Hyper Light Breaker Early Access Review

Normally, when a sequel is announced that’s a wild departure from the original, I welcome it with open arms – look no further than my inexplicable but everlasting love of Banjo-Kazooie: Nuts & Bolts as evidence. But after more than a dozen hours with Hyper Light Breaker – a follow-up (though not a proper sequel) to one of my all-time favorite indie games, Hyper Light Drifter – I feel like Vito Corleone telling y’all to look at how they massacred my boy. There’s clearly the skeleton of a good action-RPG hidden somewhere in this incredibly challenging co-op roguelite, but it’s currently buried deeper than the sun can see under sloppy combat mechanics, shallow and frustrating exploration, and scant content that feels repetitive after just a couple hours. Of course, this is its early access launch, so there’s always hope an initially rough package will transform into something much better with enough time, but what’s here right now is largely a disappointment.

The goal of each run is to hunt around a randomized map for better gear and key items before taking on three highly deadly and supremely irritating bosses, then extract yourself back to base to regroup, buy some upgrades, and do it again. The procedurally generated worlds you and up to two friends will spend most of your time exploring at least look quite pretty, using a unique art style that channels the vibe of Hyper Light Drifter in 3D quite well. But these repetitive areas are extremely obnoxious to navigate, filled with awkward cliffs and crooked landscapes that feel like I’m not actually supposed to be climbing them but offer me no other choice. On the bright side, they at least give you a neat hoverboard to ride around on and do tricks, and although the controls are as sloppy as everything else, hoverboards are indeed still dope as hell and there are definitely some good times to be had there.

Hyper Light Breaker’s sloppy combat can get quite infuriating.

Sadly, the same can’t be said about the lackluster hack-and-slash combat. There isn’t anything interesting about the melee attacks you are given, the alternative third-person shooting option has very limited ammo, moving and dodging feel unresponsive and inconsistent, and the lock-on system constantly toggled itself off unexpectedly and got me and my crew killed many times – to the point where I just stopped using it altogether. Combine that with the fact that you’re constantly swarmed by mobs that are often more annoyingly omnipresent than interesting, and a Hyper Light Breaker can get quite infuriating. And you better hope you’ve got some friends willing to help you with your runs, because things feel even worse when you’re playing alone as there is seemingly no scaling of any kind to compensate for your reduced manpower.

These things are especially frustrating when Hyper Light Breaker has been balanced to be so immediately difficult – and I mean exceedingly difficult, and that’s coming from someone with all the achievements in Sekiro – but doesn’t bother to explain its rules and often punishes you with an onslaught of enemy attacks that feel cheap. It’s also quite funny that you start with no healing items whatsoever (and are only given them at great expense and extremely sparingly) when you’d think you would need them most at the beginning when you’re learning. Instead, you basically have to throw yourself at impossible odds until you can unlock the bare minimum you need to survive.

There are only two of a planned three bosses to be found in the current version of Hyper Light Breaker: a giant wolf with a sword named Dro, and a melee warrior who wields fiery magic named Exus. Both are incredibly sloppy fights where minions are summoned endlessly and the boss flops around erratically to do massive damage. Dealing with these beefy leaders on their own is straightforward enough, but when you’re constantly bombarded by the same highly lethal enemies you find in the open-world areas, already challenging encounters become downright annoying. It also means you’re almost required to fight them alongside a full crew of three players if you want to win, with at least one person just focusing on crowd control. If your teammates falter in the middle of the fight, you’ll quickly find yourself in a nearly hopeless situation and get swarmed to death. And to add insult to injury, you have to beat the more irritating of the two fights, Dro, twice to complete a run right now in lieu of the third unique boss that hasn’t been added yet. And even when you manage to do so, you’re told that the final boss, the Abyss King, isn’t available yet before your run ends and you get sent back to start a new one.

