All hail the Battlefools! They fan out efficiently from spawn and are instantly massacred in a hail of rifle fire and grenades. Arguments erupt in the chat. Who’s watching the flanks? Were you watching the flanks? I’m not supposed to watch flanks, I’m an engineer – my two defining passions are blowing tanks up and fixing them, a clash of loyalties that routinely gets me run over. You’re a recon – shouldn’t you be reconnoitring? Blame gives way to frantic improvisation as the attackers turn defender. People switch classes, get cut down, switch classes again. Support players plant lines of barricades that somehow avail them nothing against the snipers. Squad leaders ping the objective icon furiously, like babies banging the arms of their prams. One squad tries crawling behind a line of parked cars and is promptly squished by hammer-wielding exterminators.
It’s been seven years since the last Battlefield campaign. A decade since the last one set in the modern day — the intriguing, but ultimately flawed Hardline. In that time, Doom and its sequels took the speed of a single-player first-person shooter to the next level, Titanfall 2 pushed level design forward in inventive ways, and even Call of Duty reinvented itself on several different occasions to varying degrees of success. But Battlefield 6 has little interest in innovation, instead firmly looking back at what made the series so successful two console generations ago. Aside from being an impressive technical showcase at times, its small set of routine missions has little new to offer. There is some variety and a few moments of impressive scale to be found, but it’s all over so quickly you barely have time to savour them. Though it never quite feels like a full-on afterthought, it’s a campaign that comes across as the sidearm of Battlefield 6’s arsenal when placed alongside its more grand multiplayer suite.
Across its nine missions, Battlefield 6 zips around at a furious pace, but I couldn’t help but feel that I’d done it all before, albeit at much lower fidelity. It’s flashy, but lacking when it comes to genuinely interesting level design, with its great feeling gunplay not supported by what you’re asked to achieve with it. On one hand, it makes sense for Battlefield Studios to take this approach and treat the campaign as a training ground for its trademark large-scale online warfare — the pure size and number of enemies that flood the screen in its missions are certainly in conversation with this. But in the other palm, it crushes all hope of crafting a thrilling story that has the chance of stepping out of the shadow cast by those multiplayer modes.
That’s not to say there aren’t splashes of inspiration. A particular highlight was a sequence that takes place on a crumbling New York bridge. It’s at least visually interesting, even if it offers no great variance in what it’s asking you to do gameplay-wise. There’s just no one mission that screams out as an all-timer here, even if there are attempts to ape Modern Warfare’s Clean House — which fails to capture any of the desired tension — or its own version of a Normandy landing as you storm a Gibraltar beach. It’s, oddly, very much a ‘Call of Duty’ campaign in its map and objective design, and struggles to stamp much of the signature Battlefield large-scale action that made me fall in love with the series. I find it frustrating not to see risks being taken creatively, especially when such a vast budget is available to fuel such ambition.
One later chapter set amongst the mountains of Tajikistan does take place in a wide open area and echoes the multiplayer roots of the series, as you’re encouraged to take your own approach when completing the task at hand. In theory, this could be exciting, with all manner of airborne and ground vehicles ready to be controlled at your fingertips and a vast library of weaponry and gadgets to gear up with. In practice, it presents as more of a thin veneer of choice rather than drastically different ways to tackle objectives, with the range of tools at your disposal kept frustratingly limited. You’re given a drone to play with and a choice of ATVs and armored trucks to drive, but little beyond that. I’m just not a fan of this larger map approach when it comes to first-person shooter campaigns, much preferring an authored hand to level design, rather than being handed a box of crayons to make my own fun with. These stretches are worryingly close to Modern Warfare 3’s “open combat missions” at times — a memory I never wanted to relive, yet again so soon after, but at least they do feel philosophically more at home as Battlefield arenas.
I wanted to be the star of the show, but I just ended up feeling like a passenger.
Thankfully, these don’t make up the majority of the campaign, but what’s found in its smaller scope staging isn’t any more exciting. You’ll often find yourself hunkering down in tight city streets or behind hulking tanks, waiting for the right opportunity to pop your head out. A run-and-gun mentality simply isn’t welcomed here, with a patient, cover-based approach encouraged — the gunplay is snappy at least, with a satisfying weight to it whenever you do choose to open fire. Assault rifles and LMGs pack a powerful punch and serve as efficient tools when faced with another wave of enemies, and sniper rifles are satisfingly devastating — even if the enemy AI displays little brain to blow out. It gets especially exciting when the impressive destruction tech takes a chunk out of the building you’ve been finding solace in, and you’re forced to scramble to another safe haven. These claustrophobic moments of true jeopardy really are all too rare, though, as for the most part, the campaign is reduced to rinse and repeat objectives that were getting old in FPS campaigns a decade ago.
