Tekken 8 Review

The Tekken series is steeped in legacy. From the mechanical skills and knowledge needed to compete at the highest levels, to its iconic music and characters, to inside jokes spanning three decades and an ongoing story dating back just as far, each new entry has a heavy burden to bear. How do you honor that legacy without being chained down by it? That is the question Tekken 8 thoughtfully considers, and the answer it comes up with is a simple, yet profound one: you accept what’s come before, but you don’t let it stop you from moving forward. Whether it be a literal dash forward using the powerful new Heat system, impressive training tools, or the compelling story of a man trying to break generational shackles to create a brighter future, Tekken 8 is always honoring its past while striving to improve its present. And most of all, it’s just some really good-ass Tekken.

They say if it ain’t broke, don’t fix it, and Bandai Namco smartly hasn’t tried to change the parts of Tekken’s combat mechanics that were already great. Movement, spacing, block punishing, and whiff punishing all remain as vital as ever, but two significant additions also twist those mechanics in exciting ways: recoverable health, and the Heat System.

For the first time in Tekken history, other than the Tekken Tag Tournament games, recoverable health plays a major part in matches. Blocking big attacks and taking chip damage, absorbing them with a Power Crush, or being hit after getting knocked airborne will do partial gray damage. The only way to get this health back is by throwing out your own attacks, as you won’t recover at all by just standing still and blocking – you have to go on the offensive to reclaim your life, and this made me adapt my mindset in a wonderful way.

It’s also a huge shift, as Tekken has always been a defensive game. It’s not uncommon to watch high-level Tekken matches of the past and see two characters appear to almost glitch across the screen as they continuously cancel their sidesteps and dashes and block everything while looking for the smallest opening. A lot of that hasn’t gone away in Tekken 8, but recoverable damage gave me the constant pressure to go on offense while I still had health that could be recovered, and never made me feel like I was out of the fight while being juggled across the stage.

You have to go on the offensive to reclaim your life, and this made me adapt my mindset in a wonderful way.

The new Heat system pairs with this new offensive mindset perfectly. There are myriad ways to enter Heat, whether it be through landing staple moves from a character’s move list or simply pressing a button, and you start with a full bar of Heat every round, so there’s no reason not to use it. Heat enhances your offense in every facet – you do increased chip damage while recovering more of your own health, you unlock new moves or properties for each character, and you can use the rest of your meter for a powerful combo extender or finisher.

Do you press your advantage when you have your enemy on the ropes, or do you wait for an opportunity to recover health? Do you add a little bit of damage onto a combo now, or maintain stronger pressure after a knockdown later? Since you regain all of your Heat after every round, these are questions you get to answer every round, and Tekken 8 is much more dynamic for it.

That said, one aspect of these changes I could see eventually getting frustrating is how it gives even more offensive pressure to characters who thrive on it, like Hwoarang and the various members of the Mishima family. It’s scary enough to try and keep blocking when it seems like it’s been your opponent’s turn to attack forever, so adding in chip damage and extra tools for characters with overwhelming offense is even more to deal with. But since these tools are universal, you always have a chance to turn the tide yourself, and Heat makes execution for a lot of moves easier, such as the Mishimas’ electric attacks no longer requiring a single-frame input. Heat is both your most powerful offensive tool and a great equalizer.

On top of Heat naturally smoothing out the beginner’s on-ramp a bit, Tekken 8 also has some of the best training tools I’ve ever seen in a fighting game. The new Arcade Quest mode is a great way to slowly ramp up the difficulty of CPU opponents, and the Training Mode is incredibly full featured, with combo challenges, save states (so you can drill specific situations like wall breaks easily), punishment training, moves you can pin to the screen while practicing them, and handy notes and icons that tell you the specific properties of each attack.

But the crown jewel is the integrated replay system. You can watch your own replays back, or even those of other players you find online, and take control of the characters at any time, as long as they were played by a human. That means as soon as you run into a troublesome situation in a match, you can immediately hop into your replays, watch back what you did, and then try a dozen different ways to find something better. It’s a phenomenal addition, and one I’ll be using constantly as I strive to improve.

