Borderlands 4 Dev Gearbox Says It’s Prioritizing the First Round of Buffs Over Patching Out Instakill Knife Builds, but It Will Eventually Address ‘Unintended Interactions’

Since Borderlands 4 came out, developer Gearbox has released a PC-focused patch that tackles crashes, among a few other things. But players are wondering what the studio intends to do about the looter shooter’s balance, especially at a time when builds that let you one-shot bosses are doing the rounds.

Gearbox has now indicated that in the short-term, it plans to buff underperforming gear and skills rather than nerf overpowered builds. Indeed, those instakill builds you’ve seen online are safe, for now. But, Gearbox insisted, they will get nerfed eventually.

Confirmation comes from Borderlands 4 creative director Graeme Timmins, who took to social media to acknowledge the debate about what he called “builds that use unintended interactions and/or the knife.”

Here’s the statement:

“We’ve seen the discourse about builds that use unintended interactions and/or the knife. We’re not going to act on those immediately, instead, we’re looking at our first round of buffs. Those will get addressed but we’re going to start with underperforming gear/skills first.”

So, what’s all this talk about a knife? As IGN has reported, Borderlands 4 players have discovered an infinite damage build so broken it kills bosses in seconds — even on the hardest difficulty levels.

To make this build work you need the Vampiric Vivisecting Throwing Knife with the Penetrator Augment. Land a hit with this knife and subsequent damage to the target are automatic critical hits for five seconds. Add bleed stacking and each tick of the bleed effect registers as a critical hit.

Players have come up with eye-catching builds around the knife that essentially makes a Borderlands 4 boss fight a trivial experience, and thus farming for the game’s best loot a lot easier. For example, Vex’s Bloodletter passive makes your gun and skill critical hits have a chance to apply bleed, which counts as gun damage and is based on the initial damage dealt. Add Vex’s Contamination passive, which causes critical hits to increase status effect application chance up to 100% and thus ensuring the bleed re-procs infinitely, and you’ve got exponential damage. So, throw the knife, land one big shot on the boss, and watch the numbers get bigger and bigger as the bleed ticks it down.

The news that Gearbox is focusing on buffs over nerfs right now is being celebrated by the community. Borderlands 4 content creator Moxsy called it “such a huge W.”

“Massive nerfs hitting Wonderlands & BL3 on launch caused huge outrage and frustration in the community. Love to see this direction,” Moxsy said in a post on social media.

The question now is what steps Gearbox will take to nerf the knife. Will it change how it works completely, or apply slight changes to tone it down?

There’s no timeframe for Borderlands 4’s next patch, but we know some more of what the studio is working on. PC performance improvements are a “top priority,” the studio has said. A Field of View (FOV) slider is on the way to the console versions, too.

Borderlands 4 console players are also keen for a patch to address some glaring technical problems. Last week, the tech experts at Digital Foundry confirmed a gradual worsening of framerate with continuous playtime, even on PlayStation 5 Pro and Xbox Series X. As revealed in a new video published to YouTube, Digital Foundry found performance starts dipping after around 30 minutes to an hour, which it called “too intrusive on the overall experience, too regular an interruption.” Even after a completely fresh boot, the game is still prone to framerate drops.

Gearbox development chief Randy Pitchford has acknowledged the problem on social media, promising incoming improvements. As a workaround, Pitchford suggested console players quit Borderlands 4 and restart. Digital Foundry’s Tom Morgan confirmed this does restore performance, but criticized the situation, saying “resetting the game every hour should really not be an expected solution for players.”

Meanwhile, Timmins has said he’s got his eye on “cricket jumping,” which lets Borderlands 4 players leap across huge chunks of the map.

If you are delving into Borderlands 4, don’t go without updated hourly SHiFT codes list. We’ve also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players’ choices for which character to choose (no one agreed).

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Rumour: New Zelda LEGO Set Rumour Links It To Fan Favourite Entry

Hey, listen!

Lego released its first Zelda-themed Lego set last year after ongoing rumours, which turned out to be accurate. Now, in an update, there’s a new rumour doing the rounds about the next set in this particular series.

