Escape From Tarkov’s Steam release comes with a snag for people who already own it

It’s that time of the year folks. The weather’s getting colder, the days are getting shorter, and Escape From Tarkov is getting Tweeted and Skeeted about again because of a controversial decision. This time, it’s because the game is coming to Steam, which in and of itself is a perfectly fine, perhaps even smart thing to do. The thing that’s being called into question however, is the answer to a question on the Steam release’s FAQ page about whether or not you’ll have to buy it again.

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2XKO Review in Progress – Closed Beta Impressions

I don’t think there’s ever been a fighting game that I have played more of so long before release than 2XKO. Between three Evo demos and two “alpha lab” tests, Riot’s exciting League of Legends-themed 2v2 tag fighter has repeatedly popped into my life for a couple days, then faded from existence until the next time I get to throw down with my buddies Ekko and Ahri. But finally, with the recent closed beta, 2XKO is here to stay (if not fully available to everybody yet), which means it’s time for some extended thoughts on why I’ve been looking forward to this exciting tag fighter.

There’s a whole lot to unpack, so let’s start with the focus on simple controls. Unlike most fighting games that offer at least the option of using traditional command inputs for special moves (like those dating back to the Street Fighter and Mortal Kombat’s arcade cabinet days), 2XKO simplifies all of its special and super moves to single or simultaneous two-button presses. So instead of doing a quarter circle forward motion for a fireball, all you have to do is press the S1 button; If you wanna do a super, you press an attack button and one of the special buttons at the same time; and if you want to do your ultimate attack, you press both special buttons at the same time.

This is a double-edged sword, because while it does make it a little easier for a complete newcomer who has trouble with quarter-circle or Dragon-Punch inputs, it also turns what should be a four-button game – with light, medium, and heavy attack buttons, plus a tag button – into a six-button game, at minimum. Most people will be using a dash and parry macro as well, putting every single button on a standard controller to work.

As a result, I’ve felt my hands getting lost on my controller in 2XKO moreso than any other fighting game I’ve played because my brain has to parse which special move is tied to which special button, and which direction I had to hold for it. Ultimately, it’s just easier for me – someone who has committed thousands of hours to train my muscle memory on how fighting games have always worked – to compartmentalize a punch or kick related special move input to the punch or kick button than it is to try and remember whether they’re arbitrarily placed on S1 or S2. It’s a learning curve that I was eventually able to overcome, but one that nonetheless made me yearn for a classic/modern control scheme split like what Street Fighter 6 uses.

The second big thing is that 2XKO uses an active tag system much like what’s been used in games like BlazBlue: Cross Tag Battle and Power Rangers: Battle for the Grid. The idea is that every character has two assist moves that they can be called in to execute, and once they finish the attack they’ll remain in a pose for a few seconds before retreating back off screen. At any point while the assist character is on screen, you can press the tag button to swap control to them. This opens the door for potential tricky mix-up opportunities, especially when you’re able to sandwich your target between your assist and point characters.

That system works incredibly well here in 2XKO, especially since so many of the characters have special moves that seemed designed specifically around it. Vi and Ekko for instance, both have specials that allow them to cross to the other side of their opponent, with the downside being that they are typically punishable. But if you cover them with an assist, not only do you make the crossover safe, but you get a free left/right mix-up opportunity by swapping to the other character. This is just a basic example and, once you start digging deep into the tech of some of these characters, you can find some absolutely dirty stuff that you can do to your opponent.

Experimenting with each fuse to find which fits my playstyle has been a lot of fun.

And all of that is before even bringing fuses into the mix. Much like Grooves in the Capcom vs SNK series, Fuses are an extra little bonus that you take with you into a match that allow you to break one of the established rules. For example, typically, once you use your super, your combo is over. But with Double Down you can do a super, then tag in your partner character for them to do their super to add on extra damage, and switch characters in the deal. You normally are only allowed one active tag per assist call, but with the Freestyle fuse you can call in your assist, active tag to them, do a couple of hits, and then active tag again back to the point character. These Fuses can totally change your approach to how you use your team and spend your meter, and experimenting with each to try and find which one fits my playstyle and my team best has been a lot of fun.

