Everything revealed in the January 2024 State of Play 

If you missed the live broadcast of the latest State of Play, you can find the full show, all the individual trailers and the announcements collected in one handy list below. Enjoy. 


Everything revealed in the January 2024 State of Play 

State of Play: All the trailers 

Dave the Diver 


Everything revealed in the January 2024 State of Play 

Death Stranding 2 On The Beach 


Everything revealed in the January 2024 State of Play 

Dragon’s Dogma 2


Everything revealed in the January 2024 State of Play 

Foamstars


Everything revealed in the January 2024 State of Play 

Helldivers 2


Everything revealed in the January 2024 State of Play 

Judas


Everything revealed in the January 2024 State of Play 

Legendary Tales


Everything revealed in the January 2024 State of Play 

Metro Awakening 


Everything revealed in the January 2024 State of Play 

Rise of the Ronin 


Everything revealed in the January 2024 State of Play 

Silent Hill: The Short Message 


Everything revealed in the January 2024 State of Play 

Silent Hill 2 


Everything revealed in the January 2024 State of Play 

Sonic X Shadow Generations


Everything revealed in the January 2024 State of Play 

Stellar Blade


Everything revealed in the January 2024 State of Play 

Until Dawn


Everything revealed in the January 2024 State of Play 

V Rising 


Everything revealed in the January 2024 State of Play 

Zenless Zone Zero


Everything revealed in the January 2024 State of Play 


State of Play: All Announcements


Sony Announces Next State of Play, Will Focus on Final Fantasy VII Rebirth

Sony wasted no time telling fans when the next State of Play is as the company is set to host another digital event presentation focusing entirely on Final Fantasy VII Rebirth.

At the end of the January 2024 State of Play presentation, Sony revealed that on February 6, it will hold a presentation dedicated to Final Fantasy VII Rebirth. This is not the first time Sony has held a State of Play dedicated entirely to just one game, as the studio has held similar presentations for PlayStation exclusives, including Ghost of Tsushima, The Last of Us Part II, and Horizon: Forbidden West.

This will likely be the last deep dive look at Final Fantasy VII Rebirth before any reviews are published and before it releases to the public on February 29. Rebirth is part two of a planned trilogy remaking Square Enix’s influential 1997 JRPG Final Fantasy VII.

Picking up after the events of Final Fantasy VII Remake, Rebirth follows Cloud and his friends as they leave Midgar and venture off into the wider world. Locations such as the Mythril Mine and Kalm are confirmed to be in Rebirth while party memebers Vincent and Cait Sith are confirmed to make their debut.

In our first hands-on preview of Final Fantasy VII Rebirth, my colleague Bo Moore said: “Story-wise, Rebirth again feels very familiar, and yet also different. This is due in part to the tremendous difference in scale and presentation – here, like with Remake, areas that were previously sparse or bare are expanded out into lush zones to explore. But there are also little changes that are mostly inconsequential, but they still play out in different ways than fans of the original FF7 are used to.”

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

Death Stranding 2 On The Beach gets a trailer and 2025 release window, still absolutely bonkers

Sony and Hideo Kojima have released a new Death Stranding 2 trailer alongside the game’s full title – Death Stranding 2 On The Beach. It’s out in 2025 on PS5, with a PC release date still to be revealed, and appears to be as free-wheeling and self-serious yet whimsical as you’d expect from a Kojima joint. I got as far as the pet anime dragon before my brain squirmed out through my ear.

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V Rising Is Coming to PS5 This Year – State of Play 2024

At the first State of Play of 2024, Stunlock Studios announced that its fantasy survival game V Rising is coming to PS5 sometime this year.

V Rising was released in Early Access in May 2022 on Steam. Set in an open world, V Rising has players controlling a vampire who recently woke up and tasked with venturing across the world and defeating bosses, feeding on the blood of enemy NPCs, and avoiding hazards that will kill your character, such as direct sunlight.

Following its release into Early Access, Stunlock Studios announced V Rising was close to hitting 50,000 players a day after its release.

In our review of V Rising, we said: “While its time-consuming crafting aspects can take the bite out of the vampire fantasy, V Rising really does rise to the occasion with its excellent boss design and respectable ARPG combat.”

Developing...

