After delaying the launch of Homeworld 3 by two months to address criticism of the spacefleet shoot-o-strategy game’s demo, developers Blackbird Interactive have now laid out what they’re changing. Improved controls, tougher ships, more useful formations, better Attack Move command, more HUD options, and more types of War Games mode objectives are among the tweaks and improvements detailed by game director Lance Mueller in a 3000-word blogblast. “This past month, everyone was heads down discussing every post we saw from Steam, social, Reddit, Discord and beyond,” he explained. They have plans.
Xbox Cloud Gaming, Microsoft’s game-streaming platform, finally lets you actually use a keyboard and mouse to play on PC. There’s a bit of a catch for now, though, in that it’s only a beta test for now with a small selection of games supported. Still, it’s something!
This year’s edition of MLB The Show has been out for over a week at the time of writing, and some of you may be wondering where our review has gotten to. We’ve taken a look at each previous release of the Sony-helmed series that came to Switch starting in 2022, and you’d be right in assuming we would take to the field with this one, as well.
Unfortunately, we’ve hit exactly the same snag that many Switch owners have, it seems — namely, we can’t access the Diamond Dynasty mode without the game crashing. Sony San Diego Studio hasn’t made any official announcement on the issue, with a brief forum response being the only public acknowledgement we can find:
It’s been a month since our first round of Indie Selects were announced, and we’re back again with another great batch of games that we think you’ll love. As a reminder (or introduction if you’re new to this program), Indie Selects are chosen from recently launched Xbox games that the ID@Xbox team considers to be indie and that aren’t available with Game Pass. The whole team votes and the top six vote winners are our Indie Selects for the month.
The selects for March 2024 run the gamut from the return of an old favorite, a brilliant new take on a very old card game, and an intense horror experience. Here’s the list (in no particular order):
Balatro
It’s just video poker, right? You’d be forgiven for thinking that by just glancing at it, but you’d be very wrong. It takes the rather simplistic poker framework and reinvents it as a deep, engaging and utterly addictive roguelike. You start with a basic deck and play hands to beat a target number of chips for each round. But where it gets fun is unlocking bonus and special cards that make your choices much more complex and interesting. Leveling up “three of a kind” and playing it with a Spade bonus can make it more valuable than even a Royal Flush. And you can unlock new Jokers and other cards after each run to create new options for the next run. And…suddenly it’s 3:00 AM and you’re still playing.
Tomb Raider I – III Remastered Starring Lara Croft
The first Tomb Raider came out in 1996 and took the gaming world by storm. It’s an absolute classic from start to finish. This remaster of the first three games is a love letter to the origins of the series, featuring all three original adventures, including the expansions and secret levels, improved graphics, and the choice to play with classic or modern controls. The classic “tank” controls might seem a bit alarming and strange to anybody under 35, but playing that way certainly took us back to our youth and thrill of tomb raiding with Lara.
As with many games from the ‘90s, they’re not considered particularly easy by modern standards, but finding your way through platforming-based puzzles and figuring out the best solutions is incredibly rewarding. Does a remaster compilation of games that were undeniably “triple A” back in their day count as “indie”? Great question. Who knows for sure. We decided that it counts since the developer behind the remaster, Aspyr, generally fits the bill. But instead of getting bogged down in that thought experiment, go play the games. You can thank me later.
The Outlast Trials
The original Outlast and its sequel, Outlast 2, were terrifying first-person adventure survival games, where, with no way to defend yourself, you survived by hiding, sliding, creeping, crouching, and running through the levels, staying one step ahead of whoever was trying to kill you at that particular moment.
The Outlast Trials takes that formula and adds four player co-op, and radically over-the-top villains, who hunt you and buddies down in a series of outrageous death games. After each run you can upgrade your character through various class-based skill trees, before you and your friends jump back into the next terrifying experience. It can be as hysterically funny as it is terrifying, while the gameplay loop of surviving, solving puzzles, and finding an escape is incredibly compelling. The game can be played solo, but it’s much more fun if you can find some friends to brave the experience with you.
Rounds
Landfall created the delightfully wacky Totally Accurate Battle Simulator, and Stickfight, The Game. With Rounds, they’ve created probably the world’s first 1v1 roguelike combat game. At the start of the game, each player uses their noodle arms to select a card containing a power-up. You’re given a half dozen to choose from out of 65 or so overall. Powerups can let you shoot straighter, make bullets explode on impact, let your bullets push enemies back, or give you all kinds of other slight advantages.
