Nintendo Download: 24th August (North America)

Samba de Amigo! Sea of Stars! Blasphemous 2!

The latest Nintendo Download update for North America has arrived, and it’s bringing new games galore to the eShop in your region. As always, be sure to drop a vote in our poll and comment down below with your potential picks for the week. Enjoy!

Switch eShop – Highlights

Samba de Amigo: Party Central (SEGA, 29th Aug, $39.99) – Move to the beat and shake your Joy-Con controllers in a new Samba de Amigo game! Compete online* in World Party mode or enjoy local multiplayer** with a friend to see who has the best moves! Forty songs are included, spanning a multitude of genres from around the world. So, grab those controllers and get shakin’ when Samba de Amigo: Party Central shimmies onto the Nintendo Switch system Aug. 29. Pre-orders are available now.

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No Man’s Sky celebrates its 7th Anniversary with its largest update of the year: Echoes

Hello–It’s unbelievable to me that it has been seven years since No Man’s Sky was released, and to celebrate today we are releasing our largest update of the year – No Man’s Sky Echoes.

Our aim with Echoes is to breathe new life into the universe, with a new robotic race, our first race introduced since launch in 2016. We have also overhauled space combat with a focus on creating truly epic space battles, introducing freighter to freighter battles for the first time.


No Man’s Sky celebrates its 7th Anniversary with its largest update of the year: Echoes

New robot race

In Echoes, travelers will discover a never-before-seen, long-hidden race of robots with rich new story content–engaging in robot assignments and rituals to earn a huge array of mechanical parts to create their own robotic avatar.

New pirate freighters bring huge space battles to the universe. Defend fleets from pirates. Fly through enemy trenches to sabotage their shields, and destroy them!

Players can search out and assemble their own sci-fi ceremonial staff. Level these up with unique technology to mine and battle your way through the universe.

Travelers can now search for, trade, and scrap weapons, allowing players to become Multi-tool scrap merchants. Travelers can also choose from a wider array of weapons and tools, including the staff and a new powerful Atlas weapon.

Chronicle your journey

This year we introduced the ability to store a catalog of player’s most wondrous discoveries. A new holographic museum allows you to decorate and display your favorite weird and wonderful discoveries in your base for others to visit and see.

The Voyagers expedition starts soon for the adventurers who seek to explore the universe and catalog its marvels. Together with a Twitch Drops campaign this brings a host of new content and rewards for players.

Improved quality dynamics on PS VR2

Rendering quality, stability and performance has improved across the board in this update. In particular, for PS VR2 players, foveated rendering brings a large quality improvement throughout the game. Whether you’re standing on a vista overlooking a planetary landscape, or marveling at the beauty and expanse of the solar system, the virtual universe has never looked better.

These are just a few of the things that PlayStation players can look forward to when diving into the Echoes update today.

It has already been a pretty busy year for the small No Man’s Sky team with the launch of the Fractal and Interceptor updates, along with the major Singularity expedition. Fittingly Echoes marks our 7th anniversary by making our universe more exciting, dangerous and interesting to explore. No Man’s Sky Echoes is out now on PS5, PS4, PS VR2, and PS VR.

Our journey continues.

No Man’s Sky Echoes Update Adds a New Robotic Race, Among Other Things

Hello Games has unveiled Echoes, the latest update for its seven year-old space exploration game No Man’s Sky.

Echoes, which launches today, August 24, adds a new robotic race — the first race introduced to No Man’s Sky since its launch back in 2016. Hello Games has also overhauled space combat, introducing freighter-to-freighter battles for the first time.

Players will discover a never-before-seen, long-hidden race of robots. You get to take on robot assignments and rituals to earn mechanical parts to create your own robotic avatar. You’ll also need to defend fleets from pirates in huge space battles and get to fly through enemy trenches to sabotage their shields before blowing the pirate freighters up.

Elsewhere, you can assemble your own sci-fi ceremonial staff and level it up with new tech to mine and battle with. The new holographic museum lets you decorate and display your discoveries in your base for others to see.

