Nintendo Confirms June Direct To Boost An Otherwise Quiet Year For Switch

Currently only two first-party games confirmed.

Nintendo has confirmed that a Direct showcase will take place in June 2024, focusing on softeware for the Nintendo Switch during the latter half of 2024.

This will hopefully offset what is looking to be a fairly quiet year for the Switch, with only two first-party games currently known to the public: Paper Mario: The Thousand-Year Door and Luigi’s Mansion 2 HD. Considering these launch on 23rd May and 27th June respectively, Nintendo has, at the time of writing, absolutely nothing lined up for the remainder of the year.

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Nintendo Confirms It Will Announce Switch Successor Console ‘Within This Fiscal Year’

Nintendo has said it will finally announce its Switch successor console “within this fiscal year”, so at some point before March 31, 2025.

In a statement published to X / Twitter, Shuntaro Furukawa, President of Nintendo, confirmed the new console as Nintendo published its financial report for the fiscal year ending March 31, 2024. Furukawa also confirmed a Nintendo Direct for this June, but said there will be no mention of the Switch successor during that presentation. Instead, it will focus on Switch games for the latter half of 2024.

The wording suggests fans will have to wait until at least July for a first glimpse at Nintendo’s next-gen console, dubbed Switch 2 by many. Here’s Furukawa’s statement in full:

“This is Furukawa, President of Nintendo. We will make an announcement about the successor to Nintendo Switch within this fiscal year. It will have been over nine years since we announced the existence of Nintendo Switch back in March 2015. We will be holding a Nintendo Direct this June regarding the Nintendo Switch software lineup for the latter half of 2024, but please be aware that there will be no mention of the Nintendo Switch successor during that presentation.”

In February, reports indicated the Switch 2 was delayed until the early months of 2025. As reported by Bloomberg, VGC, and Eurogamer, sources claimed Nintendo had told publishers the Switch 2 was originally planned to be released at the end of 2024 but was now expected to slip to “March 2025 at the earliest.”

“We will make an announcement about the successor to Nintendo Switch within this fiscal year.

Recent alleged details on the power of the Switch 2 weren’t the first rumors to spread about Nintendo’s new console. Other allegedly leaked details have suggested that the device will feature magnetic versions of the Joy-Cons and maybe even let players use their old controllers, too. If these recent rumors are to be believed, you’ll also be able to enjoy your physical and digital games on the Switch 2.

For more on what may eventually become the Switch 2, you can read everything else we know about the company’s next console.

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.

Sequel To Roguelike Hit Hades Enters Early Access With ‘Overwhelmingly Positive’ Reviews

Nintendo release when?

After a surprise announcement at The Game Awards in 2022, the sequel to Hades has finally entered its early access phase.

While it’s only available on PC for now, it’s given many fans of Supergiant’s original roguelike hope there’ll be an announcement about console devices at some point in the future.

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Manor Lords Mods Aren’t Even Supported Yet, But Someone Put Shrek in Anyway

Manor Lords launched for PC players late last month, and it only took about a week for modders to add Shrek as a playable character.

The animated ogre icon can now be used to terrorize innocent medieval citizens thanks to developer NorskPL on Nexus Mods. It’s a simple mod that allows players to control Shrek as part of Manor Lords’ third-person Visit mode. Parading around town as the green menace might be a bit immersion-breaking, but there is no denying that the character fits into the setting extremely well.

Manor Lords was one of Steam’s most Wishlisted titles for quite some time, so while developer Slavic Magic hasn’t officially added mod support, it isn’t much of a surprise to see players creating new content on their own. Of course, that also means Shrek is just the tip of the iceberg when it comes to some of the project’s currently available mods.

Some highlights allow players to control a Knight or even Kingdom Come: Deliverance’s Henry. Others push things a bit further, like the mod that adds The Witcher’s Geralt as a playable character. Most modifications, however, focus on gameplay tweaks for those who may want to alter the experience. There are also already a wide selection of custom Coat of Arms mods for Halo, Fallout, Berserk, Harry Potter, and more.

One mod in particular allows players to experience Manor Lords in VR. It’s a custom gameplay change so impressive that even developer Slavic Magic couldn’t help but praise it.

With or without Shrek, we think Manor Lords is a good time. In our 7/10 early access review, we said, “Manor Lords is a gorgeous medieval city-builder that kept me occupied for hours building my perfect, cozy hamlets, but it definitely feels very early in its Early Access development.”

Image credit: NorskPL

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

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

Helldivers 2 Fans are Making Cape Designs Out of Steam Reviews, and They Might Appear in the Game

With the PSN account linking fiasco now in the rearview mirror, what was nearly a disaster moment for Helldivers 2 is now becoming a part of community lore. Fans have been busy working on cape designs since Sony reversed course, at least some of which have seemingly caught the eye of the development team.

