Zenless Zone Zero Review

Playing with nostalgia-laden imagery from the early 2000s, Zenless Zone Zero sees developer HoYoverse pivot gracefully from the fantastical settings of Genshin Impact and Honkai: Star Rail into an enticing urban dystopia. It’s a universe where you’ll duke it out in glitzy real-time fights as a trio of streetwear-clad agents, solving simple puzzles as their handler between battles to help them navigate a labyrinth of encounters – and that’s before you get to the carousel of social side activities layered on top. A mouthful of tasteful influences combine into something effortlessly stylish but also a bit inconsistent, occasionally undone by a lack of depth. Yet Zenless Zone Zero got its hooks into me regardless; its relentless charm compelled me to keep fighting, one combat puzzle or bowl of ramen at a time.

Zenless Zone Zero takes place in a world where monster-filled pocket dimensions called Hollows have devastated civilisation. While much of humanity has been wiped out, the cyberpunk bastion of New Eridu survives through a fraught codependence with the Hollows and the valuable resources found within. You play as either Belle or Wise, a brother-sister hacker duo with a knack for navigating this dangerous territory, tackling commissions from a roster of lovable rogues searching for their next big score. It’s a unique and gritty setup that, while convoluted at times, kept me engaged by testing my strategic intuition across a smorgasbord of challenges I became hungry to best.

Your brawling excursions embark from the retro tech-strewn backroom of the siblings’ video rental store, where you’ll pick from an impressive roster of unlockable agents to make up a three-person party and then dive into the perilous Hollows, trading success for XP and upgrade resources. The review build provided by HoYoverse ahead of launch gave me access to all of the currently available agents, and I soon found an affinity for the ones from a faction called Victoria Housekeeping, thanks to their charming British inflexions and battle maid outfits. My personal favourite of the bunch, the shark-tailed Ellen Joe, swipes and slashes with an icy blade, stacking elemental debuffs on enemies and dropping blase quips in the process. While the makeup of your dream team will largely be in the hands of the Gacha Gods, as characters are unlocked through the genre’s usual method of randomized pulls, it’s handy that story missions allow you to try out the cast without the need to pull them first.

Despite how intense it can seem in motion, Zenless Zone Zero’s combat is forgiving and approachable. You have a basic attack and a dodge for timely escapes from signposted attacks, as well as the ability to swap to other agents to avoid scrapes, parry, or compound their combos. Building an enemy’s daze meter leads to a persistently satisfying chain attack, a slo-mo quick-time event where your colleague swoops in to lay the smackdown. Basic and ultimate abilities round out each character’s combat options, though like any good action game, there’s plenty of variety available through the combination of timely button presses and latent passives.

Districts are full of details that make them a joy to explore.

Challenging boss encounters surfaced to test my reflexes, though I rarely felt overwhelmed as long as I could connect the dots of my combat strategy and juggle incoming attack patterns to keep different enemy types at bay. Intricate build-tinkering systems, difficulty options, and endgame content help raise the skill ceiling for challenge-hungry players, but Zenless Zone Zero seems content to stay out of your way if you just want to simply pick it up and do some flashy moves. Elegant animations footnote most of your attacks, down to the way domestic demon Van Lycaon gracefully lowers his metal heels after a kick. Ultimately, the focus is on indulging the fantasy of fighting with one of Zenless Zone Zero’s wonderfully designed and passionately voice-acted characters rather than rivaling the likes of Devil May Cry with its combat nuance – a tradeoff I’m comfortable with, even if it means less mechanical depth.

Unfortunately, the dazzling combat is undermined by an overabundance of hacker puzzles meant to signify the link between your team of agents and the proxy guiding them through the Hollow from back home. You’ll be kicked into a labyrinth of chunky CRT monitors between pockets of combat, pushing a little avatar around to trigger mechanisms that lead to your next checkpoint or encounter. The fuzzy aesthetics of this mode are delightful to look at, but the process feels arbitrary and murders the momentum. After marching through walls of screens, I started seeking out the next encounter as fast as possible to boost my morale and return to the frenetic action sequences that actually make Zenless Zone Zero compelling.