To simplify things even further, there’s also a control mode called Special Style that binds important moves to a single button press. You can even bind the Special Style toggle to a button that you can press mid-match if you’re getting overwhelmed and just want to do something cool and productive – the menu will pop on screen, even when playing online, so both players will know when someone activates it.

The replay mode is a phenomenal addition, and one I’ll be using constantly as I strive to improve.

However, Special Style isn’t useful in any way that’s viable competitively. Unlike Street Fighter 6’s comparatively paltry moveset being downsized with its Modern Controls mode, Tekken characters have dozens if not hundreds of moves, and you can’t realistically map a majority of those to four buttons. You can alter some of them by pressing a direction as well, but Special Style is mainly meant for beginners and those who want a quick taste of what a character can do, which it does provide nicely.

New Challengers

Joining the roster’s returning mainstays are three fighters new to the Tekken series. Victor, the French UN Agent voiced by actor Vincent Cassell, Azucena, the energetic coffee entrepreneur, and the enigmatic Reina.

Victor sports some really flashy attacks that look cool as soon as you pick him up, and his vanishing strikes have great mixup and pressure options that are, thankfully, able to be punished if abused too often. His connection to the story is a nice addition to the lore as well, framing him as a character who has been in the background training other longtime roster mainstays.

Azucena, as befitting of her occupation, is always moving. Both her personality and moveset are always baiting you to attack, and then hammering you hard for it. She’s destined to be polarizing due to her taunting nature and obvious early strengths, but even after fighting against her many times, I am more excited to learn ways around her pressure than I am frustrated to face her.

The third and most intriguing new character is Reina, who seems to act as a bridge between Tekken 7 and 8 in both gameplay and story. Seemingly appearing from nowhere, she shares many moves with the recently deceased Heihachi, the patriarch of the Mishima family who was killed by Kazuya at the end of Tekken 7, and she’s my favorite addition to the roster by far. She’s aggressive, flashy, and has some simple tools that will be very hard to master.

More Than Just Heat Mode

Continuing an extremely welcome trend of recent fighting games, Tekken 8 has enough single player content to keep you busy for dozens of hours without ever even touching multiplayer. The cinematic story mode, subtitled The Dark Awakens, is a roughly three-to-four-hour mix of cutscenes and story battles, and while I can’t give away many details, there are a few surprises that should delight longtime Tekken fans, including multiple playable characters. It seems like a good way to showcase Special Style, too, as story weaves in and out of fights and in-game slow motion is used to punctuate big moves – I actually found using it more enjoyable than the regular controls for most of the story since I wasn’t browsing a move list every time I played as a new character. There’s plenty of time to dig deep and try hard in all the other modes, so I was glad to just be able to have fun quickly for this campaign.

Story mode has a few surprises that should delight longtime Tekken fans.

As far as the actual story goes, I mostly enjoyed my time with it. There are some very “capital A Anime” moments, and not everyone gets a chance to shine, but Bandai Namco gives attention to important character arcs that span several games, and there are clear fan-service moments that land successfully. It’s simple enough to understand as a newcomer, too, as the relationships and stakes are laid out pretty clearly from the jump and the Gallery mode includes several summary videos of past games. One of the only negatives presentation-wise is that the real-time action looks so good that the transitions into pre-rendered cutscenes can sometimes be jarring, especially with some slightly smeary effects and different color grading layered on top of them.

In a return to Tekken tradition, there are also character endings for the entire roster that unlock by playing through a quick series of five battles. These are mostly played for goofs, and they do vary in quality, but there are a few that had me legitimately laughing out loud. I won’t spoil any, but make sure you play through Kazuya and Dragunov’s endings in particular for some fun moments.

New to the series in Tekken 8 are two modes: Arcade Quest and Super Ghost Battle. Arcade Quest is actually my favorite of the single player options; mimicking a crawl through various arcades, your customizable avatar moves through different opponents while slowly learning Tekken 8’s mechanics. You can spend as much time as you want in each location challenging characters, all of whom sport different playstyles to test your mettle against. There’s a passable story that preaches the importance of having fun in a stressful genre, but it really works as a lengthy tutorial for those who may be a bit hesitant to immediately jump online. Arcade Quest gives you a ton of encouragement as you go, and it should provide players intimidated by Tekken’s high difficulty a reason to stick around without meeting some of the vitriol you’d see with real-life bad actors.

