Nature Board Game Review

Nature, a game about creating an ecosystem and evolving its inhabitants, is not exactly a new idea. Publisher North Star Games first released a similar title, Evolution, in 2014. Evolution spawned multiple expansions and spinoffs over the subsequent years, to much acclaim. Designer Dominic Crapuchettes just can’t let this idea go as 2025’s Nature is the latest iteration of this longstanding series. I’m glad he’s stuck with it, because this new standalone title is the most splendid variation yet.

Just like in Evolution, players steward a number of distinct species they must feed and protect. You gain a new budding lifeform in each of the four rounds, with species consisting of a size and population. The former represents its overall mass and scale, while the latter is the number of animals in the genus. So a small herd of elephant-like creatures would have a size of four but only a couple of population.

The most interesting aspect is that each species also consists of up to three trait cards. This is the nerve center of the design, as it consists of a nuanced card system that elicits difficult strategic decisions. The biggest concern is hand management, as well as guiding the evolutionary force in response to a shifting environment. Each animal is fighting for survival, and that includes gathering precious limited food from the central watering hole, or possibly going the carnivore route and hunting for sustenance. Your ability to work toward these goals and curb threats rests in the card play.

Trait cards function primarily as evolving mechanisms for defense or food gathering. You can play a Fast card on one of your species to help them outrun predators. Or maybe armored plating to provide a hardy shell. Similarly, claws may help you gather plants more efficiently, or provide an offensive bonus when hunting other creatures.

What’s marvelous is that the system is ostensibly a tableau builder. This is a style of game, popularized by games like Race for the Galaxy and 7 Wonders, where players place cards in their own personal area, creating an engine to generate points or resources. Nature twists this formula to create dynamic isolated tableaus that represent player-crafted species. So instead of managing a single tableau, players construct and manipulate several small sets of various properties. It’s a clever concept, using an existing mechanism to craft an ecosystem of evolving entities that must continually change in order to adapt to their environment.

The environmental pressures that incentivize adaptation are mainly a result of the hunter system. When you are playing cards during your turn, you may always slap a hunter trait onto one of your species. This makes them carnivores, shirking the watering hole and instead seeking to outmaneuver prey and feed on their population. A reason to do this is that the watering hole plant food is limited, particularly late game when the number and population of species has escalated.

Predators also devour population, effectively harming opponent’s tableaus and weakening their species. Population and feeding lead to points in this game, as each token of food devoured gets banked for end game scoring. Feeding off another player’s pack not only scores you points, but it also lowers the ceiling on their food consumption. It’s a brutal aspect of the game, but one rooted in player interaction and evolutionary force.

Many of these processes are identical to Nature’s predecessor, Evolution. The reason for this new edition of the game was to unify the design and its many branching expansions under a single family of products that all function together. This also allows for the Nature base game to be streamlined and simplified for a new generation of players. Crapuchettes’ goal here is to craft a game that offers a welcoming enough foundation for a wide audience, while allowing for endless expansion to layer complexity and nuance atop that sturdy base. Nature is intended to appeal to virtually any level of gamer, hobbyist or newcomer.

By at measure, Nature is predominantly a success. There are several expansion modules that add things such as dinosaurs, flying creatures, random events, and environments such as the Amazon or Arctic Tundra. Most add a new deck of trait cards which are kept separate from the primary set of cards. The unified implementation makes for easier integration, with setup and teardown being quite simple. The framework also allows for multiple expansions to be used together in order to tweak the experiences. This is the strongest quality of Nature, as it plays quite differently depending on the chosen content.

Say for instance you want a more violent and exciting game. The Jurassic expansion adds more nifty tools for predators, so that’s an easy inclusion. But tossing in the Amazon setting will also introduce a bluffing element with hidden traits, which will ratchet up the tension and result in more daring attacks. Next time you play you can swap Jurassic for Flight, which will result in a far less confrontational session and instead focus on flocks of birds migrating as a new avenue for scoring.