PSVR 2 players should notice an improvement in rendering quality, while on Nintendo Switch performance improvements and a new anti-aliasing solution makes visuals crisper on big screen and in handheld, Hello Games said.

The patch notes are over on the No Man’s Sky website.

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

The Lord Of The Rings: Return To Moria comes out in October for some drunken dwarf looting

The Best Pitch I’ve Ever Heard award has to go to The Lord Of The Rings: Return To Moria, which sounds like it’s taking Deep Rock Galactic’s procedurally generated cave looting and squashing it into Middle-Earth’s fantasy world. Chef’s kiss, no notes. The only downside is that the co-op craft-y-survive-a-thon is coming out on October 24th, the same week as – sweatily checks calendar – everything else. I’ll find the time to raid mines with big-bellied friends anyway, though.

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RoboCop: Rogue City Promises Big Ideas, But Can it Deliver? | Gamescom 2023

There’s a moment in RoboCop: Rogue City where the future of law enforcement gets to show a little of the man behind the mask. He corners a reporter he’s been tracking, who reveals she has intel that could indict OCP, the evil megacorp who made RoboCop in the first place. She broke into OCP HQ to get that info, so technically she broke the law. But she had to do it to get what she needed. So RoboCop has a choice to make: he can detain her, an act that will ensure that the OCP-run cops will seize the evidence and destroy it, covering up the company’s crimes. Or he can show his human side and let the journalist go, allowing her to continue gathering evidence. It’s a tough call.

According to the developer, decisions like these – whether to be empathic or a hard-line officer of the law – will impact the game’s ending. But having seen how it plays out both ways in this instance, it’s difficult to see the bigger implications. If you bust the journalist she just shouts a handful of expletives before being dragged off by the police; let her go and she says you’re helping the city… but how? It certainly wasn’t clear in the demo I played at gamescom 2023.

Another example the developer gave focussed on a graffiti artist who RoboCop tracks and captures. If you let him go he continues to scrawl on walls around Detroit, but their message is positive. Bust him and he writes ‘RoboCop is a dick’ on every wall he can. It’s a fun aside but I want to see how the choices a player makes have real impact, if indeed they do.

For now, the focus of this demo was primarily gunplay, as RoboCop is called to a heist at a nearby OCP bank. He’s not the first on the scene – a SWAT team is ready to enter, supported by a handful of ED-209s, and what follows is a chaotic firefight in the lobby of the bank. Despite them both being on the same side, fighting a gang called the Street Vultures, there’s a little healthy competition between RoboCop and the SWAT team. Every kill racked up contributes to each side’s running total that, should RoboCop win, awards bonus XP he can use to upgrade his abilities. Lose and, well, he’s still a walking bullet-sponge who can take a lot of damage before he falls.

There are goons carrying grenade launchers that can tear through RoboCop’s armour with ease

When we first saw RoboCop: Rogue City a couple of months ago we played through an early mission in which our titanium lawman seemed almost invincible, despite being peppered by gunfire. This mission, set about a third of the way into the game, ups the ante a little, both in terms of the sheer number of enemies RoboCop encounters and the weapons they bring to the party.

When you breach into a room – which, incidentally, feels incredibly satisfying, as the action shifts to slow motion and you have a couple of seconds to head-shot anyone in the firing line – you’re often surrounded by Street Vultures, but the key to survival is identifying the biggest threat first. There are goons carrying grenade launchers who, if not dealt with quickly, will tear through RoboCop’s armour with ease. Similarly there are thugs with .50 cal machine guns, but they’re hidden behind cover and harder to hit. Or do you take out the leader, who gives a morale boost to everyone nearby, increasing the threat from every direction?

RoboCop is more than equipped to tackle this scenario in any way you choose, thanks to the skills and weapon upgrades on offer. The iconic Auto-9 pistol can be upgraded with armour-piercing and explosive rounds, plus its magazine capacity can be increased. RoboCop also has abilities like bullet-time and dash, which allows him to quickly take down multiple enemies and charge toward a distant threat respectively, plus he can ricochet shots off the environment to hit hidden enemies.

