Star Wars Episode I: Jedi Power Battles launches Jan 23 on PS5 & PS4

Prepare yourselves, Jedi! The Force is calling you back to exhilarating lightsaber action! We’re excited to announce that Star Wars Episode I: Jedi Power Battles is coming to PlayStation 4 and PlayStation 5, offering nostalgic thrills for returning Jedi and a gripping experience for new padawans.


Star Wars Episode I: Jedi Power Battles launches Jan 23 on PS5 & PS4

A long-awaited battle is back in full force

Originally released in 2000, get ready to battle your way through iconic locations from Star Wars: Episode I – The Phantom Menace. Whether you’re fighting to take back the Theed Palace from the Trade Federation or facing off against hordes of battle droids, destroyer droids, and deadly assassins, you’ll need all the skill and precision of a Jedi to succeed.

In Jedi Power Battles, the power of the Force is in your hands. Grasp your lightsaber and cut through enemies in fast-paced, side-scrolling arcade action. The game allows you to play as beloved characters from the prequel trilogy, including Mace Windu, Obi-Wan Kenobi, Padme, Panaka, Plo Koon, Adi Gallia, and Qui-Gon Jinn.

Celebrating 25 years with all new features

The 2025 release includes new and improved features that enhance the gameplay experience:

Lightsaber Toggle: For returning players who remember playing each Jedi with a distinctive color to their lightsaber, you may also remember those sabers not matching their looks in the films.

For example, the original game showcased Mace Windu with a blue Lightsaber.

For this release, we added a toggle that allows you to swap between his iconic purple saber or the classic blue saber. This also applies to Ki-Adi Mundi, Plo Koon, & Adi Gallia’s classic saber colors.

All secret characters and levels unlocked at the beginning: Experience the full game right from the start, with all the original secret characters and levels unlocked, allowing you to dive straight into the battle without delay. Beyond the original lineup, we’ve introduced 13 newly unlocked playable characters! You’ll find the Rifle Droid, Staff Tusken Raider, Ishi Tib, and Weequay, ready to jump into the action, and more character announcements are coming before launch day. Who else is joining the roster? We’ll all find out soon enough.

Gameplay improvements and expanded game modes: We’ve made enhancements to the character models, environments, and game modes based on the expanded post-PlayStation release, while also preserving elements of the original PlayStation UI. Enjoy smoother jumps, better balance, and new main menu art that transforms your battle from all of the original versions of the game. Additionally, we’ve included in-game UI toggle options for greater customization, and we’ve brought back Vs Mode and Training Mode from the expanded post-PlayStation release, adding depth and variety to your gameplay.

Classic couch co-op: The entire 10-level campaign, along with additional bonus mini-games, can be played with a friend in local co-op mode. The joy of teaming up with a buddy to take down waves of enemies is a core part of the Jedi Power Battles experience, and it’s back in full force.

Cheat codes and unlockables: Classic cheats like Big Head Mode, Big Foot Mode, and Lightsaber cheats are ready to be claimed! Additionally, unlock character progressions (combos, stats) by achieving high scores to keep the gameplay fresh and rewarding. Lastly, brand-new for the first time, the Loader Droid Boss is playable via cheat code!

Ready to join the battle?

Whether you’re a returning player or new to the battle, get ready for an adventure in the Star Wars galaxy. We’ve brought this classic back out of our deep love for Star Wars, and we hope you find joy in every lightsaber swing and every battle won.

May the Force be with you—always. Get ready to join the battle on January 23, 2025!

Prepare by pre-ordering Star Wars Episode I: Jedi Power Battles on PS5 & PS4 today. 

25 Years Later, Star Wars Episode I: Jedi Power Battles Is Coming Back

After reviving Star Wars: Knights of the Old Republic, Star Wars: Battlefront, and, most recently, Star Wars: Bounty Hunter, port specialist Aspyr has turned its attention to another classic Star Wars video game from yesteryear: Episode I: Jedi Power Battles.

