WWE 2K24 Hands-On Preview

Annual sports games always face the same issue: What do you add to an already refined (and successful) formula for an individual effort to stand out from the pack? Countless series’ have had to tackle this problem, such as NBA 2K, EA Sports FC and now, following its recent revival, WWE 2K. Last year’s hugely popular WWE 2K23 is without question still an extremely good wrestling game package, so cynical players may just conclude that this year’s upcoming entry, WWE 2K24, isn’t an essential upgrade. But from what I’ve played so far, WWE 2K24 has added enough exciting gameplay-focused innovations that it’s definitely worth your attention. Let me talk to ya…

Although the next game in this long line of releases will naturally update and modernise the roster and cosmetics of WWE, 2K24 still requires headline additions to hang its hat on. This year they come in the form of four brand new match types: Special Guest Referee, Casket Match, Gauntlet Match, and an Ambulance Match. Only the latter was available for me to sample during a hands-on demo, but if its quality standard is anything to go by then I’m very excited to play the others.

For the uninitiated an Ambulance Match involves two superstars pummeling the snot out of each other under hardcore rules until one is weakened enough to be loaded by the other into the back of an ambulance, concluding the match. At first, this plays out like any other traditional no-holds-barred bout, but concludes with furious button bashing in an attempt to close both ambulance doors, locking your opponent away and awarding you the victory. The ambulance is parked at ringside, which leads to the vehicle being used in the action; you can ascend the truck and then throw your opponent off the top to a rapturous reaction from the commentary team. It’s a simple spin on the formula of a WWE hardcore match, but one presented with an ever-present spectacle. And, at least from my experience, the mode consistently delivers a dramatic conclusion as you desperately fight to either close the doors or escape.

Although I didn’t get to sample the other aforementioned modes, the care the Ambulance Match has received (primarily in presentation) bodes well for the other new match types on offer. I’m slightly apprehensive about the casket match, though, considering it appears to be mostly just a slight tweak on the ambulance match design based on the premise (rather than being dumped into the back of an ambulance, you load your fallen opponent into a ringside casket).

Along with the new additions all previous modes from 2K23 make their return. The only notable returning match type I got to sample during my hands-on was an updated Backstage Brawl which, despite now offering four-player support, initially disappointed. The entire play zone of the backstage area at first appears unchanged; it was only when exploring that I discovered the all-new environmental interactions, such as a wacky working elevator, smashable glass panels, and – easily my personal favourite – a 20-foot drop into a giant, conveniently placed searchlight. The area is now littered with new interactable ways to punish your opponent, but it still feels like another step could be taken to enhance the mode further, particularly in how fights conclude (you simply just KO them, which rarely feels satisfying) and the intro and outro presentation, which is currently is non-existent.

Both the Ambulance Match and the updated Backstage Brawl are extremely hardcore in nature, and this gave me ample time to play with perhaps my new favourite feature: Throwable weapons. Reminiscent of the latest Hitman games, you can now hurl your ringside weaponry at fying thud worthy of Agent 47’s best improvised weapon shots. I heaved microphones, kendo sticks, trash cans, and even ringside steps at my opponents and always without fail legitimately laughed out loud. Considering wrestlers have been throwing ring steps and other such weapons for decades, I can’t believe it took so long for this to appear in a game, but it’s an extremely welcome and funny inclusion.

Hardcore rules aside, the core gameplay of WWE 2K24 is almost identical to not only last year’s grappling action, but 2K22 as well. It’s understandable though, because it really does feel like developer Visual Concepts managed to nail the perfect balance of sports entertainment in its first attempt post-refresh, and since then the studio has only needed to make small, smart iterations. This year the notable additions to the core wrestling systems are trading blows and super finishers, with the latter being a long overdue reward system for patient and dominant players. Super finishers are made available when you bank all three of your finisher slots, encouraging you to not only build to a dramatic, leveled-up version of a superstar’s finishing move, but also – due to the time it takes to build – create a better pace for your main event fight.

Super finisher examples I was able to execute included Seth Rollins’ springboard version of the Stomp, and a top rope, avalanche Riptide executed by Rhea Ripley. Enhanced and ‘deadly’ variations of iconic moves (regularly reserved for big occasions in WWE) now being available for patient players is a vital inclusion, as they not only replicate the drama and spectacle of WWE, but they also add a long-term risk/reward strategy for players, encouraging you to pick your spots and bide your time far more than anything else has previously. It’s a very welcome addition, especially when the formula is so familiar.

Trading blows, the other previously mentioned addition, also furthers the agenda of replicating the drama of a WWE bout, but perhaps less successfully. At certain intervals (sometimes after a light attack, other times after a reversal – it was hard to get clarity on this) you and your opponent will enter a turn-based punching mini-game that requires you to hold and release a button within decreasing windows. This continues until someone fails three times, giving their opponent an advantage. This plays out as an extremely WWE-like exchange of blows that, on television, always encourages audience participation. In terms of presentation in the game, this again fits the agenda, but unlike super finishers, I never really felt satisfied or like I really achieved anything. Time will tell how this feels in terms of usefulness in the long term.