Super Ghost Battle is a mode in which you can challenge a CPU that’s built from learning actual information about players. You can train your own ghost by fighting against it in order to learn your own tendencies, or even download and play against ghosts from other players. It’s a great way to check yourself as you continue to grow into a given character, and also a fun way to take on other real-life people without having to actually schedule play time. I’ve already had friends tell me that they beat up my ghost in a nice bit of catharsis after I won a set against them online.

The last single player mode of note is the Jukebox. It lets you replace the music for any stage as you see fit, including the track they switch to in the final round, and even includes both some of the menu music and classic tracks from Tekken’s past. And if you don’t feel like fiddling, you can set it to shuffle the soundtracks of Tekkens 1 through 8, Tekken Tag Tournament 1 and 2, and even Tekken Revolution. It’s an embarrassment of riches for longtime fans of the series like me, and a great way to honor its legacy. Plus, now I can listen to the awesome Tekken 3 Character Select music anytime I want. And I want. Please put this in every fighting game.

Online

The biggest factor in the longevity of any modern fighting game is how well it plays online, and I’m happy to say that it’s here Tekken 8 trumps Tekken 7 in every way. Based on the limited online time I’ve had pre-launch, netcode seems much improved, and every match I’ve played against someone in the US (even thousands of miles away) has felt great. I also tried my hand against players in South Korea and Europe, and while the quality wasn’t ideal, the matches were definitely playable – albeit with some jittery artifacts. There are several rollback settings to change the feel of your inputs as well, although I preferred the default. Regardless, it’s great that the option is there if you want it, and Tekken 8 includes cross-play as well!

Also, in an extremely welcome change from Tekkens past, online rematches are now considerably faster. Instead of bumping you out to the versus splash screen as you wait for another load, it will put you right back in the action as soon as you confirm a rematch. It’s a great update, and one of those things that makes you forget how long it actually used to take once you get used to it.

As far as online modes go, the big focus here is the Tekken Fight Lounge, a battle hub where you can run around with your custom avatar to meet and inspect other players, throw down some emotes, and access all the online options, including Ranked Matches, Quick Matches, Custom Rooms, and the welcome return of Tekken Ball. It’s easy to navigate as you can pop open the menu to quickly hop from room to room, but it’s also just a cool looking space to run around in its own right. And if it’s not for you, you can just as easily find all the online modes from the main menu.

Unfortunately, one bizarre omission while in custom rooms is that you can’t spectate matches or go to the practice mode. You can spectate anyone just fine from the Fight Lounge, but if you’re in a room with friends, as of now, there’s no way to watch each other’s matches. Tekken 8 gets so much right about the online experience that this is a weird thing to not have available. Hopefully it gets added in a post-launch patch.

Palworld Xbox Update Addresses Some Issues, but Not All

Palworld developer Pocketpair has released an update for the Xbox and Windows PC version of the game that addresses some of the issues players are having.

The smash hit ‘Pokémon with guns’ survival and crafting game launched in early access form on January 19 on Steam as well as Xbox consoles and Windows PC, but the Xbox version lags behind the Steam version in a number of key areas.

For example, Palworld players can create and join dedicated servers that enable up to 32 players to play in the same world and create guilds together. But on Xbox and Windows PC (so, everyone playing on Game Pass), Palworld players cannot create or join dedicated servers, which means online co-op is limited to 2-4 players. Crossplay between Xbox and Steam is also currently unavailable.

Palword Xbox players had assumed they were playing an older build of the game, given some of the missing features, but Pocketpair denied this was the case, insisting both versions will always be different until crossplay is enabled. The lack of parity across Xbox and Steam, Pocketpair said, had to do with updates having to work their way through Microsoft’s certification process, whereas on Steam there is no such hurdle.

