Right, where in the name of disposable infantry were you? Yes, I’m talking to you, Helldivers 2 hive lords, added into the shooter as part of yesterday’s Into the Unjust update with what looks like nary a patch note peep from Arrowhead. Why didn’t you unleash your big worminess on me when I dropped onto some Terminid hive worlds last night?
You missed out. I’m an easy target. Dressed head to toe in bright yellow Helldiver armour, because it’s always best to be highly visible on the battlefield. Armed with the trigger finger prowess of a sleeping librarian. Sometimes alone because no one’s answered my SOS beacon yet. I was right fugging there.
We’ve got another surprise for those enjoying the Year of the Ninja, because September’s IGN First is Team Ninja’s own Nioh 3. Join us all month long for exclusive reveals, new gameplay videos, interviews, impressions and more, all stemming for our trip to Koei Tecmo’s office to play about five or so hours worth of the upcoming sequel.
We kick things off with a boss battle featuring the The Tiger of Kai, Takeda Shingen, which you can watch below.
Keep checking back on IGN all throughout the month for much more on Nioh 3.
A company backed by the Saudi Arabian government’s Public Investment Fund have become the co-owner of the Evolution Championship Series (Evo) fighting game tournament.
Following Sony’s sale of their stake in Evo, with India-based esports company Nodwin gaming buying it up, the event’s co-owners have been Nodwin and talent management company RTS. Well, RTS have now been bought by Qiddiya Investment Company, a PIF-backed firm that’s also overseeing the building of Qiddiya City as part of Saudi ruler Mohammed bin Salman’s Vision 2030 initiative.
Fresh from serving up a smalltown, psychological scare-a-thon in the form of 2024’s superb Silent Hill 2 remake, developer Bloober Team has since focussed its energy on birthing a snarling, spiritual successor to the Dead Space series in the form of Cronos: The New Dawn. Silent Hill 2 is a tough act to follow, though, so even though Cronos is a respectable creep show it’s hard not to be a little disappointed it didn’t knock my socks off in the same way. This survival-horror shooter takes place amidst the ruined, futuristic hellscape of a plague-riddled Polish city, a fascinating and foreboding expanse to set its slaughter in, but its fairly uninspired combat doesn’t do enough to distinguish itself from the necromorph-dismembering series it clearly draws so much inspiration from. Cronos still manages to deliver a solid slab of spooky mutant-slaying action, but a new dawn for survival horror it most certainly is not.
We step into the space suit of the Traveler, an investigator searching the desolate ruins of the city of New Dawn after her comrade goes missing. It quickly becomes clear that almost every remaining local – aside from the curious abundance of friendly stray cats – is a hostile mutant out for blood rather than conversation. Thankfully, the Traveler has an interesting trick up her sleeve: the ability to temporarily travel back through rifts in time in order to harvest the essence of New Dawn residents before they succumbed to the plague and interrogate them for clues about the fate of her fellow Traveler. It proves to be a compelling mystery presented in a fairly novel way, one that seems to take as much inspiration from Netflix’s Dark as it does Alone in the Dark.
The Traveler herself is a bit like a slightly more murderous Mandalorian: she’s short on words, never takes off her helmet, and signs off on each communication with the same solemn mantra – in this instance, “Such is our calling” in place of “This is the way.” However, despite her initial lack of personality I found myself growing more and more interested in her plight, since each essence she harvests seems to have adverse effects on her mental state. This manifests in an increasingly unsettling state of psychosis (not unlike that suffered by Dead Space’s Isaac Clarke) that injects nightmarish hallucinations into the already-volatile world around her.
Although many of Cronos’ haunted houses are straight out of the survival-horror playbook, from decaying apartment blocks to the obligatory menacing hospital, each area feels distinct and dreamlike thanks to hauntingly fractured architecture that seems trapped in some sort of limbo between time and space. However, connecting these interesting major areas is a noticeable amount of padding that adds unnecessary bloat to its 14-hour runtime. Even the Traveler herself gave voice to my exasperation the second time I had to put story progress on hold for upwards of an hour in order to gradually bring a trainline power generator back online, and I lost count of the times I had to slowly inch my way through boil-covered corridors of biomass that felt like squeezing through Satan’s lower intestines. It certainly looks and sounds revolting, but it’s the sort of thing that becomes mundane pretty quickly, and the tortured torsos waiting in the walls to ambush you in these areas only grow easier to anticipate over time.
