Japanese dev outfit Sting has just announced Baroque YA, a collection of four games from the genre-spanning series, will release on Switch (in Japan only, for now) on 18th December.
Originally released for the Sega Saturn all the way back in the Spice Girls-heady days of 1998, the first Baroque is a post-apocalyptic RPG in the roguelike vein that was eventually ported to Wii in 2008.
Helldivers 2 developers Arrowhead have opted to pull a recently deployed variant of the shooter’s Terminid bugs offline for five weeks, in order to fix issues with them. Yep, for now you can dive onto planets like Oshaune and explore some Into the Unjust update caves without having to worry about burrowing bugs jumping out to mercilessly kick your bottom.
Rupture Warriors have been the main source of Rupture Strain ire since their arrival at the start of this month, as their ability to pop out of the Earth and instantly murder unsuspecting troops has proven tough to counter. At first, those hosting sessions were most at risk of dying like this, but Arrowhead’s attempt to rectify the issue in Tuesday’s patch seemingly put everyone in each party in an equal amount of danger, though some players did dispute this was the case.
Development footage of what appears to be upcoming superhero action game Marvel 1943: Rise Of Hydra has burst upon the internet like Black Panther clawing his way into a seedy Parisian bar and flinging himself at alt-fascist soldiers in a whirlwind of kicked chairs and bursting bottles. This also being the content of said video.
Assuming the leaked goods are the Real McCoy, they suggest that the game will be a fast and furious brawler with a fair amount of environment destruction, which is probably what you’re expecting from a game with Azzuri and Steve Rogers on the poster.
The Touryst was a delightful little game from developer Shin’en Multimedia, and the company has now revealed that its official re-release, The Touryst: Deluxe, will launch on the Switch 2 next week on 25th September 2025.
Pre-orders are available now at 19.99€ / $19.99, though current owners who purchased The Touryst from the Switch eShop can bag the re-release at a heavily discounted price of 4.99€ / $4.99.
It features another look at the gameplay, the additional content you can expect, as well as the new features added to this updated package. The catch is, the trailer has only been released in Japan, but there’s still enough on display to get an idea about what’s going on. When an English version of the trailer is released (or a similar trailer is released), we’ll provide an update.
The Witcher 3 is one of the best-selling and most acclaimed video games of all time, yet for all the countless play-hours that have been poured into its narratives and subsystems, there’s one in particular that stands out: Gwent. This is a mini-game within the game which sees the player collecting cards from diverse sources, building a deck and seeking out opponents, sometimes for money, often just for fun. Players loved it, swapped tips on where to get the best cards, how to beat the hardest foes, spent entire sessions just playing Gwent instead of furthering the game’s main plot and innumerable side-quests. Perhaps inevitably, it has now arrived in a stand-alone, physical version.
For clarity, there are actually two different versions of Gwent. There’s the one from The Witcher 3 game and a separate video game called Gwent: The Witcher Card Game, which is run by the gaming platform GOG and differs considerably from the original, leveraging online matchup play to let players go head to head. This physical card game is a faithful replication of the original Witcher 3 version, not the GOG version.
What’s in the Box
Just as the protagonist, Geralt, collects cards to play Gwent in the video game, so Gwent: The Legendary Card Game, is a box full of cards. It’s important to note that it contains versions of all the cards from the video game, plus its downloadable content, which amounts to almost 450 cards in total. They’re also very similar to the ones you’ll see on-screen, using the same layout, artwork and iconography.
While this is a little frustrating – some cards have explanatory text, which is very helpful, while others just have icons even though there’s room on them for a description – it does allow you to admire the art. Among the gorgeous polygons on the video game, it’s easy to overlook how good and how varied the card art for Gwent is. Here, it’s front and center, and it’s delightful, full of life and detail, and every card is different, even if they’re functionally identical copies.
Aside from the cards, there’s a tiny punchboard of tokens and a paper play mat to organize your cards during the game. These are both terribly disappointing, flimsy and prone to wear and tear. The play mat doesn’t lie flat easily, and the creases make the cards slide. Among the tokens is a score tracker and it’s often easier just to use that and organize the cards during play yourself.