Here are the Xbox Palworld patch notes in full:

[The following issues have been fixed]

<Xbox>

・When starting the game app, it goes black and cannot proceed further.

<Microsoft Store PC version>

・When starting the game app, it goes black and cannot proceed further.

・Controller is not recognized

・Key guide display is not displayed correctly

・Exit game button is not implemented

Pocketpair is yet to properly explain Palworld’s lack of dedicated servers on Xbox and Windows PC. Last week, Pocketpair said: “We’d like to have dedicated servers on Xbox but it’s unfortunately not up to us and is quite difficult to negotiate at this time!” a Pocketpair representative said. “But… we are trying!”

It’s unclear what Pocketpair means when it says the addition of dedicated servers on Xbox is “not up to us”, when other games do have dedicated servers on Xbox. IGN has asked for comment but has yet to hear back.

While Palworld is a smash hit, it is not without controversy. Pocketpair has said its staff have received death threats amid Pokémon “rip-off” claims, and Nintendo moved quickly to remove an eye-catching Pokémon mod. Palworld’s enormous launch has seen its servers struggle, too.

Check out IGN’s Palworld Early Access Review in Progress to find out what we thought.

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.

Riot Games Lays Off 530 or 11% of Staff, Axes Riot Forge Label

Riot Games is laying off roughly 530 people, or about 11% of its global workforce, in a move the company says is “a necessity” and not “to appease shareholders.”

In a letter to staff shared publicly, Riot Games CEO A. Dylan Jadeja explained that the layoffs are occurring because since 2019, the company has been making “a number of big bets,” “broadening our portfolio,” and growing “quickly,” with the company size doubling in “just a few years.”

However, those big bets do not seem to be paying off in the way Riot hoped:

Today, we’re a company without a sharp enough focus, and simply put, we have too many things underway. Some of the significant investments we’ve made aren’t paying off the way we expected them to. Our costs have grown to the point where they’re unsustainable, and we’ve left ourselves with no room for experimentation or failure – which is vital to a creative company like ours. All of this puts the core of our business at risk.

Over the past several months, we’ve tried to alter our trajectory in many different ways. We asked leaders to make tradeoffs in the things their teams are working on. We rolled out hiring slowdowns, and in some cases hiring freezes. We put an emphasis on controlling costs while strengthening our revenue growth. All of which has without a doubt been tough for our teams.

But as I’ve dug in with leaders across Riot, it’s become clear to all of us that these changes aren’t enough. We have to do more to focus our business and center our efforts on the things that drive the most player value – the things that are truly worth players’ time. Unfortunately, this involves making changes in the area where we invest the most — our headcount.

Jadeja goes on to explain the plan for the layoffs rollout, which will begin over the next hour and finalize in the coming weeks depending on local laws. Riot is offering six months of salary minimum to all laid off, cash bonuses, and a number of additional benefits and supports. Additionally, the company is asking everyone to cancel meetings in the coming week and work from home if possible while team members process the situation.

In addition to the layoffs, Riot Games is also axing its Riot Forge label following the release of Bandle Tale. Riot Forge was announced in December of 2019 as an indie publishing label to produce games from third-party studios using Riot IP. In the ensuing years, it’s been behind games such as Song of Nunu, Ruined King, Hextech Mayhem, and The Mageseeker. “While we’re proud of what we’ve created in this space, and we’re grateful for the Forge team and for our external partners who made these games happen, we don’t view this as core to our strategy moving forward,” Jadeja wrote.

As for the rest of Riot’s portfolio, the company says that League of Legends, Valorant, Teamfight Tactics, and Wild Rift will be “more ambitious than ever” and that their teams will be prioritized. Legends of Runeterra will continue, however the game has faced “financial challenges” and costs more to develop and support than it makes, so the team is being downsized and focusing on the PvE Path of Champions.

Riot Games’ layoffs come as yet another blow to an industry already reeling from mass layoffs. Last year, an estimated 10,000 individuals lost their jobs industry-wide, and in the first month of 2024 alone so far the number is rapidly approaching 4000 amid studio closures, project cancellations, and industry funding drying up in a tragic trend that seems likely to extend well into the rest of the year.

