Best Escape Room Board Games (2024)

Escape room board games have exploded in popularity in the past few years, and it’s not hard to see why. Escape rooms involve mystery, puzzle solving, and, often, teamwork – many attributes that directly correlate to some of the best board games on the market today. While the genre only included a handful of titles not long ago, escape room board games have since blossomed into an incredibly deep category.

Perhaps one of the reasons for the genre’s boom in recent years has to do with its accessibility. While escape room board games offer challenging puzzles that tabletop veterans are looking for, these cooperative titles aren’t bogged down in complicated rules and mechanics – making them some of the best beginner board games as well. Not to mention, a night in with a mysterious puzzle box can be perfect for a date at home or a dinner party with friends. It can be quite the cost-saver too when compared to an evening at the movie theater.

TL;DR The Best Escape Room Board Games

For those who just want to check out some titles and go, this TL;DR list is for you, but as many games are entries within larger series, there will often be even more recommendations below along with added details about the specific games.

Exit: The Game – The Abandoned Cabin

  • Age: 12+
  • Players: 1-6
  • Play Time: 60-120 mins

Perhaps the biggest name in escape room board games is Exit: The Room. Exit: The Room has been a staple in the genre for years with arguably its best entry being The Abandoned Cabin. With nothing more than a code dial and a strange book, players are tasked with escaping through a cabin door secured by a combination lock. As with traditional escape rooms, players must find clues and solve puzzles to leave.

While The Abandoned Cabin is a fan-favorite, the series as a whole maintains a high level of quality throughout. Some players might gravitate toward some themes over others, but Dead Man on the Orient Express, The Pharaoh’s Tomb, and The Secret Lab are just a few other recommendations to check out as well. Not to mention, The Lord of the Rings – Shadows Over Middle-earth is another iteration that might appeal to franchise fans. Additionally, each box contains a difficulty rating on the cover, so players can pick their next adventure based on how challenging they want it to be.

Unlock: Timeless Adventures

  • Age: 10+
  • Players: 1-6
  • Play Time: 60-90 mins

Like Exit: The Game, the Unlock series has made quite the name for itself in the escape room genre thanks to dozens of high-quality titles. There are a number of recommendations that could go in this spot, but Unlock: Timeless Adventures proves to be a fan-favorite time and time again with its three scenarios: The Noside Show, Arsène Lupin and the Great White Diamond, and Lost in the ChronoWarp. While scenarios differ from box to box, each Unlock game plays out as a cooperative card game with puzzles and a themed narrative. Fans of the Unlock gameplay loop will also likely enjoy Epic Adventures, Game Adventures, Heroic Adventures, Mythic Adventures, and for those looking for a great option for kids, Unlock Kids: Detective Stories. That said, as all boxes come with three unique scenarios, chances are good that at least one theme will speak to you in each package.

Box One

  • Age: 14+
  • Players: 1
  • Play Time: 180-240 mins

Box One is unique in the escape room board game space for several reasons. First, it’s a one-off board game designed by Neil Patrick Harris. Not to mention, this title is made for just one player. It should be noted that Box One can be played with more than one person, but it can also be replayed if you want to hand it to a friend to play through and talk about it afterward – and you will probably want to talk about it.

Box One is an experience that evolves as you play it, and while the puzzles aren’t incredibly challenging, they’re immensely satisfying and fun. This would be an ideal title for those new to the genre, but seasoned veterans will likely find enjoyment here as well. Unfortunately, to say too much about Box One would spoil the experience, as it is truly a unique puzzle-solving game. However, what you need to know is that Box One does require access to the internet and a few hours to complete.

Scooby-Doo: Escape from the Haunted Mansion

  • Age: 12+
  • Players: 1+
  • Play Time: 60-120 mins

For fans of both escape room board games and Scooby-Doo, Escape from the Haunted Mansion is a no-brainer. For those who need a bit more convincing, however, this adventure from Scooby and friends actually offers some unique ideas. As with the show, each character has their own strengths that factor into the gameplay. Scooby can smell things, Velma can research, Fred can investigate, Daphne can use tools, and Shaggy can eat things. Different items in each room can be observed by the various characters using their unique booklets that feel written in their voice. Escape from the Haunted Mansion essentially plays out as a point-and-click adventure meets an episode of the cartoon. The thematic element of the escape room board game is exceptionally strong, however, some might take exception to the fact that eating Scooby Snacks in Escape from the Haunted Mansion is somehow a punishment.

