’t streaming on her Twitch channel after work outs. You can follow her on Twitter @ParallaxStella.

Astra: Knights of Veda Review

You died. That much is obvious in the opening moments of Astra: Knights of Veda, which drops you straight into a war, clashing swords with strangers in suits of armor. Suddenly, just as it starts to seem like this will be another standard medieval hack-and-slash, the warriors around you fall to their knees and transform into grisly, undead versions of their former selves. The zombie-infested battlefield that eventually kills you does a good job of teasing the mystery about to unfold, setting the stage nicely for your resurrection into this tragedy-stricken kingdom. But while Knights of Veda’s detailed world, heart-racing drama, and challenging combat show promise, its overly aggressive grind and unnecessarily complex progression systems dampen the charm.

You play as the Master of the Book, a stereotypical “Chosen One” role given to you by the Goddess Veda, who asks for your help finding the missing pieces of her “heart” after reviving you. She also enlists help from a mini version of herself, a fairy-like companion named Belle, who might give any Genshin Impact fans some potentially traumatic Paimon flashbacks. However, Veda’s request sits oddly on the back burner for the majority of the story, instead giving way to the takedown of the corrupt King Magnus and a fight to stop the spread of the Undead. Most of the campaign focuses on uncovering the tantalizing pieces of your missing memories, as well as the truth behind the apocalyptic present, which is a more compelling goal than tracking down the goddess’ heart. I could have done with less of Belle screaming over my shoulder and stating the obvious, like that I’m low on HP, though.

Knights of Veda also weaves in stories about the allies you meet along the way, each with their own agendas, smartly tying them into the kingdom’s larger history. I appreciated the character-focused chapters that extended beyond Veda’s overarching fetch quest, and the story does its best to connect all those dots (even if it’s sometimes in convoluted, soap opera-ish ways). It’s the kind of story that needs a white board to piece together the web of connections, and one I enjoyed better once I embraced a certain suspension of disbelief.

This isn’t your typical cutesy anime RPG, either – Knights of Veda’s hauntingly detailed dark fantasy world shows in its grotesque enemies and corpse-filled landscapes. Instead of rescuing a hostage just in time, you’ll more likely watch a monster crush his head like a tomato. (His bulging eyes and crumpled skull are still stuck in my mind.) Corpses hang from light posts and ravens scatter from decaying bodies as you scamper past. Even at your headquarters, a potbellied villager can be seen solemnly downing a mug of who-knows-what through a doorway. These environments are perfectly crafted to reflect the troubled times of this world in a more graphic way than many games in the genre are willing to.

A slow start veils a genuinely intriguing story.

Knights of Veda isn’t always so bold, however, and it took me a bit to get over the hurdle of cliches at the beginning (including Belle’s constant whining during battle). A slow start veils a genuinely intriguing story about how this tragedy-struck nation came to be, the history of the corrupt King Magnus, and how your past self fits into it all. It’s also clever that it manages to subvert the “hero with amnesia” trope that kicks things off by having the memories from your past life actually be relevant to current events! Knights of Veda ends up feeling like the gaming equivalent of a “true crime” show, which was perfect for a fan of that genre like me once I was able to make it past the less thrilling start.

Even still, Knights of Veda focuses most of its complexity on its combat, with side-scrolling action reminiscent of arcade beat ‘em ups alongside the leveling systems and party management more typical of an RPG. You control a team of four characters that you can instantly swap between depending on your strategy. For example, you could deploy shields using a tank character and then swap a damage dealer in to attack enemies from behind that layer of armor. Managing these characters and optimizing their synergies balances nicely with the timely attacks and dodge rolls needed to survive powerful bosses. And while you can bulldoze through the more common baddies with button-mashing, enough enemy variety exists that you’ll still need to adjust battle strategies on the fly often.

Also similar to games like Genshin Impact, Knights of Veda has separate leveling systems for your individual characters, weapons, power-ups, and skills. Each of these requires enhancement materials that you can grind for by replaying chapters in the story. It’s a lot to juggle, but there are some helpful little touches like getting recommendations for which items to level up next if you ever lose a battle. All these upgrade systems helped it feel like I was constantly improving my characters, but they also made it seem like I was constantly running out of resources.

Knights of Veda is a live service game with more on the way. There are currently six chapters that take about 30 hours to complete, assuming you decide to focus on the story by mostly sticking with the same team to minimize the time it takes to level up new characters. This first arc of Knights of Veda tackles the truth behind your role in the current world war and why Magnus did what he did. It neatly wraps up one major mystery while leaving smaller threads and a cliffhanger ending that have me looking forward to coming back for the second arc.

I started to feel the pain of the grind about halfway through.

About halfway through the current story, however, I started to feel the pain of the grind because of how often I needed to farm for character enhancement materials. Knights of Veda has “MMO-like” leveling, where anything above a three-level difference between you and your enemies is a noticeable challenge, with attacks that will eat significantly more of your HP. It isn’t like some other RPGs, where smart play might let you squeeze by a tough opponent with that kind of level difference. Grinding for materials to overcome those hurdles is typical for free-to-play RPGs and gacha games like this, but ideally they’ll also have systems to make that process less painful, such as an auto-battle option. Knights of Veda doesn’t – or, at least, it doesn’t implement them in a way that makes the grind any easier.