Where it gets interesting is at the end of each, uh, round the loser gets to pick a new card with a new ability. And since abilities stack, by the end of each five-round game, you can create an overwhelmingly powerful custom build (assuming, of course, that you lose a lot). This mechanic turns an otherwise simple, level-based combat game into a sophisticated roguelike where each player can build their strengths against the other player’s weaknesses. The game is never the same from one round to the next.
Slave Zero X
Slave Zero, a cult favorite 1999 Windows and Dreamcast game, cast the player as a giant, rampaging robot in a third person shooter. A quarter century later, Ziggurat brings us a prequel to that game, in a stylish 2.5D world. But unlike the original, Slave Zero X plays out as a brawler blended with the precise gameplay mechanics of a fighting game.
It’s the kind of game that can drive you to toss your controller through a window, but in the next breadth has you climbing through the window to retrieve it because you just can’t stop playing. The art and music are both fantastic and do a lot to help serve up the rich cyberpunk world. Hard? Yes. A bit unfair at times? Maybe. Rewarding, addictive and compelling? Absolutely.
Choice of Life: Middle Ages 2
Finally, this month we have something completely different. Choice of Life: Middle Ages 2 is a medieval choose-your-own-adventure experience, where you play your cards to direct your choices. Each decision you make leads to seemingly endless twists and turns. There are apparently over a thousand different events that you can encounter in the game, along with over 99 ways to do, but you’d have to go through many different playthroughs to find them all.
It’s a relaxing, casual experience that encourages you to play around with your choices to see where your kingdom will end up. At the end of the first playthrough (which might be very short, since death is constantly right around the corner) you’ll almost certainly find yourself wanting to jump in and see where else fate, and your decisions, will take you.
Blast magic, embark on a (blocky) fantasy adventure and free your demon brethren with April’s Monthly Games lineup for PlayStation Plus. Immortals of Aveum, Minecraft Legends, Skul: The Hero Slayer will be available to play for PlayStation Plus members* from Tuesday, April 2 until Monday May 6.
Let’s take a closer look at each game in turn.
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Immortals of Aveum | PS5
This single-player first-person magic shooter tells the story of Jak as he joins an elite order of battlemages to save a world on the edge of an abyss. Magic is at the core of both your offense and defence. Experience fast, fluid, first-person spell-based combat. Unlock and upgrade more than 25 Spells and 80 Talents. Discover, upgrade and craft hundreds of pieces of magical gear, refine your playstyle across three forces of magic and become Aveum’s most powerful Triarch Magnus.
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Minecraft Legends | PS4, PS5
Discover the mysteries of Minecraft Legends. In this action strategy game. Explore a gentle land of rich resources and lush biomes on the brink of destruction. The ravaging piglins have arrived, and it’s up to you to form alliances with new friends and familiar mobs, then lead the charge in epic battles against the fierce piglins to defend the Overworld. You can challenge your friends or team up in intense battles in online play for up to eight players, as you defend your village while leading your units to destroy your opponents’ settlements.
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Skul: The Hero Slayer | PS4
An attack on the Demon King’s castle by a heroic band of adventurers has seen all but one of its denizens captured and imprisoned. Now, as a lowly skeleton Skul, you must save your demonic brethren. This 2D action platformer boasts rogue-like features, with an ever-changing map and a growing arsenal of abilities, each with its own unique attack range, speed and power. Equip two types at a time to fit your play style, and switch out during combat to find the best strategy to defeat your foes.
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The Overwatch 2 Mega Bundle, exclusive to PlayStation Plus members
Don’t miss out on the free Legendary Beekeeper Sigma, Legendary Art Deco Symmetra, seven Epic Skins, and five Battle Pass Tier Skips. This bundle is available for a limited time for all PlayStation Plus members.
This pack includes:
– Beekeeper Sigma Legendary Skin
– Art Deco Symmetra Legendary Skin
– Runner Sojourn Epic Skin
– Punker Queen Junker Queen Epic Skin
– Construction Ramattra Epic Skin
– Matsuri Kiriko Epic Skin
– Cassia Lifeweaver Epic Skin
– Amethyst Illari Epic Skin
– Rugby Mauga Epic Skin
– 5x Battle Pass Tier Skips
You’ll be able to find and download this bundle in addition to the PlayStation Plus Monthly Games line up on PlayStation Store**. Download Overwatch 2 from the PlayStation Store to access. Once downloaded, the bundle’s contents will be available in-game immediately, regardless of whether you’re a new or returning player.
Last chance to download March’s Monthly Games
EA Sports F1 23, Sifu, Hello Neighbor 2 and Destiny 2: Witch Queen are available to add to PlayStation Plus members’ game library until Monday, Monday, April 1.
