Helldivers 2 Into the Unjust: 4.1.0 Update Focuses on Making the Game ‘Feel Better to Play’ With Over 200 Bug Fixes, Key Balance Changes, and Quality-of-Life Improvements

Helldivers 2 developer Arrowhead has released the Into the Unjust: 4.1.0 update, which it said is designed to make the game “feel better to play.”

This much anticipated update overhauls how Arrowhead approaches patching “to better target the pain points you’ve shared with us.” The studio said that means “more focus on stability, balance, and the issues that affect your experience the most.”

Over 200 bugs have been fixed, along with key balance updates and quality-of-life improvements. Arrowhead said that while new features are coming, this patch marks “a big step forward: both in the game itself and in how we work to improve it.” More refinements are already underway, the studio continued.

In terms of balance, the overall effectiveness of primary weapons, sidearms, throwables, and stratagems is increased. SMGs and pistols, for example, have been adjusted to emphasize their role as close-quarters weapons, with increased close-range damage and increased damage falloff.

It’s worth noting changes are made to enemies across the board. The Dragon Roach, for example, has seen its spawn rate decreased, and destruction of the wings now results in instant death. Each wing has a health pool, and the Dragon Roach should be more susceptible to explosions because even if you hit the body you now also hit the wings and do more damage. Overall, there should be fewer Dragon Roaches and they should be easier to take down.

Check out the patch notes, courtesy of the Helldivers 2 Discord, below:

Helldivers 2 Into the Unjust: 4.1.0 patch notes:

Balancing

General changes

Primaries, Sidearms, Throwables, and Stratagems

  • Improvements have been made to increase the overall effectiveness of primary weapons, sidearms, throwables, and stratagems

Light vs. Medium Penetration Weapons

  • Light and medium penetration weapons now offer more distinct advantages.

Light penetration weapons generally deal a higher percentage of their total damage against durable enemies, differentiating them more clearly from medium penetration options

SMGs and Pistols

  • SMGs and pistols have been adjusted to emphasize their role as close-quarters weapons. Close-range damage has been increased, and damage falloff has been increased to reinforce their short-range combat identity

Melee Weapons and Throwables

  • Melee weapons and throwables have been improved to make each feel more impactful and unique in their function

Resupply Rack

  • The resupply rack is not climbable anymore

Primary weapons

SG-8P Punisher Plasma

  • Damage projectile decreased from 100 to 0
  • Damage explosion increased from 150 to 225

SG-8S Slugger

  • Damage increased from 280 to 330
  • Durable damage increased from 75 to 90

AR-23 Liberator

  • Damage increased from 80 to 90
  • Durable damage increased from 15 to 22

AR-23A Liberator Carbine

  • Damage increased from 80 to 90
  • Durable damage increased from 15 to 22

AR-23P Liberator Penetrator

  • Damage increased from 60 to 65

AR-23C Liberator Concussive

  • Damage increased from 65 to 75
  • Durable damage increased from 30 to 35

AR-61 Tenderizer

  • Durable damage increased from 22 to 30

AR-32 Pacifier

  • Damage increased from 50 to 55
  • Stun value per projectile increased from 1.5 to 2

SMG-37 Defender

  • Damage increased from 80 to 100
  • Durable damage increased from 8 to 18
  • Drag increased from 0.6 to 1.2

MP-98 Knight

  • Damage increased from 70 to 90
  • Durable damage increased from 7 to 18
  • Drag increased from 0.6 to 1.2

SMG-32 Reprimand

  • Damage increased from 125 to 135
  • Drag increased from 0.6 to 1.2

SMG-72 Pummeler

  • Damage increased from 70 to 85
  • Durable damage increased from 7 to 18
  • Stun value per projectile increased from 1.5 to 2
  • Drag increased from 0.6 to 1.2

LAS-16 Sickle

  • Damage increased from 55 to 60
  • Durable damage increased from 5 to 6

MA5C Assault Rifle

  • Damage increased from 80 to 90

M7S SMG

  • Damage increased from 70 to 80
  • Durable damage increased from 7 to 16
  • Drag increased from from 0.6 to 1.2

StA-11 SMG

  • Damage increased from 70 to 90
  • Durable damage increased from 7 to 18
  • Drag increased from 0.6 to 1.2

PLAS-39 Accelerator Rifle

  • Extra spare magazines increased from 8 to 12
  • Ergonomics increased from 40 to 60

