Microsoft Flight Simulator 2024 Review

I’m at a loss for how to start this review, because I’m not sure I even believe what Microsoft Flight Simulator 2024 actually is. An absolutely disastrous launch made it literally unplayable for the first 24 hours, and the next several days saw bugs and glitches popping up thanks to an unexpectedly high server load. And in spite of all that, now soaring through smooth skies after 58 hours of exploring the planet, working on building my career, taking photos of famous landmarks, and just messing around in free-flight, I sat back in my chair this week and said to myself “I can’t believe it… they did it again.” No one was there to hear me, but all the impressive new features and improvements that Microsoft has built upon its predecessor’s already masterful groundwork made it worth saying out loud just the same.

Graphically, Flight Simulator 2024 is a step-up in a lot of ways. Perhaps the most noticeable is the change in the seasons. Since I live in Maine, I tend to explore it in-sim more than most other places, just because it’s cool to see how one-to-one the digital twin is compared to the Earth we’re living on now. This makes me an expert on what Maine looks like, which isn’t a very desirable trait to have in most situations, but for this review, perhaps no one is more qualified. We’re in late autumn now, and the trees in both the sim and in real life are devoid of foliage, wooden skeletons sat on the rolling hills and small mountains of this Northeastern state. The pattern of greyish-brown is broken by populations of dark green evergreen trees, like spruce and pines. And that sparse hibernatory period is reflected perfectly in Flight Simulator 2024.

In fact, all the seasons and weather are. Want to enjoy the famous fall foliage of Vermont? Turn the weather and date settings to October to see the vibrant hues of autumn there. Turn it back a little more and the trees settle into a nice leafy green. Or, if you’d rather go back to the winter, you can adjust the snow depth – and just like with mud and tall grass, if you taxi your plane through the snow, it leaves tracks.

Hey, remember that total solar eclipse that happened over the United States last April? I was fortunate enough to live a couple hours away from the path of totality and witnessed it firsthand, but if you missed it, just set the date to April 8, 2024 and adjust the time to wherever the totality was at your location, and suddenly you can fly through that astronomical event yourself. I saw this tip going around online and I expected it would just get dark and then bright again, but nope: the sun became an ever-smaller sliver until it finally vanished behind the moon. The lighting even had a similar eeriness to the real thing. Just unbelievable, and I think I’m going to revisit it again from a jetliner flying at 35,000 feet.

The lighting in the cockpit just hits in a way it didn’t before.

These seasonal differences are most noticeable when you’re on or near to the ground. However, that’s also where the GPU puts in the most amount of work. On the ground, my Radeon RX 7900XT GPU is running at 99%, and turning the graphical settings down a notch only takes the load down to 95%. When you’re flying, and the requirements to render all those trees is smaller, the load on my GPU dropped down to 80%, which is still crazy high, but obviously a significant improvement. I’m hoping this is something developer Asobo Studio is working to optimize as the sim matures, because one of the biggest new features of Flight Simulator 2024 is the ability to land your aircraft anywhere, get out, and walk around. It’s a bummer this awesome new option places such a burden on your hardware.

Shadows and lighting have also been improved, something that’s most noticeable inside the cockpit. The light just hits in a way it didn’t before, with each knob and soft key casting its own shadow realistically. The imperfections and scratches in the windows of your aircraft react exactly how you’d expect them to, even to the point where they can obscure your vision if you’re flying with the sun in your eyes. It’s another unexpected touch that adds so much more realism.

Career Path

Flight Simulator 2024 has a few new modes, including on-foot photo challenges and time trial races with leaderboards, but the one I found the most compelling was the Career mode. Whereas I primarily used the power of imagination to add tasks to my free-flights in 2020’s Flight Simulator, in Career mode you have actual missions to complete once you unlock the requirements to do so.

Your career starts simply enough: you choose an airport as your home base, and from there you go through training to get your Private Pilot License, or PPL. The PPL training is, unfortunately, the exact same training from 2020, but in the new engine and with updated instruction voiceover. It’s a little disappointing to have gone through the same training I did before, but then again, I didn’t mind it as a refresher. And if you feel confident in your piloting skills, you don’t even need to go through the lessons as you can just jump right into the exam.