In fact, although Cronos’ atmosphere is consistently moody and sinister, it never quite intensifies into the full-on frightfests that developer Bloober Team itself so expertly conjured up in last year’s Silent Hill 2 remake. Sure, there are plenty of cheap jump scares from monsters crashing through walls like they’re the Ghoul-Aid Man, but nothing terrifying enough to compel me to nervously turn on an extra light and check the shadows behind my couch midway through each play session. That said, there is some creepy environmental storytelling to be found here, from bloodstained interrogation rooms to hallways lined with the severed limbs and scattered shields of riot police. In tandem with the many interesting notes and audio recordings that give welcome context to how its society crumbled, Cronos consistently presents an intriguing world that feels at once both lived in and plagued by death.
Fighting Orphan Power Ragers
Cronos’ bloodsmeared hallways might look like they were decorated by a butcher, but the monsters stalking within them have clearly been inspired by a carpenter. Specifically, John Carpenter. The iconic horror director’s influence has reared its disturbingly ugly head in a survival-horror adventure once again, and Cronos is filled to the pus-oozing gills with twisted freaks that look like wax figures that have been left out in the sun too long. These mutated humans – known as “orphans” – come in a handful of forms, from stretched-out fiends with whipping tentacles for arms to towering, tank-like toughs that absorb multiple shotgun blasts before they drop, to the spider-like messes of body parts that scurry erratically along walls and ceilings, making it a challenge to keep them in your ironsights. Later, almost every enemy type is reintroduced in acid-spitting forms, putting greater emphasis on the importance of staying mobile.
Your main weapon to dispatch them with is a fairly rudimentary yet reliable pistol that can fire either standard shots or charged-up blasts, should you opt to deal extra damage on delay at the risk of leaving yourself open to a lunging attack. Extra ammunition can be crafted on the fly using chemicals and scrap scoured from the environment, but there’s clearly some intelligent balancing going on behind the scenes to only ever present just the right amount of resources to make you feel like you’ve barely got enough to survive rather than ever having the luxury of a surplus. That kept my paranoia levels at a consistent peak and meant that I stayed switched on as I entered each new hallway of horrors.
Cronos is filled to the pus-oozing gills with twisted freaks that look like wax figures that have been left out in the sun too long.
Over the course of the journey gun mods can be found, both as part of the main story’s path and also by sniffing out secrets behind locked doors, but for the most part these are fairly subtle variations on the same pistol, shotgun, and assault rifle types. One shotgun variant can fire high-powered charged-up blasts, while the double-barreled version can fire two blasts in quick succession, for example. It doesn’t seem to make a drastic difference one way or the other in terms of power, so it’s more a matter of letting you fight how you want to rather than upgrading from one to the next.
I did manage to get my hands on a high-powered railgun of sorts, but I mostly kept it locked up in the safe house storage chest because I could never make enough room in my inventory to be able to carry it. Speaking of which, it strikes me as odd that despite the fact the Traveler’s gun appears to shapeshift between weapon types while held in her hand, not unlike the all-in-one firearm found in Remedy’s Control, each gun variant takes up its own individual slot in her heavily restricted inventory space. How does that make sense? It would be like using an entire cutlery drawer to hold a single Swiss Army Knife.