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

Grab the brand new AMD Ryzen 7 5700X3D CPU to upgrade your old Ryzen PC for $249/£233

Do you want to build a PC? Not ready to give up your older Ryzen motherboard but still want great gaming performance? Previously your only option was the (superb) 5800X3D, which uses a 3D V-Cache to massively boost gaming performance, but now the cheaper 5700X3D is also available.

Made from silicon that wasn’t quite good enough to turn into the 5800X3D, these processors boost slightly lower but come with the same complement of extra L3 cache, making them still head and shoulders above models like the 5600X, 5800X, 5900X and even 5950X – not to mention older Ryzen 1000, 2000 and 3000 models.

Following its launch this month, the brand new Ryzen 7 5700X3D is now available from B&H Photo and Amazon in the US for $249 or Amazon UK for £233, a great price that undercuts the $308 5800X3D significantly. Here’s some links:

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Obsidian Explains Why Avowed Won’t Let You Romance Your Companions

With games like Starfield and Baldur’s Gate 3 last year having players wax poetic about which of their video game besties they most want to smooch, it can sometimes feel like romance systems are becoming a staple of AAA party-based RPGs. But that’s not going to be the case with Avowed, which is opting to forego a dedicated romance system for a focus on “building thoughtful relationships” with companions instead.

This comes from an interview IGN did with Avowed game director Carrie Patel, where she confirmed Avowed would not feature romance options, and why:

“We are building thoughtful relationships with our companion characters,” she said. “Ultimately, I personally am a fan of making that an option, but I feel like if you’re going to do it, you really, really have to commit and make sure that you’re giving all to fulfilling that in a way that feels both true to the character, but also creates an engaging player experience. So not something we’re doing for Avowed, but I wouldn’t say never.”

Patel points out that having a dedicated romance system in a story-focused game is a ton of work: you need options for both a fulfilling romance as well as a regular friendship for those who don’t want to go down that path. In addition, players generally expect multiple romance options, and expectations around the depth of such relationships only seem to be climbing higher and higher with each new Karlach and Shadowheart video games introduce. It’s a big ask, and also not a necessary one if the story of the game doesn’t lend itself to romance in the first place.

Later in our interview, Patel further hinted at the ways in which Avowed’s non-romantic companion relationships could possibly manifest. Thus far, the studio has given multiple nods to how player choices will impact the world around them, most notably showing this off during a quest in the latest Xbox Developer Direct. Patel and I chatted a bit about this in the context of games like Avowed letting players shape their character’s moral compass via character actions and reactions. Avowed is not a game with a morality meter, she said, but characters will certainly have feelings about the actions you take, and won’t be shy about expressing them.

We are building thoughtful relationships with our companion characters

“One of the fun challenges with design, particularly around consequences or even sometimes around player options that are reactive to either the kind of character you’ve built or choices you’ve made earlier in the game is over the years I’ve learned that that stuff is always a lot less obvious to the player than to the designer,” Patel said. “And so I think sometimes you have to be a bit more direct in tying those options and those consequences to content that’s come before, because if it feels too natural and too understated, it feels like a thing that’s happening, not a thing that’s happening because of what you did.”

In short: prepare for characters, possibly including your companions, to let you know if you’re behaving like a little jerkwad.

Avowed is steadily nearing its 2024 release, having first been revealed back in 2020 at the Xbox Games Showcase and getting a deeper look at a 2023 Xbox showcase. It’s set in Eora, the world of Pillars of Eternity, which incidentally just got an update earlier this month despite the game being nine years old.

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

Video: 12 Exciting New Games Coming To Nintendo Switch In February 2024

Mario vs. Donkey Kong! Tomb Raider! Slave Zero X!

The shortest month of the year is here… but it also might be one of the most-packed.

February 2024 sees Nintendo’s next big remake land on the Switch, but this is the month of the retro throwback, and the eShop (and our shelves) will be bursting with new titles to pick up and download.

Read the full article on nintendolife.com

How to Build Your Bulwark – Demo out Now

Hello there! I’m Tomas Sala – solo developer of Bulwark: Falconeer Chronicles.