The movement began after Arrowhead CEO Johan Pilestedt noted an “accidental cape design” from a member on Discord — four red lines denoting Helldivers 2’s plummeting reviews over the weekend.

Another community member soon responded to Pilestedt’s post with a more refined design, leading to other fans coming forward with ideas of their own.

Since then, designs have rapidly proliferated. Over on Reddit, one Helldivers 2 fan made a full-blown concept they refer to as “The Prodigal Son.” The cape contains a visual reference to Helldivers 2’s Steam reviews and a description that reads, “The cape’s cropped length symbolizes the brevity of galactic conflicts, thanks to the efficiency of the Helldivers.”

The final blue arrow is a reference to what fans are calling “Operation Cleanup” — an attempt to reverse the effects of the review bombing campaign that sent Helldivers 2’s broadly positive Steam reviews plummeting. The effort has already pushed recent reviews to “Mixed,” which is a substantial improvement over the “Overwhelmingly Negative” sentiment that appeared over the weekend. More than a few fans noted the similarities of the red bars to Helldivers’ familiar drop pods.

Apparently inspired, the Helldivers 2 team appears to be working on an official version of the cape, though Pilestedt says they’re still thinking of a good name for it. Asked if it will be free, Pilestedt joked that it will be “$999.99 easy” before promising that it will “ofc be free.”

The community effort follows a three-day saga that began with the notice that Helldivers 2 would require Steam players to link a PSN account beginning May 7. The subsequent uproar included Helldivers 2 getting hammered by hundreds of thousands of negative reviews while being delisted in 177 countries. PlayStation finally backed down on Sunday night, saying that it is “still learning what is best for PC players.”

Now that the weekend-long fiasco is behind it, Arrowhead Studios is considerably more upbeat, with Pilestedt posting a photo of flowers sent by a community member. Earlier today, Pilestedt said that he was “impressed by the willpower of the Helldivers 2 community” while thanking PlayStation for acting quickly to roll back the unpopular policy.

One way or another, it seems like business as usual again as fans celebrate one of the biggest games of 2024. And even if the great PSN account linking debacle winds up being a footnote in Helldivers 2’s history, it looks like the community will have a way to remember it.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Final Fantasy 14 Servers Worldwide Hit by DDoS Attacks, Square Enix Working on a Solution

Final Fantasy 14’s servers are currently under a worldwide DDoS attack that’s preventing players from logging into Square Enix’s MMORPG.

In a blog post, Square Enix informed players that Final Fantasy 14’s technical issues began around 6 a.m. on March 6. As of right now, the DDoS attack may cause players to experience difficulty logging in, accessing/sending data, and disconnecting from Japanese, North American, European, and Oceania data centers.

While Square Enix has yet to pinpoint the cause of the technical difficulties, the developer has promised players that an investigation into the attack, as well as countermeasures is underway.

Today’s DDoS attack comes weeks after director Naoki Yoshida announced a graphical update was in development for Final Fantasy 14’s upcoming expansion, Dawntrail. The graphical update is a direct response to fans’ negative feedback over character model’s lifeless eyes in Dawntrail’s benchmark trailer.

In a follow-up blog post, Yoshida revealed Final Fantasy 14’s updated Benchmark Tool is slated to release either on May 23 or sometime later in the week. Final Fantasy 14’s DDoS attack also comes a week ahead of the game’s upcoming live letter which will showcase new jobs and patch note adjustments on May 16

Final Fantasy 14: Dawntrail launches on PlayStation 4, PlayStation 5, Xbox Series X/S, and PC on July 2, with early access kicking starting on June 28 for those who pre-order.

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

Hades 2 Early Access Review

It is shocking to see that Hades 2 is only in early access, and that Supergiant Games plans to let it spend at least the rest of 2024 there before it’s ready to call it version 1.0. Shocking, because it already has just about everything I want from a sequel to one of the best roguelite action games of all time. Hades 2 manages to keep everything that made the original such a masterclass of design, but it does so in a way that changes up how each of the pieces fits together and gives it its own unique identity rather than feeling like a glorified expansion. The result is a familiar, but fresh follow up that challenged, surprised, and delighted me with every triumph and failure in equal measure. There are a few things missing, with an actual ending to its story being the most substantial among them, but once it’s complete it’s hard to imagine Hades 2 not living up to the mythological legacy of the first.

I’m not going to spend too long explaining why what’s carried over from the original Hades works so well. IGN gave it our Game of the Year Award in 2020 for a reason, and if you haven’t played the Greek gods’ gift to gamers yet and think you might enjoy some of the smoothest, most stylish isometric action ever made, tied up with a story that just keeps getting deeper with each run, you absolutely should before jumping into round two. I’ll wait.

