I’m fascinated by this open-world delivery game that sounds like Death Stranding on a horse in 13th-century Mongolia, with “unparalleled equine realism”

Despite being hugely allergic to horses – my eyes once swelled up so severely at a local fair my wife had to guide me home – I continue to be absolutely spellbound by the animals. I’ve been rewatching The Lord of the Rings this week and I’ve been genuinely gripped by watching professionally trained horses galloping across the vistas of New Zealand, rearing up against tennis balls representing CGI orcs and charging down the incredibly steep slope next to Helm’s Deep. Not to mention my love of just riding endlessly in a direction on horseback in Red Dead Redemption 2 and Assassin’s Creed Odyssey (helped by Kassandra’s wonderful command of “Phobos!” to summon her mount).

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Remembering Prey, Arkane Austin’s masterpiece

Confident design is one thing, but there is confidence, and then there’s the almost reckless certainty in both your game’s sturdiness and the player’s curiosity required to trust a feckless, glitch-hungry game-poker with Prey (2017)’s GLOO Cannon. A recklessness in designing a sprawling, multi-tiered, metroidvania-esque space station – one boasting multiple-bathroom verisimilitude – like Talos I, and then immediately giving the player a gun that lets them make their own ladders up keycard locked grav-elevators.

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Gray Zone Warfare may be the new FPS hotness, but my experience with it left me cold

As I write this, Gray Zone Warfare is sat at fourth place in Steam’s top sellers list. I’ve seen loads of vids from big FPS YouTubers pivoting to it as the next big thing, especially for the Escape From Tarkov-likers. So I gave it a whirl, both as someone who wanted to see what these more hardcore extraction shooters were like and to play a video game that worked. Unfortunately for me, the game barely functions on my rig to the point where it hurts my poor eyes.

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Review: Rainbow Cotton (Switch) – The Definitive Version Of This Dreamcast Shooter

I can sing a rail shooter.

Developer Success’s flagship franchise since 1991, Cotton‘s enigmatic Halloween world and cutesy-witchy theme struck a chord with fans of the shoot-’em-up genre. Its zany premise of broomsticking across badlands in search of delicious candy, coupled with a magical mix of coloured gem grabbing, weapon power-ups, flashy bomb attacks, and mouthy fairies, have been staples in every instalment since the beginning.

Bar one pachinko outlier, most Cotton games follow the same 2D horizontal shooting format, including 2021’s Cotton Fantasy: Superlative Night Dreams. But with Panorama Cotton, a 1994 Mega Drive exclusive and one of the system’s most technically impressive titles, Success switched the action to a 3D perspective, plotting the camera behind Cotton’s back. It delivered a Space Harrier-style dynamic across eye-bleedingly colourful stages, occasionally with varying paths. Despite being a graphical showcase for the system, it wasn’t as critically well-received as its predecessors, never appeared overseas (until 2021), and had a famously low print run.

Read the full article on nintendolife.com

F1 24 to Deliver the Biggest Career Mode Innovation Since 2016

The 2023 Formula One season yielded a grand total of three winning drivers over 22 Grands Prix. Just six rounds into the 2024 season and we’ve already seen three different GP winners, across three different teams to boot. Has this season just threatened to become interesting?

Well, it’s almost certainly too early to be hopeful of that. However, even if we are ultimately destined for yet another season of single car dominance, at least F1 24’s updated career mode will give us all a place where we can watch (and hear) the championship unfold a little differently.

F1 24’s key new hook is the ability to “be one of the 20.” That is, we can now take one of F1’s superstar drivers and play as them in a complete, multi-season career mode experience called Driver Career. Driver Career appears to be drilling down on an experience specific to the drivers themselves. This means the focus is on gaining recognition and improving your driver ratings over multiple seasons, dealing with the driver contract market with secret meetings, and completing a variety of short- and long-term goals. Senior creative director Lee Mather confirms the focus on revamping the career mode has been a “huge fan requested feature.”

“It still sees huge numbers of people playing it, but obviously we were starting to feel each year the build-up of players saying, ‘I love Driver Career, it’s one of my favourite areas of the game, but you’ve not done anything with it. Why haven’t you done anything with it? Why haven’t you moved it on? Why haven’t you changed it?’” says Mather. “So we definitely had that in mind.”

We were starting to feel each year the build-up of players saying, ‘I love Driver Career, it’s one of my favourite areas of the game, but you’ve not done anything with it.

“The tipping point was we wanted to bring in the ability for the player to play as a Formula One driver because that’s now such a prominent thing; those drivers have now become super celebrities. They now want to be those drivers. That was less a thing back in 2010. It was more about the world of Formula One and driving Formula One cars.”

Described as the biggest career mode innovation since 2016, Mather is aware that such a change to the career approach is likely to land with more weight with fans than usual.

“So, as a team, it always feels like we have a lot going on,” explains Mather. “I think it just depends on where the focus comes from the players, really.”

