Doom: The Dark Ages – The First Preview

After id Software’s brilliant revival of Doom in 2016 and its even tighter 2020 sequel Doom Eternal, it’d be hard for Doom to soar any higher. So it isn’t. Instead, it’s keeping both feet planted firmly on the ground and bringing the high-speed, high-skill-ceiling first-person shooter even closer to the scores of Hell’s minions in the medieval-tinged prequel, Doom: The Dark Ages.

Yes, the new Doom pivots from Eternal’s platforming and instead literally grounds its combat in strafe-heavy gameplay with an emphasis on power. Sure, the great guns are still there – this is Doom, after all! – and that very much includes the new Skull Crusher that stood out in the reveal trailer. You know, the one that eats the skulls of your fallen enemies as ammunition and spits them back out at the still-living bad guys in smaller, higher-velocity chunks. But The Dark Ages also places a huge premium on your three melee weapons: the default electrified gauntlet, which can be charged up; the flail; and the star of the reveal trailer from last summer, the Shield Saw, which can be thrown or used to block, parry, or deflect. “You’re gonna stand and fight,” game director Hugo Martin said after my demo of the new Doom.

Perhaps it won’t surprise you, then, that Martin says The Dark Ages is inspired primarily by three other seminal pieces of pop culture: the legendary original Doom, Frank Miller’s Batman: The Dark Knight Returns graphic novel, and Zack Snyder’s 2006 classic movie 300 – perhaps not coincidentally based on a graphic novel by Miller.

Modern Doom’s trademark Glory Kill finishing-move system has been unsynced, meaning the fatalities can be performed from any angle on the battlefield and will change accordingly.

As further evidence of this, the modern series’s trademark Glory Kill finishing-move system has been unsynced, meaning the fatalities can be performed from any angle on the battlefield and will change accordingly. This is to account for the hordes of enemies that will be around you all the time. Yes, like 300 (and the original Doom), you’ll be surrounded by bad guys in combat bowls that have been significantly widened in The Dark Ages. You can accomplish objectives in any order you want, and wander anywhere you feel like in the levels (which, by the way, Martin says have been shortened a bit where needed to stick closer to his sweet spot of each being about an hour long).

Even better, addressing a criticism I cited in my review of Doom Eternal, The Dark Ages will no longer force you to read its story in the Codex. Instead, the story will play out in cutscenes. And the story will “take you to the far reaches of the Doom universe,” id says, with a big story described as “a summer blockbuster event with everything on the line” as your power as the Slayer is coveted by your enemies.

Martin also made a point to emphasize that the development team is focusing on simplifying the control scheme, believing that in hindsight, Doom Eternal made the controls too complex. Martin said the team wanted something that felt intuitive so that when they pressure the player, they’re not reaching for buttons they’re not familiar with. The aforementioned melee options, for example, will be equipped like equipment (meaning, one at a time). Meanwhile, not only will there be more secrets and treasures hidden around, but the economy has been simplified to one currency (gold), and those secrets will focus on furthering your skill progression. Meaning, tangible, gameplay-altering rewards rather than lore deep-dives.

One thing you definitely can deep-dive into, though, is the difficulty. Custom sliders now let you tweak the challenge however you see fit, with adjustments for things like game speed and enemy aggression (and a whole lot more) at your fingertips in the UI.

I also learned a bit more about two standout gameplay sequences from the reveal trailer: the giant 30-story demon mech (called the Atlan) and the cybernetic dragonback riding. They won’t be one-offs, by the sound of it, but you can’t just call in either one anytime you like. Each has a full suite of abilities and even minibosses to battle. Oh, and one more key bit of information: there won’t be any multiplayer mode this time around, as the team wanted to focus all of its resources into making the best single-player campaign possible. Not that Eternal’s Battlemode was bad, but I imagine most players won’t complain.

But for me, someone for whom the original Doom was transformational in 1993, I just keep coming back to Martin’s pivot away from the (very successful!) direction they were heading in Eternal and his renewed adherence to the design principles of that 30-year-old foundational classic as he designed The Dark Ages. “It’s just gotta be different [from Eternal],” Martin said. “Especially if I loved the game. [If] I wanna play a Doom game, I wanna feel strong, but I’m OK with changing what that power fantasy is, especially if that change brings it closer to classic Doom.”

