The Best Board Games Based on Video Games (2024)

When it’s time to unplug, shut off the TV and reduce screen time, board games always have your back when it comes to scratching that lingering escapist itch and drive to continue playing. Luckily, there exist countless board game tie-ins to some of the most popular video games around, and we’ve collected some of our favorites here. Whether you’re looking for a long-term campaign or a quick to setup party game, these board games will let you continue living in these worlds when you need a break from technology.

TL;DR Video Game Board Games

Fallout

  • Players: 1-4
  • Age Range: 14+
  • Play Time: 2-3 hours

Fresh off the release of Amazon’s Fallout series, now is the perfect time to explore the Wasteland right at your own kitchen table. To start, you’ll choose from various scenarios which will determine the map setup. Similar to the beloved open-world RPGs by Bethesda, tabletop players will uncover the map, build upon numerous skills, fight irradiated enemies, interact with different factions, and complete quests, all while battling for influence over the Wasteland. Very immersive and detail-oriented, this game is great for long-term sessions.

Slay the Spire

  • Players: 1-4
  • Age Range: 12+
  • Play Time: 45 minutes

Probably the one video game on this list most deserving of a board game tie-in, Slay the Spire takes after its digital roots by having players take on the role of one of the provided heroes and go on a Roguelike deck-building climb through the Spire. Like the video game, players will choose from a number of different rooms each with their own characteristics that will affect their game; encounters, where you’ll fight regular enemies, elites, where you’ll fight even stronger ones, events, campfires, treasure, the merchant, and finally the boss. By the nature of Roguelikes, Slay the Spire is sure to give players hours of enjoyment as they try different characters, builds, and items each time.

Bloodborne

  • Players: 2-4
  • Age Range: 14+
  • Play Time: 60-90 minutes

The Bloodborne board game sees players take on the role of Hunter as they fight to vanquish the evil stirring within Yharnam. As a campaign board game, Bloodborne offers players endless replay value, as no two sessions should be too alike with its modular map tiles. Featuring hundreds of various cards, tokens, and game pieces, this macabre adventure will test players’ skill and decision making as they uncover the secret to the unyielding plague and fight to stop it. Immersion is at the forefront here, and the game’s highly detailed miniatures ensure that you truly feel in their shoes.

Resident Evil 2

  • Players: 1-4
  • Age Range: 12+
  • Play Time: 90-120 minutes

The success of the Resident Evil 2 tabletop adaptation paved the way for Steamforged Games to create similar experiences covering both the original Resident Evil and Resident Evil 3: Nemesis’ stories. However, much like the video games, Resident Evil 2 is arguably its best entry. Faithful to the source material, the game has players work cooperatively as they take control of either Leon S. Kennedy or Claire Redfield as they fight their way through hordes of zombies to make their escape in multiple available scenarios. Collect weapons, healing items, and keys as you navigate the environment, evade the undead, and solve puzzles. You can even use the iconic ink ribbons and typewriters to affect your sessions!

PAC-MAN

  • Players: 2-5
  • Age Range: 10+
  • Play Time: 30 minutes

From Buffalo Games, the arcade classic makes its triumphant tabletop return. Enjoyed in both cooperative or competitive modes, the player in control of Pac-Man aims to navigate the maze, chow down on pellets, and collect fruit while the players controlling the ghosts do their best to avoid or catch Pac-Man. Played on four metal tiles that make up the game board, it requires some initial assembly and setup, but repeat games are quick and easy to get started. The electronic Pac-Man figure even makes his iconic “waka waka” sound!

Tetris

  • Players: 2-4
  • Age Range: 8+
  • Play Time: 20-30 minutes

Also made by Buffalo Games, Tetris is a competitive head-to-head game where players maneuver, rotate, and drop their tetriminos to get the highest score. Just like the video game, the next up piece is on full display, represented by a card, so players can plan their strategy accordingly. You earn points by completing lines, matching pieces to symbols on their tower, and completing specific achievements. Quick setup and play time makes this a great pick for parties and younger players.

Dark Souls: The Board Game – Tomb of Giants

  • Players: 1-3
  • Age Range: 14+
  • Play Time: 90-120 minutes

Originally envisioned as content for the original Dark Souls board game Kickstarter campaign, the Tomb of Giants core set is a standalone adventure that’s great for newer players, and got its namesake from the infamous location familiar to players of the video games. Each player starts the game by choosing a class and gear, then starts navigating the catacombs, taking on skeleton archers, or resting at the bonfire. Actions are limited, so choose wisely. This game is very faithful to its source material, with its punishing combat and RPG elements that shine from the level up system. Tomb of Giants also features new playable characters and over a hundred new cards, all compatible with existing Dark Souls board game products.

