Vantage Board Game Review

Stonemaier Games has an all-star lineup, including titles such as Wingspan, Scythe, and Viticulture. Vantage is the publisher’s latest hotly anticipated release, and it’s the culmination of eight years of work from studio head Jamey Stegmaier. It’s a game full of secrets and exploration, capturing some of the same vibes as mystery box series like Lost and Scavenger’s Reign. It also just may be Stonemaier’s most revelatory game yet.

Vantage begins with a simple premise. Players take on the role of crew members of an intergalactic spaceship en route to an uncharted planet. Before landing on the destination, something goes wrong, and everyone bails in isolated escapade pods. You are now hurtling towards this heretofore unexplored world with zero understanding of what you will find.

That’s the setup. While each player receives an individual named character with a specialty, there’s no lengthy backstory. You don’t even know what organization, government, or coalition you work for. Beyond a relatively light ruleset, you know nothing.

This is the mystique of Vantage. It’s an open-world exploration board game built atop the bones of video games like The Legend of Zelda: Breath of the Wild and Subnautica. This style of board game isn’t novel. There have been some popular entries in recent years, including the fantastic Sleeping Gods and 7th Continent. But those other tabletop games are based on a foundation of historical reality with a fictional layer on top. Vantage turns this idea on its head, providing no footing for understanding or tradition. Everything is weird and unusual, sometimes bearing a resemblance to what we know, but even then, this is often used as a device to subvert expectations.

Each player arrives on the planet at a randomized location. You are lost, like detritus heaved into the wind and violently scattered across a foreign body. Your position, and the conduit for the bulk of interaction, is the location card. This large rectangular card depicts your current perspective in the first person. This is your vantage.

Each card lists a half-dozen actions, each mapped to a separate skill. These categories are broad in application, with titles such as “take”, “look”, and “help”. They are denoted by colors, with the specific use of each category given a name corresponding to the circumstances you’re currently in.

This means the location card will often list a separate colored action for each of the six categories. For example, the overpower action may be displayed as a red “steal” on the card, while the blue move could be listed as “chase”. This is where the game is murky, requiring players to lean on intuition by studying the card’s artwork and trying to infer a sense of context.

After selecting the action you want to perform, another player picks up the narrative booklet of the same color and flips to the entry with the same number as your location card. Each action type has its own bespoke book of story entries, making for a massive amount of content on the whole.

Each action type has its own bespoke book of story entries, making for a massive amount of content on the whole.

The story entries list a difficulty and a brief description of what you are trying to do. So the steal example above could be: 4 – steal the satchel laying next to the sleeping sentient. Tests in this game are straightforward. You roll a handful of dice equal to the difficulty of the action, and then either lose health, stamina, or morale based on the roll. Some dice results avoid losing any vital signs, and are typically the best possible outcome.

Cleverly, your character – as well as other cards you may have attained on your journey, such as items or other followers – may store rolled dice so you don’t have to suffer the consequence. Other players may even absorb some of these dice depending on their abilities, effectively representing support or encouragement. This is the main throughline of the system, performing actions and then eating the results while hopefully maintaining enough mental and physical integrity to keep the adventure going. The more tools and followers you can amass during the journey, the more complex your system of mitigation becomes allowing for more interesting abilities and effects.

Crucially, you never fail an action in Vantage. Every test automatically succeeds, with the tension residing completely around the cost. If any of your three core stats is lowered to zero, whether as the result of a roll or triggered effect, the mission immediately ends. The action system is also where the core frustrations may arise. The fuzzy context regarding descriptors, such as what “steal” actually means, and not knowing how many dice will be rolled prior to the selection, can feel too unpredictable. This approach folds into the central philosophy of discovery quite neatly, but it’s not a particularly strategic system and can sometimes take you by surprise. This can lead to abrupt endings that are unsatisfying.

One of Vantage’s most compelling details is the mission. You are assigned a random goal at the outset of play that the whole group must work towards. This could be something like “attain two artifacts” or “build a home”. These are invented to avoid spoiling content, but the actual missions parallel this methodology. In pursuing your goal, you may also come across a destiny. Destinies are organically discovered objectives which can be pursued in tandem with your mission. They’re more impactful emotionally, as they arise naturally through play and often flow from actions. As a device to spur creative dynamic interest, they’re superb.

