10 Things Diablo 4 Doesn’t Tell You

Diablo 4 is full of more demons than ever before, and its expansive regions can be both dangerous and confusing to explore. Whether you’re looking to tweak the difficulty, get help in combat, or understand its various mechanics, materials, and currencies, we’ve compiled the biggest things Diablo 4 doesn’t always tell you outright.

1 – When Can I Get That Mount?

As soon as you finish the Prologue tutorial and arrive in the main city of Kyovashad, you can try to interact with the stables where Lorath got a horse, only to find you aren’t able to purchase one as well. Even if you’ve bought special editions of the game or purchased cosmetics from the in-game store, you still won’t be able to have a mount of your own just yet.

Instead, you’ll need to progress through the Main Story’s multiple Acts for quite a bit of time. Though you’re welcome to undertake Act 1, Act 2, and Act 3 in any order you like, all of them must be completed before you can start Act 4 — where completing the second main mission, A Master’s Touch, will finally unlock a Priority Quest to visit the stable for your very own horse.

Mounts in Diablo 4 will allow you to traverse large expansive regions at a much quicker pace, and can be customized with various cosmetics that can either be unlocked in game or bought as microtransactions. You can’t exactly attack while mounted, but you can perform a leaping special move to dive straight into combat!

2 – Unlock More Clothing Options

As you start obtaining more and more gear, you may find some outfits look better on you than others. Luckily there’s a way to customize your look, as long as you know what to do with your old gear.

Head to the Blacksmith in any town (not to be confused with the Armorer who sells gear nearby), and you should find that several pieces of gear in your inventory have a pickaxe symbol on them. By clicking on the larger pickaxe symbol in the Blacksmith’s menu, and then clicking on the gear you want to Salvage, you’ll not only get materials in exchange, but you’ll also unlock that gear’s look. If you head to the Wardrobe in the large tavern just above the main town square, you can change the look and color of your currently equipped gear to any piece you have salvaged – including both armor and weapons!

3 – Don’t Sell Your Rare Items – Salvage Them

While speaking to merchants, it can be tempting to just sell extra Rare gear you happen to find as you level up for some easy Gold, but don’t be so quick to sell them away. The Blacksmith that can salvage gear for new looks can also salvage Rare items for a good chance at earning Veiled Crystals.

Using this material, you can upgrade your currently equipped Rare gear into Legendary armor and weapons at the Occultist. This is done by imprinting Aspects – which are gear modifiers you can earn by completing dungeons all across the open world. Be sure to check the list of Aspects and find the Dungeon that holds one that benefits your class, and then use the Veiled Crystals gained from salvaging extra Rare gear to make your own Legendaries!

Once you start to reach higher levels, imbuing Aspects will cost more than just Veiled Crystals, and you’ll have to salvage spare Legendary Gear of each type to be able to make more Legendaries of your own.

4 – Spend Your Murmuring Obols

When exploring the different regions, you’ll usually come across several different types of World Events, which are quick challenges that any nearby player can take part in. Completing these will award you a chest with loot (and even better quality if you complete an optional objective), as well as a handful Murmuring Obols. Depending on where the event takes place (outdoors, in cellars or dungeons, or Legion Events that require lots of players), and if you complete the Mastery objectives, you can stand to earn a lot of Obols for each Event you complete.

This type of currency can only be spent at a Curiosities Vendor in town, and you can buy unidentified items that may turn out to be Rare – or even Legendary gear (or just common vendor trash)! You can also purchase Whispering Keys, which are needed to unlock strange locked Silent Chests that can be found randomly in the world, so it’s worth always having a few on you. Since you can only hold a maximum amount of 500 Obols (which can be upgraded slightly over time by increasing your Renown in a region or finding Altars of Lilith), it’s always worth spending them before you hit the cap, and stop earning more from other Events you complete!

5 – Emotes Are Important

Diablo 4 allows you to call out to other players by pulling up a radial menu with several sections to choose emotes that convey thanks, greetings, and more. However, these emotes have multiple functions in Diablo, as they are needed to solve a variety of puzzles and side quests.