Escape Room in a Box: The Werewolf Experiment

  • Age: 13+
  • Players: 2-8
  • Play Time: 30-90 mins

Escape Room in a Box: The Werewolf Experiment brings itself closer to the true escape room experience by offering tangible components in the form of physical locks. Each of the three locks requires some puzzle solving and unique mechanics most have probably never experienced in a board game before. Also true to real-life escape rooms, The Werewolf Experiment lets players work on different aspects of the game at the same time, so each person feels as though they are constantly contributing. For those who want to check more in the series, Escape Room in a Box: Flashback and The Walking Dead are a couple of other worthwhile options.

Escape Room: The Game

  • Age: 16+
  • Players: 3-5
  • Play Time: 60 mins

While many escape room board games are one-and-dones, Escape Room: The Game offers three different 60-minute puzzles with Nuclear Countdown, Prison Break, and Virus. Escape Room: The Game is notable due to its quality components such as a countdown timer box known as the Chrono Decoder that helps add to the immersion. Even after completing the four scenarios in the base game, there is more fun to be had through the various expansions. However, the Chrono Decoder present in this initial iteration is required to play each of the expansions, so make sure not to skip Escape Room: The Game before checking out other titles in the series like Jumanji, Murder Mystery, Virtual Reality, Space Station, or many others.

Escape the Room: Mystery at Stargazer’s Manor

  • Age: 10+
  • Players: 3-8
  • Play Time: 90 min

While not specifically designed for kids, Mystery at Stargazer’s Manor is arguably best for a family game night for those with preteens or early teenagers. The story of a missing astronomer in 1869 might not be the most intriguing premise for younger players, but the easy-to-grasp yet still enjoyable puzzles should be enough to wrangle them in for a fun evening at home. Mystery at Stargazer’s Manor isn’t unlike other escape room board games – solve puzzles, uncover clues, and escape the room. However, while some escape rooms are specifically designed for children or adults, this title offers something for the whole family between its solid writing and various observational challenges. For even more recommendations for all ages, visit our list of the best family board games.

The Curious Elevator of Mr. Hincks

  • Age: 14+
  • Players: 1-4
  • Play Time: 120-240 mins

Simply not enough tabletop enthusiasts are talking about The Curious Elevator of Mr. Hincks, and that’s a shame because it offers some of the most well-crafted puzzles within the genre. Rarely, if ever, do players feel frustrated by the puzzles, but rather, it’s the type of game where aha moments follow just about every mystery. The story behind The Curious Elevator is that Mr. Hincks, an eccentric puzzle maker, has opened his elevator to the public. Getting on the elevator is easy, but getting off is another story entirely.

The Mr. Hincks series isn’t dark like other titles in the genre; instead, these mystery games offer a bit of whimsical fun rather than tense drama. The Curious Elevator features some online aspects, but most of the game is played with the physical components provided in the box. Those who enjoy The Curious Elevator may want to check out the game’s prequel, The Curious Stairs of Mr. Hincks.

The escape room drama is full of co-op experiences, but check out our collection of the best cooperative board games for even more great suggestions.

Bobby Anhalt is a contributing freelancer for IGN covering board games and LEGO. He has more than 8 years of experience writing about the gaming industry with bylines at Game Rant, Screen Rant, TheXboxHub, and Ranker. You can follow him on Twitter @BobbyAnhalt.

A Golden Axe Animated Series Is Being Made by the Creator of Star Trek: Lower Decks

An animated Golden Axe series is in the works at Comedy Central, based on the popular Sega video game series of the same name.

