Keeper’s First Extended Gameplay Shows Us an Ever-Changing Adventure

Keeper’s First Extended Gameplay Shows Us an Ever-Changing Adventure

Keeper Hero Image

There’s a primal human pleasure in simply finding out what something does. It’s the reason you’d still want to push a button that says “do not touch”, or wonder what’s behind a locked door. Keeper thrives on that idea, building out a game of discoveries and experiments around it.

Seeing extended gameplay for the first time at gamescom, Keeper’s key trick – of telling its story in a never-before-seen world, all without words – means that almost everything you do is less about completing an objective you’re told to follow, and more about finding out what the objective is.

Shine Your Light

First revealed at Xbox Games Showcase earlier this year, Keeper is a dreamy, otherworldly adventure that puts you in the misshapen body of a suddenly sentient walking lighthouse – but there’s no narrator, nor talking sidekick to explain where you are, what’s going on, and what you should be doing. Working these things out is the game.

“A key tenet of this game is the unexpected,” Creative Director Lee Petty tells me. “We wanted players to be able to relax a bit, chill out a bit, and embrace the unexpected. So to that end, there’s some experimentation, but there’s nothing the player can do to die in this game. They can’t mess up the experience. We sort of get the player on board early so that, when something unexpected is thrown at them, it’s not a moment of panic that they don’t know how to get through.”

In three portions taken from early sections, I see how Keeper slowly introduces new ideas in subtle ways. With only the ability to walk, shine a beacon, and the help of a bird companion called Twig, the player needs to work out what they should be doing through context clues.

“The lighthouse beam has two main modes,” explains Petty. “It has an unfocused and a focused mode. The unfocused mode is for exploring – as you shine it around, you might see little subtle shimmers or reactions in the world. Bigger transformations occur when the player focuses that bigger, brighter beam on things, and that’s often used to solve puzzles as well.

“Twig rides along on the lighthouse and can do things that the lighthouse can’t. The lighthouse doesn’t have arms, only legs. Twig however, can directly manipulate things in the world. So what the player can do, for example, to solve a puzzle is use a combination of that light ability and Twig’s ability to pick up and collect things.”

I see this early on, as the lighthouse comes across a lumpen… thing blocking its path. Under the unfocused beam, the creature bristles slightly, enough to show you that it’s reacting – and, focusing the beam, it puts a claw in front of its eyes. This produces a shimmer, which attracts Twig, who flies to grab the claw, and an option to “tug” appears on the screen. Twig pulls at the creature, who flops to one side, revealing a seed that Twig stows away for a future puzzle.

It’s a sequence of purely organic discovery – the game doesn’t tell you what you need to be doing, and the weirdness of it all means you don’t come in with a preconceived idea of what you should be doing, other than trying things out. And this is repeated throughout. I see the lighthouse effectively organising a dance of creatures attracted to its light to smash through a sheet of ice, a gorgeous discovery that touching a certain spore-like plant will allow the lighthouse to subvert gravity itself, and even a wild sequence in which it becomes apparent that the beam can control the flow of time on objects it touches in a certain area.

The real ace in the hole here is that Keeper’s world is unlike any other – its bucolic landscapes inhabited by scuttling, alien-like creatures, trees with faces, and flora with unusual effects. It means that, even once you do work out where to go, or what to look at, the effects of your interaction remain a surprise. Crucially, Double Fine never want that feeling to go away:

“We wanted the entire game to have this sort of organic, almost handmade, bespoke feel,” Petty adds. “It’s not a game of repeating actions as much as a game of wandering among unique areas and set pieces that change.”

In just 15 minutes of gameplay, I see – by my count – 11 different puzzles (not to mention smaller interactions as you prod and poke at the world around you). It’s clear that the aim here is to keep surprising the player with what they realize they’re being asked to do. Not all of this is ‘mission-critical’, either – the more you explore, the more you’ll find:

“There’s a lot of stuff for the player to discover along the experience,” adds Petty. “Some of those come in the form of environmental storytelling, some of those things are in the form of hidden interactions with the various creatures, and a lot of it is also just about the players’ interpretation of the games events, and finding meaning in the experience.”

