Synduality Echo of Ada Review

The first time I lost my mech in Synduality Echo of Ada was on my second sortie, and a lot of things went wrong. I didn’t buy insurance beforehand and I took way too much stuff out with me because I hit the wrong button, and then I chose not to take a moment to repair right before I got into the encounter that killed me. I made a series of avoidable mistakes followed by a bad decision, and this mech-flavored extraction shooter made sure I lost everything I had for it – so it’s a good sign that, after I was done cursing Synduality and then myself, I was immediately excited to try and get it all back. Satisfying combat means going out on a sortie is always tense, but its slow start can really bog down an otherwise great run, and I wouldn’t blame anyone for dipping out before they see the good stuff.

There’s a pretty cool premise: In the far future, humanity has been nearly wiped out by a mysterious blue rain which, in addition to killing humans on contact, makes animals and plants gigantic and aggressive. To survive, society has moved underground and adopted the use of enormous mechs called Cradlecoffins to explore the surface world and gather energy-producing crystals. Your goal: Get up there, get the things you need to upgrade your base and make some cash, and get out before the locals turn your Cradlecoffin into a… gravecoffin?

Cradlecoffins aren’t your traditional mechs. They’re slower than something you’d find in Armored Core – though similarly armed – but faster than the behemoths you’d see in MechWarrior. Ready for a deep cut? They’re actually a lot like the mechs from 2002’s Phantom Crash, which is to say they are a nice balance of being reasonably fast but still heavy and limited in terms of, shall we say, vertical mobility. Armored Core mechs can dunk like Jordan; Cradlecoffins got no ups.

But you’re not out there alone. In addition to your mech, you’ve got a Magus — think a humanoid AI you can fully customize and play dress-up with — helping to guide you when you’re out on the surface by marking objectives on your map, alerting you to threats, and even keeping track of the weather. You can be as normal or as strangely intimate as you want about the creation process (you can bathe them, which is… weird), though it kinda seems as if Synduality assumes you’re more likely to pick a robo-girlfriend than a robo-boyfriend based on the clothing choices available. (Even the AI-controlled Cradelcoffins largely have robo-girlfriends.) There are several different personalities to choose from, including supportive mentor lady; demure, eager-to-please girl; encouraging big brother; and spicy athlete who just wants you to be the best version of yourself. They’re an oddly likeable little crew — I chuckled when my robo-girlfriend essentially told me to stop whining and eat my veggies (read: weeds that we had removed from the base) or she’d beat me up. And since they’re the only companion you’ll have for most of your time with Synduality, their presence is welcome.

Most of the other players I’ve seen aren’t out there to kill you.

In addition to their clothes and look, you can also customize the special abilities and focus of your Magus, whether that’s finding crystals, providing more info about different hostile creatures (called Enders), or giving you the lowdown on the other Cradlecoffins you’ll run into once you pop out on the surface. I liked both the option that’s good at protecting me from the evil rain and the one who has a knack for spotting other Cradlecoffins at range because hearing another potentially hostile player’s engine in this game is stressful, but I appreciate that you can tailor your Maguses (Magi?) to assist you be the best pilot (AKA Drifter) you wanna be.

You’ll run into other players in Synduality’s world, but in my experience, most of them aren’t out there to kill you and take your things. Usually, an encounter means the two of you being very cagey, aiming your guns at each other, until one of you finally uses the wave emote. Then the other returns it and you both go on your way, always facing each other as you retreat like you’re a gunslinger staring down somebody you’re unsure of, because the back of your Cradlecoffin is its most vulnerable point. It’s admittedly tense, as an extraction shooter like this should be, because you’re never more than a single uninsured run away from losing all your things.

The whole “we’re all working together to help humanity” thing sets up that cautious camaraderie, but there is always the danger that someone’s gonna see your shiny shotgun and think “I want that and I don’t wanna work for it.” I’ve exchanged some gunfire with other pilots, but it’s pretty rare early on. It’s very funny when three Craddlecoffins share one of the elevators that bring you to and from the safety of the underground, and very relieving when you’re about to put a sniper round through the back of someone’s Cradle but then notice that they are running with two buddies and your patience probably saved your life.

