Stellar Blade Update 1.003 Adds New Boss Challenge, New Outfits, and More

Stellar Blade developer Shift Up Corp. has released patch 1.003, adding a new Boss Challenge, new outfits for main character Eve, and more.

Stellar Blade is an action game released exclusively on PlayStation 5 in April. IGN’s Stellar Blade review returned a 7/10. We said: “Stellar Blade is great in all of the most important ways for an action game, but dull characters, a lackluster story, and several frustrating elements of its RPG mechanics prevent it from soaring along with the best of the genre.”

Now, a month after release, the new update adds the Boss Challenge mode, which pits players against the 19 bosses from the base game. Progression in the Boss Challenge requires battle data from bosses you’ve previously defeated, director Kim Hyung Tae explained in a post on the PlayStation Blog. You can also fight bosses on the hard difficulty setting after you’ve seen the ending of the game.

To start the challenge, you can either load up and use your own gear you’ve been using or choose one of several presets. “Choose the minimum preset for a true challenge, which is extremely understated, or the maximum preset, which has all of your skills and stats buffed up, if you want to taunt the boss with some spectacular combat,” Kim Hyung Tae suggested.

After the challenge is over, your battle data is automatically analyzed. You’ll see metrics like battle time, number of perfect parries and dodges, consumable usage, and more. You can compare your results with those of your friends. If you defeat all bosses in the Boss Challenge on Normal difficulty setting or higher, you’ll get to earn the Neurolink Suit for Eve, below.

Speaking of new outfits, the update adds two new Nano Suits: White Kunoichi and Black Kunoichi (check them out in the images below). Kim Hyung Tae encouraged players check in-game for more Nano Suits.

And finally, quality-of-life improvements mean if you switch to ranged attack mode and switch back while locked on to an enemy, you will automatically lock on to the enemy again. The update also adds an option to always show the compass in the HUD.

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.

Besiege: The Splintered Sea review: a small vessel for expansive seafaring

I cannot compare my experience of writing a review for The Splintered Sea, the first paid expansion for dastardly clever physics puzzle builder Besiege, to that of a journaling sailor facing lethal storms on the horizon. Still, if we take for granted the idea that a review is only really valuable as an insight into the experience of the player: I haven’t been feeling especially great this week. That in mind: Splintered Sea is more Besiege, thoughtfully applied to its already expansive toolkit. More importantly, it’s currently bringing me deep and deeply needed moments of untainted, childlike, vaguely-Orkish joy.

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WayForward’s ‘Clock Tower’ Switch Port Receives Stunning Physical Editions

Game launches later this year.

It’s been a fair while since we received some concrete news regarding WayForward’s enhanced port of Clock Tower for the Switch, but we’ve just received confirmation that the game will receive two gorgeous physical editions via Limited Run Games.

With pre-orders opening on 31st May 2024 and closing on 30th June 2024, fans will have roughly one month to secure either a Standard Edition of the game or a Collector’s Edition. The estimated shipping date is between 11th October – 11th November 2024, but for those who might be opting for a digital copy, it might be best to wait for confirmation from WayForward itself on its release date.

Read the full article on nintendolife.com

Naughty Dog Boss Neil Druckmann Says AI Will ‘Revolutionize How Content Is Being Created’

Naughty Dog boss Neil Druckmann has said AI will “revolutionize” video game development process, but cautioned that the controversial technology has “ethical issues.”

Druckmann, Studio Head and Head of Creative at The Last of Us and Uncharted developer Naughty Dog, issued the comment as part of a Sony-published interview on the company’s ‘Creative Entertainment Vision.’ Druckmann was asked how he envisions the “fusion of storytelling and technology evolving over the next 10 years” as part of a Sony series that also revealed an idea for a futuristic PlayStation controller.

Here’s Druckmann’s response in full:

We’re seeing this exciting marriage of cutting-edge technology with traditional storytelling that’s pushing us into a future where enhanced fidelity isn’t just about achieving realism, but about broadening the spectrum from highly stylized visuals to ultra-realistic ones. This broadening of possibilities is fueled by increasingly accessible tools that allow even non-technical people to use their imagination and create worlds and narratives to their heart’s content.

