Dragon’s Dogma 2 Impressions: Didn’t Play the First One? No Problem, You’ll Love it Anyway

I wasn’t sure what to expect from Dragon’s Dogma 2. I have Dark Arisen in my Steam library and a paltry 70 minutes of gametime that is likely going to increase in the coming weeks. But while I may be inexperienced compared to those already aware of Dogma’s greatness, I can safely say that my preview session broke my hype meter. I cannot wait to play more. After being dropped into a random save that started me in the middle of a town with the Mystic Spearhead Vocation, I wasn’t really sure of where to go. But that was the beauty of this demo. Dragon’s Dogma 2 organically gave me plenty of options for what to do next, and there’s no wrong answer. I was almost immediately greeted by a traveler asking me to find their Jadeite Orb, because if it wasn’t found, his master could have him killed. Morris, a shopkeeper, told me that his grandson Rodge had gone missing and a villager informed him he was dragged off by wolves. When I started talking to people in town, I met Folkes, who told me about a town north of Venworth that was overrun with fell beasts. All of these options were there to pursue in addition to the main storyline.

And while I was probably supposed to do the main quest, I decided to go it alone, jumping on an ox cart to the next town to see what else I could discover.

Dragon’s Dogma 2 really clicked with me because you need to constantly be on your toes. There are moments of downtime when you can just enjoy the vista or pose with a random Ogre you’ve defeated. But more often than not I was organically finding combat encounters and secrets that I wanted to investigate more. And that amazing loop was consistent as I made my journey back.

Dragon’s Dogma 2 really clicked with me because you need to constantly be on your toes.

Over the course of 80 minutes I fought a Griffin that flew me into the air and dropped me to my death. I discovered the untimely fate of Rodge was affected by the fact that I decided to run off exploring the wilderness – a completely different outcome than what Mitchell encountered in his IGN First playthrough a couple months ago. I took on an Ogre that was protecting a treasure chest my Pawn had led me to. I turned down new Pawns that I met who wanted to become a part of my crew. I was ambushed by a group of bandits making camp. And all of this happened organically while I explored just a small sliver of a massive map.

Even though I was probably supposed to do the main quest, Dragon’s Dogma 2 had just provided me with a wealth of entertainment that I didn’t want to walk away from while wandering around accomplishing… nothing even related to a quest. Sorry Rodge.

The Mystic Spearhand Vocation was interesting, but as it was my first time playing Dragon’s Dogma 2 I wasn’t able to showcase all of the abilities. Still, the focus of the provided build was clearly all about the spear and your character’s ability to teleport to foes and deliver devastating blows. The recent Vocation trailer also teased a wealth of exciting options, like the ability to teleport directly on top of enemies before plunging your spear into their back, and an ability that teleports between status-afflicted foes to deliver a crushing blow. Getting to see what was possible just makes me want to go back and play even more.

And if this isn’t to your liking, Dragon’s Dogma 2 has other Vocations available. They include the Fighter, Archer, Mage, Thief, Warrior, Sorcerer, Mystic Spearhand, Magik Archer, Warfarer and Trickster that we previewed as part of our IGN First coverage. You are free to switch between each of these on the fly by simply talking to a vendor, and taking a peek at the options available makes it clear that each has a lot more depth than expected. The second Vocation I had the chance to try was the Magik Archer. Diving into the combat options, the sheer amount of choices at your disposal is incredibly exciting. My Archer had nine Weapon Skills to choose from with Flamefang Arrow, Ricochet Hunter, Frosthunter Bolt and Recovery arrow selected. Flamefang Arrow, at least in the build I played, seems incredibly overpowered. If each Vocation has this amount of customization it’ll be a lot of fun to discover the strengths of each.

If I had one hope, it would be that Capcom added more options in the framerate department.

When the time came to jump over and play this second Vocation, I began by being ambushed at a tavern in town, only to make quick work of my opponent by stunlocking them with Ricochet Hunter and Frosthunter Bolt. It was an incredibly powerful combination – so powerful that the Griffen we encountered later never stood a chance. Flamefang Arrow and my powerful Pawns simply devastated everything with ease.

While the gameplay was amazing and I can’t wait to get back to play more, there was one concern I’ve seen the community curious about: the uncapped framerate on console. When looking at this it should be noted that I’m playing a version which Capcom clearly states is “still in development, and is not equivalent to the final product.” But in this build on PlayStation 5, Dragon’s Dogma 2 was averaging around 31 frames per second with dips during heavy moments of action while playing with the PS5 set to output at 4K. I did not get to test at lower base revolutions or VRR during my time to see if that had a positive impact on performance however, if I had one hope, it would be that Capcom added more options in the framerate department including, at minimum a capped 30 frames per second mode.

That said, the gameplay was so fun that it was hard to walk away focused on anything other than my genuine excitement to play more.

My demo ended in the dead of night trying to help a character navigate the spirits, Zombies, and monsters waiting for me in the darkness. But after playing almost two and a half hours, there’s no denying that Dragon’s Dogma 2 had me hooked. I cannot wait to play more on March 22nd.

WB Games Says It Plans to Double Down on Live Service Despite Suicide Squad Failing to Meet Expectations

Warner Bros. Games wants to further invest in live service even after Suicide Squad: Kill the Justice League failed to impress.

Warner Bros. Discovery CEO and President of Streaming and Games J.B. Perrette spoke about the company’s strategy during a recent Morgan Stanley event. He acknowledges the success of projects like the single-player Hogwarts Legacy, which managed to be last year’s best-selling game in the U.S., but says the business of AAA console releases can be “volatile.”

“That’s a great business when you have a hit like (Hogwarts Legacy). It makes the year look amazing,” Perrette said. “Unfortunately, we also have disappointments — we just released Suicide Squad this quarter, which was not as strong. It just makes it very volatile.”

He explains that Warner Bros. is looking at its four major franchises — Mortal Kombat, Game of Thrones, Harry Potter, and DC — and is hoping to expand in the mobile and multiplatform free-to-play space. It will take some time for Warner Bros.’ efforts to come to fruition, with Perrette estimating we’ll see the impact between 2025 and 2027. He does say, though, that the company will release more mobile free-to-play titles later this year.