Of course, another time I saw somebody take a bad fight against some Enders with their back to me while I was above them with a sniper rifle, and… well, I hope they were insured. That was exhilarating and tense and, one day, somebody’s going to nail me and I won’t blame them. What’s that old Hemingway quote? “There is no hunting like the hunting of mechs, and those who have hunted armed mechs long enough and liked it, never care for anything else thereafter.” Yeah. Yeah. Admittedly, taking a golden opportunity like this will put you on the Drifter Support Association’s naughty list for a while (and doing it enough will make you a bounty target for other players), but if you go long enough without taking a shot at somebody when you’re only on probation you’ll be fine.

One day, somebody’s going to nail me and I won’t blame them.

Managing each mission means making a lot of interesting choices. How far from the elevators are you willing to venture? What kind of materials are you looking to collect for your base, and how much are you going to risk to get them? How much ammo will you head out with? What kind of mech? Will you prioritize carrying capacity or defense? All of these choices matter, and you may regret your words and deeds when you’re sitting at low health with no repair kits, far away from an elevator in a world where everything wants to kill you. Knowing what you want to accomplish on a given run, and choosing the right tools to do it, is key.

The stuff you bring back to base can be used to spruce it up, which is good because it starts off as a literal cave covered in weeds. That could mean something simple like adding floors to your living space, upgrading your Item Warehouse so you can store more stuff, or building a Production Space to create your own repair kits. Every little upgrade you manage feels meaningful, and it’s cool to watch your base go from an empty shell to something functional with a lot of different systems to make your life easier.

But this also brings me to Synduality’s biggest problem: the grind. There’s just not a lot of variety here, and the first dozen or so hours have you doing the same thing over and over again: you’ll go out on the same map, head to the same areas to find the upgrade supplies you’ve wishlisted so your Magus can track them, fight the same Enders, deal with the everpresent threat of violence from other players, and then head back to base and do it all again. That’s fine; this loop remains tense, and while fighting Enders loses its appeal after a while because you learn how to deal with them quickly and then just repeat those strategies, the threat of losing all your stuff carries the day.

Again, though, the issue is how long it takes to make real progress. Getting enough of the supplies you need for any given upgrade or to complete a Request (quests that send you to do something specific on the map, like collecting so many of X thing, killing so many of Y Ender, and so on) takes several runs, and a lot of progress early on is hidden behind unlocking the right stuff. Once you do, things really open up, but those early hours can drag.

Even when you do finally get enough materials, you often have to wait for an arbitrary, real-world time gate before your next upgrade goes through, which means you’re stuck either vibing in your base with your Magus in admittedly pretty enjoyable chatting sequences, taking a break to go do something else (like make a sandwich), filling that time with sorties to stockpile resources, or ponying up some currency (either in-game or real-money) to make it go faster.

This brings me to Synduality’s biggest problem: the grind.

That said, you’re only ever one run away from something really cool. Once, I had two back-to-back deaths to Enders; the first time I was repairing and a flying Gazer swooped in and ended me before I could react; the second, I got jumped by a group of Chasers. I was insured, thankfully, but insurance takes a while to pay out, and it doesn’t actually replace what you lost – it just reimburses the total cost of those items. I was… upset, to put it lightly. Some of the lost stuff I’d gotten from progressing through Synduality’s battle pass, which meant I didn’t actually have the means to replace it manually yet.

But on my very next run, where I was forced to play small ball with a basic mech that costs nothing to replace, I ran into someone else’s destroyed mech and took everything I could, which got me some parts I’d lost on my very first death and stuff I could use while I waited for my insurance payout. The luck I had early on had mostly been bad, but that was the moment things changed – including my view on Synduality overall, which had been more mixed until that moment. Once you get into the groove it’s a lot of fun, and you can really drill down on what you want to focus on each run, whether that’s finding supplies to upgrade your base, completing requests, or whatever else.

