Hmmm… it could be nothing, but the technomancers at Nvidia have just updated their graphics drivers, and among the list of game profiles now listed in their control panel tool is Final Fantasy XVI. The blockbuster JRPG isn’t out on PC yet, and developers Square Enix have not given a concrete release date for it, but this does seem to be prep work for the inevitable. And with Squeenix in attendance at Gamescom, it’s possible we’ll know more soon.
Back in June, strategy bods Creative Assembly put out a chunky, chatty video discussing the next expansion for Total War: Warhammer 3. Aside from a not-so-subtle hint that the orcs, ogres, and Khorne pack would feature at least one colossal squig, it also ended with a tease at smaller bits of new content coming alongside regular patches. As of the game’s latest hotfix blog, we’ve now got a better idea when we’ll start seeing some of these “smaller bits and pieces.” Bits and pieces? In this economy? Yes, and this month in fact. “Late August” to be precise by quoting a vague statement precisely.
In addition to the ‘Unholy Alliance‘ local co-op update for Cult of the Lamb, the developer Massive Monster has now announced the ‘Pilgrim Pack‘. This is new paid DLC arriving on the same date as the free update (12th August 2024).
Earlier this week, we got another look at The Legend of Zelda: Echoes of Wisdom including a new trailer, new screenshots and some new information. It seems a few other things have also been spotted since then.
The company has teamed up with iconic Japanese companies previously, so could we see it work on something related to Nintendo’s first-party releases in the future? According to Digital Eclipse’s Chris Kohler, the door on a possible partnership hasn’t closed, and historically speaking there are already some links. Here’s what he had to say during a chat with VGC:
Beyond the landscape of Hyrule, the horse riding, the smoothie-making, and the Waypoints, we’ve spotted a lot of similarities in Zelda’s adventure with both Breath of the Wild and Tears of the Kingdom.
To all the brave souls who have ventured into the world of Volgarr the Viking: I swear, I don’t hate you! In fact, I love you! I know the game is challenging, and I understand the frustration that comes with each defeat.
However, there’s a method to this madness. I want to take you through some of the design choices that make Volgarr the Viking II not just a game, but a learning experience that hones skills that I hope will be applicable in your real life.
Embracing the Challenge
From the outset, our goal with Volgarr the Viking II was to create an experience reminiscent of classic arcade and platform games – titles that demanded precision, timing, and perseverance. Growing up in a military family and serving in the military myself, I believe in the value of a hard-earned victory – the kind that leaves you with a sense of accomplishment.
Learning Through Failure
One of the core design philosophies behind the Volgarr the Viking series is that failure is a stepping stone to success. Each death is a lesson, each obstacle an opportunity to refine your skills. The game’s difficulty is not meant to punish, but to teach.
By facing tough, pattern-based enemies combined with static handcrafted level designs, players develop a deeper understanding of game mechanics, learn to strategize, and improve their reflexes. This is an actual exercise that trains mental acuity and connection to real-world motor skills. There is a certain amount of pride that comes from overcoming challenges, feeling good and knowing you can take whatever is thrown at you.
Deliberate Design Choices
I really wanted players to not just see this philosophy in the design of Volgarr the Viking II, but understand it by playing it. At first glance, some of the challenges in the game might feel like they’re difficult for difficulty’s sake, but every aspect has been meticulously crafted to challenge players while fostering their growth. Let me drill down on some examples:
Controls: I wanted to make the controls simple to understand, but they also had to feel tight, responsive, and predictable. That’s the key to giving players the ability to execute actions with precision. Mastering these controls is rewarding in its own right, but also helps develop skills that players can apply to other action games as well.
Pattern Recognition: Enemies and traps follow set patterns. Recognizing and memorizing these patterns hones your observational skills and enhances your ability to anticipate and react. That’s not just a good skill for gaming – that’s a great skill for life.
Limited Resources: Health and lives are limited; weapons, armor, and power-ups can be lost. By encouraging careful planning and resource management, I want to teach players to be strategic, weighing risks and benefits before acting.
No Hand-holding: There are no excessive tutorials or hints in Volgarr the Viking II. That’s so players will learn by doing – exploring and experimenting, fostering a sense of curiosity and independence. It’s about trusting the player’s intelligence and ability to learn through experience. Everything a player needs to know about how to beat the game is accomplished before they encounter their very first enemy. As they play, they will learn how to use these skills at the right times – and that’s incredibly rewarding.
Punishing but Fair: I freely acknowledge that Volgarr the Viking II is tough, but I also believe that it’s fair. Every challenge can be overcome with the right approach; different players may take a different amount of time to discover it, but they will get there. I always want success to feel deserved and motivating; failures are inevitable, but I never want the player to feel that the game is cheating them.
You’ve spotted the common thread by now: Volgarr the Viking II aims to build a more resilient and determined gamer, but also give them skills that can help them when there’s not a controller in their hands. The perseverance required to tackle our game can translate to a greater sense of confidence in facing challenges both in gaming and in life. The repeated cycle of trying, failing, and eventually succeeding builds a mindset geared towards continuous improvement and resilience – and that can be applied to anything. I have found this to be true in my life and, through my games, I hope to inspire others to discover that in themselves, too.
A Community of Warriors
Lastly, we designed Volgarr the Viking II with the hope of fostering a community of players who support and inspire each other. Sharing strategies, triumphs, and even frustrations can create a bond among players, making the journey less lonely and more rewarding. Together, you form a tribe of modern-day Vikings, conquering not just the game, but the barriers to your own potential.