If you don’t want to learn two characters and instead just want to focus on one, there are also two Fuses that allow you to do just that. Juggernaut and Sidekick both have you playing as only one character with just one life bar, but to make up for that they have increased health, higher defense, start with two bars of super instead of one, and can have a maximum of five bars of super instead of three.

Juggernaut also has the added advantage of being able to forcibly swap an opponent’s character to focus on the one with less health and prevent them from regaining gray life, while Sidekick gives you the ability to reduce the amount of damage you take by timing button presses with enemy attacks. You can also charge up your assist moves by holdingthe tag button, letting them travel a distance before actually committing to their attack. You do lose the ability to do active tags, which is one of the most fun aspects of 2XKO, but nonetheless, I love it when tag fighters find ways to let us just focus on mastering a single character instead of having to be equally good with two or three.

Perhaps the best unique feature of 2XKO, though, is the fact that it’s a fighting game that can be played cooperatively with a friend. In Duos mode, each person controls their own character, with the off-screen player being the one that can call the assist, and the other being the one that has to do the active tag to give up control to their partner. It works both as a fun way to experience a fighting game with a similarly skilled friend that doesn’t involve having to beat each other up, and also as a way to introduce someone new to the genre and be able to give them real time feedback.

If there’s one glaring weakness of 2XKO’s beta right now, it’s the slim roster size.

If there’s one glaring weakness of 2XKO right now, it is its slim roster size. There are currently only nine characters, and Riot has promised just one more to be added for launch. Ten isn’t even a lot even for a 1v1 fighter, but even worse for a tag fighter where you need to find two characters that fit your playstyle (unless, again, you decide to go with Juggernaut or Sidekick as your Fuses). And while that does suck, and leads to a lot of repetition where you’re fighting against the same characters and the same teams over and over again, it is a blow that is at least softened by the excellent design of that handful of characters. Whether it’s Ekko and his tricky clone mind games, Yasuo’s wild combo routes that have him stance-cancelling his way into bouncing his opponent all over the screen, Vi’s insane movement and whiff-punishing ability, or Illaoi’s tentacle set ups, these are some of the most fun fighting game characters I’ve ever played around with. And the beauty of it is that due to the flexibility of 2XKO’s combo and Fuse systems, rarely do I ever see any of these characters being played exactly the same way by two different people.

All that said, It’s still too early to call this a proper review of 2XKO because of all that we haven’t seen yet. There’s ranked mode, for instance, and that final tenth character on the launch roster – and I’ll definitely want to see how the free-to-play progression feels once the shops are more fully populated with cosmetics to purchase with in-game currency. But for now, 2XKO is shaping up to be one of the most exciting fighters on the horizon, during a time when there are a lot of exciting fighters on the horizon.

Mitchell Saltzman is a senior guides producer at IGN. You can find him on twitter @JurassicRabbit

Solve your own murder and recover your brain in Blanksword, a roguelike RPG with a demo out today

There are few occasions where a game tells me it’s combining two genres that typically don’t go together and it convinces me it’s worth paying attention to, but Blanksword, a roguelike RPG, is quite different. In it, you are Blank, an angel stabbed in the head, brain destroyed, who somehow managed to survive such an ordeal – albeit without any memory of who you were. And now, you are on a quest through a series of islands governed by “Literally God” in order to figure out your mysterious past.

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Guide: Where To Pre-Order Hyrule Warriors: Age Of Imprisonment For Nintendo Switch 2

Zelda and Link are back once more.

Hyrule Warriors: Age of Imprisonment is the next game in the Zelda series, and it’s coming to Switch 2 on 6th November.

Blending the hack-and-slash style of Koei Tecmo’s Warriors series with the world of Hyrule, Link and Zelda will be opening cans of whoopass once more in this sequel to Age of Calamity which gives a look behind the calamitous story explored in Tears of the Kingdom.