Moreover, AI is really going to revolutionize how content is being created, although it does bring up some ethical issues we need to address. With technologies like AI and the ability to do motion capture right from home, we’re reducing both costs and technical hurdles, opening the door for us to take on more adventurous projects and push the boundaries of storytelling in games. This evolution is truly empowering creators to bring their visions to life without the traditional obstacles.

Druckmann’s comments have caused a stir online, particularly within the video game community where the impact of AI is perhaps the hottest topic. Developers and gamers have expressed concern about the use of AI to replace everything from voice acting to narrative design, but executives have continued to push it hard, telling the investment community it will fundamentally change how video games are made and, as Druckmann alludes to, cut costs.

“AI is really going to revolutionize how content is being created, although it does bring up some ethical issues we need to address.

As part of the same Sony series, head of PlayStation Productions and head of Product at PlayStation Studios Asad Qizilbash weighed in on AI to say its use in video games is important to Gen Z and Gen Alpha gamers who seek “personalization across everything.”

“For instance, non-player characters in games could interact with players based on their actions, making it feel more personal,” Qizilbash said. “This is important for the younger Gen Z and Gen Alpha audiences, who are the first generations that grew up digitally and are looking for personalization across everything, as well as looking for experiences to have more meaning.”

Earlier this month, EA boss Andrew Wilson told the investment community that “more than 50% of our development processes will be positively impacted by the advances in generative AI.” Wilson, who oversees EA Sports FC, The Sims, and BioWare games, added that AI will make game development “more efficient”, revealing that the EA Sports FC developers can now make stadiums in six weeks rather than six months.

The Witcher voice actor Doug Cockle also expressed caution and frustration at the growing presence of AI within the video game industry, calling it “inevitable” but “dangerous.” Ironically, however, the biggest developer to use AI for voice acting so far is The Witcher studio CD Projekt Red, though this was only done to replace a deceased voice actor after gaining permission from the family.

In March, video game support developer Keywords Studios tried to create a game solely using artificial intelligence but failed because the technology was “unable to replace talent.”

“One of the key learnings was that whilst Gen AI may simplify or accelerate certain processes, the best results and quality needed can only be achieved by experts in their field utilising Gen AI as a new, powerful tool in their creative process,” Keywords said.

Elsewhere in the Druckmann interview, the Last of Us director teased Naughty Dog’s new game, saying it “could redefine mainstream perceptions of gaming.”

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.

Warhammer 40,000: Mechanicus is getting a sequel and Total War: Warhammer 3 is getting a big red dog

Skulls! You’ve got one. I’ve got one. Everybody has a lovely skull keeping their lovely face right where it should be. Warhammer is big, so it needs must have multiple of them, hence their yearly event Skulls, which collates a bunch of Games Workshop related announcements into a sort of bizzaro world Nintendo Direct if Yoshi was actually a parasitic corpse emperor. There’s usually at least a few game announcements in there, and this year was a bumper. The headline announcement being an upcoming sequel to well-loved space-pope turn-based strategy Warhammer 40,000: Mechanicus. Yes, yes. I’m getting to the dog.

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Fortnite Chapter 5 Season 3: Wrecked Adds Fallout’s T-60 Power Armor, Nuka-Cola, and Wastelander Magneto

Fortnite Chapter 5 Season 3: Wrecked has been revealed and its Battle Pass will let players unlock Fallout’s T-60 Power Armor and, later in the season, the Wastelander Magneto Outfit.

This latest season of Fortnite is available today, May 24, and brings a literal wasteland into the Battle Royale. Following a sandstorm, a new biome was created in the south called wasteland and “Wasteland Warriors” have claimed the area for their own.

You obviously can’t have a wasteland without Fallout, and the Wrecked Battle Pass will let you don some T-60 Power Armor after doing a bit of grinding.