Cuphead: Fast-Rolling Dice Game

  • Players: 1-4
  • Age Range: 8+
  • Play Time: 30-45 minutes

Much like its digital counterpart, Cuphead: Fast Rolling Dice Game is an extremely fast-paced cooperative game where the object is to take out all the bosses using dice-heavy mechanics to deal damage. Setup is a breeze, as the structure of the boss deck never changes. The game begins with each player picking one of the four available characters: Cuphead, Mugman, Ms. Chalice, or Elder Kettle, and is then played through multiple rounds consisting of five phases, where players will set up their attacks and take on the boss. Rounds are timed, so pick your dice rolls carefully! Cuphead sports high replay value in that you can reup to beat your score and upgrade your abilities that carry over to future runs. See our Cuphead: Fast Rolling Dice Game review for more info.

The Oregon Trail

  • Players: 2-6
  • Age Range: 12+
  • Play Time: 30-45 minutes

Dying of dysentery has never been so fun. In this quick to setup and play card game, players work together to make it to Oregon without perishing. Sessions are relatively quick, as you will die hard and fast from the various Calamity cards waiting to spell your doom. Oddly challenging and very luck based, you win by making it to the end of the Trail by playing fifty trail cards. One downside is that if a player dies on the first turn (which is more common than you’d think), they have to sit out that entire session until the party either wins or all die. Regardless, it’s a great recreation of the source material and is sure to steal a few laughs.

For deeper dives into specific board games, check out our Aeon’s End buying guide, as well as our surprisingly huge buing guide for Carcassonne, one of the earlier board games to bring serious gaming depth to the populace.

Comically vast Helldivers 2 patch adds to the game’s Galactic strategy map while making stealth easier and armoured enemies fewer

The latest Helldivers 2 patch is memorably titled 01.000.400, but for my money, it’s hovering on the brink of being one of your gold-varnished “X.0” updates of note. It adds a fair few mechanics and makes various substantial adjustments to Arrowhead and Sony’s liberty-humping, cheerily xenocidal squad shooter.

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In the hands, Phantom Blade Zero owes more to Ninja Gaiden than Soulslikes

In the past I’ve described Phantom Blade Zero, the foetid and frantic new action-RPG from Chinese studio S-Game, as a Soulslike, and more specifically a Sekirolike. I must now hang my head and await the executioner’s ludicrously oversized hammer, for while Phantom Blade Zero’s ambience and layouts owe something to From’s work, the moment-to-moment has just as much in common with older hack-and-slash games such as Ninja Gaiden. I played a bit of it at Summer Game Fest this week, and while I’m not rushing out to preorder (I never am, in fairness), I think it could be a good ‘un.

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Nintendo Download: 13th June (North America)

Shin Megami Tensei! Monster Hunter! Sorcerian!

The latest Nintendo Download update for North America has arrived, and it’s bringing new games galore to the eShop in your region. As always, be sure to drop a vote in our poll and comment down below with your potential picks for the week. Enjoy!

Switch eShop – Highlights

Shin Megami Tensei V: Vengeance (Atlus, 14th Jun) – Forge your path through a post-apocalyptic world in this definitive version of Shin Megami Tensei V. Two complete story paths await, including a brand-new storyline with new locations and demons, where your choices will determine the fate of all existence. Navigate conflicting and tragic moral decisions and confront a dramatic tale of revenge or explore the original Shin Megami Tensei V saga. Which path will you choose? – Read our Shin Megami Tensei V: Vengeance review

Read the full article on nintendolife.com

World of Warcraft: The War Within Is Coming – Why Now Is the Time to Play for the First Time

World of Warcraft: The War Within Is Coming – Why Now Is the Time to Play for the First Time

World of Warcraft’s The War Within expansion got a release date during the Xbox Games Showcase 2024 – coming to PC via Battle.net on August 26, this expansion will be the first part of a trilogy of expansions known as The Worldsoul Saga, diving deep into the mythology of World of Warcraft.

To celebrate, Official Xbox Podcast host Malik Prince teamed up with World of Warcraft community manager and WoWCast host Bethany Stout to interview World of Warcraft Executive Producer Holly Longdale and Game Director Ion Hazzikostas, finding out more about this expansion, and why now is a perfect moment to jump into the game for the very first time. You can watch the entire interview below, or read on for all the key details.

Of course, it’s something new to see World of Warcraft on an Xbox podcast. “We’re just super excited to be part of Xbox now, coming from Blizzard,” said Longdale. “And we’re representing a PC game, World of Warcraft, so we’re super excited to be here, and we want to share with all the Xbox fans that we’re here to stay. We’ve been around for 20 [years] – we’re not your dad’s game, we’re not your mom’s game – and we’re going to be around for 20 more at least. We want to invite everybody into this incredible experience.”

Part of that invitation comes with the game’s free trial, allowing you to explore the world and level up all the way to level 20. But there’s a new option to do so with the Welcome to Azeroth bundle. Including everything players need to begin their adventure in Azeroth, this offers the current expansion, Dragonflight, a level 60 character boost, and 60 days of game time for $24.99 USD.

That bundle has been carefully-chosen to help you get ready for the upcoming expansion: “We’ve really done a lot over the last 20 years to ensure that 20 years of content is not 20 years of obstacles that you have to overcome to get to the latest, coolest thing,” said Hazzikostas. “When War Within comes out, Dragonflight, the current expansion, will be what you play through to level up and jump right into War Within. That will give you the power, give you an understanding of the mechanics, you’ll have a dragon companion that you’ll earn very early on […] and it’s also going to prepare you story-wise for what The War Within is going to bring.”

