UK Charts: FromSoftware’s Armored Core VI Fends Off Mario Kart And Zelda

Mech uprising.

In the UK Charts for this week, FromSoftware’s Armored Core VI: Fires of Rubicon has debuted at number one, beating out the likes of Mario Kart 8 Deluxe and The Legend of Zelda: Tears of the Kingdom.

It marks a strong start for the company’s return to its mecha-based combat franchise, signaling that FromSoftware has not become the one-trick pony that some have feared after its immense success with the likes of Dark Souls, Elden Ring, and Sekiro: Shadows Die Twice.

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Diablo 4 Season 2 will put fun before balance, but “we want every build to be viable”

Vampires might be the themed threat for Diablo 4‘s second season, but it was arguably its own player base who drew first blood when season one started at the end of July. As you may have heard by now, Diablo’s Season Of The Malignant didn’t exactly go down all that well, with much of the hissing and fang-bearing directed toward its nerf-heavy balance patch that arrived a couple of days before the season started in earnest – a series of events that Blizzard’s franchise general manager Rod Fergusson describes as “a perfect storm of a couple of situations” when I sit down to talk with him at Gamescom.

“Season one was exceptional, because we did something we’d never do again,” says Fergusson. “As part of listening to players wanting to carry over their renown, we had to put the patch out a couple of days before the season. The intention is that a season and a patch would go [live] the same day, so at the time we make a balance change and you start a level one character, it feels differently to go through the progression with the new balance.”

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Warhammer Age of Sigmar: Realms of Ruin’s Campaign Could Be a Modern Relic | gamescom 2023

It’s been a pretty great gamescom for Warhammer. A full showing of Space Marine 2 finally charged into the fray, Darktide got a long-awaited console release date, and Rogue Trader showed off its retinue of fantastic companion characters. But perhaps the most interesting Warhammer showing at the convention was Realms of Ruin, the strategy game set in Games Workshop’s lesser-explored Age of Sigmar fantasy universe. After an hour of hands-on time with its single-player, I’ve found myself excited by the prospect of a game that finally continues and potentially advances the legacy of the great Dawn of War cinematic campaigns.

Dawn of War was, of course, the touchpoint that we identified in our first preview of Realms of Ruin. The first of the two missions I played certainly felt like it owed a great debt to that series’ design, with my squads of tanky, hammer-swinging Stormcast Eternals marching from capture point to capture point. Once seized, I could build fortifications atop them to prevent my sneaky Orruk Kruleboyz enemies from reclaiming them and cutting off my resources. Fundamentally, this is Dawn of War’s Listening Post system in a fantasy skin – and I don’t say that as a complaint.

It was the second campaign mission I played that showed Realms of Ruin in a more interesting light. Here I was battling against the newly-revealed Nighthaunt, a faction of ghosts that fight in packs. Naturally that means there’s a certain amount of Zerg comparisons to be made, but unlike Starcraft’s horde army the Nighthaunt don’t aim to blanket an area with cheap expendable units. Realms of Ruin operates at a smaller scale, with a limited number of squads that can survive for longer durations than many RTS units. And so the gangs of Nighthaunt Chainrasps that descended on my Stormcast felt as if they were slowly suffocating me rather than completely overwhelming my forces.

It was important to escape those moments of suffocation, since this mission had a centrepiece tug-of-war mechanic that required constant attention. The Nighthaunt had bound a mysterious artefact in huge spectral chains that stretched across the land. To break the spell and claim the artefact, my Stormcast had to defend our resident wizard, Demechrios, as he cast a counter spell. To help him, I also had to capture and hold a trio of anchor points – holding them all simultaneously would deplete the chains’ power. Should the Nighthaunt reclaim an anchor, the spell would begin to build in strength again, and so maintaining control and dominance across all three of the three battlefield sectors was essential.

The real appeal is seeing the love and care developer Frontier has put into recreating the world of Age of Sigmar.

This long, attrition-like war for control highlighted the importance of each unit’s specialties. As with many RTS games, Realms of Ruin uses a rock-paper-scissors approach. Offensive units can smash defensive units with greater efficiency, but are weak against ranged units, who are weak versus defensive units. It creates a triangle that’s easy to understand and relatively simple to manage. But atop that are special abilities that allow a little more spark and personality; the angel-winged Prosecutors can soar across the battlefield and then hurl their hammers from up high, while the Stormcast’s heroic Lord-Celestant leader, Sigrun, can charge into squads and scatter them to the winds – ideal for knocking back Nighthaunt who are capturing one of the anchors.