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Enter to Win 2 tickets to the Champions League Final
(PlayStation Plus membership required)
April 2, 2024– April 30, 2024
The 2023/24 UEFA Champions League Final returns to London’s iconic Wembley Stadium. And you could be seated among the thousands of excited fans to see the pinnacle of club tournament football with our unmissable competition – exclusively for PlayStation Plus members***.
We have two tickets to give away to one lucky winner for the showpiece event on Saturday 1 June. It includes transportation and two-night hotel accommodation.
One hundred runners-up will win one-month memberships to PlayStation Plus Premium.
For an opportunity to see the new UEFA champions crowned live and in-person, be sure to enter this exciting competition from April 2 to April 30.
Follow these steps – and good luck, maybe we’ll see you at kick-off.
Redeem April’s monthly games: Minecraft Legends, Immortals of Aveum, and Skul: The Hero Slayer.
Play at least one of April’s Monthly Games.
Correctly answer a series of questions based on April’s monthly games.
*PlayStation Plus Game Catalog lineup may differ in certain regions. Please check the PlayStation Store on launch day for your region’s lineup.
**Requires Overwatch 2. An internet connection and mobile phone number are required, and your account must be linked to your Battle.net Account to play Overwatch. Tier skips will not apply to any battle pass level beyond level 80 and will not unlock prestige tiers. Any excess tier skips you purchase past level 80 are banked and will be automatically redeemed at launch of the following season.
Today, workers at Sega of America union AEGIS-CWA have announced they have ratified their first contract with Sega, less than a year after their recognition as a legal union.
In a press release, AEGIS-CWA revealed that the worker vote to ratify the contract passed, allowing the contract to go into effect. The contract includes a number of worker protections, including raises for all unit members (roughly 150 full-time and temporary employees), Just Cause protections, layoff protections including a recall list and severance, commitment to crediting all workers on games they work on, and a number of other benefits.
“One of our most notable items is our grievance process,” said Sega localization editor and AEGIS-CWA member Em Geiger. “There’s extra security knowing we have in place a system for bringing issues to the table, such as arguing Just Cause in a potential layoff. If the company wants to do something that the unit doesn’t like, we can grieve it, bargain over it, have our say before anything is finalized. And concerning Just Cause, we’re now the second unit in this industry in North America to have protections against arbitrary discipline and discharge.”
Sega of America workers first announced their desire to unionize in April of last year, citing desires for better pay, improved benefits, and workload balance. The union received legal recognition the following July following a vote, making it the largest multi-department union of organized industry workers, encompassing Brand Marketing, Games as a Service, Localization, Marketing, Product Development Ops, Sales, Quality Assurance, and other divisions.
However, in January of this year, Sega of America laid off 61 staff as it moved to outsource QA and localization, a move which impacted AEGIS-CWA members. At the time, the union said it was able to negotiate to double the number of saved jobs, and offer severance to temporary workers.
“The mass layoffs SOA implemented were an enormous hit to our numbers, and to our overall morale,” Geiger said. “We negotiated severance packages and some employee retention, but there was an undeniable shift once the grief of those losses settled in. But in spite of this, after months of work, we have our contract.”
“We are by no means the very first video game company to do what we’ve done,” Geiger concluded. “However, we are among the first, and we know there are others who will unionize and get their contracts in the coming years. Sega is a household name, and what we can do is encourage anyone else who might be thinking about unionizing, or are in the process and haven’t gone public yet, to do so with enthusiasm and pride. You can only benefit from unionizing. We truly, madly, deeply wish for a better standard of work and wage within this industry. And hopefully, our contract can help serve as an example for those who will one day write their own.”
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
I went into Open Roads pretty cold, knowing only that it was a story-driven road trip game with some element of mystery to it. The mystery is really just a backdrop, though – a device to better bring forth the themes of family and secrets. Most specifically it’s about mother-daughter relationships, as we join single mum Opal and her sixteen-year-old daughter Tess on a short (from our point of view) but bittersweet road trip when, going through Opal’s mother’s home post-funeral, they discover she may have had an affair decades before. Can you ever really know the people you love? Does it matter? If you left your daughter’s early-00s flip phone back at the motel, would you turn around and lose four hours, or hope it’s still there on the way back?
There are times when Open Roads hits alarmingly close to home. Early on in this interactive road trip, your 16-year-old protagonist Tess turns around to reach for a bag perched in the back of her mom’s vintage station wagon – without skipping a beat, she’s accosted by her mother, Opal, from behind the wheel. The altercation flooded my brain with memories of family road trips in the early 2000s: “You can’t just turn around. It’s unsafe,” my dad would say from his vehicular throne, despite how frustratingly close I was to grabbing my Game Boy. Parental authority and nostalgia are just a few of the powerful tools Open Roads harnesses to deliver a playful and relatable story about coming of age in the early aughts, however, hastily resolved problems and the lack of an engaging mystery also make this adventure a little too predictable to leave a lasting impression.