Per a Comedy Central press release, Star Trek: Lower Decks creator Mike McMahan has teamed with American Dad producer Joe Chandler to create a 10-episode Golden Axe series that will take fans of the side-scrolling beat ’em-up arcade games on an all-new adventure with some of the franchise’s beloved characters.

Chandler will serve as showrunner and co-write the first episode with McMahan, which, according to the logline, will tell the story of “veteran warriors Ax Battler, Tyris Flare, and Gilius Thunderhead as they once again battle to save Yuria from the evil giant Death Adder, who just won’t seem to stay dead,” though, it notes, “this time they have the inexperienced and underprepared Hampton Squib on their side.”

The voice cast features Matthew Rhys playing grumpy battle dwarf Gilius Thunderhead, Danny Pudi as inexperienced adventurer Hampton Squib, Lisa Gilroy as fearsome battle sorceress Tyris Flare, Liam McIntyre as barbarian warrior Ax Battler, and Carl Tart as humanoid panther Chronos “Evil” Lait, originally from Golden Axe III.

McMahan and Chandler will executive produce the fantasy tale of blades and magic for television alongside Haruki Satomi, President and CEO of Sega Sammy Holdings Inc., Shuji Utsumi, president and COO of Sega Corporation, and Sega’s Toru Nakahara, as well as Neal H. Moritz, Pavun Shetty, and Toby Ascher of Original Film, and Titmouse’s Chris Prynoski, Shannon Prynoski, Antonio Canobbio, and Ben Kalina.

The first Golden Axe game hit shelves in 1989 but quickly evolved into a franchise comprising four games in the main series and multiple spin-offs. Sega announced in December that it is developing a new Golden Axe game, the first one since 2008’s Golden Axe: Beast Rider, as part of an initiative to revive several dormant franchises.

Adele Ankers-Range is a freelance entertainment writer for IGN. You can follow her on X/Twitter @AdeleAnkers.

Militia to the gates, please – the Dwarf Fortress Steam edition’s Adventure Mode beta is live

“It’s time to venture outside your fortress!” reads Kitfox’s invitation to play the beta for Adventure Mode in Dwarf Fortress on Steam. Sounds like a trap to me. Sounds like the kind of thing a werebadger would say, to lure you out of hiding. Are there werebadgers in Dwarf Fortress? If there aren’t, I have to ask what developers Bay 12 have been doing all these years. Doubtless, the hills and valleys of the hitherto base-construction-only Steam edition are teeming with were-creatures of every flavour. Werefinches! Wereotters! Werebudgerigars! Werepoets!

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Tamashii: Chronicle of Ascend Board Game Review

Tamashii: Chronicle of Ascend is a high concept board game. It’s a cooperative cyberpunk adventure game bathed in neon. You awake from a coma finding your consciousness inhabiting a foreign body. Your memory is clouded and nothing is familiar. The nearby city is in shambles. Machines and faceless agents begin to stalk you. A chance meeting with an underground faction opens an entirely new world. Towering above it all is a tyrannical AI known as Ascend.

It’s exceedingly cool. The large box is swollen with content. There are hundreds of cards that make up enemies, scenarios, and abilities. Large vibrant player boards host tokens and chits of various colors. Dozens of tiles are randomized to construct the post-apocalyptic city. Large standees – or lovely miniatures if you spring for the add-on – depict various bodies the protagonists pilot. It’s a very attractive product that works an extra shift to sell its mysterious setting.

Its style is not simply veneer, either. Vibrating beneath the surface of this handsome exterior are two prominent systems that work together to deliver an electric experience. The first governs the city itself. Each scenario contains a map of the environment, a collection of district tiles that are often semi-randomized. They are arranged in an overall shape to form an interconnected board. Players will traverse the map by flipping over unexplored areas and interacting with various location abilities.

This portion of the game walks between the extremes of a fully detailed environment and a thin abstract space devoid of personality. It broadly mimics the style of adventure board games such as Arkham Horror and Return to Dark Tower, with characters navigating a zoomed out macro-level map. It doesn’t quite manage a rich portrayal of the city itself, instead leaning into a more distant and lean depiction that provides context for the second half of the game.