For example, Genshin Impact locks character and weapon enhancement materials behind quick challenges. Only when you start maxing out character skills at the highest levels will it demand you revisit the toughest bosses that take more brain power and reflexes to take down. Meanwhile, Knights of Veda will make you redo a brutal boss battle you only just survived right away in order to obtain basic leveling materials. You can fuse together Adventurer’s Shoes, a currency for collecting enhancement materials, into Hero’s Shoes, which rewards you with more than five times the average amount of drops to quicken the process – but doing so requires 80 out of the 120 maximum Adventurer’s Shoes you can hold. That meant I ended up trading many of the gems I could have used on gacha pulls to get new characters to instead replenish my Adventurer’s Shoes so I could gather more materials at once and not be forced to redo the same battles over and over.

And while there is an auto-battle option to initially speed things up, it becomes useless in later chapters. At first, I thought it could be a helpful tool for effortlessly running through repeated battles to farm materials – but in practice, it’s only good for auto-attacking. The AI powering it doesn’t know to step back when there are too many enemies or avoid environmental hazards, and will gleefully walk into poison without thinking about the damage over time it will cause. If auto-battle at least evaded lightning and similar dangers, it would help automate a larger part of the process, even if I still need to go hands-on for tougher enemies.

Because progression is so slow, I didn’t have the resources to properly experiment with a wider variety of characters. Knights of Veda has a rock-paper-scissors type elemental system that encourages you to consider who you are using when facing different enemies. Unfortunately, I largely had to ignore the elemental pentagons and triangles that balance strengths and weaknesses out of necessity. I would’ve loved to try out more characters, but that would’ve meant hours of grinding to fully level a single one that likely wouldn’t even become a mainstay of my team afterward. As a result, I generally kept three of my four party members the same throughout the campaign, and only swapped the fourth around when I wanted to experiment with those elements.

As a gacha game, your team could be heavily influenced by which characters you manage to randomly pull – for example, I forced my way through the campaign with a 5-star archer named Eliyor I lucked into, but I frequently used free units like Leon and Lucian for support. (Lucian in particular came in clutch with his healing abilities and serviceable Light-based damage.) I unlocked multiple characters as I progressed through the story and completed challenges, so I don’t think the gacha structure is a particular problem here. You get at least 10 pulls for free whenever you hit level 5, level 10, level 15, and so on. I’m not sure my life would have been as easy without Eliyor, of course, but most of my free units were helpful enough that I didn’t feel the need to pay real money for more pulls. Knights of Veda also guarantees you at least one 5-star character from its standard banner after 50 pulls, so that means a chance for everyone to pull their own powerhouse.

Gacha concerns or not, there is plenty to talk about in terms of overall jank. Small optimization issues and bugs weren’t very distracting individually, but Knights of Veda has enough of them that it feels sloppy all together. First off, controller support is only half-finished, so you will need to switch to using a keyboard and mouse for things like navigating between character menus if you play on PC like I did. I got used to that annoyance after a while, and the UI at least tells you when to switch most of the time… if it doesn’t crash first. NPCs in the main town would sometimes show me an unfinished menu before freezing, overlapping text is the norm throughout, and random Korean phrases will sometimes pop up in service messages, so the whole package comes across as unpolished.

Save 55% Off This Baseus 10,000mAh Fast Charging Power Bank With Two Retractable USB Type-C and Lightning Cables

This is definitely one of the more interesting power bank deals we’ve posted on IGN. Right now Amazon is offering a Baseus 10,000mAh Power Bank with up to 22.5W of Power Delivery, a digital display, and not one, but TWO retractable charging cables for only $17.99 after clipping the 30% off coupon on the product page and applying 10% off coupon code: “SK888222“. That’s a great price for any old 10,000mAh power bank, but even better for one that has so many great features.

Baseus 10,000mAh USB Type-C Power Bank for $17.99

A 10,000mAh capacity power bank is the perfect compromise between battery capacity and size for the Nintendo Switch. This Baseus model measures only 4.5″ long, 2.8″ wide, and 0.8″ thick, smaller than many smartphones. The 10,000mAh capacity can charge Nintendo Switch over two times, an iPhone 15 Pro over three times, and a full-sized iPad Pro 12.9″ almost one full time. In addition, the USB Type-C port supports Power Delivery with up to 22.5W of power. That’s enough to fully max out the charging speed on a Nintendo Switch. There is also a display that tells you how much charge is remaining.

Perhaps the most unique feature of this power bank are the two retractable cables integrated into the power bank. One is a 22.5W USB Type-C cable and the other is a 20W Apple Lightning cable. That means that even if you don’t have any spare cables lying around, you’ll still be able to charge your Android smartphone, iPhone, or Nintendo Switch console. In addition to the retractable cables, there are two more ports: a USB Type-C port that serves as both input and output as well as a USB Type-A port.

The Baseus power bank comes with built-in safety protections you’d expect from a decent quality power bank (although it’s not UL or ETL certified to save on costs). Baseus might not be as well known as Anker, but their power banks thus far have been pretty reliable, and they’ve been racking up plenty of favorable reviews and recommendations.

For more options, check out our picks for the best power banks of 2024. If you’re looking for more Nintendo Switch accessories that might be on sales check out the best Nintendo Switch deals today.

Zelda: Tears of the Kingdom Uniqlo Clothing Line Announced

Nintendo has teamed up with Uniqlo to release a clothing line based on The Legend of Zelda: Tears of the Kingdom.

As reported by VGC, the collection of six t-shirts is so far only announced for Japan but will be released on April 26, 2024 and cost ¥1,500 (around $10) each as part of Uniqlo’s UT brand.

“This is an original collection only available at UT which expresses the [Tears of the Kingdom’s] magnificent world view, unique characters, and memorable scenes and lines as t-shirts and incorporates them into the design.”

One black t-shirt has silhouettes of Link and Zelda with the phrase “please lend him your power” between them, and the Tears of the Kingdom key art on the back. Another one, this time tan, features koroks hiding behind the pocket, and one sneaking away on the back too.