That hefty loop of taking on commissions and then venturing into the Hollow to complete them could easily be all there is and it wouldn’t feel scant, yet surprisingly, it only accounts for half of what’s here. The other half is a life simulator where you’ll roam cosy suburbs, manage your heroes’ Blockbuster-esque business, and maintain relationships with locals through dialogue-driven side stories across an atmospheric day-to-night cycle. While not strictly an open world, Zenless Zone Zero’s stunning districts are thoughtfully dressed with environmental details that make it a joy to explore. From rusty riverside kiddy rides to messy bedrooms and vandalised backstreets, there’s attention paid everywhere you look that helps centre you in this fashion-forward science fiction world.

Once the initial excitement of exploring Hollows started to settle, I became drawn to all the extracurricular activities I had at my fingertips. Stocking my video store turned into the nexus of my daily routines, as each morning, I’d start by pairing eclectic videotapes from my collection with the genre demands of the public. After that, I’d need to venture outside in search of better merchandise, completing tasks for locals like solving quirky riddles or taking editorial pictures in order to earn my VHS reward. That symbiotic process worked well to funnel my attention toward the different social activities, not to mention the money provided by running my business certainly helped fund my story mission exploits.

This side of Zenless Zone Zero isn’t quite as focused as something like the Persona series it’s so clearly inspired by, so there are some dull spots, but it offers an engaging workload for players to log in and tackle on a daily basis nonetheless. All of your activities are tied together well via a helpful submenu called the Inter-Knot, which let me find my rhythm amid all of the options I was handed. This in-game, everything app quickly became my best friend, taking on the role of job finder, social media platform, and, most importantly, scheduling tool, ensuring I wasn’t completely paralysed by the overwhelming prospect of what to do next.

I enjoyed shirking my pressing responsibilities by chasing high scores at the Godfinger Arcade, whose moreish snake and spelunking minigames stole an embarrassing amount of my time. But the funny and sometimes profound substories left the biggest mark, reminding me of the human stakes in this world. One side quest involves a homeless robot whose ghostly silhouette scares a local citizen, leading to a surprisingly moving crossed-wires situation. Easily forgotten in a sea of adorable shopkeepers and in-game currencies, the underlying frailty of Zenless Zone Zero’s post-apocalypse is always in frame. Overarching themes of displacement and corruption come through in the cinematic story and the design of its city wards, which range from dilapidated to gentrified.

Given the unusually generous nature of HoYoverse’s review build, it was difficult to get a clear picture of how Zenless Zone Zero’s progression systems will feel long-term, but nothing I’ve seen looks wildly out of line with the developer’s other gacha games. Still, it’ll be illuminating to start again on a new account at launch and get accustomed to the grind in a more organic live service setting (and we’ll be sure to update this review if things are unexpectedly out of line). Regardless, I forged a strong attachment to this rich world and its cosplay-friendly characters by the end of a main story that easily takes dozens of hours to complete, and left feeling that this ambitious pivot certainly lives up to the high standards set by Genshin Impact and Honkai: Star Rail.

Super Monkey Ball Banana Rumble Review

I’ve spent every evening the past week reuniting with a dear old friend. Super Monkey Ball and I were inseparable back in the GameCube days, but we grew apart when the series traded in its perfect blend of devilish challenges and finely-tuned physics for bland level design and imprecise motion controls aimed at a more casual audience – so you can imagine my apathy when Super Monkey Ball Banana Rumble’s initial announcement focused so heavily on the uncontrolled chaos of its 16-player online battles. But I’ve never been happier to be wrong, as tucked away inside Banana Rumble is the greatest set of traditional Super Monkey Ball levels the series has seen since the GameCube originals, backed up by tight mechanics that give me the complete control I needed to overcome its demanding late-game obstacles. Monkey Ball is finally back, and now all I want to do is roll.

Banana Rumble’s impressive set of 200 courses is divided into 20 cartoony worlds containing 10 stages apiece. In classic Monkey Ball fashion, the setup is delightfully simple: You have 60 seconds to roll your monkey from the start to the goal, but the hurdles between those points change radically across the adventure. The opening stages aren’t too challenging, smartly acquainting you with Banana Rumble’s mechanics so you’re ready to go when it does turn up the heat.

As a certified Super Monkey Ball 2 master, I had no trouble with the first 80 levels or so. But they’re still a joy to roll through, as I had to deal with curves, ramps, rails, switches, and bumps reminiscent of the level design seen in the excellent Super Monkey Ball 1 and 2. Plus, speedrunning is a classic element of the originals, and it was a ton of fun to see how rapidly I could blast through levels that don’t demand too much precision, like stages where you can slam dunk into the goal with a perfect launch right from the start if you know what you’re doing. I realized pretty quickly that Banana Rumble was a return to form for the series, and I had the best time rolling through the early levels while bopping to the wonderful GameCube-inspired soundtrack.