Way back in 2020, I launched my first game on Xbox in the form of The Falconeer, an Xbox Series S|X launch title that combined a hostile, flooded open world full of political intrigue, with supernatural and spiritual overtones all seen from the vantage point of Falconeers, skilled riders of giant building sized warbirds that fought each other with lances that charged from the stormy skies.

Four years later I’m asking you to return to the Great Ursee with the next entry in the series, Bulwark: Falconeer Chronicles – set 40 years after the events of The Falconeer within the same flooded open world. But whilst The Falconeer focused on tight aerial combat and moment to moment thrills, Bulwark: Falconeer Chronicles is an open world builder with freedom and expression at its core. Build sprawling towns, spires, and fortresses as hubs for trade, or rallying grounds for conquests.

The demo for Bulwark has just landed on Xbox consoles – here’s some useful tips that will help you make the most of your time with it as you reforge a shattered world.

Demo Tips

Experiment in Freebuild Mode

The included opening tutorial gets you to grips with how you’ll grow from simple wooden outposts to sprawling cityscapes in the hostile world of The Great Ursee. There is also a freebuild mode, which allows you to build without the need to locate resources, and upgrade any of your towers at will. This mode is perfect for experimenting with how you build, or simply enjoying the art of painting the landscape and embracing chaotic creativity!

Keep an Eye on Your Resources

Bulwark treats resources a little differently than other builders, instead of collecting X amount of a resource to build a specific unit or building, you must locate each resource type and link its extractors to the buildings you want to upgrade. The number floating above an extractor will tell you exactly how many ‘building jumps’ that resource is effective for, so optimising the routes your resources take to get to your towers is important for creating huge sprawling citadels.

Use the Right Captains

Some resource nodes will be far from your initial settlement, scattered across the restless waters of the Ursee. You’ll need to set a pair of harbours (indicated by an anchor icon on your surveyor’s target reticule) for pick up and delivery of your resources.

You’ll need to hire captains to transport these goods for you You’ll start with a set amount, unlock more in the soul tree or via random events. Each captain has vessels designed to carry certain types of cargo. Don’t forget to bring workers out to the resources to upgrade the extractors and increase their efficiency!

Keep an Eye on Your Trade Routes

Speaking of trade routes, you can see the path that each ship will take as it ferries your precious cargo across the Ursee, though be sure to install defences along the routes where possible and pay attention to updates from your advisor – there are opportunities that would rather raid your supply lines than scavenge for their own.

Unlock and Use Commanders

Commanders are powerful units that live within fully upgraded towers – converting them to their faction’s aesthetic and providing useful boosts to your economy, defences to your creations and trade routes, or units to escort your surveyor and act as a war band.

More commanders can be recruited through random events (question marks in the world map) or by simply expanding your settlement and increasing your population (progress can be checked in the soul tree)

Use the Photo Mode
With Bulwark’s super flexible photo mode you can control the time of day, apply depth of field and camera positioning completely detached from any unit.

Want to turn it from night to day and soar across the Ursee to capture a whale breaking the waters by your port whilst in the middle of a raid – go for it! You can also choose to pause the action when in photo mode, or allow events and time to play out, perfect for video capture or time lapse photography as you manipulate the time of day.

Finally, Bulwark stores every single brick you build and commits the action to memory – just click the stick while in photo mode and watch your creation build itself brick by brick from where you started to really show off the scale of your achievement and progress!

I hope you enjoy the Bulwark: Falconeer Chronicles demo, whether you’re a fan of The Falconeer returning to try your hand at creation rather than destruction, or this is your first adventure in the Great Ursee – there’s a restless world out there waiting to be tamed and built upon – and I can’t wait to see what you create.

Thank you!

Xbox Live

Bulwark: Falconeer Chronicles Demo

Wired Productions


5

A FRESH TAKE
Paint the landscape with ever more complex and stunning fortifications simply by building up from humble wooden structures to colossal defensive ‘command towers’. Connect your towers through a freeform network of walkways and battlements to supply resources and defences.
Build a refuge for the scattered people of this broken world and they will build their houses and industries powering your ambitions,

AN OPEN WORLD OF WAVES AND LORE
Extend your empire across many islands in this open world through a network of trading ships, discover new locations to build or conquer, and learn about the ancient history of the Ursee and its people in this continuation of the Falconer Saga.

