Dragon Age: The Veilguard Releases First-Ever Gameplay Footage Ahead of Tuesday’s Reveal

Dragon Age: The Veilguard won’t have a full gameplay showcase until tomorrow, but BioWare just released a tiny sneak peek at in-game footage — its first ever — in the meantime.

You can watch the 20 seconds of gameplay below. In it, we see Rook, the name for the playable protagonist in The Veilguard, with Dragon Age mainstay Varric. “She’s the best damn detective I’ve ever met,” Varric is heard saying in the footage. “If she says she’s got a lead on Solas, I believe her.”

Solas, as fans know, is the former companion of the protagonist in Dragon Age: Inquisition who’s actually the elven god Fen’Harel, or the Dread Wolf. As for who is it that might have a lead on him, we could already glean from yesterday’s cinematic trailer reveal that Varric may be talking about Neve, who’s referred to as “The Detective” in the showcase of companions. But if that wasn’t clear enough, the quest objective of “Find Neve Gallus” that pops up should erase any confusion.

Otherwise, it’s just a brief look at Rook and Varric descending into the city of Minrathous, complete with a moody, foreboding atmosphere. It’s quite the departure from the lively cinematic trailer that debuted yesterday during the Xbox Showcase, which had some fans worried that The Veilguard would veer too far away from the darker tone and art style of previous Dragon Age entries.

The response had some, including BioWare cinematic designer Derek Wilks, urging Dragon Age fans to wait for tomorrow’s gameplay reveal before casting judgment. The early reaction to the quick look at gameplay has largely been positive, with fans relieved that it does still indeed look like a Dragon Age game.

Information on the decade-in-the-making sequel has slowly been trickling out since yesterday’s trailer reveal, including the fact that The Veilguard will let you play as a human, elf, dwarf, or qunari. Fans will have to wait for tomorrow’s official gameplay showcase for more, though.

In the meantime, check out IGN’s exclusive interview with BioWare general manager Gary McKay where he explains, among other things, why they changed the name of the fourth Dragon Age game from Dreadwolf to The Veilguard. And for everything that was announced during yesterday’s Xbox Showcase, check out our roundup.

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

Nintendo’s eShop Summer Sale Knocks Up To 75% Off Select Switch Titles (Europe)

Let the discounts… BEGIN.

After Nintendo of America announced its ‘Mega Extreme Fun’ sale last week, we had a sneaking suspicion that it wouldn’t be long before the European eShop was treated to one of its own. Well, here it is!

The ‘Summer Sale’ (a groundbreaking title if we’ve ever seen one) has begun on the European Switch eShop today (10th June) and will be offering discounts of up to 75% off select titles until 23rd June.

Read the full article on nintendolife.com

Explore a World of Wonders in Clair Obscur: Expedition 33

Hi future Expeditioners! We are Sandfall Interactive, a team of around 30 passionate developers based in Montpellier, France and we are thrilled to reveal our project to you today: Clair Obscur: Expedition 33, coming to Xbox Series X|S next year and available day one with Xbox Game Pass. We poured our hearts and souls into creating the game of our dreams, so we sincerely hope you will enjoy our reveal trailer just below. 

The Paintress’ Cycle of Death 

Clair Obscur: Expedition 33, or just Expedition 33, is a brand-new reactive turn-based RPG that will transport you to a beautiful, surrealist new world inspired by France’s La Belle Epoque — a period famous for its stunning and lavish contributions to the country’s world-renowned culture of art. 

Expedition 33 opens in the city of Lumière, the last city of humanity, where everyone knows the age when they will die. Once a year, the Paintress wakes and paints a number on her Monolith. This number represents an age — the age of everyone who will soon be erased. Year by year, this number ticks down, more people die, and old age is not so old anymore. 

Soon the Paintress will wake again and paints 33, condemning everyone of that age to a gentle death. But with only one year left to live, the members of Expedition 33 embark on a quest to destroy the Paintress. 

The Expedition’s Hopeless Quest 

You’ll play as Gustave and his fellow Expeditioners on their impossible quest to end the Paintress’ cycle of death. Your journey will take you through a vast and beautiful fantasy world, where you’ll battle deadly adversaries, befriend fabled creatures, and discover traces of the Expeditioners who came before you. 

Along the way, you’ll grow your bond with your fellow Expeditioners and piece together their personal stories of heart and heartache. Together, you’ll strive to unravel the mystery of the Paintress – a desperate and seemingly hopeless undertaking that has eluded generations of Expeditioners.  