Crucially, though, this is all done with the same small pool of button presses. It might have been complex for the developers to find so many ways to play with these toys, but they didn’t want the player to be bogged down by an unwieldy control scheme:

“We wanted Keeper to be an experience that wasn’t especially difficult to play,” says Petty. “It’s not a game about control, mastery or incredibly hard challenges, because we wanted this sort of unique, weird-but-chill experience for players to go on. We don’t have a need for all those buttons on the controller.

“And we also just have a really big set of accessibility features where people can map the controls to what they want. If they prefer to play with keyboard and mouse, or they play on a controller, we support both of them.”

For a game this overtly strange, it’s a way of easing you in – in all ways, Keeper has been designed as a welcoming experience, not an alienating one. You’re discovering this world, not being repelled by it – and it seems there’s a great deal to discover. What I’ve seen is from its earliest stages, and a literal cliffhanger at the end of the demo – in which the lighthouse tumbles into an abyss caused by a bridge, well, ceasing to exist under its feet – promises that there are far more surprises to come.

Keeper arrives for Xbox Series X|S, Xbox on PC, Xbox Cloud, and Steam on October 17, priced at $29.99 USD. It will be an Xbox Play Anywhere title, and available day one with Game Pass.

Xbox Play Anywhere

Keeper

Xbox Game Studios

From Lee Petty and Double Fine Productions, Keeper is a beautiful and surreal otherworldly adventure, and a story told without words.

On an island in a long-lost sea, a forgotten lighthouse stands dormant in the shadow of a distant mountain peak. As withering tendrils spread and coalesce, it awakens. Taken with a mysterious sense of purpose and joined by a spirited seabird, it embarks upon a heartening tale of unlikely companionship, an odyssey of mystifying metamorphosis, and an unexpected journey towards the center of the island, into realms beyond understanding.

The post Keeper’s First Extended Gameplay Shows Us an Ever-Changing Adventure appeared first on Xbox Wire.

Sonic Racing: CrossWorlds – Pac-Man crossover and Open Network Test details

Rev your engines, racers, there’s new Sonic Racing: CrossWorlds news that just dropped at Gamescom. Over the past few days, Sonic has dominated the newsfeeds with not one, but two trailer drops, featuring huge reveals. 

Sonic Racing: CrossWorlds – Pac-Man crossover and Open Network Test details

The first was a crossover no one saw coming – two iconic retro gaming heroes coming together in a universe-shattering collaboration: Sonic the Hedgehog and Pac-Man playable in each other’s upcoming games. Sonic joins Pac-Man in Pac-Man World 2 Re-Pac for an explosive birthday celebration, featuring Sonic-inspired levels, costumes, and more. 

Then, Pac-Man and Team Ghost put their racing skills to the test in Sonic Racing: CrossWorlds as part of the growing roster of guest characters included in the Season Pass.  Players can venture through Pac-Village, eat up Pac-Dots, & escape the iconic Maze in the Pac-Man Mobile.

Sonic Racing: CrossWorlds – Pac-Man crossover and Open Network Test details

The all-new Competition Trailer showcased even more Sonic Racing action and detailed the various game modes players can look forward to experiencing once the game is released. In Sonic Racing: CrossWorlds, there are tons of ways to compete:

  • Grand Prix – Compete solo or with friends in local splitscreen co-op for first place in one of 7 cups (comprised of 4 races each). Racers are awarded points based on their placements at the end of races, and the racer with the most points at the end wins.
  • World Match – Test your skills and compete online against 11 other players. Earn Rank Points, increase your World Rank, and aim for the top.
  • Friend Match – Play with up to 11 other players online in custom lobbies where you can control all aspects of a race such as Speed, Team Size, Course/CrossWorlds, AI Difficulty, Frenzy Gates, Items, and Rule Sets.
  • Race Park – Change up the rules and teams online and offline in this party mode that features six unique race formats.
  • Time Trial – Compete for the best time on individual courses and aim for the top of the Leaderboard Rankings.
  • Custom Match – Play with up to 4 players offline split-screen where you can control all aspects of a race such as Speed, Team Size, Courses/CrossWorlds, AI Difficulty, Frenzy Gates, Items, and Rule Sets.

