Wolverine’s Clawful History in Marvel Games

If there’s any Marvel hero who can challenge Deadpool or Spider-Man in the popularity department these days, it’s Wolverine. That’s why it’s fitting that the ol’ Canucklehead is joining Spidey in getting a big-budget action game from the folks at Insomniac.

That’s right — things are looking up for Wolverine in games and movies again. Aside from the Insomniac Wolvie game that’s in the works, Hugh Jackman is also returning to the character, joining Ryan Reynolds for Deadpool & Wolverine, which will finally properly unite the two heroes. In the MCU to boot! We just got our first official trailer for Deadpool 3 during the Super Bowl, and man, are we excited.

Wolverine has a fascinating history in the video game realm. It took years for developers to figure out how to translate both his distinctive look and his unique powers from page to screen. Let’s take a look back at Wolverine’s clawful evolution in video games.

The Early X-Men Games

The X-Men may have been around since 1963, but it would be decades before they grew to become Marvel’s dominant franchise (thanks in no small part to Wolverine himself). The franchise didn’t appear in video game form until 1989’s Uncanny X-Men on the NES. We suspect many fans wish they hadn’t, as this is generally regarded to be one of the worst superhero games ever made.

Wolverine himself was spun out into his own NES game in 1991. This overhead action game earned equally scathing reviews, and it embodies many of the problems developers faced in trying to accurately depict the hero. The iconic Marc Silvestri cover art is a far cry from the generic, pixelated blob gamers actually control. The game’s biggest sin is tying Wolverine’s trademark claws to his health meter, forcing gamers to hunt down hamburgers and soda to replenish his steadily depleting energy. That would become an unfortunate trope in many early X-Men games.

In this early period, it would fall on Konami to give gamers a taste of what a good X-Men game looks like. Konami’s X-Men arcade game follows the same beat-em-up formula as classics like The Simpsons and TMNT. It’s based on the animated pilot Pryde of the X-Men, so it features Wolverine in the classic brown costume he wore throughout the 1980’s. It was visually a huge leap from its X-Men predecessors, with colorful, large sprites that channeled the energy of the early ‘90s comics. Sadly, it still made the mistake of limiting how often players could tap into each character’s mutant power. That would continue to be a trend for a while to come.

The 16-Bit Era

The early to mid ‘90s marked a golden age of X-Men games, though perhaps more in quantity than quality. 1992’s multiplatform title Spider-Man and the X-Men in Arcade’s Revenge set the tone for this era, offering fans a side-scrolling action gameplay that looked and sounded better than it actually played.

1993’s X-Men on the Sega Genesis might be the most popular game from this era. The game’s sharp, colorful look and killer soundtrack appealed to fans, even if the generic and often frustrating gameplay didn’t. The Genesis game is also notable for being the first to feature Wolverine’s classic yellow and black costume, which was back in vogue at the time thanks to both Jim Lee’s X-Men comics and X-Men: The Animated Series.

Sadly, the Genesis game was also guilty of that fundamental Wolverine faux pas – limiting how much players could unleash his adamantium claws.

The Super Nintendo, meanwhile, got its own mutant adventure in 1994’s X-Men: Mutant Apocalypse. This game also took its visual cues straight from the contemporary X-Men comics, including a roster of playable characters pulled from the monthly X-Men series. It was an early taste of things to come from developer Capcom.

Wolverine finally got a chance to fly solo again in 1994’s Wolverine: Adamantium Rage. Our hero’s yellow costume was again on display, with the SNES version doing an especially good job of adapting the dynamic, colorful look of the comics. While it debuted to mixed reviews, Adamantium Rage did a better job than most of tapping into Wolverine’s mutant abilities. It even included his healing factor in the form of a regenerating health meter. The catch, however, is that stopping and waiting too long would result in the android Elsie Dee showing up and killing Wolverine herself.

Capcom’s Berserker Barrage

If Konami’s X-Men arcade game gave fans a glimpse of what the franchise could look like with powerful hardware behind it, Capcom blew the doors down with 1994’s X-Men: Children of the Atom. While basically a Street Fighter clone with a playable cast of mutant heroes and villains, the game immediately won a fan following thanks to its dynamic visuals and over-the-top special moves.