While I don’t view the murkiness of Vantage’s action system as a substantial flaw, I do have a more critical view of the destiny and mission structure. Mostly, this system is problematic in conjunction with the unique format of multiplayer play. Since each player is scattered in an unknown land, sessions can often feel as though several characters are playing their own separate games. This leads to slow progress, uneven investment, and a finish that can be unsatisfying. In one session, a player was pursuing a series of odd developments and weird discoveries. They were learning a mysterious craft and building a life for themselves on the planet. Meanwhile, another player on a completely separate side of the world accomplished our goal and triggered the end game. The first player was never able to pursue their own interests and felt as though they were not linked to the greater story at all.

Vantage tries to correct for this. It allows you to keep playing if you’d like, but this rarely feels satisfying. Should we all have sat by, spending another hour or so wandering around while we waited for the other player to reach the conclusion of their own goals? It’s not a great position to be in.

The isolated positioning of players works much better when pursuing a destiny or mission that can be accomplished in pieces. Occasionally, narrative will align perfectly with players calling out landmarks they’re near and trying to orient themselves. Sometimes you have to work together across massive distances. When this occurs it’s magical. Everything feels right and Vantage is hitting its peak. These moments, however, emerge unpredictably. This is why the game works much more reliably with lower player counts, or even as a solo board game. With no downtime, the tempo just hums along and the exploration is wholly immersive.

Beyond the unique approach of scattered perspectives and its quirky take on mission objectives, Vantage’s real innovation is in how it approaches discovery. Most games of this ilk are campaign board games that ask you to commit to a scenario and play it over a handful of sessions. Vantage shoves its gameplay into a single two- or three-hour engagement. Although, that’s not the whole story.

While a game begins and wraps in a single session, the true experience of Vantage is one of extended play. The knowledge you gain is the primary achievement and what you take with you. In future sessions you’ll learn more about the world, various key locations, and the mysterious nature of “the traveler” who continually reaches out to you. It’s a single-session game on the surface, with a campaign format smuggled in. This is frankly brilliant. Much of this rides on the sheer amount of content offered and the compelling nature of discovering it. The things you will find are wild and powerful, often impressing beyond expectation.

It’s a single-session game on the surface, with a campaign format smuggled in. This is frankly brilliant.

This box will stand up to dozens and dozens of hours of play. There are hundreds of locations and hundreds of items and characters and creatures to discover. Every time you arrive at a location you can only trigger a single action. You cannot engage in a second action on that card in the same session. This is artificial, but it highlights how every single set-piece has multiple things to discover. Returning to previously seen spots yields new revelations.

This is subtle, but perhaps the design’s strongest mechanical trick. One of the weaknesses of games like 7th Continent is that you must retread previously broken ground. Many locations in that game lose their wonder and spontaneity upon repeated play. Vantage overcomes that problem by presenting richer locations, as well as mission objectives that can be accomplished in many different ways. It’s structurally very different to locate two artifacts on a planet that holds dozens, than it is to locate a temple at a specific location.

All of this ties in with the core motif of creativity. The rulebook explicitly suggests you may bring your own personal goals into a session and even forego the assigned mission. The nature of play reinforces this as well, as the outcome of any particular objective is a sparse section of text lacking fanfare. Vantage is about the journey and your agency in shaping it. This cuts right to the spirit of the design, highlighting that the central experience is yours, and yours alone. Make of Vantage what you will. What I make of Vantage is that it’s one of the best games of 2025.

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Street Fighter V: Champion Edition – Legends Board Game Review

I am a long-time fan of Capcom’s Street Fighter series, having hurled my first Hadouken all the way back on the Super Nintendo with Street Fighter 2 Turbo, and have loved the fighters ever since. These days, folks are mostly playing Street Fighter 6, but I’ve been dabbling back with its predecessor. Instead of pressing buttons and inputting directions on my controller’s D-pad, I’ve been playing cards and rolling dice with Kess Entertainment’s Street Fighter V: Champion Edition – Legends board game. While I may have had a fine enough time with it, it always felt more in line with another of Capcom’s series than it did with the one-on-one brawler that is Street Fighter.

Street Fighter V Legends is a cooperative board game in which one to four players work together to take down one of the heads of the evil Shadaloo organization, led by the evil M. Bison. Among them are Bison himself, Balrog, Vega, and Sagat. Each player selects a character to play as from the roster of the original eight world warriors: Ryu, Ken, Chun-Li, Guile, Dhalsim, Blanka, E. Honda, or Zangief, with each character bringing their unique attacks that fans of the video games will instantly recognize.

