NBA 2K25 hands-on report – Learn 2K teaches the fundamentals

NBA 2K25 launches September 4 and packs in enhancements and features aimed at both seasoned hoop gamers and rookies alike. To prepare for tip-off I got some hands-on time with the new Learn 2K mode, which is perfect for newcomers like myself. The beginner-friendly mode teaches mechanics like Rhythm Shooting and Signature Go-To Shots, and the practice boosted my confidence to hold my own on the court. 

Master the fundamentals

As the NBA great Larry Bird once said, “First, master the fundamentals.” With the hands-on event being hosted at the Naismith Basketball Hall of Fame I decided to do as the greats do, kicking off the experience with a deep dive into basics in the new Learn 2K mode.

Though tutorial modes are present in some past NBA 2K games, Learn 2K is a comprehensive tutorial into nearly every facet of the game from shooting to off-the-ball movement and defense. This year’s tutorial mode breaks each category of gameplay down into three difficulty levels: Beginner, Intermediate, and Advanced, giving the player full control over how deep they want their arsenal of moves to be. While getting my practice reps in, I learned how precise directional analog stick movement must be to execute these effortless-looking moves on the court.

Back to the playground

In addition to the Freestyle, Scrimmage, and Practice Plays modes typically grouped into tutorials, NBA 2K25 adds a fresh way to test your fundamentals with the new Mini-Games mode. Practicing your skills competitively while under less pressure makes Mini-Games a novel addition.

The Shooting Frenzy mini-game gives you an open court to freely practice your jump shot to rack up points. The Knockout mini-game took me back to my playground hooping days, adding a bit more pressure to make three-pointers on the first try. Fail, and you’re “knocked out” by the player behind you if they make their shot first.

One of the most challenging but rewarding mini-games was Dribble Speedrun, where you play as De’Aaron Fox with the goal of sprinting while performing dribble moves on command. The mini-game’s difficulty made for a tense but amusing time, and finally nailing Fox’s tight handles on cue is truly satisfying.

Rhythm of the game

I finished the hands-on experience with QuickPlay. I set up a battle of the California coast with the Golden State Warriors vs. the LA Lakers. The opening animations and gameplay depict the player’s faces and movements faithfully, with Pro Play using real-life game footage to translate into the game. In-game, some of the new mechanics I learned made my game feel formidable.

The new Rhythm Shooting mechanic is stimulating. Hopping into an actual game made me realize the need to learn the rhythm of each player’s shot to be successful. Once getting used to the quick release of Steph Curry, the tempo-based mechanic became intuitive and made me comfortable firing off shots from any range.

Signature Go-To Shots are another new mechanic that gives beginners a fluid way to put dribbling combos and shots together. By holding the right analog stick up, each player performs their unique dribble move that transitions into a jump shot. As a 2K rookie this feature let me easily mix up my offensive tactics, making me harder to guard. Before long I was seamlessly blending up opponents to put points on the board. 

NBA 2K25 goes deep for basketball strategists but gives entry points for newcomers to work on their game. After nearly six hours of playtime, the new Learn 2K mode and gameplay mechanics made greatness feel graspable. Mastering the fundamentals is key, and you’ll have your chance when NBA 2K25 launches September 4 on PS5 and PS4.

Warhammer 40,000 Space Marine 2 Post-Launch Roadmap Includes New Maps, a Horde Mode, and More

Warhammer 40,000 Space Marine 2 developer Saber Interactive has finally confirmed what fans can expect from its seasonal post-launch content model.

The hotly anticipated action game launches in September, and during that time Saber plans to release various patches aimed at fixing issues players report.

After that, Season Pass owners can expect a drip-feed of content and cosmetics based on specific Space Marine chapters. “The Season Pass has been envisioned as a way to enhance your customisation for your character,” Saber stressed. “All the gameplay additions listed here in the roadmap (including weapons, game modes, and maps) are intended to arrive in free game patches and will be accessible to everyone.”

Season 2 runs from October until the end of 2024, and includes a new Operations map, a new enemy, a harder difficulty level, a new weapon, and various other improvements, Saber said.

Season Pass owners get new cosmetics based on the Dark Angels chapter: color schemes, heraldry, a weapon skin, and a Champion skin: a unique full armor set for the Bulwark class.

Saber said to expect “much more” content added throughout 2025, including new Operations, PvP maps, and game modes like Horde mode, all for free. Elsewhere, Season Pass owners will get more cosmetic items based on iconic chapters.