The large, detailed sprites in Children of the Atom became the new gold standard for X-Men games, merging the style of the early ‘90s X-Men comics with a more stylized, manga-esque approach. In that sense, the game’s graphics mirrored the trend of the comics themselves, with up-and-coming artists like Joe Madureira bringing a heavy manga influence to the American comics scene.

Children of the Atom also featured many voice actors from X-Men: The Animated Series, including Cal Dodd as Wolverine. The result was a best of all worlds approach, where Wolverine finally looked as good as he sounded.

Children of the Atom and various follow-ups like X-Men vs. Street Fighter and Marvel vs. Capcom also showed fans a Wolverine completely unleashed, with no limitations on his deadly fighting abilities. If anything, Wolverine was so badly overpowered in X-Men vs. Street Fighter that he had to be nerfed for Marvel vs. Capcom 2.

While you couldn’t play as Wolverine in every level, at least you weren’t limited in how often you could unsheathe his claws. 

Wolverine would make one final appearance on the SNES in 1995’s Marvel Super Heroes: War of the Gems. Here, Capcom repurposed the eye-popping sprites from the fighting games to create a more traditional side-scrolling action game. While you couldn’t play as Wolverine in every level, at least you weren’t limited in how often you could unsheathe his claws.

The X-Men Go 3D

With the X-Men arcade games nailing the look of the Marvel Universe in 2D form, the next challenge was translating that look to 3D. It wasn’t easy.

First up was X-Men: The Ravages of Apocalypse, which was essentially a mod of the original Quake released as a retail game. While the game boasted a wider color palette than Quake ever did, the crudely animated, blocky character models didn’t exactly scream “X-Men.” It didn’t help that the single player mode had gamers control a generic grunt mowing down endless waves of X-Men clones, rather than controlling Wolverine and friends directly.

Things went quiet on the Wolverine front for a few years, but the arrival of the first X-Men movie helped reinvigorate the franchise’s gaming prospects. 2000’s X-Men: Mutant Academy became the first 3D X-Men fighting game, and naturally, Wolverine was one of the playable fighters. Considering the limitations of the aging Playstation hardware, the game did a reasonable job of replicating the look and feel of the late-’90s X-Men comics. Dodd even returned to voice Wolverine again.

Mutant Academy spawned a direct sequel on the Playstation 1, as well as a more ambitious followup called X-Men: Next Dimension on the Playstation 2, Gamecube and Xbox. Next Dimension offered fans an unusual blend of comic and movie-inspired elements. Rather than feature the X-Men in their traditional spandex costumes, the game opted for the modern black leather uniforms introduced in the comic book series New X-Men. Patrick Stewart also narrated the game’s story mode, though the plot itself was set within Marvel’s comic book universe.

That same hybrid approach carried over to Wolverine’s next solo game in 2003. Titled X2: Wolverine’s Revenge, the game was clearly intended to lure in moviegoers fresh out of seeing X2: X-Men United. But despite Hugh Jackman’s face on the cover, the game was mostly comic-inspired (apart from again bringing in Patrick Stewart as Professor X). Wolverine once again wears his black leather New X-Men uniform, and Luke Skywalker himself, Mark Hamill, provided the hero’s voice.

Wolverine’s Revenge didn’t entirely succeed in putting gamers in Wolverine’s boots, sadly. The punishing difficulty, combined with a strange reliance on stealth mechanics over hacking and slashing, made them feel like anything but an immortal superhero. Wolverine’s hunched, animalistic animations may have looked great for the time, but the controls left much to be desired.

Wolverine’s Revenge didn’t entirely succeed in putting gamers in Wolverine’s boots, sadly.

The Rise of X-Men Legends

For many X-Men fans, the franchise hit its gaming peak with 2004’s X-Men Legends. This action RPG allowed players to control a team of four heroes, battling the Brotherhood and leveling up.