And you never know when you might find something cool. Once, I ran into two downed Craddlecoffins full of loot and grabbed as much as I could, then booked it immediately back to the elevator. Christmas came early. It’s just a shame it takes so long to get to that point – though, to Synduality’s credit, it does try to ease you in and is more friendly to new players than many extraction shooters because of the insurance system and the way it flags people who’ve been hostile to other players. I just wish it opened up for you faster after that introduction.

Synduality does, eventually, give you more to do. You’ll unlock another map with new environments, harder Enders, and more difficult objectives, but that also means more experienced players with better stuff, some of whom will be helpful and some… not. There are also single-player missions which play out like combat gauntlets, and I really enjoyed the ones I played. They’re a great way to learn to deal with other Cradlecoffins in particular. Unfortunately, they don’t give you anything you can carry back with you besides some video and audio logs that explain the lore. These missions are fun, but right now they feel disconnected from the main activity of hunting for resources, and that’s a shame; I just wish completing them gave you money or plans to build some of the mechs you use, or something.

Beyond those there are co-op missions you can do, but since there’s unfortunately no way to squad up with your friends before you head out onto a map you have to team up with players you run into. Joining up with them gives you a new co-op objective — the first one I did asked us to destroy a corrupted crystal protected by lots and lots of Enders who spawned in to give us trouble. The thing with these missions is you’re only squaded up for as long as that objective lasts, so once that crystal was history, our alliance was broken. Neither of us ended up shooting at each other, but we were both pretty wary as we backed away. Like everything else in Synduality, there’s a lot of risk/reward to co-op missions, but you also get a lot of good stuff if you get home alive.

Then there are the microtransactions and battle pass (we live in Hell!) that can speed up the process of getting a better Cradlecoffin (or goodies for your Magus) substantially, which chafes because this is not a free-to-play game. When I lost everything in that first run, I was able to get back on my feet pretty quickly because the code provided by Bandai Namco for this review unexpectedly came with the deluxe version of the battle pass and several level skips. If I hadn’t had that, progress would have been slow outside of regularly completing daily and weekly quests, which award a ton of experience – though at least you’re always making progress towards one and they rarely feel stuck.

Because of that, Synduality feels like it’s made to be played in chunks – but to its credit, the battle pass gives you a decent amount of stuff for free… assuming you don’t then immediately lose all of that stuff to another player. Whether it’s in-game currency or real money, you’ll have to pony up for everything, but Synduality is at least upfront about that, and it does feel like you can make progress at a reasonable pace even if you don’t open your wallet to buy the deluxe version.

Poll: Is It Finally Time For Castlevania To Rise Again?

Rumours point to a brand new whip-cracking game.

Konami’s beloved Castlevania series is back in the headlines at the moment — season 2 of Castlevania: Nocturne dropped on Netflix a few weeks ago (and, spoilers, it’s very good). But the rumour mill is running, and it’s pointing towards a brand new Castlevania game.

Yesterday, Chinese-based journalist and GamesIndustry.biz contributor Daniel Camilo has heard from “reliable sources” that a brand new “AAA” Castlevania game will be revealed this year (along with a few other notable series). And Portuguese website GeekInOut has corroborated the rumours via its own sources “with knowledge of Konami’s plans”.

Read the full article on nintendolife.com

The PDP Riffmaster Wireless Guitar Controller for PS5 Just Dropped to Its Lowest Ever Price

Although I love playing my guitar whenever I get the chance, some of my favorite memories with a guitar are actually Rock Band memories. There’s something so satisfying about holding a guitar controller and feeling like I’m actually playing songs that I would never dream of playing on a real guitar.

While my own Rockband days ended a long time ago, the music goes on with the likes of Rock Band 4 and Fortnite Festival. And if you want to keep playing those games or get back into them, PDP released a new wireless guitar controller just last year that can help you do that. It’s pretty expensive, but Amazon has just dropped the price to a new low with a 20% discount.