A DIVIDED WORLD
Who you invite into your home determines your political alignment, unlocking new commanders and their flying units, war or trade-ship captains, new building options and architecture.

DEFEND YOUR BULWARK
Some in this world will eye your progress with envy, and violence and conflict will come for your settlements, and it will do so from the air. Your defences need to be strong, your towers mighty and your commanders with their warbirds, dragons and mighty airships need to be ready!

The post How to Build Your Bulwark – Demo out Now appeared first on Xbox Wire.

First Image from Among Us Animated Series Officially Revealed

Out of nowhere, Inner Sloth released the first image from the highly anticipated Among Us animated Series, offering fans a familiar glimpse of the show.

The first image, as seen in the post on the official Among Us X/Twitter account, shows the cafeteria from Among Us’ original map, the Skeld. Pizza and plates spread across the tables, along with some balloons and a blood-covered banner that visibly shows the words “We’re Dead.”

The Among Us animated series was first announced last June, and it was reported that the developer was involved in the project, with Regular Show writer and storyboard artist Owen Dennis spearheading the project. Titmouse, the studio behind animated series such as Big Mouth and Star Trek: Lower Decks, is tasked with animating the series.

While we have yet to learn much about the show’s premise, if it’s anything like the games, it will be a suspenseful series with social deception and comedy playing big roles in the story.

Among Us was first released in 2018 but blew up in popularity in 2020 due to the COVID-19 pandemic. Due to the unexpected rise in its favor, Inner Sloth canceled the sequel and focused on post-launch support for the original game. Following the sequel’s cancellation, Inner Sloth released new features, such as Hide ‘n Seek mode, and new maps, including the Airship. Among Us has also been ported into VR headsets, including the Meta Quest.

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

Suicide Squad: Kill the Justice League Review in Progress

My first 11 or so hours with Suicide Squad: Kill the Justice League have left me with wildly mixed thoughts. There are things I like, things I don’t, and worst of all, things that elicit no emotional response at all. The guns-blazing combat can be fun, and the story of DC heroes and villains swapping roles is for the most part engaging, but thoughtful mission design is almost non-existent and many of its looter shooter systems fall flat. On the plus side, apart from being kicked to the main menu a few times, the servers have been relatively stable for an online-only game at launch (though I have primarily been playing solo, so I’ll see how co-op holds up in the coming days). So far I’ve reached the end of its short-ish campaign, but I’ve yet to dive into whatever the endgame has waiting for me – but for now, I’ve had a fun enough time playing through its well-told story, even if I was left wanting far more from the missions that make it.

While the comparison might seem like low-hanging fruit, Suicide Squad: Kill the Justice League really is of a similar construction to Marvel’s Avengers – a game I spent dozens of hours enjoying despite its glaring deficiencies. They’re both live services aiming to offer extensive postgames – of course, in Avengers’ case, that promised service was cut short when Crystal Dynamics shut down development two years after launch. For Rocksteady, another famous single-player-turned-online developer, the first step toward trying to avoid a similar fate would be to create a compelling combat system that makes me want to return to Suicide Squad week after week, which it hasn’t quite achieved at this point. The studio known for revolutionising tight melee combat with its Arkham games has instead opted to make this a third-person shooter, which is a bold choice – but one that doesn’t make complete sense considering the traditional methods of violence implemented by most of Task Force X, AKA the Suicide Squad.

As far as the story itself goes, the Justice League is acting out of sorts as they cause city-wide destruction with glowing wide-eyed glee. It doesn’t take a brainiac to work out what’s happening here, but it does take one to mastermind it all. Yes, traditional Superman villain Brainiac has hatched an evil plan to take over the planet and remake it in an image of his own and that involves controlling members of the Justice League’s minds. So, and you’ll never guess this, the Suicide Squad is called in to take down the Justice League by any means necessary.

It doesn’t take a brainiac to work out what’s happening here.

What threatens to be a straightforward story branches out around the halfway point into interesting directions. Yes, what have now become recognisable comic book cliches do dampen some of the big revelations (if you know anything about the endgame you’ll know what I mean) but there’s a level of storytelling on display here that harkens back to those Arkham glory days. That’s in no small part thanks to the phenomenal character design work and scriptwriting that brings each member of the cast to life as they successfully banter along that tightrope-thin line between charming and insufferable.