That breezy feeling didn’t last long, though, as Banana Rumble does not hold back in its second half. The 10 EX worlds unlocked after completing the main story delivered on all the Monkey Ball challenge I’ve been begging for the series to bring back. Suddenly, I was dealing with grueling stages that truly tested my monkey mettle, from crazy rotating contraptions to invisible tilting seesaws to the narrowest of walkways you have to carefully tiptoe across, Banana Rumble is constantly introducing new challenges and smart twists on old ones. Some of the final levels took me dozens of attempts, and there’s nothing quite like the feeling when my main monkey AiAi finally breaks through that one elusive goal. In fact, I’ve been so engrossed in completing every stage Banana Rumble has to offer that one night I couldn’t even be bothered to get up to turn the lights on after it got dark outside, so I was sitting in complete darkness rolling my monkey around until well past midnight. Totally worth it.

Chaos, Controlled

That fantastic stage design and variety means nothing unless it feels right, and Super Monkey Ball nails it for the first time in decades. While it may look like you are directly moving your orb through each course, Super Monkey Ball is actually about controlling the stage, not the monkey. At its best, the control stick is aligned 1:1 with the angle of the stage, giving you pinpoint-precise command over how the terrain tilts – and in turn, how your monkey rolls through it.

2021’s Banana Mania (which remade all the levels found in Super Monkey Ball 1, 2, and Deluxe) should have been a home run as it returned to the best stages in series history, but the controls were so sluggish and imprecise that it made them overly frustrating at best and borderline unplayable at worst. Exact controls are a necessity for the toughest levels, and Banana Rumble handles so well that whenever I fell off the stage it almost always felt like my fault, which inspired me to improve on the next run. Banana Rumble even offers extensive control options for both the stage and the camera, so I cranked every possible setting to the max and found that gave me the expert level of control I was seeking. The physics aren’t entirely perfect – sometimes I didn’t get the level of bounce I expected when dropping from a high ledge – but this is still easily the best-feeling Super Monkey Ball since the first two.

This is easily the best-feeling Super Monkey Ball since the first two.

Banana Rumble has also finally ditched the series poorly-implemented jumping mechanic (if I’m tilting the stage and my monkey is trapped in a ball, why would they be able to jump?) in favor of an exciting new spin dash, which takes a page from Sonic the Hedgehog and lets you charge up and release a quick burst of speed. Whereas the jump never amounted to more than a gimmick in past games, the spin dash is a genius evolution of Monkey Ball’s core mechanics. It’s only mandatory in a handful of levels, but almost every single stage has some sort of shortcut or exploit that’s only possible to pull off thanks to this new ability.

A properly-aimed spin dash can catapult your poor monkey across the map in the blink of an eye, and it’s a speedrunner’s dream to uncover all the ways to take advantage of this smart addition. Banana Rumble rewards players who understand the mechanics and level design with optional routes hiding in plain sight that require expert skill to reach, and it adds a lot of replay value to an already packed adventure.

Banana Split-Screen

Multiplayer has been welcomed back to the main game, which was shockingly missing from the last two entries. You can tackle all 200 stages with up to three other players in split-screen local multiplayer or online co-op. Playing with others online is pretty seamless – I played through the entire campaign online with a friend and we never had a disconnect. Banana Rumble also runs at a very smooth 60 FPS when playing alone on Nintendo Switch, and it maintains that level of performance when you add online play into the mix. The frame rate takes a slight hit in split-screen, but not to the point where it feels unplayable.

Playing with others turns Banana Rumble into a surprisingly strategic cooperative experience. Everyone begins the stage at the same time, and only one player has to complete it in order for the group to move on. This also makes each level’s optional missions easier to complete: Every stage tasks you with collecting a certain number of bananas, completing it in under a certain number of seconds, and finding the hidden golden banana which often requires a high-level technique to snag. Assigning one person to get to the goal as fast as possible while the rest seek out bananas adds a fun layer of planning to the whole experience. I even had fun tackling levels online with random players, as I helped some Monkey Ball rookies clear some easier worlds and worked with others to grab some tricky golden bananas in later stages, using encouraging emotes and phrases to cheer my teammates on. I only wish Banana Rumble also included a more traditional Challenge Mode where you take turns and work through all of the levels individually at your own pace.