If you happen across strange weathered statues with barely legible inscriptions that hint at certain actions, you can perform the indicated emote to earn temporary buffs to help you in your adventure. Similarly, certain Side Quests will often pose riddles that are actually tied to emotes – like the Secret of the Springs. When they say you need “patience”, what they actually mean is try using the “wait” emote!

6 – Tweak the World Tier Difficulty

Diablo 4 mentions world tiers only in passing early on, so it can be easy to forget that you can tweak the risks and rewards associated with difficulty if you want to. Each of the major cities in each region has a large statue near the town square that you can interact with to change the World Tier Difficulty.

By default, you should start at Tier 1, which is balanced to provide a decently challenging experience for newer players. However, if you want the chance at slightly better loot and experience, you can turn things up to Tier 2 to fight monsters that are about 20% more difficult. Once you beat the main story and all of its Acts, you can start working your way up to Tier 3 and beyond for even more difficult encounters, unlock exclusive dungeons and events, and get better chances to earn the rarest of gear.

It’s worth noting that while Tier 2 claims to offer more experience against harder monsters, those looking to level as fast as possible may want to stick with Tier 1, as the time it takes to defeat these tougher monsters doesn’t always equate to earning experience at a faster rate!

7 – Strongholds Hide Multiple Unlocks

Each of the main regions in Diablo 4 contains multiple Strongholds, which are difficult and challenging events that act like outdoor dungeons. They consist of multiple objectives and very tough boss fights, but the rewards are more than you may expect.

Once you’ve completed defeating all the enemies within a Stronghold and conclude the event, you’ll get a bunch of gear rewards, but you may also find that the site of the Stronghold will be converted into an active settlement as villagers return to build up the area into a liveable place. This means you’ll now have a new place to use as a base camp, including various merchants to sell at, a fast travel spot – plus the potential addition of new Side Quests to undertake, and sometimes you may even uncover Dungeons that aren’t accessible otherwise.

8 – Potions Offer More Than Stat Boosts

It can be easy to overlook that your inventory has multiple tabs – and one of them is for consumables like potions, which are often given to you as quest rewards, but can also be brewed by visiting an Alchemist in most towns, if you’ve found the right materials when exploring.

The effects of early potions aren’t all that amazing, but what is important to note is that pretty much every potion you can craft or get from rewards also increases the amount of experience you gain by a decent amount. Even better, this effect lasts for 30 minutes, making it great to use before you set off into a Dungeon or undertake a larger part of the main story quests. Try to keep a potion effect going as much as possible unless you’re planning on spending time in town browsing shops or choosing your next skill point placement.

9 – Get Out of Dungeons Faster

Once you complete lengthy Dungeons — either by exploring the world or delving into story-related ruins and caves, you may not want to waste time having to trek all the way back to the entrance. Luckily, there are two options to make the trip home a lot easier.

The first option is to simply open up your radial menu, which can be done on PC by holding E, or on consoles by holding Up on the D-Pad. Among the Emotes you can use is an option to simply “Leave Dungeon”, which will take you right back to the entrance located in the open world region. Use this option if you’ve still got places nearby to explore, need to meet someone outside, or still have plenty of inventory space left.

If you need to head back to a town to sell, you can instead press T to activate a Town Portal, and warp directly back to your last major town you’ve visited. The Town Portal will remain in town to take you back should you want to return, but if you leave town by other means, the portal will disappear.

10 – Rewards Can Carry Over

While there are lots of loot and other prizes to earn as you defeat demons and delve through dungeons, certain activities will reward you with perks that aren’t just limited to your current character. There are some actions you can take that will benefit both your current character, and any others you create on that server — regardless of if they’ve already been created or not.

The open world regions of Diablo contain dozens of statues called Altars of Lilith, and interacting with one will either raise your stats, or increase the max amount of Murmuring Obols you can carry, but will do so for all of your characters. Any Legendary Aspects you are awarded by completing dungeons will also be stored in your codex and can be accessed by any character, even if your current character class cannot make use of it. Finally, by undertaking tasks in each region of the game, you’ll earn Renown that raises up to several tiers, and will give awards to both the current character, and benefit others you create as well, like extra skill points or healing potion charges. Even if you create a level 1 character at a later date, they’ll immediately start with extra skill points to allocate and a boost to their health potions, making leveling up new characters even easier!