Sidearm weapons

CQC-2 Saber

  • Damage increased from 110 to 125
  • Durable damage increased from 55 to 65

CQC-5 Combat Hatchet

  • Damage increased from 110 to 160
  • Durable damage increased from 55 to 80
  • Attack speed has been slightly reduced

CQC-42 Machete

  • Damage increased from 170 to 200
  • Durable damage increased from 80 to 100

P-2 Peacemaker

  • Damage increased from 85 to 95
  • Durable damage increased from 25 to 30
  • Drag increased from 0.6 to 1.2

P-19 Redeemer

  • Damage increased from 60 to 70
  • Durable damage increased from 5 to 12
  • Drag increased from 0.6 to 1.2

P-113 Verdict

  • Damage increased from 125 to 135
  • Drag increased from 0.6 to 1.2

M6C/SOCOM

  • Damage increased from 100 to 110
  • Drag increased from 0.6 to 1.2

P-92 Warrant

  • Drag decreased from 0.3 to 0
  • Gravity multiplier decreased from 1 to 0.3

Throwables

TED-63 Dynamite

  • Damage increased from 700 to 1000
  • Armor penetration increased from Medium to Heavy
  • Demolition strength increased from 30 to 40
  • Stagger increased from 30 to 40
  • Uses decreased from 4 to 3

G-7 Pineapple

  • Shrapnel from main explosion increased from 7 to 18
  • Demolition strength on the main explosion increased from 20 to 30
  • Inner radius on shrapnel explosion increased from 1 to 2.5m
  • Damage on shrapnel explosion increased from 70 to 100
  • Removed lifetime on the shrapnel
  • Shrapnel from the shrapnel explosion decreased from 6 to 0

G-50 Seeker

  • Higher priority for flying enemies
  • Highest target priority for marked target
  • Damage increased from 400 to 500

G-6 Frag

  • Uses increased from 5 to 6

G-3 Smoke

  • Uses increased from 4 to 5

Throwing knifes

  • Damage increased from 250 to 300
  • Durable damage increased from 100 to 150

PLAS-1 Scorcher

  • Plasma projectiles will now pass through foliage without losing velocity

Stratagems

PLAS-45 Epoch

  • Duration until explosion increased from 3 to 3.25 sec
  • Delayed muzzle charge VFX by 0.5 seconds so it now appears when the projectile is overcharged, improving visibility of the charge state
  • Damage on standard projectiles explosion increased from 400 to 500
  • Demolition strength on overcharged projectile increased from 10 to 30

M-105 Stalwart

  • Damage increased from 80 to 90
  • Durable damage increased from 15 to 22

FLAM-40 Flamethrower

  • Canister capacity increased from 130 to 150
  • Starting canisters increased from 2 to 3
  • Max spare canisters increased from 4 to 5

APW-1 Anti-Materiel Rifle

  • Durable damage increased from 180 to 225
  • Starting magazines increased from 4 to 5
  • Max spare magazines increased from 6 to 8

AC- 8 Autocannon

  • Damage increased from 260 to 325

GL-52 De-Escalator

  • Damage increased from 55 to 100
  • Durable damage increased from 55 to 70

MS-11 Solo Silo

  • Health increased from 800 to 1500
  • Enemies will not attack it
  • Increased demolition strength needed to destroy it

Orbital Railcannon Strike

  • Cooldown decreased from 210 to 180 sec

EXO-45 Patriot Exosuit

  • Missile Armor penetration in worse angles increased from 6-6-4-0 to 6-6-5-0
  • Rotary gun ammo capacity increased from 1000 to 1350

Enemies

  • The goal is to make light and medium armor-piercing weapons equally effective against certain common enemies by adjusting their durable damage and durable resistance values

Illuminates

Fleshmob

  • Targeting the faces deals extra damage to its main health, effectively creating weak spots
  • Main health decreased from 6000 to 5000
  • Most health zones are slightly more durable
  • Slightly less vulnerable to fire to balance health decrease

Elevated Overseer

  • Main health decreased from 600 to 450
  • Head health increased from 150 to 200
  • Head zone armor decreased from 3 to 2
  • Torso health decreased from 600 to 450
  • Arms health decreased from 300 to 250
  • Slight increase on how easy it is to set on fire

Leviathan

  • Now equipped with beam-based weaponry
  • Leviathans will not show up in missions outside of cities

Terminids

Rupture Strain enemies

  • Updated textures for all Rupture Strain enemies for better readability

Rupture Warrior

  • Movement speed when underground has been decreased
  • Needs to surface more often when moving underground
  • Its burrow attack is slightly slower and leaves more space to be dodged
  • Smaller damage boxes when attacking from below
  • Front legs armor decreased from 3 to 2
  • Will prefer to emerge before attacking turrets instead of destroying them from below ground

