Fantasy auto-battler Tales & Tactics is more complicated than it needs to be, but still a reasonably fun time

As someone whose auto-battler experience has, up until now, only been limited to minor forays into the excellent Alice0-recommended Super Auto Pets, sitting down to play a run of Tales & Tactics was somewhat overwhelming. Recently launched into early access and made by the same team behind Slay The Spire’s popular Downfall mod, this is a fantasy autobattler cloaked in the skin of a roguelike. That means that in addition to creating an army of tabletop-esque miniatures to do your automatic bidding on a grid-based board, you’ll also be picking from randomly generated opponents on a lightly branching story map as you sword chop your way to your ultimate goal: The Grand Tournament.

It’s an intriguing combo, but as a relative newcomer to the auto-battling genre, there’s maybe a bit too much going on here for its own good. That’s not to say I haven’t had a good time with it so far, but there are so many things to juggle in my brain that I feel like I’m fumbling my way through it by chance rather than making confident and informed tactical choices.

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Immortals of Aveum: PC performance tested and the best settings to use

Immortals of Aveum is making me wonder whether there’s some kind of gigantic hidden market for floaty magic shooters with overcooked YA dialogue and exceedingly high PC hardware demands. After this and Forspoken releasing within a few months of each other, I’m half expecting Call Of Duty: Modern Warfare 3 to open with Captain Price shooting GPU-smelting laser beams out of his ‘tache.

Indeed, this first person sorcery adventure will be hell on your hardware, even if you’ve tooled up with a high-grade graphics card and CPU. This is somewhat more understandable than with the other low-performing PC games we’ve seen this year, as Immortals of Aveum is one of the first Unreal Engine 5.1 games, and makes extensive use of its sparkly new lighting and VFX tech. Sadly, it also aims so high that the only way to get playable performance on lower-end and older mid-range kit it to gut the quality settings.

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Microsoft Submits New Activision Blizzard Deal for Review After CMA Confirms Original Deal Block

Microsoft has submitted a new Activision Blizzard deal for review after the UK’s Competition and Markets Authority (CMA) confirmed the original deal is blocked.

To address the CMA’s concerns, Microsoft has restructured the deal to buy a “narrower” set of rights. This includes signing a deal with Assassin’s Creed maker Ubisoft to sell the cloud streaming rights for all current and new Activision Blizzard PC and console games released over the next 15 years, and for non-exclusive rights to stream in the European Economic Area. The rights will be in perpetuity.

“As a result of the agreement with Ubisoft, Microsoft believes its proposed acquisition of Activision Blizzard presents a substantially different transaction under UK law than the transaction Microsoft submitted for the CMA’s consideration in 2022,” Microsoft president Brad Smith said.

“As such, Microsoft today has notified the restructured transaction to the CMA and anticipates that the CMA review processes can be completed before the 90-day extension in its acquisition agreement with Activision Blizzard expires on October 18.”

Microsoft said that under the restructured buyout, it will not be in a position either to release Activision Blizzard games exclusively on Xbox Cloud Gaming, or exclusively control the licensing terms of Activision Blizzard games for rival services, opening the possibility of Activision Blizzard games appearing on PlayStation and Nintendo consoles on cloud gaming services. Ubisoft can now commercialise the distribution of the games via cloud streaming, including to Microsoft itself.

Ubisoft will buy the cloud streaming rights to Activision’s games through a one-off payment and through a market-based wholesale pricing mechanism, including an option that supports pricing based on usage. Ubisoft will have the ability to license out to third-parties the cloud streaming rights to Activision’s games under any business model of its choosing, including buy-to-play, multigame subscription services, or any other model that may arise, the CMA said. Ubisoft will also be able, for a fee, to require Microsoft to adapt Activision’s titles to operating systems other than Windows, such as Linux, if it decides to use or license out the cloud streaming rights to Activision’s titles to a cloud gaming service that runs a non-Windows operating system.

Sarah Cardell, Chief Executive of the CMA, said: “The CMA has today confirmed that Microsoft’s acquisition of Activision, as originally proposed, cannot proceed.

