Publisher 3D Realms and developer Point N’ Sheep have revealed that the pixel art Soulslike Bloodless will be bringing the school of “non-lethal combat” to Switch on 10th October.
Yes, we did just say “non-lethal”. You see, this Soulslike is all about tackling foes in a slightly less stabby manner. You play as Tomoe, a ronin who has given up her blade and sworn to never use it again. You’ll have to utilise dash counters and powerful ki-attacks to overpower foes and bring the fight to Shogun Akechi, the bloodied leader responsible for bringing Tomoe’s homeland to its knees.
Having gone to bed last night with Final Fantasy XVI installed yet unplayed on a Steam Deck, I awoke to find Valve have slapped the moody RPG with Unsupported status for the handheld. Its crime: an inability to “run well” on the Steam Deck’s internals, regardless of settings changes. Dammit, Clive.
What are you LYMBUS? In what vat were you grown? I feel like I’ve sluggishly ambled my way down to the fridge and tried to scoop a gherkin from the jar, only to find a disconcertingly tasty sliver of my own brain. Like a creature from Flatland trying to play 4D chess, and all the pieces are just tiny carvings of my face with “lol get a load of this prick” whittled into the forehead. I quite like it.
“We combined your favorite genres into one grotesque piece of software! You’re welcome, game journalists,” reads the Steam page for the demo. That is a very polite way to kick me in the head and call me a bitch, LYMBUS.
Nintendo has announced four Super NES games from the early ‘90s are now live via the Nintendo Switch Online library.
First up, we have Battletoads Double Dragon, a crossover beat-’em-up developed by legendary studio Rare and released in 1993. Here’s the official blurb, from Nintendo:
The warriors from Double Dragon join forces with the toad-acious Battletoads trio to form the ultimate team in this 1993 beat-’em-up! Tussle with terrific twins Billy and Jimmy Lee as they team up with Zitz, Rash and Pimple to defend the Earth against the combined might of the Dark Queen and the Shadow Boss! Leap from the Battlecopter onto the tail of the Colossus spaceship and fight your way through beastly baddies and lethal objects using the Battletoads’ arsenal of Smash Hits or the Dragons’ array of Dragon Force Techniques – each provides incredible attacking combos, including kicks, punches, throws and more! You’ll also put your driving skills to the test with the Speeder Bike and high-speed Space Pod. How will this struggle for Earth’s future end?
Next, we have Jaleco’s Big Run, a racing game originally released for the Super Famicom in 1991. Check out what the game is about, per Nintendo:
Race across the vast landscape of Africa – from Tripoli to Dakar – over the course of nine stages in this racing game originally released for the Super Famicom system in 1991. This monumental task isn’t only about putting pedal to the metal, though! First, you’ll need to select a sponsor and then use those funds to hire staff. Next, you’ll need some spare parts to replace tires and engines when they get damaged or worn out. The glory of victory awaits if you can combine precise tactics and bold driving to weather the brutal driving conditions that stand between you and your goal.
Cosmo Gang the Puzzle is a 1993 action puzzle game developed by Namco and originally released for the Super Famicom.
The Cosmo Gang take on falling-block-style puzzles across three modes in this 1993 action-puzzle game that was originally for Super Famicom. Focus on clearing blocks to get the high score in 1P Mode, play competitive battles in VS Mode and put yourself to the test in 100 Stage Mode, where you can solve stage after stage of strategic challenges. In each of the modes, progress is made by removing containers and Cosmos that fall from the top of the screen. You can remove the containers by lining six up in a horizontal row — and Cosmos are removed when they touch the blue orbs that occasionally make their way down. Though the two types of blocks are cleared in different ways, try to see if you can perform a combo by clearing both types at once!
And finally, Technōs Japan’s sports game Kunio-kun no Dodgeball da yo Zen’in Shūgō!, which came out on the Super Famicom in 1993, is available. The Kunio-kun series, known as River City outside Japan, is now in the hands of Guilty Gear developer Arc System Works, with recent revivals from WayForward.