The extensibility is a core asset of the design.

The extensibility is a core asset of the design. Nature as a streamlined and simplified experience on its own would be disappointing for those of who have played this game system previously. But I don’t think comparing the core set of Nature to Evolution: Climate is fair. The breadth and scope of each product needs to be evaluated, and Nature’s ability to evolve and plug in new content in a manner similar to its own player-driven trait selection is frankly, a magnificent adaptation.

The main drawback to Nature is the somewhat obtuse feeding process. The process involves grabbing food from the watering hole equal to the size of your species, and is completely independent of the population. Additionally, bigger creatures don’t need to eat any more food, which is odd. This works mechanically and is an important aspect of the system, but it’s unintuitive and something players can struggle to internalize. The rest of the design is elegant, with the card play being clean and consistent and everything flowing extraordinarily well. I’m not sure the design itself could be carved away any further, but it’s a lingering question due to this mechanism not sitting perfectly flush.

Still, Nature meets its overall objective. It has a modest ruleset, and massive potential. Inserting a new expansion is seamless and the additional rules heft is only a couple of paragraphs. The core system is still sharp. It conveys its themes of evolutionary biology effortlessly. North Star Games continues to progress its flagship hobbyist title, unfurling new tricks and peculiarities.

Kirby Air Riders Is More Like Super Smash Bros. Than You Think

When I was 13, my dad let me drive his car for the first time. It wasn’t on city streets – just in a big, empty parking lot – but I will never forget that’s the day I learned that a car creeps forward even when the driver’s not pressing the gas. Sure, I was only going a few miles an hour, but as a terrified, inexperienced driver, my heart was pounding and I felt totally out of control. I hit the brakes like a kick drum, starting, stopping, starting, and stopping, until I finally got a handle on the machine. It was a steep learning curve; before then, the closest experiences I had to real-life driving were go karts and Mario Kart, and I naively thought my hundreds of laps of motion control steering on Coconut Mall would give me some idea of what to expect.

Strangely, I thought about this memory a lot just a few days ago during my first hands-on demo with Kirby Air Riders. There are certainly a number of similarities: your character moves forward automatically without pressing any buttons, I was going completely off the rails and heavily relying on the brakes until I got the hang of things, and – most notably – my Mario Kart skills didn’t transfer whatsoever. But surprisingly, it was my Smash Bros. muscles that I found flexing instead, with Air Riders feeling like a strange pseudo-sequel to Super Smash Bros. Ultimate in the same way that Donkey Kong Bananza gave the Super Mario Odyssey treatment to another franchise. Let me explain.

Ever since Mario Kart World and Kirby Air Riders were formally revealed for Switch 2 back in April, lots of us have wondered the same thing: “Why is Nintendo releasing two kart racers in the same year?” It’s a fair question, one that even Air Riders director – and the creator of Kirby himself – Masahiro Sakurai posed in his presentation last month, joking that it “basically is like Mario Kart,” and one that he even brought up when Nintendo asked him to make Air Riders years ago.

On the surface, it’s an obvious comparison. Mario Kart World and Kirby Air Riders both feature a large roster of characters racing through colorful courses on various karts/machines, as they weaponize a wide lineup of power-ups to try to take first place. It’s easy to see why onlookers (and even Sakurai himself) would question the choice to place both of these games in Switch 2’s first six months on the market. But once I got Air Riders in my hands, I realized that Mario Kart World and Air Riders really don’t play like each other at all, even in their respective racing modes.

I got to try out the same pair of race courses as our previewer Leanne Butkovic did late last month, first speeding through the starter track, Floria Fields, before taking on the more intense Waveflow Waters. I was immediately struck by how fast Air Riders is compared to the GameCube original, where the racing always felt a bit sluggish. It echoes the jump from Smash 64 to Smash Melee: Melee is faster, more competitive, and stacks a ton of new mechanics on top of the original, just as Air Riders does when compared to Air Ride.