Visually, two elements set legends apart from the crowd. The game drew inspiration from Marvel’s Ultimate X-Men comic rather than the traditional X-books, meaning the X-Men were decked out in sleek, modern black and gold costumes. The characters were also cel-shaded, echoing the comic book-inspired approach of the Ultimate Spider-Man game. Wolverine himself was voiced by Steve Blum, who would go on to reprise the role in the animated series Wolverine and the X-Men.

Legends also did a better job than most of its predecessors when it came to making players actually feel like Wolverine. Gone were the simplistic platforming elements and special claw meters, replaced by a wide array of moves that could be upgraded over time.

Legends inspired a direct sequel in 2005’s X-Men Legends II: The Rise of Apocalypse. The franchise then expanded to encompass the wider Marvel Universe in 2006’s Marvel Ultimate Alliance. Ultimate Alliance abandoned the cel-shaded look in favor of a more realistic art style still heavily inspired by the Ultimate Universe comics. Its sequel veered in a different direction, with more traditional comic book designs.

Wolverine’s Movie Adventures

Surprisingly, it wasn’t until 2006 that gamers were treated to an X-Men game based specifically on the movie series. X-Men: The Official Game acted as a prequel to X-Men: The Last Stand, with the story mode introducing villains like Silver Samurai and the Sentinels and explaining why Nightcrawler suddenly vanished after X2.

Naturally, the game featured both the voice and likeness of Hugh Jackman, along with several other movie mainstays. The game also made some notable attempts at depicting Wolverine’s powers, including a regenerating health meter and a berserker rage mode that activates whenever Wolverine takes too much damage.

That game wound up serving as a rough prototype for Wolverine’s next – and easily best – solo game. 2009’s X-Men Origins: Wolverine served as an adaptation of the movie, albeit with a greatly expanded plot that added in major characters and subplots.

More importantly, X-Men Origins: Wolverine finally hit on the perfect formula for making players feel like Wolverine. The ferocious combat was heavily inspired by God of War, taking full advantage of Logan’s unbreakable claws and healing factor and ensuring players were never limited in how often they used them. Thanks to the processing power of the Xbox 360 and Playstation 3, players could even see Wolverine’s battered body deform and tear apart in real time.

While the main character model in X-Men Origins is based directly on Jackman, the game also included several alternate costumes drawn directly from the comics. If not for Deadpool & Wolverine, this might have been the clsoest we ever got to seeing Jackman don the classic comic book costume.

X-Men Origins: Wolverine finally hit on the perfect formula for making players feel like Wolverine.

The Modern Wolverine Games

Sadly, X-Men Origins: Wolverine sets up a sequel Activision never delivered, and things have been fairly quiet on the X-Men front in recent years. Unless you count Silicon Knights’ disastrous 2011 game X-Men: Destiny, and we’d rather not.

Wolverine has appeared in a number of Marvel games following his last solo outing, often voiced by Steve Blum. 2011’s Marvel vs Capcom 3 and 2019’s Marvel Ultimate Alliance 3 both stand out because of their attempts to pair detailed, modern graphics with a comic book aesthetic. While not strictly cel-shaded, the art styles in both games emphasize heavy black lines and shadows. The now-defunct online RPG Marvel Heroes also deserves a nod thanks to its sheer number of alternate costumes available for Wolverine and his fellow heroes.

But if things have gone quiet on the X-Men front of late, Wolverine himself is due for a big comeback. He’s set to return in Marvel’s Wolverine, a Playstation 5-exclusive action game developed by Insomniac. We don’t know much about the scope of the game just yet, but the teaser trailer showcases a gritty, blood-soaked version of Wolverine enjoying himself in a seedy Madripoor bar. If Marvel’s Spider-Man is any indication, we can probably expect a brand new interpretation of Wolverine’s classic costume alongside dozens of familiar suits.

Which of Wolverine’s many video game appearances is your favorite? What costumes do you want to see in Marvel’s Wolverine? Claw your way down to the comments and let us know, bub.