LucasArts’ Star Wars Episode I: Jedi Power Battles launched in 2000 on the PlayStation before hitting the Dreamcast and the Game Boy Advance. As the title suggests, it’s set during the time frame of Star Wars: Episode I – The Phantom Menace, with a mix of platforming and beat ‘em up gameplay. Playable characters include Jedi Padawan Obi-Wan Kenobi and Jedi Masters Qui-Gon Jinn, Mace Windu, Adi Gallia, and Plo Koon,

Aspyr’s Star Wars Episode I: Jedi Power Battles brings the game to modern platforms with modern controls, 13 newly unlocked characters from the beginning, all levels unlocked, versus and training modes introduced in later releases of the game, and two-player couch co-op.

Star Wars Episode I: Jedi Power Battles will be released on Nintendo Switch, PlayStation 5, PlayStation 4, Xbox Series X and S, and PC via Steam on January 23, 2025 priced $19.99, just shy of 25 years after the original came out.

Here’s the official blurb, from Aspyr:

Celebrate the 25th anniversary of the original Star Wars Episode I: Jedi Power Battles with this fast-paced lightsaber action game featuring enhanced gameplay, models, environments, game modes, and more. Use the power of the Force and your trusty lightsaber against legions of droids, assassins, and other legendary foes as you fight through iconic locations from Star Wars: Episode I – The Phantom Menace like Theed Palace and more.

Star Wars Episode I: Jedi Power Battles key features:

  • Jump into Side-Scrolling Arcade Action in the Star Wars Galaxy: Play as Mace Windu, Obi-Wan Kenobi, Plo Koon, Adi Gallia, and Qui-Gon Jinn and face off against classic foes in iconic locations from Star Wars: Episode I – The Phantom Menace.
  • All Secret Characters Unlocked & More to Discover: Play with all secret characters and levels from the original game unlocked from the start, including Darth Maul, Captain Panaka, Queen Amidala and more. There’s also 13 new playable characters to unlock after your first playthrough, like the Rifle Droid, Tusken Raider, Ishi Tib, and Weequay!
  • Play with a Friend in Classic Couch Co-op: Battle side-by-side with a companion in two-player couch co-op for the entire 10-level campaign and bonus mini-games.
  • New Features & Modes for Modern Platforms: Use classic or modern controls, toggle your lightsaber colors, enter classic cheat codes like Big Head Mode, dive into the VS and training modes from later releases of the game, and discover more surprises in this 25th-anniversary celebration of Star Wars Episode I: Jedi Power Battles.

Star Wars Episode I: Jedi Power Battles is yet another Star Wars revival from the Embracer-owned Aspyr, which is still working to fix this year’s disastrous launch of Star Wars: Battlefront Classic Collection.

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.

Players are now less “accepting” that games will be fixed, say Paradox, after “underestimating” the reaction to Cities: Skylines 2’s performance woes

Paradox Interactive delayed jail management simulator Prison Architect 2 indefinitely this August, commenting at the time that the game had notable performance issues, and that its system-led design was proving tricky to tinker with. This came a couple of months after the Crusader Kings publisher washed their hands of the sequel’s original developers, Double Eleven.

Speaking to me at Paradox’s Media Day last week, deputy chief executive officer Mattias Lilja offered a shade more insight on the decision, suggesting that hard-up players have “higher expectations” at present and are less trusting that developers will fix problems. Chief creative officer Henrik Fåhraeus also offered thoughts on what Paradox have learned from the disastrous launch of Cities: Skylines 2 in late 2023. Specifically, he said they need to give actual players access to the game early on, not just testers.

Read more

Dragon Ball: Sparking! Zero DLC Revealed Via Steam Backend

Dragon Ball: Sparking! Zero developers Bandai Namco Games and Spike Chunsoft are seemingly planning some downloadable content for the fan-favorite fighting game not already announced.