Unfortunately, Hyper Light Breaker doesn’t currently give you a lot of reasons to continue playing after that. Sure, you’ll unlock small perks that grow you a bit stronger and make runs more manageable, but there’s very little new to see or do once you head back out. Simply having an easier go of it in later runs feels quite backwards to the roguelite formula as well, one that usually has you turning on difficulty modifiers and whatnot so the challenge level keeps up with you in exchange for greater reward. None of that can be found in Hyper Light Breaker at present. Even the two alternate characters you can unlock only have a few stat changes and one unique perk to differentiate them – although playing as a surfing ninja raccoon is at least pretty dope aesthetically.

The lack of any unique or powerful loot also contributed to my waning interest, especially once I completed a run or two. You’ll find a few different types of melee and ranged weapons, from cumbersome greatswords and lightning-fast hand claws, to peashooter sidearms and powerful shotguns, but the common and very weak versions of these items feel incredibly similar to the rare and powerful versions you’ll unlock down the road, merely adding some additional damage over time, little perks like restoring health when you execute an enemy, or some other minor benefit. Completely missing from the pool of items are any crazy game-changing options that substantially increase your effectiveness in combat or alter how you approach a given run.

Finally, and least surprisingly, Hyper Light Breaker is pretty poorly optimized in its current early access state. Frame rate dips and screen tearing were nearly constant during many of my play sessions and crashes or disconnects are a regular occurrence, especially if you aren’t the host. But worst of all, respawning after each death takes minutes of loading screens and menus slowly crawling by before you can get back into the action, making the inevitable failed runs in a roguelite that demands failure feel like a severe punishment. It’s encouraging that improvements have already been rolled out to make some of these issues less severe, and I fully expect this will be an area of continued improvement in the coming weeks and months, but at least right now, it can be quite rocky.

Bringing Conan the Barbarian’s Sword Mastery to Mortal Kombat 1

Bringing Conan the Barbarian’s Sword Mastery to Mortal Kombat 1

For many, the 1980’s was a golden age of entertainment, music, and most of all movies, with its cultural impacts reverberating to this day. In 1982, Conan the Barbarian hit the big screen and was destined to become a classic. It was one of those movies where the story, character, and choice of actor all complemented one another perfectly.

The original story of Conan dates back decades prior to the film, and in many ways pioneered the fantasy genre and inspired countless future sword and sorcery heroes. Conan lived in a barbaric age where his village, including his mother and father, were massacred by a cult leader and his army of raiders. This led Conan on the path to become a powerful warrior, a barbarian set on a quest for adventure and vengeance.

Developing guest fighters for Mortal Kombat 1 is an honor, and one of the more enjoyable aspects is the opportunity to revisit a character’s lore and look for ways to weave in their most memorable moments into a gameplay experience.  It should be no surprise that Conan’s fighting style was developed around his mastery with a sword, but also some of his more colorful barbaric behaviors.

For instance, we designed a special move around a notable exchange the character had with a camel in the Conan the Destroyer (1984) film. In one scene, Conan is walking through town drunk when he punches a camel in the face for no real reason. As it turns out, this particular camel has a good memory, so when it sees Conan again riding through town, the camel takes revenge and spits all over him. This leads to the camel getting bopped on the head yet again – and the moment itself finding a special place among other attacks in Conan’s arsenal in Mortal Kombat 1.

Drawing references from the films was a general theme throughout the design and development process. Part of that equation was looking at the most compelling and memorable sequences for opportunities to incorporate those references in meaningful ways. Often certain actions stick in our heads and ultimately get translated into the gameplay experience. Notably, there is a scene with a massive cauldron of boiling body parts that we gravitated towards as we planned his Fatality.

Conan the Barbarian in Mortal Kombat 1 is designed around an arsenal of heavy sword attacks, along with his physique being a focal point, so it was important for us to visually convey his strength and power in ways that set him apart from other characters. This meant we needed to account for the sheer size of his muscles, while adding complexity to the way his body moves and flexes as he attacks.