Hearing that has got me more hyped than ever. May 15 can’t come soon enough.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Koei Tecmo surprise-release Ninja Gaiden 2 Black, “definitive” Unreal remaster of the 2008 hack-and-slash

Team Ninja and Koei Tecmo have surprise-released Ninja Gaiden 2: Black, an Unreal Engine 5 version of Xbox 360 hack-and-slasher Ninja Gaiden 2. It’s out right now on Microsoft’s Game Pass service. I’d say it has materialised from the darkness like a ninja, but there are a lot of ninjas in circulation right now and my analogy-jitsu gauge is running dry. So instead, I’m going to say that it has materialised from the darkness like a resurfacing duck, its beak stuffed with pond vegetation. The pond vegetation, here, stands for “tweaks to the weapons upgrade system”. Here’s a trailer.

Read more

South of Midnight Release Date Revealed at Xbox Developer Direct

During today’s Xbox Developer Director, we saw a new trailer for South of Midnight complete with a release date of April 8, 2025.

In the trailer, we saw a good look at Hazel’s powers, which blend the traditional craft of weaving with magic to allow her to fight, conjure things, and overcome environmental obstacles. As she fights, Hazel “unravels” enemies to destroy them in action combat, and has some elements of customization in her fighting style that can help her counter different types of enemies.

Hazel will visit different different regions ruled by magical creatures, each one with a different Southern Gothic history that she’ll need to heal by collecting their fragmented memories. In the trailer, we got a look at several of these creatures, including a real big bird and a massive crocodile covered in spikes with giant trees going out of its back.

South of Midnight was first announced at the Xbox Showcase in 2023 as a new game from We Happy Few developer Compulsion Games. Set in a magical realist American South, it follows a young woman named Hazel who seems to be searching for her mother in the wake of a massive hurricane, using newfound magical powers called Weaving and encountering all sorts of strange creatures along the way. It reappeared at the Xbox Showcase last year, and we got a hands-off look at it back in November.

You can catch up on everything shown in today’s Xbox Developer Direct right here.

Developing…

Opinion: The Hyped-Up New Pokémon TCG Set Is A Total Bummer To Open

Pokéntial earnings.

It must have been tough for chocolate lovers to get any chocolate when Willy Wonka was hiding golden tickets inside the wrappers.

Joking aside, that’s more or less been the vibe from Prismatic Evolutions, the just-released, mega-hyped Pokémon card set that’s memorable for its heavy representation of the fan-favourite Pokémon Eevee, and all its evolutionary forms. The 180+ card set was smoke-signaled by The Pokémon Company a little under four months out from its January 2025 release, and fans have anticipated it as the de facto set to look out for, largely due to its similarity to the most popular TCG expansion from the company’s previous card generation, Evolving Skies.

Read the full article on nintendolife.com

Assassin’s Creed Shadows: How Two Protagonists with Contrasting Combat Respect the Evolution of the Series

Assassin’s Creed Shadows: How Two Protagonists with Contrasting Combat Respect the Evolution of the Series

If there’s one element of the Assassin’s Creed series that has evolved significantly, it’s the combat. While earlier games established the franchises’ trademark stealth skillset – skulking across rooftops and expertly luring unsuspecting foes into bushes – later instalments introduced a more direct approach, with explosive entrances and confrontational hand-to-hand fights. While previous games have chosen to lean more heavily in one of those directions, Assassin’s Creed Shadows offers the opportunity to indulge in both in a refreshing and incredibly seamless way.

During a recent preview, Xbox Wire got to spend a few hours with Assassin’s Creed Shadows, playing through the prologue missions of the two protagonists, Naoe and Yasuke, and spending some time getting to grips with their two contrasting but complimentary combat styles. We also got to freely explore the game’s open world – which takes us to a gorgeous recreation of Feudal Japan, a new, long-requested setting for the series. What we found was a game that takes Assassin’s Creed forward by respecting multiple facets of its past.

Sneak or Siege – The Choice is Yours 

The contrast between the two characters’ combat styles was a standout aspect for me while playing Assassin’s Creed Shadows. Naoe and Yasuke both have their own distinct way of doing things, and this is immediately prevalent as soon as you start playing with either of them. This not only separates two wildly different ways of playing into distinct entities, it also gives two characters a fighting style that complements their narratives and personalities, an approach that Assassin’s Creed has taken before, but never as intensely.

Naoe feels like a ‘classic’ Assassin’s Creed character, and she performs at her best shrouded in silence and darkness. She can navigate rooftops and trees with ease and, of course, has her trusty Hidden Blade for swift, brutal takedowns. She’s also equipped with a grappling hook to reach high spots quickly, smoke bombs for distraction or stealthy attacks, and kunai to throw. Naoe can hold her own in close quarters combat in a pinch, with the option to wield similarly effective katana and kurisarigama swords, but her strength is in that familiar assassin’s approach. She feels absolutely badass to wield with this arsenal – a tad squishy if she’s overwhelmed and out in the open – but it’s very easy to regain the element of surprise and recalculate her attacks.