Tears of the Kingdom was one of the biggest games of 2023, both critically and commercially, as Nintendo announced the Breath of the Wild sequel sold 10 million copies within three days.

In our 10/10 review, IGN said: “The Legend of Zelda: Tears of the Kingdom is an unfathomable follow-up, expanding a world that already felt full beyond expectation and raising the bar ever higher into the clouds.”

And for help with everything Tears of the Kingdom, take a look at our Tears of the Kingdom Walkthrough and Guide about making your way through Hyrule.

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

Homeworld: Vast Reaches Has the Homeworld Vibe Down Pat

When Homeworld 3 was first announced, I kept hoping for a VR mode announcement that never came. Wouldn’t it be great to see all of the iconic ships flying around, dogfighting and exploding all around your head? It’s a no-brainer! It turns out that the lack of VR support wasn’t because Homeworld 3’s developers at Blackbird didn’t see the potential; it was because there was another studio, FarBridge, working on a parallel Homeworld game that’s built for VR – specifically the Meta Quest 2 and 3 – from the ground up. It’s called Homeworld: Vast Reaches (see what they did there?) and, as coincidence would have it, after Homeworld 3’s delay to this coming May, both will launch very close together.

When I first put on the headset, the look and feel was immediately very, very Homeworld. It’s not quite up to the fidelity of Homeworld 3, naturally, but it’s a good representation of how these memorable ships were originally designed, and it’s a trip to have the old-school animatic cutscenes fill my entire field of view. The cherry on top, of course, is new music by Paul Ruskay, the composer of Homeworld 1, 2, Deserts of Kharak, and the upcoming Homeworld 3. So it’s certainly got authenticity on its side.

The 11-mission, single-player-only story campaign of Homeworld VR is set between the events of Homeworld and Homeworld 2 (as opposed to the further-future Homeworld 3) as Karen Sjet comes out of retirement to coach a new person learning to pilot the Mothership (you) and mop up the remnants of the Taiidan Empire. A new race shows up and, while initially promising to help the Hiigarans with new advanced tech, quickly turns on you. This sudden but inevitable betrayal comes in the middle of a training exercise where their ships were already conveniently labeled in red.

The controls certainly take a little getting used to (though I’m told they’re still being tuned) but things have been simplified a bit so it’s not hard to get up to speed if you’ve played a Homeworld game before. It’s certainly easier to judge distance and depth in VR, which is important in a game where ships can freely move up and down (to a point) in space, so there’s no need to manipulate the camera as much as in 2D to determine something’s location. The pointer-based controls are a little finicky when you’re trying to aim a resource harvester at a distant asteroid cluster when there’s anything else around it, unless you have a surgeon’s steady hand, but of course the obvious solution there is to pause the action with a tap of the Quest’s Y button, fly over to the asteroid, and issue commands up close before resuming time.

Combat uses the same rock-paper-scissors balance we’re used to.

The radar and control group menus pop up on either side of your left wrist when you raise your arm and flip your hand to swap between them, which I quickly got the hang of for selecting and jumping to my ships (but I never did learn to stop trying to click on the Mothership to bring up a menu). The trickiest part to learn was the camera controls, which allow you to float or teleport through space once you figure out that moving up and down is controlled by which way you’re tilting the right controller as you move.

My early-game fleet was composed of the same Hiigaran scouts, fighters, bombers, corvettes, and resource harvesters that we played with in the original Homeworld. However, even more so than Homeworld 2 and 3, the way you interact with ships is control group-based, to the point where you can’t individually order a ship or even a squadron around – you have to build ships into one of the groups (during these early levels you’re limited to three, but that will expand as your tech upgrades) and give orders that apply to all the ships within it. There aren’t any pre-set formations, but you can literally pick up ships and place them in the formation you want within the group, or move them to a different group. There also aren’t any passive, neutral, or aggressive stances to tell the AI how you want the ships to behave in combat, but you can activate a boost to their firepower for a short time.

It may be simplified, but combat uses the same rock-paper-scissors style balancing we’re used to, where fighters kill bombers, bombers kill bigger ships, and bigger ships kill fighters. These early missions were mostly about defending the Mothership from waves of attackers while harvesting all of the available resources nearby before jumping away, which is very familiar for this series. Since this is the original Mothership it’s unarmed and stationary, but I noticed that here you don’t really interact with it much. Because ships are built directly into the control groups they don’t fly out of the hangar, and repairs are done with a support ship rather than by docking. But as ever, it’s there to serve as your avatar on the map, and it must be protected at all costs.

Homeworld VR’s weirdest trick, though, is the option on the Quest 3 to play in augmented reality mode. When you flip on this option in the menu, the backdrop of space is replaced by the real world around you, and your ships are just flying around the room. It’s bizarre, especially if there are other people nearby, and it can be a little difficult to spot ships in a cluttered area, but I was surprised at how quickly I got used to it and was back to playing as normal. I could see myself playing this way if my kids or cats were in the room and I wanted to be able to keep an eye on them without leaving my game, but all things considered I expect I’ll prefer to experience the full immersion in the Homeworld universe when Homeworld VR launches on Quest “soon.”

Call of Duty Modern Warfare 3 Season 3 Patch Notes Reveal Significant Gameplay Improvements, Big Fixes, and More

Call of Duty Modern Warfare 3 Season 3 kicks off today, April 3, and Activision has released patch notes revealing what to expect.

The patch notes, by developers Sledgehammer Games and Treyarch, include detail on the six new 6v6 multiplayer maps for Modern Warfare 3. Three of these maps are brand-new locales and layouts, while the other three are fresh yet familiar experiences. The Emergency 24/7 Playlist launches with the start of the season.