You earn credits by taking on jobs, and the types of jobs available are dependent on your experience level, reputation, and which certifications you’ve earned. For example, when you have your PPL, you’re limited to “first flights,” where you take a passenger or two on a quick trip around a specified flight path. You need to have a few of them under your belt to get the necessary “hours” of experience needed to move onto your Commercial Pilot License, or CPL.

Once you get that, the experience and earning potential dramatically opens up, and only continues to become more lucrative as you unlock specializations for your CPL, like Instrument Flight Rules (IFR) certification, tail-wheel endorsement, and turboprop engine rating, to name a few. Right off the bat, you can start taking on missions delivering aircraft from one airport to another, and some jobs, like Search and Rescue, won’t open up until you’ve earned quite a few hours in the air and a slew of certs and endorsements.

It all plays out like a normal, old-fashioned video game skill tree. For example, you can’t get your turboprop engine rating without your high performance endorsement, which you can’t get without your CPL. If you want to specialize, you can focus your efforts on one path in the tree, or you can fill them out in whatever way feels right to you. And there’s a completely separate tree for helicopters that largely plays out the same way, just with different requirements and, you know, helicopters instead of fixed-wing aircraft.

Career mode was the first moment in Flight Simulator 2024 where I said, “Okay, this rules, actually.”

The exams are no joke: I failed my IFR exam the first time because I wasn’t giving it my all, but was able to swing it the second time. My final grade left something to be desired, but the gamer in me is glad to know I can revisit it at any time and try to improve. My one wish for retaking exams would be to make the introductory text skippable so I could just get right into the test and not have to listen to the NPC instructor give me the rundown on what I’m supposed to do.

Progress through career mode is slow. You don’t earn much as a new pilot, and you have to take on quite a lot of work before you have enough to do the later exams. It’s almost like grinding in an RPG, which, if you know me, is something I love doing anyway. And if you’re impatient, you can skip a lot of the parts of the mission. For example, you could jump from the ramp to the runway, take off, then skip directly to the final approach. To counteract this, there are bonuses for completing missions without skipping any of the parts and pieces – and if you’re wondering if I ever skipped a section, the answer is “no.” Bro, I go through the checklists from a cold and dark cockpit. I am here to simulate, not mess around.

Career mode was the first moment in my Flight Simulator 2024 experience where I said to myself “Okay, this rules, actually.” I mean, free flight is excellent, but I’ve been doing that since the last Flight Sim’s 2019 alpha. But Career mode? Requiring me to have a method to my madness? I love it. And eventually, once I’ve gotten enough experience, saved up enough Flight Sim Bucks, and earned the requisite certifications, I can start my own aviation business with my own fleet of aircraft. Needless to say, I find the prospect absolutely thrilling. But for now, I’m still grinding it out, delivering planes, taking skydivers to new heights, and becoming a better pilot with each successful landing.

Challenge League

Another one of Flight Simulator 2024’s new features is Challenge League, a competitive mode where you’re presented with a set of three challenges that are updated weekly. Launch week had a Grand Canyon rally race, a low-altitude F/A-18 challenge, and a landing challenge. I initially took on the Grand Canyon rally and really enjoyed it. I felt compelled to keep racing, to better my time, and to beat the next-best person on the leaderboard.

Challenge League is about as close to an “arcade” experience you’ll find in Flight Simulator 2024, and even though its all about fun, the flight model remains the same. In other words, the planes all act and fly exactly as they do in the wider sim. You’re completing fanciful challenges using meticulously simulated aircraft and conditions, so you can’t suddenly pretend like you’re playing Ace Combat.

While I did spend a fair amount of effort trying to better my time on the Grand Canyon rally, I wasn’t compelled enough to find this a stand-out mode overall. I’m going to revisit it each week and at least try one, perhaps two of the challenges out, but it’s not really why I play Flight Simulator. It’s a good inclusion for those who are interested, and the competitive part of me was riled up trying to climb the leaderboard, but it’s not going to be my go-to.

Slow walking aside, it’s really cool to be able to visit landmarks on foot.

World Photographer is another challenge-type mode, but it’s much more low-key and shows off just how detailed Asobo was able to make the Earth’s digital twin. You’re tasked with taking photos of various landmarks around the world, and to get the best possible score, you need to fulfill certain requirements.