Yasuke’s combat is a stark variation, with a lot of focus on ground combat and confrontational brawling. He compliments Naoe’s stealth with pure brawn, equipped with heavy sword and parrying skills, a naginata spear – which deals strong, sweeping attacks to multiple enemies within range – and a Portuguese firearm, a teppo, for devastating ranged blows. There is rarely a cause for retreating to the shadows for Yasuke – the only entrance he needs to scout for is the one he plans to shoulder barge through before launching into an all-out siege, swinging at anything in his path. Yasuke can climb to a more Assassin-friendly perch in a pinch, but his strengths lie in well… his strength.

Best of all, I never felt the need to “main” one of these characters. Assassin’s Creed Shadows allows you to switch between them at will, so it doesn’t feel as though you’re hard committing to one or the other. That said, if you’re a big fan of either classic stealth characters – your Ezios and Altairs – or later, more aggressive leads like Edward and Eívor, there’s always the option to stick solely with what you love best.

Switching between the two also lends itself naturally to roleplaying in a way that Assassin’s Creed games have rarely allowed for. Initially, I chose to take on missions as Naoe, favouring that slick, stealthy assassin outfit. After getting to know the characters a little more, I found myself choosing who to play based on the narrative, as well as their abilities.

To give an example of this: At one point, I managed to talk myself out of a combat situation entirely, choosing to assign a more calculated resolve to Naoe’s character than I would have engaging in the same conversation with Yasuke, who, in my mind, would have just thrown a punch. In another scenario, I took Yasuke on a quest to find someone in a hidden gambling den, and felt like his approach of smashing in with a firearm raised might be more fun than a sneaky extraction mission as Naoe.

Switching between both protagonists while out in the world is incredibly convenient and barely interrupts the flow of your play – once you change character, the one you picked appears exactly where the previous one was standing, so you can immediately crack on with whatever you were doing, whether you need to scale a building, enter dialogue with a certain character or barge into a stronghold for a brawl.

As I did this, I realised I’m intertwining my own story with the one that Assassin’s Creed Shadows is weaving. The result is a highly personalized adventure that you have control of every step of the way, with the ability to change it up whenever and wherever you feel it necessary, and we can’t wait to play more.

Assassin’s Creed Shadows launches on Xbox Series X|S on March 20.

The post Assassin’s Creed Shadows: How Two Protagonists with Contrasting Combat Respect the Evolution of the Series appeared first on Xbox Wire.

Final Fantasy 7 Remake Part 3 Won’t Be a PlayStation 6 Exclusive, Square Enix Says

Final Fantasy 7 Remake Part 3 won’t be a PlayStation 6 exclusive despite Final Fantasy 7 Remake originally launching only on PS4 and its sequel Final Fantasy 7 Rebirth originally launching only on PS5, Square Enix has said.

Speaking to 4Gamer and translated by Genki on X/Twitter, Final Fantasy series producer Yoshinori Kitase and Final Fantasy 7 Rebirth director Naoki Hamaguchi said the PlayStation exclusivity tradition will be broken amid a wider shift to multiplatform releases.

Sony’s PS5 arrived in 2020, seven years after the PS4 arrived in 2013. The same pace would see the PS6 released in 2027, which is the same time Square Enix hopes to release the third and final game in the Final Fantasy 7 Remake trilogy.

4Gamer therefore asked if fans will need to buy a third generation of consoles in order to close out the story, but Kitase said definitively this won’t be the case. “No, you can rest assured about the next one,” he said.

Hamaguchi said Square Enix plans to release future games on a wide range of platforms so as many people can play them as possible. This comes after both Final Fantasy 7 Rebirth and Final Fantasy 16 were well received but failed to meet financial expectations.

Square Enix has already brought both of these to PC, but Final Fantasy 14 director Naoki Yoshida has said Square Enix is looking to double down on Xbox releases too. Nothing has been announced regarding Part 3’s release platforms but fans should therefore expect a release across PS5 (and maybe PS6), PC, and maybe even Xbox. The franchise is reportedly gearing up for a release on the Nintendo Switch 2 console too.

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

The psychogeography-est of Disco Elysium’s spiritual successors is a gonzo journalism RPG named Hopetown

Where were you on October 11th last year? If you were Edwin, Brendy, or myself – which, statistically, you are not – you were writing news articles about one of three aspirant spiritual successors to detective RPG Disco Elysium. It was an “I’m Spartacus”-ass day of press releases, culminating in the announcement of a project from former ZA/UM writers Argo Tuulik and Olga Moskvina.