Our Reactive Turn-Based Battle System 

At Sandfall, we’re huge fans of turn-based RPGs, action games, and Souls-likes. For Expedition 33 we wanted to create something unique that combines the depth of a turn-based game with the thrill of executing a dodge or a perfect parry. And so was born our unique reactive turn-based battle system. 

Each member of the Expedition has a distinct playstyle with their own unique mechanic. You will be able to further customize each character’s stat growth, expansive skill tree, and gear alongside a wide range of learnable passive traits, offering endless opportunities to fine-tune your preferred strategies. We can’t wait to see what crazy builds you will come up with. 

But strategy alone won’t suffice. To reach the Paintress you will also need to master the defense systems. During the enemy’s turn, you can dodge, parry, or jump above enemy attacks in real time, allowing you to land devastating counterattacks. Mastering enemy patterns will ensure your victory and who knows, maybe you’ll even finish the battle without taking any damage and earn additional experience? 

Additionally, the free-aim system allows you to shoot at enemies’ weak points, offering you a substantial advantage against the hardest foes or flying enemies. 

We believe that whether you are an action RPG fan or a turn-based fan (or both), you will enjoy the unique combination that Expedition 33 offers. We’ve focused on creating a challenging, rewarding combat system that will make every battle an enthralling encounter. 

Expedition 33 has been developed using Unreal Engine 5 to bring incredible fidelity and beautiful graphics on Xbox Series X|S. You’ll explore an enchanting realm and wander through breathtaking landscapes. From the somber, Paris-inspired city of Lumière, to the stunning Island of Visages, and to the haunting Forgotten Battlefield discovering secrets and hidden quests along the way. 

We can’t wait to show you more of our debut game, Clair Obscur: Expedition 33, and we hope you’re excited to learn more about its world, characters, and gameplay. Clair Obscur: Expedition 33 will be released on Xbox Series X|S in 2025 and will be available day one with Xbox Game Pass – you can wishlist the game today on the Xbox Store. We’ll be revealing more details and updates over the next few months, so be sure to follow us at @Expedition33 to stay up to date. 

The post Explore a World of Wonders in Clair Obscur: Expedition 33 appeared first on Xbox Wire.

Bungie Teases Destiny 2 Codename Frontiers, Coming 2025

Bungie has teased Destiny 2 Codename Frontiers, coming at some point in 2025 during what will be the series’ 11th year.

Teased at the end of a new video detailing what to expect from The Final Shape expansion’s upcoming three episodes was a solitary image, below. It reveals Codename Frontiers, which we know is due out in 2025. Bungie did not say anything else about this mysterious update, but with the codename Frontiers, some fans are already speculating that it may involve taking players to planets beyond the Sol System.

Some had thought Bungie might have teased Destiny 3 based on tweets from one of its developers, but it looks like the wait for that game, should it exist, goes on.

The Final Shape brings to an end the overarching Destiny that began with the first game in 2014, but it is not the end for the series. In Year 10, as Bungie calls it, three episodes will be released, each revolving around ‘echoes’ that spark significant change across the galaxy.

The first episode is called Echoes and is set on Nessus, with a focus on the Vex acting up. Players end up unearthing the secrets of a lost civilization and face a new enemy, although Bungie kept its cards close to its chest on this.

The second episode is called Revenant and revolves around the Fallen. This episode has more dark fantasy themes, and lets the player become a Slayer Baron, aka a vampire hunter. This episode introduces a new system called Potion Crafting. This includes combat potions and loot potions.

The third and final episode is called Heresy and revolves around the Hive pantheon. Heresy brings players back to the Dreadnought, the massive Hive spaceship introduced with 2015 expansion The Taken King.

After a Destiny 2 clan completed The Final Shape raid last week, Bungie unlocked a final mission for all players that concludes the main Destiny story. In previous videos, Bungie developers have teased that The Final Shape is not the end of Destiny 2 or even the series, with the developer — now owned by Sony — also working on multiplayer game Marathon.

For now, The Final Shape is going down well with fans, despite initial server problems Bungie ended up apologizing for. Check out IGN’s The FInal Shape review in progress to find out what we think.

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.