“Separately, Microsoft has notified a new and restructured deal, which is substantially different from what was put on the table previously. As part of this new deal, Activision’s cloud streaming rights outside of the EEA will be sold to a rival, Ubisoft, who will be able to license out Activision’s content to any cloud gaming provider. This will allow gamers to access Activision’s games in different ways, including through cloud-based multigame subscription services. We will now consider this deal under a new Phase 1 investigation.

“This is not a green light. We will carefully and objectively assess the details of the restructured deal and its impact on competition, including in light of third-party comments. Our goal has not changed – any future decision on this new deal will ensure that the growing cloud gaming market continues to benefit from open and effective competition driving innovation and choice.”

“We believe that this development is positive for players, the progression of the cloud game streaming market, and for the growth of our industry,” Smith added. “And as we continue to navigate the review process with the CMA, we remain as committed as ever to bringing the incredible benefits of the acquisition to players, developers, and the industry. Today’s development brings us one step closer to bringing the joy of gaming to players everywhere.”

Ubisoft said the deal will “further strengthen Ubisoft’s content offering through its subscription service Ubisoft+, as well as allowing Ubisoft to license streaming access of the Activision Blizzard catalogue of games, including future releases, to cloud gaming companies, service providers, and console makers”.

“Ubisoft+ will be able to further expand its growing library of titles enabling players the ability to play across multiple platforms including PC, Xbox consoles and Amazon Luna with a single subscription to Ubisoft+ Multi Access, and on the PlayStation platform with Ubisoft+ Classics.”

Developing story…

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.

Mario VA Charles Martinet Also “Not Involved” With WarioWare: Move It!

But his voice will be in the Luigi’s Mansion 2 re-release.

In case you missed it, Nintendo has announced Charles Martinet – the legendary voice of Mario – is “stepping back from recording” and will instead take up the new role of Mario Ambassador.

Following this news, it was confirmed Martinet would not be voicing the iconic video game mascot in Super Mario Bros. Wonder, and now it’s also been confirmed he won’t be voicing his arch-rival Wario in the upcoming title WarioWare: Move It!, due out on Switch this November.

Read the full article on nintendolife.com

Immortals of Aveum Review

Much like the waistband of MacGyver’s trousers, Immortals of Aveum is a gun-free zone. This may sound like a peculiar predicament for a first-person shooter to place itself in, but developer Ascendant Studios has made it work. How, you ask? Magic. And I’m not being facetious here; I mean, literal barrages of brightly-coloured bullets magically blasted from the fingertips of a bloke who really puts the war in warlock. An unexpected collision of traditional high fantasy adventure with slick FPS action, Immortals of Aveum boasts a wonderful backdrop for its classy combat and comes with everything I crave in a modern shooter: it’s striking to look at, sturdy to play, and it’s strictly single-player only.

There are times when Immortals of Aveum feels like Wolfenstein with wizards, and others when it feels like Doctor Strange has been airdropped directly into Doom. It’s a curious concoction but it’s one that works surprisingly well, and I’ve particularly enjoyed how different Aveum is to anything I’ve played in recent memory. The firefights are frantic and visually spectacular, the light platforming and puzzle work is generally satisfying, and the world itself is very well-crafted.

Aveum’s arcanepunk aesthetic is very absorbing and creates a world of interesting extremes.

Aveum’s arcanepunk aesthetic is very absorbing and creates a world of interesting extremes; it’s a world where magic is ubiquitous and powers highly-advanced technology for war-torn societies still living a medieval-inspired lifestyle. This means wild flying machines and mindbending virtual puzzle rooms juxtaposed against gilded castles and ramshackle timber slums. It’s a cool clash of styles, and straddling multiple genres seems to suit Aveum’s ambitions as a first-person shooter with a twist.