As reported by ComicBook, the Steam backend has been updated to reference a new DLC called the Martial Arts Pack. This is listed on SteamDB alongside already announced extra content including the Season Pass and Ultimate Edition bonuses, the Anime Music Packs 1 and 2, and the upgrade and preorder packs.

No details on what’s included in the pack were revealed on the SteamDB page but Reddit user Zeucleio discovered its contents through a companion book released for the game in Japan today, October 10. According to their post, the book contained a bonus code which unlocks the Martial Arts Pack in-game, despite no official word from Bandai Namco Games or Spike Chunsoft.

The contents of the pack were therefore revealed, and it includes early unlocks of Bardock, Future Gohan, Future Gohan SSJ, and Bardock’s Z costume, alongside the Super Sparking ability item.

As mentioned, neither developer nor publisher Bandai Namco has commented on this DLC officially or if it will be made available beyond this companion book.

Dragon Ball: Sparking! Zero launched October 8 for anyone who preordered (and otherwise launches October 11) and is proving a hit with Dragon Ball fans, with many appreciating its evident love for the series through features like Encyclopaedia Mode.

One fight is proving particularly tough, however, as Great Ape Vegeta has the coveted combination of random, unrelenting, and rapid attacks that all do big damage. Players are pulling their hair out at its difficulty and placement relatively early on in the game’s campaign, though Bandai Namco has assured it’s okay to lower the difficulty and move on.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

With EA Playing For Another Team, FIFA Kicks Off New eSports Collaboration With Konami

Bringing eFootball to the eMasses.

Now here’s a move that we didn’t expect. Following the split from EA, FIFA has announced that it is partnering with one-time rival Konami on a new eSports collaboration.

To be clear, this isn’t to say that Konami will be taking over the FIFA license, nor that the studio’s current football series, eFootball (formally PES), will be getting a rebrand. Instead, the purpose of this collaboration is to “further boost the joy of the global football community through esports”. M-hmm.

Read the full article on nintendolife.com

Silent Hill 2 almost spoiled the game’s biggest twist for Italians before the day one patch came to the rescue

An Italian-language only quirk with Bloober Team’s Silent Hill 2 Remake almost spoiled the entire plot for fans playing in that language, but was fortunately caught in time for the day one patch to make changes. As spotted by PC Gamer, some garbled lines the player hears upon first picking up the game’s radio weren’t quite garbled enough in the Italian subtitles, accidentally dropping a massive plot spoiler in the first half hour. Stop reading now if you’re still playing, obviously. Here’s a video of a cat that sounds like he’s saying “bongiorno” you can watch instead.

Read more

Old Rivals Konami and FIFA Sign eFootball Esports Deal Following EA Sports Split

The world of soccer video games took another twist today after Konami and FIFA — for years rivals on the virtual pitch — signed their first deal following the end of EA Sports’ long-running FIFA games. But don’t get too excited yet, it’s just for esports.

Konami’s Pro Evolution Soccer series had for years tussled with EA Sports’ all-conquering FIFA series before finally pivoting to the free-to-play eFootball. EA has largely cornered the market, locking up the rights to the Premier League, La Liga, and other popular leagues, with Konami left fighting for scraps.

EA dropped the FIFA license in 2022 amid reports that the organization, which serves as the governing body for the various national associations around the world, had asked for more than $1 billion per four-year World Cup cycle. EA rebranded the series as EA Sports FC in 2023 with relatively few changes. Since then there has been speculation that Take-Two, with its 2K Games label, might take on the FIFA license, but in August Take-Two CEO Strauss Zelnick said that any potential competitor to EA Sports FC would face numerous complications.

Now, we have the Konami and FIFA collaboration, which will see eFootball used for this year’s FIFAe World Cup on both console and mobile (EA Sports’ FIFA games were used in previous years). It should be noted that this is not an agreement for Konami to take on the FIFA video game series, or rebrand eFootball to FIFA, but it’s a notable shift in the ever-evolving dynamic between video game makers and those who hold the keys to real world football.