In true barbarian fashion, Conan has rush down playstyle and excels at shutting down his opponent’s options. He has several special moves that allow him to rush in and utilize a range of sword strikes. Instead of a traditional projectile option like most characters, Conan being the barbarian that he is, hurls his Kameo teammate across the screen as a projectile, potentially also destroying an opponent’s incoming projectile. Additionally, I think one of the more exciting special moves he has in his arsenal is the ability to resurrect after being killed. Reminiscent from the film, Conan can come back to life in the final round and regain a small amount of health effectively acting as a second wind.

We know Crom would be pleased with the addition of Conan the Barbarian to the Mortal Kombat 1 roster. The opportunity to “crush your enemies and see them driven before you” is at hand and we couldn’t be happier. Conan the Barbarian is available now as part of the early access period for Mortal Kombat 1: Khaos Reigns Expansion owners on Xbox Series X|S, followed by wide availability for purchase on January 28.

Mortal Kombat™ 1: Khaos Reigns Kollection

Warner Bros. Games


411

$89.99

New to Mortal Kombat 1? Get started with the Kollection Edition! Mortal Kombat 1 ushers in a New Era of the iconic franchise with a New fighting system, game modes, and fatalities.

Includes instant access to the Base Game, Kombat Pack, and Dragon Krystals. Gain access to the upcoming Story Expansion, Kombat Pack 2 and more!

Khaos Reigns Story Expansion

Kombat Pack 2*
Khaos Reigns Fighters Available At Launch:
Noob Saibot
Cyrax
Sektor
Guest Fighters Available Post-Launch (includes 1 week early access)
Ghostface (Scream Franchise)
T-1000 (Terminator 2)
Conan the Barbarian

Kombat Pack (Available Now):
Omni-Man (Invincible)
Quan Chi
Peacemaker (DC’s Peacemaker)
Ermac
Homelander (The Boys)
Takeda Takahashi

Kameo Fighters (Available Now):
Tremor
Khameleon
Janet Cage
Mavado
Ferra

Jean-Claude Van Damme Skin for Johnny Cage (Available Now)
1250 Dragon Krystals (Available Now)

*Separate Kombat Pack 2 character bundle not available

The post Bringing Conan the Barbarian’s Sword Mastery to Mortal Kombat 1 appeared first on Xbox Wire.

Kingdom Come Deliverance 2 Post-Launch Roadmap Sets Stage for 3 Expansions in 2025

Developer Warhorse Studios and publisher Plaion have announced the Kingdom Come Deliverance 2 post-launch roadmap, revealing the content players can look forward to after the game’s release date in a few weeks.

The plan for free and paid post-launch content was detailed in a video, below. Although there is little gameplay footage for some of the bigger content plans, fans still get an outline of how Warhose will support its medieval sequel throughout 2025.

In spring, expect free updates that range from a Barbers feature with additional customization options to Hardcore Mode and Horse Racing. Summer will then follow with what appears to be the first paid content drop, Brushes with Death, which Warhorse said follows protagonist Henry as he “aids an enigmatic artist with a shadowy past.”

The autumn season brings the Legacy of the Forge expansion, add-on content that looks into Henry’s past by exploring his adoptive father Martin’s history. Finally, as far as this Kingdom Come Deliverance 2 post-launch roadmap is concerned, winter sees the release of Mysteria Ecclesia, which sees Henry embark on a covert mission to “navigate the complex dynamics” of the Sedlec Monastery.

Warhorse promised to release more free quality-of-life updates as each seasonal expansion rolls out. Details regarding what these updates entail have yet to be revealed. It sounds like each expansion will be available for players to purchase individually, but you’ll also be able to acquire the full bundle as part of an Expansion Pass that also includes the Shields of Seasons Passing shield customization DLC.

Kingdom Come Deliverance 2 launches for PC, PlayStation 5, and Xbox Series X and S on February 4, 2025. If you’re interested in picking up a copy but don’t know what comes in each edition, you can see our breakdown here. Then, be sure to check out Warhorse’s response to claims that Saudi Arabia had recently moved to ban the game’s release.

Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP.

Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Pokémon TCG and Pokémon TCG Pocket Coming to McDonald’s Happy Meals

The Pokémon Trading Card Game and Pokémon TCG Pocket have teamed up with McDonald’s to give away cards both in real life and the app.