More Diablo 4 Guides

Samsung’s premium Odyssey Neo G7 Mini LED monitor is £200 off with this code

I just finished promoting our previous deals post on a Samsung ultrawide, and now I’ve spotted another deal using the same 48HR20 discount code on another model – Samsung’s immensely impressive Odyssey Neo G7.

This 32-inch curved VA monitor offers a mighty 4K resolution, 165Hz refresh rate and a Mini LED backlight that provides superb, almost OLED-like HDR performance – without the burn-in potential or agressive brightness limiters that often feature on OLED panels. Now this is a premium option, with a normal price point of £999, but today with the 48HR20 code it’s a slightly more palatable £799 at the Samsung UK store.

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What’s better: snap-to construction, or fighting a little beastie then meeting the giant adults

Last time, you decided that by a mere two votes that glowing wings are better than slipstreaming. Two votes! Honestly, I am surprised by the outcome but if that’s what our infallible method rules, so be it. This week, I ask you to choose between a thing which helps you create something big, and a thing which gives you consequences after destroying something small. What’s better: snap-to construction, or fighting a little beastie then meeting the giant adults?

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Armored Core VI Fires of Rubicon Brings Mech Remixing to a New Level of Scale

In many ways, Armored Core VI Fires of Rubicon is a reintroduction to a series, more than a reboot of it. In the 11 years since Armored Core V, developer FromSoftware has moved from a niche proposition to one of the focal points of gaming culture, and its latest game feels like an attempt to proudly steer its newer fans towards one of the series that started its journey. As such, if you’re already a fans of From’s high-complexity mech combat games, much of what it has to offer will feel familiar – albeit much, much shinier than before.

The focus is still on taking your personally customized war machine through enemy-packed arenas, dominating a mixture of smaller, robotic enemies, bosses, and equally kitted-out mechs, collecting the funds and materials you need to graft on new weaponry, limbs, and internals to become more efficient as you go on.

Armored Core 6 Screenshot

But the first thing I notice in a hands-off look at gameplay isn’t the industrial-chic mech being launched from a high speed elevator – hard as it is to miss – but the world around it. The real change, at least for me, is a sense of scale. It may not have a truly open world in the vein of Elden Ring, but AC6 doesn’t lack for that game’s sense of wonder.

The mission I see has the player attempting to infiltrate the base of an enemy faction called RaD, who have taken over a vast industrial facility called Grid 086. It’s a marvel to look at, an enormous factory built over tens of storeys, without an invisible wall apparent to stop you exploring. It doesn’t appear to be a one-off – a montage of other levels shows me scorched deserts, ice caves, and entire cities. The focus here seems to be on turning standalone levels into truly enormous spaces to dole out mechanical justice within.

Armored Core 6 Screenshot

This should have a knock-on effect on gameplay too – where Armored Core missions of the past were more focused on getting you from objective to objective, there’s an element of choice involved here. Grid 086 doesn’t have a single entrance; instead, you’re given a choice of how to proceed. You could head to the front gate and take on its swarming, robotic guards, but you could equally use your thrusters to reach a much higher hidden entrance. These are the examples we’re given, but I’m positive there are more means of ingress to find.

That addition of choice broadens the level of strategy as a whole. The core of, well, Armored Core has always been in building a mech that meets your specifications – nimble, melee focused pursuers, walking artillery batteries, missile launcher-encrusted monsters, and more. That ability to approach levels in your own way only deepens the potential for choice, and allows for your particular brand of mech to shine.

Armored Core 6 Screenshot

But customization cuts both ways. Where From’s Souls games are often built on a relentless search for perfection, challenging you to build a character and then get better at using their specific strengths over the course of a whole game, Armored Core VI looks to ask for a little more flexibility. We see a stronger enemy make light work of the player guiding our demo, taking down their shorter range sword-and-rifle combo with a variety of quick melee attacks. Instead of simply reloading the checkpoint and heading back into the fray, our demoist instead heads to the Assembly menu and puts together a whole new machine. Among other changes, they swap out the legs for a more efficient dash attack, and replace a shoulder-mounted missile launcher with a full-on cannon, designed to more efficiently stagger enemies.