Eagle-eyed fans will also notice that the trailer revealed a few new tracks based on Sonic’s most recent adventures. Kronos Island from Sonic Frontiers makes its debut, featuring iconic ancient architecture strewn across the open fields. Northstar Island from Sonic Superstars arrives colorfully on the scene, with many nods to stage obstacles, local fauna, and even a… giant mechanical dinosaur whale? And Shadow fans, rejoice. The White Space from Shadow Generations has been recreated in glorious detail, down to the Doom’s Eye looming menacingly overhead. 

On the racetrack, there’s no shortage of competitive trash talk. Just as Sonic, Shadow, Espio and Jet are shown jockeying for first place and taking their rivalries to the next level, players can look forward to over a thousand voice lines and interactions between their favorite Sonic characters. Ever wonder what a race between Amy and Big the Cat would sound like? You may find out. 

On top of all that, it was announced that fans can get their hands on Sonic Racing: CrossWorlds a little sooner than expected during the Open Network Test. This free, limited-time event will take place from August 29 to September 1. Players on PS5 will be able to race online with 12 iconic Sonic characters, compete on 16 courses (9 main courses & 7 CrossWorlds), and mix and match 42 gadgets to create the ultimate racing machine. Put your driving skills to the test against players worldwide. There might even be a couple of surprises in store… 

Come Race on our level when Sonic Racing CrossWorlds zooms onto PS5 and PS4 on September 25!

Warhammer 40,000: Dawn of War 4 – First Impressions From a Series Veteran

The thunder of bolters repelling an Ork incursion and the distinctive red and white ceramite armor of the Blood Ravens bring me right back to the moment the trailer for the original Dawn of War made me an instant Warhammer 40K fan more than 20 years ago. And it’s that first game in the series that serves as the jumping off point for the upcoming Dawn of War 4. A lot has changed, but a lot remains the same, bringing bigger battles and snazzier graphics to a classic take-and-hold RTS that is equal parts spectacle and tactics. I played through the 1-2 hour demo a few times and it felt like Dark Crusade never left.

The last we heard of this franchise was in 2018 when Relic ended support for the divisive Dawn of War 3, and this next chapter is deploying under different masters. King Art Games, the developer of the alt-history dieselpunk RTS Iron Harvest, has taken up the banner, and I can definitely see a throughline between the big, stompy robots in that game and the classic dreadnoughts and titans in this one. King Art has also elevated the cinematic carnage by adding a synced animation melee system that can simulate a scrape between any two of its many dozens of units.

Like the recent editions of the tabletop game on which it’s based, Dawn of War 4 has jumped 200 years deeper into the 41st Millennium, after the Eye of Terror opened and split the Imperium of Man apart. The Blood Ravens are a scattered and beleaguered chapter trying to put themselves back together, serving as one of the four… and a half playable factions. Their roster reflects the newest Space Marines codex, with Primaris Intercessors and Bladeguard Veterans leading the charge. Older, tracked mainstays like the Rhino and Predator have been swapped for the higher-tech repulsor vehicles. But some classic favorites like the Dreadnought and Terminators have stuck around.

Dawn of War 4 has jumped 200 years deeper into the 41st Millennium, after the Eye of Terror opened and split the Imperium of Man apart.

Space Marines focus on small, elite squads that are expensive to build and reinforce, but outshine most of their opponents pound-for-pound. Their buildings are large and expensive, with defensive structures being fully automated rather than manned. In fact, they barely pay attention to cover at all, which was an adjustment from having replayed Dawn of War 2 fairly recently. They do have a lot of tactical flexibility though, with most infantry squads being trained into a pool of strategic reserves that can be deployed by drop pod to anywhere you have vision. The drop pods are even armed, and will stay on the map as a light defensive turret until destroyed.