In many ways, what I’ve described is true of so many RTS games, from Dawn of War to Ground Control to Command and Conquer. Realms of Ruin feels good from a strategic perspective, but perhaps not exactly groundbreaking. The real appeal, at least for me, is seeing the love and care developer Frontier has put into recreating the world of Age of Sigmar.

Games Workshop’s modern fantasy setting is extremely popular on the tabletop, but has largely been ignored in the video game world. It’s a genuine thrill, then, to see characters and armies that I’ve only ever seen in static plastic form come alive on screen. Each of the two sample missions were topped and tailed with extravagant cutscenes, and the visual effects of the characters’ attacks – particularly those of the spectral Nighthaunt, who glide across green mists – was a delight to watch. Maybe Realms of Ruin won’t break the mould for strategy games, but it certainly breaks the trend of Age of Sigmar being ignored on PC and console, and does so in high-budget fashion.

There is the potential for Realms of Ruin to push the genre forward in other ways, though. The roguelike-inspired Conquest mode has captured my attention. The system creates a series of randomly generated battles for you to try and overcome, with each built on challenges such as time limits and reduced vision or movement. It sounds like a fun and novel way to spice up classic skirmishes, espcially since each run will plot your high score. Conquest wasn’t available to play at gamescom, but it sounds like the kind of mode that could potentially give Realms of Ruin a much more interesting longtail for single-player focused fans with no interest in climbing the PvP ladder.

But for me, the story mode is still the biggest draw. Cinematic RTS campaigns feel something of an antiquity these days, but what I’ve played of Realms of Ruin transported me back to the good old days of lavish cutscenes, concept missions, and personality-filled battle barks. Even if it turns out to be something of a modern relic, Realms of Ruin will likely still be the Age of Sigmar game I’ve been hoping for.

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

Starfield’s endgame includes Legendary Ships, but space derelicts may house its best stories

What’s the first derelict and/or abandoned (but is it really abandoned???) spaceship you ever visited in a videogame? I’m struggling to pin it down through the growing white noise of early middle age – as with much else in my life, everything blends into a gritty soup of Metroid and DOOM beyond the turn of the millennium – but I suspect it might have been a level from Rebellion’s amazing 1999 Giger ’em up Aliens versus Predator, which I now recall only as screenfuls of fangs illuminated by Smart Gun fire.

Does Sonic 2’s Flying Fortress Zone count as abandoned, given that almost every NPC aboard is robotic? Blargh. I’m more confident picking my favourite space derelict, which would include choice excerpts from the debris field of trashed starcraft you traverse in the otherwise-questionable Dead Space 3. I’m hoping for more of that kind of thing in Starfield, in which you’ll encounter a wide range of scuttled vessels plus still-crewed, decidedly hostile “Legendary” ships that could play a part in the hotly upcoming Bethextravaganza’s capacious endgame. There’s fresh news on this front from senior level designer Zach Wilson, who has been waxing lyrical online about “the tragedies and perils of space travel”.

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Microsoft Pulls $1 Xbox Game Pass Trial Just Days Before Starfield Release Date

Microsoft has removed the $1 / £1 Xbox Game Pass trial, just days before Starfield launches.

Earlier this year, Microsoft confirmed it would put an end to the monthly $1 Xbox Game Pass Ultimate trial offer, but after raising the price of the subscription, the $1 trial returned in 14-day form.

XGP spotted the removal of the 14-day trial from Microsoft’s Xbox Game Pass sign-up page. This 14-day trial was the only trial option left after Microsoft cut the full month $1 Game Pass trial earlier in August. IGN has asked Microsoft for comment.

It means those hoping to jump into Game Pass just to play Bethesda’s space role-playing game now have to pay $9.99 / £7.99 for a month on PC, or $10.99 / £8.99 for a month on Xbox, or $16.99 / £12.99 for a month of Ultimate, if you sign up through Microsoft’s website. Check out IGN’s guide on how to avoid the Xbox Game Pass price hike if you’re looking to save money.

While Microsoft pulled the Game Pass trial on the quiet, it’s an unsurprising move given the high-profile and commercially crucial imminent launch of Starfield. Microsoft has a lot riding on the game, which is expected to boost Game Pass subscribers significantly. By ditching the $1 trial, Microsoft is also boosting Game Pass revenue.

Starfield releases globally on Xbox Series X|S and PC on September 1. In the meantime, check out our own interview with director Todd Howard.

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.