“Within the studio segment, we’re doubling down on games as an area where we think there is a lot more growth opportunity that we can tap into with the IP that we have and some of the capabilities on the studio side, where we’re uniquely positioned as both a publisher and a developer of games,” he says.

This pivot will see the company emphasizing its live-service offerings, too. Perrette is interested, for example, in creating an ongoing project set in the world of Harry Potter.

“Rather than just launching a one-and-done console game, how do we develop a game around, for example, Hogwarts Legacy or Harry Potter, that is a live service where people can live and work and build and play in that world on an ongoing basis?” he said.

It’s a strategy that will see Warner Bros. leaning on its billion-dollar IP in a way that is meant to create consistent revenue streams. The goal is to create “meaningful growth” in games “over the next couple of years.”

Meanwhile, many already view the company’s Suicide Squad game as a live-service project even though its developer, Rocksteady Games, seems uninterested in using that label. As for the Harry Potter universe, Warner Bros. has been clear that it wants to create more adventures in that universe, including a Quidditch game.

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

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

Every Final Fantasy 7 Rebirth Mini-Game Ranked

The original Final Fantasy 7 Remake offered one of the most ambitious packages of minigames that the series had ever seen at the time, and with the second installment of the FF7 Remake saga, Final Fantasy 7 Rebirth goes even further. Featuring an even wider selection of minigames, many of the game’s side-activities reimagine much of the original minigames while also adding entirely new ones that flesh out the characters and world in some surprising ways.

After playing the entirety of what FF7 Rebirth has to offer, we’ve got a thorough ranking of the massive sequel’s selection of minigames based on how enjoyable they are to dive into. For this ranking of Rebirth’s many minigames, we’re focusing on activities and sequences that take players outside the usual encounter and into something more unique. So, while battle arenas and open-world activities are enjoyable, we’ve decided to focus on the unique events that put you in more unusual situations.

So, with that, here’s our definitive ranking of FF7’s best minigames.

Spoilers for the various mini-games that appear in Final Fantasy 7 Rebirth

19. Chocobo Capture

Chocobos are the party’s greatest asset in the open world, and Rebirth makes you work for your brightly colored companion. As one of the earliest minigames you’ll encounter, Cloud has to sneak up and tame a wild Chocobo hiding out in each region. This activity involves a stealth puzzle sequence where you create distractions in order sneak up on the roaming big bird to tame them. While it’s a quirky sequence, it often feels more like a hurdle to overcome for each region, and you’ll likely have forgotten about it as you move on with your Chocobo and explore.

18. Pirate’s Rampage

One neat distraction to find in the seaside resort of Costa Del Sol is Pirate’s Rampage, a carnival shooter where you fire an airgun at moving targets to rack up a high score. It’s a charming activity with many cute references to pirates and other Final Fantasy monsters, and the two levels offer some solid challenges. While it is a bit of a one-note activity, it’s a decent distraction for those looking to sharpen their reflexes and earn some unlockable items.

17. Galactic Saviors

As one of Rebirth’s brand new Gold Saucer minigames, Galactic Saviors is a Star Fox-style space shooter where you and the captain of the Space Rangers (the Final Fantasy VII universe’s take on Buzz Lightyear) fight against alien invaders in deep space. Playing Galactic Saviors is a snappy and fun time with solid shooter and flight controls — and it even lets you barrel roll to evade enemy fire. But much like a Disneyland attraction, it reaches its conclusion fairly quickly. This is a minigame that I wish had more depth to it, and it is quite forgiving with its difficulty, but it’s a solid addition to the Gold Saucer’s plethora of activities — and you also get a neat accessory for going for the high score.

16. Run Wild

This minigame puts Red XIII as the key player of an activity that’s essentially a more over-the-top take on soccer. Found in Costa Del Sol, Run Wild features two game types – one focusing on four teams vying for the top spot and another that tasks Red XIII with getting balls into goals while avoiding obstacles. Run Wild can often feel exciting, and cutting loose with Red XIII is quite fun. However, it can also be challenging to keep up with the action as the minigame throws a lot of obstacles and adversaries at you, which makes it somewhat of a drag to get through on multiple attempts.

15. Jump Toad

The Toad status ailment has been the bane of many Final Fantasy players, but Rebirth has some fun with the Toad form by turning it into one of its most bizarre minigames. Found in Junon, this minigame sees Cloud and the party willingly turn themselves into toads to compete in Fall Guys-style obstacle courses, where the toad that lasts the longest wins. Though it is a fairly limited activity, it’s a clever attempt at turning an always annoying status effect into a humorous activity, and it’s pretty fun to see an up-close look at each party member in toad form.

14. 3D Brawler

Final Fantasy VII Rebirth revitalizes the original game’s most notorious Gold Saucer minigame, and it’s now in a more exciting state that you can finally see its conclusion. 3D Brawler has you engage in a Punch Out-style fighting game where you must read an opponent’s combat style to dodge their attacks and strike back to come out on top.

Unlike the original minigame, which was primarily based on luck and featured an invisible final opponent that was quite actually unbeatable no matter how hard you tried, the remade 3D Brawler is a more robust activity that gives you the means to beat down every opponent you face. At its best, it’s a fun, bite-sized fighting game, but it can sometimes feel a bit unforgiving due to the more elaborate control scheme and some difficulty in reading an opponent’s tells. Still, this minigame is a neat tribute to classic FFVII that redeems its most unfair minigame.

13. Moogle Mischief

The Moogles are a mainstay of the Final Fantasy series, and Rebirth tasks you with ensuring that the few cutesy Moogles out in the world stay together. In the Moogle Mischief minigame, Cloud has to round up mischievous Mooglets and bring them back to the safety of the Mog house in each region. It’s like herding sheep back to a safe spot, except the sheep will cast magic spells, toss bombs at you, and taunt you at every misstep along the way.

It’s an incredibly quirky minigame that can be equally hilarious and frustrating with how fast the Moogles can get the best of you. The final stages of these minigames are chaotic as you scramble to round up every Mooglet you can before time runs out, and you may end up viewing the Moogles very differently by game’s end. All in all, it’s an amusing minigame that shows off the more devious side of the Moogles.