The bulk of play is contained on each player’s personal board. This mat resembles a HUD of sorts, and it contains several systems that interlock to form the digital arena. The focus here is on the launcher, a large central area of the player board that hosts colorful data tokens of various types. Each turn, players draw these tokens from a bag and repopulate their launcher. They spend actions to move these tokens around, shifting them into new slots in an attempt to form various patterns. When you complete a pattern, the tokens are spent and a benefit is triggered, such as hacking an enemy drone that is pursuing you, establishing a data uplink to fulfill a scenario objective, or gaining new intel and assets to prop up your character.

This is ostensibly a puzzle, similar to Bejeweled and Candy Crush. It’s a system I’ve never seen imitated on the tabletop, and it’s surprising how effective it is as an engaging mini-game that is core to the Tamashii experience. It might not feel like computer programming or hacking, exactly, but it can be surprisingly tense.

Everything else is handled through modular extensions of the various components. Enemies are represented solely by cards. They attach to your player board and follow your character around, harassing them in the conflict phase where blows are traded. Experience is gained through defeating enemies and triggering certain patterns on the launcher. These are spent to upgrade certain attributes and acquire new permanent ability cards. Bodies for your character to inhabit are locked into the top of the player board, offering new combat options and traits.

Everything is tied wonderfully together through the scenario architecture. Scenarios consist of small booklets with an accompanying deck of mission cards. You are given narrative background, initial setup conditions including unique rules, and a first stage objective. Often, this requires you head to specific points on the map. Sometimes you must perform special actions or complete patterns on your launcher to progress the story. Often you are required to make a decision which leads down a branching narrative path. This may be choosing one of two factions to aid, or deciding between rescuing civilians and selfishly preserving your own life. These decisions are meaningful and shape subsequent stages of the scenario, altering your goals and leading to a unique climax.

The scenario variety is fortunately strong. Each is rated for length and difficulty, which lets you know what you’re in for before starting. This isn’t a perfect approach, however, as the overall challenge presented is somewhat shallow. In fact, I’d prefer the difficulty to be ratcheted up across the board, as far too often the game simply doesn’t throw up enough obstacles to inhibit progress. It also occasionally stretches on too long. The longer scenarios can cross the three hour mark, dragging during the mid-game, and not picking up again until the final act is triggered. Thankfully, this is uncommon and the length depicted on the title page of the scenario will at least clue you in on this possibility.

Surprisingly bucking the recent trend of campaign board games, Tamashii does not feature linked scenario play. Each session is an isolated story and can be played with a rotating cast of players. However, the game introduces a unique roguelike-inspired system of unlocking content. Depending on the particular ending you trigger in a scenario, new content is added to the game for future plays. This may mean new body or enemy cards, or even new location tiles, are added to the mix. The box offers a functional, although unfortunately messy, organization system to segregate locked content from the rest of the components.

This content unlocking is a really fantastic feature. I was always eager to get back to the table to try these new options. It feels modern, touching on some of the benefits of the campaign format found in narrative board games, but without the long term commitment of a dedicated group.

While the writing in the scenarios isn’t always superb, it works when woven into the fabric of the branching decision structure. This story layer sits atop the rest of the game forming the fibers that connect the various components to create an interactive and engrossing experience. Tamashii: Chronicle of Ascend is a juggernaut of powerful and flexible machinery that delivers captivating drama.

Where to Buy

Guide: Nintendo Indie World Showcase April 2024 – Every Announcement, Game Reveal & Trailer

All games and trailers from the April 17th presentation.

Nintendo’s April 2024 Indie World Showcase was a 20-minute presentation of games from independent developers coming to Switch sometime in 2024, with several previously announced games getting release dates.

It was a fairly low-key showcase overall, although there were definitely some choice nuggets in there.