Video: Raphael Stars In The Latest Nickelodeon All-Star Brawl 2 Character Spotlight

See the TMNT in action.

Nickelodeon All-Star Brawl 2 is due out on Switch later this year, and since then it’s been sharing some character reveals and spotlights.

The latest one features the “most fiery and aggressive” Teenage Mutant Ninja Turtle Raphael. If his description fits your own playstyle, then you might want to seriously consider this character as your main when this game is eventually released.

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Round Up: The Reviews Are In For Sea Of Stars

What did the critics think?

This week marks the release of Sabotage’s retro-inspired RPG, Sea of Stars. In case you’re not familiar with this developer, it’s the same team behind the indie ninja hit The Messenger. Although Sea of Stars is a completely different genre, the two games actually take place in the same universe.

By now, you’ve probably seen our own review of Sea of Stars here on Nintendo Life, but in case you haven’t – we’ve awarded it 9 out of 10 stars, calling it an instant classic and an RPG you don’t want to miss out on:

Read the full article on nintendolife.com

Bethesda Reveals That Starfield Almost Had a Voiced Protagonist

The biggest difference between Starfield and Fallout 4 is Bethesda’s decision go with a silent protagonist this time around. But that wasn’t always the case.

In a recent interview with Polygon, lead designer Emil Pagliarulo talked about the decision to feature a silent protagonist in Bethesda’s upcoming sci-fi RPG. Asked whether Bethesda went the direction it did because of the negative fan reaction to Fallout 4, Pagliarulo said it was a factor. Fans will recall that Fallout 4 voiced protagonist drew criticism owing to the reduced number of dialogue options despite more than 13,000 lines of dialogue.

Still, there was apparently a point where Bethesda wanted to give a voice to their hero and even recorded a few lines of dialogue.

“We hired an actor, we got the voice, we listened to him and we were like, ‘You know what, this guy is too specific,'” Pagliarulo remembered.

It seems that Starfield’s designers wanted to ensure that players were offered the maximum range of expression. Bethesda apparently weighed bringing in multiple voice actors, or simply going with one voice actor who was “more convenient.” Ultimately, though, Bethesda realized it wasn’t going to work.

“We realized that the only way to really do it and let the player be the person they want to be was to have an unvoiced protagonist,” Pagliarulo said.

Starfield’s approach reflects a change across gaming

Pagliarulo went on to reflect on the role of the voiced protagonist in AAA games.

“There was a time in the industry where every protagonist was voiced. It was a AAA thing. We started realizing, ‘You know what, maybe that’s not the case, maybe fans will actually enjoy the game even more…’ I mean, we played with different things. There’s a big argument, if in Fallout 4 and other RPGs, players don’t like reading a line of dialogue, a player response, and then they click it and get [a different spoken line],” Pagliarulo said.

“But the problem is, then you read it, and then you click it, and you have to wait for them to say the same thing. So that’s not ideal either. So then we just arrived at, ‘What if we just go text?’ and it was just really freeing. And, I mean, we have over 200,000 lines of spoken dialogue in Starfield with no voiced protagonists. And it was not having a voiced protagonist that allowed us to create such a big world.”

Silent protagonists seem to be in vogue in RPGs owing to the popularity of fully customizable characters. Baldur’s Gate 3 is among the recent releases that opted to leave its customized hero unvoiced. However, other major RPGs have found plenty of success with voiced heroes, including Mass Effect.

We’ll get to see for ourselves how well Starfield’s approach works when it releases globally on Xbox Series X|S and PC on September 1. In the meantime, check out our own interview with director Todd Howard.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Baldur’s Gate 3: Act 3 Bugs and Missing Content Becoming a Problem as More Players Near End

When Baldur’s Gate 3 launched earlier this month, it earned near universal praise for its gameplay, characters, and apparently infinite choices. Since then, many have been taking it slow through the first two acts to discover everything hidden across the continent of Faerûn.

However, as players reach act 3, many are discovering that it’s… a touch less polished than the first two acts.

Warning: Many of the threads linked contain heavy spoilers for act 3 of Baldur’s Gate 3. Click through at your own risk.

On the Baldur’s Gate 3 subreddit, a number of users have chimed in to express frustration at act 3 for being buggy, laggy, and in some cases, seemingly unfinished. For instance, u/rejian called out that they had 11 quests in their journal in act 3, six of which were impossible to complete due to bugs. u/meramipopper had a similar experience. Others, such as u/justchiller and u/IceyCoolRunnings brought up serious performance issues.