Having one mission include a sequence where you need to destroy anti-aircraft guns or SAM sites can be forgiven, but doing this on more than three occasions is just downright boring and grinds any gathered momentum to a halt. There are only so many times planting C4 can be considered a fun time, and all too often, you are tasked with standing still amongst the action and pressing a single button in order to continue. On multiple occasions, I was asked to watch some explosions that I didn’t even get to set off take place, or sit in the back of a speeding vehicle and control a mounted turret that only gives you a mild feeling of being responsible for the carnage on screen. It’s on-rails all too often, taking its most exciting moments out of your hands and displaying them in cutscenes, resulting in much of the campaign feeling like the most straight-faced Disney ride ever built. I wanted to be the star of the show, but I just ended up feeling like a passenger.
An early mission that takes you through an abandoned WW2 tunnel network-turned-museum to the decades-old war serves as an unfortunate symbol for the campaign as a whole — a relic of first-person-shooter design dressed up in a new guise. Being funneled through corridors towards the next static shooting gallery to gun down fish in a barrel is hardly exciting in 2025, and it barely was 20 years ago. Outside of a series of tank battles as dry as the desert roads they take place on, it attempts to sprinkle very little of that Battlefield magic into the mix, largely negating environment destruction as part of your toolkit and never once putting you in control of an airborne vehicle. Is it really Battlefield if I’m never zooming along in a fighter jet or unleashing hell from a helicopter gunship?
There’s a slight glimmer of tactical ops magic to be seen, as you can call on your squadmates to activate their personalised skills to help you in a fight. They each come packed with their own multiplayer-class-flavoured abilities, such as Gecko, the recon specialist, being able to tag targets, which, admittedly, does make certain situations ridiculously easy, as every enemy in the area is revealed to you instantly. Ultimately, though, each member ends up playing practically the same and feels like another missed opportunity to add a dash of variety into the mix.
They each fall under the banner of an expert Marine Raider squad called Dagger 1-3 — an unfittingly sharp name for such a dull bunch. On the whole, they’re a fairly cookie-cutter military unit who love nothing more than getting their boots on the ground and shouting “hooah”, with memorable character moments near non-existent. The performances and the shells of humans they inhabit are wholly forgettable, barely coming across as fully formed, and it’s hard to detect any sort of emotion, even when one of their own falls in the line of fire. Nuance is hardly the name of the game when it comes to Battlefield 6’s campaign, though, and its story, centered on taking down a rogue private military force called Pax Armata (ironically, Latin for Armed Peace), proves to be anything but a peaceful one.
It’s a fairly straightforward affair that doesn’t leave too much room for interpretation. For a military shooter about the collapse of NATO, it’s all oddly apolitical in its presentation, and as such, it feels like it has nothing of real substance to say. It’s safe, and as a result, largely uninteresting. At least Call of Duty has attempted to take on subjects such as chemical warfare and terrorism, even if they’ve ultimately been misguided efforts that come across as antithetical to its larger message. It’s not easy to present such important themes delicately, so I can understand why Battlefield Studios may have felt like trying to fire and catch a bullet laced with hot-button issues may have been a risk not worth taking when it could simply choose not to pull the trigger at all. It just means it doesn’t have anything to say on a global or personal level, and all feels a little hollow as a result. It’s a far cry from when the series did tell some engaging tales through the eyes of fun characters in its Bad Company days.
I did also fall victim a few annoying little glitches on the way, such as my character zipping across the screen involuntarily, fuzzy textures popping in, and occasional bullets aimed right at enemy heads leaving zero impact. But on the whole, there’s no denying that it looks and sounds very impressive, with spectacular explosions peppering skylines and gunfire whizzing and cutting through smoke and debris as mayhem ensues around you with regularity. I just wish there was a little more substance hiding behind it all.
Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.
The word choom gets on my nerves a bit, to be honest. Probably because it feels like it’s said every five minutes in Cyberpunk 2077. There’s now a mod which might persuade me to reverse my stance, though. It’s called Gonkle and allows the game to serve you daily Wordle-style puzzles which might improve your Cyberpunk vocabulary.