PDP Riffmaster Wireless Guitar Controller Sale

When this controller first came out back in May 2024, it sold out very quickly. This is largely because there just aren’t really any new guitar controller options available outside of this one. The compatibility with Rock Band 4 and Fortnite Festival allow new and old players to experience and upgrade that feels more in line with modern controllers.

While it is normally priced at $129.99, the discount Amazon is running right now drops that all the way down to $104. This is the lowest-ever price we’ve seen on Amazon for the Playstation compatible version of this controller, and likely the lowest one we’ll see until sales events later in the year.

While this is a fairly unique controller, it’s the overall best PS5 controller you can buy if you’re looking to play Rock Band 4 or Fortnite Festival on your PS5 or PS4. If you’re interested in more PS5 accessories, however, we’ve gathered some below.

Save $50 Off the Meta Quest 3S VR Headset and Get a Bonus $50 Best Buy Gift Card

If you’ve wanted to give VR gaming a try but the cost of entry has kept you at bay, then you might be interested in the first great Meta Quest deal for 2025. For a limited time, Best Buy is taking $50 off the Quest 3S 256GB VR headset, now only $349.99. But that’s not all. You also get a bonus $50 Best Buy gift card and 1 month of Xbox Game Pass Ultimate for free. That essentially brings the price down to the same level as the base 128GB model.

To sweeten the pot even more, the package also includes a copy of Batman: Arkham Shadow VR game and a three-month trial of Meta Quest+. In IGN’s 8/10 review, Dan Stapleton wrote that “Batman: Arkham Shadow makes most of the Arkham series’ defining gameplay work respectably well in VR, and its mystery story pays off.”

Meta Quest 3S VR Headset with Batman: Arkham Shadow

The Quest 3S is an improvement over the original Quest 2 in every way and, amazingly, without a price increase. It also adopts many of the same features of the more expensive Quest 3, like the new and improved Touch controllers, the upgraded SnapDragon APU, and support for full color AR passthrough. In IGN’s 9/10 Quest 3S review, Gabriel Moss wrote that “raw processing power, full-color passthrough, and snappy Touch Plus controllers make the Quest 3S a fantastic standalone VR headset that also brings entry-level mixed-reality gaming to the masses for – arguably – the very first time.

What really sets this deal above all other VR deals is that the Meta Quest 3S can be played completely untethered. That means you can play games like Beat Saber or Pistol Whip without having to own a powerful gaming PC or a PlayStation 5 console. Try to find another standalone VR headset at this price and you’ll come up empty.

How Is the Quest 3S Different from the Quest 3?

Even at retail price, the Quest 3S comes in at $200, or 40% cheaper than the $500 Quest 3. Obviously, some compromises were made to get the 3S to its competitive price point. The spec comparisons are listed below:

Quest 3S vs. Quest 3 Similarities

  • Snapdragon XR2 Gen 2 processor
  • Touch Plus controllers
  • 120Hz refresh rate
  • Mixed reality passthrough (same cameras, different layout)

Quest 3S vs. Quest 3 Differences

  • Lower per-eye resolution (1832×1920 vs 2064×2208)
  • Fresnel lens vs. pancake lens
  • Lower FOV (96°/90° vs 104°/96°)
  • Smaller storage capacity (128GB vs 512GB)
  • Longer battery life (2.5hrs vs 2.2hrs)

In essence, the Quest 3S is nearly the same headset but with downgraded optics. On the plus side, since both headsets use the same processor, running at a lower resolution reduces the load on the APU, which could theoretically improve performance in games and also account for the increased battery life.

For the price, the Quest 3S is unquestionably a better value than the Quest 3, and a better choice for most gamers, especially if the Quest 3 was completely out of your budget in the first place. Compared to the previous generation Quest 2, the decision is even easier.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

Monster Hunter Wilds Beta Players Share Love — and Fear — for Its New Flagship Monster Arkveld

The Monster Hunter Wilds beta is back, and it’s got a few new fights in tow. Beta players are already grappling with its big challenge, a fearsome new foe called Arkveld, and its eliciting both excitement and dread.