Presentation-wise, WWE 2K24 makes all the iterative steps you’d expect, with further improvement in replicating the sights, sounds, and superstars of WWE. Nothing particularly screamed out to me as a huge improvement, but from my small sample, it definitely felt like commentary was marginally improved, as were subtle details in object animations and interactions. There’s also now a second camera angle option, allowing you to point your perspective towards the ramp like you could in WWE games of yore, and the series’ recent competitor; AEW: Fight Forever. This might all seem insignificant, but again these are the iterative steps required to build on an already polished offering and move ever so closer to that goal of representing the ultimate WWE video game package.

Last year I said (perhaps controversially – especially to the purists!) that I truly believed WWE 2K23 was the best wrestling games had ever been. From what I’ve seen so far, WWE 2K24 builds strongly on that successful formula and I can’t imagine that opinion changing, at least not this time around. Ultimately these iterative upgrades will likely result in what I imagine will be a near-perfect wrestling game for fans of the series. It might just fall short of creating its own individual legacy, like No Mercy or Here Comes the Pain, but the series in its current state feels like it’s only one revolutionary feature away from becoming the head of the wrestling game table.

Dale Driver is an Executive Producer of Video Programming at IGN and a lifelong WWE fan/apologist who acknowledges his Tribal Chief. Be thoroughly bored by following him Twitter at @_daledriver.

Deep Rock Galactic: Survivor, my favourite dwarven mining autoshooter, descends into early access this month

Surprise, miners. Deep Rock Galactic: Survivor, the Vampire Survivors-like spinoff that puts a bullet heaven twist on one of the PC’s best co-op games, is launching into early access just a couple of weeks from now. It’ll be out on Steam from February 14th, incidentially gifting the possibility for all kinds of cheap Valentine’s Day slogan gags. You are my Rock and Stone? My Ommoran Heartstone belongs to you? Drill you be Mine? Hilarious. Also, there’s a trailer.

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Random: Skipping Zelda: TOTK’s Great Sky Island Tutorial Is Possible, With The Right Glitches

Scratch that glitch.

A game as massive as The Legend of Zelda: Tears of the Kingdom was always going to have a couple of bugs just waiting to be found by the glitch hunters out there. Since its launch, we have seen players discover ways of getting infinite items, fire immunity, even one-hit weapons, but none have felt quite as personal as this — skipping the game’s introductory area.

Let’s not forget, Breath of the Wild‘s Great Plateau was such a sticking point for the glitching community back in the day, with the possibility of skipping it becoming the holy grail of all discoveries. The answer is still yet to be found, so it’s natural that certain players would take to the TOTK equivalent, The Great Sky Islands, with the same level of skippable optimism.

Read the full article on nintendolife.com

Mechanised Stardew-like Lightyear Frontier hits early access on March 19th

You know what game I’ve been secretly hankering for after playing so much Palworld recently? It’s Lightyear Frontier, the upcoming farming/crafting mech adventure game from Frame Break and Amplifier Studio, and happily, we now know when it’s finally coming out. Lightyear Frontier will be launching into early access on both Steam and Game Pass on March 19th, and you can go and play a demo of it right now, too. The demo is technically part of Steam Next Fest next week, but it’s live now for all to enjoy (just like every other Steam Next Fest demo, it seems).

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Obsidian Explains Why Avowed Only Lets You Pick Human or Elf

Upcoming Obsidian RPG Avowed takes place in Eora, which in the fictional universe of Pillars of Eternity, is pretty diverse. But after Pillars let players choose from a number of different character races, fans have been wondering for some time now why Avowed is only letting them pick human or elf when customizing a player character.

We’ve learned that Avowed player character creation is limited to making either a human or an elf in previous game reveals – no dwarves, no aumauas, and definitely no godlikes. While this has been a disappointment to some fans, Avowed game director Carrie Patel has made it clear that the reasons for this limitation are twofold: it’s both a story choice and a development decision.

On the story side, Patel explains in an interview with IGN, it’s because the player in Avowed is a representative from the Aedyr Empire, which is predominantly made up of humans and elves. Those familiar with Pillars of Eternity lore will recognize that this is indeed established canon, and has shaped a lot of the region’s particular culture.

Still, that might be cold comfort to those hoping to recreate their aumaua OC from Pillars in Avowed. For those folks, Patel offers some additional context that helps things make a bit more sense from the development side:

“We want to make sure that whatever experience we’re offering is smooth and natural and well paced to the player,” she says. “And one of the things about the species of Pillars that I think is a lot easier to account for in an isometric game is just the variation in sizes. You have aumaua and then you have humans and elves who are at roughly the same scale, and then you have orlans and dwarves who are quite a bit smaller. And for each of those, especially in first person, you’re adjusting the height of the player character’s capsule and sort of where their weapons are relative to enemies and how their hits land and how hits land on them. And it’s obviously not that any of these things are impossible to solve, but you’re always making choices and choosing your priorities and development.”