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Chronicles: Alexander the Great for Age of Empires II: Definitive Edition – Pre-order Now

Chronicles: Alexander the Great for Age of Empires II: Definitive Edition – Pre-order Now

Age of Empires 2 DLC Hero Image

The post Chronicles: Alexander the Great for Age of Empires II: Definitive Edition – Pre-order Now appeared first on Xbox Wire.

Donkey Kong Bananza: DK Island and Emerald Rush Review

I’ve put over 100 hours into Donkey Kong Bananza since July. I reached 100% completion on my first playthrough, did a zero-banana run on my second, and I’ve been using a third to practice crazy speedrun techniques and push DK’s incredible movement in more extreme ways. Two months after giving Bananza a 10 in my original review, I remain in awe of how DK’s frenetic, destructive abilities work masterfully in tandem with the underground’s meticulously-designed breakable environments. Nintendo nailed the relationship between Bananza’s world and its main character, and the new DK Island and Emerald Rush DLC is a really fun excuse to keep experimenting in this playground in a remixed, more frantic way, even if a slight lack of content and a few minor issues keep it from reaching the same inspired heights as the base game.

Before we get too far into things, a quick note. Bananza’s DLC is only accessible after clearing the main story, and it acts as somewhat of an extended postgame. I’m not going to outright spoil Bananza here, but if you’re still drilling your way to the planet core and don’t want to know anything about it, you may want to come back to this review once you’ve reached the end credits. That said, you should also do so before you dive too far past them, because the DLC makes some helpful changes to the original endgame grind that you may want to know about. There are two intertwined halves of the DLC to discuss: DK Island is a new level to explore, while Emerald Rush is a roguelite take on Bananza that makes up the majority of the content found in this combined package.

DK Island is a wonderful love letter to Rare’s Donkey Kong Country trilogy and Donkey Kong 64. It’s a nostalgic return to where DK platformers really began, comparable to exploring Super Mario 64’s Mushroom Kingdom in Super Mario Odyssey’s postgame. It’s overflowing with great references, from obvious ones like DK’s treehouse and King K. Rool’s Gangplank Galleon from Donkey Kong Country, to deeper cuts like DKC 2’s goal target tucked away in the corner on the ship’s main deck. As a huge fan of Donkey Kong Jungle Beat – the last DK platformer Nintendo developed internally prior to Bananza – my favorite part of DK Island has to be the bongos out at sea. There are so many more references to DK history I don’t want to give away, but if you have any love for this series, you’ll probably get a kick out of discovering all its easter eggs too.

Beyond that, though, there’s actually not that much to do on DK Island. There are no Banandium Gems or fossils to hunt down and no challenge rooms to conquer. Instead, the gold bonus stages found in Bananza’s main layers are all collected here, making DK Island a convenient place to grind for cash. Bananza’s original postgame sees Grumpy Kong demanding tens of thousands of gold pieces to unlock some of the final collectibles and reach 100% completion, and those who have access to DK Island will have a much easier time grinding than I did before the DLC was out. Elsewhere, DK’s old parrot companion Squawks is here, and he will hunt down one of DK Island’s dozens of collectible statues in exchange for Banandium Chips. Shiny replicas of Bananza’s allies, enemies, and Kongs live in galleries across DK Island, adding to its value as a nostalgic DK history museum. In classic Bananza fashion, you can pick them up, turf surf on them, and use them to carve through the island’s central mountain. You’ll need to grind thousands of Banandium Chips to buy them all, but thankfully, those are the main reward of the Emerald Rush mode.

DK Island is a rush of nostalgia, but there’s actually not that much to do.

Besides DK Island’s role as a rush of 90s nostalgia and a place to store cool trinkets, there’s not much to it, and I wouldn’t recommend buying the DLC if you’re only interested in this component. It’s a little odd that DK Island wasn’t included as a postgame reward in the base game since it’s so comparable to Odyssey’s Mushroom Kingdom, and gating it behind paid DLC feels kind of like a money-hungry move from Nintendo. This is the company that just charged $10 for Nintendo Switch 2 Welcome Tour, though, so I guess I shouldn’t be too surprised at this somewhat eyeroll-worthy choice.