Still others, including u/CynicalSigtyr and u/paradox-paradise called out a number of quests that seem inconsequential or even unfinished once they reached Baldur’s Gate 3. While you could chalk that up to someone not liking the story, users including u/noobiestboob have noted large amounts of cut act 3 content still present in the game’s files, especially pertaining to Minthara and Karlach.

Minthara in particular has drawn attention from fans in the wake of Larian’s big patch. While many players probably killed the villainous drow in the goblin encampment without a second thought, it is possible to recruit her into your party. Some have done so in the hopes of fixing their problematic fave. But fans who have made it to act 3 have noticed that Minthara’s quests and dialogue are a little thin.

“People say she was supposed to get fixed in this patch, but she still feels buggy. If I’m being honest, I don’t think they planned her out at all, I think so much has been cut and overall she is just a missed opportunity. She is vacant in all of act 3 and act 2, just not well done in the least,” one fan wrote.

“Minthara is, quite surprisingly, an incredibly layered character for someone that dies in 90% of runs. It’s just unfortunate that her character progression doesn’t go that far, because despite her straight-shooter attitude she is extremely nuanced. What could have been…,” another fan lamented.

IGN has reached out to Larian Studios for a roadmap for potential future fixes as well as comment on updating characters such as Minthara.

Baldur’s Gate 3’s act 3 feels far from finished

While we won’t go into specifics of their story complaints here to avoid spoilers, suffice it to say the general community vibe is that the story in act 3 feels a lot less complete than it does in the previous two acts. Many speculate that it’s the result of it being the farthest bit of story from the well-tested early access content of act 1.

But wait, you may say, there’s been a recent patch that’s surely fixed all of this, right? Unfortunately, it seems like Baldur’s Gate 3’s most recent patch did not solve these problems — at least not broadly enough for users to stop being frustrated. Multiple threads in just the last 24 hours indicate that act 3 is still a mess even with the fixes, and for most of the same reasons.

Much of the community is sympathetic to the issues. Baldur’s Gate 3 is enormous, after all, and making enough content to fill all the choice possibilities is a herculean task on its own. But many remain frustrated given how much it contrasts with the excellence of the first part of the game.

The issues with act 3 haven’t hampered everyone’s enjoyment. For instance, our reviewer specifically called out the act 3 performance issues, but felt they were trivial compared to the overall quality of the rest of the game. But others are having a much rougher time, especially on weaker PC hardware.

And for everyone else who hasn’t reached act 3 yet (guilty!), it may be a good idea to slow down your playthroughs in hopes that a future patch — or even one of the console releases — tidies up the game’s climactic finale.

Larian Studios has committed to working on improving the game’s issues, and promised a second patch “right around the corner” that “will feature significant performance improvements.” Larian has also said it will not start working on expansion content until after it’s done with major patches.

In the meantime, Baldur’s Gate 3 is slated to release on PS5 on September 6, with the Xbox Series X|S set for sometime later this year. And if Minthara isn’t working out for you, you can find our list of the most rewarding romances in Baldur’s Gate 3 right here.

Additional reporting by Kate Bailey.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Elon Musk Greeted at Valorant Tournament With Boos, Chants of ‘Bring Back Twitter’

Elon Musk, who has spent much of the year in the headlines for his radical transformation of the platform previously known as Twitter, didn’t have a great time at a recent Valorant tournament.

Musk dropped in on the finals of the Valorant Champions tournament over the weekend, which took place in Los Angeles. He was filmed outside the event with his young son, X Æ A-12 Musk, then later joined the crowd as Evil Geniuses took on Paper Rex.

At one point Musk appeared on the main video screen, drawing boos and chants of “Bring back Twitter” from the crowd. The moment quickly caught the attention of social media users, who responded to the boos and discussed Musk’s handling of X generally.

“Elon should have figured out who was a blue checkmark so he could have given them each a megaphone before he showed up. Pretty much how modern Twitter works,” one user joked in a highly upvoted message on the LivestreamFail subreddit.

Musk has drawn criticism of his handling of X throughout 2023. Since taking over the company in late 2022, Musk has changed the name, erected a giant X on the top of the company’s headquarters, insinuated that he might remove the ability to block users, and introduced wholesale changes to key elements like verification.

Musk’s moves have made the billionaire behind Tesla and SpaceX a polarizing figure on social media and elsewhere. For his part, Musk did not respond to the reaction at the Valorant tournament, instead focusing his attention on SpaceX’s Crew-7 mission to the International Space Station.

As for the tournament itself, team Evil Geniuses ultimately won 3-1.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.