Heading back in, they cripple the once-victorious enemy by preventing it from moving as much as possible, and avoiding those dangerous, close-range attacks with dashes when they can’t immobilize it. It’s a little bit of design philosophy made tangible – in Armored Core VI, it’s not a case of “try, try again”, it’s more like a chemistry experiment, asking you to keep tinkering with the ingredients until you find the right mixture to take down your opponent.

Armored Core 6 Screenshot

I’m left very hopeful for what we have to come from Armored Core VI Fires of Rubicon – as a fan of the series, this is already feeling like a deft mix of the Armored Core fundamentals I’ve been missing, and new ideas to flesh them out for modern machines.

Armored Core VI Fires of Rubicon will be released for Xbox Series X|S and Xbox One on August 25.

Xbox Live

ARMORED CORE™ VI FIRES OF RUBICON™ – Deluxe Edition

Bandai Namco Entertainment America Inc.


28

$69.99

Pre-order now to receive the following bonus content:
MELANDER C3 G13 Special Customization “TENDERFOOT”
• MELANDER C3 parts set (early unlock)*
• Emblem (early unlock)*
• Exclusive AC Decal
* Early Unlock: The parts set and the emblem can also be obtained by progressing through the game.

The Deluxe Edition includes:
• Full game
• Exclusive Digital Artbook & Original Soundtrack
Allows players to view concept art and listen to in-game music.

Combining FromSoftware’s longstanding expertise in mech games with their signature action gameplay, ARMORED CORE VI FIRES OF RUBICON brings a brand-new action experience to the series.

Dynamic, Omni-directional Battles
Players will pilot their mech in fast-paced, omni-directional battles, taking advantage of massive stages and their mech’s mobility on land and in the air to ensure victory.

Customized Parts for Individual Battle Styles
Customize Armored Core parts to suit a large variety of playstyles. Selecting different parts not only changes the mech’s attacks, but also directly affects its movement and battle style, so each mission can be approached with a unique mech strategy.

Thrilling Boss Battles
Deploy a wide variety of offensive and defensive tactics at close and long range to take down powerful enemy bosses.

Xbox Live

ARMORED CORE™ VI FIRES OF RUBICON™

Bandai Namco Entertainment America Inc.


28

$59.99

Pre-order now to receive the following bonus content:
MELANDER C3 G13 Special Customization “TENDERFOOT”
• MELANDER C3 parts set (early unlock)*
• Emblem (early unlock)*
• Exclusive AC Decal
* Early Unlock: The parts set and the emblem can also be obtained by progressing through the game.

Combining FromSoftware’s longstanding expertise in mech games with their signature action gameplay, ARMORED CORE VI FIRES OF RUBICON brings a brand-new action experience to the series.

Dynamic, Omni-directional Battles
Players will pilot their mech in fast-paced, omni-directional battles, taking advantage of massive stages and their mech’s mobility on land and in the air to ensure victory.

Customized Parts for Individual Battle Styles
Customize Armored Core parts to suit a large variety of playstyles. Selecting different parts not only changes the mech’s attacks, but also directly affects its movement and battle style, so each mission can be approached with a unique mech strategy.

Thrilling Boss Battles
Deploy a wide variety of offensive and defensive tactics at close and long range to take down powerful enemy bosses.

Related:
New Details on Capcom’s Dinosaur Action Game Exoprimal! Join the Second Open Beta Test This Weekend!
High On Life’s Narrative Takes A Turn With Spooky High On Knife DLC
Ryu Ga Gotoku Studio Premiers Trailers for Two Like A Dragon Games

Legend Bowl Is Bringing More Arcade-Inspired American Football To Switch This Summer

Get on the gridiron.

Publisher Top Hat Studios has today announced that it will be throwing Legend Bowl — the retro-inspired American football title — onto the Switch later this summer.