It all makes The War Within a great marker for when to start playing WoW – as the beginning of a brand-new, three-expansion saga, this is a new story that even seasoned veterans will be discovering for the first time. And that story is already being told ahead of the expansion’s August 26 launch:

“In the lead-up to War Within, there’s already stuff going on in World of Warcraft at this very minute,” said Hazzikostas. “Xal’atath – the villain that you saw at the end of that [Xbox Games Showcase] cinematic – has emerged into the world, and her tendrils are branching throughout Azeroth, weaving dark plans that are going to threaten us. It’s exciting to have that build-up to that launch moment.”

When it does kick off, The War Within will introduce brand new zones to explore: leading players under the surface of Azeroth into Dwarven caverns, taking them to the beautiful Hallowfall Canyon (with airship travel to get around), and into Azj-Kahet, the home of one of World of Warcraft’s most powerful civilizations, the Nerubian Empire. Incidentally, Nerubians are an intelligent race of arachnids  – and The War Within will offer an arachnophobia option to replace their models with (friendlier-looking) crabs.

We’ll also get a new feature called Warbands, which will allow players to switch between multiple characters without having to replay swathes of the expansion. Delves will offer a new dungeon experience, allowing for smaller, shorter dungeon crawls, even for solo players. For bigger dungeons, which often require you to play with others, The War Within will offer AI characters for those who can’t play with a party.

The War Within is doubly special for Blizzard, as it marks the 20th anniversary of World of Warcraft, and it’s an opportunity to look at how different kinds of players approach the game, and build something for all of them: “This is a huge year for World of Warcraft in general,” said Hazzikostas. “It’s really humbling to reflect upon my own relationship with the game, but really just to look back at the journey that we’ve taken as a development team with our community. We’re a game that has grown and evolved as our community has.

“I think not everyone has that time to spare these days – we’re all busy, we all have a lot of responsibilities, but we want to maintain a relationship, or build a new one, with this world that’s been special for so many people. [It’s] evolved over the years to keep that depth for those who want to seek it, but [we’re] making sure that there’s a wide range of levels of commitment and relationship you can have with the game and still have an epic, fulfilling experience.”

“What you saw [in the Xbox Games Showcase] cinematic was a celebration of the past 20 years, and the journey of our story over the past 20 years,” said Longdale. If you want to join in those celebrations – whether you’re a committed player, someone looking to return, or a total newcomer – now’s the time.

The post World of Warcraft: The War Within Is Coming – Why Now Is the Time to Play for the First Time appeared first on Xbox Wire.

Monster Hunter Wilds interview: How Capcom is evolving its apex franchise

Back in 2018, Monster Hunter World’s immediate success propelled the game, and the Monster Hunter franchise, into the global spotlight. Its lush maps, deep combat, and memorable monsters helped it become one of Capcom’s most successful projects ever. Today, millions of players now eagerly await 2025’s follow-up, Monster Hunter Wilds.

New footage from State of Play and Summer Game Fest has given players lots to dissect, from new monsters and abilities to harsh, dynamic weather. But a recent hands-off presentation during Summer Game Fest allowed me to see live gameplay, and crucially how the game’s new features impact the experience.


Monster Hunter Wilds interview: How Capcom is evolving its apex franchise

In just those 30 minutes of demo gameplay, I saw several things that got me stoked for Wilds. The new map is much more detailed, particularly regarding verticality. Some maps in World were pretty dense and could overlap or even turn back on themselves. Perfect for a monster’s den, but sometimes confusing for players. This time around, between the map and new UI elements that tell you which direction the target monster is (and how far away they are), it’s much easier to keep track of your targets.

The target monster was the Doshaguma, new to Monster Hunter Wilds. In Wilds, players can select a monster on their map and begin a quest by engaging that monster in combat out in the field (Capcom did not confirm other ways players can begin quests, or other quest types in the game). Upon that first hit, an incredible piece of music swells to usher in the quest with full orchestral might and a driving, dramatic sense of conflict. As the hunt goes on, the sand leviathan Balahara appears with a deep pit that pulled Doshaguma down. They brawl in a classic Turf War scrap, with smaller monsters scurrying all around. Chaotic and intense, and about to escalate even further.

Not long into the battle, an imposing wall of dust and sand forms on the horizon. It soon blankets the area with a blue/black darkness, illuminated by stray lightning strikes. These weather events change which monsters may appear on the map, including a mysterious new Apex creature that fires lightning right out of its head.

Immediately following the demo, I was able to speak with the game’s leadership trio for more on what I just saw: Series Producer Ryozo Tsujimoto, Director Yuya Tokuda, and Art Director/Executive Director Kaname Fujioka.

PlayStation Blog: Monster Hunter World was a huge success when it launched in 2018. How did its unprecedented success inform your approach to Monster Hunter Wilds?