Rules and How It Plays
Gwent is actually a pretty weird game, although you might not immediately pick that up from scanning the rulebook, which is overly terse and offers little in the way of examples. It’s played over three rounds and the first player to win two wins the whole match. At the start of the first round, you draw 10 cards and – this is the odd and critical bit – that’s all you get for the entire game. You don’t draw any more cards in rounds two or three. Your initial 10 has to last you the whole match, and learning when to dole them out and when to retain them is a central plank of the game’s strategy.
Gwent is actually a pretty weird game, although you might not immediately pick that up from scanning the rulebook.
Your play area is divided into three rows, for melee, missile, and siege units. Most cards have a symbol indicating which row they’re played into. Playing a card is often as simple as placing it into its marked row. Such cards generally have a strength value, and you’ll add that value to your growing total of strength in play. This continues until one player passes instead of playing a card, whereupon their opponent can carry on playing cards until they, too, pass. Then, the player with the highest strength total wins the round.
While this sounds simple, it immediately throws down some challenges for the players. In the first round, either player can likely win if they just keep on playing cards, but doing so leaves them less likely to win the other two rounds and thus the game. So, you’re trying to read each other, considering the cards in your hand and deciding when to pass and when to push. There’s a Poker-like element to this, muddied by the fact that there’s no statistics to rely on in terms of predicting what your opponent is holding, which means there’s no real bluff element. In fact, if they’ve built the deck themselves, you might have no information at all. There’s a definite thrill of venturing into the unknown with each decision, but your choices to pass or play are being made in a frustrating vacuum.
To combat this, the game offers various cards with special abilities, which are denoted by an icon on the card rather than text, a minor speedbump to overcome while learning the game. They’re mostly very simple. Tight Bond multiplies the strength of the card by the number of other cards on your side with the same name. Cards with the Spy ability are played into your opponent’s half of the field, adding their strength to their side, but allowing you to draw two new cards in return. A Medic lets you retrieve and play a card from your discard, and so on.
These muddy the waters somewhat. You won’t want to play a Medic on the opening turn, for a simple example, as there probably won’t be any discards available.
In addition to unit cards are various categories of special cards. The easiest to handle are heroes, which behave largely as units do but are immune to special abilities, making them harder to destroy or nullify. Weather cards are played to the side of the board and affect both sides, reducing the strength of all cards (except heroes) in one of the three areas to one. These can produce huge swings, as can some other special cards like Commander’s Horn, which doubles the strength of all cards on its row, or Scorch, which sends the highest-strength cards in the game to the discard pile. These add to the excitement and anticipation of the pass-or-play mechanic and also give some tactical structure to play around. If your opponent is laying down ranged combat cards and you’re holding a Fog weather card that’ll reduce that row to strength 1, you can save your own ranged cards for next round and hope to spring a nasty surprise.
While the full span of card types and powers do make your turn to turn decision making more interesting, and up the stakes considerably given that some of them can be game changing, you’re still very much making decisions in the dark. That Fog card, for instance: the strategy is pretty basic, and isn’t actually all that useful if your opponent only has one ranged card in hand and it’s useless if they also have a Clear Weather card to counter it. You have no way of knowing what’s in their hand or deck. Gwent is an exciting game, but it’s not a particularly strategic one.
It is, however, a deck construction game, and deck construction games mostly draw their strategy from deciding which cards you’re going to include in your deck before you play. There are various rules about what you can include. A legal deck includes a single leader, who offers a special ability you can use one time during play, at least 22 unit cards, and up to 10 special cards like heroes and weather. There are five factions included in the game, each of which has a particular play style and set of powers, and you can only build with cards from your own faction. Nilfgaard, for example, specializes in card draw while the Skellige deck includes berserkers that can be triggered and replaced with much more powerful alternatives. And since you have all the cards from the video game at your disposal, you have a lot of deck-building options.