Set in the wake of her grandmother’s passing, Tess and her mother are forced to navigate grief and economic uncertainty as they cope with the breakdown of their nuclear family. Tess’s father is distant, in touch via text alone, while her mother maintains a tough exterior for her daughter’s sake. Stuck in the middle, Tess’s optimistic outlook shines through but hides a trove of complex emotions. Open Roads’ exceptional Hollywood leads, Keri Russell and Kaitlyn Dever, amplify their uncomfortably raw exchanges – Russell’s Opal is believably guarded but capable of arresting warmth, whereas Dever’s Tess balances youthful naivete with spirited angst. Tonal subtext abounds as emotions run high, and I felt connected to these characters as early as the opening back-and-forth.
Open Roads’ art style leaves a lasting first impression as well. Hand-drawn 2D characters are layered on top of meticulously detailed 3D environments, giving this world a unique, dreamlike quality. Imperfections augment scribbled notes, juxtaposing them against the angular digital backdrop – and I couldn’t help but inspect the scratches and flecks of dust on a chunky iMac lookalike I came across at one point. While this trip is mostly isolating by design, the touches of life, like soot particles and trees swaying in the wind, make you feel more at peace in the solitude.
Open Roads’ art style leaves a lasting first impression.
In the process of sorting through her late grandmother’s belongings, Tess uncovers a curious briefcase of relics, complete with a cryptic postcard from an unknown sender beckoning her grandma to join them. Keen to escape the immediate burdens of loss, Tess convinces a reluctant Opal to cross the country and unravel a generational family mystery. Melancholic but strangely engrossing, Open Roads almost entirely consists of rummaging through dioramas lost to time. From derelict summer houses to musty hotel rooms, each new location contains sprinklings of forgotten belongings to interact with alongside precious tidbits of environmental storytelling I relished in examining with a fine-tooth comb. An admittedly repetitive process, standout items like charming childhood drawings that mask coping mechanisms with superheroes and classic rented DVDs managed to keep me on the hook while effectively time-stamping each hazy era they were from.
A light smattering of systems allow you to engage your inner holistic detective to piece together the past – but don’t expect deep puzzles or critical thinking. Across its roughly three-and-a-half-hour run time, Open Roads didn’t get more complicated than finding an odd opening to another room or searching out a partially hidden letter. The more you scour, the more you’ll confront Open Roads’ past-meets-present storytelling that revolves around Opal’s own childhood traumas, which are finding new life in the issues now plaguing her daughter. Like phantom wounds passed down through the generations, their happy-go-lucky veneer masks troubling truths that are, for the most part, intriguing to unfurl.
The pieces of this quilt never quite stitched together for me.
Interacting with items can prompt Tess’s inner monologue and offer a window into her developing psyche, while plot-forwarding objects trigger eye-opening conversations with her mother. Seeking out as many of these touchy scenes as possible helped ground me in Open Roads story and compelled me to tinker with all the toys I could find in search of more emotive exposition. Unfortunately, such loaded artifacts were few and far between, but the conversations surrounding them felt sincere and created a nervous atmosphere that kept me guessing as the family’s secrets started to surface.
Environmental inspections are spliced between highway drives where Tess and Opal process the latest day while coasting to the next spot. Where static locations focus on Opal’s murky upbringing and faulty memory, the car conversations center around Tess’s present issues with her mom. Initially, the mysterious man’s letters and postcards appear to be the hook, but the persistent interpersonal turmoil is by far Open Roads’ defining asset.
It was disappointing then that as the player-come-passenger in this journey, I began to feel like a ghost in the machine, privy to all the surrounding context but unable to engage with it meaningfully. Even though I could radio surf, flick door locks, and text as the autumnal foliage passed me by, I felt distant from Tess as the story soldiered on. Despite the amount of time I’d spent in her head, Tess’s actions felt unusually measured for a teenager dealing with such traumatic events. I often wished that Open Roads would stop pulling its punches until, surprisingly quickly, the credits rolled. A few breezy puzzles offered fleeting resistance, but the twists and turns of the story didn’t provoke the emotion I expected when they finally arrived. The pieces of this quilt never quite stitched together for me.