Ryozo Tsujimoto: What we did for World, both the base game and the expansion, really impacted Monster Hunter Wilds. Our approach to keeping players continuously interested in World helped us learn what players wanted to see in the future. That doesn’t just mean things we wanted to improve within the game, but also how we release information to players, and how to ease them into the game as well.

Speaking of easing players into the game, Monster Hunter Wilds features a lot of quality-of-life improvements. For example, the map seemed much more detailed and useful to navigate. Things like tracking quests and monsters, where items are located, and the great sense of verticality to the map. Any other new things that returning players could look forward to?

Yuya Tokuda: You’ve picked up on how much easier it is now to get to monsters, and finding monsters on the map. We received feedback that they were kind of difficult to get to sometimes, especially in maps that are very vertical where you have lots of different geographical elements. And, with the introduction of the Seikret, it’s easier for players to figure out where to go, and where to find monsters on the field.

In terms of things we improved on, one example is that it’s much easier now to select items. We really put an eye to giving more options for players with different kinds of item preferences, because selecting and navigating through items was something that can be difficult in the moment of a hunt. But hopefully, by giving players more options and more customization, we’ve improved this experience for returning players.

The phrase “living breathing ecosystem” was used to describe Monster Hunter World. The maps were large and full of life, you could get monsters tangled in vines, creatures would interact with each other, and so on. How are you expanding on that idea, and make it feel even bigger and more interactive? 

Kaname Fujioka: We’re focusing on designing monster herd behaviors that are really tuned to each environment and their ecology. So, we want to have well designed, detailed monster behavior as they move in these larger packs. How the player interacts with them during their hunt is our first little step there toward enhancing the livable, beautiful environment.

I noticed in the demo, the hunter used both the Great Sword and Heavy Bowgun. So you’re able to take two weapons into a quest now. Previously a player would have to commit to a weapon, take it into a quest, that’s your weapon. How did this change come about for Wilds?

Yuya Tokuda:  One of the big things about Wilds is that the environments themselves are so much more dynamic and adaptable. Things are changing so often, and even the monsters that are available to hunt can change moment to moment. It was important for us to give players the ability to adapt to that, and switch their own kind of playstyles. So they can carry different weapons, or the same weapons but with different elements for those kinds of situations. We’re really designing the game around allowing players to adapt to the environment.

Focus Mode and wounds are new for Wilds. Can you talk a bit about how these work, and how / when a player might want to engage with these systems?

Yuya Tokuda: So, you don’t need to be in Focus Mode to create wounds. Attacking the monster naturally causes damage or wounds to happen. As long as you’re attacking the wounds, you’ll be doing more damage to the monster.

Entering Focus Mode does highlight monster wounds so you can target them a lot easier, and there are special attacks you can perform in Focus Mode that do more damage to wounds. But, Focus Mode isn’t really just for targeting wounds.

A cursor that appears on the screen allows you to aim your attacks and also to aim your other moves like guarding and blocking attacks. The real merit of Focus Mode is to help players in their positioning and their distancing from monsters, so that even players who are maybe not as experienced with action games, or games similar to Monster Hunter, have an easier time honing in their attacks.

To wrap, if you could say anything to Monster Hunter World players who were really into it, but maybe they fell off years ago and they’re curious about Wilds, what would that be?

Ryozo Tsujimoto: We’re really just trying to make an amazing game for everyone. We hope Wilds is going to be the experience that tops anything before in the Monster Hunter series, and really gaming in general.

Yuya Tokuda: For players that didn’t gel with the action [of World], we’re planning a really thorough support system for players to learn about the game and play it from start to finish. We’re hoping that allows players to experience the best that Wilds has to offer.


The hunt begins when Monster Hunter Wilds comes to PS5 next year.

PS5 Owners Will Soon Be Able to Join Discord Calls Directly From Their Console

Discord integration on PS5 is about to improve, as Sony announced today that it is rolling out an update allowing PS5 users to join a Discord call directly on their console.

Sony and Discord announced PS5 integration for the app last year, but before today’s announcement, users who wanted to join a Discord call from their PS5 had to manually transfer the call to their console via the Discord app on a mobile device or computer. This new update now streamlines the process, requiring just your PS5 rather than two devices.

A new PlayStation Blog post notes that the update will “gradually roll out over the coming weeks,” with Japan/Asia PS5 owners getting access to the features first, and Europe, Australia/New Zealand, the Middle East, and the Americas to receive the update in that order.

Beyond PS5 integration, Discord has also partnered with Microsoft to offer Discord in various ways on Xbox gaming hardware. The partnership first started in 2022. More recently, in August 2023, Microsoft announced that the partnership expanded to allow Xbox users to stream Xbox games directly to Discord.

Discord enhancing the PS5 experience comes less than a month after the company announced it wanted to pivot its focus from being the all-purpose messaging app to doubling down on its gaming-centric roots, whether it is players using it as a form of communication or developers leveraging the app as an supplemental communication tool with players.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Helldivers 2’s Big New Patch Introduces Wave of updates, and a Big Improvement to the Galactic Map

Helldivers 2’s highly anticipated 01.000.4000 patch is finally here, bringing with it a mass of gameplay tweaks, balance updates, and fixes to the popular co-operative shooter, along with invite-only lobby creation, and a big change to the galactic map.