Clearly, EA will be watching developments with great interest. In July, EA Sports welcomed the potential for genuine competition in the football video game space amid rumors of a new FIFA game entering the market.

In May, FIFA president Gianni Infantino confirmed a new FIFA game was in the works, saying: “We will develop a new e-game, because (the) football simulation game is called FIFA. For hundreds of millions of children around the world, when they play (a) football simulation game, they play FIFA. It cannot be named something else.

“We are developing with new partners a new game which obviously, as everything we do, will be the best. So get ready for the new FIFA e-game.”

If 2K does take on FIFA, perhaps it will relaunch as FIFA 2K, similar to 2K’s already successful annualized sports games such as NBA 2K. If it goes with Konami, maybe eFIFA? Pro Evolution FIFA? Or, perhaps more likely, the simple return of FIFA with the year popped on the end.

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.

Shout out to Red Dead Redemption’s PC requirements for allowing me to finally meet the recommended specs for something

It’s always vaguely reassuring to see your own card mentioned by name in the recommended specs for a new release – even if that new release is just a slightly pomaded-up version of 14-year-old open world console game Red Dead Redemption. I could write a laborious metaphor about someone coming looking for me in a saloon using whatever that literary technique that Irvine Welsh does is called where you spell out the accents, but I won’t bother. I simply do not have another tarnation in me. Perhaps a root. Don’t even talk to me about a toot. Here’s the specs, as per the Steam page.

Read more

PlaySide Studios on Kill Knight

With Kill Knight, PlaySide Studios has stepped into the console (and PC) space with a compelling and challenging high score-chasing, twin-stick shooter. We already gave you our thoughts after extensive hands-on time with the game, but we also spent a day at one of PlaySide Studios’ Melbourne offices, chatting with the team about their goals for the game and getting the inside track on how it changed over the course of development.

Here are some of the most interesting insights that Ryan McMahon (General Manager of PlaySide’s PC and Console Games Division) and Sean Gabriel (Lead Game Designer on Kill Knight) told us during our visit.

The Eldritch Layer Pitch

Ryan McMahon: Kill Knight is an ultra-responsive, arcade-inspired isometric action shooter and, funnily enough, that is the one line pitch that [Lead Game Designer] Sean came into this with when we first started development. So that isn’t our tagline [that] we’re saying now; it’s straight from the original pitch before we started development and we’ve maintained that… throughout the entire development. It’s been that one liner that the team’s always come back to when we’re trying to determine the art style… or we’re talking about the music, or we’re talking about how the game should feel to play. That’s what Sean and his team have always brought things back to. Is this that arcadey feel that we want, or is it responsive enough? What’s the frame rate? Staying true to all those goals is essentially what that line says about the game, and it’s something that they set out as the vision from the very beginning.

Sean Gabriel: You’ve got the one half [of the game], [where] it’s an obvious power fantasy, right? It’s one of those games where we want you to feel awesome – you’re a badass guy, you’re fighting demons, [it’s] a straight-up power fantasy… But then the other thing is through the lens of this game and this genre, and top-down in general, it’s dominated [by] Diablo, ARPGs, inventories, builds, all that sort of crazy knowledge stuff. Whereas… we wanted this to bring back that arcade [sensibility] of – we’re actually going to bombard you with all this stuff, and if you love the aesthetic enough, and we can draw you into this world and get you immersed. We’re going to bring you along on this journey to make you so good at the game that the power fantasy that you see? We’re going to get you there and, once you’re there, you just have that blending of the power fantasy and your actual skill. You can’t really beat that in terms of that sense of accomplishment. That sense of, ‘Okay, I’m actually The Kill Knight; I’m doing this.’ If we had made the mechanics simpler or made it a bit too accessible in terms of the things you need to learn to get up there, you just wouldn’t have that full connection.

Ryan McMahon: It’s not a game where if I play more and grind more I get more XP, or I get more equipment that’s going to make me better at the game. The experience that you gain is you as a player getting more mastery of the game, and it’s very much a game that rewards mastery.