Patel declined to comment further on the character creator in Avowed, which we haven’t seen much of yet, but it’s also important to remember that Avowed is a game that largely or entirely takes place in the first-person. While it’s a bummer not to be able to be a dwarf, realistically, the only part of yourself you’ll be seeing for most of the game is your hands.

Avowed got a 2024 release window recently, after first being teased back in 2020 at the Xbox Games Showcase and getting a more complete reveal at a 2023 Xbox showcase. We also spoke to Patel last week about why Avowed is foregoing romances to focus on different kinds of companion relationships.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Metro Developer Makes Clear PlayStation VR2 Game Awakening Isn’t Next ‘Mainline’ Metro Game

Developer 4A Games has made clear Metro Awakening, the PSVR2 game announced during the January 2024 PlayStation State of Play, is not the next mainline Metro game but instead a spin-off.

Following its announcement at the State of Play, Metro fans without Sony’s $550 / £530 PlayStation 5 accessory grew a little concerned they’d waited five years for another game only to see it announced for a platform they didn’t own or want.

4A Games took to X/Twitter to alleviate these concerns, however, reassuring fans it’s still working on the next multiplatform mainline Metro game, while Awakening is developed by Vertigo Games.

“This is not the next mainline Metro game by 4A Games,” the developer said. “That is still in development and, as we have stated previously, will come to generation nine consoles and PC. This is a different project developed by Vertigo Games.”

Generation nine refers to the current generation of consoles, meaning the PS5 and Xbox Series X and S. Nintendo continues to allude typical console cycles, though its imminent Switch successor could also be a possibility for whatever this next mainline Metro game is.

Awakening will arrive as a PlayStation VR2 exclusive sometime in 2024, bringing the single-player, first-person post-apocalyptic shooter franchise to virtual reality for the first time. It’s set before the events of 2010’s Metro 2033 and has players take control of Serdar, a doctor searching the metro tunnels to find his wife.

The State of Play also saw a typically bizarre Death Stranding 2 trailer released alongside the revelation that Metal Gear creator Hideo Kojima is returning to his stealth action roots with a PlayStation exclusive. Team Ninja’s Rise of the Ronin and Shift Up’s Stellar Blade also received enhanced looks, and you can read about every other announcement right here.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

RPS Game Club kicks off today with Cobalt Core

RPS Game Club is back in action for 2024 today, and our first pick of the year is the exceedingly good Cobalt Core, a spaceship roguelike deckbuilder where you’re slipping and sliding out the way of incoming missiles to get to the bottom of why you and the rest of your animal pals seem to be stuck in a pesky timeloop. I had an absolute blast with it when it came out at the end of last year, and really, this is just the perfect excuse to shove it back in front of your faces again.

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Random: Handheld Specialist Creates Prototype ‘Switch Lite OLED’ Mod

Lookin’ sharp.

Poor Switch Lite. Although Nintendo’s smaller, budget-friendly handheld certainly has its audience, there’s no doubt in our mind that it pales in comparison to the Switch – OLED Model thanks to the latter’s far superior screen.

This could well be a thing of the past, though, as YouTuber and handheld specialist Taki Udon has created a prototype mod that replaces the standard LCD screen in the Switch Lite with an OLED screen. What’s more, Udon has stated that the mod shouldn’t cost too much to implement, with prices ranging from $25-$50 based on overall interest.

Read the full article on nintendolife.com

Marvel’s Spider-Man 2 Getting Free Trial on PlayStation Plus Premium

Sony is giving PlayStation Plus Premium members on PS5 a free trial of Marvel’s Spider-Man 2 from Insomniac Games.

Revealed on the PlayStation Blog, those subscribed to the $159.99 / £119.99 a year PlayStation Plus tier can download Spider-Man 2 at no additional cost on February 6 and play two hours before making the decision to purchase it fully or not.

As is the case for all PlayStation Plus Premium game trials — which also include heavy hitters Baldur’s Gate 3, Alan Wake 2, Cyberpunk 2077, and more — all saved data and trophies will carry over if players do decide to purchase the game later.

Spider-Man 2 continues the story of Peter Parker and Miles Morales as they take on a rogues’ gallery of Marvel villains headlined by the big bad Venom. It earned an 8/10 in IGN’s review, as we said: “Marvel’s Spider-Man 2 delivers Insomniac’s best tale yet, and despite its open world falling short, is a reliably fun superhero power trip.”

Those picking up the game now will also enjoy its various post-launch patches, as Insomniac has removed myriad bugs (thankfully not arachnids) from Spider-Man 2 while upping the stability and general level of polish.

February 6 brings a handful of other games to PlayStation Plus users including hero shooter Foamstars, which has received both praise for its gameplay and criticism for its use of AI generated assets.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.