Read the full article on nintendolife.com

How The Riders Market Addition is Turning MotoGP 24 Into the Most Authentic Entry Yet

How The Riders Market Addition is Turning MotoGP 24 Into the Most Authentic Entry Yet

Summary

  • MotoGP24 will feature the Riders Market for the first time in the history of the franchise
  • Both AI and players might be proposed to change teams, including promotion between classes
  • MotoGP24 will be available on May 2, 2024, on Xbox Series X|S and Xbox One

As the Lead Designer, working on a series like MotoGP is extremely challenging. Our goal has always been to replicate as closely as possible the real competition and finding room for innovative improvements is not easy. However, this is also what makes our job special and the reason why I’m so proud of the hefty experience MotoGP 24 will deliver to our fans, whose voices have become more and more central in shaping the series.

Since In the last year, we’ve met our players’ requests like never before by introducing Dynamic Weather and Flag-to-Flag races. This year, we’re following the same path by adding what is probably the most requested and long-awaited feature by the community, as MotoGP 24 career mode marks the introduction of the Riders Market. Here’s how it’s going to change the game for the better.

Starting this year, riders of all categories will be able to change teams, including promotion between classes. This way, players will see roster updates in every in-game season, thus finding exciting new challenges and scenarios to experience every year. The possibilities are endless, as both the AI and players might be proposed to change teams as seasons progress. Importantly, we designed the feature with the intent of offering different but always plausible championships. The Riders Market is based on a set of algorithms that generate transfers weaving the riders’ performance with the prestige and aspirations of each team. Consequently, riders are considered differently by teams based on their past results and the goals they want to achieve. For instance, a rising star like Jorge Martin might be called to bring the Repsol Honda Team back to the top after many difficult years.

Notably, since last year the career mode has become much more dynamic thanks to the introduction of turning points and rivalries, thus revolving around the performances and choices of each player. The Riders Market will follow and accentuate such a philosophy; if the player achieves excellent results in a minor team, he could even steal the seat of a real rider in a top team forcing him to find another contract. If he doesn’t, he will be excluded from the next season but could still come back after one or two years in case a struggling team needs an experienced rider to help with the development of the bike.

Likewise, if a team underperforms, riders will look for something better. Imagining the Ducati Lenovo Team losing competitiveness over the years, its top rider Francesco Bagnaia might look around. Just like in real life, his choice will not only be determined by the current values of the other bikes on the grid, but future perspectives will count as well. If the Aprilia Factory Racing Team obtains steadily convincing performances proving to be on the upswing, it might be able to sign the Italian champion despite not being an immediate contender for the title.

Moreover, players’ behavior on and off the track will greatly influence Riders’ Market dynamics. As I mentioned earlier, last year we introduced a rivalry system as well as a fictional social network where riders, teams, and manufacturers interact with each other. The evolution of rivalries as well as likes and replies on the fictional social network will fuel rumors about possible future transfers, which players will be able to keep an eye on through a dedicated menu of the career mode.

The Riders Market is the last major piece we needed to fully shape the game and the series itself, and I can’t wait to see our fans getting the most out of it. Will there be a day when we see the young, predestined Pedro Acosta challenging the eight-time World Champion Marc Marquez in the same team? Or maybe we are about to witness Fabio Quartararo’s new legacy away from Yamaha? History is still to be written. 

MotoGP 24 will be available on May 2, 2024, on PlayStation5, PlayStation4, Xbox Series X|S, Xbox One, Nintendo Switch, and Steam.

The post How The Riders Market Addition is Turning MotoGP 24 Into the Most Authentic Entry Yet appeared first on Xbox Wire.

Dead Island 2 adds new zombies variants in SoLA expansion available today

Dead Island 2’s new SoLA expansion introduces players – sorry, Slayers – to a whole new side of Hell-A: an all-American festival where the stage is set for some of the game’s most gruesome zombie slaughter yet. The crowds of rotting, shambling festivalgoers will provide endless zombie-slaying hits, but where would any festival be without its headline acts?


Dead Island 2 adds new zombies variants in SoLA expansion available today

Enter the Whipper and the Clotter, two brand new, powerful Apex Variants designed to give even the most experienced Slayers some serious frights and fights.