There are a couple of different modes available in this one, headlined by Franchise Mode, which will see you taking on the role of a coach and building a team to compete for the championship. Aside from the gameplay on the field, this mode has a lot of options for behind-the-scenes too including managing your stadium’s facilities, player contracts, off-season activities and more.

Read the full article on nintendolife.com

Rogue Legacy 2 comes to PlayStation Plus Game Catalog on June 20

Rogue Legacy 2 is landing on both the PlayStation 4 and PlayStation 5 on June 20. What’s more, it will be launching straight into the PlayStation Plus Game Catalog, so Extra and Premium members can download it straightaway and jump in! We’re going all-out by releasing RL2 with full cross-buy support for the PS4 to PS5. The game also includes the latest free content updates, the Fabled Heroes and the Swan Song, which are packed with additional challenges and exciting new game modes.

The original Rogue Legacy was released nearly a decade ago, and it’s incredible to think back on how it helped popularize roguelites on PlayStation. The community’s support for our little indie dream was nothing short of impossible. We were expecting a few hundred thousand players at best, but somehow ended up with more that 3.5 million across all PlayStation platforms. To say we were overwhelmed is an understatement.

With the upcoming aunch of Rogue Legacy 2 we’re excited to see if history will repeat itself. And to celebrate, Cellar Door Games is taking a look at some of our favourite roguelikes/lites (that aren’t Rogue Legacy) on PlayStation, and I’m giving some personal insight on what made them so great.


Rogue Legacy 2 comes to PlayStation Plus Game Catalog on June 20

Slay the Spire

What it is: A deckbuilding roguelike where you slowly build your own deck as you ascend a tower.

What We Liked: One of the first deckbuilding roguelikes that truly capitalized on the “one more run” addiction. You can tell that the developers had a deep understanding of deck-building mechanics because of how well the cards synergize with one another. The balance and tempo throughout every run is also impeccable, both on the micro (enemy encounter length) and macro scale (time it takes to curate your final deck).

Aside from being incredibly solid and consistently fun, the map progression system is one of those things that had a real impact on the roguelike genre as a whole. Since the release of Slay the Spire, the ‘tower path’ progress format has been copied endlessly, because it’s just ridiculously elegant and simple.


Rogue Legacy 2 comes to PlayStation Plus Game Catalog on June 20

Crypt of the Necrodancer

What it is: A dungeon-crawling roguelite where you move to the beat.

What We Liked: This is just an all-around fantastic rhythm-based roguelite. It’s fun, it’s crazy unique, and it’s incredibly catchy. But one of the coolest things it does is completely invisible to the player. If you slowly drift off-beat, the game will subtly change the tempo of the music in order to get you back on track. That level of player consideration isn’t seen in enough games these days.

It’s really easy to tell a game what you want it to do. If I press jump, I expect my character to jump. But what is ‘correct’ might not always be ‘fun’, because in reality nobody can play a game perfectly. Sometimes you might press the jump button a frame too late, and to compensate you need an input grace period when falling off a ledge, ubiquitously known as coyote time. Making a game feel good requires recognizing and accommodating player intent. Crypt of the Necrodancer understood this and implemented very creative ways to make it as enjoyable as possible.


Rogue Legacy 2 comes to PlayStation Plus Game Catalog on June 20

Gunfire Reborn

What it is: A one-to-two-player looter shooter roguelite.

What We Liked: I’m a sucker for mobility shooters, and Gunfire Reborn is absolutely fantastic in this regard. I tend to avoid random number generation (RNG) heavy roguelites/likes where luck can sometimes play a bigger role than skill, but the balance of both in this game is pure joy, and the co-op is hard to beat. I also loved their take on class diversity and character build design. They streamline each class into only three-to-four specific builds but are unapologetically blunt about it.


Rogue Legacy 2 comes to PlayStation Plus Game Catalog on June 20

Hades

What it is: You know what it is.