Spells like Teen Spirit

We play as Jak who, in a moment of extreme stress in the opening phase of the story, is suddenly revealed to possess the power of a Triarch – an extremely rare person able to wield the world of Aveum’s three forms of magic simultaneously. Jak subsequently finds himself drafted into the Everwar – a battle for control over Aveum’s magic that has been raging for millennia but appears to be barrelling towards a catastrophic conclusion. The story specifics get a little lost in the weeds during occasional salvoes of fantasy phrases but it’s otherwise easy to follow – and there’s a steady cadence of moderate twists to keep it from getting bogged. If you want to get seriously steeped in lore there’s a lot of optional stuff to dig through, but it definitely isn’t required to sufficiently understand what’s going on. There are some very elegant ecological and social parables tucked in here, too, and I ultimately appreciated the contemporary relevance – and that the story wasn’t just spinning its wheels mindlessly.

I’ve noticed some resistance to the choice to use modern vernacular and colloquialisms in Aveum’s dialogue, but I honestly can’t see myself being as engaged as I was if Ascendant had opted instead for po-faced, pseudo–Early Modern English. In fact, I’d argue that leaning on archaic language would only undermine how otherwise fresh and modern Aveum feels in the first-person shooter space. Not every line lands – and there’s a certain Generation Z angst about Jak that I didn’t always find entirely endearing – but the performances are good and I can get behind it broadly. Besides, I don’t know about you, but I don’t know that I need all my fantasy stories sifted through a Shakespeare filter just to dress up the dialogue with some 400-year-old dribble.

I don’t know that I need all my fantasy stories sifted through a Shakespeare filter just to dress up the dialogue with some 400-year-old dribble.

On default difficulty, Aveum kept me busy for well over 20 hours to reach the credits. It’s nicely paced and strikes a good balance between switching up our surroundings for new locations and returning us to places we’ve already visited. While there are a few drab and dreary spots, most of Aveum’s environments are exceptionally good looking – from its giant lava pools to its icy and jagged crystal caves. The excellent lighting is regularly a strong component of what makes Aveum’s levels so eye-catching.

It’s a relatively linear experience and not a single open world, but there are some maps that are admittedly quite large and primed for exploring off the main path. There were definitely occasions I found myself slightly frustrated at Jak’s inability to leap on and over surfaces that look entirely suitable for standing on, but my bigger frustration was the lack of communication around things Jak couldn’t access yet by design. For instance, Aveum was very quick to have Jak drop an audio solution to an environmental puzzle I was already well on top of solving, but it’s also content to leave me fruitlessly trying to figure out how to get into a bonus area Jak literally hasn’t been rewarded with the ability to do yet.

Rusty Mage

Jak’s list of abilities is, however, impressively long. They’re also rationed out until quite deep into the story, meaning things that might have stumped us hours and hours prior may suddenly make sense. Aveum feels a little plain at first, when Jak is limited to just his initial basic spell strikes, but as the story progresses he gains access to far more interesting attacks and abilities. These include things like sticky charges that have a slow-motion effect, the ability to hover after a double jump, and a lash that drags enemies in for an easier close quarters kill. Aveum is undoubtedly a lot more than a disguised military shooter with finger guns.

The finger guns are a fun touch, though, and they’re essentially split into three categories. Blue magic attacks function as a large calibre pistol, green magic attacks manifest as rapid fire SMG rounds, and red magic attacks are essentially a sawn-off shotgun. Red attacks are reloaded by fist pumping, by the way. Now we know what Tiger Woods is doing every time he sinks a putt.

However, if you’re worried this means there are only three basic “weapons” in Aveum, don’t be; there are variations on each that change their damage, fire rate, and shots per reload depending on the associated “sigil” you equip to Jak’s arm, and there’s also another layer of secondary attacks – from damaging blastwaves to snaking volleys of magic missiles. There’s even an extremely potent beam that combines all three magic colours in a single, destructive torrent – gushing forwards like someone just knocked Cyclops’ sunglasses off. I really enjoy how powerful this attack makes Jak feel, and it’s crucial in some of the tougher boss battles.

Aveum does motivate us to engage with discovering and experimenting with new sigils, although it also didn’t punish me for settling with the ones I had already fully upgraded and sticking with them until the end of the story.

There’s a significant degree of controller gymnastics required to get the most of Aveum’s combat. I would also say that, as a man with the multitasking abilities of a peanut, it certainly grazes the upper limit to the amount of systems I can effectively juggle at once. At its most hectic I was nursing multiple ability cooldowns, boosting both my health and mana levels, switching sigils depending on which enemy poses the most immediate threat, and slinging special spells to deal out the fastest damage I can – all while building my big beam attack.