The Year One Battle Plan, outlined in the image above, confirms plans for at least four seasons of post-launch support. Season 3 adds a Battle Barge expansion (the Battle Barge is your spaceship hub). Season 4 lists the aforementioned Horde Mode.

Space Marine 2 sees Titus of the Ultramarines go up against the Tyranid horde as well as Chaos Marines in a sequel that arrives 13 years after its predecessor. It includes a campaign that can be played co-op, co-op focused Operations, and a PvP mode.

Meanwhile, a new animation based on Space Marine 2 is set to appear as part of Amazon’s recently announced Secret Level anthology series.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Suikoden 1 and 2 HD Remaster are maybe hopefully possibly finally coming out next March

Nintendo Direct brings us a gift, and one in the form of exciting news about history’s most squirrel stuffed RPGs. Can you really claim 108 characters when five of them are flying squirrels with different colour capes? Never mind all that. Suikoden 1 & 2 HD Remaster Gate Rune and Dunan Unification Wars has a new release date: March 6, 2025.

I’ll get into details in a minute, but since it came up in Slack chat earlier, I’d first like to share with you the differences between the 1995 JRPG’s EU PS1 one cover art:

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Legend of Heroes Fans Shocked by Blink and You’ll Miss It Trails in the Sky Remake Nintendo Direct Announcement

In a blink-and-you’ll miss it reveal during today’s Nintendo Direct, Nihon Falcom announced a brand-new Legend of Heroes: Trails in the Sky remake for the Nintendo Switch.

Fans were stunned by the brief glimpse of the remake, titled Legend of Heroes: Trails in the Sky the 1st which appeared briefly during a sizzle reel during today’s Direct. It was so quick that many fans questioned what they were seeing.

One fans wrote on X/Twitter, “What is happening??? Trails in the Sky remake hidden in a montage???”

Another wrote, “They are remaking one of the greatest games of all time and it only got a brief spot in a sizzle reel.”

A longer reveal took place during the Japanese Nintendo Direct stream, featuring a closer look at gameplay. It looks, in a word, fantastic.

A classic RPG finally gets its due

The remake is a massive deal for fans of the sprawling RPG series, who have been waiting for a Trails in the Sky release on Switch for years now. Indeed, the Legend of Heroes: Trails in the Sky trilogy was basically where it all began, originally releasing on PC before launching on PSP in North America in 2011. The series is available on Steam, but otherwise it’s relatively hard to find.

“The Legend of Heroes: Trails in the Sky is the first in what promises to be a strong, entertaining trilogy,” we wrote in our original review. “Although this first chapter is not the most original ever made, like any good JRPG it offers amusing writing, dynamic combat, interesting tasks, an absorbing narrative, and hours upon hours of gameplay. And while the game’s 50/50 balance between combat and story may not be to everyone’s taste, its charm and overall entertainment value make it well worth the investment.”

Trails in the Sky earned a cult audience with its fantastic worldbuilding, memorable protagonists, and dense battle system, spawning a franchise encompassing numerous entries over multiple arcs. The most recent entry was Legend of Heroes: Trails Through Daybreak, which released earlier this year.

Outside of Trails of the Sky, there were several other announcements during today’s Direct, including a new Castlevania collection and more. You read everything announced right here. The Trails in the Sky remake is set to release sometime in 2025.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Activision cancelled Crash Bandicoot 5 to make room for more online live service games, claims report

I find it bizarre that people still really like Crash Bandicoot games in this, the year 2024, two decades after the decline of the platform mascot warz. I have ample nostalgia for the old marsupial myself, with his second Naughty Dog-developed outing being a particular obsession, but come now, we’re all about deckbuilders, soulsliking and battle royale nowadays, right?

Still, I’ll admit to a twinge of disappointment after reading that a Crash Bandicoot 5 was once in development at Crash 4: It’s About Time developers Toys For Bob, and might have featured an interdimensional team-up with one of Crash’s old rivals. No, not Mario.

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Balatro Friends of Jimbo Deals a Hand of Collaborations With Witcher, Among Us, and More

Today, Nintendo’s Indie World Showcase opened with a treat for Balatro fans. The game is getting collaborations with four exciting properties later today in the new Friends of Jimbo update: The Witcher, Vampire Survivors, Dave the Diver, and Among Us.

The collaborations appear to contain themed decks with King, Queen, Jack, and Joker cards styled after characters from each game. The Dave the Diver deck additionally changes the number cards to fruit, and the Among Us deck seems to include death animations for playing certain hands.