When you purchase the Battle Pass, you will unlock an Outfit called The Machinist. By leveling it up, you will be able to unlock Rust, Peabody, Ringmaster Scarr, and then, finally, the T-60 Power Armor. That’s not all, as the Brite Raider and Megalo Don Outfits will become available two levels after that.

The Fallout fun doesn’t end there either, as ice-cold Nuka-Cola bottles will be littered around the map that will restore Health and, over time, a bit of Shield.

Beyond Fallout, Marvel fans will be delighted to know that they will be able to unlock the Wastelander Magneto Outfit from Battle Pass Quests in July.

A Wasteland Waiting to be Conquered

Whether you have the T-60 Power Armor or not, the wasteland will have a ton of things to do in it and challenges to conquer. There will also be a few new POIs, including the Redline Rig, Nitrodome, and Brutal Beachhead. All of these are run by different Wasteland Warriors that you’ll be able to take down if you dare to try.

Redline Rig’s The Machinist will drop a medallion that will recharge your shield over time and her Mythic weapon, Nitrodome’s Ringmaster Scarr will drop a medallion that gives you infinite ammo and a small damage buff alongside a Mythic Ringmaster’s Boom Bolt, and Brutal Beachhead’s Megalo Don will drop a medallion that will infuse you with infinite Nitro and Megalo Don’s Nitro Fists. Oh, and you can steal their vehicles as well.

Speaking of Nitro, the island will now be home to Nitro Splash and Nitro Barrels that are being shipped right from Redline Rig. Nitro Splash is a portable container that you can throw to infuse your car or yourself with Nitro while Nitro Barrels will fly off when you hit them and explode on whatever it lands on.

As for what Nitro is, it will increase the speed of cars, give “explosive ramming power that deals damage and knockback,” decrease fuel consumption, and buff attached attack mods. For the player, it will increase their movement speed, give them the ability to “bust through builds,” sprint for longer periods, reload guns faster, and take no fall damage.

Additionally, there are now Nitro Fists that lets players perform a 3x punch combo, uppercut, or aerial punch. These fists have four charges and each one recharges every eight seconds.

There is so much more to look forward to in this new season, including a War Bus that you can hijack that comes complete with two cannons and an EMP pulse, new and returning vehicle mods, the ability to create roadblocks with a Boom Bolt, and much more.

If this isn’t enough Fallout for you, be sure to check out our review of Season 1 of the Fallout TV show, our explainer of its ending, and the Fallout game you need to play while you wait for Season 2.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

Video: Capcom Shows Off New Monster Hunter Stories Gameplay Footage

The 3DS title soars onto Switch next month.

The original Monster Hunter Stories game is returning on the Switch next month and if you weren’t already interested, this new gameplay footage might be worth a look.

Capcom has showcased the opening gameplay and cinematic (which has some “dark” moments, as noted by the team). Although it’s not Switch footage, it’s perhaps the most footage we’ve seen of this remastered version so far.

Read the full article on nintendolife.com

Super Mario Run Announces Paper Mario: The Thousand-Year Door Crossover Event

A brand new update for the Mario mobile game.

Nintendo’s mobile game Super Mario Run will be hosting a new Paper Mario: The Thousand-Year Door crossover event.

It runs from now until 27th June 2024 and requires you to unlock statues of Paper Mario and other cast members in the latest Switch release, which you can then place in your kingdom. Here’s a quick look, courtesy of ‘OatmealDome’ on social media:

Read the full article on nintendolife.com

The Sims 4 Promises More Bug Fixes, Performance Improvements in Response to Community Frustration

Over the past 10 years, The Sims 4 has certainly struggled under the technical weight of years of updates and DLC releases, much to the annoyance of fans. But today, the team’s pledged to put more resources into the “core game experience.”

The Sims released a statement on the matter earlier today, in which the team acknowledged that “technical issues with The Sims 4 have interrupted your gameplay over time and we recognize that this has caused you much frustration.”

“Today,” the statement continued, “we can share that we have assembled a team to invest in the core game experience, including tackling your reported concerns. This newly formed and focused team means we’ll be able to increase both the number of fixes and the frequency with which we ship these batched updates.”