“There are some things that always land with more weight than others, but the scale of the work that goes into it is always just as significant. Something like Braking Point, for example, is a massive body of work. Things like F1 World last year; big body of work. But when it’s on something like career mode, which is an absolute pillar of the game and has been since 2010, I think that lands with a lot more weight.

“They’re the areas of the game that have the most complexity because there are so many intertwined systems, and not only are we trying to obviously replicate the sport, but we’re trying to present it in a way that’s super compelling in a video game as well.”

Not only are we trying to obviously replicate the sport, but we’re trying to present it in a way that’s super compelling in a video game as well.

Driver Career isn’t a replacement for My Team mode, which will still exist within F1 24. You can also create custom drivers to race as yourself in Driver Career, or choose an F2 driver or past icon of the sport. However, Driver Career does very much seem geared around encouraging players to enjoy racing as one of this season’s current F1 superstars – especially considering all the driver-specific audio the team has now included. Yes, they’re not just sound bites tossed into the trailer for a little atmosphere – they’re now in the game itself.

“It’s something that we started a conversation with Formula One on a few years ago, and there was an opportunity for us to do that for quite a while,” confirms Mather. “But we didn’t really feel it fit with what we were doing with the title. It didn’t really gel and make sense.”

“But as soon as we opened up the opportunity to race as the real Formula One drivers [in Career Mode], it just made perfect sense to have that VO.”

The question here, of course, is just how exhaustive is that pool of audio, on the back of a season where one bloke won 19 out of 22 Grands Prix? Does that narrow the selection somewhat? For instance, what happens when a driver from a minnow team jags a virtual GP win in F1 24?

“It is a challenge,” says Mather. “Obviously, the front runners who’ve had wins, or close to wins, will have those moments of pure elation. The exciting ones. But then there are drivers who won’t have been in those positions, and we’ve had to be creative with the lines to ensure that they’d be fitting of the scenario as best as possible.”

“Thankfully there’s a lot that the viewers never see. Formula One obviously have everything and they’ve really taken the time to go through and trawl the archives. The good thing is, obviously, there are multiple years. A lot of the drivers in the sport now have been in for several years. Even the rookies have now been in for a couple of years, so there is a good amount.

“It definitely is challenging for the audio team to pick out ones that are relevant for drivers who you might play as and get a win, who’ve never actually had a win. There was definitely a challenge there, but we found ones.

It definitely is challenging for the audio team to pick out [quotes] that are relevant for drivers who you might play as and get a win, who’ve never actually had a win.

“There’ll be some that players recognise, because they’ll remember them from real life. I think obviously some of the Max ones stand out; they’re fairly recognisable. But Lando’s got some nice ones as well. I think Lando has got a really nice one for Monaco, which is really cool.”

There’s much more to the new career experience, too. Expect rivalries that now come in three different levels of intensity (from ones that last a few races to ones that will define parts of your entire career), and a new two-player driver career mode with all the same features that can be played co-operatively, or on different teams (or both, from season to season). There’s even a spin-off of the new Driver Career called Challenge Career, which will be a curated, episodic version with which players can compete asynchronously for leaderboard placement.

F1 24’s handling is again promising further refinement, with the goal being to make the cars more realistically compliant.

“It’s a drum we’ve been banging for years, really, which is realism doesn’t necessarily mean difficult,” says Mather. “That isn’t generally always the case.”

“There’s a perception from some parts of the community that a sim has to be difficult. And as we’ve said, we’ve got a really in-depth sim at the core of this game. And then how we build out the handling model is through the numbers. We simulate everything authentically, only this year we’ve taken that to the next level.

“We knew where we’d got some big holes in the sim and there were things that were achieving the end result, but we knew we could do it better and add more depth to it. One of the prime examples is the weight transfer that you get now in the cars due to the revised centre of mass, but also the suspension behaviour – the anti-dive and the anti-squat behaviour – gives a better feeling of movement in the car and weight transfer to the player.

Realism doesn’t necessarily mean difficult. That isn’t generally always the case.

“So that’s another thing that adds to that, ‘Well, I now know what my car’s doing.’ So before we would’ve accentuated that maybe with additional camera movement, so you got the feel that the car was doing something. Now you get that through the body of the car.

“The real depth in a racing game is in the handling model, isn’t it? You should able to instantly pick up and play, but give yourself a few weeks and you should be absolutely nailing those lines, playing with the car setups, and feeling the intricacies of it all.”

F1 24 arrives on May 31 for Xbox, PlayStation, and PC – just in time to rewrite the results of this year’s Monaco Grand Prix if you feel it’s necessary.

Luke is a Senior Editor on the IGN reviews team. You can chat to him on Twitter @MrLukeReilly.

Crow Country review: my first Resident Evil (complimentary)

Tangle Tower was a weird and cute point and click murder mystery set in a big weird tower full of colourful characters, so what better way for the devs to fill time before the sequel comes out than by making a creepy retro survival horror set in a regional theme park? Crow Country is like if Resident Evil was made out of Duplo: more chunky, less threatening, and easier than playing with a fully motorised K’Nex ferris wheel, but darn it, it’s still a good time.