The trailer was short, so it’s not quite clear the extent to which each theme shuffles the deck, but given that it’s a free update, no strings attached, it’s an exciting little bonus for folks already excited about the most addictive card game of the year.

Developing…

Watch: Nintendo Direct Partner Showcase & Indie World – Live!

Double whammy.

Well folks, we’re back with another Nintendo Indie World showcase. Oh, and a Partner Direct too. What’s that..? Two presentations back-to-back?! Yeah, you better believe it.

As such, we’ve got roughly 40 minutes’ worth of reveals, announcements, and updates to look forward to, so make sure you join us here at 3pm BST / 7am PT / 10am ET / 12am AET (Wed) so you can chat along with your fellow community members as the livestream commences.

Read the full article on nintendolife.com

Batman: Arkham Shadow – The First Preview

Many gamers understandably felt a rush of excitement when they heard that a new Batman: Arkham game was in development, followed quickly by disappointment after learning that it would be a VR game exclusive to the Meta Quest 3. I get it. VR has been in our lives for the better part of a decade now, and not even a full-blown Half-Life game could get core gamers interested. So what hope does Batman have?

That’s ultimately for the market to decide, but what I can confidently say after playing the first 45 minutes of Batman: Arkham Shadow, out this October from Camouflaj Studios, the folks responsible for Iron Man VR, is that it’s a “real game.” Meaning, it’s not a 90-minute tech demo, like Rocksteady’s 2016 PSVR1 launch game Batman: Arkham VR clearly was (though it was quite enjoyable). And I had a really good time that was just getting interesting when my demo ended.

Arkham Shadow is set between the events of Origins and Asylum, with the latter being the Camouflaj team’s primary inspiration. This extends to the physical structure of the campaign; this isn’t an open-world game like City or Knight, but instead a series of larger but ultimately confined play spaces you can move freely around. Given the technological and gameplay constraints in VR compared to a flat-screen game, this makes sense. But how does it actually play?

Pretty well, it turns out! I’ll be honest: I was skeptical coming into this demo. Though I had fun putting on Batman’s cowl in the aforementioned Arkham VR, there wasn’t much of a real game there. Camouflaj promises that Arkham Shadow is the biggest and longest game they’ve ever made, and thus far I’m inclined to take them at face value there. In fact, if anything, the onboarding takes too long. I get that players have to be taught how to execute the familiar gameplay mechanics of the Arkham series all over again in VR, but I was ready for more freedom in combat sooner than Shadow was ready to let me loose.

I learned how to sneak up on bad guys from behind, how to punch, how to counter, how to do finishing moves, how to throw batarangs, how to glide down from above, how to drop smoke bombs, how to grapple up to ledges, how to activate Detective Mode, how to hang upside down, and how to tie up bad guys from perches. It really is most of the stuff you do in the other Arkham games, but you get to perform the actions yourself, with your hands.

And you know what? It’s pretty fun. At least, once you’re taught all the moves and get to start stringing attacks together. Was I breaking a sweat? No, this is no Beat Saber. But you do get to throw some punches as Batman in a first-person perspective in VR and enjoy the thrill of taking down a mob of bad guys all attacking you at once. It feels cool to jab an arm out to counter a bad guy approaching from the weak side. It feels cool to grapple up to a vantage point. It feels cool to beat the ever-loving tar out of the dredges of Gotham.

But this isn’t just a VR punch-fest. Myriad bat-characters are here, from Jim Gordon to Harvey Dent and many others – and it’s all in service of a story revolving around the Rat King, a new foe in Gotham who wants to bring down the city’s elites. And herein lies my biggest unknown with Arkham Shadow so far: its story. It’s not that the story is bad, it’s that I really didn’t see any of it in the first 45 minutes of the campaign. In fact, my demo ended just as I was about to talk to Commissioner Gordon and really get the plot moving forward. The Camouflaj crew told me that they’d skipped me past a prologue that would’ve helped set things up for me. And I don’t know about you, but when I think of the Arkham games I think of two things primarily responsible for making each one memorable: combat and story. The combat is there in a uniquely VR way, yes, but the jury is still out on the story.

I’ve played enough to call this a real Arkham game.