For more Wolverine fun, find out how Deadpool & Wolverine is setting up Avengers: Secret Wars and see what to expect from Marvel in 2024.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Grab the Asus ROG Ally w/ Z1 Extreme processor for just £539 after a 10% Very discount

The Asus ROG Ally has dropped in price in response to the release of the Steam Deck OLED, and now a 10% off code at Very makes this handheld gaming PC even better value. You can now get the top-spec ROG Ally with the Z1 Extreme chipset and 512GB of PCIe 4.0 storage for just £539 with code VTQ8C, a brilliant price that puts it in direct competition with the 512GB Steam Deck OLED.

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A Whole Palworld City Was Built by a Player Without Using Any Mods

One Palworld player has fully cranked up their ingenuity by creating a massive city, and they didn’t even need to use a single mod to make a virtual urban base.

Reddit user Commercial_Neck8986 has posted a screenshot and a video of their Palworld base showcasing how they made an entire urban-esque base called Palcity. Commercial_Neck8986 notes that it took them two weeks to finish their base and that it used no mods to create Palcity.

IGN has reached out to the user for additional comment.

“No mods carried enough stone to not overweight,” the Redditor replied when a user accused them of using a mod to create Palcity. “Good thing trees are present everywhere, so I just chop off some wood for the roofing.” As you can see from the many videos posted by Commercial_Neck8986, Palcity is quite massive, from stone gates to multiple buildings and homes and an entire wall that borders all of Palcity into a self-contained haven.

In another reply, Commercial_Neck8986 mentioned that it made storage near a palbox easier to transport all the materials needed to make Palcity the giant fortress.

The lack of mods Commercial_Neck8986 used to create Palcity is incredible. In contrast, some modders have created save files for starter bases. But there is also a mod called Duck’s Progressive Bases, which allows players to easily have more Palworld bases.

In our PC early access review of Palworld, we said: “Palworld may crib quite a bit from Pokémon’s homework, but deep survival mechanics and a hilarious attitude make it hard to put down – even in Early Access.”

Palworld is out now on PC and Xbox. If you are playing this widely popular open-world survival game right now, consider checking out IGN’s interactive Palworld map to help you navigate this vast virtual world. Or check out our guide on base progression in case you need assistance building a solid base that could one-day rival Palcity.

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

Xbox’s ‘Vision for the Future’ Set for Thursday With Phil Spencer, Sarah Bond, and Matt Booty

Xbox will reveal its vision for the future in a special edition of the Official Xbox Podcast set to release on Thursday, February 15 at 12pm PT.

The official announcement reads, “Please join us for a special edition of the Official Xbox Podcast. Hear from Phil Spencer, Sarah Bond and Matt Booty as they share updates on the Xbox business.”

The podcast is expected to address questions about Xbox’s first-party releases including Starfield, Hi-Fi Rush, Sea of Thieves, and Indiana Jones and the Great Cicle, which have been rumored to be heading to PlayStation and other platforms soon. Spencer reportedly reassured employees that Microsoft plans to continue making consoles amid questions surrounding Xbox’s third-party strategy going forward.

Reports that Xbox plans to release first-party exclusives on platforms such as PlayStation have had the community in a frenzy for at least a month now. In January, Microsoft CEO Satya Nadella said that the company can be a “good publisher on Sony and Nintendo and PCs and Xbox.”

“We love gaming. In fact, Flight Simulator was created before even Windows. But, we were number three, number four. And now with Activision, I think we have a chance of being a good publisher — quite frankly — on Sony and Nintendo and PCs and Xbox. We’re excited about that acquisition closing and I’m glad we’ve got it through,” Nadella said.

In a recent piece published on IGN, Unlocked host Ryan McCaffrey wrote, “The future of Xbox is likely to look very different from both its past and its present. But in this present, we are watching a monolith of a company attempt to rewrite the rules of engagement in real time. It might work – but will Microsoft throw away 20 years of hard-earned brand loyalty in the process? Stay tuned next week.”

For more, see why analysts are saying that Xbox is changing the nature of exclusivity, and keep an eye on IGN for all the news and reactions once the podcast arrives.

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.

Soapbox: With Switch Online, It’s The Perfect Time To Bring Back These Wii U Gems

An absolute NES-cessity.