New modes include Capture the Flag and One in the Chamber, while the battle pass unlocks four base weapons, including the MORS sniper rifle and BAL-27 assault rifle from 2014’s Call of Duty: Advanced Warfare. There are eight new aftermarket parts, two new equipment items, new perks, new operators, and new events with limited-time rewards.

As expected, there is a sweeping balance pass on Modern Warfare 3 weapons, as well as changes to the feeling of aiming across all input devices. On the latter, the developers have removed “variance” from aimed down sight idle sway, resulting in a “predictable and consistent motion curve.” “This change raises the skill ceiling and rewards players who take the time to master their favorite weapons,” the developers said. As for Zombies, there’s a new story mission, Dark Aether Rift, and a set of schematics coming in-season.

Call of Duty Modern Warfare 3 Season 3 Multiplayer and Zombies patch notes:

NEW MAPS

Season 3 introduces a total of six 6v6 Multiplayer maps to Modern Warfare III.

Three of these maps are brand-new locales and layouts, while the other three are fresh yet familiar experiences. Look for the Emergency 24/7 Playlist at the start of the Season, with other exciting Playlists to follow in the coming weeks.

  • Emergency
  • 6 Star
  • Tanked
  • Growhouse
  • Grime (In-Season)
  • Checkpoint (In-Season)

NEW MODES

Kick it back in Season 3 with some all-time classics, then prepare for all-new Modes arriving later in the Season.

  • Capture the Flag
  • One in the Chamber
  • Minefield (In-Season)
  • Escort (In-Season)

…and more 🙂

NEW WEAPONS

Progress the Battle Pass to unlock four base Weapons, including the iconic MORS and BAL-27 from Call of Duty: Advanced Warfare (2014).

FJX Horus (Submachine Gun)

An ultra-compact SMG with best-in-class CQC damage and mobility.

MORS (Sniper Rifle)

This single-load railgun delivers a high-damage payload with excellent velocity and penetration.

Gladiator (Melee)

A compact, concealable punch knife that was initially used by gamblers and politicians.

BAL-27 (Assault Rifle, In-Season)

A bullpup prototype weapon designed to increase fire rate over time while the trigger is squeezed. The first 4 shots are slower to fire but highly accurate.

NEW AFTERMARKET PARTS

Add some spice to previously mastered weaponry with eight all-new Aftermarket Parts.

JAK Cutthroat

This 3D-printed stock provides an unrivaled combination of speed and stability while aiming down sights.

JAK Revenger Kit

This conversion kit turns the BP50 into a CQC legend. A 9mm caliber conversion with shortened receiver and high-capacity magazine.

JAK Jawbreaker

Converts this Shotgun into a hard-hitting, automatic Battle Rifle.

JAK Shadow Titan Kit

Converts the Bruen Mk9 into a compact and integrally suppressed light support weapon chambered in 300 blackout.

JAK Patriot

Converts the M16 into a fully automatic rifle with a heavy ported barrel built to provide superior recoil control and firing aim stability.

Wardens

Relive the glory days, stir up the hornet’s nest, and take down your enemies, leaving no loose ends with these museum-worthy akimbo lever-action Shotguns.

JAK Atlas Kit

Converts the AMR9 into an extremely lethal and accurate 5-round burst carbine chambered in 556.

Photonic Charge Barrel

This hyper-advanced barrel is more than simply a barrel. Holding the trigger charges the rifle and releasing fires a single, high-power energy projectile.

NEW EQUIPMENT

Try fresh tactics with two new Equipment items arriving later in the Season.

EMD Mine (Tactical, In-Season)

Proximity-triggered mine that sticks to surfaces. Once triggered, the mine shoots out tracker devices that reveal the enemy location and direction until removed.

Enhanced Vision Goggles (Field Upgrade, In-Season)

Toggle between normal vision and enhanced vision with integrated target highlighting. Has limited battery.

NEW PERKS

Tailor your Loadout to your playstyle with all-new Perks in Season Three.

Compression Carrier (Vest)

Assisted healing and gas protection.

Modular Assault Rig (Vest)

Lethal and Tactical scavenger.

Gunslinger Vest (Vest)

Secondary Weapon specialist.

Reinforced Boots (Vest)

Immune to movement reduction effects.

High-Gain Antenna (Gear)

The minimap is zoomed out for you and nearby allies.

NEW OPERATORS

From cultural icons to new friends and foes, a small army of new Operators is on its way to Modern Warfare III.

  • Banshee
  • Hush
  • Snoop Dogg
  • Stasis
  • Cheech
  • Chong

NEW EVENTS

Be on the lookout for Events with limited-time rewards to earn throughout Season Three.

  • Vortex: Vi.Rus Mainframe
  • Call of Duty Endowment: U Assist Veterans
  • Godzilla x Kong: Battle for Hollow Earth
  • Blaze Up

GLOBAL

CUSTOMIZATION

  • Corrected protection with the Aegist Imperials Blueprint to match the base Riot Shield.
  • Resolved an issue causing Blueprints to lose aesthetics when saved as a Custom Mod.