One issue with online multiplayer is that it kicks all of you out of a party after you complete a world, so I would have to share a new lobby code with my friend every single time we wanted to keep playing. Additionally, when working through the adventure mode online, Banana Rumble doesn’t show you the story cutscenes, meaning if you want to know what’s going on with AiAi, MeeMee, Baby, GonGon, and their new friend Palette, you’ll have to either play locally or catch up on all the cutscenes in the gallery after the fact. I don’t play Monkey Ball for the story – and the story here is extremely basic and barebones anyways – so I actually preferred not seeing the cutscenes so we could get straight to the stages, but it does feel like a strange omission.

Banana Rumble’s biggest monkey’s paw wish is its aforementioned battle mode. Longtime Super Monkey Ball fans know how iconic legacy party games like Monkey Target and Monkey Bowling are, but there’s nothing here that held my attention for more than a couple minutes. The five modes all feel extremely shallow and uninspired, with so few maps in rotation that I felt like I’d seen everything they had to offer after less than an hour. There’s generic racing, banana gathering, and bomb passing that feel like cheap knockoffs of Mario Kart 8 Deluxe’s battle mode. I’m guessing others feel the same way, as it took me several minutes to find a match with a full 16 players just a few days after launch. The performance also takes a serious hit in battle mode, reducing the smooth 60 FPS of the adventure mode to a choppy slideshow at times. Local multiplayer comes with its own set of limitations, as you can’t play battle mode online with two people on the same system, and three-to-four player battles aren’t even an option locally.

The five battle modes all feel extremely shallow and uninspired.

But even if you completely ignore Banana Rumble’s undercooked battle mode, there’s still so much to do here. I’ve already completed all 200 stages, but I’m nowhere close to finishing all of the stage missions – some of which I’m still scratching my head at as I try to figure out how I’m supposed to grab dozens of bananas and make it to the goal in time. There are hundreds of cosmetic items to buy with in-game points to style your monkey, too. I’m a simple man, so I bought AiAi’s classic orange T-shirt from the original games and called it good, but it’s cool how many outfits and accessories are available for Banana Rumble’s 12 playable characters (or more, if you get the optional SEGA Pass that adds Sonic the Hedgehog and friends to the mix).

Feature: “It Is Both Exciting And A Bit Terrifying” – Nightdive Studios On Reviving ‘The Thing’

“We were working on getting the rights to this game for several years”.

2002’s The Thing is widely regarded as one of the best horror games based on an existing media franchise. Many licensed horror games are sadly relegated to genres that require a specific setup, such as asymmetrical multiplayer or short VR experiences, but The Thing — a third-person squad-based shooter — dared to go one step further, telling its own unique story that serves as a proper sequel to John Carpenter’s 1982 movie masterpiece.

It’s not a game that frequents mainstream remaster wishlists, but Nightdive Studios is nevertheless delivering what few of us realised we wanted with The Thing: Remastered. Announced during IGN Live and scheduled to land on the Switch later this year, Computer Artworks’ original is getting the full revamp treatment, with updated visuals, improved lighting, numerous quality-of-life tweaks, and more.

Read the full article on nintendolife.com

CLeM Backstage Stories: How our Little Servant Came to Be

Summary

  • Learn about the metal band that sparked one of the main ideas behind CLeM.
  • How a short film concept became a video game.
  • Preorder CLeM today on Xbox Series X|S and Xbox One .

Quite some time ago, just before we entered the new millennium, an alternative metal band released an album that, years later, would plant a seed inside Mariona’s head. Mariona is Mango Protocol’s art director, the band was KoRn and the album “Issues”. That album featured a rag doll on its cover art and the music video for one of the singles featured the band performing amidst roaches, a spider and a fly. Later on, a KoRn music video compilation DVD would feature a rudimentary escape room game taking place inside an abandoned asylum.

All these ideas lived in the wild for some time, until 2006 when Mariona started working on the story for a short stop motion movie and found inspiration from one of the bands she was obsessed with at that time. Thus, influenced by KoRn’s “Issues” imagery, the short movie script became a pretty abstract story about the circle of life, revolving around a captive doll chasing bugs while following a little girl’s mysterious instructions.