They say “insanity” is doing the same thing over and over again while expecting a different result, but if I believed that, I wouldn’t play video games – and I certainly wouldn’t be playing roguelikes. They are, by definition, doing a lot of the same things over and over again and expecting that this time, this time, Steve, shall be different. This time, I am going to bash my head against that boss until that mother goes down.This time, I’m going to make it to the end of the run, and I’m going to look fabulous doing it. This time will be different. Those are the things I tell myself as I die for the umpteenth time in Absolum, a roguelite beat ‘em up that’s fun enough to convince myself it just might be true every single time.
There is, of course, the undeniable possibility that I’ve gone ‘round the bend, full on cuckoo for Cocoa Puffs, lock-me-in-a-padded-room, Looney-Tunes-finger-on-lips bonkers. I’ll leave that up to you. The point, reader, is that if you’d put a gun to my head five hours into Absolum and demanded that I score it on the spot, it’d be a lot lower than the score you see on the bottom of this page. But I’m a professional, and you don’t turn the movie off halfway through. There are large parts of Absolum’s fusion of genres that don’t work, and those growing pains are most obvious early on. But if you push through that weak start and get to the point where you’ve got some permanent rewards, have opened up the map, and runs end with you operating with a full kit and making good progress, it comes together quite nicely, even if it’s still never quite the game I wanted it to be.
“Roguelite beat ‘em up” is a combination of words that I never expected to see, much less put in a sentence, but here we are. Because it’s a roguelite, you need a reason to die, and a reason to come back. The reason to die is simple: the land of Talamh, broken by a magical cataclysm (bro, what is it with mages and magical cataclysms? Why can’t they ever bumble their way into magical utopias?), has been taken over by Sun King Azra. Wizards are enslaved, and the general populace, still a bit miffed by the whole “breaking the world” thing, are understandably not super upset about it. You play as one of the rebels using that forbidden magic in an attempt to bring him down. That’s the “how you’ll die” part.
The “why you’ll come back” part is because you’re working for Uchawi, the last of the Root Sisters, and as you bite it, she swoops in and saves your ass from being condemned to a permanent end. Live, die, get saved by Uchawi, repeat. The Sun King must die. And you gotta kill him.
The story goes to some cool places eventually, but it takes a while to get there.
Now, don’t get me wrong: I love a good ol’ fashioned “somebody done somebody/a lot of somebodies/society/the world at large wrong and now that somebody gotta die” story as much as the next guy, but Absolum’s problem is that the story isn’t that interesting for a good chunk of its runtime, especially early on. Yeah, there are some compelling character moments, the general history of the world is cool, and some conversations enticingly imply more questions than they answer. There’s more going on here than meets the eye, but a lot of it is couched in a fairly generic fantasy setting. Dwarves live underground, they delved too greedily and too deep (figuratively), bad things happened; elves have a mythical, lost land; the strong rule in many places so you can gain entrance by beating up The Current Big Boss, blah blah blah. The story does go to some cool places eventually (and, like Hades, you really gotta play it to completion multiple times to see everything), but man does it take a while to get there.
It’s good, then, that the playing part of Absolum rules. In a lot of ways, it’s a standard beat ‘em up with four different characters to pick from (though you only start with the first two listed here): Karl, the bruiser dwarf with a gun; Galandra, the elven knight with a massive sword; Cider, a nimble thief who is almost more machine than woman; and Brome, the frog-shaped spellcaster. Each character has a standard combo, a throw, a strike unique to that character – Galandra uses her sword, Cider pulls herself to enemies, and so on – a couple of unique special attacks tied to a meter, and an Ultimate Attack.
The real sicko stuff comes when you combine everything to form long combos, bounce enemies off walls or each other, and chain moves together in a symphonic beatdown that would make the deepest action game aficionado blush. Absolum was made by the teams behind Streets of Rage 4, and, as you’d expect, it absolutely has the sauce. I particularly loved the way so many moves paid homage to the greats: Cider’s Gyro Drop is essentially Ryu Hayabusa’s Izuna Drop, many of Galandra’s moves recall Devil May Cry’s Dante, and so on. If you know, you know. If you don’t, they’re just cool moves.
The big thing separating Absolum from its beat ‘em up brethren, aside from the whole “man, can you get lost in this sauce and it tastes good” combo-mad gameplay, is its focus on defense. You can dodge, which is pretty normal for a modern beat ’em up, but if you dodge toward an enemy at the right time, you can deflect their attacks, potentially opening them up. If you’re feeling particularly spicy, though, you can time your strikes with an enemy’s attack to cause a clash and stun them for a hot second, allowing you to lay into them with a sweet, sweet punish combo. This is harder, but the payoff is huge. And it feels great when you land it against a boss who was kicking the crap out of you and then the timing clicks and they can’t hit you no more. On a moment to moment gameplay level, Absolum’s bona fides are unimpeachable.