As reported by PokéBeach, the Dragon Discovery event will be available in the U.S. from today, January 21, to February 24. It is also scheduled for Austria and New Zealand beginning sometime in January but no other countries (besides France where it’s already active) have been announced.

The Dragon Discovery event will see Happy Meals — dressed up as Charizard, Dragonite and Pikachu, Rayquazza, and Roaring Moon — give away a special four card booster pack containing one holographic card.

There are 15 cards in the unique set. Pikachu, Miraidon, Koraidon, Hydreigon, Roaring Moon, Dragonite, and Drampa are holos, while Charizard, Jigglypuff, Hatena, Dragapult, Quagsire, Umbreon, Eevee, and Rayquazza are not. The Happy Meals also come with a double sided poster and stickers.

McDonald’s itself revealed on X/Twitter that those who order one of the Happy Meals through the official McDonald’s app will gain rewards in Pokémon TCG Pocket too: 24 Pack Hourglasses and 12 Wonder Hourglasses.

This means players can unlock two packs (which would cost $1 if paying for them otherwise) in the digital TCG and pick up a level one Wonder Pick too.

Pokémon has collaborated on myriad events like this in the past, some of which feature higher sought after cards than others. While McDonald’s cards will be, in the collector’s market, relatively low value, others such as the Van Gogh Museum collaboration have gone very wrong.

What was meant to be a charming event to encourage children to enjoy art instead turned into a scalper’s paradise and a fan’s worst nightmare. Those looking to resell a special trading card flooded the museum shop and caused so much chaos The Pokémon Company cancelled the collaboration altogther.

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

Feature: Citizen Sleeper Dev Talks Sequels, Stress, And Creating “My Own Take On The Mass Effect Series”

Wake up, Sleeper.

Citizen Sleeper was, coincidentally, one of 2022’s sleeper hits. With its combination of top-tier writing and decision-based gameplay, this table-top-inspired RPG and space adventure pulled us into its airlock and wouldn’t let us out until we had played through the emotional damage of witnessing every possible outcome (and yes, that includes the three DLC packs).

It will come as no surprise, then, that we were rather excited to see a sequel on the way. Announced in June 2023 and confirmed to be coming to Switch at the June 2024 PC Gaming Showcase, Citizen Sleeper 2: Starward Vector promises more of the same deep space dilemmas, but with an expanded dice system, clean-cut job roles and multiple environments to explore, we were keen to learn more about its new recruits before liftoff.

Read the full article on nintendolife.com

Marvel Rivals’ Spring Festival Event Is Already Being Compared to Overwatch’s Lúcioball

NetEase Games has revealed the Marvel Rivals Spring Festival event, which adds a handful of new hero skins and a soccer game mode that might look familiar to Overwatch and Rocket League players.

The team behind the hero shooter hit announced its latest update with a trailer, below, promising to kick off the new year with the Clash of Dancing Lions game mode as well as the Fortune & Colors Gallery Card customization event starting January 23 at 9am UTC.

Let’s not beat around the bush: Clash of Dancing Lions looks an awful lot like Overwatch’s long-running summer event, Lúcioball. The standard version of both modes sees players compete in 3v3 soccer matches with a few unique twists that capitalize on their heroes’ abilities. Both obviously rip elements from Psyonix’s massively popular Rocket League, though, and it looks like the Marvel take on the blown-up soccer experience comes with a few differences, too.

For starters, the limited-time mode seems to focus on at least three characters – Star-Lord, Iron Fist, and Black Widow – instead of just one hero. The soccer ball also seems to be the size of your average, real-life ball, too, as players can be seen carrying it around the competition and to the goal. Marvel Rivals and Overwatch already share more than a few things in common, but it will be hard to say just how similar Clash of Dancing Lions and Lúcioball are until the Marvel event drops in a few days.