Soapbox features enable our individual writers and contributors to voice their opinions on hot topics and random stuff they’ve been chewing over. Today, Ethan looks back on a pair of Wii U games — and a 3DS sibling — which could help curious gamers navigate the Switch Online retro library if they were given a second chance to shine…


With each passing year, the well of Nintendo franchises that haven’t yet graced the Switch runs ever drier — and I couldn’t be happier. Now that juggernauts like Animal Crossing have had their time in the sun, the later years of the hybrid console’s life have made space for the return of all sorts of niche legacy IP, from Another Code to Famicom Detective Club. But while the Switch has proven to be an oasis for the lesser-known properties in Nintendo’s stable, there’s one particular unsung micro-franchise stuck on last-generation hardware that arguably has the most potential for a revival.

Read the full article on nintendolife.com

Ultros dev interview: Karmic cycles in a demonic space labyrinth, out tomorrow

Indie games are known for their daring and often groundbreaking approaches to visuals and storytelling. Ultros is a new indie title coming to PS4 and PS5 on February 13. The game is a twisted, time-looping sci-fi adventure. It’s packed with high-stakes action, clever twists on classic game design ideas, intriguing, and often unsettling environmental storytelling, and crazy-colorful pop-psychedelic visuals that makes you wonder if the game came with its own built-in blacklight. 

This eye- and mind-dazzling adventure comes to PlayStation courtesy of Sweden-based developer Hadoque. It tells the story of a spacefarer trapped in a nightmare time-cycle within a bizarre, seemingly demonic black-hole acting as a womb for an unspeakable cosmic horror–the titular Ultros. 

In the words of game director Mårten Brüggeman, “It’s a psychedelic sci-fi platforming adventure, a combat- and gardening-driven experience. It also asks a lot of existential questions if you dive into it, as you explore the  sarcophagus spaceship and try to understand what it is a metaphor for and what is dwelling inside.” 

Fight or foster

Ultros is fundamentally a search-action game where you explore an ever-expanding map that opens up further and further as you acquire more abilities for navigation and combat. It’s a popular indie game genre, and Ultros expands on it with some unique gameplay twists centered around the ideas of karmic cycles: creation and destruction, nurture and killing. 

“It’s a game about choices,” explains Brüggeman, “where you can choose to play in a destructive or constructive way, and  the choices you make change your interpretation of your in-game actions.”

The environment oozes with otherworldly threats, requiring skillful combat to neutralize the assorted hostile lifeforms. Variety is a big emphasis here. Ultros encourages you to use a diverse arsenal of moves in fun and creative ways to dispatch foes: dodge-and-strike attacks, jumping strikes, and even launching foes into the air to turn them into a living projectile weapon. 

“We want to combat to feel intimate and visceral to emphasize destruction, ruining the balance of disruption and construction within the current cycle. We focused on movements, forcing you to be near them to fight them are integral to what we wanted to do, the intensity and intimacy of one-on-one combat.”

As your foes fall before you, they drop all manner of edible offal–which varies in quality depending on how skillful your killing blow was. Eating these remains isn’t just a health restore: it provides you with valuable nutrients, which allow you to access skill tree upgrades at save pods, which enhance your movement, fighting, and navigational abilities. 

But if eating mystery meat makes you feel a bit queasy, there’s another way to obtain sustenance: raising the seeds you find scattered around in gardens, then partaking of that plant’s fruit. Aiding you in your horticultural pursuits is your Extractor, a special device that gains numerous abilities throughout the game. 

The plants that grow over time will leave behind assorted benefits, like creating platforms to alternate routes and making planning and tending to your gardens an essential part of gameplay. Brüggeman elaborates: “The seeds all have different abilities and rules of how they grow. Part of beginning your garden is getting to know how these different plants work and how they affect each other and the world around them.”

Brüggeman continues. “With these in-game resources, you can eat everything you find, and it builds up your nutrition, like an experience point system. But it’s also the economy of how the game ecosystem works. When you take something from a plant, you’re sort of stealing from it. But you can give back by planting seeds. When you kill creatures like a typical game hero, you steal both their life and from the ecosystem. We wanted to give a choice in our game not to be that kind of hero.”