Still, I’ve played enough to call this a real Arkham game. There are tons of collectibles scattered around to find, from Rat King transmitters to rip off the wall and smash to homemade Rat King Statue of Liberty figurines, plus others Camouflaj wouldn’t reveal yet. Unfortunately, as expected, the visuals in the Meta Quest 3 are so-so – they’re nowhere near as pretty as Rocksteady’s Arkham trilogy. That’s to be expected in lower-power tech like this, but it’s nevertheless a bit disappointing. I wouldn’t say Arkham Shadow looks bad, by any stretch, but this isn’t a gorgeous Gotham like we’ve seen in the rest of the series.

So where do I stand after 45 minutes of Arkham Shadow? Besides the other side of the room where I started, I mean, thanks to all of my punches, turns, crouches, and stealth grabs? I’m quite optimistic, honestly. I really wanted to keep playing when they took the Meta Quest off my head, as the campaign really seemed to be just starting to hit its stride. Should you go out and buy a Meta Quest 3 just for this game? It’s too early to make that call, but at the very least, it has the potential to tempt a lot of people.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Secret best Tolkien game Return To Moria gets Steam release with Steam Deck support and new sandbox mode

The dwarven engineers of The Lord Of The Rings: Return To Moria have formally entered the Golden Age of Steam. The game is now available on Valve’s digital storefront, after a year in the comparatively barren underdark of the Epic Games Store, and developers Free Range Games have also released a Golden Update, which adds offline single player pausing, around 100 building objects, and a sandbox mode allowing for non-story-led excavation and settlement of the game’s procedurally generated mountains. Plus, new hats and axes! Try not to get dragon sickness.

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Visions of Mana Review

It would be an understatement to say that Visions of Mana has high expectations to live up to. There hasn’t been a main entry in the Mana series in nearly 20 years, with only spin-offs and 3D remakes of older games tiding fans over in the meantime. But thankfully, the wait was worth it. Although there are a few glaring flaws, Visions of Mana successfully brings the series into the modern age with excellent combat and class systems, as well as a new cast of likable characters. It’s not only a great Mana game, but it’s become one of my personal favorite JRPGs in years.

If I could sum up my impressions of Visions of Mana’s storytelling in its opening acts with one word, it would be “simple” – and I mean that as a compliment. I’m a big fan of games tackling complex subjects or having dense lore to comb through, but not everything needs to be complicated just for the sake of it. Visions of Mana keeps its plot straightforward instead of bogging it down with needless exposition — at first, at least.

You play as Val, a skilled swordsman who must escort a group of people chosen to sacrifice their souls to sustain the Tree of Mana. This includes Hinna, Val’s childhood friend and hinted sweetheart, and I found the duo endearing right from the start. You’d normally expect a character in Val’s role as a guardian to be someone who takes things too seriously, but instead he’s cheerful, charming, and brimming with optimism. And rather than dwell on being compelled to sacrifice herself, Hinna is honored to be selected and excited to make her pilgrimage with Val by her side.

The party members they gain along the way have their own distinctive personalities that add variety. Careena, for example, is plucky yet irritable, and — for some baffling reason I’m still trying to wrap my head around — speaks with a heavy Texan accent. Morely, meanwhile, is easily the most serious of the group, but it’s his blunt attitude that leads to some of the funniest moments. It soon becomes apparent what shaped your new friends into the people they are, and each has a proper arc that gives them a chance to grow as individuals by directly confronting their own flaws. Rather than feeling like side stories, their tales are woven into the central plot in a way that feels organic. Gaining more insight into these characters helped change my entire perspective of them — for instance, Careena begins the journey as a brat and I had initially dismissed her as rude, but by the end, I found her to be one of the most endearing party members.

The main story had me intrigued from the very beginning.

Visions of Mana’s main story itself had me intrigued from the very beginning, but while I loved the brisk pace of the first half, it slows to an absolute crawl later on. To avoid spoilers, I’m not able to go into detail about what my biggest gripes are, but there’s a large chunk of the final 15 to 20 hours (I rolled credits on the campaign in just under 40) that I strongly felt was unnecessary padding. There ends up being a lot of retreading, and it feels like an unwelcome detour from where the story had been heading.

This turning point is also when the simplicity I initially liked was thrown out of the window and the dreaded exposition dumps started to pile up on top of each other. As a whole, I still found the overall story to be enjoyable and the ending to be emotionally satisfying, but these pacing issues later on frustratingly squander much of the early momentum that had been built up.