On the one hand, you have the Whipper, an undead bohemian that’s swapped festival glam for guts.  In fact, she’ll flail you with her intestines or try to blind you with a handful of thrown entrails.

On the other you have the Clotter, a brutal zombie that can decompose and recompose at will. This big guy can effectively teleport in and out of the player’s space, making it hard to maintain visibility and control.  

“The starting point was always the mechanics of the two new archetypes,” says Dambuster Studio’s Associate Character Art Director, Richard Smith. “They both offer completely new behaviors never seen before in the Dead Island enemy roster.”

Whippers are fast-moving, mid-ranged enemies with powerful attacks and special abilities that can stop Slayers using their own Fury powers. Clotters hound the Slayer, keeping them under constant pressure and unable to dominate one position.

Putting flesh on the bones

To create the new enemies for the expansion, the team started out with a range of zombie concepts, then whittled them down to the final two. The basic concepts were fleshed out into concept art, always making sure that the new zombies would fit into the Dead Island universe and feel plausible within its blood-splattered, body horror aesthetic.

“In the case of the Whipper,” says Smith, “we had the call out that they would be self-mutilating intestine wielders. Filled with frustration at the zombie infection within, they’ve attempted to remove it, gouging out their own innards and becoming entangled in their own intestines, which are used to extend their attacking reach like an organic web.”

To tie the Whipper in with the expansion’s festival style, the team looked to the social media imagery associated with big American festivals, and the boho chic fashion styles you’d find on the festival ground. “We’re focusing on the visual storytelling and signposting the enemy,” Smith explains, “and we want to ground the player in the location and make sure it fits in with the vibe.”

As the art development progressed, new ideas emerged, which also fed back into the design. “For example, we wanted the Whipper to thrash around violently and indiscriminately,” Smith adds. “To add to the torment, we gave the character hands that are frozen in a rigor mortis, so they’re almost forced to thresh around.”

Slayers get a new nightmare

Meanwhile, the Clotter let the studio push what could be done with Dead Island 2’s F.L.E.S.H. system – the super-gory technology that allows Slayers to break zombies down into bloody chunks of flesh and bone. The team knew they wanted a teleporting zombie, but wanted to avoid any sci-fi stuff that wouldn’t fit in with the game’s more grounded style.

F.L.E.S.H. provided the answer. “We really wanted to find a way to use these features, to make the Clotter completely disintegrate in front of the player’s eyes and then reassemble from a puddle of meaty goo,” Smith explains.

As this enemy needed to move fast, the team steered clear of over-elaborate effects. “We were able to squeeze in a glimpse of the skeleton falling to pieces and the gloopy flesh turning into liquid around the bones, but it takes a lot of work back and forth to balance it – to make sure it all happens at the right place for the gameplay.”

The Clotterleans into the storyline at the heart of the new expansion. “And the festival background is an ideal location for it,” adds Smith, “in terms of the quantities of gore and body parts that are lying around, waiting to be reanimated.”

There are always some ideas that don’t fit in with Dead Island 2’s zombie-first focus, or with the personality of its slapstick splatter. “It’s tough, but we love the challenge,” says Smith. “We like creating things for the game that you won’t have ever seen before.”

What’s better: a ‘put back’ action, or standing atop another player’s heads in an FPS?

Last time, you decided that gliding powers are better than Dragon’s Dogma 2’s Unmaking Arrow. Honestly I’m surprised it was that close (66% vs 33%—don’t sweat the rounding), and I’m proud of your ability to weigh a whole concept against a single-game implementation. We are so good at this. Onwards! This week, I ask you to choose between placing things in two very different ways. What’s better: a ‘put back’ action, or standing atop another player’s heads in an FPS?

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Final Fantasy 16 Update 1.31 Adds Quick Complete Sidequest Function, Lowers Time Before Re-Petting, and More

Square Enix has released Final Fantasy 16 update 1.31, and it’s a big one.

According to the patch notes, highlights include the addition of a quick complete sidequest function, custom controller type, the ability to save up to five skill sets, and additional photo mode functionality. Elsewhere, there are a number of quality-of-life improvements across the board, new content, and, crucially, adjustments to when Torgal can be petted and lowered time before re-petting. You can see these new features in the screenshots below.