The difference is that Melee came out two years after the first one, and Air Riders is arriving more than two decades after its original, and it’s honestly really cool to see Sakurai pick up right where he left off, creating an iterative sequel that builds upon and fixes issues of what came before as if no time has passed at all. When Air Riders was first teased, I didn’t know what to expect from a legacy Sakurai sequel as he returned to a series from so long ago, and the answer being that it’s basically a GameCube game, but better, is a pretty cool direction to take.

Kirby Air Riders echoes the jump from Smash 64 to Smash Melee.

Air Riders felt like a roller coaster ride at first, as I swung around tight turns and glided through exciting setpieces like a stretch of road with rumbling waterfalls on either side of it. The strategy for these races is nothing like Mario Kart World, where it’s all about knowing your route on the track, crossing your fingers for the right item at the right time, and executing shortcuts when you get the power-up you’re looking for. Air Riders is more about attacking and reacting to your opponents – Nintendo even opened its behind-closed-doors presentation to the media by calling it a “Vehicle Action Game” rather than a kart racer. To play Air Riders successfully, I needed to focus on combat and my opponent’s positioning while racing around the course, both by attacking enemies to charge up my devastating special and following the leader’s exact path to take advantage of the new Star Slide ability that increases your speed when you collect the trail of stars machines leave behind. Once I wrapped my head around these core mechanics, I started to understand that from a gameplay perspective, Mario Kart World isn’t the immediate comparison point for Kirby Air Riders: it’s Sakurai’s other darling, Super Smash Bros.

Smash is technically classified as a fighting game, but it has really carved out its own niche with its focus on advanced platforming and knocking opponents out of the arena rather than depleting a health bar, and the same concept can be applied to Kirby Air Riders. Both Smash and Air Riders exist on the outskirts of their traditional genres, resulting in games that can be intimidating at first glance due to how they defy expectations, but ones that provide shocking mechanical depth to those who heavily invest in their systems. As I said, I was incredibly overwhelmed during my first Air Riders play session, but determined to understand its intricacies, I returned to the demo three additional times during PAX West, gradually getting better and more confident each time. I was reminded of the first time I played an eight-player match of Super Smash Bros. for Wii U. It was overstimulating, chaotic, and hard to follow, and I thought there was no way it was a mode I’d ever get attached to. But Sakurai games have a way of drawing you in, and it wasn’t long before eight-player matches became a staple on game nights with friends.

I could see the same thing happening with Air Riders’ City Trial mode, which I’ve now had the chance to play eight times. This returning fan-favorite from the GameCube original drops you into an open city alongside up to 15 other players, giving you five minutes to find a better machine to ride and upgrade, with stats and powerups that spawn throughout the map. At the end of five minutes, you compete in one of a lineup of competitions with the machine you developed which range from seeing who can glide the furthest to the straight-up speed test of a drag race.

Air Riders presents itself as a cute, simple racer, but in reality, it’s a complex action game.

Despite Sakurai warning against it in his presentation, I spent my first few City Trial runs gobbling up every power-up I could find, and it resulted in a machine that was way too fast for the minigames that followed. I was completely off the rails, and I initially felt punished for being too greedy during the exploration segment of City Trial. But for subsequent runs, I started being more selective about which power-ups I grabbed and which I left behind, trying to make a machine well-suited for any of the possible minigames that could show up.

Sakurai’s fingerprints are truly all over Air Riders. From the slick menu and UI design – which is traditionally designed by his wife, Michiko Sakurai – to the dramatic, slow-motion, red and black finish zoom that punctuates destroying an opponent’s machine just like the final knockout in a match of Ultimate. Even the main menu’s basic black title set on a white background is the same style as Ultimate, and Air Riders’ Japanese website could easily be confused with Sakurai’s other series at a quick glance, complete with character renders and alternate costume designs that scream Smash Bros. Each character’s unique special move instantly reminded me of a Final Smash, and the sheer level of polish and attention to detail across every facet of my demo was unmistakably Sakurai.