Today’s update seed the introduction of a number of buffs for the game’s weaker stratagems in an attempt to increase their viability, including the Orbital Gatling Cannon, which is now capable of softening up heavily armored targets. Others were tweaked to make their performance more consistent, such as the Eagle 110mm rocket pod stratagem.

The update also makes the supply lines that connect worlds visible on the galactic map, allowing players to see where an invading faction is launching an attack from. Super Samples have also been made available during ‘extreme’ difficulty 6 missions, which will give players who are uncomfortable playing at higher difficulties the opportunity to upgrade ship modules using the resource.

Extreme weather events have also been adjusted on some planets, making fog less dense, and the paths of fire tornados more random, which will hopefully prevent them from transforming extraction points into a burning hellscape. Artificial lighting surrounding human outposts has also been adjusted to make it less distracting to the player, who also now has the option of hiding in large patches of vegetation to make themselves less visible to enemy patrols. On that note, patrol spawning has been rolled back to how it worked prior to patch 01.000.300 following feedback from the community.

Invite only lobbies have also been introduced, alongside a slew of fixes that address UI issues, crashes, and gameplay bugs, including one that allowed players to throw an infinite number of grenades by pressing the quick grenade button after closing the stratagem select menu. The devs have also remedied a bug that allowed the shuttle to take damage during extraction at the end of a game.

Arrowhead’s mysterious game master – known only as Joel – recently handed down a new major order to Helldivers 2 players on the behalf of Super Earth that came with a serious moral dilemma. Players have been given the choice of saving the world of Marfark, which would unlock the MD-17 Anti-Tank stratagem, or of protecting the planet Vernen Wells, which would net them zero stratagems but would ensure the safety of the digital civilian survivors that are trapped inside a childrens hospital. With two days left to go, it would seem that the overwhelming majority of players have opted to save the children, with Vernen Wells currently sitting on a 41 percent liberation rating, relative to Marfark’s 0.14 percent.

This week has also seen the release of the new jungle-themed Viper Commandos premium warbond, which adds new armor and weapons to Helldivers 2, while also introducing the first cosmetic skins that can be used to customise hellpods, exosuits, and extraction shuttles. Arrowhead recently announced that it had chosen to “focus on quality over quantity” when it comes to upcoming warbonds, opting to slow its release cadence in order to ensure more time to polish designs prior to release.

Check out the patch notes below for a full list of all the changes introduced in the new update.

Helldivers 2 update 01.000.400 patch notes in full:

Overview

For this patch, some of the major areas of interest are

  • Visible Supply Lines & Attack Origins in the Galactic War.
  • Stratagem, weapon, planet, and enemy balancing updates.
  • Various crash fixes, stability improvements, and other updates.
  • Invite-only lobby creation.
    The right most option in the Lobby settings. Currently only localized in English. Additional languages coming in the next patch

Balancing

Goal with stratagem balance changes this patch:

With these balance changes we wanted to buff up some of the weaker stratagems to make them more viable and add more possibility for variety in the loadouts. We also changed a few to make them more consistent, but the goal was to keep a similar or higher power level.

We are looking into the stratagems more to see if there are any other stratagems that might need some buffs or changes to make them more viable. We also want to be better at explaining what our goals are with the changes, please see the linked blog post for more information.

A/MLS-4X Rocket Sentry

  • Decreased spread
  • Prioritize larger targets
  • Increased target distance from 75 to 100m
  • Decreased Rockets per salvo 2 to 1 (to get a better ammo economy)
  • Increased explosion radius from 1m to 4m
  • Decreased explosion armor penetration (Explosion can no longer damage heavy armored enemies. The projectile still has enough AP to damage heavily armored targets.)
  • Increased projectile damage from 200 to 300

A/MG-43 Machine gun sentry

  • Reduced cooldown from 180 sec to 120 sec.

A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry, A/MLS-4X Rocket Sentry, A/AC-8 Autocannon Sentry, A/M-12 Mortar Sentry, A/M-23 EMS Mortar Sentry:

  • Increased durability* from 0% to 80%

E/MG-101 HMG Emplacement

  • Increased rotation speed by 100%

MD-6 Anti-Personnel Minefield

  • Increased explosion damage from 250 to 350

MD-I4 Incendiary Mines

  • Increased explosion damage from 150 to 210

Orbital Gatling

  • Increased fire rate by 25%
  • Increased rounds per salvo from 30 to 60
  • Increased armor penetration (Can damage heavy armored enemies)
  • Decreased cooldown from 80 sec to 70 sec

Orbital Precision strike

  • Decreased cooldown from 100 sec to 90 sec
  • Decreased Spawn/Call-in time from 4 sec to 2 sec

Orbital Airburst Strike

  • Decreased cooldown from 120 sec to 100 sec

Eagle 110MM Rocket Pods

While these changes may look like a straight up nerf, that is not the intention. Please see the blogpost for more information.