12. Fort Condor

The original Fort Condor minigame from 1997 was an odd but sophisticated tactics game well-loved by fans. It saw an upgraded take in the INTERmission DLC for Remake, and Rebirth continues with INTERmission’s revitalized Fort Condor but adds more of a Hero spin on the tower-defense style action.

It remains an enjoyable bite-sized strategy game, and getting the best of enemy units with careful planning is satisfying to see play out. It’s also a lot of fun to see Cloud and crew as Hero units, which adds some spice to the flow of each match. However, Fort Condor has sudden and frustrating difficulty spikes that often encourage brute force tactics instead of carefully planning to win. Still, there’s much fun with seeing Cloud, Barrett, and Tifa beat up units in their early 3D styles once again.

11. Dolphin Escape

In keeping with the Remake saga’s focus on spectacle, the original Dolphin riding minigame from FFVII is now an extended activity focusing on sneaking past Shinra security and entertaining the children of Junon’s undercity. The revised gameplay of the Dolphin Show minigame is akin to the classic Wave Race 64, where you must maneuver past specific directional buoys, make sweet jumps, and reach the finish line as fast as possible. While it doesn’t change much on extended play, it offers a surprisingly refreshing and more dynamic take on the original’s one-note minigame – and adds a lot of charm in the process.

10. Cactuar Crush

The Cactuars are back in Final Fantasy VII Rebirth, and they now have an entire sidequest and minigame that showcases them as the series’ most bizarre foes. Cactuar Crush focuses on Yuffie and Aerith using their combat skills to take down as many Cactuars as possible, and you’ll need to use careful timing of moves and specific elemental strikes to overcome the prickly baddies. Trying to complete this minigame at first felt like a major hassle, especially with how many Cactuars are thrown at you. But once I found a flow and learned each character’s best skills, I found great fun with dishing out pain to the Cactuars – including the rare Giant variants. It can be a good time for players looking to take out the Cactuars en masse, but it’ll require some patience to succeed.

9. G-Bike

The famous motorcycle minigame where Cloud battles Shinra forces make a return in Rebirth, and it’s now a more gamified experience that feels in keeping with the Gold Saucer. In G-Bike, Cloud has to maintain momentum and speed as he builds up energy to take down Shinra goons while speeding across Midgar’s highway. G-Bike is faster and, honestly, more exciting than Remake’s take on the minigame. While it doesn’t have additional tracks and sequences to try out, the base game is still a good time to cut loose on the highway with Cloud once again.

8. Crunch-Off!

The Gym Workout minigames in Remake were playful send-ups to gym culture, and they’re back in Rebirth. While 2020’s Remake focused on squats and pull-ups, Rebirth sees Tifa again face off against arrogant gym rats in a “Crunch-Off!” Like in Remake, you have to land timed button presses and outpace your opponent, and the longer the match goes, the harder it gets to keep your flow in performing crunches. It can be easy to lose momentum, which can quickly ruin a run, but finding a flow is easy, and you’ll rise up the ranks rapidly. It’s also got some truly A+ commentary from gym patrons who are very invested in their workouts.

7. Desert Rush

The Desert Rush minigame sees Cloud again in a solo brawl against a plethora of durable boxes. Like Remake’s box-breaking activity and Kingdom Hearts’ barrel-busting minigames, you’ll need to bust open large boxes within a time limit. The real twist with Desert Rush is that Cloud must maneuver through an obstacle course as he breaks each box, some of which require additional energy to destroy. It was a surprisingly thrilling minigame that prioritized which boxes to break into to cut a path forward to the finish. I wish there were more courses, but Desert Rush and the additional hard mode are a good time, and seeing Cloud engage in a Kingdom Hearts-style minigame was amusing on its own.

6. Gears and Gambits

Another minigame focusing on strategy is Gears and Gambits, the most sophisticated tactics minigame in Rebirth. Paying homage to Final Fantasy XII’s gambit system, you can program tactical commands and prompts for your robot units to overcome various foes and bosses. What makes Gears and Gambits such a neat twist on the tactics is the range of customization you have for your units, and once you acquire new gambits and learn the best strategies, you can unleash some clever load-outs that will cut down the opposition.

5. Junon Shinra March

The infamous Shinra Parade from FFVII is back, and it’s now an even more ambitious sequence with significant stakes. Like the Honeybee Inn dance sequence from FFVII Remake, you’ll need to correctly time button prompts to maintain poise in a competition against other Shinra Infantry to earn positive approval. The focus on keeping a flow is the key to this minigame, and seeing it play out as such a spectacle was a real highlight of the opening chapters of Rebirth. It’s an exciting and memorable sequence, and seeing Cloud and the others play their parts and stick with the routine made for a slick event.

4. Loveless – The Interactive Play

As one of the late-game minigames, Loveless sees the party join an interactive play where they perform the roles of heroes and villains in a musical experience. As something of an extended quick-time-event sequence in the vein of Shenmue and even Dragon’s Lair, Loveless is essentially an interactive cutscene inspired by the tone of a classic swords and sorcery adventure. While this may seem like an unusual minigame, Loveless works well because it showcases the party in a different light – making them appear as more classic-style Final Fantasy characters.

With some options for choice-driven sequences where you choose some alternate outcomes, you get to see an entertaining, emotionally charged sequence that culminates in a heartfelt musical number showcasing the bond the party has. Even as a standalone minigame, it is one of the highlights of Final Fantasy VII Rebirth and a cathartic moment for Cloud and friends.

3. Chocobo Racing

As one of the most memorable minigames of classic FFVII, Rebirth brings back Chocobo Racing in top form, and it’s one of the game’s best side activities. Though it’s unlocked relatively late into the game, the wait is worth it. Chocobo Racing is a payoff for all the time invested in acquiring mounts in different regions and helping out a young Chocobo trainer. Chocobo Racing features racing gameplay similar to Mario Kart, focusing on mastering your track, learning the turns, and taking advantage of powerups and boosts to come out on top.

Moreover, all the Chocobo cosmetic items purchased previously now function as selectable perks, letting you customize and tune your mount’s performance. It’s such a laid-back yet still thrilling racing mode. With the number of variations of each track increasing as you move up the ranks, it’s a satisfying and fleshed-out side activity that showcases the fun of Chocobo Racing — and it’s easily the best iteration that Final Fantasy has seen yet.