At any rate, the bigger problem here is that because Cronos wears its Dead Space influence so plainly on its sleeve – from the messages written in blood on the walls, to the Isaac Clarke-style fashion the Traveler stomps through item crates, to the zero-gravity stretches that have you zipping between drifting chunks of terra firma – it practically begs for comparisons to that seminal survival-horror classic (and its excellent 2023 remake). Unfortunately, going toe to toe it comes up shorter than a zombie after a shotgun round to the head. Where the combat in Dead Space is wonderfully dynamic, enhancing the already-flexible gunplay with stasis powers to slow the charge of fast-moving monsters and telekinesis to turn their own detachable limbs into projectiles, Cronos is disappointingly one-note by comparison. You can shoot the legs out of certain enemy types to trip them up if you want, but generally your best option is almost always to aim for the head or a conveniently placed explosive barrel. It never really inspires much more improvisation or creative killing than that.
There’s no telekinesis, but there is the ability to target orb-like “oddities” found in the world and reverse their trajectories through space and time, introducing some light environmental puzzle solving in between enemy encounters that challenge you to rewind collapsed bridges and tunnels to clear the path forward. But this time-manipulating ability sadly has no application for elevating the fairly stock-standard combat, aside from occasionally allowing you to rebuild explosive barrels for repeat blasts during boss fights. It would have been interesting if you could perhaps reassemble one of the suicide-bombing acid monsters and set them as some sort of time bomb to trip up other attackers, or rewind one of the rushing ghouls back a few steps to buy yourself the breathing space to chamber your next shotgun round, but sadly you can’t do anything of the sort.
Instead, Cronos’ main combat idea is that some of its enemies will attempt to absorb the power of any corpses found in their vicinity, evolving them into stronger mutations that deal greater damage and withstand more of your limited ammunition should you fail to disrupt them in the process. This again, is not too far removed from the Infector necromorphs in Dead Space that reanimated human corpses if you didn’t kill them quick enough, and although it did create some added urgency to prioritise specific foes anytime the telltale swirl of corpse-sapping tentacles sprouted out of them, it never really made a huge difference to my general approach to each encounter.
Initially, Cronos encourages you to use single-use flamethrower bursts to burn any carcasses you come across lest they become energy-dispensing ATMs for the other orphans still standing, but I typically used the scrap parts required to craft flamethrower rounds for shotgun shells instead and never really ran into any major hurdles as a result. (The post-game stats screen indicates that I allowed just 20 enemies to merge with fallen foes, which is a pretty small percentage of the sizable number of disfigured demons I dispatched over the course of the campaign.)
Cronos is capable of creating survival horror at its stressful best, at least in short bursts.
However, I did enjoy Cronos’ half a dozen or so boss fights. Although in practise they rarely require much more strategic complexity than to shoot the standard three glowing weak spots, they’re each nonetheless intimidating in size and the arenas you face them in are intensely claustrophobic, from the swirling mass of blackened tendrils that assembles into a towering golem to stalk you through a ruptured apartment, to the disgusting conjoined twins that crash through the walls of the steelworks’ basement. Each climactic clash had me desperately scrambling for ammo and panicking over each pistol shot, sometimes just barely making it through with my heart monitor redlining and only a couple of rounds left in the chamber. The handful of moments like these prove that Cronos is capable of creating survival horror at its stressful best, at least in short bursts.
Harvester of Sorrow
Aside from the corpse-merging mechanic mentioned earlier, the only other notable point of difference that Cronos’ combat presents is the essence system. As the Traveler harvests the essence of specific story characters and other fallen comrades you find along the way, they each give you an attribute buff, like increasing the damage you deal to enemies that are on fire, or reducing the amount of resources required to craft ammo and medkits. In a system reminiscent of the equipable status effects typically found in roguelikes such as Dead Cells, you can only have three of these essences active at once, and you can only add a new one by sacrificing one of your existing buffs – once it’s gone, it’s gone for good. That presented me with some interesting choices to shape my character with, even though it wasn’t always totally clear how much benefit I was getting. In one extreme case, the description of an essence was just a random string of numbers and letters like a suggested password from Google Chrome – I equipped it out of curiosity, but I have no idea what effect it had or indeed if it had any effect at all.