The Marvel Rivals Spring Festival event allows players to complete tasks for rewards, including the Star-Lord Lion’s Mane costume seen in the trailer. Additional details remain under wraps, but NetEase tells players that they’ll be able to earn other goodies, such as a nameplate, spray, and more, as part of the event. While the Iron Fist Lion’s Gaze and Black Widow Lion’s Heartbeat outfits were also shown off in the new video, the developers only tell fans to expect to see the three skins arrive in-game “in the coming weeks.”

In other Marvel Rivals news, players are still looking forward to the Marvel’s Spider-Man tie-in skin set to arrive later this month. Meanwhile, many community members are still discussing the project’s alleged bot problem and what it could mean for the future of the competitive Marvel video game. For more on NetEase’s popular hero shooter, you can check out all active Marvel Rivals codes here.

Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP.

Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Here’s a demo for Eternal Strands, the Zelda-meets-Colossus wizarding sim from a former Dragon Age director

Many moons ago in the Before Times, a mysterious cataclysm scattered a number of seasoned BioWare developers across the face of heaven. The developers fell upon the mortal planes like comets. Where each landed, a game development studio took root. Inflexion Games. Summerfall Studios. Humanoid Origin. Worlds Untold. Archetype Entertainment.

Summerfall appears to be prospering, but many of the studios founded by former BioWare devs have fallen on hard times. In particular, Humanoid Origin and Worlds Untold have respectively closed and “paused operations” without releasing a single game. I’m raising a tentatively congratulatory glass, then, to Yellow Brick Games, a studio founded by former Dragon Age director Mike Laidlaw. The company’s debut game Eternal Strands will release on 28th January, and there’s now a PC demo.

Read more

Why That Brief Look at Mario Kart 9 Suggests Nintendo Switch 2 Is ‘Significantly More Powerful’ Than the Original — According to a Developer

An indie developer familiar with making games for the original Switch has explained why that brief look at Mario Kart 9 suggests the Switch 2 is “significantly more powerful.”

The Nintendo Switch 2’s grand hardware reveal last week swept many off of their feet. However, one thing that Nintendo has been suspiciously quiet about is the technical prowess of its new handheld. While we have clear upgrades like new Joy-Cons, a redesigned kickstand, and a larger form factor, we still have no official word on just how powerful the Switch 2 is.

But does the brief glimpse at Mario Kart 9 in the reveal video provide clues? In a new YouTube video (via GamesRadar), indie developer Jerrel Dulay of Sungrand Studios said that he expects the Switch 2 to be much more powerful than the original console. Dulay is credited as being one of the last developers to work on titles for the Wii U and 3DS, and is intimately familiar with Nintendo hardware.

Dulay explained that the new Mario Kart footage in the Switch 2 trailer could give us a glimpse at exactly what the Switch 2 may be capable of. He first noted the presence of “physically-based shaders” on cars and other textures. These shaders can be applied to objects and can be affected by reflections, lighting, or other effects.

In late 2023, Digital Foundry published an extensive report on the Switch 2’s new hardware, which allegedly includes the Nvidia T239 ARM mobile chip. The T239 chip reportedly inside the Switch 2 is projected to have 1536 CUDA Cores (these cores can process shaders), 40% fewer than the desktop variant of the RTX 3050 GPU, which is on the same 8nm Nvidia Ampere architecture. This was corroborated by the Switch 2’s motherboard leaks, which showed a potential 8nm chip.

The original Nintendo Switch’s Tegra X1 chip possessed just 256 CUDA cores, marking a 500% increase in pure availability of CUDA core count alone.

“Every single piece of geometry I see here is using physically-based rendering for the shaders,” Dulay explained. He noted that using complex shaders on the original Nintendo Switch was demanding for the hardware, and using many of them could cause framerates to plummet. Dulay added that the Mario Kart footage also shows off additional material reflections from the ground, his face, and more.

Dulay pointed to the high-resolution ground textures used throughout the footage, saying: “ground textures, because they take up so much space, they are something that will have to be high-resolution.” He went on to explain how high-resolution textures also demand available RAM.

The original Nintendo Switch has just 4GB of RAM to run games and its OS, whereas the Nintendo Switch 2 is rumored to have 12GB of RAM. The Switch 2 motherboard leak showed off two SK Hynix LPDDR5 modules, which could offer up to 12GB of RAM, with each chip offering 6GB each.