  • Improved targeting
  • Increased projectile armor penetration (now does 100% damage to heavily armored enemies instead of 50%)
  • Decreased projectile damage 600 to 250 (to compensate for the improved targeting and the extra damage from the increased armor penetration.)
  • Decreased explosion armor penetration (explosion can no longer damage heavily armored enemies)

Eagle Strafing Run

  • Increased uses from 3 to 4
  • Increased armor penetration, can now damage heavily armored enemies.

GL-21 Grenade Launcher

  • Increased explosion damage by from 350 to 400

MG-206 Heavy Machine Gun

  • Increased projectile damage from 100 to 150
  • Increased projectile damage against durable* body parts from 23% to 33%
  • Decreased fire rate from 450/750/900 to 450/600/750
  • Decreased reload time from 7 to 5.5 sec
  • Increased stagger strength

MG-43 Machine Gun

  • Decreased reload time from 4 to 3.5 seconds
  • Increased max amount of Magazines from 3 to 4

MG-43 Machine Gun, A/MG-43 Machine gun Sentry, A/G-16 Gatling Sentry and EXO-45 Patriot Exosuits Gatling

  • Increased projectile damage from 80 to 90
  • Increased projectile damage against durable* body parts from 7.5% to 25%

AR-23 Liberator, M-105 Stalwart and AX/AR-23 “Guard dog”

  • Increased projectile damage against durable* body parts from 10% to 23%

AR-23C Liberator Concussive

  • Increased projectile damage against durable* body parts from 23% to 35%

BR-14 Adjudicator

  • Increased magazine capacity from 25 to 30
  • Increased projectile damage against durable* body parts from 10% to 20%

AR-61 Tenderizer

  • Increased projectile damage from 60 to 95
  • Increased projectile damage against durable* body parts from 10% to 17%
  • Decreased ammo capacity from 35 to 30
  • Decreased number of magazines from 10 to 8
  • Increased stagger strength

PLAS-101 Purifier

  • Increased projectile armor penetration to be the same as the explosion
  • Decreased explosion damage falloff

CB-9 Explosive Crossbow

  • Increased explosion armor penetration to be the same as the projectile
  • Increased demolition strength (Can destroy Bug holes and Bot Fabricator buildings)
  • Added medium penetration tag

R-36 Eruptor

  • Increased total damage from 420 to 570 damage per shot

R-63 Diligence

  • Increased projectile damage against durable* body parts from 10% to 25%

* Some enemies have durable body parts that receive only a portion of base damage from projectiles

Other

  • Updated Recoil stance modifiers: We made changes to the recoil stance modifiers to make them more consistent and also reward being prone more. Almost all of them will improve the recoil and only a two have been made worse (and only by 10%).

See the blogpost for a more detailed description.

Gameplay

General

Removed operation modifier AA-Defenses: Reducing the stratagem slots by 1

  • We want to look over the operation modifiers in the future. Right now there are too few of them which become repetitive and the ones we have do not create variety or promote different playstyles. For now, we removed this one because it only encourages the players to bring the best stratagems and does not promote variety

Disabled the Retrieve Essential Personnel defend event mission for the time being

  • This is to give the mission the proper attention and care that it deserves as it is now deemed not fun enough or performing as we want it to.

Super Samples

  • Super samples now spawn on difficulty 6. The reason for this change is that we feel that their existence only on difficulty 7+ forced some players to play the game on a harder difficulty than they wanted to comfortably play on. We do however still want a gating of them but a less punishing one.
  • The SEAF Artillery stratagem is no longer blocked by stratagem jammers or Ion Storms, and is available after the mission timer ends and the destroyer leaves close orbit.
  • Enemies in melee range of the gates in the Evacuate High-Value Assets mission will now attack it more consistently.
  • Added the ability to chat from in-game menus and mission loading screen.
  • Updated some first person crosshairs to improve readability.

Social

  • Invite-Only lobbies are now supported

Armors

  • New armor passive Peak Physique (+50% melee damage, +30% weapon ergonomics)

Planets & Hazards

Spike Plant

  • The spike plant that appears on certain planets has been reworked.
  • No longer causes bleed or stamina drain if hit by the plant explosion or spikes.
  • Now “pops” three times sending spikes everywhere, dealing increased damage.

Fire Tornados

  • Fire tornados have had their behavior changed, they should no longer feel like they actively respond to player movement, and should move more randomly.
  • While a fire tornado storm takes place, enemy vision is reduced. Player vision is unaffected.

*Fire tornados being more random should result in more variance in situations players find themselves in. Tornados are significantly less likely to pile up and overlap on extraction points or objectives, and will generally be a bit easier to deal with.

Tremors

  • Tremors have had their spawning tweaked to be slightly more random.
  • Tremors have had their epicenter size and effect range increased.

*These changes should result in more situations where enemies away from the player get stunned, as well as reducing how consistently the player has a tremor occur next to them.

Ion Storms

  • Added additional VFX for Ion Storms.

Visibility

A lot of planets have had their fog amounts tweaked to be a bit less harsh and dense, to provide less fatigue from constantly fighting on planets with bad visibility. We still intend there to be foggy planets with worse visibility, but the balance was a bit off.