The plan moving forward, according to the statement, is to release a patch roughly every two months, with the first coming later this month. EA published the details of this first patch in a “Laundry List” on its website. And, true to the “Laundry List” title, it mostly is a litany of fixes for small (albeit frustrating) bugs, ranging in everything from a “trash can is required” message appearing on lots that already have one to traversal issues with puppies and kitties.

But, behind the bug fixes, the team promises to “continue making core improvements to the performance of The Sims 4.” To that end, the statement says the next patch will include some optimizations across platforms so The Sims 4 uses less memory.

“As a result, you may experience fewer crashes, a better frame rate, and/or a more responsive simulation,” it adds.

As the devs acknowledge, bugs and performance have long been points of consternation among fans, so the community’s reaction to today’s news was largely positive on the game’s subreddit, if a little cautious in their optimism.

“They did an in game survey about [DLC] for rent that seemed to ask a lot about how unplayable it was, I wonder if that had anything to do with this,” wrote one user. “Glad EA is letting them have more people, hopefully they’re able to actually start fixing stuff (but probably not lol)”

Other were a little surprised about the seeming reinvestment into the decade-old title, especially as EA gears up for its next Sims game, codenamed “Project Rene.” It’s been months, however, since we got any updates on that, and EA said last September that it was still in the “early stages” of development.

In the meantime, the team has vowed to continue supporting The Sims 4, both in today’s statement and in prior ones.

“Our team is more dedicated than ever to developing great The Sims 4 gameplay experiences into the foreseeable future,” the statement concludes, “and we appreciate your support as these critical improvements roll out.”

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.

Revealing the Secrets of Wizardry 43 Years Later

Even though I was a fan of the tabletop RPGs that inspired Wizardry, I had a lot to learn about the franchise when I joined the team here in 2022. The more I played, the more I understood its importance, and the more I appreciated what a huge task bringing this game to a modern audience would be.

Wizardry screenshot

How Digital Eclipse Preserved and Enhanced One of the Most Important RPGs of All Time

Originally released for the Apple II in 1981, Wizardry: Proving Grounds of the Mad Overlord literally defined the video role-playing game. The dungeon-crawling, monster-slaying, level-upping gameplay would inspire nearly every designer of every role-playing game that followed.

Ian Sherman, our lead engineer, understands the importance of this game more than most. He’s leading Digital Eclipse’s all-new remaster of Wizardry: Proving Grounds of the Mad Overlord, which is now available on Xbox.

“Designers like Hironobu Sakaguchi (Final Fantasy) and Yuji Horii (Dragon Quest) have said, ‘Wizardry was an influence for our game,’” Ian said. “When you get to play it, it’s just so clear how directly elements of Dragon Quest or Final Fantasy or Pokemon were inspired by features in Wizardry. I understand why everybody is trying to recapture that feeling.”

This is the first time in decades that a version of the first Wizardry has been available. A new initiative between Digital Eclipse, Wizardry’s original publisher SirTech, and current trademark owner Drecom (which publishes new Wizardry games made in Japan) untangled the web of legal permissions required to make this remaster possible. It features all-new graphics and sounds and a variety of quality-of-life enhancements – but it’s all based on the original 1981 game’s source code.

Wizardry screenshot

Original Code Meets Modern Gameplay

“At Digital Eclipse, we’re historians and preservationists,” Ian said. “We had access to the Pascal source code for the original Wizardry, so our goal was to get that code running on modern hardware.” Since Pascal is a programming language created in 1970 that’s no longer in regular use, this itself was a challenge.

Fortunately, Ian is a DigiPen graduate who is no stranger to remasters – his journey with Digital Eclipse began in 2005. He enjoys what he calls the “code forensics” of bringing back classic games.

What began as a research exercise ended up in the final product. “Ultimately, we ported the Apple II game to Unreal Engine,” he said.“The game that you play in our Wizardry is the Apple II version of Wizardry – that’s where we started, and we built up from there.”