This feeling is most frustrating when you’re offered options in dialogue. I was often keen to chase certain plot threads, but my choices always tended to lead to the same place, and the inconsequentiality of what I thought was important subtext became disheartening when I realized this in my second playthrough. The investigative spirit in its early-game explorations was never nurtured during Open Road’s conversations. Heavy discussions about mental health felt like an opportunity to level the playing field between Tess and her mother, but such moments aren’t allowed to breathe in a believable way. A safe and disappointing climax only confirmed my fears, providing an easy answer that felt like a messily applied band-aid over a far more complex wound. I was left longing for more of the ugly, believable humanity we all partake in, but Open Roads decidedly orbits.
When Herbert Spencer coined the phrase “survival of the fittest” to describe Charles Darwin’s evolutionary theory, I’m pretty sure he didn’t envisage the rise of a species of videogame, the survival sim, which would one day itself suffer an unsustainable population explosion during the layoff-ridden years of 2023 and 2024. What does it take to survive as a survival sim, in these days when every other game seems to be a survival sim? What separates the fit from the extinct? If you’re Palworld, the answer is gleefully borrowing and travestying monster concepts from a celebrated Nintendo series. If you’re Enshrouded, it’s all about having a really neat building system. And if you’re Dune: Awakening, the next game from Conan Exiles developer Funcom, the trick may lie with sandworms.
As a massive fan of survival games and Dune, I’ll admit to being a bit skeptical about an open-world survival game that takes place on the famously barren planet of Arrakis, but after an hour-long presentation of the upcoming Dune: Awakening, those concerns have disappeared entirely. Based on the hands-off showcasing of what’s to come when this MMO survival game hits early access later this year, it certainly appears that developer Funcom has taken their hard-won learnings from the underrated Conan Exiles and applied it to this ambitious multiplayer world set in one of sci-fi’s most beloved galaxies. Whether it was the impressively detailed character creation options, the intricate RPG systems filled with skill trees and craftables, or the absolute insanity of trying to outrun a Shai-Hulud or escape a massive sandstorm, Dune: Awakening appears to be on track to become the sci-fi survival game I’ve always dreamt of, and I cannot wait to get my hands on it.
How do you make a survival game set in an utterly desolate wasteland of sand? Well, according to Funcom, the answer lies in the “hidden spaces” of Arrakis. Described in Frank Herbert’s novels, these hidden pockets of shade and refuge are home to life and micro-biomes that will be altogether unfamiliar to those who have only seen the movies, but Dune: Awakening hopes to lean pretty heavily on their existence to fill the massive desert with things for players to do – whether that be finding a pocket of shelter to build a base in, delving into a cave that’s home to hostile creatures, or taking down remote enemy bases in search of loot and resources. In fact, the wide-open empty spaces filled with hot sand might be more of an asset than a hindrance, as it allows for a heat stroke mechanic where players are punished for spending time in direct sunlight with some pretty devastating debuffs, meaning players will instead need to dart from shelter-to-shelter, battling the elements as they explore the world and its many hidden spaces.
Combined with the forever game of “the floor is lava” that is dodging sandworms on Arrakis, players will need to remain on the move constantly, and develop strategies for managing their water reserves, protecting against the heat, and, of course, engaging in the never-ending struggle for all-important spice. In one leg of the demo, players worked together to claim a massive deposit of spice while keeping an eye out for the ever-looming threat of the Shai-Hulud, drawn to their activity in the desert…only to be unexpectedly overwhelmed by a sandstorm instead, which swallowed them and their precious cargo along with them. In another section, a group of players worked together to infiltrate a high-level facility filled with rare materials and dangerous enemies, making sure to harvest the blood of fallen baddies to replenish their rapidly depleting water reserves. Before the demo, I had a lot of questions about how a Dune survival game would even work without becoming extremely monotonous in short order, but by the end I found myself wondering why in the heck someone hadn’t made one sooner – seeing all the clever ways Dune: Awakening plans to make brilliant use of Dune’s unique lore made me a believer.
Seeing all the clever ways Dune: Awakening plans to make brilliant use of Dune’s unique lore made me a believer.
Beyond the major things Dune: Awakening aims to get right, the demo also included all these little details that took my hype to the next level, like how they showed off an incredibly detailed character creation engine that included things like choosing your home planet and origin to decide some of your starting traits and aspects of your appearance, or how the in-depth skill trees and crafting system allowed you to drastically augment your playstyle from a telekinetic mentalist with a bag of supernatural tricks to run-and-gun soldiers with a bag of high explosives. As someone who has spent a good deal of time with the Dune tabletop RPG, dreaming up the characters I’d like to portray in that universe, this looks like it’ll scratch an itch I’ve had for decades, and I absolutely cannot wait to get my hands on it when it hits early access later this year.