  • Desert planets such as Erata Prime, Chort Bay, Hellmire, and similar.
  • Highlands planets such as Varylia 5, Matar Bay, Oshaune, and similar.
  • Artificial light sources have had their intensity rebalanced and reduced across the board to fix situations of lights completely blinding the player.

Unexploded Hellbomb

  • The unexploded malfunctioning hellbombs that can sometimes be found on planets will now explode immediately if hit with strong explosions or heavy weaponry. They will still have the same delay if hit by small arms fire or weaker attacks.

Vegetation

  • Vegetation that’s large enough to slow the player now has an extra function. When inside the vegetation helldivers will be harder to detect, reducing their detection range by enemies. This effect stacks with other detection reducing effects such as nighttime, being crouched or prone, or things such as the scout armor passive.

Enemies

Acid Effect

  • The acid effect applied by hunters, bug mines, etc. now allows you to sprint while under the effect and slows you by 30% instead of 50%. Duration has been increased from 3 to 4 seconds. These changes are intended to make it less punishing for players to be slowed while fighting the Terminids, This allows us to use it in more places without making the experience very punishing, for example the Bile Spewers.

Armored enemy balance

  • We have toned down the amount of heavily armored enemies like Bile Titans, Chargers on higher difficulties and instead spawn more hordes of smaller enemies, the difference should be quite noticeable and the amount should be at least 30% less than before during bug breaches. We have also toned down slightly how many Hulks that spawn for the Automatons. Our intent is to ease up on the demand of anti-tank weapons and by having more of the other enemies give a better incentive for the group to bring stratagems and weapons that take care of hordes.

Patrols

  • Patrol spawning is now back to how it worked before patch 01.000.300 with some slight tweaks so that the levels are less empty if you are far away from important locations with enemy presence.

Stunning

  • Medium and large sized enemies now don’t get stunned as easily. This will not affect the stratagems that stun, and will mostly just affect how easily the Pummeler can stun larger enemies

Terminids

Bile Spewer and Nursing Spewer

  • Spewers will now get slowed if they lose their legs.
  • Spewer puke now applies the acid effect.
  • Spewer puke now can only damage helldivers up to 4 times per second and the helldiver cannot take damage multiple times from the same projectile. This should reduce instances where you are instantly killed by it.

Bile Titan

  • The Bile Titan’s head is slightly less durable against weaker anti-tank weapons. It’s not a large change, and will mostly matter for weapons like the railgun.
  • The Bile Titan’s puke can now only damage the helldiver 4 times per second and the helldiver cannot take damage multiple times from the same projectile. The damage is still very deadly so running through their puke is not recommended. Their puke now also has a bigger spread.

Charger Behemoth

  • The Charger Behemoth is now joining the battle on higher difficulties, it can now also take more damage than before. This enables us to spawn fewer chargers but still retain the difficulty.

Chargers

  • Will now only show bleedout effects from the body if the bleedout state has started. It can still show bleedout effects from the mouth without having started the bleedout state.

Automatons

Hulk Scorcher

  • The Hulk’s flamethrower now does less damage and cannot damage helldivers more than 4 times per second. In addition, the helldiver cannot be damaged multiple times by the same flame projectile. This should reduce instances where you are instantly killed by it.

Automaton Tanks

  • The Tank armor value on the front has been lowered to be the same as the non-vent sections on the rear of the tank. The intent was initially that it was supposed to be more armored in the front, but the visual language did not show that.
  • The vents on the back of the Tanks turret still has the same armor value as before, but will check for explosion directions correctly now.
  • The damage of exploding automaton jump packs has been decreased by 50%, it will still set you on fire though.

Galactic War

Introducing Supply Lines & Origin of Attacks

Supply lines were previously not shown on the Galactic War map to reduce clutter and improve readability. However based on the feedback from our community we have made an implementation showing them on the map. This solution tries to maintain the general readability while still exposing the system to players in game.

You will now also be able to see which planet an attack is originating from, potentially allowing for the community to stop the attack at its source. We have also updated visuals in the sector and planet info pop-ups.

Fixes

  • The FAF-14 Spear targeting has been reworked and should now function much better. However it has lost the ability to target Automaton Spawners, this is not intended and will be fixed in the future.

Intense Heat and Extreme Cold environmental modifiers will now affect the Quasar Cannon’s reload speed and will show correctly in the HUD.

