Nintendo Rolls Out Version 1.1.1 Update For Game Builder Garage On Switch 2

Here are the full patch notes.

When Nintendo launched the Switch 2 earlier this year in June, it also released multiple free game updates for select Switch titles.

One of these updates was for Game Builder Garage – adding visual optimisations, Joy-Con 2 mouse support and more. Now in a follow up update, it’s rolled out Version 1.1.1. This particular update tackles some issues when playing this title on the Switch 2.

Read the full article on nintendolife.com

How Virtua Fighter Looks to Bring Innovation and Realism to the 3D Fighting Genre | Evo 2025

While it wasn’t ready for a gameplay demo at Evo, the new Virtua Fighter project was still one of the most exciting games of the show, thanks to a brand new trailer released during Finals day that gave us our best look yet at what Sega and RGG have cooking for this revival of a series that has been dormant for more than two decades at this point.

At the show, I got a chance to sit down with Riichiro Yamada, producer on the New Virtua Fighter project, to dig into some of his previous statements about the game, ask about how he plans to modernize the series to compete with other more, current 3D fighters, and more.

[Editor’s Note: This interview has been lightly edited for grammar and clarity]

The concept gameplay that we’ve seen for the new Virtua Fighter project has been very fluid with guards going for each individual attack, the arms moving to block each individual attack. How close to this do you expect the final game to look?

Riichiro Yamada, Producer on New Virtua Fighter Project: In terms of how it looks, yes, [the battle system is] 70% there, and tomorrow there will be an announcement made at EVO [Editor’s Note: This interview was recorded the day before the trailer release]. So I really feel that I’ll be able to showcase what the current situation is. And from a vision perspective, I really have a very strong vision and really feel that we are getting very close to that vision.

So fighting games are in a very different place than they were when Virtua Fighter V was released. What are some of the ways that you’re ensuring that the new Virtua Fighter project will modernize the series?

Yamada: Virtua Fighter originally was a very simple game. It only has three buttons and everyone could basically touch and play it, but as the series went on, it became very complicated. And in terms of that and in terms of the progression, I feel that Virtua Fighter 5 is the complete version. In terms of a new Virtua Fighter, we need to keep progressing even more, not just in the gameplay but function as well.

I really feel that I need to look towards how do we progress this game, how do we improve this game, in terms of functionability, gameplay and how do we make it more modernized? Otherwise, I really feel like it won’t sell. So those are the places that I’m really looking into. Not only gameplay, but functionality as well. We need to modernize those parts.

I really feel that modernization is very vital in order to sell.

In a previous video, you said that the two words that come to mind when asked what is Virtua Fighter were innovation and reality. Can you explain a little bit more about what that means and how those words have guided you through production on this new game?

Yamada: So in terms of innovation, I really won’t be able to specify in details, but it used to be graphics at the very beginning, and then computer graphics like CG has been improving. But with CG, it’s really up there right now. It’s really difficult to improve the current CG.

CG is already innovated, it’s really up there. So in terms of innovation, I really feel that bringing up more ideas is very important when it comes to that term. And then as for reality, I feel like reality is a very difficult word, but Virtua Fighter, it’s not a very UFC-like battle. It’s more of like a kung-fu movie battle. It’s more of that type.

And when I played Virtua Fighter at the very beginning, I felt like the reality of being hit, when you’re being hit by an opponent, you felt that hurt in your arms or your legs, your body. So that sensation, I really felt that. So with the new project, not just the battles but reality, I really want that reality to be felt within the players, not only the battles but the other places as well, which I feel is very important.

So with this new Virtua Fighter project, do you envision this as a new beginning for the franchise? Not just for the franchise but for the characters? Like Akira obviously looks a lot different than what we’re used to. He is not in his traditional gi, his hair is not styled up, he’s wearing a hat. Are these the same characters from the previous games or is this kind of just a new reboot of Virtua Fighter?

Yamada: So in terms of characters, I really feel that new characters are necessary, and as you said, Akira looks different. So in this one, Akira is a little bit older than the previous series. So in terms of that, I feel that a new generation of characters is needed and [I’m not] saying that the character designs in the previous VF is not very good. That’s not true.