For example, the first mission in the World Landmarks collection requires you to meet three conditions: take a photo of the Great Sphinx in Cairo on the September equinox with the sun setting over its right shoulder. Oh, and you need to capture that photo while on foot. To accomplish this mission, I picked an ultralight as my aircraft and landed in the empty area just south of the Great Pyramid complex. Then I hopped out and walked to a spot where I could fulfill all the requirements. The default aircraft is a helicopter, but since I turned off all the assists, I am still completely unable to land a helicopter without it falling apart, and I’m too stubborn to turn them back on, but using one would have allowed me to get even closer.

Graphically, it is pretty impressive. The sand looks exactly how you’d imagine it to look, with rocks and desert shrubs scattered about. That said, the renderings of the structures themselves vary widely. The pyramids and the Sphinx looked, appropriately enough, almost photorealistic. But the other ruins around them looked like they were from GoldenEye in some spots. To be fair, I did this mission pretty early on, when the streaming servers were still slammed, so that might have been a part of it. Regardless, I didn’t find it too distracting and actually thought it was really cool to be able to visit a place like this on foot.

The biggest problem I have with World Photography mode, and walking around in the sim-world in general, is that it simulates a real-world walking speed. If you’re used to first-person shooters, walking around at an actual, human pace inside a video game is painfully slow. I landed as close to the Sphinx as I could and it was still a long walk. This is one area where I wouldn’t mind an option to just toggle the realism off.

There are literally hundreds of different World Photography challenges, and I’ve only just scratched the surface. Since I’ve always loved the “sightseeing” aspects of Flight Simulator, this is a mode I will definitely be returning to time and time again. Being able to walk around changes it up quite a bit from the old photography challenges, and the addition of seasonal foliage and improved models also improves it greatly. I didn’t care for the challenges in 2020, but this edition, I’m actually pretty fired up about them.

Flight Planner

Probably the most incredible, interesting, and ultimately nerdy addition to Flight Simulator 2024 is the Flight Planner. It’s a web-based tool that does an excellent job of replicating the flight planning software and resources actual pilots use while planning their real-world flights. The concept itself isn’t new: there have been apps doing this for Flight Simulator for a while. But this one is free and completely integrated with Microsoft Flight Simulator 2024, developed by one of Asobo’s partners, Working Title.

Since it’s web-based rather than an iOS or Android app, you can fiddle with it on any device with a web browser. And friends, I have done just that. Logging into the site, there’s no fluff or extra welcome screens to get in the way. It’s essentially the same Electronic Flight Bag, or EFB, that’s already in-game, but you can use it anywhere and at any time and with even more features. It’s not without a few annoyances: the altitude always defaults to 35,000 feet regardless of which plane I’m planning to fly, and fuel doesn’t seem to load in properly.

However, I have to come clean here, as I’m not sure if this is my fault or just a bug that hasn’t yet been ironed out. This flight planner is so gigantic, so complex, and so full-featured that I’m not even sure what every option actually does. But while I can easily make and then upload a flight plan, it’s all the other features I don’t understand yet that excite me the most. I found myself happily Googling flight charts and 100 other things because I wanted to learn it all. I suddenly I find myself with an excuse to learn all this complex technical piloting stuff real pilots need to know before they can take to the skies.

The Flight Planner doesn’t feel like a gimmick. It feels essential.

I did find the process of loading the flight plan into my EFB in the simulator a bit frustrating at first, but I eventually sussed it out and immediately wrote a guide on how to do it, so you don’t need to suffer like I did. And holy cow – when I finally got everything sorted, I loaded the plan I’d made on my iPad into Flight Simulator 2024, sent the route to air traffic control, then sent it to my virtual plane’s avionics, and boom. My route was all there, ready for me to use to navigate either manually or in my plane’s autopilot system. That frees me up to tinker around and learn the ins and outs of flight planning and reading charts anytime I feel like on any device, but then also makes what’s already the most realistic simulation out there feel that much more real once I jump back in. I am a complete sucker for this kind of thing, and it doesn’t feel like a gimmick. It feels essential to the experience. It’s thrilling to me and takes my Dad Energy to new heights.

And there are finally airport charts you can use now, just like in real life! Gone are the days of 2020, when I’d land at an airport and just have the AI copilot take me to the gate. Now I can open up the kneeboard in Flight Planner and view the charts and facility maps as I would were I actually there. This is exactly the type of granular simulation stuff my body craves. And while it unfortunately doesn’t have a lesson plan to follow or any sort of tutorials, if you’re like me, you’re already Googling the difference between VOR DME and VOR DTAC (VOR DTAC is the military equivalent of VOR DME, obviously).