2. Play it again, Cloud: Piano minigame

Minigames focusing on playing instruments have been more common in games these days, and Final Fantasy VII Rebirth now has its own musical minigame that lets Cloud and Tifa unwind with some time on the piano. Featuring a robust set of options for how you want to play, such as letting you adjust to minor and monotone keys, it’s a well-crafted take minigame that showcases some of the game’s tender moments. This minigame truly shines with the free play option, letting you practice and test your skills. So far, players are already taking to it well with some covers of classic songs like Dr. Dre’s Still D.R.E. and the Metal Gear Solid theme.

1. Queen’s Blood

As it turns out, the minigame you’ll experience first in Final Fantasy VII Rebirth is the absolute best. Compared to FFVIII’s Triple Triad and FFIX’s Tetra Master, Queen’s Blood is the most approachable card game to ever grace a Final Fantasy game and the most rewarding one to invest time in. Battling other Queen’s Blood players throughout each region will see Cloud move up the ranks and become an elite card player, with some critical battles giving strong Yu-Gi-Oh energy for its reverence of the cards battles.

It’s a charming activity, bolstered by a bumping jazz-inspired soundtrack that keeps the energy up in every game. You’ll constantly find characters in towns up for a game, many of whom can easily beat you down with a superior deck. I never found much long-term enjoyment from other FF card games, but what makes Queen’s Blood so engaging and endearing is that it’s a minigame about the joys of playing a trading card game, and the community that invests their time in making the game into something more.

And that’s our complete ranking of the many minigames in Final Fantasy VII Rebirth. Which one stood out for you? Let us know in the comments about your favorites, and for more on Square-Enix’s massive RPG, check out our guides on Final Fantasy VII Rebirth.

Alessandro Fillari is a freelance writer for IGN.

Dune: Awakening Devs ‘Sort of Sidestep Religion’

Developers at Funcom, the studio behind upcoming massively multiplayer online game Dune: Awakening, “sort of sidestep religion” in their take on the beloved science fiction universe.

Speaking to Eurogamer, Funcom chief creative officer and Dune: Awakening creative director Joel Bylos said the team ignores a major part of the Dune universe but, ironically, it seems to be all for the sake of preserving beloved lore.

Dune: Awakening takes place a few years before the story fans of the books and films will be most familiar with, but still in an alternative universe where certain decisions are made differently.

“Things are slightly different in our universe,” Bylos said. “Many events are still the same, so it’s not like we’ve gone all ‘thousands of years ago, a rock slid in the wrong place and changed everything’. It’s just a few years back. But the significant thing… It’s really close to spoiler territory, which I can’t really go through, but let’s just say that for the large part, we sort of sidestep religion.”

Bylos was unable to say anything more specific about this missing aspect, but it seemingly refers to one specific moment related to religion instead of this key aspect of Dune’s universe being completely passed over. There’s also a “very spiritual set of things” that players who take spice will encounter, with consumption and addiction used as central mechanics.

Dune: Awakening was announced in August 2022 but still lacks a release date. Coming to PlayStation 5, Xbox Series X and S, and PC, the survival MMO received a new trailer in March 2024 which showed off Unreal Engine 5 gameplay across the brutal planet of Arrakis.

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

Horizon Forbidden West Complete Edition PC Requirements Revealed

Horizon Forbidden West launches on PC in a couple of weeks, and ahead of its release date, developer Nixxes Software has unveiled the system requirements needed to run the port.

In a new PS Blog post, Nixxes Software Online Community Specialist Julian Huijbregts said the PC version of Horizon Forbidden West Complete Edition is optimized to run “on a wide variety of PC hardware,” including portable gaming devices such as handheld gaming PCs like the Steam Deck. This is unsurprising from Nixxes, given its track recording for porting games to PC.

“This allows gamers with the latest hardware to push their systems while also providing a great experience on less powerful PCs,” Huijbregts explained. The blog post offers an overview of recommended specifications, which you can find below. Nixxes recommends these specifications for various available graphical presets.

Interestingly, regardless of what CPU and GPU you have in your machine, Nixxes recommends using a solid-state drive (SSD) when installing the PC version of Horizon: Forbidden West. This became a criticism in Nixxes’ most recent PC port, Ratchet and Clank: Rift Apart, with which an SSD was recommended, not required, to run the port. As Digital Foundry’s John Linneman pointed out in his technical review, the port was borderline unplayable if installed on a hard disk drive (HHD).

Alongside the system requirements, we learned that Horizon Forbidden West Complete Edition’s PC port will join the growing list of games supporting Nvidia’s third generation of DLSS. Released in 2022, DLSS 3 is exclusive to the GeForce RTX 40 series graphics cards and can boost performance up to four times compared to simply rendering it at native resolution.

The PC version of Horizon Forbidden West Complete Edition is set to be released on March 21 on Steam and the Epic Games Store. It’s the latest PlayStation exclusive to launch on PC, following Horizon Zero Dawn, God of War, Uncharted 4, and Insomniac’s first two Spider-Man games.

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

Pokémon-Style MMO Temtem Signals End of Development, Removal of All Microtransactions

Remember Temtem? Four years before ‘Pokémon with guns’ game Palworld exploded onto the scene, massively multiplayer creature-collection adventure Temtem came out alongside similar comparisons. Now, its developer has issued an open letter to players signaling the end of support and teased what’s next.

In the message, posted to the Temtem Steam page, developer Crema addressed what it said was an “uptick” in community concern about Temtem following the announcement of Temtem: Swarm, a “survivor-like bullet heaven” spin-off due out later this year.

Crema started its message by discussing the mismanaged expectations that came from Temtem being tagged as an MMO on Steam when the plan was for it to be an MMO-lite. Trying to make Temtem more like a traditional MMO to meet those expectations caused Temtem to “grow far beyond our original intentions, and even beyond our grasp,” the developer admitted. “We understand now that seeing the game being called an MMO everywhere led to expectations that we have failed to fulfill.”

Crema went on to explain why it’s not adding new islands and Tems, pointing to the limited development capability of a studio of its size. It’s the same explanation, in essence, for the lack of more multiplayer content. Crema then apologized for features that were promised but will not be released, including PvP Draft and the Temtem API. “For our shortcomings and failure to deliver these to you, we are truly sorry,” Crema said.