With your character selected, you then get to choose a deck of cards that represents your fighting style – one of my favorite aspects of the game. In Street Fighter, the actions you can take on your turn are based on cards that you draw and play from these respective decks of cards, with each deck tailored to different strategies and named after common terms in the fighting game communities that have built up around the video games.

Take, for instance, the “Shoto” deck, which has more projectile cards, as though you are spamming Ryu or Ken’s Hadoukens. Or there’s the Rushdown deck, which is more about maneuvering around opponents and hitting them hard with attacks like the Cross Up.

With your character selected, you then choose a deck of cards that represents your fighting style – one of my favorite aspects of the game.

On each turn, players place down and activate two of these cards from their hands, rolling dice to dish out damage, and with each card adding various resources to their available pool, which can then be spent to use their character’s special abilities. These resources include punches, kicks, and my personal favorite, joysticks. The six included decks offer some sense of asymmetry to how a character can play. I wish this was pushed a little farther to highlight further the different playstyles used in competitions, but their inclusion is still a neat easter egg that I appreciate.

Games of Street Fighter V take place in one of four possible stages that you build from poster-board tiles that come with the game. Each stage has some unique rules that go with it, as well. It would be too easy if the big bad were out from the get-go for you and your friends to take out. Instead, you need to prove yourself first and get strong by taking out various minions that spawn on the board, or fighting your rival (an AI-controlled Street Fighter character assigned to each player at the start of the game). Taking out these enemies earns you EX bars that can be used to upgrade your character’s abilities, putting you in a better spot for when the Nemesis boss character appears.

Bison, Balrog, Sagat, and Vega – the Nemesis characters – each have their own set of abilities that are triggered depending on what is pulled from the Nemesis deck, which also determines where new minions spawn. Once you and your team manage to deal enough damage to knock out the nemesis, you win – but if even one of your team is taken out, then it’s game over. The general flow of the game is pretty simple, and by the second or third turn through, everyone I played with had a good grasp on how the game worked, and things went pretty quickly.

Moving my character around, hurling fireballs, and beating up minions was fun, which caused my friends and me to, on more than one occasion, yell out the signature moves as we performed them. The lack of enemy variety is a bit of a bummer, with only three minion factions to pick from, each with only two options. That means you will quickly run out of new enemies to fight against, made worse by the fact that each game only has you go up against one of the three factions.

Maps aren’t overly large, which is nice. It’s never a hassle to get to the various objectives or wherever you want to go, and the additional few “Hard” Nemesis cards you can mix into the deck do increase the challenge, but I wouldn’t turn down more offerings or tweaks to increase the difficulty or complexity of the game. If you are just looking for a game to beat up thugs with your friends, Street Fighter is fine enough now and then.

I have played a good number of board game adaptations of popular video games, from Resident Evil to Slay the Spire, and even ones like Guilty Gear Strive that are also based on a fighting game. But Street Fighter V: Champion Edition – Legends feels the most disjointed and confused as to what it wants to be. Looking at just the gameplay, the concept of running around with your friends, taking out small minions before tackling the stage’s boss is far more in line with, say, Capcom’s Final Fight series of beat-’em-ups. A series, mind you, whose characters have made the jump into Street Fighter previously, such as the ninja Guy. But Street Fighter has always been about duking it out with your friend in a 1v1 fight, and by making this a strictly cooperative game, both of those core components of the game are missing.

This disparity includes even those little easter eggs that I mentioned, like the various fight style decks and joystick resource on the cards. These little nods will be appreciated most by members of the fighting game community and glossed over by others who would appreciate this game more for what it is, rather than the package we got that honestly feels like it simply got the Street Fighter V property slapped on top of a different game and called it a day.

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Ubisoft CEO responds to Stop Killing Games, and casually mentions a new Ghost Recon game’s coming

Ubisoft boss Yves Guillemot has responded to a shareholder question about the Stop Killing Games campaign – and in a very newsworthy corporate question and answer session, revealed that a new Ghost Recon game’s in the works.

To quickly recap, Stop Killing Games aim to stop publishers rendering online games unplayable after the cessation of official support. They were inspired to take action by Ubisoft themselves ‘sunsetting’ online racer The Crew.

Ubisoft’s response to their campaign comes around the time the group’s petition to the EU to take action against the mass extinction of online games hits 1.4 million signatures. Despite some doubts about potential signature spoofing, the petition’s recently attracted support from EU politicians and industry trade bodies, so it’s no surprise Guillemot’s fielding questions about it from moneyfolk.