That means all the decisions, difficulty, and dice rolls in our remaster come straight from the original code, recreating the original dungeon-crawling experience. Want proof? Even while you slay gas dragons and frost giants with the all-new 3D visuals, you can view the Apple II graphics at any time during gameplay.

Wizardry screenshot

“We also wanted to preserve the brutality of the original game, because it is what inspired games like Dark Souls – their difficulty and the permanence of their progress is inspired by Wizardry,” Ian said. “So, we added some quality-of-life features in a way where, if you absolutely wanted the original experience, you could just turn them off.”

Creating an authentic yet accessible version of Wizardry for modern players required a deep level of digital archaeology. “As an engineer, you can see the flow of the original creative decisions just by looking at the code,” Ian said. “Wizardry’s code was authored well, which made it easy to read and understand. So, you can see things like a half-implemented feature, or something that was a feature that they removed.”

Looking into Wizardry’s original code, Ian could see all the information that the original game hides from players’ prying eyes. As RPGs have evolved over the last 40 years, players have grown to expect to be able to see this data up front, so we decided to reveal it.

“In the Apple II Wizardry, when you encounter an enemy, it’s unidentified, so you roll to try to identify it,” Ian said. “We thought: is there a way we can expand on that without interfering with the way the original system works?”

Wizardry screenshot

What resulted from those discussions was the all-new Bestiary, a detailed visual guide to the hundred and one creatures, monsters, and enemies encountered in the maze. The Bestiary also features exclusive lore for each creature, written by Benny Matsuyma, a novelist and game writer who was a noted contributor to Japan’s Wizardry games.

This greater revelation of details hiding in the original game’s code extends to combat as well, which Ian points out could be particularly obscured in the original Wizardry.

“What is a longsword? Well, it’s more expensive than a short sword or a dagger. That’s literally all the information the Apple II version gave you,” he said. “You don’t know how much damage something does, how many times it can hit, or its likelihood of hitting – but that information is invaluable to players.”

Wizardry screenshot

In our remaster of Wizardry, you can see percentages during combat, which will help you make smarter choices. Before you attempt to disarm a booby-trapped treasure chest, you can see your chances of success.

But as any adventurer will tell you, knowing the odds and surviving the maze are two very different things. Even if you’re more informed, venturing too far into the maze before your party is ready will still be met with a tragic ending!

Wizardry screenshot

Ultimately, our goal with Wizardry: Proving Grounds of the Mad Overlord is to deliver a modern experience while preserving a legacy 40 years in the making – a game that inspired an entire genre, available now on Xbox.

Xbox Live

Wizardry: Proving Grounds of the Mad Overlord

Digital Eclipse


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$39.99

$35.99

Wizardry: Proving Grounds of the Mad Overlord is a full 3D remake of the first game in the legendary Wizardry series of RPGs.

The first party-based RPG video game ever released, Wizardry: Proving Grounds of the Mad Overlord was a direct inspiration to series like Final Fantasy and Dragon Quest. Digital Eclipse’s revival preserves the appeal of the classic, with many upgrades for modern role-playing game fans.

Dungeon Crawling, Deluxe

Craft your own party of adventurers and head into the labyrinth at the behest of the mad overlord Trebor, in search of the amulet stolen by the evil wizard Werdna. Battle groups of challenging enemies, avoid hidden traps, and make your way deeper into the dungeon as you prepare for the ultimate battle: Facing Werdna himself.

Commitment to Accuracy

Wizardry: Proving Grounds of the Mad Overlord is built directly on top of the original 1981 game’s code. Although it looks all new, underneath the hood is the authentic game. You can even view the original Apple II interface as you play.

Challenge Without Hassle

While the well-known difficulty of the enemies has not been altered, quality-of-life improvements have been added in every area. Party management, navigation, spellcasting, and combat have all been significantly enhanced.

A Legend Reborn

If you’re just discovering the legendary Wizardry franchise, Wizardry: Proving Grounds of the Mad Overlord is the perfect jumping-in point for new players. Series veterans will love the gorgeous new graphics and sound, and the streamlined interface.

The post Revealing the Secrets of Wizardry 43 Years Later appeared first on Xbox Wire.