This sports game, released for the Super Famicom system in 1993, features Kunio-kun (who you may recognize from the River City series!) and his striking dodgeball moves. Take the field and square off against teams from various countries and employ a variety of jumps, passes and dynamic knockout shots as you aim to become the greatest dodgeball team in the world. Plus, each stage has hidden gimmicks to discover, so your matches may even take some unexpected turns! Build your ideal team, power up with in-game items and train your teammates to be the best they can be. Can you take the dodgeball championship by storm?
Super NES – Nintendo Switch Online library additions for September 2024:
All four games are now part of the Super NES – Nintendo Switch Online library, and are available for all Nintendo Switch Online members to play today.
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.
Last month, Helldivers 2 studio Arrowhead thrust a white flag out from their shelled position in an attempt to placate mutinous fans of the co-op shooter. In response to a community sentiment best summed up by a popular Reddit post titled “Let the super earth burn”, Arrowhead released a statement. “In short, we didn’t hit our target with the latest update…what matters most now is action. Not talk.” Said action (which it must be pointed felt a bit troublingly reactive to the loudest and most histrionic voices in the roo..uh, subreddit) was foreshadowed in a list of issues to be tackled over the coming months.
“Jazzy jumps, humongous hammers, and boisterous Bros”.
Mario & Luigi: Brothership has this week received a new trailer focused on “enjoying the action in Concordia”.
It’s brief, but if you haven’t been keeping up with the updates, it’s another great look at what exactly you can expect from the battle mechanics in this latest entry. It also follows on from a separate video, welcoming fans to the new location.
Freedom Wars, the fan-favorite multiplayer action game frequently hailed as one of the PlayStation Vita’s best games, is officially coming back. Bandai Namco announced today that Freedom Wars will be getting a remastered version on modern platforms, bringing with it 4K resolution, 60fps support, and other enhancements.
First released on Vita back in 2014, Freedom Wars is a dystopian third-person multiplayer action game similar to Monster Hunter that supports up to eight players. It was originally developed by the now-defunct Japan Studio, which was merged into Team Asobi in 2021. Freedom Wars’ servers were turned off that same year. The remastered version is being developed by Dimps Corporation, which was able to gain permission from Sony to use the license.
Despite Freedom Wars’ status as a niche favorite, it was able to develop a cult following and earn a spot on our list of the 25 best Vita games.
“Freedom Wars’ emphasis on fighting, looting, and upgrading creates an addictive gameplay loop for Vita owners. It certainly isn’t the only Monster Hunter clone available on Vita, but it’s perhaps its most successful one,” we wrote at the time. “The staying power of its addictive fight-loot-upgrade cycle is enhanced by deep gameplay, customization options, and a really interesting online component made it one of our favorite portable releases of 2014.”
In addition to graphical enhancements, Freedom Wars Remastered will feature an overhauled weapon crafting system and additional difficulty settings, among other additions. Nevertheless, we wrote in our hands-on preview that it feels similar to how it was 10 years ago.
“Part of me sees Freedom Wars Remastered more as a novelty – a Vita classic that is now at least playable on modern platforms with its most important parts unsullied, for better or worse. It’s fundamentally the 2014 game with some quality-of-life necessities,” our previewer Michael Higham wrote. “It was a perfect fit for Sony’s last handheld, and a blast to sink hours into, competing with other Panopticons across your region and reducing your prison sentence in futility. I’m not sure if it’s going to take the same way it did 10 years ago, but I do believe this is a big win for preservation and making a cult classic much more accessible in a faithful form.
In the same preview, director Takashi Tsukamoto calls the remaster a neccessary first step on the path toward eventually make a sequel.
“We’ve been wanting to create something like this for a long time, but we really didn’t have the opportunity. As Dimps [the development team], we’ve been looking for opportunities to release something, maybe a sequel – something related to Freedom Wars. However, it was very difficult to set up a team and nothing was really lining up. At some point, we said maybe a remastered version of the original would be good.”
[W]e don’t know if there’s going to be a sequel yet of course, but if there is a sequel, we have tons of ideas we’d want to implement into said sequel
As for why it’s taken this long to revisit Freedom Wars, Tsukamoto said, “The opportunity never really presented itself until now. We were able to come to an agreement with Sony regarding the license and they were able to partner up with Bandai Namco, and it just so happens that it’s about 10 years later that all of it started coming to fruition.”