We need to make the character designs look better, to look cool.

I don’t want to say that the VF characters previously, that the character designs were a little bit weak. I’m not trying to say that. I feel that they were stylish, but we do need to evolve these characters, we need to make the character designs look better, to look cool.

Not saying that they were bad before, but I just need to make them cooler. So that’s why when I think about new characters, I said reality is one of the statements that I’m really focusing on. That too, when I create new character designs, I have to bring this reality to it and to make it a more good-looking character. So yes, using the same characters, but evolving it from the past, putting more elements to it, putting more design characters to it, making it more real is my stance.

Speaking of characters, in a previous Virtua Fighter direct, you revealed Stella, a character that bears a striking resemblance to Sarah Bryant. Is there anything you can tell us about this character? And on the screen the text says that she’s the bridge between worlds. Can you elaborate a little bit about what that means?

Yamada: Unfortunately, I won’t be able to answer your question on that, sorry. But please be excited. Please look forward to that.

You touched upon this earlier, Virtua Fighter traditionally is a three-button game — punch, kick and guard — but it derives a lot of depth from that very simple control scheme. Do you feel like the three-button control style for Virtua Fighter is core to the series, or is that an area where you see an opportunity to evolve the franchise by either adding another button or just changing the way the typical Virtua Fighter core gameplay works?

Yamada: So originally when Yu Suzuki created the Virtua fighter, he did a lot of testing. He actually tested with more than three buttons, like a lot of buttons. But they came to the three button conclusion. At the time it was more of a Game Center (Arcade) focused game, so that was the best at the time.

And the concept was that they wanted to create a game that was not too complicated and that anyone could enjoy. And so from that concept, I feel like, yes, I need to respect that concept. I want to create a game where anyone can play.

I want to create a game where anyone can play.

But currently, or moving forward, it’s not just a Game Center game, it’s more of a household game. So when you think about how people could enjoy playing this game in their living room or in their house, that’s when it kind of changes a little. So yes, the concept does stay the same, But… I’m not really focused on, oh, we need to keep it to three buttons. The more important thing is I want to create a game where anyone can play in their household when it comes to the new style.

For all the years that Virtua Fighter has been around, Akira has been the face of the franchise and he’s also the character that you revealed the new Virtua Fighter project with, but we don’t really get to see his face all that much. Do you feel like Akira is still the kind of face of this series or is it a new generation? Is there going to be a new person that’s going to take that mantle of being the face of the franchise?

Yamada: So when it comes to the protagonist, I really feel that users will still buy a game because of the protagonist. For example, for Street Fighter, it’s Luke, there’s probably a reason why it’s still Luke. For Ryu-Ga-Gotoku (The Yakuza series), it used to be Kiryu, but it’s changing. They did bring a new protagonist, Kasuga. Originally, RGG fans love Kiryu.

So I think there were challenges in bringing a new protagonist, a new character, Kasuga, into the series. Ideally, I would like to bring out more characters, but it feels like users really like Akira. History has proven or is proving that there is a lot of love for Akira.

Yes, I would like to bring out new characters, but I really feel that the protagonist, because Akira has been a strong face, the users will still look forward to or see or would like to buy the game because it’s Akira. So I feel that changing characters or bringing new characters is not a very easy thing to do.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Donkey Kong Bananza for the Nintendo Switch 2 Is IGN’s Only Masterpiece So Far in 2025

The Nintendo Switch 2 console only has two high-profile original games that you can get right now: Mario Kart World Tour and Donkey Kong Bananza. Although both are great games, Donkey Kong Bananza has staunchly entrenched itself as one of the best games of the year and an absolute must-buy game for any Switch 2 owner.