Arkveld is the new flagship monster for Monster Hunter Wilds. This means the beast is the cover star for the game, and stands to play a significant role in the course of players’ journeys through Wilds. As part of the new beta test, courageous hunters can try to tackle a hunt for the Chained Arkveld, with a 20-minute time limit and five “faint” limit.

As ambitious players are discovering, this new monster packs a punch. Arkveld is a massive winged beast, with electric chains stretching out from each of its arms. It can swing them around and make the air crackle with its thunderous attacks, and it’s surprisingly fast, too.

Experienced hunters are still finding themselves sent back in a cart by its powerful moves. It’s an impressive display of the new technology, as Arkveld uses its whips to move around, throw out long-reaching attacks, and generally be a menace. One attack in particular has Monster Hunter players in the beta thunderstruck, as it grabs the hunter and roars at them before slamming them down.

Arkveld is even causing some mild unexpected havoc. I really enjoyed this video one player on the r/MHWilds subreddit captured, of Arkveld interrupting their meal. The wilds are no place to go for lunch, it seems.

It’s a visually impressive fight and an incredibly dangerous monster. While the difficulty might be worrisome for some, the Monster Hunter faithful seem spurred on by it. Taking down big, dangerous monsters is the name of the game after all, and seeing Wilds’ flagship monster be so fearsome and iconic in equal measure is a reaffirming notion. Additionally, the “Chained” note — plus Arkveld’s flagship status — has some players considering whether there could be an even more terrifying “Unchained” version down the line.

The Monster Hunter Wilds Open Beta Test 2 runs February 6 through 9, and then returns February 13 through 16. Both Arkveld and returning monster Gypceros are available to hunt, and there are some other added features, like a Training Area and Private Lobbies.

Monster Hunter Wilds will be out on February 28, 2025 for PlayStation 5, Xbox Series X|S, and PC. You can read more about Capcom’s latest hunting expedition in our IGN First coverage, including our Monster Hunter Wilds Final Preview here.

Check out our guide to the Monster Hunter Wilds Beta, including info on how to play multiplayer with friends, all the Monster Hunter Wilds weapon types, and the confirmed monsters you could encounter.

Eric is a freelance writer for IGN.

Diceomancer review

Roguelike deckbuilders need to do something pretty special to stand out nowadays, what with the Slay The Spileup of bangers over the past few years. Cobalt Core, Wildfrost, Samurai Showdown (if you squint). All excellent, but Diceomancer stands out above even those, thanks to a clever gimmick and a hefty dose of chutzpah. It’s there in the strapline, you know the deal, but to emphasise: you can reroll ANY number on your screen.

Your health, enemy health, attacks, blocks, buffs, mana, gold – all fair game. The numbers in encounters. On Relics. Have at ‘em! Heck, and that’s before you start scribbling in the rulebook.

Read more

Opinion: Miiverse Was Fine, But Does Anybody Really Want It Back In 2025?

Stuck in Miiverse.

It probably says something about the system that the question ‘y cant metroid crawl?’ is one of the most memorable nostalgia nuggets from the Wii U era.

Don’t get me wrong – while the initial messaging was poor, the GamePad’s killer apps never really arrived, and the system itself was slow and bulky, I still loved my Wii U. But with Nintendo spending the last eight years picking at its carcass and making its greatest hits accessible on 150 million more consoles, many memories made by the Wii U’s faithful few are now muddled with the shinier ‘Deluxe’ versions.

Read the full article on nintendolife.com

The Sims at 25: How an Iconic Series Kept Up with the Game of Life

The Sims at 25: How an Iconic Series Kept Up with the Game of Life

25 years ago, The Sims made history with the first instalment of a legendary series that would go on to be one of the best-selling of all time. Few simulation games have enjoyed the success and longevity of The Sims – and the freedom and creativity to play with life however you want has afforded the series near-unrivalled appeal in the years since.