Close-ups are also liberally used to show off the graphical power that Rocksteady wields, and it’s frequently impressive to watch as cutscenes come to life. That technical prowess is also reflected in the voices behind the faces, too. The late, great Kevin Conroy excels in one of his final turns as The Dark Knight, showing us an even darker side to the caped crusader than we’ve seen from him before. Tara Strong is pitch-perfect as the anarchic Harley Quinn, and Joe Seanoa (WWE’s Samoa Joe) dryly delivers each of King Shark’s one-liners to great effect.

There are fun and wildly different abilities that Rocksteady could have taken advantage of to create varied vigilantes.

Playable team members Harley Quinn, Deadshot, King Shark, and Captain Boomerang are exciting characters with trademark weapons, from boomerangs to booming hammers and sharpshooting sniper rifles to sharp-toothed snapping. There are fun and wildly different abilities that Rocksteady could have taken advantage of to create varied vigilantes who each bring their own style of play to the table. Instead, they’re all reduced to the same baffling blueprint as damage-output-chasing characters who seem to love nothing more than firing guns and occasionally throwing grenades. Granted, they do each have signature melee and traversal attacks, like Harley’s sweeping baseball bat hits or Boomerang’s enemy-chaining namesake, but the overwhelming focus here is on shooting and collecting an increasingly powerful arsenal of guns.

This creates an awkward dissonance between how these villains play and how they’ve been written. Rocksteady has clearly gone to great lengths to create a detailed world full of memorable characters who behave true to their comic book roots, which could have served as a joyous playground for DC fans. But instead, it’s like going to see your favourite football team only to find that, for some reason, they’re being asked to play tennis instead. Sure, you recognise their famous faces, but they’re out of their element. Whether their method of destruction makes sense is a completely different question from whether it’s fun, though. And the answer to this is: well, yes and no.

Where the Arkham games had a much more deliberate flow as you waited for enemies to make the first move before delivering crushing counters, Suicide Squad cranks up the speed as you zoom around hurling bullets into them at a relentless pace. It’s undeniably impressive at times, with an emphasis still placed on combo-chasing and stylish takedowns while taking no damage. These combos can rack all the way up to 50, which provides a high skill ceiling and a real challenge to master. There are even bits that remind me of some of my favourite action games, such as the Shield Harvest mechanic which encourages aggressive play, echoing the attitude of Doom or Control wherein the best form of defense is to attack even more. This philosophy inherently lends itself to a chaotic breed of action that I enjoyed as I zipped around arenas scrambling for shield pick-ups and ammo. The inclusion of an active reload mechanic gives you something to do other than hold down the button, as it has for so many other shooters since Gears of War.

Once you eventually get to grips with all of the kit, a tight and satisfying rhythm can be found. 

And there’s more, too – you steadily unlock new abilities and modifications as you progress. One is Affliction Strikes, which add an extra layer to combat by imbuing your melee attacks with properties such as venom, which turns your enemies against each other when struck. There are so many different ideas and mechanics, in fact, that it can all get a little overwhelming to juggle at times, and the constant stream of tutorials seemingly never ends throughout the entire campaign. But once you eventually get to grips with all of the kit, a tight and satisfying rhythm can be found.

Just go into Metropolis expecting something a bit more hectic than the slower, puzzle-like encounters found around Gotham, I can see Rocksteady’s thought process behind this shift in tempo. The speed of these combat systems does reflect their respective heroes, however, Batman is always one step ahead, whereas Amanda Waller’s guns for hire are rasher, zany, and frankly enjoy getting stuck into the violence of it all.

Each character specialises in certain skills as well and can be tweaked to fit your style thanks to extensive skill trees. For me, though, the biggest deciding factor in choosing which criminal fit my style best is in testing out each of their movement abilities, as most of them felt clunky to me at first. After a bit of experimentation, I settled on Aussie inmate Captain Boomerang and his teleporting Speed Force Gauntlet, which I used to flank enemy hordes to my heart’s content. I just never fell in love with Harley’s swing-and-grapple Spider-Man/Batman hybrid moveset or Deadshot’s jetpack hovering, mainly due to their ungenerous cooldowns limiting the distances you can travel quickly. And Shark’s quite basic run-and-jump combo frankly just never excited me.