Rupture Spewer

  • Retuned the timing of how fast it starts to act from when it unburrows

Bile Spewer Variations

  • Increased size of its mouth weak spot

Brood Commanders

  • Slightly harder to set on fire

Warriors

  • Slightly harder to set on fire
  • Slight durable increase in head and body

Dragon roach

  • Spawn rate decreased
    • 50% lower on difficulty 5,6
    • 40% lower on difficulty 7,8,9
    • 33% lower on difficulty 10
  • Destruction of the wings results in instant termination of the Dragon
    • Wings now have their own health pool of 4000
    • Increased how much damage wings take from explosion

Bile spewers

  • Slightly harder to set on fire
  • Larger body parts are slightly more durable

Hive Lord

  • Improved performance during Hive Lord encounters.

Automatons

Base Alarming

  • Automaton troopers in bases will require better visual confirmation before calling in reinforcements, instead of calling them in immediately

Devastators

  • Slightly harder to be put on fire
  • Large body parts are slightly more durable

Command Bunker Turret

  • Removed ragdolling from its projectiles explosion

Factory Strider

  • Slightly less vulnerable to fire

War Strider

  • Shoots 2 fewer grenades per salvo
  • Shoots grenades less often
  • Removed ragdolling from its projectiles explosions
  • Added weak spots aim for the eyes and the vents on the back

Scout Striders

  • Armored top shield is more durable

Fixes

Stratagems

  • Fixed an issue where Helldivers were unable to call down stratagems in the objective area of the “Nuke Nursery” cave mission
  • Fixed an issue with the B-100 Portable Hellbomb stratagem sometimes falling on Cave roofs in the “Destroy Spore Lung” mission
  • Fixed an issue with the drill objective stratagem sometimes landing in unintended places such as on top of caves, in Nuke Nursery Hive World missions
  • Players can now stay aiming down sights when activating the LIFT-860 Hover Pack

Crashes

  • Fixed a rare crash occurring when fighting Illuminates
  • Fixed a crash when hotjoining and readying up before other hotjoiners
  • Fixed a crash occurring when a player would re-join multiple times
  • Fixed a rare crash caused by Eagle-1
  • Fixed a rare bug where the Eagle-1 would never be removed from the game session and eventually cause crashes
  • Fixed rare crash bug that could happen when spawning in groups of enemies
  • Fixed crash affecting Helldivers trying to lean out from a vehicle
  • Fixed a crash that could happen when scrolling through the weapon customization menu
  • Fixed a crash that could happen during game shutdown

Weapons

  • Fixed armor penetration values in the Stats Menu for CQC-5 Combat Hatchet, CQC-30 Stun Baton,CQC-19 Stun Lance, CQC-2 Saber, CQC-1 One True Flag and the G-7 Pineapple grenade; the armor penetration value displayed as Medium instead of Light
  • Improved initial bullet alignment while strafing and riding in vehicles
  • Moved the first person camera further away from the MS-11 Solo Silo’s Target Designator scope
  • Fixed the weapon reload animations desyncing when wielding armor passives that give increased reload speed
  • The FAF-14 Spear can now lock onto Automaton AA turrets
  • Fixed projectiles hitting direct center of sights when extremely close to objects
  • Haptics feedback is now present throughout the firing of the FLAM-40 Flamethrower stratagem

Miscellaneous

  • Fixed a bug where Hive Lord body parts would not spawn properly
  • Fixed an instance where the Helldiver couldn’t re-join their previous host, if said host left a joined game in progress from the loadout
  • Fixed a bug where the LIFT-182 Warp Pack would sometimes get stuck suspended in the air or crash
  • Fixed Adreno-Defibrillator armor passive animation bug
  • Fixed disconnection issues when joining a solo player with 3 cross-platform players
  • Fixed mesh clipping for the arms on some animations
  • Reduced the chance of the Extraction Shuttle clipping through terrain
  • Fixed a flickering bug on the avatar when the Helldiver gets affected by mud or snow
  • Fixed a bug hole covered by terrain in one of the CR10 Mega Nests
  • Rupture Warriors can no longer destroy deployable turrets while still underground
  • Fixed an issue where the front door of the GATER could become inaccessible
  • Fixed a rare issue where the player could be disconnected when they are a part of a mixed platform, 3 person lobby that joins a solo player under poor network conditions
  • Fixed an issue with Illuminate dropships not taking correct damage during the “Repel Invasion Fleet” missions
  • The currency symbol for Saudi riyal is now displayed correctly in the in game shop
  • The Oil Rigs reverse audio will no longer continuously play if the player attempts to reverse during oil extraction
  • Fixed Helldivers going through the floor in the tutorial mission, when diving near the barbed wires
  • Fixed a rare soft-lock in tutorial
  • Helldiver is now killed when driving into drill holes during Nuke Nursery missions
  • Fixed an issue where Helldivers could enter a vehicle even though the seat got claimed by someone else first
  • Fixed controller vibrations behaving incorrectly when connecting or disconnecting controllers on PC
  • Fixed miscellaneous threading issues in the audio system
  • Fixed minor texture clipping issues on the floor between hellpod launchers on the ship
  • Fixed an issue where voice chat could sometimes change volume unexpectedly – particularly when entering caves