Tsukamoto says he hopes the new remaster will be successful enough to “take the next step into potentially releasing a sequel,” adding, “As much as we’d like to share it with you, we don’t know if there’s going to be a sequel yet of course, but if there is a sequel, we have tons of ideas we’d want to implement into said sequel.”
Freedom Wars Remastered is set to release on PlayStation 4, PlayStation 5, Steam, and Nintendo Switch on January 10, 2025. In the meantime, check out our list of the best 2024 games so far.
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.
Ah yes, Freedom Wars, the seemingly last bastion of the PlayStation Vita, is finally moving onwards from Sony’s retired handheld. With the help of Bandai Namco, developer Dimps (partially made up of members from the original Freedom Wars development team) is bringing the Monster Hunter-style action-RPG to modern platforms. It became a hit as a Vita exclusive in 2014 for its unique persistent world mechanics and dystopian sci-fi premise that made it more than just something that played off its influences. And I can tell you first-hand that there’s a certain excitement to Freedom Wars Remastered since it’s as true to the original release as you could possibly expect.
I had the chance to get roughly four hours of hands-on time with a preview build of Freedom Wars Remastered on PlayStation 5. After spending about an hour with the tutorial to shake off the decade of rust, I jumped back into high-level operations. In the following three hours, I cleared several instanced missions hunting massive monster-like machines and rescuing civilians from their clutches – and unwittingly tacked on extra years to my prison sentence by acting a fool back in the Panopticon you call home.
If you’re not familiar with Freedom Wars, or need a refresher since it’s been quite some time, it takes place in a dystopia set in the far future where the surviving population fights over limited resources. People are either wardens running a Panopticon or prisoners (aka Sinners) stuck in indentured servitude and forced to fight for “a greater good.” You play as a Sinner, and by taking on operations and contributing resources to your Panopticon, you shave years off your…1,000,000-year prison sentence. Aside from sending yourself to instanced hunts, there is a story that develops as you get deeper in operations and learn more about fellow Sinners on your prison block.
You’re also under constant surveillance by an android companion, called an Accessory, who applies disciplinary action, and you earn little bits of freedom as you clear more missions. Something worth noting here is that the remaster features expanded voice acting and English audio – that includes the androids, which has been done oddly. Android characters are voiced through a primitive text-to-speech style modulator that clearly mispronounces words; it’s said to be intentional to add to the creepy dystopian vibe, but it comes off rather tacky. Overall, it’s a dark premise, for sure, but it’s satirical in a way that has only gotten more bleak as time goes on.
Everything that made the original a Vita classic either remains intact or has been touched up to mitigate frustrations,
I talked to Takashi Tsukamoto, the original director and now producer for the remaster, and Tetsunosuke Seki, the director for the remaster, and they reflected on the commentary of Freedom Wars. Tsukamoto saw new developments in Japan as inspiration for the dystopian vision of Freedom Wars’ story, saying, “When the original version came out 10 years ago, there was a thing called My Number in Japan, similar to the US with social security numbers. This was a very new concept in Japan 10 years ago. Citizens of Japan didn’t have a social security equivalent and since it was a brand new idea coming up, there were a lot of people who were against it. Like, don’t put a number on us. I guess living in a first-world country like Japan, they always have your information on hand. You’re on file. It’s kind of like you’re being in constant surveillance. When you’re walking around the city, there’s cameras everywhere. There’s a little bit of a parallel between that and this game. Obviously, we’re not in a prison, but the idea of being in constant surveillance and people having our information was a very strong concept we wanted to work with when creating this game. In the game these people are prisoners with million-year sentences, it’s not a one-to-one, obviously. I mean, I hope I’m not a prisoner!”