That said, the onslaught of enemies can be so overwhelming at times that it’s inevitable RoboCop will take a ton of damage, which is a relief (of sorts) since we were concerned about a lack of challenge after the first time we saw it. As such, there needs to be an element of strategy to each gun fight. While there are health-boosting battery packs scattered around if you take too much damage, you need to take advantage of nearby cover. Doing so does feel a little odd, and considering RoboCop’s size it’s akin to trying to hide an elephant behind a lamppost, but it’s the only way to get through certain parts of the game.

Overall, gunplay is sluggish but satisfying. It’s sluggish because it has to be – it would feel wrong if RoboCop was running from cover to cover. But it still takes some getting used to, because my instinct was to play it like every other shooter. I like the fact it challenges me to play differently, to use RoboCop’s skills and upgrades to tackle a gunfight rather than the environment around me. I just hope it feels as interesting to play from beginning to end.

Part of that depends on whether RoboCop: Rogue City delivers on its promise of including deeper crime scene investigation and decision making that impacts the story, two things we’ve seen little of so far. Even though Robocop isn’t really known for using his brains to solve cases, preferring brute force instead, I would love to see something like Batman’s detective mode from the Arkham games adding depth to the gameplay. Similarly, the idea of Robocop struggling with both sides of his being, to uphold his directives against the will of his empathic human emotions, is something that could make Robocop really stand out if it’s done correctly. Here’s hoping that’s the case when it releases in the next few weeks.

Alex is IGN’s Features Director and Head of UK Studio, and has an unhealthy obsession with LEGO. He used to have a Twitter account before it was shut down.

BioWare lays off around 50 employees as work on Mass Effect and Dragon Age: Dreadwolf continues

Dragon Age and Mass Effect’s storied developer BioWare have laid off around 50 employees, including veteran devs who had been with the company for 20 years, in what they call a “shift towards a more agile and more focused studio.” The reasoning behind the job cuts has a now-rote focus on efficiency that sadly echoes other redundancy announcements from this year – including ones from other widely admired studios like Firaxis and CD Projekt Red.

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Where Winds Meet Is a Huge RPG With Weird and Wild Ambitions | gamescom 2023

We last saw When Winds Meet exactly a year ago. Back then, its expansive debut trailer had us believing it could be Chinese developer Everstone Studio’s answer to Ghost of Tsushima; a sword-swinging martial arts odyssey through 10th century China. A year later, I’ve found that comparison is somewhat true. But Where Winds Meet is much, much bigger than that. Its open world appears to be a cocktail of modern Zelda and The Witcher, and it’s all powered by an RPG system with a frankly baffling array of stats, abilities, and skills. Where Winds Meet appears to be more ambitious than just an open world swashbuckler, but I’m not entirely sure yet if that’s a wholly good thing.

At gamescom 2023 I was able to play around 45 minutes of Where Winds Meet. For almost any game, that’s barely a taste. But for this muti-faceted RPG, it’s a drop in the ocean. After a quick combat tutorial and the most detailed character creation screen I’ve ever seen (you can tweak anything from the angle of your cheekbones to the size of your nasal columella) I was thrown into an open world that seems to value the kind of freedom that Tears of the Kingdom thrives on.

Without any direction, my journey took me to enemy camps that tested my skill with a blade. A few minutes later, I was arranging sculptures to match the answer to a riddle puzzle. Later, I soared high through the air using a series of acrobatic dashes. I landed among a village of human statues where a very strange man demanded I turn him into stone. And before the demo was done, I accepted a bounty contract to hunt down a runaway goose. Where Winds Meet is certainly varied in its scope.

That scope is more clear when you investigate its RPG systems. The game is invisibly split into two layers – combat and adventure – and there are active skills relating to each. Combat focuses on your character’s martial arts prowess, and ranges from the familiar to the buckwild (you can call in a goat and have it charge into enemies). Adventure skills, meanwhile, bolster your ability to interact with NPCs and the wider world. For example, one quest taught me a thieving technique with which I could telekinetically pull items into my inventory.