Optimizations

  • Optimized status effects
  • Optimized physics by only enabling powered ragdolls when needed
  • Optimized physics body handling for damage calculations
  • Optimized Automaton units and NPC eyes, by changing them from particle effects to shaders
  • Optimized AI behaviors by analyzing and stripping out redundant code
  • Reduced stuttering during drop-in sequence for missions on Hive Worlds
  • Improved audio IO performance
  • Snow distribution and overall look has been reworked
  • Improved performance by tweaking LOD settings for characters
  • Optimized asset distribution for several planets types
  • Optimized scattered assets such as grass on various planet types
  • Optimized asset distribution in Hiveworlds and Terminid caves
  • Optimized asset setup and geometry for assets used in Hiveworlds and Terminid caves
  • Optimized status effect physics and particle systems while maintaining visual feedback and fidelity
  • Optimized various Automaton explosion VFX
  • Optimized Acid Rain effects during Acid Storms
  • Optimized Dragonroach fire attack VFX
  • Made various optimizations to the fire system, including particle and light optimization.
  • Improved performance by optimizing the rendering of several shaders

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Vampire: The Masquerade – Bloodlines 2 devs provide workarounds for “high priority” bugs, including Seattle’s populace disappearing

Paradox have outlined some workarounds for a number of “high priority” issues which have been draining folks’ ability to get sucked into Vampire: The Masquerade – Bloodlines 2 now the gates to Seattle are open. Proper fixes for these and other known issues are also in the works, as is planning for post-release additions.

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Best Buy Drops the Price of Final Fantasy MTG Commander Decks for a Limited Time

Magic The Gathering’s Final Fantasy set in June set new records for the franchise, and given the popularity of Commander, we’d imagine plenty of the four decks included in the set were shifted.

The trouble is, there’s always been a discrepancy in price, with the Final Fantasy 6 deck ‘Revival Trance’ going for much less, Final Fantasy 7’s ‘Limit Break’ going for much more, and the other two falling somewhere in between.

Best Buy’s answer? Discounting them all to the same price.

Best Buy Has Every Final Fantasy Magic Deck Under MSRP

On the positive side, this means you can get Limit Break, a deck that regularly sells for much more than its MSRP, for $48.99.

It’s a very fun deck that’s themed around equipment and dealing combat damage, and will no doubt be an easy pickup for anyone who waited for a discount.

On the downside, that means Revival Trance is also $48.99. It’s under MSRP, sure, but this deck’s messy game plan and lack of big reprints mean you can snap it up for around $35 elsewhere if you keep an eye out.

Rounding out the quartet, I’ve been having more fun with Scions and Spellcraft recently, the Final Fantasy 14 deck helmed by Y’Shtola. It’s all about pinging opponents around the table for damage, which isn’t something you often get in a blue/white/black deck. It’s $48.99 now.

Finally, arguably the best deck from the set, Counter Blitz is helmed by Final Fantasy X’s Tidus and Yuna, and lets you manipulate counters to deal big damage or keep Summons around longer. And, guess what? It’s $48.99 now, too.

Each deck also comes with a ‘Collector Booster Sample Pack’ which includes two cards in foil or borderless treatment, too.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Sonic Racing: CrossWorlds Team Open To More DLC: “Tell Us What You Want”

Update: Game surpasses one million sales as Joker arrives.

Sonic Racing: CrossWorlds has already got a huge cast of characters and apparently Sega might not be done just yet.

Speaking to Polygon at the Brasil Game Show recently, the series producer Takashi Iizuka mentioned how DLC could potentially stretch beyond a year. It all depends on how much attention the game is getting from fans and the feedback the team is receiving.