The story and premise remain intact in the remaster, exactly as it was in the 2014 release, and that faithfulness extends to the gameplay mechanics, for better and worse. Aside from the control scheme being updated to make sense for modern gamepads, the gameplay is pretty much one-to-one as I remember it. Lock-on targeting, third-person shooting, melee combos, the Thorn system, all of that is unchanged – so if you thought it was janky back then, you’ll definitely find it janky now. Don’t come in expecting it to be streamlined or revamped to feel like a new release. However, there’s a novelty to the way Freedom Wars experimented with unique mechanics and brought it all together in a fully fledged action-RPG on Vita.
While every character has a melee weapon for basic light and/or heavy attack combos and a firearm to take shots from a distance, it’s the Thorns that made Freedom Wars standout. Thorns are akin to hookshots or Spider-Man’s webs – you can attach these to enemies to slam them on the ground or zip right onto them to get in melee range. It’s also the key to traversal, letting you reach high-up places or quickly dart around the battlefield to stay nimble. Considering it’s a little sticky since it remains unchanged, it still works really well as an intuitive gameplay mechanic and a premier feature that made Freedom Wars a ton of fun to begin with.
There’s still a thrill to attaching your Thorn to a specific part of a beastly machine, frantically mashing the circle button to pull it to the ground, leaving it staggered and vulnerable to melee combos. And it’s also a novelty to use your Thorn to pull yourself toward a towering robot to mount it and sever one of its limbs before backflipping off to avoid getting tossed down, not unlike the rush we all got that same year scurrying up the backs of the Titans in Titanfall. Thorns serve other functions as a means for utility on the battlefield, like setting up traps, throwing out area-of-effect heals for your party, or casting powerful shields. It’s not terribly complex, but there’s beauty in its simplicity, and I still got a kick out of it while playing the remaster.
It remains my favorite thing in Freedom Wars – using my Thorn to latch onto the pod of an Abductor to rip out the hostage it’s captured, and jumping off of it with the hostage in your arms before dashing back to safety. Not only are you caught in the fray of your party fighting this huge robot, but you’re risking heavy damage if you can’t execute it swiftly enough. And man, it feels good to get away with it scot-free.
Because this is a faithful remake, I found the structure of operations – the instanced missions that mainly drive the gameplay loop – to be somewhat repetitive. Even at Code 4 operations, which are several hours deep into the story, many of the maps and enemy types are reused. Different missions pop up to add variety, such as hostage rescues, wave-based encounters, or straight-up brawls of attrition against hulking damage sponges that’ll take 10 to 15 minutes to conquer. However, it tends to fall into a routine after long sessions; not that it’s absolved of its shortcomings that were apparent back in 2014, but the repetition was better suited as a handheld game played in shorter bursts.
Freedom Wars doesn’t necessarily evolve fundamentally as it goes on, and from what I can recall from my time on the Vita version and now with the remaster, you settle into a playstyle and stick with it throughout. You’re still upgrading weapons with the materials you gather and earning new ones from mission to mission. There’s a decent amount of weapon types to mess around with before settling on what works for you – personally, I loved the chainsaw sword for chunky melee damage and the burst-shot rifle that could melt fodder from a distance. The one quality-of-life change worth noting here is that weapon crafting and upgrades are streamlined to take the old randomized aspects out of the process. This aligns with crafting systems seen in modern games, and this was a deliberate decision according to Tsukamoto and Seki.
It’s a dark premise, for sure, but it’s satirical in a way that has only gotten more bleak as time goes on.
The biggest idea behind Freedom Wars was the persistent world aspect of Panopticons. Players would sign onto their own Panopticons based on region and the missions they take on would all contribute to its status, and you would be ranked against rival Panopticons in perpetuity, as if it was this ongoing multiplayer competition without having to do direct PvP. That remains intact with the remaster. Traditional multiplayer and co-op was a major part of the original Freedom Wars, though, and it’s also being preserved. Although I didn’t get to try it out, Tsukamoto and Seki both said that matchmaking has been revamped to reflect that of modern games, which will be a vast improvement over the original’s system.