Clem snippets

After finishing the short movie production, its storyboard remained in the shadows waiting for its time to shine again. And this time came in 2018, when Mariona, Javi (Mango Protocol’s narrative director) and I, decided to rescue it and adapt its core concept in what would be the cornerstone on which CLeM, the fourth installment of the Psychotic Adventures game saga, was built.

Javi took on the development of a cute and dark story. His main goal was to embed the original script with themes that resonated better with some very personal experiences in Mariona’s life and, at the same time, make it suitable to be experienced as a fully fledged narrative-based looping puzzle game.

At the same time, Jordi started navigating all the threads in the story to come up with puzzles that represented both a fun challenge to the player and also mirrored the feelings that the main character was discovering as the interactive experience developed.

Meanwhile, in the art direction department, Mariona was about to unveil the appearance of said character. It was a new and improved version of the character from the short movie storyboard which was, in turn, Mariona’s interpretation of the doll in the cover of KoRn’s “Issues”. We all instantly fell in love with “the servant”.

Clem concept art

This is one of the most memorable stories behind the development of CLeM and we hope you enjoyed it. Now it’s time for you to play the game and become a part of this amazing puzzlevania. In it, you’ll control a ragdoll that has been brought to life in a dark basement. A voice inside your head will ask you for beauty and your only clue will be a notebook full of entries on alchemy and arthropods and their attributes. Are you ready?

CLeM, coming to Xbox Series X|S and Xbox One on July 17, is an acclaimed puzzle adventure with room escape vibes and a dark story to unveil. Pre-order the game now and get ready to immerse yourself in its creepy and emotional world.

Xbox Live

CLeM

Mango Protocol


$15.99

$14.39

CLeM is a narrative-driven puzzle adventure game with a dark twist. Wake up in a world where puzzles intertwine with exploration, weaving a unique narrative rooted in alchemy. A voice awakens you. It gives you purpose. To guide you, you find a notebook with mysterious entries and a house to explore.

EXPERIENCE A DARK ADVENTURE FULL OF MYSTERY
You awaken in a cold, dimly lit room, your senses slowly adjusting to the surroundings that, oddly, feel familiar. A strange sensation lingers in you, reminding you that something is not quite right. As you find your bearings, your attention is drawn to a peculiar item on the ground. A notebook labeled “CLeM” lies before you. As you delve into its pages, covered with intricate sketches of insects accompanied by vague symbols, you find a note containing a cryptic message: “Bring me BEAUTY.” Lost in deciphering the contents, a voice interrupts your focus.

SOLVE PUZZLES AND FIND YOUR WAY
Puzzles intertwine with exploration, weaving a unique narrative experience we call “puzzlevania” with a shadowy story to unravel and countless challenges to overcome.

CRAFT ENCHANTED TOYS AND UNCOVER SECRETS
Craft magic toys to unveil hidden secrets, access unreachable spots, and reclaim items from the past as you uncover new revelations in familiar spaces.

DISCOVER A CUTE AND DARK WORLD
Investigate a seemingly desolate house accompanied only by an obscure voice and a notebook full of annotations and drawings on alchemy, insects, and other creepy crawlies.

EMBRACE YOUR DESTINY
Choose your fate in this dark story of manipulation, pride, forgiveness, and redemption.

The post CLeM Backstage Stories: How our Little Servant Came to Be appeared first on Xbox Wire.

Tekken’s Katsuhiro Harada Says the Developers Actually Love Anna, Despite What Fans Think

Tekken 8 director Katsuhiro Harada’s official X/Twitter account has quickly become the fighting game community town square thanks in part to his extra long behind-the-scenes trivia posts and occasional Waffle House asides. Harada’s latest bit of Tekken lore dump put to bed a long-running fandom perception that Tekken devs have always hated Anna Williams.

In an impromptu Q&A X/Twitter post, Harada responded to a fan’s question about the relationship dynamic between Nina and Anna. In his 1,317-word response — which was written during his lunch break — Harada also addressed the community rumor about Tekken devs hating Anna by stating the exact opposite.

“By the way, there is a small group of people who believe that Anna is not loved by the development team and they even say that Anna is hated [by the] dev team,” Harada wrote. “Well, it doesn’t matter, Because it’s NOT true at all, but the Anna portrayed in the story of TEKKEN is filled with a lot of thoughts and feelings from me and the animation staff.”