Instead of a hybrid set bringing together two different games, this next one is rumoured to be based solely on Link’s N64 outing, The Legend of Zelda: Ocarina of Time. According to a story from BrickTap (via Brick Fanatics), it will be a Ganondorf Diorama.

Read the full article on nintendolife.com

Hideo Kojima Reveals Debut Poster for PlayStation Exclusive Physint, First Cast Announcement

Hideo Kojima has discussed his upcoming PlayStation exclusive Physint during a Kojima Productions 10th Anniversary event in Japan.

Speaking on-stage during the event, Kojima said development on Physint was just starting. Indeed, the legendary developer is working on the concepts by himself right now, making characters and thinking about casting. “It is just the start,” he said.

After a video message of support from Herman Hulst, CEO, Studio Business Group, Sony Interactive Entertainment, Kojima described Physint as the next stage tactical espionage action game. Kojima is of course famous for creating the Metal Gear franchise while at Konami.

The tech underpinning Physint is even more advanced than that powering Kojima’s Death Stranding games and upcoming Xbox Game Studios exclusive OD (whose debut trailer was revealed at the show), he said, because it’s due out later in the future. No release date or even release window was mentioned, but from what Kojima said, it’s OD next for Kojima Productions, then Physint, so it may be some time before we see anything meaningful on the project.

Kojima did tease the main character of the game via the first poster for Physint, below. It doesn’t tell us much, as it’s hard to make out even their face. We don’t know who’s playing the main character, either (expect a casting announcement at some point in the future, Kojima said). We do have the tagline “here comes the feeling,” although who knows what that means at this stage?

Kojima did confirm three actors set to appear in Physint, however, each of whom delivered a video message expressing their excitement. Charlee Fraser, who played Mary Jabassa in Furiosa: A Mad Max Saga, is in the game, although we don’t know which character she’s playing. Also in the game are Don Lee, who played Gilgamesh in the Marvel movie Eternals, and Japanese actress Minami Hamabe, who played Noriko Ōishi in Godzilla Minus One.

Kojima ended his Physint segment with a shot of Hamabe in CG form, showing off just how realistic the visuals are expected to be. We still don’t know which game engine Kojima Productions is using for Physint.

In May, Kojima said Physint was still “another five or six years” away from release, suggesting a launch in 2030 at the earliest, potentially on PlayStation 6. Kojima told Le Film Francais that his aspirations to direct a movie were on hold at least until he had finished developing his first action espionage game since he very publicly parted ways with Konami in 2015. Hulst announced Physint back in January 2024, but since then, news has been sparse.

That’s all we have for now on Physint. Check out everything announced during the Kojima Productions livestream for more.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Hideo Kojima Reveals First Trailer for Xbox Game Studios Title OD

Hideo Kojima has revealed the first trailer for OD, his upcoming Xbox Game Studios project, during this morning’s Kojima Productions: Beyond the Strand livestream.

As previously announced, the mysterious game will star Dungeons & Dragons: Honor Among Thieves’ Sophia Lillis, Hunters’ Udo Kier and Euphoria’s Hunter Schafer — and today’s trailer showcased Lillis’ character in a spooky house, lighting candles before meeting a malevolent figure.

On stage, Kojima explained that the game was subtitled as OD: Knock — and indeed, a creepy knocking sound can be heard throughout the trailer. The subtitle appears to differentiate Kojima’s video game from the OD project being worked on by filmmaker Jordan Peele. “There is a different kind of fear Jordan [Peele] will do. Mine is the ‘knock’, is the fear,” Kojima said today. “I really am afraid of big knock sounds.”

The trailer begins with Lillis’ character using a red card to open a locked red door. Partially redacted text hints at OD’s story taking place 10 years after a horrifying event, where something cursed has once again… done something.

On the red card lies the following text : “Light the fires to celebrate their [redacted].” In first-person, Lillis’ character then enters the room. It’s gloomy, with rain spattering the windows. But, sure enough, there is a chest with an arrangement of candles — fires — waiting to be lit.

After lighting more of the candles — a couple of which are shaped like creepy Death Stranding babies — we get our first proper shot of Lillis’ character, as she shakes in fear. Behind her, we hear a door open, and a figure approach, as a noise like a Geiger counter increases. The trailer ends with figure grabbing Lillis by the head.