ENEMIES OF THE IMPERIUM

The other ubiquitous Dawn of War race from that very first trailer, the Orks, are the second faction, and the primary enemies in the demo I played. They have much more of a horde style of combat, though with a few units like the Meganobz in their petroleum-fueled power armor that can go toe-to-toe with a space marine. Their buildings are cheap, and all of them have some kind of little guy with a machine gun on them, so vomiting production structures across the map is also how you create defensive positions. The animations are especially thematic and entertaining, as it really looks like a giant heap of scrap that was chucked unceremoniously through the atmosphere.

The Orks also, of course, get a WAAAGH! mechanic that lets them earn powerful deployable stratagems for causing all sorts of havoc.

Just as I was coming to grips with the Orks, though, one of my control points was taken by surprise by the other hostile race, the terminator-like Necrons. Hinted at in the epilogue of Dawn of War 3 but never fully materializing, they make a dramatic return with the monolith super unit that can warp in new squads to its location. For balance reasons, Necrons can’t simply get right back up when killed like they can in the tabletop game. But they do get a special building called the Resurrection Chamber that can respawn a certain number of destroyed squads for free.

They play the most differently from the other factions in that they aren’t especially concerned with the requisition and power capture points dotted around the map. Rather, their economy relies on spreading their matrix – like an eerie, cybernetic form of zerg creep from Starcraft – that grants bonuses to their units when fighting on it and provides them with resources the more of the map is covered in it.

STALWART ALLIES

Having barely fought off the Necron incursion and getting pushed back hard by the Orks due to my divided attention, who would arrive at the crucial moment to join the Blood Ravens in turning the tide of battle? Would you believe it’s a faction completely new to the Dawn of War series? The final of the four fully-playable multiplayer factions is the Adeptus Mechanicus, with their swarms of cyborg servitors and impressive, well-kept war machines.

The AdMech have a unique ability to see enemy contacts as blobs of color relative to their size and power on the minimap, even in the fog of war, so it’s almost impossible to surprise them. Their buildings are also networked, providing them with powerful boosts to production for being in range of a network node, which can make them vulnerable to surgical strikes severing the connection. Their super unit is the titanic Imperial Knight, which really shows off Dawn of War 4’s scale next to the puny units it’s stomping over.

The Imperial Guard were present on the mission I played as AI-controlled allies, although with a limited roster of units. They will also be playable in the tutorial mission of the campaign, but not in multiplayer. Not yet, at least.

I did say four and a half factions, though. The Imperial Guard were present on the mission I played as AI-controlled allies, although with a limited roster of units. They will also be playable in the tutorial mission of the campaign, but not in multiplayer. Not yet, at least.

The other four factions will each have their own campaigns with branching story paths, taking us back to the planet Kronus from the Dawn of War: Dark Crusade expansion. The story features more than 40 minutes of CGI cutscenes across all factions, and was written by prolific Black Library author John French, author of the recent Ahriman novels among others.

Dawn of War 4 will also bring back the popular Last Stand mode from Dawn of War 2, though in a way that was described to me as less hero-centric and “less MOBA-like,” focusing more on the classic RTS mechanics like Dawn of War 1. Co-op is also on the slate, and there was a conspicuously greyed-out “Painter” option on the main menu. The devs weren’t ready to talk about this one yet, but told me their goal was to include everything the previous Dawn of War games had in terms of customization and then add a bit more.

I certainly wasn’t expecting a new Dawn of War any time soon, much less from a studio other than Relic. But from the bit of it I’ve played, it seems like King Art Games understands the assignment. As a Dawn of War 2 fan, I miss the emphasis on cover and move-and-fire tactics. But Dawn of War 4 has nevertheless made a big first impression. I can hardly wait to get dug in next year.

Retro-Inspired Action RPG Shrine’s Legacy Gets Official Release Date

Developer Positive Concept Games and game management platform indie.io announced at gamescom Wednesday that 16-bit action RPG Shrine’s Legacy will release October 7 on Steam.

If you’re not already familiar with Shrine’s Legacy, it’s inspired by classic RPGs of the SNES era and blends that retro look with more modern real-time combat and puzzle solving. The story takes place in a land called Ardemia, a magical world threatened by a returning evil. It can only be saved by uniting the Sword of the Shrine and the eight elements of magic scattered across the world.