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Insect RTS Empires Of The Undergrowth leaves early access in June, adding savannahs, termites and stink ants

Even as Nic spent this morning writing lovingly about frogs, I was watching trailers of frogs disintegrating beneath an unstoppable ant tsunami. The game in question is Empires Of The Undergrowth, an RTS from developers Slug Disco and Manor Lords publisher Hooded Horse. The 1.0 version launches on June 7th, after almost eight years in early access during which Empires Of The Undergrowth has accumulated positive user reviews with truly antlike meticulousness. Here’s the release date trailer, which you should not watch if you dislike seeing various larger insects and small animals getting eaten alive by ants.

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Microsoft Signs Deal to Bring Lords of the Fallen and Sniper Ghost Warrior Contracts 2 to Game Pass in 2024

Microsoft has signed Lords of the Fallen and Sniper Ghost Warrior Contracts 2 for release in its subscription service, Game Pass.

Confirmation comes from publisher CI Games, which announced the deal was signed on May 3 in a financial note. Microsoft has yet to announce either game for Game Pass. Terms were not disclosed, nor which parts of Game Pass both games will release into, but it seems safe to assume Xbox and PC Game Pass.

Hexworks’ Lords of the Fallen launched in October last year to positive reviews and sales, although it suffered significant performance problems. IGN’s Lords of the Fallen review returned an 8/10. We said: “Lords of the Fallen is an awesome soulslike with a fantastic dual-realities premise, even when performance shortcomings and wimpy bosses crash the party.” Hexworks recently released update 1.5, its “final milestone” for the PC, PlayStation 5, and Xbox Series X and S soulslike, as publisher CI Games turns its attention to future games in the franchise.

Sniper Ghost Warrior Contracts 2, meanwhile, is a June 2021 tactical shooter stealth video game developed and published by CI Games for PC, PlayStation 4, Xbox One and Xbox Series X and S, with a PS5 version following in August 2021. IGN’s Sniper Ghost Warrior Contracts 2 review returned a 6/10. We said: “Sniper Ghost Warrior Contracts 2 is a competent sniper sim that lacks the edge required to be a real sharpshooter.”

Microsoft is yet to announce the second wave of games coming to Game Pass in May 2024, but we know Little Kitty, Big City (Cloud, Console, and PC) hits the subscription service on May 9, followed by Brothers: A Tale of Two Sons (Cloud, Console, and PC) on May 14. Xbox first-party game Senua’s Saga: Hellblade 2 comes out on May 21.

The Game Pass news comes amid sweeping cuts at Microsoft’s gaming business that have seen a number of Bethesda studios, including Redfall developer Arkane Austin and Hi-Fi Rush developer Tango Gameworks, shut down.

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.

Disgruntled Helldivers 2 fans start petition to bring back fired community manager

Fans of Helldivers 2 have started a petition asking developers Arrowhead to reinstate a fired employee in charge of community management. The employee, “Spitz”, was let go following the fiasco in which Sony told PC players they would need to link their Steam and PlayStation Network accounts to continue playing the shooter. Sony and Arrowhead changed their mind about that after player backlash in the form of 100,000+ negative reviews on Steam. The kicker? Community manager “Spitz” was low-key encouraging players to continue the review bombing. This doesn’t seem to have gone down well internally.

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Destiny 2 Players Can Temporarily Access 3 Major Expansions For Free Ahead of The Final Shape

Destiny 2 players can now access three major expansions for free ahead of The Final Shape’s release on June 4, 2024, developer Bungie has announced.

From May 8 to June 3, players who download the free standard edition of Destiny 2 on any platform can also access Shadowkeep, Beyond Light, and The Witch Queen at no additional cost, essentially adding three years of expansions to the game.

This comes alongside Sony releasing Destiny 2’s latest expansion Lightfall at no additional cost to subscribers of the cheapest PlayStation Plus tier, meaning many PS4 and PS5 players can now access the last four years of Destiny 2 content at the push of a button.

Bungie has branded the three expansion bundle the Expansion Open Access Month, and it also includes all seasonal content from Year 6 of Destiny 2. This grants players access to the Season of Defiance, Season of the Deep, Season of the Witch, and Season of the Wish and all unlockables they come with. Players will keep any gear they earn even if they don’t purchase the expansions following the free trial period.

Those looking forward to The Final Shape, which is the final part of the story told through these aforementioned expansions, can now purchase its bundle with the Year 7 Annual Pass at a discounted price on the PlayStation Store, Xbox Store, and Epic Games Store. Steam users will get access to the same discount on May 21.

The Final Shape was due to arrive on February 27, 2024 but suffered a delay because it needed “more time to become exactly what [Bungie] wants it to be”, according to the developer’s official statement.

The studio was hit with lay offs in October 2023, however, due to the underperformance of Destiny 2. This led to a “soul crushing” atmosphere at Bungie as employees said goodbye to around 100 colleagues and feared further job losses, rumored to arrive upon The Final Shape’s release.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.