Read the full article on nintendolife.com

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It’s really quite interesting how, in a time where big budget live service games are doing anything they can to get you to continue playing (and importantly spend money on) them, the sort of spiritual opposite of this to rise out of this are games where you just hang out with a few buds doing silly nonsense that don’t cost very much. Lethal Company, Peak, you know the kinds of games I mean, and yesterday a new one I quite like the look of arrived: RV There Yet?

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Opinion: Pokémon Legends Z-A Is The Creepiest Entry Yet, Not In A Good Way

Move!

There’s been quite a lot of talk recently about the lack of voiceover work in Pokemon Legends: Z-A, and I can understand why. Game Freak has made some pretty decent strides with its cutscenes, depicting characters that animate realistically right down to their facial expressions and mouth movements. Yet they don’t actually talk. It’s weird in practice to see such well-constructed scenes play out in near total silence, but that’s actually not my biggest gripe with the residents of Lumiose City.

If you go into a real-life busy city centre in the middle of the day, one thing you’ll notice is that most people will probably be walking somewhere. Whether they’re darting from shop to shop, slowly ambling along in chattering groups, or even taking a few steps backwards to pick up the sausage that’s slipped out of their hotdog bun, everybody’s moving. Heck, it’s the reason why cities are often described as ‘bustling’ – it literally means ‘full of activity’.

Read the full article on nintendolife.com

Exclusive: Ghost of Yotei Joins Magic’s PlayStation x Secret Lair Crossover

Magic: The Gathering’s next big collaboration brings PlayStation’s biggest worlds to the table, with Secret Lair drops inspired by God of War, The Last of Us, Horizon, and Sucker Punch’s Ghost duology. It follows June’s record-breaking Final Fantasy set, marking yet another major gaming crossover with Magic.

Fresh off the launch of Ghost of Yotei, we caught up with Jason Connell, Creative Director at Sucker Punch, along with Wizards of the Coast’s Jacob Covey, Steve Sunu, and Annie Sardelis, to learn how Jin Sakai’s world was reimagined in card form.

They shared how brushstroke met blade, and how Sucker Punch’s involvement went far beyond a simple seal of approval. And even more excitingly, IGN has also got an exclusive first look at Ghost of Yotei’s Atsu card, joining the upcoming PlayStation superdrop.

“Once we had the basics set up, it was a super collaborative process” – Jason Connell, Sucker Punch

A Cardboard Ghost

“Part of the fun of working with game studios is the mutual fandom between us—there’s usually a Magic fan or three on their side and a group of fans for their game on our team,” WOTC Art Director, Jacob Covey, explains.

When it comes to Sucker Punch, there are even a few tournament games being played within the development team.

“It’s about 10-12 folks who play monthly, mostly Commander format,” Jason Connell explains. “A few people who regularly come into the office have decks at their desks just in case the mood ever strikes.”

As for making it happen, the conversation began a while ago, and it was Wizards who wanted to work on a PlayStation collaboration.

“Ben Jafari [a manager at WOTC] worked hard to not only make this happen between many different studios at once, but to do it on the same timeline,” Covey reveals.

“We knew we wanted to work with these iconic PlayStation properties, so it was difficult to narrow it down to just a handful.”

That initial discussion then fed down to the team at Sucker Punch, Connell said, and it was clear that the two Ghost titles would make for ideal fits.

“Across both the Sucker Punch and PlayStation side, it was pretty clear that Ghost could be a really great fit as one of the featured franchises, though, so it came together pretty naturally once they reached out. We were definitely excited by the idea.”

The rub? Ghost of Yotei hadn’t been revealed to the public yet.

Landing a Sucker Punch

“Our conversations with Wizards of the Coast began before Yotei had been announced, which we admit was probably frustrating from the Wizards’ side since we had to be so cryptic,” he recalls.

“We just kept saying we had a great idea for a secret card, but then saying we couldn’t elaborate yet, and thankfully, they were such great partners that they rebuilt the schedule to accommodate us delivering the information and art for Atsu after we announced the game last year, even though the rest of the cards had been locked in by that point.”

“We knew the drop would be coming right around Yotei’s launch, so it felt like a perfect fit to try to get her included, and we’re grateful it worked out.

“We aim to be authentically rooted in the Ghost universe while giving it our unique spin” – Jacob Covey, WOTC

As for card designs, the Sucker Punch part of the Secret Lair drop incorporates Jin Sakai and Atsu, the two protagonists of both games.