This week, Electronic Arts is celebrating this milestone and the history of the series in a big way, which includes a huge The Sims 4 Free Content Update containing new Create a Sim options, clothing, Build/Buy Items and much more. The festivities will also include the limited-time Blast From The Past Event, which lets players earn revamped versions of iconic items from the original The Sims game via in-game goals.

We had the opportunity to chat with Kevin Gibson, Production Director for The Sims at EA. Gibson has been working in production roles across the franchise since 2003, and has first-hand experience of how the series has evolved in that time. The studio is abuzz with excitement about the franchise’s birthday, and Gibson shares that digging deep into the series’ past to rediscover nostalgic highlights has been extremely rewarding.

“Our incredible players have shown us that no one does life like The Sims, and we wanted to celebrate this journey we have been on together,” Gibson says. “25 years ago there was a game with an idea that made big a splash at E3, and look where we are today! We’ve been part of multiple generations and touched millions of lives.

“We wouldn’t be here today without that, and we wanted to take a moment to pause and recognize all of our players – from those who were there at the E3 launch in 1999, to those that are brand new Simmers today enjoying The Sims 4 for the first time. All of the Simmers from all of the years and all of the different ways to play The Sims, are part of this 25-year journey, and this is our way of saying thank you.”

Blast From The Past

The Blast From The Past event is a particularly nostalgic look back at the early 2000s, bringing memorable clothing, furniture and decor from the early Sims games into The Sims 4. Among the items are some of my personal favourites, including two bold neon inflatable chairs, a three-tiered cake, and the fabulous light-up dancefloor where my young self also ordered many a Sim to boogie on down.

A lot has happened in the world in 25 years too – in the year 2000, The Sims created a simulation in the image of real life. Now, that original game serves as a time capsule to a past life. For example, in the first game, putting a wired phone inside your home was a necessity. In The Sims 4, Sims carry their own mobile phones, brimming with services that can be accessed anywhere, just like us.

“We’ve taken time to really explore the history of The Sims, going back to the roots and playing the original game, as well as exploring many of the previous game launches to remind ourselves of all the different ways people play with life,” Gibson tells us. “Everyone at the studio has had a different part of the franchise they cherish as meaningful to them, and the opportunity to share those moments with our players as part of the 25th birthday celebration has been a lot of fun.”

Preserving the Spirit of The Sims

The original The Sims was great fun, but often irreverent, difficult and downright wacky in the scenarios it presented. Your Sims could perish in freak accidents, their shrill screams piercing through your cheap PC speakers, all while another Sim is receiving a mysterious prank call about canoes. While The Sims has evolved to welcome a wider audience across two decades, its spirit remains largely unchanged, and this is something that the team has always wanted to preserve.

 “The Sims was hard. Your Sims died, a lot. However, a core concept of The Sims was that it was your story and the game provided the push back in a humorous way,” Gibson says, “The tradition of letting the player tell their story, while the game pokes at the edges with humor and challenge has been a key pillar of how we make decisions for the game.”

The Sims 4 continues in that original spirit of serving the needs of the player and the story they are telling, while using comedy to enhance the story in new and different ways – your Sims can die, they can be ghosts, they can romance the Grim Reaper… or even become a Reaper themselves.

Even at over a decade old, The Sims 4 continues to feel fresh, with a consistent roadmap of content packs and updates. The Sims as a franchise has always evolved over time, marking huge economical, societal and technological advancements inside its progression systems, and that is reflected in the recent Free Content Update.

The Sims 4 team wanted to give our players something that felt more in line with today’s fashions and trends for clothing and decor,” Gibson adds. “We spent time doing a full review of our assets in the game, finding where there was room to draw inspiration from modern expectations of aesthetics and style that our players expect as part of the new content we wanted to add.”