I pretty much found all of the gear I needed to make each encounter a breeze on the story’s halfway point.

I steadily constructed an effective close-up Boomerang build with traversal mods that gave me a 40% damage boost to enemies within five metres, and paired that with a freezing melee attack and a legendary shotgun that shattered all who got near. It was a satisfying playstyle, but I pretty much found all of the gear I needed to make each encounter a breeze on the normal difficulty by the story’s halfway point. This meant I felt no need to engage in any of the crafting or looting systems for the most part, and instead just focussed on tuning the talent tree as I unlocked more points to fit my up-close-and-personal approach.

Speaking of getting up close and personal, I couldn’t help but notice the diminishing effect of Rocksteady’s dramatic shift in genre from a single-player story to a co-op looter shooter when it came time to interact with the characters that inhabit Metropolis. This is perhaps best exemplified by The Penguin’s role in Suicide Squad. The once-powerful Gotham crime boss who was crucial to the events of the Arkham series, including one of the trilogy’s most memorable levels in Arkham City, is reduced to nothing but a weapons vendor this time around. Sure, he’ll offer you a semi-limited range of guns that can be tweaked to your heart’s content as you figure out which of the city’s four “manufacturers” have attributes and perks that work best for you, so he’s at least decent at this job. Of course, with this being a looter shooter, they come in multiple tiers of rarity ranging from standard common and rare guns to unique, high-powered Notorious and Infamous-level weapons, which are all themed around different DC villains.

Outside of that bit of costuming, though, the guns themselves are frustratingly bland. The world and characters are packed full of charm and colour, something that just isn’t reflected in the dull arsenal. You’ll largely be wielding a standard selection of rifles, SMGs, pistols, etc., as you circle around enemies with a routine of flank-and-fire strategy. The different weapons manufacturers offer their own quirks, be that burst-fire options or greater ammo capacity, but nothing is anywhere near as exciting as the variety of weaponry Borderlands’ similar setup can boast – the looter- shooter that popularised the genre with its ever-increasing wacky range of weaponry remains hard to compete with in that arena.

When you go to modify some life into your firearms you’re limited to fairly standard buffs like critical damage boosts or cooldown decreases, none of which really lean into capturing any of that superhero/villain magic. Instead of more damage boosts or predictable poison debuffs, I kept hoping to see something crazy – like a gun that fires exploding, chattering Joker teeth or a Clayface cannon that covers the ground and enemies in clay, immobilising them in the process. But having finished the campaign (admittedly not turned over every rock in Metropolis just yet) there’s just a disappointing lack of imagination on display here, even for those rarest, top-tier options. That’s particularly a shame because I can see the bones of a truly exciting loot and combat system here –, it’s just hidden in the blandness of its solid but unspectacular gunplay and weapons.

It’s not the combat itself that’s the issue, but more the rinse-and-repeat encounters.

It’s not the combat itself that’s necessarily the issue, either, but more the rinse-and-repeat encounters you’re given to use it in. Metropolis has come down with a seriously gnarly case of Brainiac-induced acne as you go around popping seemingly endless amounts of purple spots and monsters who don’t have the sharpest AI in the world – sometimes they are even totally unresponsive as you take out their friends standing right next to them. So it’s not a promising start, but I was relieved to find that as you get deeper into the story a greater enemy variety is introduced, and these new foes offer more of a challenge as they channel certain heroic abilities and make you consider your approach in a smarter way.

One consistent factor, however, is that the vast majority of these enemies will be found on top of buildings protecting Brainiac weaponry or causing a general nuisance, which made for the vast majority of my time feeling like I was just bouncing from rooftop to rooftop whacking moles. In fact, a steady cadence of “cutscene, rooftop battle, repeat” persists throughout pretty much the whole of the campaign’s roughly 10-hour runtime. It’s just a stream of uninspired encounter designs with seemingly no ambition shown toward making any authored missions that stand out. You’re regularly just cycling between a handful of basic objective types, such as defending an area, clearing out a group of enemies, or escorting a truck through the city, all of which get tired pretty quickly.