We currently don’t know the specific speed of the RAM modules, which could offer significant increases in efficiency compared to the original Switch’s 1600MHz while docked. A similar part from RAM manufacturer SK Hynix can run at speeds up to 7500MHz, increasing the amount of available bandwidth for the RAM pool significantly.

This means that things such as texture loading could be much faster, allowing for the new Mario Kart to use high-resolution textures. “It’s not that they’re just high-resolution, but there’s a high number of unique textures being used,” Dulay added. The potential higher memory transfer rate paired with the pure RAM storage increase could lead to significantly prettier Switch 2 titles.

Dulay further stated that the Mario Kart teaser also includes “true volumetric lighting,” which is taxing for any GPU to run. “It takes into account the distance, the height, you can have certain areas be more dense, you can have light rays.”

According to Dulay, the Switch 2’s display of volumetric lighting in the new Mario Kart title is indicative of just how powerful the Switch 2 could be: “it tells me that the Switch 2 is significantly more powerful, because they want these games running at 60 frames a second.”

“This is a massive deal, this is the most important part of the reveal trailer to me,” Dulay further commented, explaining that implementing volumetric lighting was a significant challenge for developers on the original Nintendo Switch. He also noted the presence of shadows at far distances in the trailer. “Shadows are quite expensive to calculate and draw,” he said, as developers on the original Switch needed to cull the level of detail distances at which shadows were drawn.

However, with the compounding of the Switch 2’s power through the use of its CUDA cores, RAM capacity, and speed, it seems like those difficulties have been significantly reduced thanks to the new console’s raw power.

Dulay pointed out how the number of textures onscreen, high poly-count characters, in addition to the real-time cloth physics on the flagpoles demonstrate just how much of a leap in power the Switch 2 will be for developers used to making games on Nintendo’s 2017 console.

As we wait for more details and footage from the Nintendo Switch 2, Dulay’s video offers a unique insight into what you should expect in terms of graphical power from the new Nintendo console. Nintendo is scheduled to show off more about Switch 2 in a dedicated Direct in April. Until then, be sure to catch all of IGN’s Switch 2 coverage right here.

Image credit: YouTube: Sungrand Studios

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

Microsoft Announces Xbox Game Pass January 2025 Wave 2 Lineup

Microsoft has announced the Xbox Game Pass January 2025 Wave 2 lineup of titles.

The announcement on Xbox Wire comes ahead of Microsoft’s Xbox Developer Direct on January 23, where fans will get to see a number of day one Game Pass games, including Doom: The Dark Ages, South of Midnight, Clair Obscur: Expedition 33, and a mystery fourth reveal.

January 2025 Wave 2 kicks off today, January 21, with Lonely Mountains: Snow Riders (Cloud, PC, and Xbox Series X|S), a day one release on Game Pass Ultimate and PC Game Pass. “Crash over and over until you master the mountain in the snowy follow up to Lonely Mountains: Downhill,” reads the official blurb. “Now supporting up to eight players via cross platform multiplayer – work your way down the slopes as a group sharing a small number of checkpoints, or risk it all in a breakneck race to the base!”

Tomorrow, January 22, sees the addition of Flock (Console) to Game Pass Standard. “Flock is a multiplayer co-op game about the joy of flight and collecting adorable flying creatures with your friends. Soar through beautiful landscapes, seeking out rare and elusive creatures to add to your flock.”

Also on January 22, Gigantic: Rampage Edition (Cloud, Console, and PC) hits Game Pass Ultimate, PC Game Pass, and Game Pass Standard. “Gigantic: Rampage Edition is a premium and definitive release of the original 5v5 MOBA hero shooter that provides a dynamic and exciting team-based multiplayer experience for fans of both genres. Choose from a diverse roster of unique heroes, each with a set of upgradeable abilities, and team up with four other players to control objectives and take down the opposing team’s mighty Guardian, all while protecting your own.”