Elsewhere there are a few too many unwanted nasties that creep into the campaign on PlayStation 5, and I’m not talking about the tortured ghouls with second jaws for necks that stalk you at every turn. Oftentimes I’d have to stomp an item crate repeatedly before my hits would register, which became annoying particularly during the many horde mode-style arena fights when enemies were swarming from all angles. At other times I’d waste precious pistol rounds because the gas canister or explosive barrel just failed to rupture at first shot, which is not ideal when ammunition is at such a premium.
Most egregious, though, were the handful of times that the Traveler would get stuck on scenery. At one point, after surviving a particularly brutish late-game boss, I was heading back to save my game at the nearest safehouse when I got trapped in a room full of infinitely respawning acid bombers because the Traveler just straight-up refused to walk through a wide-open exit. That forced me to reload my save and fight that same boss all over again, which was more deflating than a punctured spacesuit.
Fans of Everybody’s Golf have had to twiddle their one-gloved thumbs for a while now, waiting since 2017 for a new official entry in the series. Mashing together the series’ previously regionally distinct names (Everybody’s Golf and Hot Shots Golf), Everybody’s Golf Hot Shots has finally stepped up to the tee. Have series newcomers Hyde (Tamagotchi Plaza) hit a hole in one, or is this more like a triple bogey? Well, a bit of both really.
For almost all of its history, Everybody’s Golf was developed by Clap Hanz and published by Sony. Hyde is in the driving seat now, with Bandai Namco on the publishing side, unlocking the series from PlayStation for the first time. However, they’re clearly working from the same playbook, keeping what works best in the series while adding some novel ideas of their own.
The Xbox Wireless Controller Breaker Series Has Arrived: Three Designs, One Statement
Brianna LowderMarketing Manager, Xbox Accessories
They say good things come in threes – and the Xbox Wireless Controller Breaker special edition series is no exception. This bold new family of special edition controllers includes Heart Breaker, Ice Breaker, and Storm Breaker. For the very first time, three distinct special edition controllers are launching simultaneously, each with their own personality and unique features – from metallic coatings to frosted translucent elements – offering players more choice from day one.
Whichever controller you choose, you’re making the right call. Now, without further ado, it’s time to meet the Breakers.
Xbox Wireless Controller – Ice Breaker Special Edition
Cool, crystallized, and composed. Ice Breaker keeps it fresh with its smooth, glacier blue design and frosted, translucent finish – giving the appearance of fragmented crystals. This controller is further complimented by variations of blue found across the thumbsticks, ABXY buttons, and textured grips.
Ice Breaker is sure to bring a cool, calm, and collected vibe to any gaming set-up via an Xbox Wireless or Bluetooth connection to Xbox Series S|X, Xbox One, Windows PC, Android or IOS device (see here for more details; use with controller-compatible games).
Xbox Wireless Controller – Storm Breaker Special Edition
Refined, classic, and confident. With a color palette grounded in black, white, grey and silver, Storm Breaker presents a sophisticated alternative to its companions. This controller offers more than meets the eye, revealing hints of silver foliage when you rotate the device within the light.
Storm Breaker is one of one, sporting a metallic d-pad and opaque top case. Like its predecessors, the Breaker special edition series comes with the tried and true 3.5mm jack – perfect for plugging in your favorite compatible headset and chatting with friends online.
Xbox Wireless Controller – Heart Breaker Special Edition
Loud, vibrant, and unapologetically bold. From the vibrant pinks and purples to the intentional strokes of blue, Heart Breaker is sure to make a statement in any room or collection it finds itself in. The translucent top case adds depth and a sense of fullness to an already creative piece.
But to really make the Breaker special edition series yours, venture into the Xbox Accessories App to customize your controller profiles by remapping buttons, swapping sticks and triggers, and configuring controller vibrations to your liking.
Whether it be Heart, Ice, or Storm – make sure to pick the Breaker(s) that allow you to be you. Why deny yourself the fun and funky line-up that is the Breaker controller series? Pick your controller, break the mold, and game your way.
All three controllers within this Xbox Wireless Controller special edition series are available today for pre-order in select Xbox markets worldwide for $79.99 USD MSRP and will be released on September 9. Visit Xbox.com or your local retailer, including Microsoft Store, for more information.