What We Liked: There’s so much to love about this game that it’s hard to choose only a few things, but what really stuck out to me was the narrative design. One of the major drawbacks to the “play it over and over” game loop of roguelikes/lites is how the story gets told. Since progress in these games isn’t always guaranteed, neither is progress in the narrative, which oftentimes makes it feel disjointed and repetitive. Hades somehow took the seemingly monotonous nature of repeated playthroughs and used it to its advantage. I won’t spoil anything, but because of that, there’s no story told quite like Hades.

And so many more

There are so many great roguelikes/lites out there that I could go on forever. We like to think the original Rogue Legacy played a tiny role in paving this path, one that even its sequel is now traversing. If you cherish creativity, then there are few genres that offer more variety than this one, and we’re excited to see how Rogue Legacy 2 pushes the boundaries even further. 

We hope Rogue Legacy 2 ends up on some of your favourites lists as well when it launches on PlayStation June 20.

‘My Favorite Final Fantasy!’ Final Fantasy 16 Devs Give Their Top 3 – IGN First

Of course, the developers themselves are players and fans of the Final Fantasy series too, and finding out their favorite Final Fantasy games may offer a few hints as to the inspirations behind the new game. So during a visit to Square Enix’s Tokyo HQ, we asked six members of the dev team to tell us their Top 3 Final Fantasy games. Let’s take a look!

Naoki Yoshida (Producer)

“I’ve been a player since the NES days, so for me the original Final Fantasy was a huge deal. Partly because of (Yoshitaka) Amano’s illustrations, I was mesmerized by the game’s strong sense of fantasy. Above all, the timing of where the game’s title logo appears had a great impact on me. It only appears after you finish the first part of the story: While the characters are crossing a bridge, the title logo finally appears. It made me feel like I had just watched the prologue of a movie. The game’s cinematic approach to storytelling and presentation was very inspiring. It’s still a huge milestone that indicates what the series strives to be.

“The next title I would want to mention is Final Fantasy III. The player controls the four Warriors of Light, and their names have not been decided. Thanks to the job system, you can customize your own characters. It was also the first iteration of the Active Time Battle system. To me, Final Fantasy III solidified the series’ systems. The world is of a grand scale, and the game’s difficulty was something to remember as well. I think this title showed me that Final Fantasy is a series that needs to have both a great story as well as well designed systems.

“I also love Final Fantasy VII. This one is not about your own roleplaying experience, but a roleplay experience in which you stand in the shoes of the unique characters that are Cloud and his friends. The graphics had a great impact on me, and the game’s volume of content was almost unbelievable at the time. It had three discs, and the amount of mini games it included is almost reminiscent of the amount of content you find in an MMORPG. You can feel the incredible power of Square’s developers at the time, eager to put every interesting idea they had in there.

“Final Fantasy XVI is developed by Square Enix’s Creative Business Unit III. The Final Fantasy games that have stayed with the members on this team tend to be the titles they played when they were young. In that regard, I guess you can say that the worldbuilding of the more classic Final Fantasy games until VI or VII are by far the strongest original experiences for us.”

Hiroshi Takai (Director)

“In third place, I would like to choose Final Fantasy X. I think it was a high quality, very well made Final Fantasy.

“Final Fantasy VI gets my second spot. It was the last Final Fantasy to use sprites. The vibrant sprites really show Square’s development skills at the time. This one was also very well made, especially when you take into account that it was made for the SNES.

“My No.1 is Final Fantasy V. This was also the first Final Fantasy I worked on as a developer, and I love its battle system. I think within the Final Fantasy series it is an unshakable No.1.

“As for whether any of the traits of these titles live on in Final Fantasy XVI, I think my best answer would be that creating your own character build by choosing from a set of abilities is reminiscent of Final Fantasy V.”

Kazutoyo Maehiro (Creative Director)

“It’s a bit weird to say with Takai sitting next to me (since Takai worked on the game), but for me too, Final Fantasy V is No.1.

“I played it as a student. The battle system is great, and at the end of the game pigeons fly through a scrolling overworld. It made use of Mode 7, a graphics mode of the SNES. After seeing that scene of flying pigeons I said to myself, ‘I’m going to make games one day too’. The overall game was just so well made, and it really inspired me. It is indeed an unshakable No.1.