The character stats suggest a wildly different roleplaying journey than pretty much anything I’ve seen before.

All these abilities are presumably linked to your aptitude stats, which are rolled during character creation akin to the likes of Dungeons & Dragons. But these stats are unlike anything I’ve seen in any RPG before. Among them are ‘Eloquence’, ‘Sight’, ‘Imagination’, and ‘Erudition’. They suggest a wildly different roleplaying journey than pretty much anything I’ve seen before, but nothing during my hands on reflected this. Perhaps they link to the job system that Everstone Studio described last year, in which you can seemingly become anything from a thief to a doctor. Again, a short demo was nowhere near enough time to see this side of the game in action. And so I can only hope that Where Winds Meet is built to sufficiently support an eloquence build – whatever that could mean – as much as it is a classic swordsman.

Should Where Wind Meet turn out to be more traditional than its unusual stats suggest, then I can at least say that its combat is pretty fun. It’s made up of the usual swordplay staples – strikes, blocks, parries, dodges, and takedowns – but the rhythm is fluid and the pace well-judged. While there is a stamina wheel to keep an eye on, the system isn’t as punishing as that seen in the Soulslike genre. That also goes for the damage enemies deal and the parry windows, too. I fought just one boss in the demo – an ogre-sized man with a long, sweeping staff – and found the fight a fun, swashbuckling spar rather than a test of my endurance.

The fight fundamentals are good, then, but I’m interested to see how combat evolves as you unlock more and more abilities. The martial arts side of the design means there’s scope for both flashy animations and fun combos, but it’s the goofier side of Where Winds Meet that interests me the most. The menu revealed that one attack involves pulling out a megaphone and essentially screaming damage numbers at an enemy, and I look forward to chaining that with more regular attacks like the multi-hit Praying Mantis ability.

I’m also interested to see more of the game’s cinematic side, too. While the open world exploration certainly tips its head to the likes of modern Zelda, it also carries the slightly soulless vibe than many MMOs fall foul of. It largely felt like pockets of game design rather than a truly cohesive land. The prologue, though, felt much more engaging; a thunderous horse ride in which you fire flaming arrows at passing snipers and deflect incoming attacks with slick QTEs, all while a baby(!?) is strapped to your chest. I hope there’s more of that to come, and that Everstone Studio finds a way to blend that with everything else it’s planning.

It’s that everything else that concerns me, though. There’s the base of a fascinating open-world RPG here, but every menu I opened suggested that Where Winds Meet is much bigger and much wilder than I expected. There’s a huge amount of choice here, both in skills and stats, and I worry that it may be over-scoped, especially considering this is Everstone Studio’s first significant game. But I also welcome that ambition; if the studio can pull off a freeform open world game in which you can be an architect, a bodyguard, a doctor, or all manner of other professions, and make the experience feel satisfying for all options, then this could truly be something special. But 45 minutes at gamescom was not the demo that could prove that. Let’s hope our next hands-on reveals how all those ideas come together.

Matt Purslow is IGN’s UK News and Features Editor.

Armored Core 6: Fires of Rubicon Steam Deck performance and settings guide

Armored Core 6: Fires of Rubicon launches tomorrow with the distinction of being a FromSoftware game that isn’t missing a bunch of PC tech basics, with ultrawide and 120fps support welded on as standard. As I’ve been finding out, it’s also a fine fit for the Steam Deck: performance issues are few, controls translate comfortably, and it won’t hog too much space on a microSD card. Handheld life is good for Fires of Rubicon, even if it likes to keep yours brutish and short.

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Chess-Strategy Roguelike ‘Shotgun King’ Is Getting A Physical Switch Release

Deluxe limited to 300 units.

Red Art Games has unveiled pre-orders for an upcoming physical Switch release for the chess-strategy roguelike game Shotgun King: The Final Checkmate.

Launching in Q1 2024, the release will come in two flavours: a standard edition and a deluxe edition. While both come in at the same price of €34.99, the latter is exclusive to the Red Art Games website and is limited to 300 copies.

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