MULTIPLAYER

UIX

  • Added an unlock status and game origin filter for Operators and the ability to sort by latest additions and name.
  • Added a new option to the Settings menu to test all speakers in the current audio setup.
  • Seasonal cinematic cutscenes can now be skipped.
  • Tac-Stance status is now indicated on the HUD in the Firing Range.
  • Weapon Mastery Emblem unlock requirements are now displayed in the Customization menu.
  • Adjusted various Attachment descriptions and Pros/Cons listed in the Gunsmith to better reflect their true attributes.
  • Gunsmith Attachment Filters
    • Changed filter combination logic from AND to OR.
    • Selected filters are now reset after each game session.
    • Removed redundant Locked and Unlocked filters.
    • Filters button now displays actively engaged filters.
  • Bug Fixes
    • Killstreak HUD overlays will no longer persist after destruction by the Stormender.
    • Additional Perk slots are now displayed correctly in the Killcam.
    • Applying certain Weapon filters will no longer unexpectedly kick the player back to the menu.
    • Improved alignment of values in columns on the Scoreboard.
    • Addressed an issue causing Weapon Mastery Challenges to not accurately display the progress of previous completions.
    • Calling Card unlock criteria will now consistently appear upon hover.
    • Resolved an issue preventing certain Emblems from being added to Favorites.

GAMEPLAY

  • Decreased obstructive VFX while firing MWII Weapons to align with MWIII standards.
  • Removed variance from ADS Idle Sway, allowing a predictable sway pattern.

Our next step toward improving the feeling of aiming across all input devices in Modern Warfare III arrives in Season 3. As previously detailed, aimed down sight idle sway discourages players from holding their sights for an extended period of time with a constant, subtle motion that introduces slight inaccuracy.

In today’s update, we’ve removed variance from aimed down sight idle sway, resulting in a predictable and consistent motion curve. This change raises the skill ceiling and rewards players who take the time to master their favorite Weapons.

PROGRESSION

  • Added Party Bonus XP, allowing players to earn more XP dependent upon the party size.
    • 2 Players: +25% Rank and Weapon XP
    • 3 Players: +25% Rank, Weapon, and Battle Pass XP
    • 4+ Players: +30% Rank, Weapon, and Battle Pass XP
  • Added an Armory Unlock Challenge for the Trebuchet Brake Muzzle Attachment.

MAPS

  • Afghan
    • Addressed an exploit that allowed players to hide within geo near the Plane.
  • Das Haus
    • Set factions to Spetsnaz and Rangers, resolving an issue causing missing announcer voicelines.
    • Added spawn points in the Storeroom in Team Deathmatch, Domination, and Free for All Modes.
  • Meat
    • Added spawn points throughout the map in Team Deathmatch, Domination, and Hardpoint Modes.
    • Removed specific spawn points near the Loading Dock to prevent spawning in the line of sight of an enemy.
  • Quarry
    • Addressed an exploit near the Industrial Road that allowed players to exit the playable area.
  • Shipment
    • Renamed Shipmas to Shipment as it is now the permanent experience.
    • Added collision to prevent players from accessing an unintended ledge near the Drug Stash.
  • Skidrow
    • In Hardpoint, players can no longer contest the Destroyed Apartment hill from an unintended location near the window.
  • Sporeyard
    • Players can no longer exit the playable area through the roof of the Red Warehouse.
  • Tetanus
    • Set factions to OpFor and Task Force 141, resolving an issue causing missing announcer voicelines.
  • Vista
    • Added collision to prevent bullet collision through the staircases near the Marketplace and Tower.
  • Operation Tin Man (War)
    • Players will no longer be prompted to use a turret occupied by another player.
    • Players who join a match in progress can now see the control panels during the first objective phase.

MODES

  • Private Match
    • While the CDL Rulset is active, team kill penalties will no longer stack.
  • Snipers Only (Limited-Time Mode)
    • Restricted Killstreaks to UAV, Advanced UAV, and MGB.
    • Disabled melee attacks, including Fists.

WEAPONS & ATTACHMENTS

» Assault Rifles «

  • RAM-7
    • Decreased neck damage multiplier from 1.3x to 1x (-23%).
  • Holger 556
    • Decreased upper leg, lower leg, and foot damage multipliers from 1x to 0.85x (-15%).

The Holger 556 now requires shots to land above the waist for a 4-shot kill.

  • MCW
    • Decreased headshot damage multiplier from 1.3x to 1.1x (+15%).

With the MCW, 1 headshot will no longer result in a 4-shot kill.

  • DG-56
    • Increased sprint to fire time from 178ms to 199ms (+12%).

» Battle Rifles «

  • SOA Subverter
    • Increased sprint to fire time from 256ms to 268ms (+5%).
    • Increased aim down sight time from 270ms to 290ms (+7%).
  • BAS-B
    • Decreased rate of fire from 667rpm to 600rpm (-10%).
    • Decreased recoil center speed by 6%.
    • JAK Outlaw-277 Kit
      • Decreased sprint to fire time from 252ms to 226ms (-10%).
      • Decreased aim down sight time from 300ms to 240ms (-20%).
      • Decreased aim down sight rate of fire penalty from 150% to 135%.
      • Increased medium damage from 74 to 90 (+22%)
      • Increased minimum damage from 70 to 90 (+29%).

The JAK Outlaw-277 Kit is now a maximum of 2-shots to kill to all body locations.

  • Sidewinder
    • Decreased sprint to fire time from 231ms to 210ms (-9%).
    • Increased bullet velocity from 600m/s to 770m/s (+28%).

» Submachine Guns «

  • RAM-9
    • Decreased sprint to fire time from 178ms to 147ms (-17%).
  • AMR9
    • Decreased sprint to fire time from 189ms to 136ms (-28%).
  • Rival-9
    • Increased sprint to fire time from 93ms to 110ms (+18%).
    • Decreased near-medium damage from 27 to 25 (-7%).
    • Decreased medium damage from 25 to 23 (-8%).
    • Decreased lower torso, lower arm, and hand damage multipliers from 1.1x to 1x (-9%).
  • HRM-9
    • Increased sprint to fire time from 94ms to 110ms (+17%).
  • Striker 9
    • Increased sprint to fire time from 100ms to 103ms (+3%).
  • Striker
    • Increased sprint to fire time from 100ms to 110ms (+10%).
  • WSP-9
    • Increased sprint to fire time from 88ms to 110ms (+25%).
  • WSP Swarm
    • Increased sprint to fire time from 88ms to 99ms (+13%).