As previously announced, OD is being developed using Unreal Engine, and it sounds like Xbox is assisting with Kojima Productions’ work using the technology.

“Development is well underway,” Microsoft Gaming CEO Phil Spencer said of OD today. “Kojima is innovating in gameplay, story and player engagement. We’re collaborating closely, and we very excited for what’s next.”

“What an amazing I’d say maybe teaser, or a glimpse,” Spencer continued. “When I first saw it I saw something new, something slightly sinister, but also something that was extremely Kojima-san. OD is bold, it’s unique, and it’s unmistakably from this studio, which is just incredible. We’re deeply supporting the production, it’s our technical work on Unreal that we’re doing with the team, both with the kind of flashy what you’re seeing on the screen, but also a lot of behind the scenes work. We have one goal in mind, which is to bring Kojima-san’s vision to life for all players, everywhere, and we can’t wait for players to experience it when it is ready.”

Other details on the game remain under wraps, other than this important warning about the game’s level of horror: “It’s really scary, and you’ll probably do in your pants,” Kojima said.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Kojima Productions Beyond the Strand Livestream: Everything Announced (Updating Live)

Hideo Kojima and Kojima Productions are celebrating the studio’s 10th anniversary with a big Beyond the Strand livestream that promises to “offer a glimpse into future projects” in development at the studio behind the first two Death Stranding titles.

We’ll be covering this event live and updating this article with all the big news and reveals!

Celebrating 10 Years of Kojima Productions

Beyond the Strand began with a look back at Kojima Productions, including a timeline of the studio, which you can see below;

December 12, 2016: Kojima Productions Established

2016: Official Mascot “Ludens” Revealed

2016: New Office Established in Shinagawa

2016: Death Stranding Revealed

2019: Death Stranding Special Stage at Tokyo Game Show 2019

2019: Launch of Death Stranding

2020: Fellowship Award at the BAFTA Games Awards

2021: Launch of Death Stranding Director’s Cut

2022: Partnership with Xbox Game Studios

2022: New Office Completed

2022: Death Stranding 2: On the Beach Announced

2023: Praying For a Safe Production With Microsoft at Kanada Myojin

2023: OD Announced

2024: Physint Announced

2025: Launch of Death Stranding 2: On the Beach

Kojima Productions Partnering With Mitsubishi UFJ Financial Group On a Credit Card

Hideo Kojima and Kojima Productions are collaborating with Mitsubishi UFJ Financial Group on a brand-new credit card that is aiming to be released in the second half of 2026. This card will also have a smart phone app and digital card to make payments and will let users accumulate points and exchange them for merch and goods. The team is working on what themed goods and merch can be used alongside game characters and themes for the card itself.

Developing…

Capcom Switch 2 Launch Title Gets Its First Big eShop Discount

Capcom’s Switch library is also on sale.

If you’ve been hanging out for a Switch 2 eShop bargain, it seems the first major third-party one has arrived. Capcom is currently offering Street Fighter 6 (which was a launch title for Nintendo’s new system in June) for half price in the US.

This takes this title, which has now surpassed five million sales globally, from $39.99 down to just $19.99.

Read the full article on nintendolife.com

Palworld Devs Announce Farming Sim Spin-Off, Palworld: Palfarm

Palworld is getting its first-ever official spin-off game from developer Pocketpair, and it’s looking just a little bit cozier than the original game. It’s called Palworld: Palfarm, and as the name implies, you and your gaggle of Pals will be farming, crafting, and living a life on the land together on an adventure that looks far more Harvest Moon or Stardew Valley than Palworld.

Pocketpair announced the game today with a brand new trailer, and a Steam page. These reveal that Palfarm will be a slice-of-life farming and crafting sim set on the Palpagos Islands where familiar Pals will join you to build a dream farm. Alongside growing plants, you can cook with Pals, shop at their stores, give them gifts, and- no, no you can’t eat them. Of course not. Not this time. They’re farming buddies. Not food.

Well, most of them. Some Pals will apparently come raid your farm, and you’ll have to fight them off. And then maybe when they die, they might drop stuff that looks like food. Okay, maybe you can kind of eat Pals in Palfarm too. Don’t think about it too hard.