For those unversed in the melodramatic soap opera that is fighting game story modes, Tekken’s long-running narrative can be boiled down as a family drama playing out in a series of high-stakes martial arts tournaments. While the epicenter of the series’ familial beef involves the Mishima family’s ever-increasing family tree, Anna and Nina Williams serve as Tekken’s tertiary rivalry. Some FGC players have felt Tekken developers heavily favor Nina as the series’ golden child in that rivalry and view Anna as its black sheep.

Much of the Tekken fandom’s perception of Anna being disliked by its developers was instilled by the number of times Nina would trounce Anna in a myriad of cutscenes and win quotes throughout the series. This perception also wasn’t helped by the fact that Nina Williams is more often than not guaranteed as a launch character in Tekken game rosters, including Tekken 8. In contrast, Anna was allocated as a DLC character in Tekken 7 and has yet to be announced in Tekken 8.

In the post, Harada revealed that he mainly worked on the development of Anna in Tekken 3 and that he personally created the names of her moves.

“Originally, Nina was very popular with players since the beginning of Tekken. There is a yin and yang to things, and Anna’s popularity was often contrasted with Nina’s,” Harada said. “Back in Tekken 1 and 2, many mid-boss characters were ‘convertible character’ to other characters, but we wanted to make Anna from Tekken 3 as unique as possible to gain popularity.”

Harada also acknowledged the gap in the sister’s popularity throughout the years and took the position that even when Nina outshines Anna like a one-sided episode of Tom and Jerry, the team made sure Anna’s charms shone through for players.

“For this reason, Anna’s settings in the game reflect the feelings of the people in charge of Anna on our development team. For example, Anna’s settings include the following: “Anna is tired of losing not only the battle with Nina, but also the popularity ranking in the Iron Fist Tournament. I believe that was the very sentiment of those of us in charge of Anna (myself, the animation team, and the modeling team),” Harada added.

Harada concluded his huge Anna and Nina Williams lore dump with a list of triva about their relationship that basically doubled down agaisnt the miconception that Anna is completely washed in compasioson to her sister. Here are some of the notable bits of pro-Anna trivia:

  • Anna is a better cook than Nina
  • Anna is better at darts
  • Anna is better with heavy weaponry like an anti-tank rocket launcher
  • Nina only assassinated Anna’s fiance in Tekken 7 (and stole her wedding dress) because her would-be hubby had a “very dark side” that Anna wasn’t aware of. Nina is also awaiting a thank you from Nina for the trouble.

In our review of Tekken 8, we gave the game a 9/10, saying, “Tekken 8 is an incredible evolution for the series, with tons of single player content, an excellent suite of training tools, a great online experience, and exciting new mechanics that make Tekken more dynamic than ever.”

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

The Elden Ring Community Loves Shadow of the Erdtree’s New Thrusting Shields

Is the new Elden Ring DLC, Shadow of the Erdtree, too difficult? Opinions are mixed, but fortunately, there are many options to make the DLC more doable if you’re struggling. One of them that’s particularly beloved by the community right now is one of the new weapons introduced in said DLC: thrusting shields.

The Elden Ring community has reached a consensus: these shields are good. Real good. There are dozens of threads on the Elden Ring subreddit praising them over the last few weeks, with one thread in particular shooting to the top of the subreddit in recent days with the following subject: “New Thrusting shields are the strongest weapons in the entire game and it’s not even close. NG+ DLC was absolutely obliterated. Thrusting shields can be enchanted with any affinity/damage type that makes them extremely versatile. And it’s just so much fun to slap the grace out of every single boss!”

Based on all the upvotes and comments, the community agrees. Some people are even suggesting the shields are too good, and that they’re bugged, though other players insist their excellence is intended behavior.

If you’re not familiar with thrusting shields, this new weapon type was added in the Shadow of the Erdtree DLC along with other weapons like perfume bottles, hand-to-hand arts, and throwing blades. Unfortunately, there are only two of these shields in the entire game: the Dueling Shield and the Carian Thrusting Shield. These shields allow players to both attack and defend at once, and two-handed thrusting shield builds are especially powerful, allowing players to perform lunging stabs that deal major damage, all while still guarding from enemy attacks. And when you throw certain talisman or flask benefits on top of that (such as the Two-Handed Sword Talisman or the Deflecting Hardtear), the build becomes even more powerful.