But the big announcement is that patch 1.7, due out early June, will remove all the game’s microtransactions after a community backlash. This means Temtem’s entire monetisation system will be stripped out. Then, with patch 1.8, Crema said it will “alleviate FOMO” (the fear of missing out) by letting players select any battle pass from the past and complete it. “While it’s still very early to talk about monetization for future projects, we have learned from this situation and the lesson is clear, and will keep these learnings in mind for the future,” Crema said,

Patch 1.8, then, is the last feature-filled patch of the usual size, Crema warned. “1.8 will not have a Tamer Pass, nor a Season, and there won’t be more Seasons going forward,” it confirmed. “This doesn’t mean there won’t be new patches in the future: we’ll continue polishing, fixing bugs, and balancing Temtem for as long as it needs it.

“Beyond the economy, all these changes have been made considering the community’s feedback and the game’s wellbeing, as our mission for 1.8 onwards is to make the game more fun, enjoyable, rewarding and self-sustained, even in the absence of big updates. Small updates will keep appearing in the form of bug-fixing and balance tweaks, as we don’t intend to close the game nor its server.”

Crema explained that it’s able to keep Temtem running because server costs are “slim”, which in turn means the developer can cover costs “for a really, really long time.” But don’t hold your breath for an offline mode. “With the game servers perpetually online, we’re not contemplating an offline mode,” Crema said. And what happens if player numbers dwindle to next to nothing? Fear not, Crema reassured: “Temtem won’t die if thousands of people don’t play it daily, and its focus on a classic adventure campaign ensures that anyone joining Temtem at any given time will enjoy the game, be able to explore every nook and cranny of the Archipelago, discover its story, and obtain each and every Temtem, even if alongside a small crew of players.”

And finally, to the future. It doesn’t sound like Temtem 2 is a possibility, at least in the short-term. “If we ever were to do this, we’d need to be able to produce a product and flow of content that all of you could enjoy and love to the maximum,” Crema said. “Such a product is still out of our grasp and reach: we’re simply not ready. We are, as a studio, too small to embark on the feat we’d like Temtem 2 to be; we don’t currently have the technical knowledge, the time nor the ability to bring those ideas to life.”

However, there is an unannounced new game set within the Temtem universe in the works, codenamed Project Downbelow. Crema said it’s working on this mystery game with a new engine. “Our intentions for Project Downbelow are to build new foundations and try out new things we would love to see in a hypothetical Temtem 2,” Crema said. “By exploring a new combat system, a stronger engine and more things we can’t unveil yet, we hope to learn the proper bases, and have enough preparation and experience to put us closer to the materialization of something as precious to us – and you – as Temtem 2 would be.”

We understand many players feel like Temtem has a lot more potential to unlock, and that it is not all it could be, but for us that doesn’t take away from the fact that we’re actually very happy with the final product.

As for Temtem: Swarm, co-developed with GGTech Studio, Crema insisted “in no case have we removed any resources nor team members from Temtem’s development to use on Temtem: Swarm, nor do we plan to.” Meanwhile, there’s a Temtem animated series in the works.

“We understand many players feel like Temtem has a lot more potential to unlock, and that it is not all it could be, but for us that doesn’t take away from the fact that we’re actually very happy with the final product,” Crema concluded.

“We’re so excited to see how much Temtem has grown, and feel like the final product is a complete experience, and a very enjoyable one at that. When we set out on this journey we couldn’t even dream of reaching this point, of having created a game with so much content, that provides hundreds of hours of joy and fun, and we’re proud of everything we’ve achieved and created. While it’s not a perfect game, and we’ve learned so, so much from it, we cherish this not-so-little game of ours.”

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.

Suicide Squad: Kill the Justice League Finally Gets Season 1 and Joker Release Date

Suicide Squad: Kill the Justice League has a release date for Season 1 and the arrival of Joker as a playable character: March 28.

As already announced, Rocksteady won’t release a patch for Suicide Squad this week in order to focus on getting the game ready for the launch of Season 1 later in March.

Season 1 launches just under two months after Rocksteady’s embattled live-service looter shooter came out, and just two weeks after Rocksteady parent company Warner Bros. Discovery admitted Suicide Squad: Kill the Justice League “has fallen short of our expectations”.

Speaking during a financial call, Warner Bros. Discovery Chief Financial Officer, Gunnar Wiedenfels, said Rocksteady’s $70 game hadn’t done the business the company had hoped for. Warner Bros. Discovery failed to mention a sales figure, but did say Suicide Squad’s failure had set up the company’s game business for a “tough” year-on-year comparison. Last year, Warner Bros. Discovery released Hogwarts Legacy, which went on to become the best-selling game of 2023.

“This year, Suicide Squad, one of our key video game releases in 2024, has fallen short of our expectations since its release earlier in the quarter, setting our games business up for a tough year-over-year comp in Q1,” Wiedenfels said.

The Season 1 release date comes amid low player numbers for Suicide Squad on Steam (player numbers for PS5 and Xbox Series X and S are unavailable). On Steam, the live service action game peaked with 13,459 concurrent players, a figure that has plummeted since launch. At the time of this article’s publication, just 203 people were playing the game on Valve’s platform with a 24-hour peak of 497, according to SteamDB.

Tough questions are now being asked about the future of Suicide Squad. Ahead of launch, Rocksteady committed to four seasons of support, each of which adding a new playable character as well as new environments, loot, and activities. Clearly, Season 1 will launch, but what happens after that? IGN has reported on how a Suicide Squad: Kill the Justice League player had unearthed a hidden message that looked like a strong hint at the return of Batman. Datamining has shown strong hints that Flash and Green Lantern are set to return in some form. Other playable characters suspected to be on their way include Mrs Freeze (Nora Fries), Lawless, and Deathstroke.

Meanwhile, Rocksteady said the Epic Games Store version of Suicide Squad: Kill the Justice League will now release on March 26, 2024 in what amounts to the second delay of the game on Epic’s platform. “To our Epic Games Store PC community, thank you for your patience,” the developer said.

IGN’s Suicide Squad: Kill the Justice League review returned a 5/10. We called it “a repetitive and bland looter-shooter that, despite an engaging story, never stays fun for long enough.”