It’s very much a game that rewards mastery…

Difficulty and Unlocks

Ryan McMahon: This game is all about… making the player feel powerful… and the way you do that is you make it very push-forward focused. So your player never stands still; you’re constantly trying to build that momentum and maintain it. And when you get things right and you have that momentum, it feels super satisfying, so we’re constantly… rewarding aggression, rewarding precision. The game has four distinct difficulty settings, so when we’re talking about the game being hard, it doesn’t have to be super hard. You can start on the lowest difficulty and work your way up and we reward the player for working their way up those difficulties by multiplying their score.

Sean Gabriel: All of the equipment is gated around learning all the mechanics. So, keeping your [kill] streak high, utilising specific pieces of equipment in an interesting way, etcetera. The whole game is teaching you while you’re playing through, just wanting to unlock all the cool stuff… you have to trust the game. We’re going to get you there and we do it in all these different ways.

Ryan McMahon: Unlocking those weapons changes things a little bit. So if you unlock new pistols it changes the active reload response to those pistols as well. If you unlock a new heavy weapon it also changes the wrath blast that you get when you use that heavy weapon. If you get a new sword it changes the active reload you get when you use your sword on the active reload… all the mechanics stay the same but the reaction to those mechanics from the weapon you’ve chosen changes with it.

When you get to the end of the game there is a boss you fight, the Last Angel, and that is the ‘final’ encounter in the game. Once you defeat the Last Angel you unlock two things – Sever mode, which is a special mode where layers 1 to 5 are condensed into one super level, combining all five layers… Every single level has also been revisited in this mode… It’s intense the whole way through.

The second thing you unlock is a new difficulty mode called Sufferance. So if you really like suffering, which you probably do if you’ve made it to the end where you’ve beaten the boss, [you can] go back through all the levels and play on the hardest difficulty and then get an even higher score because that’s the hardest difficulty you get.

Sean Gabriel: Yeah, it can get pretty tough, but I think there is a yearning for games that demand a little bit more from you, and get you to come to them a bit. There’s a yearning for that from gamers, and that’s what we leveraged.

I think there is a yearning for games that demand a little bit more from you, and get you to come to them a bit.

The cool thing about our difficulty modes too, is a lot of games… [they] just bloat the health [on enemies], you know, just to make it harder. But we had to find some creative ways to make it challenging, while also viable for the leaderboards, while also not breaking our mechanics and the timings that you’ve inherently learned after smashing your head against one layer for ages. [Increasing the difficulty] doesn’t increase the health [of enemies]. It does increase things like their speed, spawn times, distances, damage [taken]… We have a couple of pieces of equipment that you have to get on the higher difficulties, which is interesting.

An Alien Arcade Machine

Ryan McMahon: Atmosphere was a very big thing for making Kill Knight… and a lot of that is done through not just the visuals, but also the music, the audio-scape of the game, all those things coming together create the tone which is Kill Knight, which is intense, surreal, suppressive, oppressive, demanding, everything’s very overwhelming…

[Sean] did a whole brief at one point about it being an alien arcade machine. Imagine if we went to Mars and found an arcade machine – what game would we play? That was a whole thing the team was talking about for a while. But that atmosphere piece, even in the UI, how the UI glitches in, has that CRT monitor effect and everything. All those things are super intentional in creating that tone from the moment you boot up the game, that glitchy alien arcade sound effect when you boot up, it’s put in front of you from the very start, the music that plays when you first boot up, the spawn effect when you jump in, the music that kicks off, the noises of the enemies as they first spawn, all those things are very intentional in setting up that tone.