Part of me sees Freedom Wars Remastered more as a novelty – a Vita classic that is now at least playable on modern platforms with its most important parts unsullied, for better or worse. It’s fundamentally the 2014 game with some quality-of-life necessities. It was a perfect fit for Sony’s last handheld, and a blast to sink hours into, competing with other Panopticons across your region and reducing your prison sentence in futility. I’m not sure if it’s going to hit the same way it did 10 years ago, but I do believe this is a big win for preservation, making a cult classic much more accessible in a faithful form. Freedom Wars was experimental for its time, and it tried new ideas that are great to see holding up relatively well – even just constantly adding years to your sentence for minor infractions as you roam your prison block was an annoying but good goof that fed into the game’s overall themes.
Novelty or not, both Seki and Tsukamoto stated that remastering the original game is the necessary first step in hopes of revitalizing the series. Tsukamoto said, “We’ve been wanting to create something like this for a long time, but we really didn’t have the opportunity. As Dimps [the development team], we’ve been looking for opportunities to release something, maybe a sequel – something related to Freedom Wars. However, it was very difficult to set up a team and nothing was really lining up. At some point, we said maybe a remastered version of the original would be good.” As for why it made sense now to revisit the series, he continued, “The opportunity never really presented itself until now. We were able to come to an agreement with Sony regarding the license and they were able to partner up with Bandai Namco, and it just so happens that it’s about 10 years later that all of it started coming to fruition.”
I followed up by asking about how they’ll define success for the remaster and how a sequel would factor into their plans in the future. Tsukamoto said, “What success would look like is for this game to do well, and well enough that we could take the next step into potentially releasing a sequel.” He continued by saying, “As much as we’d like to share it with you, we don’t know if there’s going to be a sequel yet of course, but if there is a sequel, we have tons of ideas we’d want to implement into said sequel.”
It’s pretty wild to see a Vita game remastered with many of its assets true to what they looked like in original form. On PlayStation 5, Freedom Wars Remastered runs at 4K resolution and 60 frames per second, which is really nice, although it does create a sort of uncanny valley effect when the character models, animations, and environments haven’t gotten a makeover. I also played a bit of the Nintendo Switch version in handheld mode and though it’s considerably lower resolution and only ran at 30 fps – it’s still very much playable, but it’s a bit disappointing to see a former Vita game struggle on Switch. While it’s definitely not a technical marvel by any measure, everything that made the original a Vita classic either remains intact or has been touched up to mitigate frustrations not present in modern games.
You’ll be able to start serving and working time off of your 1,000,000-year sentence when Freedom Wars Remastered launches on January 10, 2025 for PlayStation 4 and 5, PC via Steam, and Nintendo Switch.
EA is preparing to launch an ambitious new social app that it is says will use its existing technology to mix real-life and virtual sports.
Announced during today’s Investor Day, the new app functions similarly to existing sports apps from companies like ESPN, featuring news, scores, stats, and highlights. The main hook, Chief Experiences Officer David Tinson says, is its tie-ins with EA’s various sports games, including the possibility of unlocking prizes like Ultimate Team cards based on the sizzle reel.
“Our thesis is simple: With the right products, features, and capabilities, a significant portion of hyper valuable consumer attention is available for a fraction of the cost,” Tinson says.
Ultimately, Tinsons says EA’s goal is to create a social app that allows fans to follow their favorite sports and teams while integrating in-game rewards and community elements.
Tinson showcased a number of features that incorporate EA’s technology, including a system that appears to seamelssly translate real-life moments into virtual highlights that can be viewed from any angle using the EA Sports FC engine. EA is also introducing predictive simulations that not only simulate upcoming matches, but can also questions like “who would win between 85 Bears and the 07 Patriots.”
Based on Tinson’s presentation, the app appears to make heavy use of AI, featuring prompts that allows users to create its simulations. Generative AI was a big part of EA’s overall presentation, and was touted repeatedly in relation to franchises like The Sims and its sports games.
The EA Sports app will initially be focused around soccer, making it an extension of one of EA’s most popular and successful sports sims in EA Sports FC. Support for other sports will also be added over time, with the NHL, NHL, F1, and NCAA Football all highlighted at various points.
The new app will soft-launch in Space this fall, and will be supported on iOS and Android devices. In the meantime, EA Sports FC is set to enter early access this week, with a full release on September 27. Check out our full list of global release times right here.
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.