The combat in Flintlock: The Siege of Dawn feels a bit floaty, but at least its café staff have ten hands

How do you like your coffee? For those who answer: “served by a barista with ten arms wearing a mask adorned with intense scarlet lipstick”, you are in luck. The multi-limbed coffee shop owner of Flintlock: The Siege of Dawn is, indeed, a reassuring sight, since they are the ones who sell the player fashionable jackets and trousers to wear while you axe enemy heads to bloody fragments. In this soon-to-sally-forth soulslike from the makers of Ashen, the creature design is a highlight. Whether it’s a good souls ’em up remains to be seen. I’ve only played a couple of hours in the Steam Next Fest demo. But I want to make clear that, among the reservations I’ve collected on my murder jaunt, nothing will diminish the espresso-pumping hand-haver of the game’s first café.

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Doom: The Dark Ages Could Be the Series’ Boldest Reinvention Yet

Doom: The Dark Ages promises a bold new take on the long-running shooter’s legacy. Revealed in a short but loud trailer as part of the Xbox Games Showcase, it features dragon riding, mech battles, and a much darker, more ‘metal’ visual palette. But those grimdark ideas aren’t the only new elements, nor are they the most significant. For in the Doom Slayer’s left hand is a shield to protect him from demons. And in his right hand is a flail, the bludgeoning chain weapon of the middle ages. Yes, Doom’s going melee.

It must have been a challenge for developer Id Software to know where to go next after it had seemingly perfected the Doom formula with the deeply smart and relentlessly energetic Doom Eternal. The answer, of course, is to do what Doom has always done: reinvent itself. And so while the medieval-like setting and melee combat of Doom: The Dark Ages was something few of us expected, it wasn’t truly a surprise. Of course Doom was going to take a wild leap for whatever came next.

“It’s a medieval war against Hell,” said Hugo Martin, Studio Creative Director at Id Software, at IGN Live. “You say the word medieval and you gotta have melee weapons.” And so replacing the Doom Slayer’s chainsaw is a flail and shield, both of which appear to be integral to the reforged combat loop. The shield, a Captain America-like buckler, has revving chainsaw teeth around the circumference and can be hurled through enemy hordes. The flail, meanwhile, can strike foes from their demonic mounts. Joining them is the Doom Slayer’s own body, since his kick is as good a weapon as any mace. While guns are clearly still the key part of the toolset, it seems like close-quarters combat has been upgraded from ‘supplementary’ to ‘core’. That’s a strong new approach for the series that lives and breathes firearms.

Of course, this isn’t the first time that Id Software has taken a bold step. In fact, Doom’s entire history is a series of energetic creative leaps. The 1993 original may have been built on the core tenets of Wolfenstein 3D, but Doom’s big push was the inclusion of networked multiplayer – the very mode that coined “deathmatch” as an immortal video game term. The following year’s Doom 2 was admittedly more conservative, but it brought with it the Super Shotgun; the powerful double-barrelled buckshot launcher that proved just a single weapon could reposition a whole game. The Super Shotgun is now arguably the most iconic gun to have ever existed in a video game, despite only being able to fire two shells per reload in a game that never lets up on enemies.

Doom: The Dark Ages’ flail and shield is a strong new approach for the series that lives and breathes firearms.

It was 2004’s Doom 3, though, that really proved Id Software’s guts. The vibrant reds and oranges of its formative games were exchanged for gloom and shadows as the series experimented with survival horror. While much too action packed to live comfortably alongside Silent Hill, Doom 3 was eerie and occultish in a way its predecessors weren’t. Its most fascinating mechanical innovation was a flashlight that could only be used when your weapon was holstered, forcing you to choose between seeing what horrors lurked in the pitch black and being able to blow their heads off. The system lent Doom 3 a distinct tone and unique pace, forcing you to be slower, more methodical, and more scared. It was a controversial mechanic, one that would be quickly removed by modders and officially eliminated by a 2012 re-release. But it was also emblematic of what Id believed Doom could be.

For Doom’s next regeneration, which started development in the late 2000s, the studio understandably looked to Call of Duty. The FPS behemoth’s cinematic campaigns proved alluring templates, but as production progressed the Doom 4 team recognised that none of those ideas worked for either their series or themselves. It was bold, true, but not the right flavour of bold. And so a back-to-the-drawing-board approach eventually resulted in 2016’s critically acclaimed Doom. Its name said it all: this was the definitive version of what Id Software made all those years ago. But that certainly didn’t mean it was conservative or nostalgic; this was a shooter with a huge emphasis on rhythm and speed, combining gameplay with music in a way that the developers of the ‘90s could never even dream of. The result was practically a heavy metal album with frenetic, fluid fights. Before Titanfall 2 arrived, Doom made it clear that movement was the fabric of the new generation of shooters.