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Gender Split & Average Ages Of Japanese Nintendo Players Revealed Via New Survey

180,000 players involved.

A brand new survey of 180,000 players aged 15-69 years old in Japan has been conducted by GEM Partners, and there are some interesting stats on gender and age splits across multiple Nintendo franchises.

Posted by Nikkei (via Nintendo Patents Watch and MyNintendoNews), the huge survey reveals that, compared to other game IPs, Nintendo’s have more female fans,.

Read the full article on nintendolife.com

Wildgate: A Reach Rookie’s Guide to All the Spaceships

Wildgate: A Reach Rookie’s Guide to All the Spaceships

Wildgate Hero Image

Tomorrow, July 22, will see the release of Wildgate, our team-based shooter featuring both spaceship and FPS battles (with a side of space crimes)! In Wildgate, you’ll team up in crews of four in your own spaceship to explore a dangerous stretch of space known as the Reach. Explore and fight in exotic locations, loot and upgrade your ship, then look to win a match in one of two ways. Either locate and escape the map with the Artifact – a mysterious relic of immense value – or man your guns and be the last ship standing!

Choosing a ship is one of the biggest decisions you’ll make before heading into the Reach. Your trusty vessel is your base, your weapon, your getaway plan, your home, and occasionally, a flaming pile of scrap – but hey, accidents happen, we’re not judgy!

Ahead of your first launch, we’re here to break down what each ship does, who it’s best for, and why every one of them has the potential to create the kind of battles and chaos that makes Wildgate so fun.

The Hunter: Fast, Focused, Ferocious

  • Class: Gun Ship / All-Rounder
  • Health: 80
  • Features: 3 forward-facing cannons
  • Special Trait: Increased speed when shields are dropped

The Hunter is Wildgate’s starting ship for a reason. It’s fast, deadly, and extremely flexible! If you’re not sure what kind of playstyle you prefer yet, this is the perfect place to begin. With lower health than some of its big siblings, you’ll need to fly smart, but its fast shield-drop acceleration can give you an edge when it comes to both chasing down enemies and running away from your very bad decisions.

Pick Hunter if: You like to be in the action, but want a ship that can pivot between offense and escape at a moment’s notice.

The Bastion: Built Different

  • Class: Secure Ship
  • Health: 140
  • Features: Tanked-up durability, built-in security device
  • Special Trait: Comes with extra secure doors

If the Reach is a chaotic storm, the Bastion is your shelter. This ship is slow, Makes a Statement, and is impossible to ignore – which is exactly the point! It has the highest health pool in the game and built-in defensive doors that make it incredibly hard to board or burn down. If you’re the kind of crew that likes to bunker down, arm up, and make other teams regret stepping foot onboard, this is your ride.

Pick Bastion if: You love big fights, hate being interrupted while flying, and think “defense is the best offense.”

The Privateer: All Guns, No Chill

  • Class: Battle Ship
  • Health: 120
  • Features: 6-turret gun deck, double projectile velocity
  • Special Trait: Fires faster, hits harder

The Privateer doesn’t know the meaning of subtlety. What it does know is how to melt enemy ships into scrap with overwhelming firepower. With a powerful gun deck and solid durability, this is your pick for when you want to be the apex predator of the Reach. It’s not the most nimble, but if you get a smart drop on another crew, they won’t last long enough to complain.

Pick Privateer if: You think negotiations should begin and end with cannons.

The Scout: Fly Like the Wind

  • Class: Fast Ship
  • Health: 90
  • Features: Lighter loadout, big boost to movement
  • Special Trait: Faster speed and turn rate, longer boost duration

The Scout is the fastest, slipperiest ship in Wildgate, and it knows it! If your playstyle is more “snatch and run” than “stand and fight,” this ship is your jam. Whether you’re dodging through asteroid fields, running the Artifact across the map, or making an aggressive flank with laser rams or mines, the Scout lets you be where others can’t.

Pick Scout if: You believe that maneuverability is survivability, and want to be the Speed Demon of space. Just try not to fight anyone head on!

Time to Ship Out!

In Wildgate, your ship isn’t just a tool, it’s a reflection of your crew. Are you scrappy brawlers? Tactical looters? Mad geniuses with a laser ram and nothing to lose? Whatever your style, there’s a ship for you. Learn its strengths, cover its weaknesses, and when in doubt, punch the throttle and make a scene.