Alright, now that you’re up to speed you can appreciate that what Hades 2 does exceptionally well is swap out all of the old weapons, boons, boosts, and other pieces from the previous game with brand new ones that do a lot of the same things, but in fresh and exciting ways. To begin with, this time around you play as Melinoe, Zagreus’s sister and the daughter of Hades, who very much shares her brother’s smooth vocal tones and cool demeanor. She’s a bit more proper and less playful than Zag, with a personality befitting of the Princess of the Underworld, but she’s no less likable and equally well written.

Mel’s no less likable than Zag, and equally well written.

She controls largely the same as Zag, but with a couple of key changes that lead to some dramatically different playstyles. For instance, there’s a sprint that can be used endlessly to escape danger, or – if you have the proper boons enhancing it – to charge head-first into it. The increased sustained speed comes at a price, though: She’s far less dash-happy than Zag. She still has a dash that allows her to slip through enemy attacks or cross gaps, but in my 40 or so hours of play so far, I’ve yet to see an upgrade that allows her to increase the number of dashes she has. This is a big change because Hades is a game where I dash a lot. Heck, I dash more than I run for the most part. But Supergiant has done a great job of designing its enemies and bosses around that gameplay change, and as a result I never found myself missing multi-dashes too much. Eventually I fell in love with the sprint and the boons that enhanced it, which might increase its speed to make it better at evasion, or turn it into an aquatic bulldozing attack, or turn you into a moving crosshair for Zeus’s lightning, electrocuting any enemy you run close to.

Since Melinoe is a witch, she’s also got a completely revamped magic system that adds several wrinkles to combat that require you to think a bit more about resource management. By holding down the button for her three offensive techniques – attack, special, and cast – she can use an Omega variation of those abilities that use mana. So for example, the starting magic staff has a regular attack that just does a standard three-hit combo, but if you hold down the attack button to charge up an Omega attack, when you release it you’ll shoot out a powerful magic blast that extends a great distance both in front of and behind you. Omega attacks are an incredible addition that not only improve the moment-to-moment action and decision making of Hades’ combat, but also add some new options when it comes to build crafting.

I always felt like I had a shot of getting further than I did before, regardless of my build.

And this is where Hades 2 really shines even brighter than Hades did before: There are just so many options you can build your character toward during any given run that dramatically change how you approach it. And the beauty is that, while there are certainly builds that are stronger than others, I always felt like I had a shot of getting further than I did before, regardless of what kind of build I tried. So many roguelites suffer from this feeling of having “doomed runs” where you just don’t get the kind of scaling or key upgrades that you need to survive in later levels, but that was never my experience with Hades 2. My deaths largely came down to encountering new enemies that I wasn’t yet familiar with, getting too greedy with my attacks, or just simply making too many mistakes, as opposed to feeling like I just fell behind the power curve. (Though I will say that the final boss in the Underworld currently seems a little overpowered compared to everything leading up to him.)

One run had me getting a bunch of powerups for my cast, which is now a circular sigil you can place on the floor that will temporarily snare enemies that run into it. One particular boon, though, made it so that after remaining on the floor for a few seconds, the sigil would do rapid-fire explosions and deal huge damage to anything snared inside. So I would dart in, drop my Omega cCast down, then charge up my Omega special – which, on this run caused multiple projectiles to circle me – and just watch with glee as the enemies melted in my circle of death.

That was completely different from my run with the Giant Axe weapon, which had me enhancing my sprint speed so I could put a ton of distance between me and my enemies before charging up an extremely powerful Omega special that would virtually wipe out all enemies in a line in front of me – if I got a chance to let the move rock, which takes a little time. Like any good roguelite, every run of Hades 2 has felt different, taught me a lesson I could use in the future, and was fun in its own unique way.

Every run of Hades 2 has felt different, and was fun in its own unique way. 

Everything that we’ve covered so far has largely been stuff that was already good in the first game that’s tuned to be just a bit better in this sequel, but the one area where Hades 2 absolutely blows the original out of the water is in the depth and variety of its regions. No two are anything alike, with the third Underworld area in particular being a series of more open fields that requires you to clear multiple encounters and obtain multiple rewards before being able to move on to the next.

You may have noticed that I keep specifying the Underworld regions, which is because there’s a whole separate set of levels, enemies, and bosses waiting for you above ground as well. I don’t want to spoil too much of what awaits you if you take the stairs going up, but suffice it to say that these levels are where Supergiant really experiments with the level design, to great effect.