But the real star of Visions of Mana, one that shines even when the story falters, is its combat. Fights are fast and frantic, with a number of systems to keep track of. You have your standard and special attacks alongside moves and spells, such as fireballs or shurikens, to mix things up and exploit enemy vulnerabilities. It’s also strategic because attacking, taking damage, and using moves slowly fills up the Class Strike gauge that then lets you perform a devastating attack you’ll want to unleash as often as you can (preferably at the exact right moments). During all this, you’ll also incorporate equipable items called Elemental Vessels, each of which provides its own special ability. For example, the Luna Globe will briefly create a small bubble on the battlefield that slows down enemies while speeding up attacks and spell casting times of the party.

However, when a character equips any given Elemental Vessel, they will also automatically be swapped to its associated class, which leads me to my absolute favorite mechanic in Visions of Mana: the class system. While the function of the Luna Globe itself will never change, the role, moves, and abilities of the character equipped with it will, and every character has a class entirely unique to them for every element available.

The Luna Globe will transform Val into an Aegis, changing him from his default melee role into a tank that lets him wield a lance and shield rather than his usual sword, but Careena will instead become a Moon Charterer and takes on a buff-support role through fan dancing. As an Aegis, Val can use a move to aggro enemies and gains an ability that allows him to survive what would otherwise have been a fatal blow with 1HP once per battle, and it’s the way these options come into play as you swap around that really highlights the fun of each class

The real star of Visions of Mana is its combat and class system.

You’ll unlock even more moves and abilities for each Vessel thanks to the Elemental Plot, which acts as an upgrade system. The key difference between those two types of actions is that any moves you learn are permanent and can be equipped regardless of a character’s class, whereas abilities are tied to the class itself. So Val won’t get that protection from a fatal blow unless he’s an Aegis, but he’ll always have the option to add the aggro move to his repertoire, and that provides an exciting reason not to invest solely in one class.

But the coolest part? When equipping an Elemental Vessel to a character for the first time, you get treated to a wonderfully cheesy costume transformation cutscene straight out of a Super Sentai show as they don their new thematic outfits and weapons. Even if I didn’t really want to equip a character with a particular Vessel, I’d always do so at least once because the cinematic never failed to put a huge grin on my face. And don’t worry — once you’ve done the initial transformation sequence, you can just swap between classes at the press of a button in the menu screen between encounters.

Even more depth is added to combat by Ability Seeds, which are obtained through quests, chests, and battles. Some Seeds grant you passive bonuses like upping your stats while others grant you an entirely new move to use. Later on you’ll even be able to transfer the Corestones of defeated enemies and bosses into more powerful Seeds. A particular favorite of mine let me summon a late-game boss at my leisure to unleash some serious damage.

All of these systems tie together in a way that encourages strategy over button mashing. I had my preferred classes for certain characters, but some situations called for me to invest upgrade points into a Vessel I’d never use on them just to unlock certain moves, or even reclass them entirely. That might sound restrictive, but I actually liked that it encouraged me to branch out and try classes for characters I initially wouldn’t have wanted to, and prevents you from putting all your eggs in one basket.

Bosses can be tough if you’re not taking advantage of all your options.

For instance, normally I liked to have Morley use the class associated with the water Elemental Vessel, which transforms him into a hybrid of a stage magician and Gambit from X-Men who can stun enemies. But to defeat one particularly challenging boss, I had to switch him to a class that could maximize damage output thanks to its focus on critical hits. This also meant swapping some Ability Seeds that focused on boosting his critical damage and hit rate for complete synergy.

You’ll want to make sure you understand how to make the most of each class like this, because bosses in Visions of Mana can be tough even on the normal difficulty level if you’re not taking advantage of all your options. There are some really inventive boss designs, both visually and mechanically. Some might heavily focus on area-of-effect attacks while others will snatch your Elemental Vessel from you, temporarily preventing you from using it. Every boss kept me on the edge of my seat, and slaying them always felt rewarding.

Exploration also makes up a huge bulk of Visions of Mana. From lush jungles to snowy tundras to seaside villages, every single location feels unique and lets the gorgeous art style shine — it’s vibrant and looks like something out of a storybook, which fits the fantastical tone. Hidden chests and collectables had me exploring every inch of the map and pulled me to optional areas I otherwise would have breezed right by. There are side quests, collectables, and more still left for me to tackle, too, and I can’t wait to dive right back in to complete everything Visions of Mana has to offer.

That said, while the art style itself is great, I did notice a fair share of visual bugs. There are a lot of moments where the lipsyncing didn’t match up, and at one point a character was speaking without their mouth moving at all. I also ran into a few huge framerate drops despite playing in performance mode on PlayStation 5, though these were extremely rare.