January 22 is a busy day for Game Pass, as Capcom’s Kunitsu-Gami: Path of the Goddess (Console) launches into Game Pass Standard. “A unique Japanese-inspired, single player Kagura action strategy game. It takes place on a mountain covered by defilement. During the day, purify the villages and prepare yourself for sundown. During the night, protect the Maiden against the hordes of the Seethe. Repeat the day and night cycle until you cleanse the mountain of defilement and return peace to the land.”

Sticking with January 22, Magical Delicacy (Console) comes to Game Pass Standard, as does Tchia (Xbox Series X|S), and The Case of the Golden Idol (Console). January 22 is rounded out by Starbound (Cloud and Console), which arrives on Game Pass Ultimate and Game Pass Standard having already launched on PC Game Pass.

Eternal Strands (Cloud, Console, and PC) hits Game Pass Ultimate and PC Game Pass on January 28 as a day one launch. “Eternal Strands is the debut fantasy title from Yellow Brick Games, a new independent studio founded by industry veterans from franchises including Dragon Age, Mass Effect, Watch Dogs, and Assassin’s Creed. Fight epic, towering creatures while blending magical abilities with an arsenal of powerful weapons to keep the world from crumbling in this third-person, action-adventure game.”

Also on January 28 as a day one launch, Orcs Must Die! Deathtrap (Cloud, PC, and Xbox Series X|S) hits Game Pass Ultimate and PC Game Pass. “Orcs Must Die! Deathtrap is an action-packed, third-person shooter and trap defense game. Evolve as an orc-slaying War Mage through rogue-lite choices and obliterate, eviscerate, and incinerate massive hordes with up to four players.”

Moving on to January 29, Shady Part of Me (Cloud, Console, and PC) releases in Game Pass Ultimate, PC Game Pass, and Game Pass Standard. “Shady Part of Me sends you on an emotional and dream-like journey, with breathtaking artistic direction and the enthralling voice of Hannah Murray from Game of Thrones and Skins. As a little girl and her shadow, overcome emotional struggles through surreal dreamscapes across a touching narrative filled with twists and surprises. Both must learn, cooperate, and evolve to progress in a poetic journey.

Here’s a big one: Sniper Elite: Resistance (Cloud, Console, and PC) launches into Game Pass Ultimate and PC Game Pass as a day one release on January 30. “Offering unparalleled sniping mechanics, stealth and tactical third-person combat, Sniper Elite: Resistance turns the attention of the award-winning series towards a hidden war, far from the front lines, deep within the heart of occupied France. Bring a friend – the full campaign can be experienced in co-op.”

Citizen Sleeper 2: Starward Vector (Cloud, PC, and Xbox Series X|S) is another day one Game Pass Ultimate and PC Game Pass release, this time on January 31. “The highly anticipated sequel to one of 2022’s most acclaimed RPGs, Citizen Sleeper 2: Starward Vector is a dice-driven RPG in a human and heartfelt sci-fi world. You are an escaped android, with a malfunctioning body, a price on your head and no memory of your past. Get a ship, find a crew, and take on contracts while you navigate across the Starward Belt.”

And finally, creeping into early February, Far Cry New Dawn (Cloud, Console, and PC) hits Game Pass Ultimate, PC Game Pass, and Game Pass Standard on February 4. “Dive into a transformed, vibrant, post-apocalyptic Hope County, Montana, 17 years after a global nuclear catastrophe. Lead the fight against the Highwaymen as they seek to take over the last remaining resources.”

Xbox Game Pass January 2025 Wave 2 lineup:

Xbox Game Pass games leaving on January 31, 2025:

As usual, a number of games are set to leave Game Pass as new titles flood the subscription service.

  • Anuchard (Cloud, Console, and PC)
  • Broforce Forever (Cloud, Console, and PC)
  • Darkest Dungeon (Cloud, Console, and PC)
  • Death’s Door (Cloud, Console, and PC)
  • Maquette (Cloud, Console, and PC)
  • Serious Sam: Siberian Mayhem (Cloud, Console, and PC)

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.