I’m so interested to see how the public perceives Air Riders when it comes out in a couple of months. It’s more nuanced than it appears, and for that reason, I don’t think Air Riders demos very well to people playing it for the first time. I spent about two hours watching various groups demo it at PAX West, and the vibe of players felt very familiar to my very first hands-on session: overstimulated, overwhelmed, and generally confused. Air Riders presents itself as a cute, simple, approachable racer that only uses the control stick and a couple of buttons, but in reality, it’s a deep, complex action game that demands your full attention. That tough, contradictory first impression, combined with the surface-level comparisons to Mario Kart, and Air Riders’ hefty $70 price tag, makes me worried that people won’t give it the time of day when it launches in November. I hope not, because after meeting Air Riders on its own terms and working across several demo sessions to understand it, I walked away very excited for a fascinating sequel from one of my favorite creators.

Logan Plant is the host of Nintendo Voice Chat and IGN’s Database Manager & Playlist Editor. The Legend of Zelda is his favorite video game franchise of all time, and he is patiently awaiting the day Nintendo announces a brand new F-Zero. You can find him online @LoganJPlant.

Far Cry series will push multiplayer “more predominantly” going forwards, according to Ubisoft boss

The future of the Far Cry series will see multiplayer bits pushed “more predominantly”, according to Ubisoft CEO Yves Guillemot. The exec said this thing on stage at a conference in Saudi Arabia last month (thanks, Game File), around the same time he announced the Assassin’s Creed Mirage DLC the company have partnered with the Saudi government on.

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Ninja Gaiden: Ragebound Patch Adds 60fps Mode, But There’s A Catch

Slice ‘n’ dice.

Dotemu and The Game Kitchen have released a new patch for Ninja Gaiden: Ragebound, adding in a whole bunch of new features, fixes, and improvements.

Perhaps most crucially, however, is the addition of a new performance mode targeting 60fps, but there’s a catch… As detailed in Dotemu’s announcement post, the game will default at 30fps on the Switch, while it’s recommended that only those on the Switch 2 activate the 60fps option.

Read the full article on nintendolife.com

Free Play Days – The Escapists: The Walking Dead, Bad North, Rogue Waters and Empyreal

Free Play Days – The Escapists: The Walking Dead, Bad North, Rogue Waters and Empyreal

Stay in this weekend and explore some fun games with Free Play Days! The Escapists: The Walking Dead and Empyreal are available this weekend for Xbox Game Pass Ultimate, Standard and Core members to play from Thursday September 11 until Sunday, September 14.

Bad North and Rogue Waters are free to play for all Xbox members, each with a two-hour timed trial during Free Play Days (Xbox Game Pass Game Pass Ultimate, Standard and Core membership not required).


How To Start Playing


Find and install the games on each of the individual game details page on Xbox.com. Clicking through will send you to the Microsoft Store, where you must be signed in to see the option to install with your Xbox Game Pass Ultimate, Standard and Core membership. To download on console, click on the Subscriptions tab in the Xbox Store and navigate down to the Free Play Days collection on your Xbox One and Xbox Series X|S.


Keep The Fun Going


Purchase the game and other editions at a limited time discount and continue playing while keeping your Gamerscore and achievements earned during the event! Please note that discounts, percentages, and title availability may vary by title and region.


Free Play Days


The Escapists: The Walking Dead

Team17 Digital Ltd


249


$19.99

$3.99

The Escapists: The Walking Dead
What do you get when a smash-hit indie prison game merges with one of the biggest zombie franchises of all time? Find out in The Escapists: The Walking Dead. This unique 8-bit pixel art survival game that sees you playing as Rick Grimes, in charge of a band of survivors including many of the original comic book cast. Work out how to escape from each zombie infested area drawn directly from the comics and try to keep as many people alive as you can.