Wildgate is out tomorrow, July 22 on Xbox Series X|S. Pick a Prospector, grab your crew (or find a new one), and we’ll see you in the Reach!

Wildgate

Dreamhaven, Inc.

Blast off into high-stakes spaceship battles and intense first-person shootouts, where no two matches are ever the same. If you want to claim the ultimate prize — the mysterious and priceless Artifact — you’ll need to improvise on the fly, whether it’s chasing down rival crews and stealing their gear, repairing your damaged ship, or scanning for precious resources.

Your ship is your home and lifeline — for you, and your prospector crew. Keep it topped up with ice, fuel and ammo so you’re ready for anyone or anything the Reach throws at you.

EPIC SPACESHIP BATTLES
Blast your enemies with hi-tech cannons and gadgets, lure them into deadly traps, or even mess with their ship… as long as they don’t sabotage yours first. When your perfect plan goes out the airlock, there’s only one option… wing it!

NEW ADVENTURES, EVERY MATCH
Stay one step ahead as you and your crew navigate the Reach — a vast, procedurally-generated map that changes with every game.

UNIQUE PROSPECTORS
Choose from a variety of daring prospectors, each with their own abilities and tools. Whether you’re a brave pilot or a clever trickster, there’s no wrong way to commit space crimes!

EXPLORE THE REACH
The Reach is a dangerous, unpredictable place, filled with deadly hazards and treasure beyond your wildest dreams. Navigate through cosmic storms, battle space vermin, and plunder alien ruins for lost caches of loot. Just make sure you beat the other prospectors to the punch, or you’ll fly away empty-handed!

OUTRUN OR OUTGUN
The Artifact is the most valuable object in the known universe. Be the first to find it, snatch it, and pass through the Wildgate, or destroy the ships of every other crew and be the last crew standing.

The post Wildgate: A Reach Rookie’s Guide to All the Spaceships appeared first on Xbox Wire.

Hunter x Hunter: Nen x Impact Is Off To a Rough Start, With Netcode Issues Plaguing the New Fighting Game

The long-running Hunter x Hunter series recently received a new video game adaptation with Hunter x Hunter: Nen x Impact. With a beloved brand and a notable fighting game developer on board, you might hope this would go off without a hitch.

Yet in the days since launch, Hunter x Hunter: Nen x Impact has been the subject of discourse and criticism within the fighting game community. Its gameplay hearkens back to the kind of scrappy, seemingly overpowered bouts many enjoy in this particular environment, but several issues have been holding Nen x Impact back; namely, the netcode.

Hunter x Hunter: Nen x Impact is a tag-team fighting game that went live five days ago on July 16 and, at the time of writing, has a little over 140 total reviews on Steam. While the ratio of positive-to-negative reviews favors the former, it’s at a roughly 2:1 ratio, leaving Nen x Impact at an overall “Mixed.”

Multiple reviews, even the positive ones, note issues specifically with the netcode. While there are issues taken with a slim single-player offering and other points, netcode is a primary concern.

On the flip-side, the majority in positive reviews do enjoy the fighting quite a bit. “I can’t help it man, its my favorite fighting game ever. nothing else comes close in terms of how freeform you can be, how explosive it is, how impressive it feels and looks to do well,” one reviewer wrote.

Within the broader fighting game community, Hunter x Hunter: Nen x Impact is receiving similar criticism. Even those who have been eager to play and compete, who see the potential in Nen x Impact, are hitting a wall with its online play.

It’s honestly a shame, because Hunter x Hunter: Nen x Impact does have some incredible potential. It’s based on Hunter x Hunter, for one thing; an anime series that has a wide cast of characters, each with their own unique powers that could make for a rich environment of playstyles and designs. Seeing Biscuit Krueger, Hisoka, Kurapika, and more face-off is already fun, especially since shonen fighting games can range from stellar to less-than-stellar.

Nen x Impact also inherits a legacy from its developer, Eighting. It’s a studio known in fighting game circles for its contributions to the craft, most notably with its work on Marvel Vs. Capcom 3. Watch some clips of Hunter x Hunter: Nen x Impact, and it’s not hard to see the MvC3 influence.