Save 30% Off the Xbox Elite Series 2 Pro-Grade Controller With Component Pack

We’re past Cyber Monday, but Walmart is still pushing out brand new gaming deals for December. Right now, you can pick up the professional-grade Xbox Series X Elite Series 2 Wireless Controller for only $124.00 after a 30% off instant discount. That’s a great deal for the original Elite Series 2 controller that includes the component pack. The newer Elite Series 2 Core controllers in White, Blue, and Red do not include the component pack and they normally retail for $140. The component pack itself retails for $59.99.

Xbox Elite Wireless Controller Series 2 for $124

Includes component pack

The Xbox Elite Series 2 Core controller features better build quality and lots more customizability than the stock controller that comes with the Xbox Series X console. Some of the more significant pro gaming features include adjustable-tension thumbsticks, wrap-around rubberized grip, and shorter hair trigger locks. The component pack, which is bundled with this controller, includes an extra sets of paddles, thumbsticks, D-pad, and case.

I rarely see this version of the Elite Series controller for sale. The versions without the component packs are commonly sold for a lesser price, but one of the biggest advantages of getting this controller over the standard controller is the customizability. Without those extra accessories to modify the controller to your liking, there’s less of a reason to spend so much more when a regular Xbox controller can be often be found for under $50.

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

Total Chaos is a grimy horror FPS from the Turbo Overkill devs

I think It’s safe to say that Trigger Happy Interactive’s upcoming survival horror Total Chaos is a bit of a palette change from their last offering – the frenetic, neon-drenched, chainsaw-legged Turbo Overkill. Still, it’s not often we see psychological horror combined with ultraviolence, and anything that gives off even a whiff of Condemned: Criminal Origins has my attention.

Total Chaos started life as a popular Doom 2 mod, and while I dare the say the limitations of that game sell the atmosphere a little better than this much sleeker update, I certainly trust Trigger Happy enough to make the most of the new engine. The game is set in New Oasis, a “once bustling haven for coal miners” that is now most definitely not bustling, nor haven-like.

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Pre-Order the Far Cry 20th Anniversary Soundtrack Collection Vinyl Now at IGN Store!

Far Cry is one of the most beloved series from Ubisoft, and for good reason. Over the last 20 years, Far Cry has challenged and twisted the shooter formula with all sorts of settings through 13 different games. This includes places like America, Cuba, the Himalayas, the dystopian future, and even a trip to 10,000 BCE. To celebrate the 20th anniversary of the series, you can pre-order the all-new Far Cry 20th Anniversary Soundtrack Collection on vinyl at IGN Store!

Pre-Order the Far Cry 20th Anniversary Soundtrack Collection on Vinyl!

This soundtrack collection includes 48 tracks from across three LPs. The music was selected from some of the biggest games in the series, including Far Cry 2, 3, 4, 5 and 6, Blood Dragon, Primal and New Dawn. This includes music from composers like Tyler Bates, Pedro Bromfman, Marc Canham, Jason Graves, and more.

The front cover of this collection features five iconic villains from the Far Cry series, with unique 20th anniversary iconography placed on the back. Each LP comes in a spined and printed inner sleeve that slips into a widespined outer sleeve with spot gloss UV. It’s perfect for any Far Cry fan, with a vibrant cover that’s sure to strike up a conversation.

The Far Cry 20th Anniversary Soundtrack Collection Vinyl will ship out starting May 2025. Pre-orders are now open on IGN Store, so don’t miss your chance to grab this unique collector’s item!

About IGN Store

IGN Store sells high-quality merch, collectibles, and shirts for everything you’re into. It’s a shop built with fans in mind: for all the geek culture and fandom you love most. Whether you’re into comics, movies, anime, games, retro gaming or just want some cute plushies (who doesn’t?), this store is for you!

Probably-magnificent mystery house puzzler Blue Prince will release in spring 2025

Dogubomb’s Blue Prince boasts my favourite shapeshifting house in a video game, which admittedly isn’t setting a very high bar. Perhaps surprisingly, most video game houses do not shapeshift. Despite being made out of pure imagination and carbon emissions, they remain nostalgically shackled to the limitations of brick, mortar and Euclidean geometry. Blue Prince’s abode is different. It is a house made of house. You’ll actually design the layout yourself every time you wander through it, picking from a selection of mismatched room types whenever you open a door.