Bad North: Jotunn Edition

Raw Fury


215


$14.99

$2.99
Xbox One X Enhanced
Free Trial

Bad North
Your home is under attack. The king is dead at the hands of Viking invaders. Hope is a distant glimmer in the fog, fading fast with every passing moment. As you rise to take your father’s place as ruler, it will fall to you to stage your defenses. But make no mistake – this is no fight for victory, but a desperate grasp for survival.


Xbox Play Anywhere

Rogue Waters

Tripwire Interactive LLC


32


$29.99

$14.99
Free Trial

Rogue Waters
Optimized for Xbox Series X|S, Smart Delivery, Xbox Play Anywhere
Rogue Waters is an addictive Tactical Turn-Based Rogue-lite pirate adventure. Play as Captain Cutter, commanding your ship and crew through procedurally generated encounters to seek revenge. Free to play during Xbox’s Free Play Days and 50% OFF to buy! The high seas await. Will ye heed the call?


Empyreal

Secret Mode


24


$29.99

$9.89
Free Trial

Empyreal
Optimized for Xbox Series X|S
Delve into a world of cosmic secrets and high stakes combat with Empyreal, the sci-fi action RPG that puts your skills to the ultimate test. As a mercenary hired to explore a colossal and dangerous Monolith, you’ll uncover the mysteries of an ancient, lost civilization. Featuring a deep combat system, extensive character customization, and an innovative “Cartogram” system that ensures every run is a unique experience, Empyreal is a journey of discovery, survival, and enlightenment.


Don’t miss out on these exciting Free Play Days for Xbox Game Pass Ultimate, Standard and Core members! Learn more about Free Play Days here and stay tuned to Xbox Wire to find out about future Free Play Days and all the latest Xbox gaming news. 

The post Free Play Days – The Escapists: The Walking Dead, Bad North, Rogue Waters and Empyreal appeared first on Xbox Wire.

The Dorfromantik devs are back with Star Birds, an enchanting asteroid factory game that’s out now in early access

Where do you go after making Dorfromantik, the 14th best puzzle game on PC? Unto infinity, chick. Unto infinity, and all the uranium-packed celestial masses it contains. Berlin-based Toukana Interactive are back with Star Birds – another “soft strategy” sim and laidback resource management game, in which you take charge of an avian asteroid-mining operation.

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Fish It! Codes (September 2025)

Fish It! will have you clicking away for hours as you try to catch all the variations available in the game. As of the time of writing this, Fish It! claims to have over 1,000,000 variations for you to collect. With new updates planned for the Roblox experience’s future, it looks like that number will only continue to increase. So with that in mind, why not use a few codes to help you along the way?

Working Fish It! Codes

Before you can use codes, you’ll need to reach level 10, so make sure you spend some time hooking as many fish as possible before trying them out.

  • 100M – 1x Luck II Potion
  • MUTATE – x1 Mutation Potion

Expired Fish It! Codes

These codes can no longer be redeemed, but they’re listed here so you can still try if you like!

  • SHARKSSS
  • ARMOR
  • SORRYSPINS
  • FREEBIES

How to Redeem Fish It! Codes

  1. Jump into Fish It! and complete the tutorial
  2. Continue to fish and complete quests to reach Level 10
  3. Look for the Store Icon at the top of the screen. It’s the red basket.
  4. Scroll down to the bottom of the Exclusive Store.
  5. Enter the code under Redeem Codes.
  6. Hit Redeem and enjoy your goodies!

Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.

Hellraiser: Revival Dev Plans to Go as Extreme ‘As the People That Make Rules Will Let Us Go’

The developers of Hellraiser: Revival intend to push its M Rating as far as it can with the upcoming video game adaptation.

Clive Barker’s Hellraiser: Revival is a story-driven, single-player survival horror action game set in the Hellraiser universe. It’s developed by Boss Team Games, creator of the recently delisted Evil Dead: The Game, and is due out on PlayStation 5, Xbox Series X and S, and PC via Steam.