If Doom’s headline feature was its speed, then its quietly revolutionary trait was how it dealt with health. The scrapped Doom 4 prototype had pilfered Call of Duty’s regenerating hit points, a system that demanded you take cover to patch yourself up. Doom 2016 rejected that idea entirely; if you wanted to heal then you had to kill in exchange. That philosophy spawned the Glory Kill executions, which tore apart enemies like pinatas to reveal the health kits inside. And in Id Software’s most recently released experiment, 2020’s Doom Eternal, this simple idea became the core.

“Ballistic resource manager” perhaps isn’t the sexiest thing to call your hyperkinetic FPS, but that’s exactly what Doom Eternal not so secretly is. Forget the financial economy, this is the bullet economy: you kill to harvest what you need to kill even more. This results in a chain of rapid slaughter where every kill is a decision – you must not only select the right weapon for the enemy you face, but also eviscerate that enemy in the manner that will produce the items required. Need armour? Then set thy foe aflame. Need bullets? Chew them up with a chainsaw. Need health? Rip and tear with your fists.

Through this approach, Id Software rethought the entire fundamentals of not just Doom, but the arcade shooter as a whole. For a series and genre that had historically been considered ‘mindless’, Eternal dials up the smarts. It rejects your wish to just kick back and blast away, forcing you to the edge of your seat with its demands of speed, precision, and forward thinking. It’s a design encapsulated by Eternal’s most polarising enemy: the Marauder, a beast that’s surely the progenitor for what comes next in Doom: The Dark Ages.

The single aspect that most surprised me in the new trailer was seeing the Doom Slayer parry a Hell Knight. I was instantly reminded how battles with the Marauder demanded much more precision and timing than a regular Doom shootout, with split-second dodges and perfect reactions to its telegraphing eye flash required to defeat it. This unusual switch in tempo meant many disliked how the Marauder interrupted their flow, but I relished its challenge. Doom: The Dark Ages’ use of a parry suggests that it has found a way to reinvent the fundamentals of the Marauder, using those split-second reactions to turn the tables on enemies.

What we don’t see in the trailer are any Glory Kills. And the combat itself seems much more forward-momentum heavy, rather than the enemies-from-all-sides battle arenas from the previous two games. And so it appears that The Dark Ages could be an even more significant departure from what was laid down in Doom and Doom Eternal than just the melee factor. We’ll have to wait to see exactly what all the components of this new, more grimdark iteration of the series are, but whatever they turn out to be, I’m pleased it’s more of the same; more of Doom’s insatiable appetite to reinvent itself every time.

Matt Purslow is IGN’s Senior Features Editor.

Microsoft ‘Is by No Means Abandoning’ the Stories Told in Gears 4 and 5, Despite Decision to Do a Prequel Next

After the announcement of Gears of War: E-Day during the Xbox Games Showcase. some fans expressed concern that Microsoft and Gears developer The Coalition were walking away from the story set out in Gears 4 and the most recent game in the series, Gears 5.

Not so, according to Microsoft. In a post on Xbox Wire, Microsoft touched on the future of Gears, insisting “this isn’t the end of other ongoing stories in the Gears series.”

“The team is content with the stories told in Gears 4 and Gears 5 and is by no means abandoning them, but the collective passion for such an iconic origin story was simply too great to ignore,” Microsoft said. ”The story of E-Day and the origins of Marcus and Dom are such powerful, pivotal events that The Coalition couldn’t wait to tell it.”

Warning: Spoilers for Gears 5 follow.

2019’s Gears 5 ends on something of a cliffhanger, with Kait telling Marcus Fenix she’s off to hunt down Queen Reyna. Beforehand, the player, aka Kait, decides to save either JD Fenix or Del, leaving Reyna to kill the other.

Gears of War: E-Day, however, is set 14 years before the events of Gears of War 1, and tells the story of Emergence Day (the day the Locust burst out from under the earth to attack Sera).

In the Xbox Wire post, The Coalition creative director Matt Searcy and brand director Nicole Fawcette discussed the decision to make a prequel next, rather than the perhaps expected Gears 6. “We’re super proud about Gears 4 and Gears 5 and the stories that were told,” Fawcette said. “We’re not retreating from that storyline in any way. But in [this] moment, we had an opportunity to write our next step, and this one just felt too good to miss.”