Oh, yes, there’s one more critical element to gardens: they stick around even when a time loop wipes everything and sends you back to square one.

Let’s do the time warp again

Yes, Ultros is a game built around a time loop, and there’s only so much you can do before you’re forced to begin anew. You may have been fortunate to keep a few skills from the previous loop. But more importantly, you’ve got the knowledge you gained from your last attempt. And hey, those plants you took care of? You might be surprised to see what’s become of them.

“One of the core concepts we’ve built the game around is the philosophy of a karmic cycle: What you do in one life makes up what your next life will become. In this game, we have a time loop mechanic that is the rebirth of our character and world. So, one of the major choices you can make in the game is whether or not you nurture the world you’re in. If you build it up, the garden becomes a part of the world you’re inhabiting, and tending to these plants is the way you can make the game world evolve.”

The presence of player choice among these time cycles hints at multiple conclusions to Ultros’s story. When I asked Brüggeman about it, he said, “There are multiple endings, I can say that much. The time loop is more story-driven than mechanics-driven, so you can explore a ‘what if I do this instead’ scenario, also tying into the philosophy of a karmic cycle. We want players to re-experience events and scenarios but get to see them from different perspectives. You’re given the chance to make the choice again, but from another perspective.”

A whirling universe of color

The game’s trademark art style comes from art designer El Huervo, who is well-known for his work on the classic indie series Hotline Miami. The visuals are packed with contrasts, both in color and in theming: in one area, you’ll be surrounded by an environment teeming with goopy, pulsating viscera-like growths, yet only a ways away, you’ll discover a place that looks not unlike an elegant European cathedral. 

“I would describe Ultros’s art style as a Renaissance painting meets comics meets Jackson Pollock,” says Brüggeman. “El Huervo’s style has developed over the years. He’s very inspired by French artist Moebius, but also German zoology scholar and artist Ernst Haeckel.”

The visuals also play a big part in the story and atmosphere. “As you explore during the game, you learn what the sarcophagus was used for and what happened to it. You’ll try to understand who its original inhabitants were and how that relates to the dark being held in there.” 

Suppose you’re ready for a visually stunning adventure with intense combat, loads of exploration, environmental world-building, and a time loop that challenges how you approach action-adventure games. In that case, you’ll want to venture into the Sarcophagus. Ultros makes its debut on February 13.

Banishers: Ghosts of New Eden Review

In a sea of sequels, Banishers: Ghosts of New Eden has a wonderfully fresh story to tell. I didn’t know I wanted to play as a ghost-hunting detective in a supernatural, alternate reality version of 1600s America, but developer Don’t Nod provides such a compelling mix of death, drama, and romance it made me wonder why no one had tried this sooner. It mostly sticks the landing with the things it tries beyond that story as well, from the excellent concept of swapping between your living and spectral protagonists, to its absolutely stellar investigation mechanics. That said, other parts of Banishers aren’t as original, borrowing the bulk of its structure from plenty of action-adventure games before it, but with stiff and repetitive combat that can’t stand up to those inspirations. Even still, for those in favor of weird games brimming with heartbreak and ectoplasm alike, there’s a lot to enjoy here.

Banishers: Ghosts of New Eden is the latest entry in a genre I’ve inadvisably taken to calling “crevice crawlers.” Y’know, those third-person games with a serious story and slow pacing, where two people walk around and talk to one another in hushed tones in between combat encounters, and for some reason you spend a lot of time squeezing through crevices to get from place-to-place? I’m talking God of War, A Plague Tale, The Last of Us – classic crevice crawlers. Anyway, while I quite enjoy the occasional sad whispering duo sidling through rubble, at this point the formula is also pretty played out. In the case of Banishers, it made the adventure feel more familiar than I cared for (despite a refreshingly original setting), owing to its steadfast adherence to that trendy template.