Fortunately, Bananza’s DLC does a much better job justifying its $20 price tag in its Emerald Rush mode. Void Kong has found his way to DK Island, and he’s moved on from his obsession with Banandium Gold to set his sights on a new prize: emerald ore… which is the exact same, but green. Void hires DK and Pauline to collect as much emerald ore as possible, and this introduction includes some cute followups and resolutions for Bananza’s main story and characters.

I’ve seen some online chatter calling Emerald Rush a simple minigame that should have been free, but it’s much more than that: it’s a fully-featured side mode that turns Bananza’s destruction-based platforming into a fun, replayable roguelite. Each run takes place across a series of rounds – ranging from six to 15 depending on the difficulty level selected – where you have 100 seconds to reach a quota of emerald ore to pay Void. If you don’t reach the goal, your run comes to an end right there. If you do, you can keep working on your build for the rest of the timer to stock up for the next round, where the quota progressively multiples.

Emerald Rush feels like a combination of Splatoon’s Salmon Run and Side Order modes. Personality-wise, it clearly takes inspiration from Salmon Run: both feature a hilariously mean boss screaming at you to meet your quota through a walkie talkie over increasingly difficult rounds. This is also Nintendo’s first take on a roguelite since last year’s excellent Side Order DLC for Splatoon 3 which, notably, also came bundled with a nostalgic hub to explore. It feels like Donkey Kong is following the exact same playbook, as Emerald Rush features dozens of perks that impact your score multiplier in a very similar fashion.

Each run of Emerald Rush begins by stripping DK of all his skills – including his five Bananza transformations at higher difficulties – and it’s up to you to power him back up while also gathering piles of emerald ore. This is done by frantically exploring layers, fast traveling around with a limited number of barrel cannons, collecting emerald bananas and fossils that restore DK’s skills and give you the choice of one of three perks, and completing goals Void Kong assigns you at specific locations across the map. I love starting from nothing, giving me a place to put all of DK’s high-level base techniques to use, and I found I was able to reach a lot of areas in really cool, satisfying ways – for example, using a chunk to essentially quadruple jump to a platform I traditionally would have used Ostrich Bananza to reach. Emerald Rush challenges advanced players to go for the highest score possible, and there’s always room to grow by deepening your understanding of how DK moves.

Emerald Rush turns Bananza’s destruction-based platforming into a frantic, replayable roguelite.

But even if you’re not interested in crazy parkour tricks, the most important part of Emerald Rush are the perks that alter how much emerald ore appears. There are generic power-ups like generating more when defeating a certain type of enemy, but the most exciting ways to score are the Groove subset of perks, which revolve around multipliers that increase the more you perform a specific action. For instance, my favorite is Turf Groove, where more emerald ore appears based on the total distance traveled by Turf Surfing. The second this perk shows up, my whole playstyle changes. Suddenly, I’m trying to get everywhere by Turf Surfing, which is a big challenge on denser layers. Emerald Rush leads to scenarios you’d never see in the base game, and with such an incredible foundation to build a roguelite on, it’s always fun seeing how you can push the mechanics.

Stacking multiple perks like this on top of each other can lead to completely busted results, and I scored well over one million points on a few runs where my target goal was less than half that. If you thought the base game had a lot happening on-screen at once, Emerald Rush achieves a new level of unregulated chaos, like one run where I got tons of bonus emerald ore for defeating enemies as Zebra Bananza, leading to 30 minutes of sprinting around nonstop, destroying everything in sight to flood the screen with an overwhelming, borderline unbelievable amount of emerald ore.

It’s not always a breeze, though. Like most roguelites, a lot of your success depends on what skills randomly show up, and I lost multiple runs by banking on a certain Bananza to spawn by building my perks around it, and ultimately failing when it never arrived. Speaking of Bananzas, Emerald Rush really rewards mastery over these five powered-up forms, as knowing the best way to take advantage of their unique strengths and swapping between them on the fly results in a high skill ceiling fitting of an endgame mode.