Before that came sci-fi RPG XXX Nightshift, and before that was an unnamed “psychogeographic RPG” from newly formed Longdue. We now know that it’s called Hopetown, and Longdue are set to launch a crowdfunding campaign which you can “pre-register” for here, should you wish. Here’s the sell:

Read more

Warner Bros. Games Boss David Haddad Is Leaving the Company, a Year After Suicide Squad: Kill the Justice League’s Disastrous Launch

Warner Bros. Games boss David Haddad is set to leave the company, according to a new report.

Variety said Haddad will leave his role as president of Warner Bros. Interactive Entertainment after 12 years of leading Warner Bros. Games.

The company has had a troubled 12 months, first with the catastrophic release of Rocksteady’s Suicide Squad: Kill the Justice League, then the disappointing release of Smash Bros.-style brawler MultiVersus.

Warner Bros. Discovery has said Suicide Squad: Kill the Justice League’s failure contributed to a $200 million hit to its business, and MultiVersus added another $100 million on top. Warner Bros. Games’ only new game release during the third quarter of 2024 was Harry Potter: Quidditch Champions, which failed to make an impression.

Speaking in a financial call, Warner Bros. Discovery President and CEO David Zaslav said: “We recognise [the games business] is substantially underperforming its potential right now.”

Since then, Suicide Squad: Kill the Justice League post-launch content has come to an end with the delivery of its year one roadmap. Warner Bros. has yet to announce Rocksteady’s next game, but it is reportedly helping out on a director’s cut of Hogwarts Legacy. The legendary British studio has suffered a number of layoffs in recent months.

There are also question marks over Mortal Kombat 1’s financial performance, although NetherRealm chief Ed Boon recently announced over five million sales and teased future DLC following the release of the T-1000 Terminator guest character.

During the same financial call, Zaslav said Warner Bros. was doubling down on four games: Hogwarts Legacy (a sequel is already in the works), Mortal Kombat, Game of Thrones, and DC, “in particular Batman.” Warner Bros. recently published VR game Batman: Arkham Shadow exclusively on the Meta Quest 3, and has a Wonder Woman game in the works at Monolith Productions.

“We are focusing our development efforts on those core franchises, with proven studios to improve our success ratio,” Zaslav added.

According to Variety, Haddad will stay on with Warner Bros. discovery for the next three months as the company looks for his replacement during an apparent quieter release schedule.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Dwarf Fortress Steam edition’s Adventure Mode is out today

Dwarf Fortress‘s Adventure mode – a procedurally generated campaign that lets you approach the famously dense colony sim like a more traditional roguelite – is now out as a free update on Steam. The game represents perhaps the most cavernous, yawping blind spot in my entire pile of shame. I do own it, but I’m yet to play. I’ve already read a great deal of extended wordery on its merits – please, sell it to me in the comments in seven words or less. Here’s a trailer:

Read more

Capcom Experimenting With Generative AI to Create ‘Hundreds of Thousands of Unique Ideas’ Needed to Build In-Game Environments

Capcom is experimenting with generative AI to create the “hundreds of thousands” of ideas needed for in-game environments.

As video game development costs rise, publishers are increasingly looking to controversial AI tools to speed up work and cut costs. Call of Duty reportedly sold an “AI-generated cosmetic” for Call of Duty: Modern Warfare 3 in late 2023, and fans accused Activision of using generative AI again for a loading screen last year. EA said in September that AI was “the very core” of its business.

In a new interview with Google Cloud Japan, Kazuki Abe, a technical director at Capcom who has worked on huge titles like Monster Hunter: World and Exoprimal, explained how the company is experimenting with implementing AI in its game development processes.

“One of the most time-consuming and labor intensive parts of game development is coming up with hundreds of thousands of unique ideas,” Abe explained (via Automaton). He added that designs for things like televisions require their own unique designs, logos, and shape. “Including unused ones, we ended up having to come up with hundreds of thousands of ideas,” he continued.

Multiple proposals are needed for the thousands to tens of thousands of these kinds of objects per game, and each proposal includes illustrations needed to communicate the idea to the art director and artists as well as text, Abe explained.

Seeing room for efficiency improvements, Abe created a system where generative AI could read various game design documents and an AI could output the ideas, enhancing development speed and efficiency, delivering feedback for itself in the process and further refining output.

His prototype, which taps into multiple AI models such as Google Gemini Pro, Gemini Flash, and Imagen has apparently received positive feedback from internal development teams. The result of implementing the AI model would ultimately “reduce costs significantly” compared to doing them all by hand, while also improving quality.

Right now, Capcom’s experimentation with AI models appears to be limited to just this system, leaving other aspects of game development, such as ideation, gameplay, programming, and character design firmly in the hands of humans.

Sayem is a freelancer based in the UK, covering tech & hardware. You can get in touch with him at @sayem.zone on Bluesky.