The trouble is that, however you choose to construct your deck, the game is eternally held back by that sense of randomness. You can put all the work you want into your carefully-curated cards but if your opponent just happens to have a card that counters your best abilities, you’re probably screwed. Or not, if they just happen to play it at the wrong time because they’re as clueless about what you’re holding as you are about their hand. Worse, it seems fairly clear that some cards and factions are better than others. That 10-card limit over the entire game is so brutal that the two extra cards drawn by a spy can be absolutely game-changing. Thus, factions that are good at generating card draws – Northern Realms, Nilfgaard, and Monsters – are better than those that don’t. And within those factions, you’ll generally want to include abilities that draw cards over those that don’t.
In addition, there’s a considerable frustration around tracking the game state. You’re given counters to mark your strength total in tens and ones, which is fiddly to start with. But as soon as you get effects like commander’s horn and tight bond, strength totals can rise and fall explosively, and there’s no way to mark this other than recalculating your total strength with each and every card play. In the original video game this was all done automatically, making it easy, but here’s it’s a right royal pain, especially given the way card effects can pile on card effects, making it easy to miss something and calculate a wrong total.
It’s that time of the year folks. The weather’s getting colder, the days are getting shorter, and Escape From Tarkov is getting Tweeted and Skeeted about again because of a controversial decision. This time, it’s because the game is coming to Steam, which in and of itself is a perfectly fine, perhaps even smart thing to do. The thing that’s being called into question however, is the answer to a question on the Steam release’s FAQ page about whether or not you’ll have to buy it again.
I don’t think there’s ever been a fighting game that I have played more of so long before release than 2XKO. Between three Evo demos and two “alpha lab” tests, Riot’s exciting League of Legends-themed 2v2 tag fighter has repeatedly popped into my life for a couple days, then faded from existence until the next time I get to throw down with my buddies Ekko and Ahri. But finally, with the recent closed beta, 2XKO is here to stay (if not fully available to everybody yet), which means it’s time for some extended thoughts on why I’ve been looking forward to this exciting tag fighter.
There’s a whole lot to unpack, so let’s start with the focus on simple controls. Unlike most fighting games that offer at least the option of using traditional command inputs for special moves (like those dating back to the Street Fighter and Mortal Kombat’s arcade cabinet days), 2XKO simplifies all of its special and super moves to single or simultaneous two-button presses. So instead of doing a quarter circle forward motion for a fireball, all you have to do is press the S1 button; If you wanna do a super, you press an attack button and one of the special buttons at the same time; and if you want to do your ultimate attack, you press both special buttons at the same time.
This is a double-edged sword, because while it does make it a little easier for a complete newcomer who has trouble with quarter-circle or Dragon-Punch inputs, it also turns what should be a four-button game – with light, medium, and heavy attack buttons, plus a tag button – into a six-button game, at minimum. Most people will be using a dash and parry macro as well, putting every single button on a standard controller to work.
As a result, I’ve felt my hands getting lost on my controller in 2XKO moreso than any other fighting game I’ve played because my brain has to parse which special move is tied to which special button, and which direction I had to hold for it. Ultimately, it’s just easier for me – someone who has committed thousands of hours to train my muscle memory on how fighting games have always worked – to compartmentalize a punch or kick related special move input to the punch or kick button than it is to try and remember whether they’re arbitrarily placed on S1 or S2. It’s a learning curve that I was eventually able to overcome, but one that nonetheless made me yearn for a classic/modern control scheme split like what Street Fighter 6 uses.
The second big thing is that 2XKO uses an active tag system much like what’s been used in games like BlazBlue: Cross Tag Battle and Power Rangers: Battle for the Grid. The idea is that every character has two assist moves that they can be called in to execute, and once they finish the attack they’ll remain in a pose for a few seconds before retreating back off screen. At any point while the assist character is on screen, you can press the tag button to swap control to them. This opens the door for potential tricky mix-up opportunities, especially when you’re able to sandwich your target between your assist and point characters.
That system works incredibly well here in 2XKO, especially since so many of the characters have special moves that seemed designed specifically around it. Vi and Ekko for instance, both have specials that allow them to cross to the other side of their opponent, with the downside being that they are typically punishable. But if you cover them with an assist, not only do you make the crossover safe, but you get a free left/right mix-up opportunity by swapping to the other character. This is just a basic example and, once you start digging deep into the tech of some of these characters, you can find some absolutely dirty stuff that you can do to your opponent.