» Shotguns «

  • Added Long Haul 50 and Wolfcall 300 Muzzle Attachments to MWIII Shotguns.

» Light Machine Guns «

  • TAQ Evolvere
    • Increased sprint to fire time from 245ms to 257ms (+5%).
    • Increased aim down sight time from 385ms to 415ms (+8%).
    • 7.62 Belt Magazines
      • Decreased neck damage multiplier from 1.4x to 1.2x (-14%).
    • 5.56 Belt Magazines
      • Decreased rate of fire from 857rpm to 789rpm (-8%).
  • Bruen Mk9
    • Decreased aim down sight time from 410ms to 350ms (-15%).
  • RAAL MG (MWII)
    • Increased sprint to fire time from 199ms to 216ms (+9%).
    • Increased aim down sight time from 330ms to 380ms (+15%).
    • Increased neck damage multiplier from 1x to 1.3x (+30%).
    • Increased upper torso damage multiplier from 1x to 1.2x (+20%).
    • Increased leg and foot damage multipliers from 0.9x to 1x (+11%).

» Marksman Rifles «

  • MTZ Interceptor
    • Increased aim down sight time from 280ms to 300ms (+7%).
    • Decreased medium damage from 88 to 83 (-6%).
    • Decreased minimum damage from 84 to 77 (-8%).
    • Decreased near-medium damage range from 44.5m to 38.1m (-14%).

» Sniper Rifles «

  • XRK Stalker
    • Increased aim down sight time from 580ms to 600ms (+3%).
  • KV Inhibitor
    • Increased aim down sight time from 540ms to 580ms (+7%).
  • SP-X 80 (MWII)
    • Increased sprint to fire time from 270ms to 310ms (+15%).
    • Increased aim down sight time from 570ms to 590ms (+4%).

» Handguns «

  • TYR
    • 12.7x55mm Snake Shot Ammunition
      • Increased minimum damage range and bullet termination range from 14.5m to 19.6m (+35%).
  • WSP Stinger
    • Akimbo WSP Stinger Rear Grip
      • Increased rate of fire from 600rpm to 750rpm (+25%).

» Attachments «

  • Added initial aim accuracy benefit to all Heavy Bolts for Sniper Rifles.
  • Cronen INTLAS MSP-12 Optic
    • Laser is no longer visible to enemies at the hip.
  • SL Razorhawk Laser Light
    • Flashlight is no longer visible to enemies at the hip.
    • Laser is no longer visible to enemies at the hip.
  • CS15 Scarlet Box Laser
    • Laser is no longer visible to enemies.
  • Verdant Hook Box Laser
    • Laser is no longer visible to enemies at the hip.
  • VT-7 Spiritfire Suppressor Muzzle
    • Increased sprint to fire speed penalty from 2% to 5%.
  • L4R Flash Hider Muzzle
    • Decreased horizontal recoil control benefit from 13% to 10%.
  • DR-6 Handstop Underbarrel
    • Decreased aim down sight movement speed benefit by 3-4%, dependent upon Weapon Class.
  • Bruen Heavy Support Grip Underbarrel
    • Decreased horizontal recoil control benefit from 12% to 8%.

PERKS

  • Revised Vest descriptions to clarify the max ammo benefit does not apply to Launchers.
  • Quick-Grip Gloves (Gloves)
    • Increased weapon swap speed benefit to a minimum of 40%, differing by Weapon.
  • Ordnance Gloves (Gloves)
    • Added a 20% Equipment, Field Upgrade, and Killstreak use speed benefit.
  • Marksman Gloves (Gloves)
    • Resolved an issue causing the 15% sway reduction benefit to not apply.

EQUIPMENT

  • Stun Grenade (Tactical)
    • Decreased victim aim slowness duration to 300ms.
    • Removed aim slowness effect on victim’s equipped with Tac Mask (Gear).
    • Victim movement and aim slowness now linearly scales down throughout the stun duration.
  • Decoy Grenade (Tactical)
    • While the Decoy Grenade is active, the player who threw it now gains the effects of Assassin Vest while standing within 20.3m of it.
  • Flash Grenade (Tactical)
    • Decreased close-range stun duration 4s to 3.5s (-13%).
    • Increased medium-range stun duration from 2.35s to 2.75s (+17%).
    • Increased far-range stun duration from 0.45s to 1s (+122%).
  • Frag Grenade (Lethal)
    • Decreased inner explosive damage from 250 to 225 (-10%).
    • Decreased intermediate explosive damage from 150 to 130 (-13%).
  • Thermite (Lethal)
    • Increased incendiary damage tick rate from 2/s to 4/s (+100%).
    • Decreased inner incendiary damage from 38 to 25 (-34%).
    • Decreased outer incendiary damage from 15 to 10 (-33%).

All changes considered, the incendiary damage output of Thermite is increased by 33%.

  • Thermobaric Grenade (Lethal)
    • Increased explosive damage radius from 8.6m to 9.5m (+10%).
    • Increased inner explosive damage from 90 to 100 (+11%).
    • Increased intermediate explosive damage from 80 to 90 (+13%).
    • Increased fire damage tick rate from 4/s to 5/s (+25%).
  • Drill Charge (Lethal)
    • Decreased surface burrowing time from 1.25s to 0.75s (-40%).
  • C4 (Lethal)
    • Detonation can no longer occur until stuck to a surface for 500ms.
    • Increased thrown velocity by 15%.
  • Breacher Drone (Lethal)
    • Increased drone health from 1 to 55.
    • Increased drone velocity by 25%.