While Palfarm does seem to be more focused on the cuddlier aspects of life with Pals, including allowing the player to pet Pals and even get married to other humans (with Pals matchmaking and officiating), it’s not without its edges. The trailer includes a look at a black market where you can, yes, get a gun. What would you do with a gun in a cozy game like this? Don’t think about it too hard!!

Notably, the trailer showed off a number of Pals that can join you to help on the farm, including what seems to be one unannounced new Pal, Sekhmet, that’s working with Anubis as a blacksmith. The Steam page also makes it clear that multiplayer will be an option.

Palfarm doesn’t have a release date just yet, and so far only appears to be in development for PC via Steam, though given Palworld’s trajectory it’s possible other platforms are in the cards for later on. Palworld itself is currently still in early access, but Pocketpair has said it’s planning a small update in December, and is working toward a big 1.0 launch sometime next year.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Call of Duty: Black Ops 7 Multiplayer Reveal Highlights Include Futuristic Tech, 18 Maps, and Travis Scott

Activision and Treyarch have published a Call of Duty: Black Ops 7 multiplayer reveal trailer and deep dive blog post that shows players everything they need to know ahead of its upcoming beta test.

The developers behind Call of Duty 2025 offered a multiplayer breakdown in a new post published on the series’ website today. It comes with information about every last map, weapon, and mode fans can expect in Black Ops 7, both during the beta and at launch, while showing off a sneak peek at what it all looks like in motion with today’s trailer. You can see the Black Ops 7 multiplayer reveal trailer, with Travis Scott and Playboi Carti’s FE!N providing the musical backdrop, below.

Today’s Black Ops 7 multiplayer reveal trailer hits the highlights for those who have about two and a half minutes to spare. While players can be seen darting around corners, sliding and shooting at enemies, and even wall-jumping to reach high-up areas, the footage serves as a reminder that this year’s Call of Duty lets players take advantage of near-future technology. These can be seen in futuristic tools like the Echo Unit hologram decoy as well as Scorestreaks, such as the D.A.W.G. quadruped robot and the remote-controlled Rhino soldier.

Classic Call of Duty Scorestreaks like the RC-XD, UAV, Care Package, and more are back, too, with players now able to unlock Overclock upgrades that can improve their usefulness in unique ways. The UAV, for example, has Overclock options that equip it with a flare for missile defense and lower its score cost, while the Rhino gains access to an improved radar and extended runtime.

Treyarch, of course, still has more up its sleeve, but today’s Black Ops 7 multiplayer reveal really pulls back the curtain on what players can expect when beta early access begins October 2 and at launch. While the beta will only allow access to a limited selection of the content available when Black Ops 7’s November release date arrives, we at least know which of the 18 launch maps players can try out in a few weeks.

Call of Duty: Black Ops 7 Maps, Modes, and More

Black Ops 7 will launch with 16 Core 6v6 maps. Six from that lineup will be included in the beta, with three returning from 2012’s Call of Duty: Black Ops 2. You can see the full list of Core maps, as well as the two 20v20 Skirmish maps, below.

Core 6v6 Maps

  • Blackheart (Beta)
  • Cortex (Beta)
  • Exposure (Beta)
  • Imprint (Beta)
  • The Forge (Beta)
  • Toshin (Beta)
  • Colossus
  • Den
  • Flagship
  • Homestead
  • Paranoia
  • Retrieval
  • Scar
  • Express (Returning from Black Ops 2)
  • Hijacked (Returning from Black Ops 2)
  • Raid (Returning from Black Ops 2)

Skirmish Maps

  • Mission: Edge
  • Mission: Tide

As per usual, a new Call of Duty means fan-favorite modes have been refreshed, with new modes for players to look forward to, too. Multiplayer mainstays like Team Deathmatch, Domination, Kill Confirmed, and Hardpoint will be available to play during the beta, with Free-For-All, Gunfight, Kill Order, Control, and Search and Destroy following at launch. There are also Face Off versions of many of these modes, giving players an option to experience classic modes while tuning down the chaos thanks to disabled Scorestreaks.