At times, I felt on top of [combat]; at other times things descended into panicked blasting. The strength of Aveum is that it all looks rather spectacular either way.

At times, I felt on top of it; at other times things descended into panicked blasting. The strength of Aveum is that it all looks rather spectacular either way. Whether you’re efficiently and ruthlessly carving through enemies with focus and finesse – or wading into battle spamming spells and seeing what works – combat is a wild storm of shattering shields and colourful fireworks at a welcome 60 frames per second on consoles. Movement is smooth, and Jak feels agile and responsive compared to the bulk of his foes. Jak is by definition one of the most dangerous battlemages in all of Aveum, and I certainly felt like that most of the time.

Immortals Of Aveum review: a sometimes fun magical romp that lacks spark

A challenge: hold your arm at a right angle to your torso, bent at the elbow so you can see your wrist and hand in the corner of your eye. Keep it there for as long as you can. Hurts after a while, huh? This is the default position for Jak, awesome FPS wizard with a magic gun arm, and possessor of a personality so inoffensive that when I am not playing the game I struggle to remember he exists. I noticed how hard it is to hold your arm in wizard mode when I was about 10 hours into the 20-or-so span of Immortals Of Aveum, and half way through is too early for a game to make me go all Cinema Sins out of boredom.

Despite this, I very much appreciate Immortals Of Aveum taking a crack at a good old-fashioned mid-length action adventure. There are shining moments where it’s great fun (though sometimes by accident; I have never, in my life, laughed so hard at some tiny wee orphans being exploded in front of me), but it’s let down by its FPS combat becoming too repetitive too early, which is the kiss of death for a game built around shooting stuff. It also commits the terrible crime of taking itself too seriously, but then I level that charge at most fantasy I encounter.

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Ubisoft’s Cancelled ‘Immortals 2’ Project Reportedly Took Inspiration From Elden Ring

And even The Legend of Zelda: The Wind Waker.

Last month, a report suggested a sequel to Ubisoft’s open-world adventure Immortals: Fenyx Rising had been cancelled.

If you were curious to know what the sequel, codenamed “Oxygen” might have been about, apparently the team was aiming to create a “Polynesian action-adventure” drawing inspiration and traits from the recent GOTY hit Elden Ring as well as the GameCube classic, The Legend of Zelda: The Wind Waker.

Read the full article on nintendolife.com

Metal Gear Solid Master Collection Includes a Warning for Content That ‘May Be Considered Outdated’

Whether in the incest themes in Otacon’s backstory or the series’ overall leering approach to women, Metal Gear Solid is no stranger to controversy. Noting this, Konami has seen fit to include a content warning in the opening of each of the major games in the collection, which include Metal Gear Solid, Metal Gear Solid 2, and Metal Gear Solid 3 as well as versions of the original 8-bit games.

According to Gamesradar, which first spotted the content warning during the recent round of previews, the collection contains the following message warning players about elements that “may be considered outdated.”

This game contains expressions and themes which may be considered outdated. However, these elements have been included without alteration to preserve the historical context in which the game was made and the creator’s original vision. Player discretion is advised

The message declines to name Hideo Kojima, who is closely associated with the series. Kojima, who was fired shortly before the completion of Metal Gear Solid V, is not involved with the Master Collection or the upcoming MGS 3 remake, Metal Gear Solid Delta.

Konami’s content warning bears a striking resemblance to the one utilized by Warner Bros. ahead of some of its golden age Looney Tunes cartoons, which contain content typically viewed as racist by modern audiences. It’s not a common sight in video games, though.

Naturally, fans were quick to speculate on what specifically might have motivated the content warning. Apart from the above-mentioned incest themes, some pointed out that Metal Gear Solid 2 included a scene in which the President grabs Raiden’s crotch, among other things. Needless to say, Metal Gear Solid has never been shy about being silly and risque with its humor.