Sean Gabriel: It was probably about halfway through the project, there was an epiphany moment… we were aiming for this dark, brutal – it’s like top-down Dark Souls… oppressive, angry, and then just where the project was moving, where the art style was moving, we were introducing more colours, as the game mechanics were coming up, we’re like, ‘Okay, we need purple here, red here, blue here.’ And we started thinking, ‘…this needs to be more vibrant. This needs to be more alien. This needs to be more something that you look at and it looks fun…’ And that’s that half-half [aspect], where it’s half… this grim, dark, fully atmospheric thing but also – we’re playing an alien arcade game. Let’s live in that a bit. Let’s have fun with that.

The art style came… very quickly… ‘deep fried pixels’, [the team] call it. I reckon that’s so awesome. And that brutalist serious architecture, with the deep fried pixels, with the almost jester-like character Kill Knight. It all started clicking together.

Kill Knight’s Gameplay Evolution

Sean Gabriel: We originally started with [the idea] it was going to be a mostly melee game, and then we quickly learned that we wanted the tempo faster… and we had it pretty fast [already]. It was pretty fun – but [we] realised very quickly, maybe in the first month or two, that – wait a minute, no, we need guns. This needs to aesthetically be knights with guns. Because that’s just inherently cool, inherently ridiculous, and that’s just Kill Knight as an aesthetic. Cool and also ridiculous and immersive, and the guns increases the tempo… you can swap between shotgun and this and that and we bring in the melee as a utility, and you’ve got to start using the sword more because that’s how you get your heavy weapon ammo back and other things like that. And so that was kind of the kernel of it. I don’t want to say top-down Doom Eternal because it came from a rich history of ideas… [but that descriptor] isn’t a bad one, either.

We came to the layer stuff probably about halfway through the project, because initially it was going to be an adventurous exploration, speedrunning from end to end kind of game… like a dungeon run. We had this idea that you’re exploring as you’re fighting. But we realised that what we were doing was just making an arena that you were contained in, [then a] corridor, [then an] arena that you’re contained in, corridor, arena. We’re basically building eight arenas and we have this Escher art style. And we have this ‘everything is shifting’ abyss… what if we just sort of stacked it, and then it shifts and then shifts again and shifts again? Do we even need you to have any downtime? And that was another big thing – we didn’t want any downtime. We just wanted you to go, go, go and we felt that these like traversal points [created downtime, so]… what if we didn’t have any of that as a problem? And we just stacked it on top of each other, how’d that feel? And that was a big epiphany, ‘Oh, we can just maintain the momentum the entire time.’

A very important part of the game was having no fluff – it’s a fluffless game. Everything’s important, everything’s meaningful, you have to use everything. To be good at the game, you can and should have to use everything. That naturally led to being inspired by all these different games like Doom Eternal, Hyper Demon, where you’ve got that rhythm, you’ve got that flow state. All the mechanics have to flow into one another…

A very important part of the game was having no fluff – it’s a fluffless game.

Kill Knight’s Equipment

Sean Gabriel: The really important pillar we had for equipment was we wanted no fluff, no nonsense… being an arcade game, being a score chasing game, we wanted every bit of equipment to be viable. Viable in terms of getting high scores.

Also, in terms of the equipment, we wanted to support a few different play styles, obviously. Are you more defensive plus back? Are you more aggressive plus forward? Are you a bit more tactical? Do you have the mental ability to manage different things and you want to do that? So we wanted to have allowances for that. We wanted allowances for mindless pure damage – plough through. We wanted to support all those things, but the big challenge was making everything viable.

But being a top-down game, we also wanted to have a bit of an expression of games that have come before us. So you’ve got your [Assault] Android [Cactus], you’ve got your Ruiner, you’ve even got Cannon Spike, which is this way old Dreamcast game, [plus] all these punch ’em ups. We wanted to pay tribute a bit to a lot of different games, and have this big spread of equipment to use, so a few of the weapons are just straight up homages to some different things that people might go, ‘Oh wait, that’s from that!’