Donkey Kong Bananza is the Only 10/10 Masterpiece of 2025

Not only did we rate Donkey Kong a 10/10, it’s the only game we’ve given a Masterpiece rating so far this year. Granted there isn’t too much competition in the way of Switch exclusive games for 2025, this has been a fantastic year so far for console gaming in general. We’ve seen some of the best games released in recent history, including Clair Obscur: Expedition 33, Kingdom Come Deliverance 2, Death Stranding 2, and Doom: The Dark Ages, all of which got close to a Masterpiece rating but didn’t quite hit the mark. That’s not to say that Donkey Kong Bananza is necessarily better than those other games since, after all, different people have reviewed each of these games, but it’s a testament to just how outstanding Donkey Kong Bananza is on its own merits to have achieved that score.

Pick it up in under an hour at Best Buy

If you’ve read the reviews and are itching to pick up a copy to play immediately, the surest best is ordering online and picking it up in-store at a nearby retailer like Best Buy, Target, or Walmart. Best Buy, for example, offers pickup in as little as one hour. I find it more convenient to order online ahead of time and then picking it up in-store because you’re pretty much guaranteed that it will be in stock, and you don’t have to wander around the store looking for a copy. If you’re looking for a discount, don’t hold your breath. I haven’t seen any deals this game, and to be honest, I don’t expect any before Black Friday. That’s not to say you can’t find ways to incentivize your purchase. Best Buy, for example, gives you rewards points for every purchase if you sign up for its free membership, and Best Buy cardholders get 5% cashback, similar to Target’s Circle card or Amazon’s Prime card.

Still on the fence over getting the Switch 2 console? Check out our Nintendo Switch 2 review, in which Tom Mark aptly describes the new console as “a vital but unexciting upgrade to a console I already love.”

Yooka-Replaylee Is Now “Content Complete”

A release date is coming “Soon”.

Playtonic Games’ Yooka-Replaylee, a remaster of the 2017 3D collectathon platformer Yooka-Laylee, is “content complete” and a release date announcement is “coming…SoonTM”.

This comes from PM Studios, the physical game publisher who is handling Yooka-Replaylee’s release. The company shared a video on Bluesky giving us a very short explanation on what to expect.

Read the full article on nintendolife.com

Stormgate Review

There’s a moment right before the start of a 1v1 RTS match that’s like nothing else I’ve felt in games, and Stormgate delivers it. I see that countdown timer start to tick, I can feel my own heartbeat, and I take a deep breath. Then I’m looking at a colorful command center and a gaggle of workers, and it’s just me and some random stranger fighting it out for glory or ruin. The twists and turns Stormgate has taken during Early Access to get to where it is now haven’t all been in the right direction, but it is moving the basecraft formula forward on a design level in some subtle and not-so-subtle ways.

Stormgate has come a long way in the year since its Early Access launch, and while it has now shed the Early Access label, it is not being dubbed Version 1.0. There are still major faction reworks and graphical overhauls promised, as well as multiple major modes that are now flagged as “In Development” (whatever that even means anymore). I’m not absolutely thrilled with all of the changes that have been made to the 1v1 competitive mode, which I still enjoy quite a bit overall. I’m going to focus mainly on what’s different here rather than explaining the basics of it all again, so check out my Early Access review from last year if you want to hear more about how things used to work.

Unsurprisingly, since it’s made by a bunch of former Blizzard RTS devs, Stormgate has the feel and overall rhythm of a classic Blizzard RTS. At its best, it’s like home cooking for someone who was raised on Brood War and WarCraft 3. I order around my scrappy human Vanguard recruits while zipping back to my base to click an upgrade just at the optimal moment, and I imagine myself like the food critic in Ratatouille being transported back to his childhood. There is something that just works about the mental coordination and almost musical hotkey strokes in this type of game – even all these years later – and developer Frost Giant gets that.

It has also clearly put a lot of thought into what could be improved about that experience. And it’s here that I feel like the conversations I’ve had with people glibly calling it “StarCraft 1.5” are not seeing the big picture. On an underlying design level, it’s a thoughtful progression even from the flash and polish of StarCraft 2. Quality-of-life features like automated control groups and quick commands for accessing production queues and upgrade menus without having to find the right building smooth out the moment-to-moment experience in a way that took some getting used to, but now I want them in every RTS.