This should be a match made in Hunter x Hunter heaven. But instead, Nen x Impact has struggled to find a foothold due to online frustrations. It’s the kind of issue that is, as fighting game commentator Sajam put it, thankfully an outlier these days, but can still be a major blocker for any game trying to keep an audience. In-person and local competition is still huge for fighting games, but online play has been a core part of keeping a game’s community alive and thriving. Bushiroad and Eighting even pushed the original 2024 launch date of Nen x Impact back in order to implement rollback netcode.

The developer published a statement on July 16, confirming both an issue where “excessive rollback frames occur during matches” and one where “matches forcibly terminate due to desynchronization errors.” The team confirms it’s investigating these issues and is working on a resolution. Meanwhile, the studio is recommending players fight under “a stable and reliable internet connection whenever possible,” and will introduce a feature in an upcoming update to view “more detailed information” regarding an opponent’s connection quality and region.

The question now is whether these fixes can arrive fast enough, before other games steal the spotlight. The tag fighter genre is starting to get a little crowded, as both Riot’s 2XKO and now Arc System Works’ Marvel Tokon: Fighting Souls loom on the horizon. It would be exciting for MvC3 fans and Hunter x Hunter fans alike to see Eighting get Nen x Impact to a stable place, but it seems like the road there could be longer than some would hope.

Eric is a freelance writer for IGN.

Hell Clock review

There are lots of games in the same way there are lots of crisps. Many of those games are good, in the same way that many crisps are shaped a bit like Jesus. But even a crisp shaped like Jesus ceases to delight after you’ve seen a few. Great, you think. Another bloody Jesus Dorito. Hurl it on the pile. You crave something transcendent. Like a Möbius strip Wotsit. Or a Salt ‘n Vinegar Disco inscribed with the Corpus Hermeticum. Something that changes the way you look at crisps forever.

Anyway, Hell Clock is not that, but it does has a wicked sick knife spin attack, so carefree in its centrifugal flesh mangling that I resented every screenshot I had to take for making me move my finger off the funny spin button.

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Dying Light: The Beast Gives Kyle Crane a Supercharged Sequel

The Dying Light series quickly earned its place in the pantheon of great zombie games by blending brutal first-person combat with satisfying parkour movement – all set within dangerous open worlds. The series has thus far delivered on offering a slick and thrilling survival experience, but with the upcoming Dying Light: The Beast, we see developer Techland return to its roots for a more focused concept that lets an amped up returning protagonist Kyle Crane loose in an even more hostile setting.

I got to spend over four hours playing the opening of Dying Light: The Beast, getting reacquainted with Kyle Crane as he comes to grips with a more feral world after the events of the second game. Playing The Beast was very much like a turbo-charged version of the original game, so much so that you may as well call it Super Dying Light. So with that, here are six of the most exciting and game-changing upgrades that the upcoming sequel brings to the table.

1. A More Focused Story, and the Return of Kyle Crane

Dying Light 2 took a bold step towards building an RPG-style story with game-changing events defined by your choices. While certainly ambitious, it didn’t quite reach its full potential in the broader sense. For The Beast, we instead see a more defined story about the return of Kyle Crane, who has undergone some horrific experiments following the shocking ending of the Dying Light 1 expansion The Following. Now hellbent on revenge against the mysterious antagonist known as The Baron, Crane has to relearn his skills as a survivalist while leveraging some powerful abilities to level the playing field.

Several interactions with key characters also play out in Mass Effect-style chats.

The Beast draws inspiration from Dying Light 2 and does more to make Kyle a more central figure within his story. Along with new third-person cutscenes, there are now more opportunities to help build Crane’s understanding of the state of things in Castor Woods. Several interactions with key characters also play out in Mass Effect-style chats, which can give you more insight into plot developments and to pick up on Dying Light lore. I really appreciate the more focused take on storytelling and character growth from these moments, especially with Kyle Crane front and center. And it’s a cool opportunity to catch up on what’s changed in the world following the events of Dying Light 2.

2. You Hit the Ground Running

Dying Light: The Beast does well to show its teeth early, making the point that this is a more brutal take on the series. Many of the combat encounters in the opening show how aggressive and imposing the infected can be, with even the common foes managing to get the jump on me when I let my guard down. Fortunately, Kyle Crane is a far more capable survivalist than before. So much so that many abilities locked off in different skill trees from previous games, such as the parkour-based high jumps and pulling off counter grabs, are a part of Crane’s core kit and can be used immediately. Furthermore, you can even use new takedowns on weakened enemies, which act as glory kills for the lesser and more elite infected.