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How The Thing: Remastered Remains Faithful To 2002’s Adaptation

How The Thing: Remastered Remains Faithful To 2002’s Adaptation

John Carpenter’s iconic 1982 horror classic “The Thing” has inspired countless creators over the years, including Computer Artworks, the studio behind 2002’s The Thing, a video game adaptation that takes place after the events of the film.

In the game, Captain J.F. Blake leads a team of U.S. Special Forces in an investigation of Outpost 31. There, Blake and his crew must defend themselves from hostile alien life, and each other, as infections arise.

Despite being released 20 years after the 1982 film, The Thing has become more of a challenge to revisit than its original source of inspiration. While you can easily purchase or stream the film, 2002’s The Thing often requires nostalgic gamers to track down a physical copy along with the necessary hardware to play it on.

This is where Nightdive comes in with The Thing: Remastered, available on Xbox Series X|S and Xbox One today. It’s a revitalization of the almost-lost game that stays true to the creators’ original vision.

Understanding The Source Material

Nightdive’s goal is to bring lost and forgotten games like The Thing back from the depths. Not only so people can revisit their favorites on modern platforms like Xbox Series X|S, but also to preserve these games for future generations.

Game preservation is something I recently stressed the importance of while writing about Killing Time: Resurrected, and the same remains true for The Thing: Remastered. All games deserve to be preserved, but preservation isn’t as simple as applying a fresh coat of paint. One of the challenges in using remasters as a form of preservation is keeping the remaster as faithful to the original as possible.

With this in mind, Nightdive worked closely with members of the original Computer Artworks staff, including art director Ron Ashtiani and technical director Mark Atkinson, both of whom are well-versed in the game they helped create and the 1982 film.

“I‘d seen the film before the project, but re-watched it multiple times when we started the game,” explains Computer Artworks technical director, Mark Atkinson. “We wanted to preserve the feel of the movie and what made it scary in terms of a survival horror.”

For Ron Ashtiani, the movie “scared the hell out of me, but also sparked my interest in sci-fi horror.” He went on to reflect how ahead of its time the film was. “It was made before the days of studios relying on an abundance of CG effects to wow the viewer.”

In addition to being ahead of its time visually, “The Thing” benefited from the captivating performance of actors like Kurt Russel and Keith David, and well-written screenplay courtesy of Bill Lancaster.

“I think one of the reasons ‘The Thing’ still holds up is due to the lingering mystery at the end — who was the Thing? It’s a smart movie, a masterclass in cinema,” remarks Joel Welsh, art lead on The Thing: Remastered at Nightdive Studios.

While it’s not required to watch “The Thing” before playing The Thing: Remastered, it does help broaden your knowledge of the peril Captain J.F. Blake and his team face as they explore Outpost 31. Both from alien creatures, and each other.

“Every scene was carefully detailed to make you wonder and be suspicious about everyone the whole time,” says Grover Wimberly IV, Nightdive’s project manager and producer on The Thing: Remastered. “For fans of Nightdive games who haven’t had a chance to watch ‘The Thing,’ I’d suggest watching before diving into the game.”

Remastering With The Masters

Mark Atkinson oversaw many technical aspects with 2002’s The Thing in addition to contributing to the game’s original design and coding alongside Computer Artworks’ talented team of engineers. Working on The Thing: Remastered with Nightdive, Atkinson took on a similar role.

“On the remaster, Ron and I were involved from the start, resurrecting the old code and master quality art assets, and helping guide the Nightdive team, e.g. what was intentional vs. where we just ran out of time to polish,” notes Atkinson.

“The remaster adds many significant upgrades in terms of gameplay, level design, UI, HUD etc., which go beyond a simple 4K reskin. Ron and I gave the green light to all of that, as well as consulting Andrew Curtis, the original game designer. In practical terms, I did a significant amount of C++ work as we wanted to really take the opportunity to make the remaster as good as possible.”

When asked about his experience working on 2002’s The Thing, Ashtiani recalls, “I joined the art team at Computer Artworks just after the game was fully signed after a successful prototype. Back then, art teams weren’t siloed into specific fields, but I mainly worked on the environments and built around half of the levels in the game.”