All In the Craft

As a Terran and Human main in StarCraft and WarCraft respectively, it’s no surprise that the faction that spoke to me the most in Stormgate was the Human Vanguard. I know, I’m really fun at parties. They play very similarly to a standard RTS faction, making them a great point of entry. But like almost everything in Stormgate, there are little things here and there that raise the skill ceiling a lot.

Vanguard units gain veterancy from fighting, for instance, which increases their stats substantially. This means, to play them at a high level, you want to minimize casualties as much as possible in every engagement. And you especially don’t want to lose your fully-promoted units. This might, unexpectedly, make them one of the most micro-heavy factions if you want to truly master their advantages. And it presents an opportunity for their opponents to focus-fire down veteran units as well. This sort of, “Easy to learn, difficult to master” philosophy is all over Stormgate, and I love to see it.

There are little things that raise the skill ceiling a lot.

I am pretty happy with the changes that have been made to Celestials so far, even if they’re the only ones not to get a visual overhaul yet, leaving them looking the most chunky and bland. They were very confusing to play originally, diverging so much from my expectations for an RTS faction in non-intuitive ways that I couldn’t really get a handle on them. Now they’re much easier to pick up and play without sacrificing too much of what made them unique. Morph Cores have a much more obvious and sensible role, I understand when I’m supposed to put down a new Arcship, and power generation is quite a bit less confusing.

I can’t say the same for every faction, though. The Infernals recently got a significant rework that removed the Animus bar – which would fill up and allow you to cast spells when yours or your opponent’s units died. In fact, all of the top bar command abilities have been removed or moved onto buildings, which feels like a step backwards to me. Especially in the case of the Infernals, you’ve taken a mechanic that was thematically awesome and kind of central to the faction and ripped it out. Frost Giant told me they want to bring it back in an improved form in the future, but for now we have to do without. Of all the changes made between the first time I played Stormgate and where it is now, this is the one I’m most disappointed by, even if it’s temporary.

And while the community was pretty split on them, I actually liked creep camps as a way to give you more things on the map to fight over and positions to hold that weren’t expansion bases. The replacement, the titular Stormgates, don’t feature hostile NPCs and don’t give any benefit for hanging onto them, so they’re more like sounding a horn to summon both players to battle for a choice between some neat, randomized rewards. That can be exciting, but I can’t say I love them in their current iteration, unfortunately. They can also, a bit counter-intuitively, encourage the kind of “jousting with razor blades on a long stick” base trade scenarios that I don’t like so much, rather than creating big, fun field battles.

Take It From the Top

Where Stormgate has seen the biggest glow-up is in its 12-mission campaign, which was its most disappointing pillar in Early Access. Very little actually remains from that affair, with all the Vanguard characters and units having been given more grounded and realistic models and all but the basics of the story being completely redone. In most cases, this is a massive improvement. But it’s also obvious in some ways that it was rushed through production.

To give you an idea of the buy-in for what I’d call the complete Stormgate experience, you can snag all four episodes for $25, while the 1v1 and experimental modes remain free to play. The whole thing took me around 10 hours to finish as an experienced RTS player going for all the bonus objectives and chatting up my crew for juicy lore tidbits between each one.

The biggest glow-up is in Stormgate’s 12-mission campaign.

The newly-introduced deck of the Raptor 1 does a lot to make the whole experience feel cohesive, especially with the addition of unlockable unit upgrades and an item locker that let you customize your hero and armies across multiple missions. The campaign missions themselves are clever and challenging. And the reworked story tosses out some of the tired Blizzard tropes I was less than thrilled with in the Early Access rough draft.

The main thing dragging it down is that it’s still clearly lacking at least one coat of polish. This is most apparent with some rushed or unfinished cutscenes, particularly at the conclusion of certain missions, where a throwaway line will mention something important that apparently happened off screen instead of showing it to us. The bad guy got away with the McGuffin! Darnit, you just missed him!
Also, some of the new voice lines for some characters, including the protagonist, Amara, honestly sound like the actor is reading them for the first time and only got to do one take, or weren’t told how their character is feeling in a scene. The cadence is totally off to the point of coming across as bizarre.