“On the art side, Sucker Punch was very trusting and also involved in helping us remain true to their carefully constructed universe, full of its own untold stories,” said Covey.

“We aim to be authentically rooted in the Ghost universe while giving it our unique spin, focusing on how the characters and settings relate to the Magic ecosystem and gameplay.”

“We had some great early conversations with the Wizards team, including an initial kickoff where we just explained the key points of Ghost of Tsushima and sent over some materials from the game,” Connell adds.

“We explained what we felt was important to capture, even discussed some specific artist names and our overall style. It was really interesting getting a glimpse into their process, meeting artists and writers and directors who oversaw all of the different pieces that go into making a card.

“Once we had the basics set up, it was a super collaborative process. While the actual writing and artist selection happened on the Wizards side, we had a ton of input and chances to provide feedback and went through multiple rounds making sure everyone was happy with the overall look and mechanics for the cards.”

One of the ways Wizards and Sucker Punch helped bring Jin Sakai to Magic: The Gathering was to lean into the duality of his fighting styles in Ghost of Tsushima, where he’s torn between samurai combat and the stealthier ‘Ghost’ path.

“Jin Sakai is about a warrior torn between two identities — the honorable samurai and the shadowy Ghost,” Connell explains.

“From the start, I wanted to capture two ways of approaching encounters in Ghost of Tsushima…” – Annie Sardelis, WOTC

“Wizards of the Coast did a great job capturing this in the card with the Standoff ability, which represents his swordsmanship, while Ghost highlights his stealth and ability to strike fear into his opponents. The rest of the Secret Lair cards that Wizards of The Coast curated for this drop helped show his journey to support that theme: tools of conflict, sacrifice, and shifting control that echo Jin’s struggle between tradition and survival.”

“From the start, I wanted to capture two ways of approaching encounters in Ghost of Tsushima,” explains WOTC Senior Game Designer, Annie Sardelis.

“I combined elements of how Magic has classically expressed a lone fighter’s skills by only giving that bonus to a single attacker. Since double strike and “can’t be blocked” are phrases we’ve seen time and again on Magic cards, I added the words to help my coworkers become familiar with what I was going for. Flavor words, like flavor text, can help give creative definition to rules text, and we ended up keeping them.”

A PlayStation Pantheon

Aside from Ghost of Tsushima and Yotei, there are sets focused on God of War’s Greek and Norse tales, as well as Horizon Forbidden West and two sets for The Last of Us.

Despite the mix of gods and robot dinosaurs, however, it was the gritty post-apocalyptic tale from Naughty Dog that gave Sardelis the biggest challenge.

“The hardest challenge I signed myself up for are the four “Survivors” Partners from The Last of Us series,” she explains.

“I thought it was important to represent all the playable characters in the story, but I also wanted your Commander games to feature the infected. It was tricky to find out how to generate the Fungus Zombie tokens on characters that canonically fight against them!”

“Any player can make infected tokens with Ellie, Brick Master and Abby, Merciless Soldier riffs on cards like “Hunted Dragon” to create an increasing number of tokens. Once that was figured out, the rest of the pieces were designed to complement a token/sacrifice strategy- hopefully in a way that inspires mixing and matching between the two drops!”

As for Commander, it’s Magic’s most popular format, and I wanted to know which of the new PlayStation cards would make an ideal choice to helm a 100-card deck.

“If you’re sitting across from me, I think you can expect me to have an Aloy, Savior of Meridian deck or Jin Sakai, Ghost of Tsushima deck somewhere on me,” WOTC Senior Product Designer, Steve Sunu, says.

“Annie Sardelis really hit it out of the park for all these designs, Aloy and Jin specifically feel like the designs were created just for a player like me. Annie’s an incredible designer, and we were so lucky to have her lend her talent to these new-to-Magic designs.”

Magic: The Gathering’s Secret Lair x PlayStation Drop launches on October 27, 9 AM PT, at the official Secret Lair website.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

This article also includes contributions from Robert Anderson, Senior Commerce Editor for IGN.

Arrowhead need just a smidge more time for that next Helldivers 2 patch, promises a healthy suite of optimisations

You might be currently wondering where the latest Helldivers 2 patch is, seeing as it hasn’t turned up yet, and to explain its absence developer Arrowhead have taken to the game’s Witter account with a post going into some details about it. Apparently it was originally planned for Tuesday, i.e. yesterday, October 21st, but a “last-minute certification issue caused a delay.”

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