Again, Ashtiani reprised this hands-on role with The Thing: Remastered: “My role with Nightdive has been to co-lead the art team as the vision holder for the look of the game. I worked on setting the art direction for the remaster and ensuring that while we remaster the graphics and art assets, we don’t lose the essence of the original game.”

And this is important, because the essence of the original is inherently special. For the entire team, not just the artists, 2002’s The Thing needed to align with the 1982 film, and that took making the most of the technology and tools that were available at the time.

“We did the best we could with what we had,” Ashtiani explains. “We put a lot of work into capturing the isolation of the Antarctic and created a host of new and interesting creatures. However, lighting was an area we couldn’t match until the remaster.”

As well as the technical limitations, time constraints also contributed to some of the quirks players encountered in 2002’s The Thing, which Atkinson says has been addressed in the remaster.

”People loved the original game, but had some legitimate complaints, e.g. the scripted burst-outs, the difficulty is uneven, the combat was a little janky, the boss fights weren’t great,” admits Atkinson. “We went hard on fixing all that.”

The Thing: Remastered also benefits from the addition of modern gameplay elements such as third-person aiming, quick select wheels, the ability to use a controller on PC, and more. In terms of difficulty, Atkinson notes, “the game is still fairly hard, but not in such an uneven and sometimes frustrating way as the original.” There’s also the option now for players to select an easier difficulty setting, further expanding the game’s approachability.

Seconding this, Ashtiani says the remaster is true to 2002’s The Thing, but with improved gameplay balancing, control systems, UI improvements, among other quality-of-life adjustments.

“Graphically, it’s a big leap forward,” Ashiani adds. “We’ve been able to use all the lighting technology of today, plus higher resolution models and textures. We even managed to add some assets that were cut from the original game, creature variations in particular.”

A Team Effort

Having a team you can trust is important, not only when attempting to survive in the world of The Thing, but also in developing a quality remaster. Trust, communication, and teamwork between the original developers and the developers at Nightdive Studios were integral in resurrecting 2002’s The Thing.

“We made it a point to make sure Ron and Mark’s input were taken throughout the development process by consulting and having them at our team meetings when discussing adjustments, enhancements, and fixes to make sure it fit the spirit of the original 2002 release,” explains Wimblerly IV.

“Ron and Mark certainly left their mark, along with the rest of the team,” praises Welsh. “This is Nightdive/Atari’s most ambitious remaster to date, and we hope Xbox players have a blast with it. Just remember: No One Survives Alone!”

You don’t have to take our word for it, though. Whether you’re a fan of 2002’s The Thing, or simply want to check out a classic game you previously missed out on, you’ll be able to pay an eventful visit to Outpost 31 when The Thing: Remastered releases on Xbox One and Xbox Series X|S today.

The Thing: Remastered

Nightdive Studios

No One Survives Alone.

The 2002 third-person survival horror shooter that serves as a sequel to the genre-defining 1982 film is back, remastered by Nightdive Studios to bring this innovative blend of fast paced squad action meets survival horror to the modern era. Including Antialiasing, Per Pixel Lighting, 4K Resolution and up to 120 FPS.

Where the movie ended, the true terror begins.

You are Cpt J.F. Blake, leader of a U.S. Special Forces rescue team sent to investigate the blood-curdling events and enigmatic deaths of the American scientific team that transpired at the Outpost 31 research facility located in the frozen wastelands of Antarctica. Within these inhospitable surroundings your team encounters a strange shape-shifting alien life-form that assumes the appearance of people that it kills. Trapped by the elements and infected by this horrific entity, using all your team members is critical if you hope to accomplish your objectives, let alone survive. If you only knew which ones were still human…

The post How The Thing: Remastered Remains Faithful To 2002’s Adaptation appeared first on Xbox Wire.

Infinity Nikki Interactive Map is Now Available

IGN’s Infinity Nikki map is here! Our interactive map tracks collectibles across the world of Miraland including Whimstars, Dew of Inspiration, and Treasure Chests for those who like to farm collectibles. It also displays the locations of Styling Challenges and Mini Games so you know where to go to spend time.

Our team of Stylists is hard at work filling out our Infinity Nikki interactive map, so make sure to check back often and track your progress across Miraland.