Holy Tutoroli

I’ve always learned about each faction in most prior RTSes from their campaign missions first, and there still isn’t much context at all for the Celestials, which makes it hard for me to get excited about them. What are they even doing here? What are their ideals? What is their society about? I know there are Infernal and Celestial campaign chapters planned. But compared to even StarCraft 1, in which we spent multiple hours with each faction, I think this really hurts the onboarding.

Different missions can highlight different units or faction mechanics, and ease you into thinking about how to use them. It can be very intimidating to simply jump into 1v1 and sink or swim. Stormgate currently doesn’t feature any hands-on help for new players in terms of how to think about Infernal shroud, or the neat things you can do with Celestial Arcships. There’s a “Learn to Play” link on the main menu, but it just sends you to a web page with some short YouTube videos, several of which are outdated at this point. I don’t know… does that even count?

Novice players can enable a feature called BuddyBot in non-ranked matches that helps you out with some busywork like base management, but I honestly find this to be the worst kind of assistance. It doesn’t actually teach you how to play. It just does things for you. I’d much prefer a “buddy” that notices when I’m messing up, like banking too many resources, and pops up with some tips on what I could improve. StormClippy, if you will.

While it’s still in the experimental phase, I am pleased that Stormgate finally has an editor and custom games available. There are still some key features missing, like triggers, but this hasn’t stopped dedicated community members from already creating some really wild and impressive maps and game modes that I never would have thought possible with the current tools. For what they are at the moment, I found them very easy to use and quite flexible as someone who cut my teeth making custom scenarios for Brood War and Warcraft 3.

The 3vAI Co-op mode has actually been pulled back from center stage into the experimental “Sigma Labs” section along with the map editor, but it’s still a fun place to mess around as they try to dial it in. I like RTSes with hero units and interesting abilities, and that’s all here. Plus, account progression and some unlockable cosmetics added since the Early Access launch give me more motivation to keep at it than pure bragging rights.

League of Legends: Wild Rift Backlash Ignites After Fans Call Out ‘Fever Dream’ AI Trailer

Riot Games and parent company Tencent have come under fire after fans noticed they allegedly published a shocking AI-generated trailer for League of Legends: Wild Rift.

Reddit user Winter_underdog was one of the first to share the footage, calling attention to what is said to be a two-minute trailer for the League of Legends spinoff’s third anniversary. Riot allegedly published the footage on Chinese social media website Weibo before removing it following uproar from players. There’s at least no trace of an AI trailer for League of Legends: Wild Rift on Weibo at the moment, but that hasn’t stopped fans from republishing it elsewhere.

The video above features elements that one may find in some of the most blatant AI-generated content out there, including strange facial expressions, bizarre eye movement, and visuals that look like a cobbled together Pixar film. Although recognizable faces like Jinx, Seraphine, and Aurora also appear, it’s not always easy to pin down what exactly they’re doing as the group puts on what seems to be a KPop Demon Hunters-inspired concert for League of Legends: Wild Rift fans.

“Oh ew, who are those skinwalkers ??” one Reddit user said.

“What in the league of legends fever dream is this,” another added.

It’s not just the look of the League of Legends: Wild Rift trailer that has fans suspicious that artificial intelligence played a role in its creation. Audio for the video is also a bit off-putting as it leads up to a song with similarly questionable lyrics.

No matter how you spin it, fans are not happy with the video circulating online and what it means for how Riot is approaching League of Legends: Wild Rift. While some are happy writing off the third-anniversary video as “bootleg KPop Demon Hunters,” others are concerned about what the future of League of Legends looks like.

“Why fk around with AI when you have proper animators?” one user added. “Using this much AI is disrespectful not only for the fans but towards the animation industry.”

Companies across the globe have mostly adopted the use of AI-generated content in their products and marketing strategies as the technology has improved throughout the last five years. Although fans have been particularly vocal when it comes to how Riot may be using AI to fuel its games, it’s far from the first entity in the gaming space to double down on it.