You play as two young heroes, Rio and Reima. Rio is heir to the Sword and a descendant of the last hero to banish the ancient evil, while Reima is a mage who’s been desperately seeking the Sword. The two are brought together by the rise of this evil and will go on a journey to find the eight elements before it’s too late.

That journey will take you across an expansive world full of dungeons to explore, puzzles to solve, and secrets to discover. Investigate its nooks and crannies to find crafting materials and magical jewels, and face down treasure-guarding bosses to earn stat-increasing items and learn powerful spells.

This is a character-focused tale, one that will force its two heroes to deal with pain, tragedy, and loss. Vanquishing an ancient evil isn’t possible without sacrifice, and we won’t go into spoilers here, but you’ll find out just how much Rio and Reima are willing to lose to successfully complete their quest.

You can play all of Shrine’s Legacy either solo or in two-player co-op. As you could probably guess from their descriptions, Rio is a melee fighter and Reima is a ranged magic user. If you play solo, you can swap between them at any time, with AI controlling whichever character you’re not actively playing. For co-op, you can go the old-fashioned way and play with a friend on the couch or pair up online via Steam Remote Play Together or Parsec. Either way, there’s full controller support and customizable keyboard controls.

If you want to try Shrine’s Legacy for yourself, there’s a free demo available on Steam now. It contains about two hours of the game’s story, including two dungeons, two towns, and multiple bosses. Just like the full game, the demo can also be played solo or in co-op. If you want to stay up to date with the latest news and previews, you can also follow the game and developer on Twitter, Facebook, or Instagram.

Video: At Last! We’ve Played Hollow Knight: Silksong On Switch 2

Threading the needle.

You’ve read the title, you’ve seen photos of the booths online, so you know it’s coming — six years after its last official public demo, we’ve finally played Hollow Knight: Silksong. And, we’ve played it on Switch 2, too.

Ahead of the game’s special broadcast tomorrow, 21st August, we — or, more specifically, the lovely Felix — has spent some hands-on time with the highly-anticipated sequel to Hollow Knight.

Read the full article on nintendolife.com

ROG Xbox Ally Handhelds Launch October 16: Get Ready to Play!

ROG Xbox Ally Handhelds Launch October 16: Get Ready to Play!

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Summary

  • The ROG Xbox Ally and ROG Xbox Ally X launch October 16, with expanded day-one availability. 
  • We’re also announcing new handheld experiences today, including the Handheld Compatibility Program. 
  • With next-level performance and purpose-built features, these handhelds give players more ways to play anytime, anywhere. 

Together with ASUS, we are launching the ROG Xbox Ally and ROG Xbox Ally X on October 16. Since unveiling the ROG Xbox Ally handhelds, the community’s excitement and anticipation have been nothing short of inspiring, and we’re excited to bring you a whole new way to experience the joy of gaming—with the people you want, anywhere you want. 

These devices deliver an era of handheld gaming that makes it easier than ever to access your favorite games from Xbox, Battle.net, and other leading PC storefronts wherever you go. Whether you’re experiencing the crisp, colorful skateparks of Tony Hawk’s Pro Skater 3 + 4 or diving into the dynamic, immersive action of Gears of War: Reloaded, the Xbox Ally and Xbox Ally X are built to give you the freedom to play your way, anytime, anywhere. 

On October 16, the Xbox Ally handhelds will be available in Australia, Belgium, Canada, Czech Republic, China (Xbox Ally X only), Denmark, Finland, France, Germany, Hong Kong, Italy, Ireland, Japan, Malaysia, Mexico, the Netherlands, New Zealand, Norway, Philippines, Poland, Portugal, Romania, Saudi Arabia, Singapore, South Korea, Spain, Sweden, Switzerland, Taiwan, Turkey, United Arab Emirates, United Kingdom, United States and Vietnam. Availability will follow for other markets where ROG Ally series products are sold today, including Brazil, India, Indonesia and Thailand. In China, the Xbox Ally will launch early next year. 

Built to Play Anywhere 

Whether you’re hopping between games in your library or streaming from the cloud (where available), the Xbox Ally lineup makes it easy to jump in and stay connected while you play on the go.  