Metropolis itself is fun to move around, with a generous amount of tall buildings to bounce up to and explore, but that’s a strength that’s never incorporated into its mission design. Insomniac has shown us how amazing missions can be in superhero open worlds as you dart through cities in the blockbuster sequences of the Spider-Man games, and while the movement of Suicide Squad may even be reminiscent of Insomniac’s earlier Sunset Overdrive at times, the city feels nowhere near as tailored for such missions.

But before either of those games, Rocksteady built out its Gotham City with numerous landmarks that served as fantastic contained levels inside an open world. In Suicide Squad, interesting interiors are kept at a premium, however, with almost all of the action taking place high above the city and at great speed. Arkham City’s combat arenas were so expertly designed, like mini action levels found within a sprawling open world with environmental takedown opportunities and creative ways to move around constantly present – but here, only “blink and you’ll miss it” flashes of this philosophy can be seen. Ironically, an early Batman encounter is one of these, offering a smart inversion of the Arkham experience… but then a later confrontation with The Dark Knight, unfortunately, devolves back into a rote bullet-sponge battle.

It’s clear that some imagination has gone into a few of the boss battles, however. They frequently begin with an uninspiring fight against a massive purple cannon, though, which seems a bizarre choice considering we’re in a world full of heroes and villains. But when you do get to finally face off against mind-controlled members of the Justice League themselves, things really do pick up. You can see glimpses of that puzzle-like nature that Arkham’s boss encounters contained shining through, and while there’s nothing quite as memorable as the Mr. Freeze showdown from Arkham City, it’s nice to see that those elements haven’t been completely put on ice (even if some do just boil down to pumping as many bullets into a superhero as you can).

The standout among the boss fights has to be a brawl against Green Lantern.

That lineage can be clearly seen in The Flash fight, for example, as you have to quickly time counter shots before dealing damage. The standout among them, though, has to be a brawl against Green Lantern and his arsenal of glowing constructs in a battle that delivers greatly on both spectacle and excitement by smartly implementing a large custom arena full of high vantage points that can also be used as cover. They’re all a welcome challenge that crucially never feel unfair, with each generously signposting attacks to avoid frustration. Yes, you’re fighting superhumans here, but the way you take them down is supported by reasonably believable story context that allows you to go toe-to-toe with Earth’s mightiest (even if most of those solutions boil down to inventing new types of bullets).

Metropolis itself is a sun-soaked city where superheroes are treated like gods and monuments to them bookend its streets. It’s regularly gorgeous and, if it wasn’t for the small issue of a gigantic brain hovering above it causing widespread mayhem, would probably be a lovely place to spend a weekend. The art direction is superb, with a rich mix of architectural influences combining to create a uniquely inviting skyline – that skyline, though, is often filled with gunfire and smoke thanks to the warzone bubbling beneath it. Yet, it all just feels oddly lifeless at the same time, like a beautifully constructed diorama collecting dust. Like the Arkham games, there’s an eerie lack of civilian activity to make it feel like a place where people actually live and that needs protecting. Additionally, there’s no iconic score sweeping alongside you as you move through its streets, or anything of note happening at all really, apart from enemies patrolling them waiting for your ambush. It’s again, a shame, as it’s undeniably an artistic achievement, but this world just doesn’t have anywhere near enough variety in it to warrant the level of exploration I’d hoped for when I first stepped into it like an eager tourist.

Of course, there are many other familiar DC faces thrown into the mix that I won’t spoil here. There are surprise arrivals and departures scattered throughout that are sure to delight comic book fans, even if it does just make the story ultimately seem like a collection of cool-looking scenes stitched together with over-familiar combat scenarios at times. There are impactful moments, though, which are often full of wonder but go by in a flash. Clocking in about 10 or 11 hours, Suicide Squad’s main campaign isn’t an especially short one (it’s roughly the same as Avengers), but it is perhaps an underwhelming runtime when you consider we’ve waited almost nine years for a new Rocksteady story. That said, there are enough surprises and turns within it for it to stay consistently engaging, even if what you’ll be doing on either side of the rewarding cutscenes isn’t up to the same standard.

But, of course, there’s more beyond the main story of Suicide Squad: Kill the Justice League left for me to see, and I’m yet to delve deep into whatever endgame has to offer. For my thoughts on that and our final scored review, please stay tuned in the next few days.