I do wish Emerald Rush went a little bit further with its abilities, though. Seeing big numbers get bigger is always enjoyable, and the way Emerald Rush overlays your multiplier onto every individual explosion is a nice touch – but with a few rare exceptions, there are no brand new abilities to find, and the perks simply make DK’s already-existing moves worth more points. It changes the scoring and the way you play, but beyond reclaiming powers I’m already very used to using in the base game, it never meaningfully expands the options available to you. The best roguelites make you feel more powerful throughout a run by giving you fresh moves as you go, and adding more exciting techniques to DK’s toolkit could have elevated this from a good roguelite mode to a great one.

Completing runs earns you piles of Banandium Chips and rating points that unlock cute bonus costumes, more powerful perks in the rotation, and new layers to tackle. Emerald Rush doesn’t take place in new areas besides DK Island. Instead, DK and Pauline return to familiar locations from Bananza’s campaign, and one of the coolest parts of this mode is how it rewards you for being intimately familiar with these layers. Emerald versions of Banandium Gems and fossils are found in the same locations as their counterparts in the main campaign, and knowing exactly where to find a vein of three fossils or a bunch of bananas makes Emerald Rush feel like a cool B-side to the main story. And, the Getaways you’ve built during the main story become essential fast travel points during a run, further incentivizing you to explore each layer to the fullest.

In that same vein, Void Kong’s objective will sometimes vaguely order you to do something like give Cranky Kong a high five, or take a swim in a layer that doesn’t have much water in it. Unlike the usual orders, these objectives don’t place a marker on your map, leaving it up to you to find them on your own. Thanks to my 100+ hours and multiple playthroughs, it didn’t take long for me to pinpoint Cranky hanging out on a big tree branch in the Forest Layer, or to find a quick pond to dive into in the Hilltop Layer. I initially thought reusing areas from the base game would be a weakness of Emerald Rush, but the way it leverages your knowledge of familiar locations is a really smart, novel way to effectively reuse old content.

I wish Emerald Rush had added a little bit extra to keep things fresh.

Still, this is another place I wish Emerald Rush had added a little bit extra to keep things fresh. There are no new enemy types, and it never introduces boss encounters that could’ve nicely broken up the pace of runs that last up to 45 minutes. I reached the end credits after about six hours, and while the DLC’s postgame opens up several more layers to play Emerald Rush in, I’m starting to feel a little burnt out on the formula. I’ll probably only stick around to reach 100% completion out of obligation to the base game I’ve so thoroughly completed. And when I do return, I’ll almost certainly throw on my own music or a podcast – the pair of main themes is undeniably catchy with flourishes from Pauline that change depending on your active transformation, but I could definitely go without hearing either for a while after 10 hours in the DLC.

Here’s a game where you have to end parallel worlds that only takes 10 minutes to beat for “busy working adults”

There is nothing inherently awful in a game being obscenely long, in fact it can be quite pleasurable to get to know a digital world so intimately. The issue is that I am an “adult” who has to “work” to pay my “bills” and “taxes,” so I don’t always have time for such things. How some of you manage to fit in multiple playthroughs of Persona games will always be an enigma to me. But, as I sit here in my despair, along comes 34EVERLAST, a game designed to be beaten in “as little as 10 minutes,” expressly designed for “busy working adults.”

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Here’s What I Thought of the Yu-Gi-Oh 2025 Mega Pack Tin, and the 10 Cards Everyone Wants Most

After spending a lot of time playing Yu-Gi-Oh! in my younger years, I must admit that I did end up swaying towards other card games in the years since. But, that’s changed again recently, and I’ve appreciated that Konami is putting in the work to bring new players in (and lapsed players back like myself) to this most unique of card games.

I’ve been loving my reentry into the TCG, with last year seeing the arrival of a Two-Player Starter Set and some 25th Anniversary reprints, alongside the Early Days Collection that offers a fantastic nostalgia hit for digital players. New this year is the 2025 Mega Pack Tin, and Konami kindly sent it over for me to take a look. So, let’s discuss my impressions and then run through what the big chase cards are from this year’s Mega-Pack, even if I had no luck in pulling them!