The main new mode given the spotlight today is Overload. Also available during the beta, the multiplayer option will see players tasked with bringing an Overload Device to control zones. It flips respawns on as teams guard their device carrier, suggesting teamwork will be an important element in order to achieve victory.

Black Ops 7 sticks with tradition by offering new and returning modes, but there are even more gameplay-focused changes for longtime fans to learn, too. The three-Perk system, for example, is getting a facelift with a tweak called Hybrid Combat Specialties.

These are activated when pairing Perks from different categories, allowing players to flex their creative muscles by mixing and matching different Perks for unique upgrades. Some examples laid out by Treyarch include the red-and-blue Scout Specialty, which keeps players’ position temporarily concealed after a bullet elimination, as well as the blue-and-green Operative Specialty, which charges Field Upgrades with stealth kills. Treyarch’s Black Ops 7 multiplayer reveal breakdown also includes a first look at a feature that allows friends to share weapon builds with each other with Build Codes, while also granting the ability to access Gunsmith within the Firing Range in Multiplayer itself.

Call of Duty: Black Ops 7 has a release date of November 14, 2025, for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X | S. Those hoping to for a closer look at how Treyarch has updated its formula for this year’s Call of Duty can pre-order to play the early access beta from October 2 – 5, with the open beta following for all from October 5 – 8.

For more, you can read up on how Activision plans to tackle cheaters when Black Ops 7 launches in a few months. You can also see how skins unlocked in past entries can carry over to this year’s entry.

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).

Star Wars: Battle of Hoth Board Game Review

It’s difficult to say what’s more exciting, a new game with a fresh setting and approach, or one built upon the gleaming DNA of a predecessor. Star Wars: Battle of Hoth certainly owes much of its appeal to Episode V: The Empire Strikes Back, but it also bears an obligation to the classic World War II board game Memoir ’44. Publisher Days of Wonder has effectively taken that 20-year-old design and used it as a retrofitted vehicle to facilitate the most iconic Star Wars land battle on film. The results of this experiment are a lithe and approachable board game focused on dramatic action and brisk play.

Pitching this as Memoir ’44 reskinned to Star Wars is accurate. Original designer Richard Borg returns, enlisting the help of Adrien Martinot to adapt the hex-and-miniatures wargame to this beloved sci-fi series. This uses the same back-and-forth system where players take turns playing cards and then activating units. The framework is simple to grasp and it’s effective in establishing constraints, limiting which troops you can maneuver and attack with each turn. This models the chaos and uncertainty of control and command during conflict, but it also forces tough tactical decisions. All in all, it’s a smart system that elicits drama with minimal overhead.

Each player has their own dedicated faction deck. On your turn, you play a single card from your hand which denotes one section of the board. The map is divided into thirds, including the left flank, center, and right flank. In addition to indicating one of these areas, it also lists a certain number of units in that area you can activate. Activated units move and then activate by chucking small pools of dice. It’s exceedingly straightforward and intuitive. What’s delightful is in how it restricts you at inopportune times, such as not allowing you to act on the right flank when your infantry squads are getting pounded and need support. Furthermore, you don’t know what cards your opponent is holding, mimicking a fog of war element, so it’s difficult to gauge where the counterattack and aggression will come from next turn.

This is a scenario-driven game with a hefty 17 total missions. Victory is decided by whoever hits a certain victory point threshold first, with the bulk often coming from destroying opposing units. One quirk of this system is that units do not lose combat effectiveness as they degrade, and a victory point is not scored until they’re entirely vanquished. This abstraction may annoy those seeking realism, but it’s an effective device for stoking drama.

Some of the most interesting moments in the game are when you’re forced to decide whether it’s worth it to play a less efficient card but one which allows you to activate that Snowspeeder squad as it’s hanging on by a thread. If you wait another round or for a more potent option, it may be too late and your unit could be gone. This works both ways, as you will often want to target portions of the battlefield that are weak, especially if you believe your foe will retreat one of their softened units and seek cover. Timing is important.

All in all, it’s a smart system that elicits drama with minimal overhead.