Absolum’s combat bona fides are unimpeachable, but problems stem from its roguelite structure.
Its problems instead stem from its structure as a roguelite. Unlocking new rituals that power up your attacks, deflects, clashes, dodges, and so on each run is fine. I particularly like the ones that spawn throwable knives and allow you to extend combos by locking dudes into a bubble or hitting them with chain lighting. Finding a mount to help you out? Awesome. Buying or finding some trinkets to boost your stats or hiring a mercenary (or finding a chicken) to follow you around and help out in combat? That stuff is great.
What sucks is that parts of each character’s kit have clearly been chopped up and segmented into upgrades called Inspirations for you to temporarily acquire during your runs. Galandra’s dive kick? Amazing. Life-changing. The same is true of her three-hit sword combo. She should always have it. She doesn’t only because this is a roguelite and we have to have something to upgrade, a reason to choose that path that you know will end in an Inspiration. When you go from that one hit sword attack to the three-hit combo, it’s like being struck by lightning. The same is true of Cider’s Legally Distinct Izuna Drop or her ability to dash through enemies. “Oh,” I said, after getting them once. “This is how it should always be.” These are core parts of these characters’ identities and kits. They shouldn’t all be locked behind random upgrades. Like, give me something here that I don’t have to unlock besides my strikes and special attacks, y’all. Just a little bit of fun, as a treat. Admittedly, once you learn what paths lead to upgrades (Absolum is a roguelike, but its map does not change), you’ll quickly learn what the optimal path is, and likely never deviate from it.
The other problem is the persistent progression. Absolum isn’t a game you’re meant to beat on the first run. You’re supposed to die – a lot – while you build up the currency needed to acquire permanent upgrades (and find new paths full of rewards) to get you through future runs. Yeah, sure, if you’re really good at Absolum, you might be able to progress faster, but the margin of error early on is very, very small. In both solo and co-op, I often felt like I was dying because my numbers just weren’t high enough. It doesn’t help that Absolum is pretty stingy on health pickups. This structure might work in a game like Hades, but there’s very little narrative meat to chew on between runs, and in a beat ‘em up – a genre where you’re traditionally able to get by on sheer skill – it feels bad to be a slave to the Evil God of Numbers. I genuinely hate it when RPG elements get in the way of my action game, and that happens a lot in Absolum’s early hours.
At the beginning, runs feel like you’re going through the motions. You always start at the same place, and you have very limited paths to choose from. That means seeing the same enemies, environments, and bosses over and over and over again with very little room for change. Yes, there are quests, and exciting new things do pop up from time to time – I’ll never forget the first time I went to [redacted] (trust me, you’ll know when it happens) – but there is a lot of repetition here, and Absolum doesn’t handle it the way the best roguelikes, like FTL, for example, do. In the early hours, I often felt like a broken record, testing that definition of insanity. Even the joy of finding a secret chest is dulled by the fact that it’s always there, in the same place, every time. While the stuff you’ll get changes and new things do get added, the map itself never fundamentally changes. There’s not enough Rogue to this roguelite. It can’t just be a progression system. It has to be everything around that, too, and implementing that clashes with the way beat ‘em ups work.
It does eventually click; around 8 hours in, my mastery and Having Enough Numbers dovetailed, and I started to make more and more progress on each run. The jump was pretty substantial, and once that happened, I began to enjoy myself a lot more. On the one hand, yay, less repetition! On the other hand, I think there’s something to be said for games using mechanics and structure to reinforce their narrative. Dying over and over again while you work to take down a tyrant would suck! It would wear on you! I think that decision helps Absolum’s story, but I don’t think that story is strong enough, especially initially, to earn that. It doesn’t feel intentional; instead, it feels like padding out a runtime that could (and should) be much shorter.
And it sucks to feel that way, because so much of Absolum is so good. When it hits, it hits, kids. It’s beautiful, the soundtrack is wonderful, the combat has the sauce, there are cool build opportunities, and on and on it goes. But man could I have gone without the repetition. There’s a better version of this game somewhere that’s about half of the 20 or so hours it took me to see the conclusion of the main story. Unfortunately, it’s not the one we got, and if I wasn’t reviewing Absolum, I probably would have bowed out before it ever clicked. My co-op partner did, and I can’t blame him for it.