So, to all our players: At the end of the day, video games are supposed to be fun, and I greatly hope you find enjoyment in Volgarr the Viking II. But also know that the challenge is intentional and crafted with care. I do not hate you; on the contrary, I believe in you. Embrace the difficulty, learn from it, and let Volgarr the Viking II be the forge in which your gaming skills are sharpened to perfection. Skål!
Kristofor Durrschmidt is the CEO and co-founder of Crazy Viking Studios, as well as the former creative director of Digital Eclipse’s Bothell studio. In addition to the original Volgarr the Viking, which is celebrating ten years as an indie hit, Kris has worked on over 30games in his career for nearly every major publisher such as Activision-Blizzard , Sega, Nintendo, THQ, Disney, Konami, Capcom, SNK, and more.
More than a decade after Volgarr the Viking’s chaotic, challenging debut, the barbarian king’s story continues in an uncompromising new form.
Volgarr the Viking II is a hardcore, 2D action-platformer where precision is everything and one false move can spell a brutal death. Players of the original game will feel right at home on this relentless voyage, even with the addition of new power-ups, new forms of magic, new enemy types, and a chest-thumping new soundtrack.
While the sequel delivers the same unforgiving 1980s-arcade level of difficulty as the original, Volgarr the Viking II also (mercifully, begrudgingly) offers modern quality-of-life options such as checkpoints, save states, and an undead mode. You decide how punishing your quest should be – but now anyone can be a viking!
With new and larger worlds inspired by Norse mythology, multiple endings, and a variety of ruthless bosses to conquer, Volgarr the Viking II expands and improves on the original in every way. Draw your sword, don your helmet, and chop your way through this violent viking adventure!
Star Wars Jedi: Survivor is being ported onto last-gen consoles. Developer Respawn Entertainment announced today that PS4 and Xbox One owners will get to play Cal Kestis’ latest journey next month.
The critically acclaimed #StarWarsJediSurvivor is coming to Xbox One and PlayStation 4 on September 17, 2024!
In a press release, Respawn confirmed that the PS4 and Xbox One port of Star Wars Jedi: Survivor will be available starting September 17. EA CEO Andrew Wilson announced last August during an earnings call that a PS4 and Xbox One port of Star Wars Jedi: Survivor was in development. Both versions will retail for $49.99, and Respawn touts that these ports will “feature a variety of optimizations aimed at maximizing the hardware capabilities of the consoles.”
In addition, the developer confirmed that a new update for the PC version of Jedi: Survivor will be available “in the coming weeks,” teasing that the update will improve the game’s technical performance and controls while also introducing a slew of quality-of-life improvements. Respawn continues to support the PC version of Star Wars Jedi: Survivor, panned by players at launch due to performance issues.
Star Wars Jedi: Survivor was released in April 2023 for PC, PS5, and Xbox Series X/S. Set five years after the events of 2019’s Jedi: Fallen Order, the sequel focuses on Cal Kestis and his friends as they fend off the Empire.
Despite its shortcomings for the PC version at release, Star Wars Jedi: Survivor was met with critical acclaim. At the 2023 Game Awards, it was nominated for Best Action/Adventure Game, and Cameron Monaghan was nominated for Best performance for his portrayal of Cal Kestis. Additionally, IGN awarded Jedi Survivor as its Best Action Game of 2023.
In our review of Star Wars Jedi: Survivor, which we gave a 9/10, my colleague Dan Stapleton wrote: “If Respawn makes a third game like Star Wars Jedi: Survivor and Fallen Order, it’ll complete the best Star Wars trilogy in 30 years, hands down.”
Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.
In the grim darkness of the far future, there is only War, unless you don’t have a 64-bit PC with an Intel Core i5-8600K equivalent and at least eight gigs of RAM, in which case you’ll have to, I don’t know, live in everlasting peace, or something. I’m pretty sure not having eight gigs of RAM is heretical, but never fear, you can probably compensate by taking a leaf from the God-Emperor’s book and arrange for a host of dying psykers to pour their brain energy into your motherboard.
All of which is to say that Focus Home have released the system requirements for huge-shouldered action game Warhammer 40,000: Space Marine 2. Find them proudly emblazoned across the header image above, and written out for easier copy-pasting in the blockquote, below.
A couple of years ago, it was notable when the Switch remakes of Pokemon Diamond and Pearl were developed not in-house by Game Freak, but by a smaller Japanese support studio called ILCA. That remake project was actually ILCA’s first crack at being the lead developer on a game, and it soon followed this up early last year with One Piece Odyssey, an original JRPG based on the long-running franchise about wacky pirates. Now this release has finally made its way over to the Switch, and we’re happy to report that it’s made the jump almost entirely intact. Though it’s taken a bit of a visual hit, One Piece Odyssey still proves to be an enjoyable and accessible release that’s a welcome addition to the Switch’s considerable RPG library.
The narrative in One Piece Odyssey is a sort of ‘bottle episode’ that follows the adventures of the Straw Hat Pirates crew after they shipwreck upon a mysterious island called Waford. Shortly after arriving, a mysterious figure takes away their power (cutely represented by everyone dropping from level 40 down to 1) and locks it away in various magical cubes scattered across the island. Even when they recover some of the cubes, the only way they can unlock the power contained within is through diving into illusory worlds crafted from their memories and reconquering trials they once faced, although events play out a little differently this time around because of how ‘fuzzy’ memory can be. The crew thus sets out through worlds based on the memories of some of their greatest struggles to reclaim their power and get to the bottom of what’s going on with this strange island.