The Sims can draw from reality, fantasy and science fiction, romance, home decor, world culture, travel and so much more,” Gibson adds. “We’re always building onto this ever-growing toybox of options and experiences within The Sims. In addition, we have a large group of people who are all eager to share moments from their lived experiences and help bring authentic nuances to the game to help tell stories players are interested in telling.”

The Sims team has also kept a close eye on community requests and discussions over the years, and lots of additions that have been made to The Sims 4 directly reflect what the players are asking for, a demonstrable commitment to building a game for everyone.

“Our evolution has been fuelled constantly through listening to our players,” Gibson adds. “The Sims is about the player, the story they are trying to tell, the creative space they are trying to build within, and the expression they want to have within the game. We have evolved the most in the need to change and grow to meet our players expectations of this franchise and to reflect the world we all live in.

“From the beginning, we’ve always sought to immerse our player community in this different version of the world we know, where they can experiment and explore, and express themselves. Across all our games and spin-offs, this core commitment to creativity and imagination has always remained true, and underlying it all is an enthusiastic, endlessly inspiring community.”

The new The Sims 4 Free Content Update and Blast From The Past Event are available to play in The Sims 4 now. There are lots more Sims celebrations going on this week – be sure to visit the official website for more information. The Sims 4 base game is also free-to-play on Xbox Series X|S and Xbox One.

The Sims™ 4

Electronic Arts


717

Xbox One X Enhanced

Unleash your imagination and create a unique world of Sims that’s an expression of you! Download for free and customize every detail from Sims to homes, and much more. Choose how Sims look, act, and dress, then decide how they’ll live out each day. Design and build incredible homes for every family, then decorate with your favorite furnishings and décor. Travel to different neighborhoods where you can meet other Sims and learn about their lives. Discover beautiful locations with distinctive environments and go on spontaneous adventures. Manage the ups and downs of Sims’ everyday lives and see what happens when you play out scenarios from your own real life! Tell your stories your way while developing relationships, pursuing careers and life aspirations, and immersing yourself in this extraordinary game, where the possibilities are endless. Play with life!

Download for Free – The base game of The Sims™ 4 is free to download. Get a plethora of options for building homes, styling Sims, and customizing their personalities. Craft their life stories while exploring vibrant worlds and discovering more ways of being you all at no cost.

Create Unique Sims – A variety of Sims are yours to personalize, each with distinct appearances, dynamic personalities, and inspiring aspirations. Use powerful customization features to bring your imagination to life. Create yourself, your favorite celebrities, your fantasy, or your friends! Change your Sims’ clothing to reflect your mood, develop stories that deepen your world, and give their lives purpose with traits and aspirations.

Build the Perfect Home – Effortlessly build and design homes for your Sims in Build Mode. Construct the home of your – and their – dreams by planning its layout, choosing furnishings, and altering the landscape and terrain. You can even add a pool, basement, and garden, or rebuild with new ideas and designs!

Play with Life – Control every moment of your Sims’ lives from their relationships to their careers. Your choices shape every aspect of their lives from birth into adulthood. Along the way, develop your Sims’ skills, pursue original hobbies, take them on adventures, start new families, and much more.

Add New Experiences – Use the Gallery to find inspiration from a community of players just like you. Download and comment on your favorite Sims, homes, and designed rooms.

Get More with EA Play – EA Play* members can expand their career possibilities with The Sims™ 4 Get to Work Expansion Pack

*Conditions, limitations and exclusions apply. See tos.ea.com/legalapp/eaplay/US/en/PC/ for details. Conditions & restrictions apply. See ea.com/legal for details.

The post The Sims at 25: How an Iconic Series Kept Up with the Game of Life appeared first on Xbox Wire.

Share of the Week: Climb

Last week, we asked you to climb to new heights in the game of your choice using #PSshare #PSBlog. Here are this week’s highlights:

m1rko_vp shares Jin scaling the side of a building in Ghost of Tsushima.