Following Microsoft’s mass layoffs earlier this year, a group of former ZeniMax developers have formed a worker-owned studio dubbed Sackbird. Made up of folks who worked on The Elder Scrolls Online and a cancelled MMO codenamed Blackbird, the studio have confirmed they’re working on an unnamed original game that’ll hit PC and consoles.
Zenimax’s Blackbird project was one of numerous games cancelled as Microsoft laid of around 9,000 staff in July, with the ZeniMax Online Studios United union left fighting for the jobs of members affected. Bloomberg subsequently reported that Blackbird was a sci-fi noir-ish third-person shooter with looty bits and lots of vertical movement.
Attention, Pokémon TCG collectors, another hot drop is hitting Walmart with more from its early-access restock program just in time for Phantasmal Flames, the latest and most hyped expansion I’ve seen in a long time.
Starting October 9 at 10 AM ET, Walmart+ subscribers will get exclusive online access to preorder the Phantasmal Flames ETB, Booster Bundle, and Three-Booster Blister, each featuring the stunning Mega Evolution lineup, headlined by Mega Charizard X ex.
The centrepiece of the latest Pokémon TCG at Walmart is the Phantasmal Flames Elite Trainer Box. Instead of the $150+ price tag it’s currently valued at on TCGPlayer, it’ll be priced at $55.
It includes a mix of booster packs, card sleeves, dice, and game accessories, everything needed to dive headfirst into the set while keeping your collection battle-ready.
If you’re not already a member, it’s admittedly a slight drag that you’ll essentially have to add $12.95 onto the price to pick this up and avoid the eye-waterlingly high resale prices, but needs must.
Whilst that products selling for their retail price as intended is not necessarily a bargain.
But, thanks to market conditions stemming from a Pokémon card shortage leading to an imbalance of supply vs demand, it is still great opportunity compared to the higher prices for all sets across other major retailers like Amazon, and resale marketplaces like eBay or TCGPlayer.
It will also be a whole lot cheaper than what will surely follow after the set’s launch on November 14.
It’s also important to know that whilst Walmart+ does have a 30-day trial available, the Walmart+ hub page states that only paid members will have early access on October 9.
The annoying part of the Walmart+ subscription process, if you want to buy early access items right away, is that you’re only given the initial option to claim the 30-day trial. However, you can get around this by starting your free trial, cancelling it, and resubscribing for paid access.
For those after packs without the extras, the Booster Bundle, retailing for $29.87, delivers multiple boosters in one clean package and hits that sweet spot for players who love cracking packs at home.
Meanwhile, the Three-Booster Blister, listed at $15.87, offers a quick and affordable way to snag a few packs with a free Sneasel promo card, ideal for collectors chasing specific pulls or newcomers looking to join the fun.
Like with the Prismatic Evolutions drop, early access is locked behind Walmart’s paid membership tier; trial members aren’t eligible. With the resale market already selling each product for two-to-three times their MSRP, these listings are expected to sell out within minutes once live.
If you’re a Pokémon card fan who wants a fair shot at preordering Phantasmal Flames at the price the set’s intended, make sure you’re logged in and ready the moment the preorder window opens. We’d advise is to have your paid Walmart+ subscription set up and ready ASAP, and if you get the chance to add anything to your basket, you take it.
The “Walmart Deals” event, is still ongoing through to October 12, and is designed to compete directly with Amazon’s October Prime Day sale that just concluded.
Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.
Note: Pokémon TCG pricing is incredibly volitile and any mention of sale pricing is indicative of the current market rate for the aforementioned products.
For example, Pokémon Elite Trainer Boxes are meant to sell for around $50-$60 MSRP, but instead retailer at around $100+ post launch.
You might remember that a little while ago, Bethesda announced an auction which’d see the winner given the chance to design a character in The Elder Scrolls 6. Bids were donations to the charity Make-A-Wish, and narrowly missing out on top spot was one from the folks behind the Unofficial Elder Scrolls Pages, the series’ long-running and very good independent wiki. The good news is that those folks how now met with Bethesda and had the chance to design their NPC, which’ll be a memorial to a forum user whose roleplaying has crossed paths with official Elder Scrolls lore.
Yes, as we all know, Nintendo does like to hide fun little secrets and easter eggs within its adventures, especially when it comes to stuff like the Mario Galaxy games.
You know, things like the part of Buoy Base Galaxy that looks like a Poké Ball, or Captain Olimar’s S.S. Dolphin floating about in the Space Junk Galaxy. Yes, we love some clever little nods and winks.