The update also allows for the purchase and installation of the DLC package The Rising Tide, due out tomorrow, Apr 18, 2024 Here’s the setup:

“An unmarked letter arrives at the hideaway containing a request most curious: the Dominant of Leviathan, long lost Eikon of Water, is in need of rescue. To heed this call, Clive and his companions must journey to Mysidia — a hidden land under a blue sky — where they will uncover the tragic history of a forgotten people. Please visit the official website for more information.”

Final Fantasy 16 launched as a PlayStation 5 exclusive in June 2023, and has sold over three million copies. IGN’s Final Fantasy 16 review returned a 9/10. We said: “Featuring fast, reflex driven, action heavy combat, Final Fantasy 16 is certainly a departure from what fans may expect out of a Final Fantasy game, but its excellent story, characters, and world building are right up there with the best the series has to offer, and the innovative Active Time Lore feature should set a new standard for how lengthy, story-heavy games keep players invested in its world.”

Final Fantasy 16 update 1.31 patch notes in full:

The following content is available to all players:

Additional In-game Content

  • Orchestrion rolls added to regional shops.
    Rolls available depend on main scenario progress.

Battle Adjustments

  • Player ATK increased outside of select Eikon battles.
  • Quality of life UI additions made in certain Eikon battles.

Eikonic Ability & Feat Adjustments

  • Two instances of ball lightning will fire when exacting Ramuh’s Eikonic Feat Blind Justice.
  • Ball lightning affixed to enemies is now detonated via the feat button rather than attacking.
  • Clive now moves faster while using Blind Justice.
  • Clive can now dodge while using Blind Justice.
  • Clive recovers poise more quickly after exacting Blind Justice.
  • When canceling Bahamut’s Eikonic Feat Wings of Light, the Megaflare charge will only deplete to the next gauge level.
  • A dodge is conducted when initiating Wings of Light.
  • Successfully dodging an enemy attack when initiating Wings of Light will trigger a Megaflare Dodge.
  • Parry animation when using Odin’s Eikonic Feat Arm of Darkness has been changed.
  • The minimum jump height for initiating Stomp has been lowered.
  • The direction Clive faces after using Swift Recovery has been adjusted.
  • Limit Break attacks now lift enemies instead of knocking them back.
  • Gouge damage is increased.
  • Gouge will damage is increased.
  • Gouge recast time is reduced.
  • Aerial Blast now dispels certain ranged magic attacks.
  • Aerial Blast will damage is increased.
  • Windup area of effect is increased.
  • Earthen Fury recast time is reduced.
  • Flare Breath now dispels certain ranged magic attacks.
  • Flare Breath now lifts enemies instead of knocking them back when canceling the ability.
  • Flare Breath damage is increased.
  • Satellite damage is increased.
  • Satellite recast time is reduced.
  • Satellite will damage is increased.
  • Ice Age damage is increased.
  • Ice Age will damage is increased.
  • Ice crystal generated when using Rime will now better draw in nearby enemies.
  • Rime will damage is increased.
  • Gungnir recast time is reduced.
  • Gungnir will damage is increased.
  • Heaven’s Cloud chained follow-up attacks can now be focused on a single enemy by locking on to the enemy.
  • Heaven’s Cloud will damage is increased.
  • Heaven’s Cloud recast time is reduced.

Accessory Adjustments

  • Effectiveness of the following accessories has been improved:
    • Favor of Wind (Gouge)
    • Favor of Wind +1 (Gouge)
    • Breath of Earth (Earthen Fury)
    • Breath of Earth +1 (Earthen Fury)
    • Breath of Darkness (Gungnir)
    • Breath of Darkness +1 (Gungnir)
    • Breath of Darkness (Heaven’s Cloud)
    • Breath of Darkness +1 (Heaven’s Cloud)
    • Cavall’s Fang
    • Cavall’s Fang +1
    • Cavall’s Bite

Other Changes to Actions

  • Alleviated rare issue of Clive jumping when accessing objects under certain conditions.
  • Made adjustments to when Torgal can be petted and lowered time before re-petting.
  • Made adjustments to calculations for amount of damage taken when near death.