“It might sound a bit self-flattering, but my No.2 is Final Fantasy Tactics. While not a numbered title, it was the first big game I got to work on as a game designer. Through this title, I decided what type of game developer I was going to become, and that hasn’t changed since. It’s a title near and dear to my heart. Final Fantasy V is included in the Pixel Remaster series, but Final Fantasy Tactics can be difficult to play today. I hope to be able to resurrect it someday.

“My No.3 is Final Fantasy XII, which – again – sounds like self flattery. I have worked on a number of Final Fantasy titles and worked in a different position each time. For XII, I was the Combat Director. Creating a new type of combat while making a Final Fantasy true to my own vision is something I won’t forget.”

Ryota Suzuki (Combat Director)

“My No.3 is Final Fantasy V. I really loved the battle system. There is a job type called Freelancer, which allows you to keep the traits and statuses of other jobs. This is something that lives on in Final Fantasy XVI, as you can take mastered abilities to other builds. In that sense, I think that Final Fantasy V greatly inspired our battle system.

“Final Fantasy X is my pick for second place. When X was released, I was already working as a game developer, but I got totally lost in the game’s world and lost track of time. I don’t think there’s been another game in which I wanted to see what happens next in the story as much as in Final Fantasy X. I think that Final Fantasy XVI’s story is just as appealing.

“Final Fantasy III is my No.1. It was the first Final Fantasy I played, and it gave me a huge appreciation for the RPG genre as a whole, and it encouraged me to delve into titles like Final Fantasy II. Final Fantasy III’s job system allows you to change jobs. For me, it’s the most iconic RPG out there. I think I was in elementary school at the time. I fondly remember wanting to play it as soon as I got back home from school.”

Hiroshi Minagawa (Art Director)

As a player, I like older titles such as Final Fantasy III and V. I entered the video game industry right after I moved to Tokyo, and Final Fantasy III was the first Final Fantasy I played after I started working. As a young developer, I was astonished by what the team had accomplished on the NES. Before that I was just a student, so I was only enjoying games as a player, and didn’t really realize how technically impressive they were. In that sense, Final Fantasy III showed me what I lacked as a developer at the time. I bought it right away and played it at the studio I worked at until late in the night.

“With its job system and abilities, for me Final Fantasy V established my idea of what the Final Fantasy series is.

“If I had to mention another title, I guess it would be Final Fantasy XII, a game I worked on myself. It was very challenging to develop, both in good ways and bad ways. It gave me a great sense of accomplishment, and I have a lot of memories from that title.”

Michael-Christopher Koji Fox (Localization Director)

“My favorite Final Fantasy of all time would have to be Final Fantasy V. It wasn’t the first one I played: I’ve been playing them since the first one came out in America. But V was the first one that really blew me away. Growing up in the United States, there were a lot of violent cartoons, but nobody ever died in them, at least not in the media that I consumed when I was young in the 1980s. But in Final Fantasy V – spoilers – there’s a point in which a main character dies. That got me thinking: You can do this in a game? From that point I thought this is the series that I want to stick with.

“The next one on the list for me would be Final Fantasy XI. That was the game that got me into Square Enix. I was up in Hokkaido teaching English, and when I came home at night I needed a release, which was playing Final Fantasy XI. I started playing with the beta version and I fell in love with it. It was while looking for tips for Final Fantasy XI that I found out that Square Enix was looking for localization staff, and so that’s how I got into the company. They were looking for someone to translate. I had fallen in love with Final Fantasy XI as a gamer and then was able to work on it, which was very exciting for me.

“Then I think the third title would have to be Final Fantasy XIV, just because of the natural progression of working on Final Fantasy XI and then XIV as well from the beginning. A lot of my ideas were incorporated and are still being used. I was excited to enjoy a game both as a player and a developer.

“We are using a lot of the terms of lore and terminology that we came up with in XI and XIV for XVI as well.”

As Yoshida points out, the team’s most popular Final Fantasy games are often the ones they grew up playing with. It was also interesting to learn the memories some of them shared about the titles they helped bring to life themselves.