An ‘authentic’ Metal Gear Solid experience

One way or another, Konami says it is dedicated to providing an “authentic” Metal Gear Solid experience, telling IGN, “We want to add that the concept for this collection really is to provide the most authentic MGS experience possible, with minor quality of life changes to smooth out a few edges from a different era of game development. Konami’s goal is to provide a new generation of players an accessible way to experience MGS while including all the MGS-flavored set dressing and bonus content that the core fans will appreciate.”

Konami’s professed commitment to authenticity seemingly includes releasing the collection in 720p even on modern consoles, which is currently spurring controversy among fans of the series. While it includes plenty of bonus content, it is otherwise a fairly straightforward port of the original Metal Gear Solid HD Collection, with some previewers even spotting a 2012 copyright (the original HD collection release date) in the menu screen.

Our own Metal Gear Solid Master Collection preview notes many of these issues, including the noticeable slowdown and lower framerate in the Switch version. You can read our first impressions right here.

Metal Gear Solid Master Collection Vol. 1 is set to release October 24 on PC, Switch, PS5, and Xbox Series X|S. As for Metal Gear Solid Delta, it’ll be out in 2024.

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.

This 4K 160Hz Mini LED monitor is down to $679.99 at Amazon after a $120 discount

Innocn isn’t a brand that most people have heard of, but this Chinese firm has been pumping out surprisingly well-reviewed monitors for some time now, often hitting niches more well-known companies haven’t reached while being extremely aggressive on price. That’s a winning combination for models backed by positive critical reviews, and today we spotted a deal on perhaps their best monitor yet – the Innocn 27M2V, a 27-inch 4K 160Hz monitor with a Mini LED backlight and HDMI 2.1 ports, providing an extremely good HDR experience and full compatibility with PS5, Xbox Series X and PC.

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Canceled Immortals Fenyx Rising Sequel Would Have Been a Mix of Wind Waker and Elden Ring

Last month, reports emerged that Ubisoft had quietly canceled a sequel to Immortals Fenyx Rising, its colorful open world action-adventure game that many reviewers compared to The Legend of Zelda: Breath of the Wild. Now new details have emerged suggesting that Ubisoft’s canceled game would have taken inspiration from not just Zelda, but Elden Ring as well.

According to new report on Axios, Immortals 2 — codenamed Oxygen within Ubisoft — would have shifted its setting to Polynesia, giving it an island vibe that would have been reminiscent of Wind Waker. What’s more, it would have apparently borrowed heavily from Elden Ring, eschewing map points in favor of dropping players in a hostile world.

The story would have had an environmental theme, with player actions impacting the land around them. It would have featured elemental powered and shape-shifting, with players earning new tattoos based on their actions. The art style would have eschewed the cartoonier look of the original game, featuring instead characters who were more realistic. On top of all of that, Immortals 2 would have reportedly dropped the original’s narrator and focused away from puzzles.

In short, it would have been a very different game — different enough that Ubisoft apparently considered rebranding it as a different game entirely.

Developer Ubisoft Quebec was reportedly taking its time with the project, but by spring the studio had apparently produced an internal demo featuring several playable hours. Ultimately, though, Ubisoft opted to cancel it to focus on established franchises like Assassin’s Creed.

Ubisoft tries to right the ship

Oxygen’s sudden cancellation is emblematic of Ubisoft’s recent pivot toward its best-known properties as it grapples with the effects of a bare release schedule and other issues. The original game was a modest success, but seemingly not enough to warrant a sequel. Nevertheless, its cancellation was reportedly a “surprise” to the development team at Ubisoft Quebex.

In the meantime, Ubisoft is all in on Assassin’s Creed. Assassin’s Creed Mirage, billed as a return to the franchise’s root, is set to release later this year, with Assassin’s Creed Red and Assassin’s Creed Jade also in development. Numerous other Assassin’s Creed projects are also in development as Ubisoft seeks to regain its footing in what has been a rough couple years for the publisher.

As for Immortals: Fenyx Rising, it seems destined to fade into history as Ubisoft moves on to other projects. Happily, it’s still relatively easy to find the original game, which is available on all major consoles on PC.

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.