The Active Reload System

Sean Gabriel: We were exploring equipment, we were exploring our depth of combat. Some things were landing, others weren’t fully. And we just kept pushing on giving the player more things to do in the micro, rather than just the macro. I’ll put it like this: whenever you pause the game, this could go in a bunch of different directions in the next one to two seconds in terms of the microdecision making. Do you dash out of the way and get a better position? Do you sword reload? Do you pistol reload? It was a real push to create that freeze frame depth. When I freeze the game, I want to be able to have a snapshot and go, ‘Whoa, how many different things can I do?’ Because that’s kind of like playing these games in a nutshell, right? That’s what your brain is doing every second. It’s these microdecision making points.

It was a real push to create that freeze frame depth.

And that was really important to increase that combat depth. That [idea that] your run is different from my run; no run’s the same. And there’s so much potential for skill expression. So that’s where the active reload came from. We want[ed] that little bit of skill… that rhythm skill, but [also]… how can we build player expression into the active reload? And so you’ve got the three different reloads, but then even all the equipment have different things that they do. Then you can see that you’re hitting more of that depth again, and that combat player expression. We want you to be dancing as the Kill Knight. And that’s all ticking the overall goal, which is immersion.

That level of immersion was really important to us because we knew we had a hard game. We wanted you to really feel that. And so it was intentional to have that immersive quality so that when the game gets challenging and when it’s getting frustrating, you’re feeling, ‘Okay, I want to get right back in there.’

Layers of Lore

Ryan McMahon: You play as the Kill Knight… [a] knight who’s been condemned to eternal sufferance, deep within the voids of an Eldritch arena set below Hell itself.

Sean Gabriel: What’s deep in the lore is [that] each layer’s kind of like a psychological phase that the Kill Knight as a character is going through. You’ve got the stages of grief and you’ve got things like Dante’s Inferno. And so we’re thinking – okay, what’s this step-by-step process that you as a character would be going through when you’ve basically been given this mission to save the world that is practically impossible? And also possibly you’re the bad guy. And there is no escape. Humanity has pushed you into this thing and it’s completely unfair and you don’t want to do it, and you’re very reluctant, but you’ve been here for years and years and years doing this. What are the psychological stages you’d go through?

I won’t get into it too much but we start with Solitude as the first layer because you have this sense of abandonment. You’re alone in this new space. And then Entanglement. Now you’re entangled with the world and you’re stuck down here. This is characterised by thorns and even in the gameplay a lot of the things start slowing you down and trapping you a lot more. Traps start being introduced. And then you’ve got Viscera, which is this red, bloody zone… he’s sort of mentally cutting the idea that he’s ever going to have any life other than this… and then you’ve got Echelon and Reflection.

I really felt strongly [that we needed] to bake it with some themes that people that do get immersed in it have something to grab onto. We have no narrative or exposition… so there needs to be that textural undertone that you can grab onto. It was really important for all our artists too, for all the artists to have something tangible [to anchor them].

We have no narrative or exposition… so there needs to be that textural undertone that you can grab onto.

The Last Angel

Sean Gabriel: You’re in this ‘end of humanity’ sort of cycle. You’ve got these characters called Kill Knights, which are essentially sentinels that the last of humanity’s training and power has been imbued into. This… was a very angelic world, deep in humanity’s past. But something happened – which we can explore at some point – all the angels betrayed humanity… [and now there’s] this abyssal keep where all these horrible creatures are coming out and destroying the earth again because all the angels have left and… there’s no protection.

Kill Knight is out now on PC, PlayStation, Switch and Xbox.

Cam Shea is the former editor-in-chief of IGN AU, and now spends most of his time immersed in Australia’s craft beer scene.

Round Up: The First Impressions Of The Nintendo Sound Clock ‘Alarmo’ Are In

Sleeping on the job.

Nintendo’s new sound clock device ‘Alarmo’ is now available in select locations around the world and the first impressions have already gone live.

If you are curious to know a little more – even after everything Nintendo has revealed, we’ve put together this brief round up highlighting a few outlets that have already tested it out. So here’s the rundown so far…

Read the full article on nintendolife.com