Though it certainly doesn’t win points for innovation, Banishers executes on this blueprint quite well, with strong writing, likable characters, and a few good twists and turns in the story to make for an enjoyable cross country odyssey. Playing as Red, the overly-emotional Scotsman with hair that’s way too cool for the time period, and Antea, the ill-tempered master ghost hunter who is a ghost herself, you’ll travel around talking to all kinds of pilgrims in order to solve their hauntings. As occult experts called Banishers in a mystical 17th century alternate reality, it’s your job to seek out ghosts, help them resolve their unfinished business, then send them to the afterlife, and that ends up being exactly as fun as it sounds. Seriously, who doesn’t want to be a dope slayer of specters and run around banishing spirits like an “Oops, All Ghosts” Geralt of Rivia?

As with a lot of games like it, Banishers does suffer from some pacing issues. There’s lots of repeated story beats where our heroes retread the same ground as they process their grief and discuss their dilemma, and you’ll be asked to crawl through dark places, climb mountain sides, and wait in extremely slow elevators while your characters talk about how much of a bummer death is. Thankfully, most of the time the writing is good enough to justify that pace, but I’ll admit I started to zone out by the eleventh or twelfth time I had to hear them chat about spectral webs. There are also lots of little unnecessary pauses that become tiresome, like how after every time you rest at a campfire to level up or use a fast travel point, your characters stare at one another lovingly for a few seconds before finally rising to their feet. There were several occasions where I’d sit through that only to realize I’d fast traveled to the wrong campfire and have to go back and watch it again.

Pacing problems aside, the story has strong writing and likable characters.

Beyond taking on haunting cases and working to save the town of New Eden from its nightmarish fate, you’ll also be free to roam the map in search of optional combat encounters, puzzles to be solved, and side quests to tackle, all of which are fairly solid. Special combat scenarios offer an extra level of challenge for those who would seek it by throwing in modifiers that require you to change up your playstyle, like one where only certain types of attacks do any real damage, and puzzles offer some extra loot to help you upgrade your equipment by solving fairly straightforward environmental logic problems (simple “move this minecart here” or “shoot this magical target” type stuff). Side quests allow you to dive a little deeper into characters you meet throughout the main quest, with some really quality writing and smaller stories to engage with, though you aren’t given a ton of incentive to tackle these aside from learning a bit more about the world.

The supernatural reimagining of colonial America is a fantastic backdrop for the tale of love and loss at the center of things, with death and the afterlife constantly looming over our paranormal heroes. When Antea is killed in the story’s opening moments and becomes a ghost, Red finds himself working in tandem with the very thing he’s supposed to combat, which creates a really cool dilemma where you’ll need to decide to stay the course and work toward your partner’s ultimate banishment or forsake your duties in an attempt to bring her back to life. Wandering around the countryside to help others resolve their own losses in your role as a Banisher and uncovering the sordid history of New Eden gives you plenty of opportunities to decide what kind of ghost hunter you want to be, with lots of morally gray situations you’ll be asked to weigh in on.

However, it is a little disappointing that, with all the interesting supernatural mysteries they set up, you only get three nuance-free options to choose from at the end of each case. You can either give the ghost its ascent, which is a friendly way of sending it to the afterlife, banish the ghost, which is basically just an aggressive way of doing the same thing, or you can blame the living, killing them and absorbing their essence in your quest for power. The only way to bring your love back from the dead is by sacrificing as many people as possible, so blaming the living is mostly presented as the “evil” choice, even when some of these humans totally deserve to get got. Meanwhile, banishing or ascending the dead are usually framed as two flavors of the right thing to do, even in cases where a living person is clearly in the wrong.

In many scenarios, having to choose just one of those conclusions feels like you’re being unnecessarily forced to pick a side – or worse yet, you’re just choosing the option that’s going to get you to whichever ending you’re shooting for. For example, in one case I encountered two equally guilty twins, one who had been killed and while the other was still alive, and had to choose to get rid of the ghost or kill the living twin. It would have been nice to have the option to banish the ghost and turn the human into the authorities, or engage with that situation in any number of more nuanced ways.

I was eager to tackle every new haunting that popped up on my map.