  • Reload speed on Cold planets -2.5 sec
  • Reload speed on Hot planets +2.5 sec
  • The radar pulse that detects enemies on the mini-map is now visible.
  • Most of Automatons weapons have now gotten tighter limits to how much the projectile they shoot can deviate from its weapons muzzle angle. What this means is that situations where devastators shoot sideways and similar should be fixed.
  • The weapons of the Exosuits are now allowed small adjustments in the angle they fire their projectiles versus their muzzle angle. This should make their weapons more accurate.
  • Ballistic shield now collides with grenades.
  • The unblock button should no longer disappear from the social menu.
  • Blocked players can no longer join the blockers lobby through recent players.
  • Fixed a bug where enemies killed, missions played, and missions completed stats would not be properly displayed in armory.
  • Fixed issue where the player can throw an unlimited amount of grenades by pressing the “Quick grenade” button right after closing the Stratagem menu.
  • Helldiver now also switches to the last active weapon when out of grenades, fixing the issue where they would be holding a stratagem ball without the stratagem menu being open.
  • Fixed some text overlap in various locations.
  • The burning effect applied to the player when a combat walker dies is now a normal burn. The intent is that you should be able to escape it alive. But you will be on fire so hit the ground!
  • The extraction shuttle can no longer take damage preventing extraction. New high grade materials directly from Super Earth R&D have been utilized.
  • On PC you can now navigate the super credits menu with “WASD” keys
  • Fixed an issue where sample count in missions were incorrectly displayed
  • Levels no longer generate with blocked areas preventing player progression.
  • Your Ships bridge is no longer cast in perpetual shadow.
  • Reduced situations where blue stratagems would bounce when placed next to the detector tower.
  • The warbond menu now displays correct emote & victory poses in the thumbnail.
  • War Medals cap is now displayed in the UI.
  • Fixed a bug where the Helldivers armor could appear invisible for other players.
  • Refined player reporting UI.
  • Fixed issue where Helldivers could be launched into the air if close to a Bile Titan or Factory Strider corpse.
  • Fix for Factory Strider sometimes spawned an extra model after being destroyed.
  • Reduced situations where helldivers could spontaneously die while walking into seemingly walkable valleys on some planets.
  • Fixed rare issue on arctic planets where players could spontaneously die close to large bodies of water.
  • Fixed Pelican-1 sometimes leaving immediately after any player gets onboard.
  • Fixed bug where helldiver could get stuck in grenade idle state after throwing grenades
  • Fix Superior Packing Methodology not working for other peers.
  • Recent Players list will now include hot-joining players.
  • Relaxed disconnection policy for PC users.
  • Fixed an issue where previous sessions’ player names might not be saved correctly when restarting.
  • Defend event attack origin now visualized when hovering the planet with the defend event or the attack origin planet.
  • Implemented outlines for previously poorly readable texts.

Crash Fixes

  • General crash fixes.
  • Fix for a crash that could occur when applying wounds to multiple enemies.
  • PlayStation Only: Fixed an issue that would sometimes cause a crash when switching between Quality and Performance mode.
  • Fix for a crash when a player leaves after all their railguns have exploded.
  • Fix for crash that could occur when rejoining a previous session
  • Fix for crash that occurred when trying to throw a snowball in ADS mode
  • Fix for potential crash when loadout is aborted during hotjoin.
  • Fix for rare crash linked to leaving a session while aiming a weapon.

Known Issues

These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.

  • Sending friend requests via friend code in game currently does not work.
  • Players may be unable to be joined or invited to the game.
  • Players added to the ‘Recent Players’ list will appear in the middle of the list.
  • Players may experience delays in Medals and Super Credits payouts.
  • Spear targeting is unable to target Automaton Spawners.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • Plasma Punisher is unable to shoot out of the shield generators.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Helldiver may be unable to stand up from crouching when surrounded by enemies.
  • “Hand Carts” ship module does not reduce Shield Generator Pack’s cooldown.
  • Bile Titan sometimes does not take damage to the head.
  • Charger’s butt does not take damage from explosions.
  • Players may become stuck in the Loadout when joining a game in progress.
  • Reinforcement may not be available for players who join a game in progress.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • “Raise Flag of Super Earth” objective does not show a progress bar.
  • Mission count in the Career tab is being reset to zero after every game restart.
  • Some weapons’ descriptions are out-of-date and don’t reflect their current design.
  • BR-14 Adjudicator has incorrect recoil values

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Japanese Charts: Paper Mario Dominates As The Switch Scores A Full House

Wahoo!

The latest Japanese charts are in, courtesy of Famitsu, and while it’s certainly a pretty quiet week for video games, it’s nevertheless yet another win for the Nintendo Switch.

After playing host to the PS5’s Stellar Blade in recent weeks, the top ten once again belongs solely to the Switch, with Paper Mario: The Thousand-Year Door at the top. Following this are the usual suspects, including Animal Crossing: New Horizons, Minecraft, and (shock!) Mario Kart 8 Deluxe.

Read the full article on nintendolife.com

After 10 years in early access, 7 Days To Die finally has a release date for version 1.0

Ten years ago, we were drowning in early access survival games about chopping trees and crafting camp fires. Rust pit monstrous players against one another, DayZ had us dashing around for beans and bleach, while The Forest creeped us the hell out in a dark jungle. There was even a week-long celebration here at RPS called survival week to get the genre out of our systems. A lot of those games have since graduated to a full 1.0 release, but one survivalist shambled on. 7 Days To Die is a solid sandbox craft ’em up with zombie hordes, and it never left the comfort of its early access log cabin surrounded by spikes and land mines. But a (tentative) release date is finally on the horizon, according to the developers. And it’s quite soon.

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