The dice system is smooth. You chuck a certain amount based on your unit and the range to the target. Generally, attackers hit harder the closer they are to the enemy. When rolling, you’re looking for either the symbol of the unit type you are attacking – such as infantry and vehicle – or a universal hit which affects all units. Damage is tracked by removing miniatures, allowing for quick upkeep and only a modicum of maintenance that is mostly frontloaded during setup.

Asymmetry between the factions only just crosses the threshold of meaning. Empire infantry has an extra health, showing their increased numbers in the assault on Hoth. Snowspeeders move fast but they only hit hard if they’re close. Probe droids are difficult to hit but fragile. AT-ATs are menacing, laying down a substantial three die attack up to three hexes away, and also requiring a special confirmation roll when receiving damage to destroy them. This highlights one of the games’ both positive and weak traits in that it’s extraordinarily swingy.

While there is a certain level of decision making, randomness has a large effect on the game’s outcome. The cards you draw and rolls you make are very important. There are precious few ways to mitigate the die rolls, such as seeking cover for defensive bonuses, so much of the experience is determined by the fickleness of luck. This aspect is even more prominent than in Memoir ’44 and its other spinoffs, as the battlefield here is shrunken. While this is a positive in that you are in the action immediately, it’s also a concern in that it limits your ability to maneuver and outposition your foe. Instead, it seems like you’re side-to-side, ready to unload your cannons immediately.

It’s obvious this experience was carefully crafted with intention. The smaller board and limited unit variation allows for a very quick experience with a suggested age range of 8+. Battle of Hoth absolutely is a hit with the younger crowd, and it will succeed at introducing those younglings into the genre of wargaming. This doesn’t mean it’s a failure for those wanting something more robust.

As has become trendy lately, this game includes what feels like a few small expansions. Each side has three leaders that may optionally be included in any scenario. You choose one of your three leader options, such as Han Solo or Vader, and then shuffle their trio of special cards into your activation deck. These add some neat effects and desired variance.

While the scenarios are somewhat diverse, they often feel as though they’re just modified setups of a standard pitched battle. Occasionally you have to control certain positions or focus on different areas of the board, leading to few surprises. However, there is an expanded option which adds a substantial amount of richness to the experience. Included in this base game are two full-blown campaigns which feature branching scenarios based on which side wins, as well as incremental upgrades that influence future sessions. There is also an abbreviated narrative which follows along with the prescribed Hoth storyline. As a method of play, this is actually a pretty neat framework that adds some oomph while not detracting from any of the core systems.

As has become trendy lately, this game includes what feels like a few small expansions.

This penchant for including expanded content is an approach that can be directly correlated to similar behavior found in crowdfunded titles. Tossing in expansion content immediately to add perceived value is a common philosophy now, and we are seeing it occur in direct-to-retail games with increasing frequency. This works particularly well here, as it enhances the game’s replayability and fills out the experience for long-term engagement.

It’s important to note that this is primarily a two-player experience with one person fielding the Rebels and another the Imperials. As it says on the box, it can go up to four players, but this mode of play is unsatisfying and best ignored. It accomplishes this by splitting each side and dividing it between two players. There’s simply not enough there for a meaningful tactical game to emerge, and it ends up feeling more staid and sluggish than the standard duel format. I could see this serving the purpose of teaching a small group of inexperienced gamers, such as young children, but that use-case is limited.

While designer Richard Borg has used the core system of Memoir ’44 across numerous titles from various publishers, there’s an interesting aspect to Days of Wonder taking this classic game and reshaping it with the Star Wars property. It’s a signal of this game transitioning to a younger pop culture focused audience. The infatuation with World War II is primarily found in older generations, with Star Wars existing as a more universal influence. The popularity of this setting is the biggest weight behind the design, and it’s a cultural nod towards something more omnipresent and attractive.

Star Wars: Battle of Hoth is ultimately, exactly what I expected. It’s a solid design built upon a sturdy pre-existing foundation. Care and attention to detail is evident, as the setting comes alive despite the game’s simplicity and high level of abstraction. This will certainly garner a large number of fans, and they should be excited to see that this is listed as the first in the Galactic Battles series. This indicates there will be more titles coming. There are plenty of options such as the battle of Endor, the skirmish on Naboo, and even perhaps heading to space with the large-scale assault on the Death Star II.

Where to Buy