Experimenting with each fuse to find which fits my playstyle has been a lot of fun.
And all of that is before even bringing fuses into the mix. Much like Grooves in the Capcom vs SNK series, Fuses are an extra little bonus that you take with you into a match that allow you to break one of the established rules. For example, typically, once you use your super, your combo is over. But with Double Down you can do a super, then tag in your partner character for them to do their super to add on extra damage, and switch characters in the deal. You normally are only allowed one active tag per assist call, but with the Freestyle fuse you can call in your assist, active tag to them, do a couple of hits, and then active tag again back to the point character. These Fuses can totally change your approach to how you use your team and spend your meter, and experimenting with each to try and find which one fits my playstyle and my team best has been a lot of fun.
If you don’t want to learn two characters and instead just want to focus on one, there are also two Fuses that allow you to do just that. Juggernaut and Sidekick both have you playing as only one character with just one life bar, but to make up for that they have increased health, higher defense, start with two bars of super instead of one, and can have a maximum of five bars of super instead of three.
Juggernaut also has the added advantage of being able to forcibly swap an opponent’s character to focus on the one with less health and prevent them from regaining gray life, while Sidekick gives you the ability to reduce the amount of damage you take by timing button presses with enemy attacks. You can also charge up your assist moves by holdingthe tag button, letting them travel a distance before actually committing to their attack. You do lose the ability to do active tags, which is one of the most fun aspects of 2XKO, but nonetheless, I love it when tag fighters find ways to let us just focus on mastering a single character instead of having to be equally good with two or three.
Perhaps the best unique feature of 2XKO, though, is the fact that it’s a fighting game that can be played cooperatively with a friend. In Duos mode, each person controls their own character, with the off-screen player being the one that can call the assist, and the other being the one that has to do the active tag to give up control to their partner. It works both as a fun way to experience a fighting game with a similarly skilled friend that doesn’t involve having to beat each other up, and also as a way to introduce someone new to the genre and be able to give them real time feedback.
If there’s one glaring weakness of 2XKO’s beta right now, it’s the slim roster size.
If there’s one glaring weakness of 2XKO right now, it is its slim roster size. There are currently only nine characters, and Riot has promised just one more to be added for launch. Ten isn’t even a lot even for a 1v1 fighter, but even worse for a tag fighter where you need to find two characters that fit your playstyle (unless, again, you decide to go with Juggernaut or Sidekick as your Fuses). And while that does suck, and leads to a lot of repetition where you’re fighting against the same characters and the same teams over and over again, it is a blow that is at least softened by the excellent design of that handful of characters. Whether it’s Ekko and his tricky clone mind games, Yasuo’s wild combo routes that have him stance-cancelling his way into bouncing his opponent all over the screen, Vi’s insane movement and whiff-punishing ability, or Illaoi’s tentacle set ups, these are some of the most fun fighting game characters I’ve ever played around with. And the beauty of it is that due to the flexibility of 2XKO’s combo and Fuse systems, rarely do I ever see any of these characters being played exactly the same way by two different people.
All that said, It’s still too early to call this a proper review of 2XKO because of all that we haven’t seen yet. There’s ranked mode, for instance, and that final tenth character on the launch roster – and I’ll definitely want to see how the free-to-play progression feels once the shops are more fully populated with cosmetics to purchase with in-game currency. But for now, 2XKO is shaping up to be one of the most exciting fighters on the horizon, during a time when there are a lot of exciting fighters on the horizon.
Mitchell Saltzman is a senior guides producer at IGN. You can find him on twitter @JurassicRabbit
There are few occasions where a game tells me it’s combining two genres that typically don’t go together and it convinces me it’s worth paying attention to, but Blanksword, a roguelike RPG, is quite different. In it, you are Blank, an angel stabbed in the head, brain destroyed, who somehow managed to survive such an ordeal – albeit without any memory of who you were. And now, you are on a quest through a series of islands governed by “Literally God” in order to figure out your mysterious past.