As we shared in June, both devices offer standout features, such as: 

  • The Xbox full screen experience, a dedicated experience purpose-built for gaming, powered by Windows 11, and inspired by the console user experience. With new modifications that minimize background activity and defer non-essential tasks, more system resources are dedicated specifically to gameplay. 
  • A dedicated Xbox button opens an enhanced Game Bar overlay for Windows 11, making it easy to return home, browse your library, launch or quit games, chat with friends, access ROG’s innovative Armoury Crate SE, and more. 
  • An aggregated gaming library gives you quick access to games from Xbox, Game Pass (where available), and installed games from Battle.net and other leading PC storefronts. 
  • Ability to play natively, via the cloud (where available), or via Remote Play from your Xbox console anywhere in your home. 
  • AMD processors that deliver premium gaming performance—the AMD Ryzen Z2 A processor in the Xbox Ally balances performance and power consumption to maximize battery life without sacrificing gameplay quality, while the AMD Ryzen AI Z2 Extreme processor in the Xbox Ally X provides the best level of performance and visual settings. 
  • Through our investment in Xbox Play Anywhere, with support for over 1,000 games, a single purchase means you can play with Xbox, including your progress and achievements, across Xbox console, PC, Xbox Ally (where available), and other Windows handhelds—at no additional cost.   
  • Gaming Copilot (Beta) via Game Bar, a personalized AI gaming companion that helps you get to your favorite games faster, improve your skills, and offers context-aware support based on what you’re playing. 

The Xbox Ally handhelds deliver a feature-rich experience from day one—and they’re built to get even better over time. Today, we are announcing even more features that will be available on the Xbox Ally handhelds, including our Handheld Compatibility Program and new AI features that enhance your gaming experience. 

Introducing the Handheld Compatibility Program 

Today, we’re excited to introduce the Handheld Compatibility Program—a new Xbox initiative designed to make more games ready to play on your supported handheld. We have worked with game studios to test, optimize, and verify thousands of games for handheld compatibility, allowing you to jump into the game without having to tweak settings, or requiring only minor adjustments.  

At launch, you will be able to see handheld compatibility directly in your game library —look for the “Handheld Optimized” or “Mostly Compatible” badges, or use a filter to quickly find titles that are ready to play:  

  • Handheld Optimized: This indicates games that are ready to go—with default controller inputs, an intuitive text input method, accurate iconography, clear text legibility, and appropriate resolution in full-screen mode—so you can spend less time adjusting settings, and more time defeating that next big boss.  
  • Mostly Compatible: This indicates games that may require minor in-game setting changes for an optimal experience on handheld. 

Games will also feature a Windows Performance Fit indicator to reflect expected performance on your supported device. When a game is both “Handheld Optimized” and carries a Windows Performance Fit “Should play great” or “Should play well” badge, it signals compatibility and performance fit—giving you added assurance before you play. 

But our work doesn’t stop there. We’re continuing to partner with developers to submit new and existing PC titles for handheld compatibility testing, so you can continue to grow your library of handheld compatible games over time.   

Enhanced Play with Xbox Ally X and More AI Features Coming Soon  

Designed for those in search of the most advanced handheld experience, the Xbox Ally X delivers 1TB of storage, 24GB of high-speed RAM, 80Wh of battery, and impulse triggers for more immersive play. Whether you’re gaming on the go or pushing performance at home, Xbox Ally X is built to handle today’s top titles—and tomorrow’s innovations. 

The Xbox Ally X is the first handheld to leverage the top-of-stack AMD Ryzen AI Z2 Extreme, paired with a powerful neural processing unit (NPU) to unlock upcoming AI powered features starting early next year—with more to come: 

  • Automatic Super Resolution (Auto SR): A system-level feature that uses the power of the NPU to upscale games running at lower resolutions—delivering high-resolution visuals and smooth framerates across a wide range of games, with no additional changes required from game developers.    
  • Highlight reels: AI captures your standout gameplay moments—like epic boss battles or victories—and generates short replay clips for you to share with friends or on social channels.   

More AI-powered features will roll out over time as both Xbox and developers continue exploring what’s possible with the Ryzen AI Z2 Extreme.    