Activision admitted to using AI for some Call of Duty: Black Ops 6 content after being called out by fans earlier this year. Ark: Survival Evolved fans were also quick to point out AI spotted in a trailer for one of its new expansions.

While companies like Microsoft move forward with plans to integrate AI into its digital ecosystem, not everyone is onboard with the role artificial intelligence could play in the future. Minecraft developer Mojang said in March that it has no plans to include AI in its development process. Meanwhile, NieR director Yoko Taro has warned that game developers will lose jobs because of the technology as it progresses.

Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

A New Stranger Things Adventure Is Coming to Dungeons & Dragons

Just in time for the final season of Netflix’s Stranger Things, preorders are now open for the “Dungeons & Dragons Stranger Things: Welcome to The Hellfire Club” Adventure Box, due to release October 7 (see it at Amazon). It’s a cooperative 3–5 player D&D adventure set that’s designed for newcomers and seasonsed D&D vets alike. As such, it comes with you everything you need to play through four Stranger Things-based adventures.

D&D Stranger Things: Welcome to The Hellfire Club Adventure Game

If you watched the previous season of Stranger Things, then you will know that Hellfire Club founder and Dungeon Master Eddie Munson (currently burning up the silver screen as the new Human Torch in Marvel’s Fantastic Four: First Steps – you can read our review here) never got to finish his riveting Dungeons & Dragons campaign with the gang. This adventure box aims to right that wrong, giving players the four lost quests that never were, for you to slay through with up to five friends.

In addition to coming in a totally rad box, this set has an epic retro feel to it with the cards, character sheets, and quest books all looking like they were pulled straight from the Dungeons & Dragons Expert Set they play in the show.

For D&D players who prefer to play with friends digitally, this bundle includes digital versions of the quests and special dice that you can link and use with D&D Beyond.

Stranger Things brought put a lot of eyes on Dungeons & Dragons when the show first came out back in 2016 and now with the curtain call on the horizon, it seems only fitting that the final season releases alongside a D&D box set to celebrate.

Preorder the Dungeons & Dragons Stranger Things: Welcome to The Hellfire Club adventure game now at Amazon. It’s out on October 7, 2025 for $49.99.

Scott White is a freelance contributor to IGN, assisting with tabletop games and guide coverage. Follow him on X/Twitter or Bluesky.

Review: Gulikit Elves 2 Controller For Switch & Switch 2 – Wake-Up Support Can’t Make Up For The Downgrades

You could be my flamingo.

Following the release of the Elves 2 Pro, accessory manufacturer Gulikit is back with the, uh, Elves 2. Yes, this is a cheaper model ($29.99 / £29.99) of the Saturn-inspired wireless pad for the Switch and Switch 2; one that shirks some of the more advanced customisation options of its slightly elder sibling while adding in one rather enticing new feature.

If you happen to own a Switch 2 and are eagerly awaiting a third-party controller that includes wake-up support for Nintendo’s new hardware, the wait is over. The Elves 2 is officially the first to include the feature, and I’m happy to confirm that it works exactly as you’d expect.

Read the full article on nintendolife.com

Exciting New Features of The First Descendant ‘Breakthrough’ Update – Available August 7

Exciting New Features of The First Descendant ‘Breakthrough’ Update – Available August 7

We’re just days away from The First Descendant Breakthrough update, launching August 7 – and I want to thank all of you who’ve been eagerly awaiting this major content drop. Your continued support means the world to us.

Today, I’m excited to share an overview of the new season’s key features with our Xbox community. It’s a pleasure to connect with you directly and give you a closer look at what’s coming.

The Story of Breakthrough

In Breakthrough, the main villain, Karel, Commander of the Vulgus, finally steps into the spotlight. With the activation of “Iron Heart,” chaos spreads across the entirety of Ingris, and dimensional anomalies are even detected at Axion Plains near Albion. While Descendants investigate these strange phenomena, grotesque Legion of Breach and Mutants emerge, and to make matters worse, a Dimensional Wall opens—summoning Colossus. Following Karel’s invasion, humanity faces a crisis greater than ever before. But why does Karel refuse to halt his invasion? What is he trying to achieve through the Iron Heart? His hidden motives will finally be revealed in Breakthrough.