Infinity Nikki Interactive Map

The available Infinity Nikki interactive map filters include:

  • Collectibles, including Whimstars and Dew of Inspiration. You’ll need the latter to get rewards from Kilo the Cadenceborn!
  • Locations, such as Warp Spires, which allow you to fast travel once activated. There’s also Caverns, Catapult Seals, and more.
  • Activities, including Box Games, Mini Games, and Styling Challenges.
  • Items, such as Treasure Chests. Opening them can net you Clothing and even Diamonds, which you can spend on the Resonance Banners.
  • Quests, including Main Quests and Side Quests, so you always know where to go to start your next mission.

Infinity Nikki Codes

While you’re using IGN’s Infinity Nikki interactive map to find loot across Miraland, make sure you check out the latest Infinity Nikki codes to get even more free rewards.

Infinity Nikki codes lead to rewards like free Diamonds and Revelation Crystals, and materials such as Threads of Purity and Shiny Bubbles to help you craft new clothes, accessories, and outfits. Combine those with what you can earn by exploring the map alone and you’ve got a ton of rewards!

Northgard, Dune and Wartales devs Shiro Games reveal sci-fi MMO SpaceCraft

4X strategy and RPG stalwarts Shiro Games have announced SpaceCraft, a “massively multiplayer management and crafting adventure” set in Normandy during the Middle Ages, haha, of course not – it’s set in space. They won’t be winning the T.S. Eliot poetry prize with that title, but I guess it gets the job done. Here’s a trailer.

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The Game Awards 2024: How to Watch and What to Expect

The Game Awards 2024 is almost here – a night celebrating recognition of the biggest games released throughout the year. The event will take place on Thursday, December 12, and we’ll share below exactly how you can tune into the livestream and what to expect for awards.

How to Watch The Game Awards 2024 Livestream

The Game Awards 2024 will kick off on December 12 at 4:30pm PT/7:30pm ET and is expected to run for roughly three hours, according to The Game Awards.

If you live in the GMT or AEST timezones, this translates to 12:30am GMT/10:30am AEST on December 13.

IGN will be hosting a pre-show for The Game Awards that takes place at 4pm PT/7pm ET before the official festivities begin. We will also be back after The Game Awards for an IGN post-show to break down all the biggest moments, reveals, and winners from the show!

Where to Watch The Game Awards 2024 Online

We’re hosting the livestream for The Game Awards 2024 here, on IGN.com, and on our accounts across all major platforms including YouTube, Twitch, Twitter, and Facebook. Here are all of the links where you can watch the stream online:

What to Expect From The Game Awards 2024

There are 29 categories in total for The Game Awards 224, with the most anticipated category, “Game of the Year” having a handful of popular games. The contenders include Astrobot, Balatro, Black Myth: Wukong, Elden Ring: Shadow of the Erdtree, Final Fantasy VII Rebirth, and Metaphor: ReFantazio.

The category for “Most Anticipated Game” includes biggies with Death Stranding 2: On the Beach, Ghost of Yotei, GTA 6, Metroid Prime 4: Beyond, and Monster Hunter Wilds.

Dragon Age: The Veilguard, Prince of Persia: the Lost Crown, Star Wars Outlaws, CoD: Black Ops 6, and Diablo 4 are all up for “Innovation in Accessibility,” with “Games for Impact” comprising of Life is Strange: Double Exposure, Neva, Indika, Closer the Distance, Senua’s Saga: Hellblade 2, and Tales of Kenzera: Zau.

You can check out the full list of The Game Awards 2024 nominees, where it shows Astro Bot and Final Fantasy VII Rebirth leading with seven noms each, and Metaphor: ReFantazio following with six noms.

Opinion: Nintendo Needs To Let Us Block The Crap On Switch 2’s eShop

Block and move on.

It’s been years now since Nintendo opened the eShop floodgates and started letting everything in. In stark contrast to the Wii U days when even established developers had trouble getting their games on Nintendo platforms, the weekly update is now filled with games that would have been unthinkable just one console generation ago.

For all my moaning to come, I’ll make it clear up front that I’m not advocating going back to those dark days – the breadth and quantity of experiences you can download from the eShop is one of the great strides forward Nintendo made this gen. The problem that needs addressing is one of content management in an overcrowded storefront; for every promising-looking game and genuine gem, there are five cynical, bottom-of-the-barrel releases obscuring it.

Read the full article on nintendolife.com