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.

Deal Alert: Helldivers 2 Gets a Limited Time Discount for PC

If you’ve not yet caught on to the Helldivers 2 hype, we’ve got some good news: it’s on sale. A $39.99 price tag is already pretty amazing for one of the best games of the year, but if you’re looking for a cheeky little discount on PC, then here’s the rub.

All you need to do is use code MAR17 at trusted online seller Green Man Gaming to get the game for just $33.19 instead (see here). It’s not a gargantuan discount by any means, but for such a massive game, it’s well worth shouting about. Before you ask, yes, this is a Steam code — go spread some “managed democracy”.

We saw a similar deal in February on the game, but that promptly sold out, so it’s good to see the game back in stock and available to buy with a new promo code. (For those in the UK, Helldivers 2 is down to £29.99 on PS5 right now, or use code MAR17 at GMG to bring it down to £29.04 on PC).

There’s a similar Green Man Gaming deal right now for Elden Ring: Shadow of the Erdtree which has been incredibly popular with fans, albeit it’s now out of stock (we’re keeping an eye on it!). Stay tuned for any changes on that or follow @IGNDeals on Twitter/X for immediate updates.

Since launching in February, Helldivers 2 has been a huge surprise and a massive hit. It’s topped the charts on Steam and reportedly sold around 3 million copies, and not only that, it’s still growing. Circana executive director Mat Piscatella recently compared Helldivers 2 to a “rare and amazing bird,” saying that Helldivers 2 sales have continued to rise in its third week on the market.

At the time of writing, Helldivers 2 is currently third on Steam Charts, only outranked by Dota 2 and Counter-Strike 2. it’s even popular enough that fake scam games are starting to pop up on the service. We’ll see how long Helldivers 2 can maintain its momentum, but in the meantime, check out best load-outs for Helldivers 2, and read our extensive review as well.

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

Expeditions: A MudRunner Game Review

MudRunner and SnowRunner may share the word we apply to humans and animals moving as quickly as they physically can but, rest assured, nothing about this series is rapid. That is, if you do find yourself moving particularly fast in these excellent, deliberately slow-paced, sandbox-style off-road driving simulators, there’s a strong chance it’s only because you’re tumbling down a mountainside.

Expeditions: A MudRunner Game is no different in this regard; it’s all about trundling over the terrain at turtle speeds. Victory is earned by staying upright and clawing your way through punishing environments that want nothing more than to tug your trucks deep into the ground – or topple them over. Where Expeditions is different is in the more untamed maps, and its mission design – which is now less about hauling goods and more about exploring the woods, so to speak. The good news is that Expeditions is a satisfying and worthwhile twist on the MudRunner/SnowRunner experience, even if mission objectives can get a little formulaic and frustratingly gated at times.

Again, while the core of both MudRunner and SnowRunner is really the challenge of moving bulky cargo and building materials down the sorts of muddy roads that would give a hippopotamus a hernia, Expeditions is a bit of a sidestep. For one, in terms of roads, there really aren’t any. Expeditions’ great looking environments – Colorado, Arizona, and Central Europe’s Carpathian Mountains – are basically just slabs of total wilderness. Rocky deserts, soggy gulches, dense forest, muddy rivers; it’s a nice spectrum. There are occasional signs of civilisation – say, perhaps some camping equipment, or a ferry, or a dilapidated bridge there to remind us that we haven’t been hurled back in time – but essentially Expeditions simply plonks us in the middle of nowhere.

That, in turn, informs the mission design. Sure, the vehicles feel the same as they have in the series to date as they wallow and churn through the physics-based, delightfully deformable muck, but instead of lugging lorries full of concrete slabs or lumber from point A to point B, Expeditions’ objectives are rooted in research and exploration. That may be trucking some seismic or meteorological equipment to an isolated spot, or it may be sniffing out an old aircraft wreck, or hunting down a dinosaur fossil. The simple inspection and scanning quick-time events that accompany reaching a destination feel mostly pointless, but I guess they’re slightly better than some kind of passive or non-interactive notification. That said, I will admit to being confused by their instructions occasionally, and only stumbling on the solution by looking around until I accidentally discover it. For instance, a prompt to “take a picture of the island” seems a bit vague and ill-considered when none of the things that look like islands in the vicinity are what it’s referring to (and completing the task requires us to zoom in on a large… mountain).

Truckin’ Problems

More annoying, however, is the way that some of the objectives are gated. For instance, sometimes mission goals are masked behind an “explore the area” requirement, which places a circle on the map screen and asks us to unshroud the area by exploring it. Hitting 100% will then trigger the next step in the mission. It’s a little arbitrary and repetitive, but I have found it’s been generally straightforward to 100% a zone by using Expeditions’ new drone feature (as flying the drone around uncovers the area just the same as driving around it does).

That is, until it wasn’t, and I was stuck inching my way back and forward across a marked area – at 97%, then 98%, and then an agonising 99% discovered – trying to find the sliver I’d missed. It took forever. Missed sections really need to be more evident on the map screen in this instance. It was simply not clear at all what part of this zone I hadn’t seen. Perhaps a different colour? Anything at all?

It was a particular problem in this mission because I wasted so much fuel schlepping around trying to find the last three percent that I ran out just 40 metres from the final objective and needed to replay the entire mission again. Well over an hour flushed down the drain. It is a relief that, once uncovered, areas don’t need to be re-explored on follow-up mission attempts – but redoing all of that initial navigation to pick up where you left off is extremely time-consuming and it’s not similarly rewarding the second time around.

The map system probably just needs a little more finessing in general, to be honest – particularly for anybody new to the series, it’s a sore spot. It’s odd, for instance, that some objective locations are not marked with a simple icon and require us to scroll to the objective on the map screen and have the cursor automatically place itself over the mystery spot we need to go, just so we can manually place our own navigation point. It’s an unnecessary step, and my prediction is that some people will simply be confused by the lack of an initial marker.

Expeditions is broadly a more approachable game than the likes of MudRunner and SnowRunner.

That would be a shame, too, because Expeditions is broadly a more approachable game than the likes of MudRunner and SnowRunner. I do feel a little railroaded here in Expeditions, in contrast to SnowRunner’s less restrictive design, as missions are only unlocked in a very specific order. I don’t hate it, but I also don’t think it’s a better system. On the other hand, I wouldn’t be surprised if the way missions are trickled out gives new players a more overt sense of progression.