FIELD UPGRADES

  • Heartbeat Sensor
    • Addressed an issue causing battery life to be reset to 100% upon being put away.
  • Recon Drone
    • Resolved an issue preventing a warning message when flying out of bounds.

KILLSTREAKS

  • SAE
    • Addressed an issue preventing explosives from damaging players in specific locations.
  • Wheelson-HS
    • Player will no longer become stuck firing their Weapon if killed while controlling the Wheelson-HS.
  • Swarm
    • Decreased minimum delay from target acquisition to attack from 500ms to 200ms (-60%).
    • Decreased maximum delay from target acquisition to attack from 800ms to 500ms (-38%).
    • Increased drone attack velocity by 75%.
    • Increased drone attack damage radius to 8.9m.

Note: Swarm balance adjustments went live in an update prior to Season 3.

MWIII RANKED PLAY

MWIII Ranked Play continues in Season 3 with NEW Seasonal Rewards to earn! Up for grabs is the Pro Issue Rival-9 Blueprint, new Divisional Large Weapon Decal rewards, and more! Below are the Season 03 details to keep in mind for returning competitors!

GAMEPLAY

  • Content Restrictions Update
    • Weapons
      • SMGs
        • FJX Horus
      • Sniper Rifles
        • MORS
      • Melee
        • Gladiator

SR (SKILL RATING) & DIVISIONS

  • End of Season Skill Setback
    • At the end of each Season, your ending Skill Division will determine where you start the following season:
      • Bronze through Crimson I Players are set back three Tiers below where they finished in the previous season.
        • Example: A Player ending Season 1 in Gold III will begin Season 2 in Silver III.
      • Players Crimson II and above will start Season 2 in Diamond I.

MWIII RANKED PLAY REWARDS

Breakdown: Rewards

  • Reminder: Players can earn MWIII Ranked Play rewards in three ways.
    • Rank Rewards: Available at launch and can be earned in any Season.
      • Players can continue their previous Rank grind in Season 3.
    • Season Rewards: Available at the start of a Season and only available in that Season.
    • End of Season Rewards: Rewards that are awarded after the Season has ended and represent either your highest attained Division or an active placement in the Top 250 Division.
      • Season 3 brings new Seasonal Large Decals to unlock in MWIII Ranked Play!
  • New Season 3 Rewards
    • Throughout Season 3, players can earn the following rewards:
      • 5 Wins: ‘MWIII Season 3 Competitor’ Weapon Sticker
      • 10 Wins: ‘Pro Issue Rival-9’ SMG Weapon Blueprint
      • 25 Wins: ‘Absolute Banger’ Weapon Charm
      • 50 Wins: ‘Hold This L’ Large Weapon Decal
      • 75 Wins: ‘MWIII Ranked Play Season 3’ Loading Screen
      • 100 Wins: ‘MWIII Season 3 Ranked Veteran’ Weapon Camo
  • New End of Season Rewards
    • At the end of each Season, players will be awarded Skill Division rewards that represent their highest attained Division that Season or an active placement in the Top 250 Division.
      • Season 3 Division Rewards
        • Bronze: ‘MWIII Season 3 Bronze’ Emblem
        • Silver: ‘MWIII Season 3 Silver’ Emblem
        • Gold: ‘MWIII Season 3 Gold’ Large Weapon Decal and Animated Emblem
        • Platinum: ‘MWIII Season 3 Platinum’ Large Weapon Decal and Animated Emblem
        • Diamond: ‘MWIII Season 3 Diamond’ Large Weapon Decal and Animated Emblem
        • Crimson: ‘MWIII Season 3 Crimson’ Large Weapon Decal and Animated Emblem
        • Iridescent: ‘MWIII Season 3 Iridescent’ Large Weapon Decal and Animated Emblem
        • Top 250: ‘MWIII Season 3 Top 250’ Large Weapon Decal, Animated Emblem, and Animated Calling Card
        • Players must finish in the Top 250 Division to qualify for these rewards.
  • Seasonal Division Operators
    • Earn a Skill Division Operator Skin for use with both CDL Male & Female Operators on both Factions to represent your highest Skill Division. Once the Skins from one Skill Division have been unlocked they can be permanently used in following Seasons in Modern Warfare III and Warzone:
      • Gold – Iridescent: Earn the applicable ‘Gold Competitor’, ‘Platinum Competitor’, ‘Diamond Competitor’, ‘Crimson Competitor’, or ‘Iridescent Competitor’ Operator Skin set based on your highest Skill Division reached over the course of the Season.
      • Top 250: Unlock the ‘Top 250 Competitor’ Operator Skin set by finishing a Season in the Top 250 Skill Division.
        • Players must finish in the Top 250 Division to qualify for these rewards.
  • Ranked Play First Place
    • The player who finishes Season 3 in the #1 position on the Top 250 Leaderboard will receive an animated unique, one-of-a-kind Calling Card and Emblem for ultimate Season 3 bragging rights

ZOMBIES

NEW CONTENT COMING IN-SEASON

A NEW Story Mission, Dark Aether Rift, and set of Schematics are on the horizon. Check out the Call of Duty Blog for more details on what to expect later in Season 3.

GAMEPLAY

  • Perk-A-Colas
    • Aether Shroud
      • Addressed an issue that allowed Aether Shroud visual effects to remain on an Operator in Third Person for longer than intended.
    • Acquisitions
      • Removed the ability to apply Aether Tools to Vehicle Turrets.
        • Note: While players could elect to use the tool on the Vehicle Turret, the damage would not scale properly which would waste the Aether Tool.