Massive Field, Axion Plains

Axion Plains is a massive field that will serve as a key feature in Breakthrough. True to its vast scale, it is home to a variety of new monsters whose formidable attacks will make your combat experience even more thrilling.

Among Axion Plains’ most distinctive threats is the Legion of Breach—monsters that adapt to the elements used against them. This adaptive ability stems from their origin: the Breach Swarm Sac, which analyzes the elemental traits of Descendants and adjusts newly spawned Breach Creatures accordingly. This evolving threat can be reset by destroying Breach Swarm Sac or Swarm Tunnels, each affecting enemy adaptations differently. Alongside them, Assault Ships rain down enemies onto the battlefield and this can only be destroyed with specific skills or pickup weapons, adding a new layer of strategy and urgency to each encounter.

New Ride, Hover Bike

Hover Bike was created to help players travel quickly and smoothly across the wide Axion Fields, making exploration faster and more fun. We focused on making the riding experience feel natural, so you can get on and off while moving and even link it smoothly with actions like using the grappling hook. There are three types to choose from—Basic, Speed, and Balance—each upgradeable for better performance. You can also customize your Hover Bikes with different skins and, in the future, special attachments, so your ride can match your own style.

8 Player Co-op Colossus Raid, Wall Crasher

One of the most spectacular features in the Axion Plains is the colossus Wall Crasher. This massive enemy is summoned at set intervals by a central Colossus Guided Device located in the heart of the battlefield. When the time comes, warning signs spread across the field and then, the Wall Crasher appears.

Wall Crasher encounters take place in a special eight-player instance, offering a large-scale co-op battle. Towering over the battlefield, the Wall Crasher unleashes massive area attacks that demand constant movement and awareness. Despite its slow but heavy movements, players can read its patterns and react accordingly. Defensive Descendants like Ajax are especially helpful, using their skills to block key attacks and give teammates the space they need to focus on dealing damage.

New Descendant, Nell

The Breakthrough update also introduces a brand-new Descendant: Nell. Once known as the executive officer who stood by Alpha’s side in Albion Headquarters, Nell has now awakened as a full-fledged Descendant, with a completely new look and combat abilities. Living up to the excitement of players who have long awaited her playable debut, Nell features a bold and dynamic combat style that feels powerful and engaging.

Nell now fights with telekinetic powers, allowing her to control the battlefield with both style and precision. Her combat style feels straight out of a sci-fi action movie—powerful and sharp!

The First Descendant X NieR:Automata Crossover

We’re thrilled to announce our first-ever crossover, and it couldn’t be with a more perfect partner: NieR:Automata. Iconic characters 2B and A2 arrive as stunning playable skins in The First Descendant—along with beloved elements like Pod, Virtuous Contract, and Type-4O Sword as back attachments. To top it off, two special social emotes are included to bring the full NieR:Automata experience to life. As fans ourselves, we can’t wait for you to jump in, gear up, and experience this unique crossover in the world of The First Descendant.

We hope this article sparks even more excitement and interest among new and returning Descendants. See you on the battlefield on August 7!

The First Descendant

NEXON


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(As of June 19 2025, The First Descendant is no longer supported on Xbox One. An Xbox Series X|S is required to play this game and add-on content.)

The First Descendant is a next-generation third-person co-op action RPG looter shooter featuring high-quality graphics created in Unreal Engine 5.

Players become a Descendant whose mission is to combat alien invaders – The Vulgus who crossed dimensions over 100 years ago and brought with them the devastating Colossi and destruction – for the survival of humanity and to protect Albion and the continent of Ingris. Players will encounter spectacular stories of forces fighting over the Iron Heart as they grow stronger through various missions and raids.

Encounter features that make The First Descendant’s gameplay unique: a variety of characters with unique concepts and combat styles, massive boss battles with up to four player co-op, free movement and coordinated action with grappling hooks, a variety of weapons and compelling customization options.

The post Exciting New Features of The First Descendant ‘Breakthrough’ Update – Available August 7 appeared first on Xbox Wire.