One of Expeditions’ better ideas is a new crew member system that functions as a range of perks to give us a boost in certain situations, like resistance to specific damage or increased range for tools. Hiring them cuts into your profits, but it’s a tradeoff I found well worthwhile. It felt inessential at first, but before long I’d come to appreciate the bonuses afforded when bringing along certain staff. Certainly being able to embed ground anchors twice as far away makes them far more useful. There’s some light base-building in here too, but it seems expensive and so far I’ve mostly ignored it in favour of heavily modifying my trucks instead.

Those ground anchors are just one of the new tools that make taking on the terrain of the maps slightly less intimidating. Ground anchors can be instantly drilled and sunk into the rock or dirt to provide winch points when there aren’t any trees within range, and a depth sounder can be pinged to indicate when water is too deep to ford. The jack screw, in particular, almost feels like a cheat; it’s a tool that will painlessly right an overturned vehicle. You’d better believe I wasn’t too proud to use it, though. It’s certainly a handy device to have in your back pocket when things go pear-shaped after 90+ minutes of hard slogging.

Every creek bed conquered, or mountain mastered, or valley vanquished is its own small victory.

At its trickiest, Expeditions is still a very challenging game, though, with a ton of important decisions to make at every turn. Do you lock the diff? Do you drop some tyre pressure? Do you have enough fuel to burn up a barrel of it hauling yourself up a hill that would haunt a mountain goat? This is Expeditions’ constant dance, and this is where it succeeds best. Every creek bed conquered, or mountain mastered, or valley vanquished is its own small victory.

Too Sunk to Truck

If you’re under the impression that, as a spin-off, Expeditions is some kind of smaller, low-fat SnowRunner experience, it’s not. With dozens of missions that can take anywhere from 20-odd minutes to the “very hard” ones that will potentially take several hours, it’s a very long game with a tremendous amount to do. Based on my current rate of progress, at around 40 hours, the main thread of missions alone is going to take me well over 100 hours to fully check off. Adding the side missions and other discoveries dotted around the map, I’d struggle to even estimate it. New side missions can be triggered and tracked immediately upon finding them in the world, too, which is a nice fix from SnowRunner.

That said, some of that bulk is inflated by the trial-and-error nature of Expeditions. It’s inevitable that sometimes you’ll bring an imperfect vehicle out on a job; one that won’t be able to cope with the specific challenges of the best (or perhaps only) route. Sometimes giving up and returning to base to upgrade your truck with a higher snorkel to prevent water damage, or more spare parts to build bridges across treacherous parts of the maps, is the only way forward. More horsepower isn’t always the solution. That is, sometimes it really doesn’t matter how many horses you have if you’re still on the wrong side of the river.

Sometimes it really doesn’t matter how many horses you have if you’re still on the wrong side of the river.

It’s curious that Expeditions doesn’t support co-op out of the gate, particularly as MudRunner and SnowRunner do, and Expeditions is clearly built on the same base. Presumably there’s a reasonable explanation, but the good news is that the developers have confirmed that co-op is coming at an unspecified later date. Just be aware that it’s not here presently in case that’s crucial for you.

WWE 2K24 Review

The pressure of an annual release schedule can be a curse for big sports series like WWE 2K – look no further than the maligned 2K20 to see why, a game so rough it actually forced publisher 2K to take two years off and regroup, which led to the redesign that got it to the much better place it’s in today. In many ways, WWE 2K24 seems like the final form of this new vision for the series. Some nagging bugaboos persist, like this year’s Showcase mode that suffers from the inability to recreate genuine moments in wrestling history in video game form, while also trying to rewrite that history. And yet, It’s marginally better in almost every other way than the last two, touting small but smart additions to well-tested systems and modes as opposed to taking bigger risks.

It doesn’t take long to see that the title for “Best Looking Wrestling Game” is still locked firmly in the hands of the 2K series. There are far fewer wrestlers that have outdated gimmicks this time around, and besides a couple noticeable exceptions, all of the top stars look just like their real-life counterparts, from their signature hair dos to the details of their gear and tattoos. The few that are clear misses, like Bayley, make you wonder if they even used the same tech to get people like Asuka so right. Announcers who have special flourishes for particular wrestlers also belt them out here, so Samantha Irving’s nasally “ChElSeA GrEeEeEnNnN” lives immortalized in this game. Referees even resemble the ones you can see on weekly television instead of just generic stand-ins, which was maybe not a necessary change but is a welcome one considering they are also recurring characters, even if they aren’t the center of attention.

When you dig past the looks and into its mechanics, you’ll need to sift through 2K24 with a fine-toothed comb to find significant differences between this and last year’s edition. The biggest addition is the Super Finisher, which lets you spend three finisher stocks to do a bigger, badder version of your finisher. These live up to their moniker, as I never had to worry about someone kicking out of them, though it might take more work than its worth to build up that many stocks since every second you spend in a match is one where the tides can turn against you. There’s also a new trading blows minigame that appears infrequently and unprompted, usually in the early goings of a match. You take turns attempting to fill (but not overfill) a gauge at increasing speeds and whoever fails to fill their gauge correctly or runs out of stamina becomes open to a big attack. I was never happy to see this minigame as it’s an abrupt shift in the action and any advantage gained didn’t feel match-changing – but it’s also barely shown up in almost 20 hours, so I don’t think it’s a sign of the minigame bloat the series was experiencing several years ago, either.

The wrestling of 2K24 is better than ever, even if it’s not overtly so.

All the other little tweaks are pretty subtle. There are cute new weapon options like microphones and smaller objects can be thrown now, which is a fun and funny way to do damage at range (assuming you don’t struggle too much with how finicky picking weapons up can be throughout 2K24). Non-legal tag team partners can only run in to break up pins or otherwise harass their foes one time before they’re locked out of voluntarily leaving the apron without being tagged in formally. I didn’t get a chance to try that in online multiplayer before launch, but it was a godsend for the various tag matches in the MyRise and Universe modes, since it prevented getting cheesed by an overly aggressive CPU team. New paybacks like Iron Jaw, which shakes off the stunned condition so you’re not vulnerable to uncounterable damage, help vary your strategies, and overall AI improvements mean that managers act noticeably more audaciously in favor of their clients in order to help them win matches. From bell to bell, the wrestling of 2K24 is better than ever, even if it’s not overtly so.