WEAPONS

» Wonder Weapons «

The V-R11

  • Addressed an issue that prevented the V-R11 from transforming Warlord Bodyguards into Zombies.

ATTACHMENTS

  • JAK Purifier
    • Decreased the amount of damage that the JAK Purifier does to Elite and Boss enemy types.
      • The JAK Purifier was overperforming with the previous tuning against more difficult enemies.
      • With this new tuning, players can still utilize the attachment to manage large groups of lesser enemies in all Threat Zones and use different tactics to engage more difficult foes.

CHALLENGES

  • Prestige Challenges
    • Unlock new Prestige Calling Card Challenges at each level of prestige reached, and select up to five challenges to track, including any from across the game.

UI/UX

  • Addressed an issue where the Containment Level would overlap the amount of customization options in the Recruit Operator selection menu.

STABILITY

  • Added various crash and stability fixes.

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’s First Public Test Realm Let’s Players Try Season 4 Early

Diablo 4 players impatiently waiting to try Season 4 can now do so thanks to Blizzard releasing the game’s first Public Test Realm (PTR).

Blizzard initially announced the PTR in late March, revealing that it would run for a limited time, starting on Tuesday, April 2, and concluding on Tuesday, April 9. However, a week-long PTR is not the only thing limiting this PTR, as Blizzard already confirmed in the same announcement that it would only be available to players with a PC Battle.net account.

Nevertheless, if you are eligible for the PTR, you will gain access to test updates and features before Season 4 officially launches. Alongside allowing certain players itching to try the new season, this PTR will also allow the development team some time to consider and implement any player feedback gained from this testing period, allowing them to incorporate it into the forthcoming season.

The release of the PTR was part of a bigger announcement from Blizzard, revealing that the team had to delay Season 4. The season was originally supposed to launch on April 16, but during the most recent episode in the Campfire Chat series, Diablo Community Lead Adam Fletcher revealed that it had to delay the fourth season until May 14.

Diablo 4 is already being touted as the biggest post-launch update for the game yet. While Season 3 introduced some things, most notably Class Changes, Blizzard pledged that the next season will rework itemization, changing the entire framework of how loot impacts the overall gameplay experience.

For who recently jumped in thanks to Blizzard bringing its most recent project to both Xbox Game Pass for consoles and PC Game Pass, there are a few caveats: there is no Xbox achievement support, and if you are playing the PC Game Pass version, you need to install Battle.net.

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

Atari Buys RollerCoaster Tycoon 3 Publishing Rights for $7 Million

Atari has bought the RollerCoaster Tycoon 3 publishing rights from Frontier Developments for $7 million.

Atari, which has a long-term RollerCoaster Tycoon licensing agreement with franchise creator Chris Sawyer, said it is now the sole publisher of all major titles within the RollerCoaster Tycoon franchise, including Rollercoaster Tycoon Classic, Rollercoaster Tycoon 2, Rollercoaster Tycoon 3, Rollercoaster Tycoon Deluxe, Rollercoaster Tycoon Joyride, Rollercoaster Tycoon World, Rollercoaster Tycoon Puzzle, and Rollercoaster Tycoon Touch.

The hugely successful Rollercoaster Tycoon 3 was developed by Frontier Developments, the UK studio behind Elite: Dangerous and Zoo Tycoon, and released in 2004. It’s available now on PC, Mac, iOS, and Nintendo Switch, but Atari said it plans to expand digital and physical distribution, and “explore brand and merchandising collaborations as part of a long-term plan to bring the franchise to new heights.”

“As we celebrate the 25th anniversary of Rollercoaster Tycoon with Chris Sawyer, I am really pleased that we can unite this important and successful title in the series with the rest of the franchise,” said Wade Rosen, Chairman and CEO of Atari. ”This is going to create new opportunities for Atari as we continue the great work done by Frontier, and bring benefits to the fans of games across the Rollercoaster Tycoon franchise.”

The sale brings in much-needed cash for Frontier, which has struggled in recent years after a string of games failed to hit sales projections. In November, Frontier issued a trading update following poor launch sales of its real-time strategy game Warhammer Age of Sigmar: Realms of Ruin. The studio has also suffered a round of layoffs.

In a trading update issued this week, Frontier said sales of its games since January have been “in-line with expectations”, with Jurassic World Evolution 2 and Planet Zoo leading the charge. The recent console release of Planet Zoo saw “strong player engagement”, with total sales up to and including the day of release greater than the sales achieved by Planet Coaster when that game came out on consoles in November 2020.

According to Frontier, publishing RollerCoaster Tycoon 3 generated $1.5 million in profit per year since the company acquired the rights in 2018. The $7 million sale is made up of $4 million of up-front cash and $3 million of deferred cash. “The proceeds of the disposal will be utilized by the Company for general working capital purposes,” Frontier said.

Frontier’s cash position grew to £23.4 million as of March 31, 2024, up from £19.9 million as of December 31, 2023. Cash received during that three month period included the $4m of up-front consideration due from the sale of the RollerCoaster Tycoon 3 publishing rights and the first tranche of the video games tax relief cash credit related to the FY23 UK tax returns, Frontier said.

As for the future, Frontier said it “remains comfortable” with its previous guidance. In a previous update, Frontier said it was refocusing on creative management simulation games (CMS). With this in mind, Frontier has confirmed three future CMS games, with one releasing in each of the next three financial years. Alongside this it will continue to develop and support its existing portfolio of games, including Elite Dangerous, F1 Manager, and Realms of Ruin.

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.