And… More is Still Coming  

The Xbox Ally and Xbox Ally X were built to evolve with the future of tech. As we look ahead, we’re continuing to build new features and options for players on handheld. Expect regular updates that unlock new capabilities, boost performance, and elevate your handheld experience. Here’s a sneak peek at what we’re working on:  

  • Advanced shader delivery, a new feature that preloads game shaders during download, so select games launch up to 10x faster, run smoother, and use less battery on first play. More games will support this feature over time.  
  • A wide range of compatible accessories, including the newly announced ROG Raikiri II Xbox Wireless Controller—created by our partners at ASUS through the Designed for Xbox program—featuring a 1000Hz polling rate on PC mode, anti-drift TMR joysticks, and dual-mode triggers. The ROG Raikiri II Xbox Wireless Controller will ship out worldwide this holiday. More details will be shared soon. 
  • And even more in the coming months, including enhancements to the docking experience for the Xbox Ally and Xbox Ally X as we work to enable a seamless, high-performance setup that supports big-screen gaming, Auto SR, intuitive controller pairing, optimized display output, and more! 

Whether you’re a seasoned player, new to gaming, or simply want more flexibility, the Xbox Ally and Xbox Ally X are built to move with you. With next-level performance and purpose-built features, these handhelds mark the next step in how and where you play. Stay tuned for more details about pricing and pre-orders in the coming weeks. We can’t wait for players around the world to experience this new way to play with Xbox. 

The post ROG Xbox Ally Handhelds Launch October 16: Get Ready to Play! appeared first on Xbox Wire.

Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay

I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you.

Entering the narrative sandbox

You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences.

One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown.

What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique.

Human by day. Vampire by night.

The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth.

With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer.

The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally.

To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge.

Fighting the living, the dead, and everything In between

Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral.

Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control.

After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers.

Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities.

If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter.

The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead.

The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey!

Donkey Kong Bananza Breaks Nintendo Tradition With a Rare Discount Only Weeks After Launch

The only game IGN has awarded a 10 in 2025 has been discounted only a few weeks after it launched on Nintendo Switch 2. Donkey Kong Bananza is down to $62.99 at Amazon right now, $7 off its original list price, and a 10% saving for those counting.

$7 savings isn’t much, all things considered, but it’s still a tidy discount for anyone who was holding off until the game got cheaper after shelling out big for that shiny new Switch 2.

Plus, it’s mighty rare for Nintendo games to get any kind of discount so soon after release, so we shall take what we can get!

As far as I’m aware, Costco had this discount first for members, but it seems like sites like Amazon and Best Buy might finally be getting around to price matching.

Should I Wait For Black Friday Before Buying?

Maybe? Donkey Kong Bananza has received what can only be described as a super duper rare discount sale offer. 10% off isn’t game changing, but it is a nice saving for those who aren’t just yet ready to pay $70 for a video game.

Black Friday might offer better deals, but at this stage, it’s incredibly hard to tell how Nintendo will bestoy its gifts of discounts this year (if there even are any, with major price rises potentially even looming as well).

My advice? Go with your gut. If you want to gift yourself the truely valuable (but not actual currency) gift of time, and end your summer playing one of the best games of the year, then go for it! If $63 is still a little too pricey for you, hold off and stick with us on IGN as we cross our fingers and hope the game gets another discount a few of months down the line, and near the close of 2025.

Robert Anderson is Senior Commerce Editor and IGN’s resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.

Lego Voyagers’ building is better when you – and a friend – are the blocks

Despite the grand sense of wanderlust dripping off its title, Lego Voyagers casts you and a pal not as minifig explorers (or even the tiny brickfolk of Lego Builder’s Journey), but as humble 1×1 blocks. You’ll get one eye each, and be thankful for it. Nonetheless, Voyagers still wants you to venture out and roll your way through its plastic wilderness, with some light puzzling, Split Fiction-style cooperative mischief, and building – usually with your own heads as the cornerstones – along the way. Last week, ahead of its Gamescom showing, Mark and I channeled our inner construction materials to try it out.

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