As far as the types of matches you’ll be applying all these techniques in, a few returning types from older games stand out this year. The special guest referee match has the most potential for multiplayer chaos, as one player can choose to control the referee and either enforce the rules fairly, or skew things however they see fit. Referees have full agency over when they count pins, acknowledge submissions, or disqualify obvious cheating. By default, there is a system by which the refs ability to be a lawless menace is regulated, and if you slack on your job too much a new ref will come to take over. But you can also just turn that off, and become the worst friend among your group. Either way, I really liked this feature, and it was the one that made me wish I had a larger pool of people to play with pre-launch the most.

The ambulance and casket matches have similar goals: shove the opponent inside a box that they don’t want to be in, by any means necessary. The former is easily the better version of this concept, as there are way more ways to interact with the ambulance, including using it as part of your gameplan by throwing foes off of it. The casket match feels the most like a regular match with a different way to win, as the coffin just lingers off to the side of the ring waiting for you to deal with it. 2K24 also misses a big opportunity to recreate some infamous moments from this dubious match’s real life history – unfortunately, there’s no way to dance on top of the pine box with cowboy boots HBK-style.

Both of the MyRise stories are strong and stuffed with content

Meanwhile, gauntlet matches come in three flavors, and they are all welcome additions. Whether you choose a pool of superstars who are randomly selected to fight each other individually, battle royal style, or a team for a single wrestler to run through one at a time, gauntlets can be challenging tasks to take on. It’s also the closest you can get to a fighting game-style survival trial, but being limited to only four wrestlers total in any of the gauntlet match types means you can’t really push yourself too far.

MyRise, WWE 2K’s story mode, makes a solid return with two different tales of glorious victory and devastating defeat for your created characters to embark on. I spent most of my time with the Unleashed story, which mirrors some of last year’s themes from “The Lock” campaign of being a big star on the indies and having to basically start over under the WWE umbrella. The second story, Undisputed, revolves around the power vacuum left at the top of the men’s division when current god-king Roman Reigns abdicates the throne after a 1200 day reign to pursue Hollywood. This one felt a little more like a story you would see on actual WWE TV, for good and for ill, as it features more of the familiar drama of evil authority figures and rote wrestling contrivances that keep heroes from their ultimate goals. Both are strong and stuffed with content, including funny gags, returning characters from last year’s stories, and some truly bonkers events that take full advantage of the fact that this sports drama/comedy can be even more unbelievable when you make it a video game. That said, they are maybe over reliant on lots of smaller feuds and matches that feel more like filler episodes than substantive encounters.

For the Showcase mode, the concept of taking a long look back at Wrestlemania’s biggest fights sounds like an easy playlist of matches to collect. But even for a mode that has fundamentally fallen short of its mission to recreate big moments throughout wrestling history in past years, 2K24’s Wrestlemania Showcase fails to meet my already low expectations. The selection of matches, which includes 20 bouts across the 40 years of the event, is full of fights that are simply not as special as they are presented to be. Corey Graves does a lot of good storytelling in between each in order to explain the context surrounding them, which is valuable for some of the matches from the early 90s and 2000s where the “why” gets overshadowed by the “what.” But admittedly good matches like the ones from more recent Manias quite simply don’t measure up to some of the greatest in history, and no amount of retconning what happened will change that.

Taking control of these moments is still more an exercise in checking boxes than it is winning the contest, too. To this year’s credit, you don’t actually have to complete all of the mid-match objectives to progress, which include stuff like hitting a certain number of strikes or a specific power move. You could theoretically treat every match like a regular fight, pin or submit the opponent however you can as fast as you can, and move on. It’s certainly against the spirit of the whole endeavor, but it’s still nice that it doesn’t hold progress hostage behind a frustrating and sometimes arbitrary-feeling set of tasks anymore. The transitions from wrestling game to real match footage are still clever, but also jarring and seemingly more frequent this year. More than once would I complete a task to trigger a cutscene, return to combat, and then warp back into match footage only a move or two later. The impossible task of recreating that feeling you get when watching a historically great match in video game form does not become more possible if you just watch more of the match itself, it turns out.

Granular additions truly make for the best MyGM mode yet.

And for a company so enthralled with its own history, it also seems very afraid of it. Some reasons for that are a bit more understandable than others – like when big moments with long reaching consequences involve criminals or otherwise nefarious people. But a lot of it, like the edited crowd noise and blurred out faces of old referees in vintage footage, reeks of that George Lucas-esque inability to let old things be old. I’m sure many of the notable exclusions are simply rights and licensing conflicts between promotions and wrestlers, but as a person who is not a shareholder or executive in any of these companies, but rather a fan who just wants to see the best of the best celebrated properly, I think moments like Daniel Bryan beating three men across two matches in one night to win the WWE Championship deserves to be lauded just as much as many of the lesser matches that made the cut.

For those who want to book their own WrestleMania moments, Universe Mode and MyGM have you covered. Neither make huge strides forward from last year’s editions, but prospective general managers will find some neat new toys to play with in MyGM. The most interesting to me were the post-PLE trades that allow you opportunities to pass talent between promotions, wheeling and dealing with rivals to get your roster in ship shape for the next stretch of the campaign. Superstars have individual ring levels that can be increased through training and regular booking, which helps them accumulate perks like getting bonus quality points for participating in specific match types or being able to switch classes for free. These granular additions, as well as new general managers to choose from and a big list of new power cards at your disposal to shake things up week to week, truly make for the best MyGM mode yet.

Universe Mode felt much more similar to last year’s in comparison, allowing you to take a bird’s eye view of the booking across the entire WWE Universe, or drill down on the journey of one wrestler in particular. There are a bunch of new rivalry actions and run-ins you can program into your feuds like a Loser Leaves Town match, but I think Universe heads will find that things are largely the same. That’s not necessarily a bad thing considering how robust it was to begin with, but there are still key features missing from the days of old – namely allowing superstars to cut promos on one another – that reminded there is still plenty of room to improve.