Suicide Squad: Kill the Justice League Free DLC Includes a Playable Joker

Joker, the infamous clown prince of chaos, is confirmed to not only appear in Suicide Squad: Kill the Justice League. But he will also be a playable character.

Announced in the third and final developer diary series for Suicide Squad: Kill the Justice League, Rocksteady Studios revealed the post-launch content plans for its upcoming game ahead of its release date. The studio detailed the roadmap for the first season of DLC, which will be released sometime in March.

Some additional content in season one includes new boss fights and enemy variants, a new playable environment based on Joker, and two new episodes with new activities, missions, and strongholds to partake in.

Three additional seasons of Suicide Squad: Kill the Justice League are planned, according to Rocksteady. Each season will introduce a new playable character and one new playable environment, among other things such as new weapons and activities.

The marquee of season one is that Joker will be a new playable character. Fans of Rocksteady’s Arkhamverse games are probably mystified at the idea, given the upcoming game is set five years after Batman: Arkham Knight and the Joker from that trilogy is dead. However, this is different from the Joker we have seen in those games; rather, this Joker was pulled from another dimension based on the Elseworld comics.

“The original Arkhamverse Joker has been dead for five years, but this is a new Elseworlds twist on the villain,” Rocksteady studio director Darius Sadeghian said in the developer diary. While Rocksteady Associate Design Director Johnny Armstrong revealed that this Joker “was part of the Suicide Squad in the Elseworld that he’s from, which already shows that he’s slightly more cooperative than the previous Joker we’ve had” before teasing that this Joker is “unhinged in a different way.”

Suicide Squad: Kill the Justice League is out on February 2 for PC, PS5, and Xbox Series X/S. For more, check out our hands-on preview.

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

Persona 3 for Nintendo Switch Isn’t Totally Out of the Question, Says Director

Nintendo fans have been spoiled in the last several years with love from the Persona series, which after a long history married to PlayStation consoles has finally been creeping onto the Switch, game by game. Which is why fans felt snubbed after Persona 3 Reload, a remake of Persona 3, was announced for basically every major platform except Switch. But while a Switch announcement still hasn’t happened, the game’s director and producer are hinting that the idea hasn’t been fully abandoned.

Though the series has largely been the beloved child of PlayStation over the years, Persona 5 Royal made it to Switch in 2022, and Persona 4 Golden arrived this time last year. Nintendo players also got spinoffs Persona 5 Strikers back in 2020 and Persona 5 Tactica just this past November. Given that logic, it seemed that publisher Atlus and developer P-Studio was committed to the console, making it a bit of a surprise to fans that Persona 3 Reload was skipping it entirely.

The reasons for the snub still aren’t fully clear, but Persona 3 Reload director Takuya Yamaguchi and producer Ryota Niitsuma addressed the situation in a recent interview with Spanish language website Atomix.vg (quote via Google Translate, translation verified by IGN), suggesting that a Switch port may be in the cards somewhere down the line:

“Since we began conceptualizing everything that would come in Persona 3 Reload, we decided that there would be no version for the Nintendo Switch. Of course the idea is there, but it’s a matter of discussing it with the team and seeing what they think about it and we’ll see what happens.”

That’s not exactly an affirmative promise, but at least Yamaguchi and Niitsuma know the demand for a Switch version is there. It’s also always possible that Atlus and P-Studio have a Nintendo console version of the port in mind not for Switch, but for its heavily-rumored successor that many believe is coming this year. We’ll just have to wait and hope.

Persona 3 Reload is headed to basically every other major platform (PlayStation, Xbox, and PC) on February 2. We recently published our final preview of the game, asserting that it’s far more than a basic remake: “Persona 3 Reload isn’t a remake with a few alterations here and there; it’s a sincerely thought-through updated game that can seemingly stand on its own two legs in the competitive Persona lineup.”

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

RoboCop: Rogue City Gets New Game Plus

RoboCop: Rogue City just received a major update that adds New Game Plus as well as a new, harder difficulty.