Thrusting shields are so good, they enabled one player to beat Messmer…using a saxophone as a controller.

Regardless of how you feel about the thrusting shield build, it was inevitable that with time and practice people would find ridiculous new build combos in Shadow of the Erdtree that allow for “cheese” boss strats. Brutal as the expansion can be, tricks like this can help players push through its most challenging fights. That, or just finding enough Scadutree Fragments like everyone keeps telling them to.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

New Transformers game Galactic Trials is part racing game and part roguelike battler, out this year

It’s been a good while since we last got a proper Transformers video game, with the four years since the XCOM-ish Transformers: Battlegrounds in 2020 only seeing long-in-the-works MMO Transformers Online finally biting the dust. That’s about to change, with the reveal of a curious new combination of racer and roguelike starring the robots in disguise.

Read more

Goddess of Victory: Nikke Announces Collaboration Event with Dave the Diver

The third-person sci-fi shooter Goddess of Victory: Nikke is teaming up with Dave the Diver for a collaborative event. The event launches with the summer update on July 4, and perfect for summertime, it adds a brand-new minigame set underwater that combines the gameplay of Dave the Diver with the characters of Nikke.

If you haven’t had the chance to check out Goddess of Victory: Nikke yet, it’s a free-to-play RPG available on iOS, Android, and PC. You play as a commander leading a squad of soldiers called Nikkes into battle against alien invaders. You can switch between Nikkes to fire their respective guns or use their unique abilities to complete missions in an effort to take back Earth.

Nikke’s latest collab is with Dave the Diver, an action-adventure game that has you spend your days diving into an ever-changing body of water and using a harpoon gun to catch fish of varying types and sizes. You then spend your nights working at a local sushi restaurant, where you determine the menu based on what fish you caught.

To celebrate their new collaboration, Yoo HyungSuk — Director of Goddess of Victory: Nikke — and Jaeho Hwang — Director of Dave The Diver — answered some questions about what brought them together, their plans for the future, and more.

Can you share the story behind Nikke’s collaboration with Dave the Diver? How did this opportunity arise?

Yoo HyungSuk: Nikke and Dave the Diver are both games developed in Korea. We happened to discuss a collaboration because our Nikke team generally loves creative games, and naturally, we also enjoyed playing Dave the Diver. Additionally, Dave the Diver combines casual management gameplay with its diving mechanics, making it an excellent fusion of different gameplay styles. Nikke has also continuously tried to bring new experiences to players through various types of casual minigames in different versions, including a survival minigame for its first anniversary and a tower defense minigame for its 1.5-year anniversary. We hope to bring players different experiences by collaborating with Dave the Diver and learning from their expertise. So we’re honored to have this collaboration project.

Were your team members familiar with Nikke before the collaboration?

Jaeho Hwang: Many of us in the team are players of Nikke, so when we received the collaboration proposal, it’s fair to say we felt both anticipation and concern. This is because the platforms and art styles of the two games are quite different. Previously, Nikke collaborations have mainly focused on storytelling and characters, but we were curious about how this collaboration could integrate Dave’s gameplay into Nikke.

However, after receiving the test build, we saw that the Nikke development team had blended Dave and Nikke very well, creating a wonderful synergy between the two games. We are deeply grateful for this and are even more excited about this collaboration event.

What is the idea behind each collaboration with Nikke?

Yoo HyungSuk: Our goal is to maximize the enjoyment of the collaborative IP as much as possible. While we are creators of these games and cultural content, we are first and foremost users of games and cultural content. We respect the works we collaborate with and hope that through Nikke, you can once again experience the intentions and fun of the original work. We look forward to more diverse and exciting collaboration opportunities in the future.

Will there be any special events or activities in Dave the Diver to complement this collaboration?

Jaeho Hwang: Of course, we plan to bring Nikke-themed boat skin into Dave The Diver. Please look forward to it!

What gameplay or characteristic elements are expected to be included that can bring players a new experience?

Yoo HyungSuk: Since it is a collaboration between the two games, you’ll be able to see scenes featuring both Dave the Diver and the Nikke characters together. Additionally, diving as a Nikke character instead of Dave will offer a different kind of fun. We incorporated the fishing and sushi restaurant operation gameplay of Dave the Diver into Nikke, designing a brand-new minigame that combines the characteristics of Nikke characters and weapons. We hope this will surprise and delight players.