That doesn’t stop it from being extremely cool to step into the boots of two ghost investigators though, as you swap between your living and dead characters to make use of their unique abilities as you hunt for clues, track your quarry through the woods, and interview suspects. As Red, you’re able to perform dope rituals to do things like see visions from the past via psychometry or compel spirits to show themselves to you, while as Antea you can see invisible objects hidden in the world and use your awesome and kinda terrifying spectral powers to manipulate the environment, like letting out a banshee shriek to destroy barriers. Swapping between the two perspectives to uncover clues, overcome simple logic puzzles, and solve mysteries is without question the best part of Banishers, and made me eager to tackle every new haunting case that popped up on my map.

The instant character swapping carries over into combat too, where you’ll either be fighting with sword and rifle as Red or throwing phantom haymakers and using ghost powers as Antea, and the concept mostly succeeds there as well. What starts out as a fairly barebones system of dodge rolling, parrying, and light or heavy attacks gradually evolves into something much more compelling as you unlock abilities throughout the adventure. For example, I absolutely love the unlockable perks that let you time your swapping between characters in the middle of a hit combo in order to trigger a special attack, which also provides a window of invulnerability as one character is replaced with the other. By the end, I was able to swap back and forth between the two without a break in my assault, triggering special maneuvers along the way, like Antea’s ability to leap across the map to smack someone in the face.

Similarly, there are lots of interesting opportunities to customize your equipment loadout and skill tree perks to fit your playstyle, like how I would take all the powers that granted me buffs at the cost of longer ability cooldowns, but then complimented them with equipment that made me stronger for each power that was currently waiting on a cooldown. And since you’re given the ability to switch out all your abilities and equipment every time you rest at a campfire, there’s plenty of freedom to completely change up your playstyle as you go without getting locked into a specific build or having to pay some obscene skill tree reset fee.

Combat definitely has some hiccups, though, as controlling your characters often feels pretty clunky. Movement can be sluggish or downright unresponsive as you get caught on the smallest things when you roll around. Sometimes the camera can also move in erratic ways, especially when it’s trying to focus on something with Banishers’ hit-or-miss lock-on system. I was playing on the hardest difficulty, and died on more than one occasion when the lock-on system wouldn’t do its thing or would bizarrely point the camera in the opposite direction of the enemy. It’s still enjoyable to take on armies of apparitions, but combat is definitely missing a certain level of polish that can be pretty frustrating.

Enemy variety also became painfully scarce less than halfway through the roughly 30 hours it took me to complete the story, as there’s only a handful of enemy types that are added far too slowly to keep combat fresh. Wolves, which are introduced right at the beginning, became especially tiresome when I was still seeing them 20 hours later, and I cannot even begin to describe to you how many of those poor, furry beasts I sent whimpering into the afterlife. That said, most of the monsters in the mix are at least interesting to fight, from specters that dive into the corpses of other enemies to reanimate them, to skeletal marksmen who keep their distance and try to take you out with a rifle. I just wish I didn’t have to see the same undead faces so often, because by the end even my favorites had become irritations.

Palworld devs’ next game is a base-building Dead Cells and Hollow Knight mash-up

When I first saw Never Grave: The Witch And The Curse rising up the Steam Next Fest charts at the end of last week, I thought, “Oh! That’s a neat Hollow Knight-looking Metroivanida roguelike, I’ll definitely give that a go.” And having played its demo over the weekend, I can confirm: it’s certainly an intriguing little thing that I’ll be keen to keep an eye on when it launches into early access, possibly sometime next month.

The biggest surprise was that, despite its very Hollow Knight-looking visuals, it actually plays more like Dead Cells in practice. Instead of being a sentient lump of flesh able to inhabit infinite bodies, you’re a magical witch’s hat that can possess, discard and rematerialise your chosen sack of limbs at the touch of a button. The second thing that surprised me was that it also has quite a substantial base/village building aspect to it on the side, and the third – well, perhaps this isn’t so much of a surprise given everything I’ve just said, because it also turns out this is the next game from Palworld developers Pocketpair. Yep, it all makes a bit more sense now.

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