I Went Down to the Crossroads

In between runs you’ll find yourself back at the Crossroads, a hidden sanctuary in between the surface and the Underworld. Pretty much everything that you could do in the House of Hades in the first game can be done in the Crossroads as well: You’ll go around gifting nectars to NPCs in order to increase your bonds with them and gain their keepsakes, you can cross off long-term milestone goals from the prophecy list for a variety of rewards, and you can engage in seemingly endless dialogues with the many legendary Greek figures who inhabit it, from the heroic Odysseus, to the rebellious Nemesis, to the adorably sassy shade, Dora.

Arcana Cards are a great system that balance powerful bonuses with higher costs.

That said, the way in which you progress Mel’s strength is very different from how it worked with Zag. This time around there’s a grid of Arcana cards that each require a certain amount of resources to unlock; once you do you can equip its bonuses (assuming you have enough Grasp, which limits how many cards can be equipped simultaneously), and will also reveal the bonuses of the two adjacent cards on the grid. It’s a great system that balances powerful bonuses with higher Grasp costs, and also makes the decision of what you want to prioritize finding once you’re in a run feel even more important. Do you go for more of the resources needed to actually unlock more Arcana cards, or more Psyche, which is used to increase your maximum Grasp and allows you to equip more cards?

In addition to these resources, there’s a lot more to find in the levels of Hades 2. There are different types of flowers, metals, and monster parts, with all of them being used to concoct incantations that unlock some sort of new gameplay element or mechanic. This is very similar to the House Contractor from the first game, but it works even better in Hades 2 where you can make more decisions about what kind of resource-collecting tool you want to take with you into a run and prioritize one concoction over another.

You can invite NPCs on a bit more of an intimate hot springs date.

One of my favorite incantations actually adds a hot spring to the Crossroads, and that allows you to invite NPCs on a bit more of an intimate hot springs date. As you might imagine, this leads to some fun conversations that dive a little bit deeper into these characters than your standard chats when they’ve got an exclamation point over their heads.

While I can’t say there’s been a dramatic improvement in how Hades 2 looks relative to the first game, that’s an extremely high bar and I’m not sure I’d want it to change that much anyway. The art style remains as stellar as ever, with a soundtrack to match. My favorite boss fight is currently Scylla and the Sirens, which has a banger theme song that dynamically adjusts whenever you take out one of the performers to remove their part from the song. That’s a really cool touch on an already awesome boss fight, and it’s things like that that make me especially excited to see what Supergiant has held back to really wow us when Hades 2 launches out of early access.

I’m especially excited to see what Supergiant has held back.

It’s also worth mentioning that after beating the final boss of the underworld, you unlock Hades 2’s equivalent of the Pact of Punishment, called the Testament of Night. This allows you to add specific difficulty modifiers to your next run that might increase the damage of enemies, or make healing items less effective, or make all enemies faster. It’s basically a customizable New Game+ mode with rewards and incentives that was brilliant in Hades 1, and I’m stoked to see it already in Hades 2.

So, what’s unfinished about Hades 2 to make it release in Early Access? Well, there are still some placeholder portraits for characters like Charon, Narcissus, and a few others I won’t spoil; some boon icons are missing unique art and just have letters to differentiate them; there are a few visual effects that I imagine will be cleaned up when the game reaches version 1.0, and most importantly, even though you can unlock it’s version of New Game+, the story doesn’t currently have an ending. The development road map on the title screen also makes it clear that they’re still working on a whole new region to explore, new cosmetic features for the Crossroads, and another new weapon to be released in the next major update.

Hades 2 is another Steam Deck banger, early access or no

I’ve been sampling Hades 2’s early access build on the Steam Deck, and my only complaint – besides the smooching frog having eluded me for hours – is that it’s giving me very little to write about, performance analysis-wise. Honestly, it fits the dinky PC so well you’d have thought Supergiant had decided to make this roguelike sequel a Steam Deck game that just happened to run on desktops by accident.

Hades the first was much the same, taking to the Deck like Hercules to Augean shit, but Hades 2 barely even gives away that fact that it’s unfinished. It doesn’t crash, stutter, or hang, and there’s no point in talking about settings when it runs at a practically perfect 60fps on max quality. Make that 90fps on the Steam Deck OLED, too. It’s just a fabulous game for handhelds, even in its earliest of early access days.

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Poll: What’s The Best Super Monkey Ball Game? Rate Your Favourites For Our Upcoming Ranking

Winning roll.

Ah, Super Monkey Ball… Since its debut back in 2001, Sega’s platforming, puzzle-solving, party extravaganza has had its ups and downs over the years, but has nevertheless remained a firm favourite with gamers – particularly those with a certain proclivity for Nintendo consoles.

In fact, Super Monkey Ball has shown up on pretty much every Nintendo platform bar the Wii U (pause for tiny violin) since its inception, making it almost as synonymous with The Big N as franchises like Animal Crossing, Mario Party, and — bizarre as it may be — Sonic the Hedgehog.

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