How would you evaluate the special edition Diver Nikke (Mast, Anchor, Helm) released by Nikke?

Jaeho Hwang: Dave the Diver doesn’t have many female characters, so we’re delighted to see the charming female diver characters in Nikke. In particular, the team responded very well to Mast’s outfit. It turns out that a wetsuit can be both cute and sexy! Who knows, maybe Duff will end up liking Nikke’s characters more than Leahs!

What were some of the biggest challenges you encountered during the game’s development, particularly with the Dave the Diver crossover?

Yoo HyungSuk: We put in a lot of effort to present Dave the Diver in the world of Nikke faithfully. Nikke is available on both PC and mobile platforms, so it was challenging and rewarding at the same time to produce an enjoyable Dave the Diver experience on mobile platforms as well.

Given the distinct styles of Nikke and Dave the Diver, how did you manage to merge them seamlessly?

Yoo HyungSuk: The gameplay of Nikke and Dave the Diver may seem significantly different from each other, but they are in fact similar in some ways. For example, both games feature shooting elements to some extent. This time, we have combined Dave’s underwater weapons with the unique characteristics of Nikke characters’ weapons, allowing players to experience a differentiated diving and fishing experience by operating different Nikkes. In terms of art style, we retained the original style of Dave the Diver, aiming to provide a visual experience that is different from Nikke.

Can you talk about your design ideas for the minigame of this collaboration?

Yoo HyungSuk: Dave’s game content is vast and rich, while Nikke’s minigames lean toward providing a lightweight experience. Therefore, the challenge in the design process was how to simplify the framework while retaining the essence of the original gameplay, and at the same time, incorporate Nikke’s unique elements. We hope the outcome can bring you enjoyment and a different gaming experience from before.

What else can Nikke players expect from this collaboration?

Yoo HyungSuk: In the collaborative minigame, you can catch various kinds of fish. Separately, you can enjoy a fishing minigame in the Nikke event field. We believe many of you may find it fun to compare the types of fish you can catch in each minigame.

What considerations led to incorporating the new minigame into Nikke?

Yoo HyungSuk: Although Goddess of Victory: Nikke is based on arcade shooting gameplay, we’ve always strived to offer various fun elements beyond that, including storylines, character collection and growth, decoration, puzzle games, explorations, and co-op mode. Therefore, we have developed many different types of minigames to provide all Commanders with a richer and more diversified experience.

How does this collaboration and minigame compare to what you’ve done in the past?

Yoo HyungSuk: The minigames we have developed so far have been fast-paced, light-weighted ones (e.g. grilling skewers), while Dave the Diver is actually a larger-scale game with more comprehensive gameplay. In this collaboration, we have integrated the settings of both games so that you can fully enjoy the fun of Dave the Diver in Nikke. Besides, we will strive to cover more diverse and exciting genres in the Nikke minigames.

What are your thoughts on how this collaboration aligns with the summer event’s theme?

Yoo HyungSuk: While collaborating with Dave the Diver, we will also launch Nikke’s summer event — Beauty Full Shot. The event’s storyline revolves around the player (commander) and several Nikkes spending their vacation at the seaside. We’ve prepared a variety of activities that allow you to fully enjoy your summer vacation both at the seaside and underwater. We hope everyone can have a refreshing summer together with Dave the Diver and Nikke.

What kind of collaborations do you foresee in the future?

Yoo HyungSuk: Nikke has already engaged in various forms of collaborations and will continue to do so in the future. Especially, there is an unannounced collaboration plan for this year. Stay tuned for more updates!

Dave the Diver recently celebrated its anniversary. Could you tell us about the key activities and significant plans you have for the future of Dave the Diver?

Jaeho Hwang: The new story of Dave the Diver will be released in the form of a DLC. We are working hard to develop it and will strive to release relevant information as soon as possible. Additionally, because many players like the characters in Dave, we are internally discussing the possibility of showing more of the stories of each character in the game. Please stay tuned!

The Goddess of Victory: Nikke and Dave the Diver collaboration will run in July and features a new story and new art for your favorite characters. You can download Nikke on the official site, on the App Store, or Google Play. If you need help settling in, join Nikke’s active Discord, check the Twitter account, and get tons of info from the game’s YouTube channel.