Teyon’s launched last year and was well-received by fans of the iconic sci-fi movie. IGN’s RoboCop: Rogue City review returned a 7/10. We said: “RoboCop: Rogue City is the video game equivalent of a B movie in the best way, with the look and over-the-top action to capture the essence of the series.”

Now, a new update gives players a reason to jump back in. New Game Plus lets you start over with all of your previously unlocked skills and Auto-9 upgrades, for the full “invincible robotic law enforcement officer” experience, Teyon said in a post on the game’s Steam page.

To unlock the mode, finish the game after the update is applied. This can be done by reloading a save made just before completing the game, Teyon said. Once done, a new save file will be created, and loading it will grant you access to NG+. You’ll also unlock a new Golden Auto-9 skin as soon as you beat the game.

Elsewhere, RoboCop: Rogue City now has a new difficulty level that makes enemies deadlier. “If you’re up for a challenge, time to try the There Will be Trouble difficulty!” Teyon said.

Here are the RoboCop: Rogue City update’s patch notes:

  • Added a New Game Plus mode
  • Added a new difficulty: “There Will be Trouble”
  • Added a new unlockable Golden Auto-9 skin, available once NG+ is available
  • Added more Auto-9 Chips and Boards
  • Fixed the shooting mode not properly resetting when exiting interiors
  • Fixed RoboCop’s right hand disappearing when grabbing a human enemy while unaliving them
  • Fixed the Stolen Vehicle investigation being skipped if Ben immediately opened the locker

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.

Magic: The Gathering’s Clue Crossover Is a Strangely Compelling Mix of Both Games

With all the pop-culture crossovers Magic: The Gathering has been getting lately, the board game Clue certainly isn’t one I was expecting to see. More than that, it’s not one I initially expected to be quite so much fun. Ravnica: Clue Edition is a standalone box that mixes the pick-up-and-play simplicity of something like Magic’s introductory Jumpstart packs with the murderous deduction mechanics of Clue, and we’ve got details on how it works, what’s inside the box, and an exclusive look at all the new cards hiding in its packs. I even got to go hands-on and play a round with a few folk from developer Wizards of the Coast, and the result of this unexpected tie-in is a strange but surprisingly compelling mix of a multiplayer Magic match and a family board game night.

You can flip through the two image galleries below to see all of the unique cards available exclusively in this set, as well as a bunch of photos of what’s inside Ravnica: Clue Edition’s box

Before we get too deep, you’re probably wondering how the heck you play. The answer is to that is actually deceptively straightforward – Ravnica: Clue Edition is meant to played with four players, with each player opening two of the eight included booster packs and shuffling them together to make their 40-card deck. Similar to Jumpstart, there are 10 different themed packs (with a little variation) that you could potentially open, each designed around one of the two-color guilds in Magic’s most iconic city, Ravnica. Players start at 30 life, but largely you are just playing Magic as usual.

The twist, of course, is in the parts of Clue that have been weaved into this box. In addition to the themed boosters, Ravnica: Clue Edition comes with a pack of 21 predetermined suspect, weapon, and room cards – and just like in Clue, one set of those is secretly put in an envelope at the start of the match, while the others are divided randomly amongst all the players. (These are playable Magic cards you could play in other decks as well, but for the purposes of this game they are essentially just used as reminder game pieces.) From there, you can win either by killing all three of your opponents like in Magic or correctly guessing the cards in the envelope like in Clue.

The deduction system cleverly incentivizes you to go to combat.

Mashing two games together like this can run the risk of feeling disjointed, but when I played Ravnica: Clue Edition myself I was impressed by how the deduction system has been used to incentivize a certain kind of behavior in the Magic game – specifically, that behavior is to play lots of creatures and make them fight. That’s because, also like Clue, you are able to ask other players if they have certain suspects, weapons, or rooms in their pile, but here making those guesses is restricted by Magic mechanics: you get the opportunity to do so only when you either deal combat damage to another player, or exile six mana value worth of cards from your graveyard at the end of your turn.