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Misfunkshun shares Eivor climbing up a cliffside in Assassins Creed Valhalla.

call_me_xavii strikes Astro Bot climbing up a ladder made of fellow bots.

fsantos1697 shares Chloe climbing up a rope within a cave

xenobitz shares wrestlers scaling a cage in WWE 2K24.

Hedronik shares Alan climbing up a ladder during the Herald of Darkness sequence in Alan Wake 2.

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?

THEME: Romance
SUBMIT BY: 11:59 PM PT on February 12, 2025 

Next week, we’re feeling the love. Share moments that spark romance in the game of your choice using #PSshare #PSBlog for a chance to be featured.

Pokémon TCG Pocket Trading Has Spurred a Strange Black Market for High Rarity Cards

Pokémon Trading Card Game Pocket has a strange black market where players are buying and selling the digital cards online via its controversial trading mechanic.

Myriad listings for Pokémon TCG Pocket cards have appeared on eBay, with players charging $5 to $10 per card. This is only possible through the game’s recently introduced trading mechanic, as these sellers are simply asking to exchange friend codes with the buyers and then sending a card over.

One $5.99 listing for a Starmie ex, for example, asks buyers to ensure they have 500 Trade Tokens, one Trade Stamina, and most importantly, an “unwanted Pokémon ex” to exchange for the card they actually want.

This is where things get a bit strange. While it’s already a blatant breach of the Pokémon TCG Pocket terms of service — as “buying or selling virtual contents or data on the service” is not allowed — the seller in these situations essentially loses nothing.

The buyer gives up a card they don’t need for a card they do, which is a regular trade beyond the price tag, but the buyer doesn’t lose stock. Per the restrictions on trading, only cards of the same rarity can be traded, meaning the seller gains an ex Pokémon when they sell one and can therefore just sell it again.

Myriad listings for ex Pokémon and 1 Star, alternate art cards, the two rarest available to trade, are listed on eBay, each with varying price tags. Entire accounts are on sale too, offering the likes of Pack Hourglasses and rare cards within them, though this is a fairly common for online games, breach of service or not.

Trading in Pokémon TCG Pocket proved controversial upon its release last week, though this trading online isn’t directly related to the complaints.

Alongside the standard mechanic that restricts players from opening packs or Wonder Picking or, now, trading too much without spending real world money, the feature was also introduced with an extra restriction called Trade Tokens. Players criticized the high cost of obtaining these, as they essentially had to delete from their collections five cards before trading one of the same rarity.

This black market would have spawned even if trading had been released with absolutely no restrictions, however. The only relation to what players have complained about so far is in how bare bones the mechanic is, as there is no way to trade without being friends with another player.

This is because some players, like siraquakip on Reddit, were hoping for “a pretty safe way for the community to connect more.” Players have called for the ability to put cards up for trade publicly within the app, alleviating the need for using external websites like Reddit and Discord, and now eBay, to find the cards they need.

Developer Creatures Inc. has already warned players against buying and selling cards using real world money and other methods of cheating, telling players before trading launched that “if we confirm that a player has engaged in behavior that violates the Terms of Use, we will warn them, suspend their account, or take other action.”

The irony is that Creatures Inc. deployed the hated Trade Tokens mechanic in order to stop exploiting the system in ways exactly like these eBay sellers are doing. It’s therefore clearly not worked, but has turned much of the community against the developer.

It’s currently “actively investigating ways to improve” the trading feature but hasn’t released any specifics on how it will do so despite complaints starting three weeks ago when it first unveiled the feature.

Fans have claimed trading is being implemented as a means of increasing revenue for Pokémon TCG Pocket, which is estimated to have made half a billion dollars in less than three months, before trading was possible.

This is also evidenced by the inability to trade cards of 2 Star rarity or higher, as if players could immediately trade for their missing cards, they wouldn’t need to spend $10 or $100 or more for a random chance of getting them. It cost one player around $1,500 just to complete the first set, for example, and the third in three months arrived last week.

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