The 2025 Mega-Pack Tin Is Great For Collectors

Kicking off with the tin itself, it’s about the same size as the Legendary Collection and Two-Player Starter Set that we’ve seen in recent years.

It’s worth stressing that there are three packs inside, so the tin is far from full, but the packs included are Mega-Packs. You can buy them with the tin, or in a Tuck Box instead.

These contain 1 Starlight Rare, 1 Prismatic Super Rare, 3 Ultra Rares and 8 Commons for building out your collection, so you’re getting 39 cards in total out of the full sets 450 cards.

It’s a drop in the ocean when you look at it that way, but there are some great reprints on offer from across the game’s long history. Many of which you should be keeping an eye out for.

I’ve always been impressed by Yu-Gi-Oh’s consistent art. Even common cards like Zoma the Earthbound look like a final boss from a video game. Still, as a big fan of dragons in any medium, my favorite has to be the hilariously-named Number 95: Galaxy-Eyes Dark Matter Dragon.

Given there are cards that run the gamut from the classic Pot of Greed to Destiny Hero – Destroyer Phoenix Enforcer, there’s a huge array of options you could find, whether you’re buying pack bundles or the tin.

If you do get the tin, you’ll also find a trio of card dividers that call to mind classic playing cards with their two-sided designs. There’s one for Yugi, Kaiba, and Joey, with their respective monsters on the opposite side of the card, and the designs are inverted on the other side.

It’s a nice touch, and while it’s a little redundant given how large the tin is considering the number of cards, it feels like a great way to organize your deck.

The 10 Most In-Demand Cards From the 2025 Mega Pack Set

I enjoyed my time opening the 2025 Mega Tin, and while I wasn’t pulling anything super rare, I can still confidently say it’s a fun way to dig for chase cards without breaking the bank. It would definitely make a good stocking filler going into the holiday period as well.

That being said, what’s actually popping off from the new set? For starters, S:P Little Knight is rearing its head… again. Turning games since its release, it’s the one of the most popular pick-ups 2025 tins right now (according to data from our friends at TCGPlayer), and well worth chasing… or even buying standalone if you so choose.

Infinite Impermanence is another standout you’d rather not see played against you; it’s endlessly reprinted yet never cheap, and now back to flex in shinier rarities. Alongside other trap cards Dominus Purge & Impulse, these are demanding medium to high price tags on resale right now, with market values shifting between $20-$34 at the time of publication.

And then the Mulcharmys; Fuwalos already has eight rarities and can still be hard to find even on the secondary market, while Purulia keeps creeping up despite have five printings of its own. Both are in high demand, and both are worth keeping an eye out for when cracking packs.

There’s plenty more to consider in the top ten most popular cards from Yu-Gi-Oh’s 2025 Mega Packs, so ensure you’re also looking out for the likes of Primite Lordly Lode, The Black Goat Laughs, Lacrima the Crimson Tears, Fiendsmith’s Tract, and more.

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 contains contributions from Robert Anderson.

Vampire: The Masquerade – Bloodlines 2’s controversial DLC clans will be in the base game after all

About a month ago, it was announced that Vampire: The Masquerade – Bloodlines 2 would only feature four different clans in its base game, with two extra clans coming as day one DLC. This, unsurprisingly, was received like a wet fart on a hot Sunday at church, with publisher Paradox later saying that they would make “adjustments” based on the response. And as confirmed in a press release and new trailer, said adjustments are the fact that these two clans, Lasombra and Toreador, will be included in the base game at launch.

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Guide: Where To Pre-Order Metroid Prime 4: Beyond For Nintendo Switch 1 + 2, Plus New Metroid amiibo

Prime time.

It’s been a long time coming, but the time has come: Metroid Prime 4: Beyond pre-orders are live for Switch 1 and 2.

You’ve had years to ponder this next chapter in the Prime series, so let’s dispense with the details and get down to things. In this guide, we’ve rounded up the best Metroid Prime 4 pre-order deals, including any pre-order bonus gifts from the biggest outlets in the US and UK.

Read the full article on nintendolife.com