Forsaken 64 is the surprise next N64 game coming to the Nintendo 64 – Nintendo Classics: Mature app for Nintendo Switch Online + Expansion Pack members.
Some N64 games on Switch and Switch 2 via the Nintendo Switch Online + Expansion Pack subscription are only available via the separate Mature app. The list includes Turok: Dinosaur Hunter, Turok 2: Seeds of Evil, Shadow Man and Perfect Dark. Now, add Forsaken 64, which launches September 4, to the list.
Forsaken 64 launched in 1998 courtesy of developer Iguana UK, which handled the port, and publisher Acclaim. It’s a 3D first-person shooter similar to 1995’s influential Descent, with a whiff of Quake. You navigate through a series of tunnels while blasting enemies in a sci-fi setting.
You are a ruthless mercenary, sent to the condemned remains of Earth as part of a covert operation codenamed “Forsaken.” Your mission is to infiltrate and destroy the last bastions of the mechanized terror that wiped out all life on the planet. Earth is a death trap riddled with merciless mechanoid adversaries and gangs of rival bounty hunters, and you’ll have to brave them all astride your anti-grav pioncycle to make your fortune…or meet your doom. Choose between different modes in this first-person shooter title released for the Nintendo 64 system in 1998, and enter the fight in Single Player Mode or Multi-Player Mode. Then, select your bike. Each bike has different attributes, each biker a different attitude. Pick one that suits your style, then dive into your mission. The availability of weapons, enemies, and powerups changes depending on the level you play, so stay sharp!
Forsaken 64 is infamous for its U.S. box art, which leaned on the game’s Mature rating by showing a random woman’s face with a solitary tear and tattooed cheek. The woman did not appear in the game, with some fans accusing the image of being misleading. The PAL box art, on the other hand, simply displayed the Forsaken 64 logo on an image of Earth.
Every now and then Forsaken 64’s box art comes up in online conversation around the N64 console, with some fondly remembering how out of place it looked. “Without any previous knowledge or looking at screenshots, would you be able to guess Forsaken 64’s genre based on the boxart alone?” asked redditor Drowsy_Drowzee in a post eight months ago.
“I remember picking up Forsaken 64 as a loose cart back in the early 2000s and thinking it would be a cool horror/survival horror based on the name, cover art, and age rating. To my surprise, it was a vehicular action game.”
“Forsaken irritated me as a kid,” added InfiniteRespond4064. “I rented it not knowing what it was and found the gameplay really obtuse and boring. Cover art misleading.”
“It certainly stands out in a sea of fancy but bad CG renders,” said branewalker.
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.
Shams Jorjani, boss of Helldivers 2 developers Arrowhead, has taken to Discord to address the rise in reports of performance issues following the arrival of the shooter’s Into the Unjust update. In addition to admitting that the new addition has missed the mark from a stability pespective, the exec added that the game’s Xbox release now being in the rear view mirror should free up more resources to tackle performance problems.
Since the Terminid spelunking expedition-themed update arrived yesterday, players have cited an uptick in crashes that Arrowhead are already looking into, with the installation size the game’s ballooned to on PC and your usual sorts of pesky bugs also being sources of ire, at least among vocal online Helldivers.
Good news for the ultrawide monitor-owning Nic Reubens of the world: Hollow Knight: Silksong will, unlike its narrow-eyed predecessor, natively support stretchy displays up to the 21:9 format when it finally releases tomorrow. Silksong marketing-man-at-large Matthew Griffin shared some demonstrative screenshots on Xitter, confirming that it won’t require any of the weird bodging that Hollow Knight did to fill out those bigger screens.
“it’ll be a different version with different tech”.
The Resident Evil series has seen pretty strong representation on the Switch, but it’s perhaps safe to say that fans aren’t best pleased with some titles being relegated to ‘Cloud Versions’.
We’re still waiting to see whether Capcom is keen to re-release RE2, RE3, RE7, and RE Village natively on the Switch 2, but for now, it seems the company is potentially considering bringing its latest entry to Nintendo’s new hardware.