Hellraiser, for the uninitiated, is a cult classic horror franchise made up of 11 films and various comic books, all based on The Hellbound Heart novella by English author Clive Barker. The star of the show is Pinhead, a ‘Cenobite’ who harvests human souls to torture in sadistic experiments. And you can see that in action in the trailer, which — content warning! — contains as much sex as it does body horror.

Hellraiser: Revival is not for the faint of heart. If you’re wondering just how extreme the game gets, be sure to check out IGN’s hands-on Hellraiser: Revival preview for all the gory details. But in short, expect body horror, sex, no holds barred nudity, nightmarish scenes, and a healthy dose of hell.

It’s ‘Resident Evil For Sickos,’ we said coming out of our time with Hellraiser, but just how extreme can the developers at Saber Interactive take it? In an interview with IGN, Saber development chief Tim Willits said the studio plans to push Hellraiser as far as the people who make the rules around an M Rating will let them.

“We are going to go as far as we possibly can, as far as the people that make rules will let us go,” Willits insisted. “And I hope that we can make one version, but we are willing to go as far as we possibly can go.”

Of course, what we’ve seen of Hellraiser: Revival so far is in keeping with Clive Barker’s cult classic Hellraiser movies, so tonally, there’s no real difference. But there’s something unique about seeing and doing all this horrific stuff from a first-person perspective that’s a bit more in your face than watching a film in a theater or at home.

“We want to be a responsible publisher / developer, but we are going to push it as far as we possibly can in the context of the game and the movie.”

Clive Barker is working with Saber on Hellraiser: Revival to ensure it fits with his vision for the universe. This back and forth should result in a game fans of the movies will get a real kick out of, Willits added.

“He’s come back and said, ‘Yeah, Pinhead wouldn’t do that,’” Willits explained. “And he’s come back and said, ‘Yeah, you got to tweak this a little bit.’ Because this is his world and he knows stuff that we don’t even think about.

“And he’s been really fast too. Sometimes when you work with famous people you throw something over and then six months later they come back and they complain about something. No, he’s that on it.”

Doug Bradley, the original actor behind the Cenobite leader Pinhead, has reprised his role for the game, adding to the authenticity of the project.

Here’s the official blurb:

Discover the tale of Aidan, who must unlock the dark powers of the Genesis Configuration, a mysterious puzzle box, to help his girlfriend from a hellish abyss. As Aidan, you’ll harness the box’s infernal abilities to survive your pact with the sinister Pinhead and battle against the twisted cult that worships him and the Cenobites. Fail, and your suffering will be legendary, even in Hell.

Hellraiser was thrust back into the public consciousness in 2022 with a franchise reboot film. IGN’s Hellraiser review returned an 8/10. We said: “Hellraiser is a reinvigorated reboot that gets the blood pumping, starting with Jamie Clayton’s worthy Pinhead performance that sets a fresh tone with immense reverence paid to Clive Barker’s works.”

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Borderlands 4 is out now but our review code just arrived so I’m writing about this silly bicycle game instead

Borderlands 4 is out now. Our Borderlands 4 review is not, because we have only just been sent a review code. I fear I was unduly forgiving of Team Cherry last week for not supplying Silksong code before release – they’re a cute, tiny indie, after all, albeit a cute, tiny indie with the power to break Steam – so let’s take a firmer stance this time: bad! Wrong! Don’t you know you’re suffocating games journalism, Gearbox and 2K Games, you swaggering chancers? Whither accountability and transparency in a time of choosy PR departments?

I should teach you all a lesson by diverting your brand power and googlejuice towards some other game instead. I think I will, actually. What else is on sale today. Ah yes, Try To Drive.

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Sonic Racing: CrossWorlds Demo Races Onto Switch Next Week

Don’t get your Robotniks in a twist.

Sega has dropped some details regarding the demo for the upcoming Sonic Racing: CrossWorlds.

As you’ll no doubt already be aware, a demo for the game was confirmed a little while back, and we have also had a stress test available to try out for a little bit. Now, though, starting on the dates compiled below, the game’s official demo will be available to play for Switch 1 owners:

Read the full article on nintendolife.com