With votes from five out of these six developers, Final Fantasy V is the team’s most popular title. Final Fantasy III gets three votes, while Final Fantasy X and Final Fantasy XII come in at joint third place with two votes each.

According to director Takai, one thing should be noted when looking at these rankings.

“Final Fantasy XVI was obviously excluded in these rankings. If we were to include it, it would be the No.1 for all of us, which would be boring, right?” Takai says with a chuckle.

Final Fantasy XVI releases for PlayStation 5 on June 22.

Esra Krabbe is an editor at IGN Japan. His favorite Final Fantasy game is Final Fantasy X.

Star Wars Outlaws Dev Explains Why It’s Set Between Empire and Jedi

Star Wars Outlaws developer Massive Entertainment has revealed why it set its open world, galaxy-spanning adventure between the Empire Strikes Back and Return of the Jedi.

Speaking to IGN, Massive Entertainment creative director Julian Gerighty explained that, while this time period was chosen in part because his colleagues are all huge fans of the original trilogy, there’s a very specific reason relating to its scoundrel-led story.

The time between Empire Strikes Back and Return of the Jedi is a lull for the Rebellion, meaning not just the Empire is running rampant, but the Outer Rim’s festering crime organisations are too.

“When we were starting off the discussions with Lucasfilm, it was very clear that the one year period between Empire Strikes Back and Return of the Jedi, that’s where the Rebels aren’t part of the picture,” Gerighty said.

“The Empire’s taking more and more control, but the syndicates, they’re taking more power, they’re exploiting all of these weaknesses. So it really is a moment where the underworld is thriving and there’s no better situation for an established or a rookie scoundrel to cut their teeth than this particular moment.”

Ubisoft’s open world Star Wars game was finally revealed as Star Wars Outlaws at the Xbox Games Showcase on June 11, with a gameplay reveal following soon after at Ubisoft Forward.

Star Wars Outlaws follows Kay Vess as she embarks on a scrappy adventure around the galaxy, using her wits (and a blaster bolt or two) to navigate the fearsome underbelly of the Outer Rim.

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

Prince Of Persia: The Lost Crown is so much better than it looks in the reveal trailer

After its big reveal at Summer Game Fest on Thursday, the internet has not taken kindly to Ubisoft’s new Prince Of Persia game. There have been reports that The Lost Crown‘s gameplay reveal trailer (which currently sits across five separate YouTube channels) is continuing to rack up significantly higher dislikes than likes since it got announced, and many seem to have taken issue with the trailer’s accompanying rap song and that it doesn’t look like a “true” Prince Of Persia game, whatever the heck that means. It’s disappointing to see a game instantly dismissed like this, not least because, as someone who’s actually been to Ubisoft Montpellier to play the damn thing, this is arguably the most exciting Prince Of Persia game in years – and certainly more interesting than the troubled Sands Of Time Remake.

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Assassin’s Creed Codename Jade Enters Public Testing Later This Month

Sandwiched between Nexus and Mirage at today’s Ubisoft Forward event, we got a longer look at the upcoming mobile Assassin’s Creed Codename Jade, which is preparing to enter a public testing phase ahead of launch.

Codename Jade is being made in partnership with Tencent’s Level Infinite publishing division, and is a mobile-first Assassin’s Creed game that takes place in China. It’s set during the Qin Dynasty, just after the Warring States period, and between the events of Assassin’s Creed Odyssey and Origins.

One notable feature shown off was the character customization. In a series first, players can fully customize the look and style of their assassin character, including gender, clothing, and other features.

During the presentation, we learned that Codename Jade is “making great progress” since it was first revealed almost a year ago, and has just wrapped up a technical alpha on iOS. Ubisoft is opening up pre-registration today for a public testing phase before the game releases on iOS and Android at a later date.

In the same presentation, we also got a look at Assassin’s Creed: Nexus for VR and Assassin’s Creed Mirage, which is out this October. For this and all things Summer of Gaming, keep an eye on IGN for the latest trailers, news, and interviews.

Rebekah Valentine is a senior reporter for IGN. You can find her on Twitter @duckvalentine.