In a follow-up interview with IGN, Searcy expanded on the decision. “For us, there is a story here for our studio of how we found our way to E-Day that was about reflection,” Searcy explained. “And part of it is just the energy that rolls up about, this was the story we wanted to tell at this time. So it wasn’t really about picking between these things, it was just a snowball of the stuff that was on the table and this is the one we wanted to do right now.

“We love those characters. It’s really nice to have a franchise where we can tell stories in different places. For us, this is just the one we wanted to work on now, this is the one that felt right.”

The decision to go with a prequel was a topic of discussion when IGN interviewed Xbox boss Phil Spencer at IGN Live. Spencer said doing a prequel instead of Gears 6 is “a nice opportunity for that team to establish their Gears.”

“Following on Gears 5 just because of the numerical thing, I think it would just… this was an opportunity for them to take it back to an origin story that has a lot of real depth to it in terms of Emergence Day and tell that story through The Coalition as it is today,” Spencer said. “I thought, what a great opportunity. I was excited.”

The question, of course, is with Gears of War: E-Day in active development at The Coalition, it may be some time before Microsoft continues the overarching Gears storyline with a potential Gears 6. Some fans have suggested another team be handed the responsibility of continuing the story in partnership with The Coalition, but Microsoft has yet to indicate a willingness to do so.

Gears of War: E-Day is currently without a release window. For more of what Microsoft has up its sleeve, check out everything announced at the Xbox Games Showcase 2024.

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.

Dragon Age: The Veilguard Lets You Play as a Human, Elf, Dwarf, or Qunari

A snippet of new information about Dragon Age: The Veilguard has emerged regarding the races players will be able to play as in the game.

In BioWare’s fantasy role-playing game, players assume the role of a protagonist called Rook they can customize. In already released promotional material for the game, we can see Rook as a Human. According to tweets from Bioware’s Mike Gamble, who is leading the next Mass Effect at the studio, you can also have your Rook be an Elf, Dwarf, or Qunari.

Another snippet of info from Gamble is confirmation that companion armor can be changed out, which is an important feature for fans.

BioWare’s Dragon Age: The Veilguard reveal leans heavily on the cast of seven companions who join Rook on their adventure. Indeed Dragon Age: The Veilguard’s first trailer, shown off during Microsoft’s Xbox Games Showcase, introduces all seven companions. Here’s the list, per publisher EA:

  • Bellara, a creative and romantic Veil Jumper obsessed with uncovering ancient secrets.
  • Davrin, a bold and charming Grey Warden who has made a name for himself as a monster hunter.
  • Emmrich, a necromancer of Nevarra’s Mourn Watch who comes complete with a skeletal assistant, Manfred.
  • Harding, the dwarven scout, returns to the fray as a companion with her big heart, a positive outlook, and a ready bow – as well as unexpected magical powers.
  • Lucanis, a poised & pragmatic assassin who descends from the bloodline of the House of Crows, a criminal organization renowned throughout Thedas.
  • Neve, a cynic fighting for a better future, both as a private detective and a member of Tevinter’s rebellious Shadow Dragons.
  • Taash, a dragon hunter allied with the Lords of Fortune who lives for adventure and doesn’t mind taking risks.

BioWare previously confirmed that Dragon Age: The Veilguard will be centered around these companions, prompting the name change from Dragon Age: Dreadwolf. In an exclusive interview with IGN, BioWare general manager Gary McKay revealed some more details on what to expect from The Veilguard, as well as explaining some of the logic behind the name change.

“One thing that’s important to remind fans is that every Dragon Age game is a new and different experience and this game, more so than ever, is about you and your companions – a group that you must rally to fight by your side,” McKay told IGN at the time. “…“In the end, it was most important for us to have a title that was authentic to the companions that are the heart of this adventure we’ve created.”

The Veilguard has a fall 2024 release window, with a gameplay reveal set for June 11.

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.

I Am Your Beast is a John Wick-ensian FPS from the El Paso, Elsewhere developer

I Am Your Beast is a tactical, smack-tical, I hope this tree branch doesn’t crack-tical while I’m hopping off it to land on this dude’s back-tical FPS. It’s from Strange Scaffold, of El Paso, Elsewhere and Booked For The Week fame. It is a euphoric splurge of murderous game verbiage that has you chaining together thrown knives and solar plexus punches, headshots and tree-fu. Lob an empty pistol at your screen, and then replace it, because you’ll need it to watch the trailer below.

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