That means you’re basically playing a full game of Clue without the board, and in order to make any headway in your deductions you actively need to be attacking your opponents and casting spells instead of walking between rooms. Turtling up and not attacking may protect your life total, but stalling defensively like this isn’t really in your best interest in the long run since your opponents will still be taking swings at other people, asking questions and getting more intel while you hide in your fort. It’s an interesting way to mitigate the problem some creature-heavy multiplayer games of Magic can have, where players sometimes build up such menacing armies that no one wants to make the first move.

This playstyle is actively supported by the cards that have been put in each of the booster packs, too, which have plenty of ways to help you be aggressive with your creatures. The match I played felt very scrappy, with lots of interaction and combat decisions to make, both in terms of determining when you have a good attack and who you even want to hit for the most useful intel. You only get one shot when you decide to make your final guess and look inside the envelope for a potential win, but while guessing wrong here means you’re locked out of that alternate victory condition, it doesn’t stop you from still trying to come out on top by doing some murders yourself.

With all of the themed packs being based on Ravnica’s guilds, your forty-card deck is basically always going to be split between either three or four colors, but having the right colors of mana was a surprising non-issue in my match. The packs have plenty of ways to account for that built in, including dual-colored lands and other mana fixing cards, but one really clever rule is that revealing a Clue card as part of someone else’s guess also rewards you with a Treasure token. It’s extremely elegant – if you get stuck on mana and can’t cast stuff, you’re likely going to fall behind on board and get hit, which means more people will guess your cards, which means you’re more likely to get Treasures, which then fixes your colors and catches you up.

And while Ravnica: Clue Edition is designed to be packed back up in its box and stored like a little standalone board game, you could always use your own custom decks alongside these rules if you prefer. Now, obviously I don’t think the intent would be to roll in with some super efficient combo deck that kills the table all at once without ever caring about the Clue cards, but it does seem nicely suited for a more casual group of “battlecruiser” style decks looking to shake things up as they turn creatures sideways.

Of course, it’ll take more than just one game to determine how this unexpected combo holds up over time, let alone with decks not designed around it. But what I came in expecting to be a strange, one-off novelty is actually a pretty entertaining and thoughtfully designed package I’d like to try out again. If anything, my biggest takeaway is that while I may be an okay Magic player, I am downright terrible at Clue.

Tom Marks is IGN’s Executive Reviews Editor. He loves card games, puzzles, platformers, puzzle-platformers, and lots more.

CD Projekt ‘Considering’ Adding Multiplayer to Cyberpunk 2

As CD Projekt staffs up for its various projects in development, the boss of the company has said it is considering adding multiplayer to the Cyberpunk 2077 sequel.

The Cyberpunk 2077 sequel, codenamed Orion, is currently in the conceptual phase. Speaking to Reuters, joint CEO Adam Badowski said CD Projekt expects to have about 80 people working on it by the end of the year. Co-CEO Michal Nowakowski said CD Projekt is considering including multiplayer in Cyberpunk 2, but wouldn’t divulge details.

Cyberpunk 2077’s multiplayer mode was cancelled due to the game’s turbulent launch, with development shifting focus to turning the embattled project around following its disastrous launch. It’s easy to imagine a Cyberpunk multiplayer mode, though, perhaps as a sci-fi take on the eternally popular GTA Online.

We know next to nothing about the next Cyberpunk at this stage, although last month CD Projekt Red narrative director Philipp Weber said it may feature grander branching storylines determined by the player’s starting life path, which were Street Kid, Corpo, and Nomad in Cyberpunk 2077.

Key gameplay decisions like whether it will be first or third-person are still being made. The original Cyberpunk 2077 has finally received its last big update though, so attention has now turned towards its sequel at CD Projekt Red.

Meanwhile, it’s full steam ahead on the next Witcher game. Badowski said CD Projekt would like to have around 400 people working on the project, codenamed Polaris, by the middle of 2024. Reuters reports analysts predict the new Witcher game will launch in 2026 or 2027.

As for the contentious issue of using AI during development, Nowakowski is quoted as saying CD Projekt believes it “can help improve certain processes in game production, but not replace people.”