I certainly appreciated being able to do so without having to endure much of a retread of the familiar power grind back to securing vital skills. This made me feel a bit more confident to face down foes armed with a hammer or machete, thanks to some amped-up beast powers running through Crane’s body. That said, I still sometimes felt overwhelmed by combat encounters and had to make tactical retreats often to heal. But thankfully, new skills that can be unlocked can help level the playing field, such as the return of the flying drop kick and the array of new beast powers that Kyle can unleash.

3. A More Organized Way to Acquire New Skills

The previous games featured skills spread across the combat, parkour, and survival trees, with your playstyle defining growth for each. Dying Light: The Beast ditches the specialized leveling system in favor of more traditional leveling, with earned skill points spent across the different combat and traversal branches at your leisure. This helps to even out character growth, with The Beast avoiding the lopsided growth that could occur in the first two Dying Lights.

However, the special Beast skill tree will require some more effort to unlock, as only by defeating the various Chimera bosses hidden throughout Castor Woods, which reveal themselves during story missions and hidden locations. Once you defeat one, Crane will acquire a sample of the Chimera, which will expand his more powerful skills.

4. Going Beast Mode

Dying Light: The Beast finally grants players new abilities and skills that have been long-teased throughout the series. As a powered-up state that goes into effect once you’ve dished out or sustained enough damage, Crane will automatically enter beast mode, amping up his melee strikes and agility in ways that let you cut loose against common and elite foes alike. Additional Beast powers add new abilities like a running jump, a ground slam, and even the ability to pick up boulders and toss them at foes, just like those annoying bruiser enemies from earlier games.

The developers even likened beast mode to acquiring a power pellet in Pac-Man.

The Dying Light series has always balanced that sense of power with feeling vulnerable in a fight, but entering beast mode offers up a satisfying burst of strength that not only comes in clutch, but can also lead to a fantastic finish to a fight. The developers even likened the mode to acquiring a power pellet in Pac-Man, which will turn your enemies into weaklings in no time. And while beast mode can come in handy, it’ll unfortunately activate the moment the meter is filled, which can lead to some awkward moments where the action is winding down and you’re still pumped up.

5. Re-embracing Survival Horror by Adding More Danger

One moment that instills a sense of dread for every Dying Light player is right when nightfall hits. In that moment, the game transitions into a full-on survival horror experience as the powerful, volatile infected come out to play. While Dying Light 2 eased the tension of nighttime gameplay to make it more approachable, this ultimately came at the expense of its larger experience. This was later patched with further updates, and The Beast fully embraces the original vision of survival during the night.

Even with Crane’s enhanced beast powers and arsenal of weapons, I still found myself rattled when it came to trying to find safety during the evening. During one particular instance, I found myself trapped on the rooftops of the Old Town district, and I was surrounded by three volatile infected that were actively on the hunt for me after I mistimed my jump and landed into the streets below. The volatile are more aggressive and intelligent than ever, and the nighttime is seriously unsettling to explore. Still, The Beast manages to strike a great balance with making you capable of surviving the odds, but totally vulnerable when left to fend for yourself.

6. This Is Not an Expansion, but a Proper Sequel

A prevailing worry other fans, including myself, had with Dying Light: The Beast was that it was going to be a more bite-sized follow-up, but after my hands-on time, developer Techland had proven me wrong with the upcoming standalone game. The scale of The Beast is much closer to the original Dying Light, which the devs have stated was the sweet spot when it came to playing the more aggressive take on their open-world survival game.

What makes Dying Light: The Beast work well, based on my limited time with it, is that it combines the best aspects of both the original and the first sequel. It adopts a more thoughtful approach to presenting its main narrative and characters from the second, while retaining the more confident and hard-hitting, tense action from the original. Without the decision paralysis that could come from Dying Light 2’s complex narrative, The Beast goes all-in on Crane’s revenge story that’s chock-full of the thrills and scares that the series is all about – and that seems to be what fans are most looking forward to with the next entry in this series.

Atari 50 Is Getting Yet Another DLC Pack, This Time Focused On Namco Titles

The Pac is Back.

Atari 50: The Anniversary Celebration is getting another DLC expansion in the form of ‘The Namco Legendary Pack DLC‘.

No release date has been set at the time of writing, but the new DLC will contain an additional timeline looking at Namco’s history with Atari, along with multiple playable versions of Atari PAC-MAN, GALAGA, GALAXIAN, DIG DUG, and XEVIOUS.

Read the full article on nintendolife.com