Quests

  • A “Quick Complete” function has been added, giving players the option to warp directly to a quest-giver upon completing a quest’s final objective.
  • A new quest icon has been assigned to quests which reward collectables.
  • Ability Point awards for certain sidequests have been increased.
  • Additional cutscenes have been added to certain sidequests.
  • Minor changes have been made to cutscene staging.
  • New NPCs have been added to certain settlements.

System

  • Added “Custom” controller type.
    Go to Controller Layout on the System tab in the Main Menu to freely assign functionality to the buttons on your controller.
  • Skill Sets have been added.
    Players can now save up to 5 skill sets. Swap between sets with L1/R1.
  • The following functionality has been added to Photo Mode:
    • Focal Distance adjustability in Depth of Field setting
    • Tone Correction
    • Screen Effects
    • Portrait Mode
    • 90-degree rotation in Roll functionality
  • Minor updates and additions to the Thousand Tomes.
  • Visual updates to the State of the Realm timeline slider.
  • Updates and additions to the UI and various menus.

Bug Fixes

  • The following issues have addressed:
    • Graphics not appearing correctly in certain cutscenes
    • Incorrect character motion in certain cutscenes
    • Inability to progress in certain quests
    • Progression markers not displaying properly
    • NPC names not properly updating in conjunction with game progression
    • Problems with menu functionality when speaking with NPCs
    • Enemies not acting properly in certain battles under certain conditions
    • Issues with camera work in certain battles
    • Enemy effects not displaying properly in certain battles under certain conditions
    • Enemy names not appearing properly under certain conditions
    • Certain abilities not hitting targets properly
    • Precision sic not executing properly with certain abilities
    • Certain ability effects not displaying properly under certain conditions
    • Issues with camera work during certain abilities
    • Instances of limit break/ability effects not properly triggering
    • Auto Torgal not functioning properly in the Hall of Virtue (training mode)
    • Issues with party ally AI
    • Collision detection in certain stages and fields
    • Issues with character motion
    • State of the Realm menu icons not updating or displaying properly
    • Slight discrepancies in State of the Realm content
    • Rare instances of past State of the Realm content being unavailable for viewing
    • Graphics not displaying properly in Photo Mode when using certain photography methods
    • Text and Icons not displaying properly on the world map under certain conditions
    • Instances of current location not displaying properly on world map
    • Instances of region map icons not displaying properly
    • Instances of controller vibration and adaptive trigger functionality not working properly
    • Menu layout not displaying when switching between languages
    • Config settings not changing properly when restoring defaults
    • Incorrect screenshots and videos in certain tutorials
    • Tutorials not appearing at proper times
    • Inability to obtain certain redeemable items when starting New Game+
    • Notices not appearing at proper times
    • Instances of sound effects not playing at proper times
    • Various spelling and grammar mistakes
    • Various instances of game crashes

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.

SteamWorld Heist 2 revealed, bringing a ragtag crew of seafaring robots to PC this August

I briefly posted about this in The Maw, but was unsure at that point if SteamWorld Heist 2 was coming to PC day and date with the launch on Switch. That date is August 8th, by the way, and the answer is: yes it is! Though it was revealed at Nintendo’s Indie World Showcase earlier this afternoon, strategy action-adventure-with-robots sequel SteamWorld Heist 2 isn’t a timed platform exclusive, so that’s fun!

SteamWorld Heist 2 is, if you hadn’t guessed, a sequel to SteamWorld Heist, which came to PC in 2016. The first was a side-on tactics game where you, leading a team of robots, shot teams of other (bad) robots in turn-based skill-heavy tactical battles. While that all took place in space, the sequel has achieved splashdown, and you’ll be chuntering about the seas with a new lead character (Captain Leeway) and a new bunch of crewmates. It’s a robot pirate game, in other words.

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