And finally, Badowski insisted CD Projekt had learned its lesson from the launch of Cyberpunk, with better production processes now in place. “We believe that in the future we’ll avoid a premiere like the one we faced with Cyberpunk 2077”, Badowski said.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Palworld Devs Says They Have Received Death Threats Amid Pokémon ‘Rip-Off’ Claims

Amid the explosive launch of Palworld, its developers have taken to social media to say they have received death threats.

Last week, IGN reported on how Palworld, aka ‘Pokémon with guns’, had sparked a vociferous debate online about whether it had “ripped-off” Nintendo’s famous franchise.

Some Pokémon fans say Palworld’s Pals are too similar to Pokémon, with a number of social media posts that place Pals next to Pokémon going viral.

Palworld developer Pocketpair has insisted Palworld is more akin to survival crafting games such as Ark Survival Evolved and Valheim than Pokemon, but that hasn’t stopped people from continuing to hit out at the game.

Pocketpair community manager Bucky, who has been active on Twitter / X and Palworld’s Discord, posted to say they had received death threats since the game went live in early access form on January 19.

“Frantically working through all my DMs and emails! I promise!” Bucky said. “However, you’ll excuse me if I skip over the death threats, threats to the company and massively outlandish claims.

“If you’re capable of writing like an actual human being though, I’ll reply asap!”

Pocketpair CEO Takuro Mizobe also tweeted to say they had received death threats, and hit out at “slanderous comments”.

“Currently, we are receiving slanderous comments against our artists, and we are seeing tweets that appear to be death threats,” Mizobe said.

“I have received a variety of opinions regarding Palworld, but all productions related to Palworld are supervised by multiple people, including myself, and I am responsible for the production.

“I would appreciate it if you would refrain from slandering the artists involved in Palworld.”

In a new interview published by Automaton, Mizobe addressed the question of potential legal issues surrounding Palworld’s release and its likeness to Pokémon. According to the site, Mizobe said Palworld cleared legal reviews, and insisted there has been no action taken against it by other companies.

Mizobe said: “We make our games very seriously, and we have absolutely no intention of infringing upon the intellectual property of other companies.”

Last year, a new survey from the Game Developers Conference revealed a majority of game developers see harassment from players as a major problem for the industry. Of the 2,300 developers surveyed, 91% said player harassment and toxicity towards developers was an issue. 42% said it’s a “very serious” issue.

While Palworld is a clear smash hit, it is not without controversy. The Xbox version continues to lag behind the Steam version in terms of key features and updates, and Palworld’s enormous launch has seen its servers struggle, too.

Check out IGN’s Palworld Early Access Review in Progress to find out what we thought.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Palworld Dev Working to Fix Serious Bugs, Including Lost Save Data

While Palworld has enjoyed an enormous launch, there are a number of serious bugs affecting players. Developer Pocketpair said it’s working on issuing fixes, including for players who are unable to enter servers, unable to play multiplayer, and a dreaded lost saved data bug.

In a post on the Palworld Discord, community manager ‘Bucky’ said the developer had received over 50,000 inquiries since the game went on sale on January 19. “We sincerely apologize for the delay in response from our support team,” Bucky said.

Bucky said save data from single-player and co-op “may be able to be restored”, and pointed to a Google Doc with instructions to help. “We apologize for any inconvenience caused,” Bucky continued. “Thank you for your understanding and cooperation.”

Palworld has a particularly nasty bug that may cause the ‘Memory Reset Drug’, which is used to reset character stats, to permanently reduce the player’s capture power. Community manager Kei said Pocketpair is investigating this issue, and warned players not to use the item until a fix was issued.

Palworld has also suffered issues as players flood the servers. Pocketpair said that after concurrents across all platforms exceeded a whopping 1.3 million, the Epic Online Service experienced outages, causing connectivity issues with co-op and servers.

While Palworld is a clear smash hit, it is not without controversy. Last week IGN reported on how some Pokémon fans were taking to social media to point out striking similarities between Palworld’s Pals and the Pokémon themselves. Elsewhere, the Xbox version continues to lag behind the Steam version in terms of key features and updates. Palworld’s enormous launch has seen its servers struggle, too.

Check out IGN’s Palworld Early Access Review in Progress to find out what we thought.

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.