Thursday, March 31, 2022

Xbox Backtracks on Removing 'Share to Twitter' Option

Microsoft has backtracked on changes to Xbox that would have removed the option to share captures directly to Twitter.

Earlier this month, reports hinted that an Insider build on Xbox consoles had removed the feature, meaing users would have had to upload screens to the Xbox app before sharing to Twitter from there. Fortunately, Microsoft has reversed course after fans objected, and the latest Xbox Insider update preview restores the option.

Brad Rossetti, the Xbox Insider Program Lead, confirmed the restoration of the feature in the latest beta update on Twitter yesterday.

Sharing your gameplay natively to Twitter through your console helps avoid using your smartphone as a middle man to post captures. Nevertheless, if you want to get a tweet that is more than a few words out, typing that message out on a controller might not always be ideal, so using your smartphone is not always a bad idea.

Sony and Nintendo also allow you to post to Twitter directly on PS5 and Switch. However, Sony has now started rolling out an option for people to auto-upload their PS5 captures on their phones via the PlayStation app.

Nintendo also allows for an option just to send the captures and footage to your smartphone if you do not want to post natively – though it requires additional legwork as you need to use your phone to scan a QR code that appears on the console, and the process itself is a bit awkward. A third-party app called SwitchBuddy helps alleviate that issue if you want to use your smartphone.

Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.

Superfuse Preview: Homebrew Your Superpowers in This Diablo-Inspired ARPG

What if there was a Diablo-like ARPG where instead of selecting from a handful of preset abilities, you could handcraft your very own heroic persona down to the finest detail? That’s precisely what comic book-inspired superhero adventure game Superfuse hopes to deliver, and so far developer Stitch Heads Entertainment’s ambitious undertaking shows a lot of potential. The plethora of combat options feature dozens of combinations of abilities, modifiers, and status effects that pile on submenus within submenus to create one of the most disgustingly customizable hero-builders I’ve ever seen. It’s a stat-consumed nerd’s dream, and if Stitch Heads can pull it off I could easily see it becoming my next obsession.

Superfuse is a dungeon crawling style game in the vein of Diablo, but it trades in the wizard hat and dragons for a futuristic sci-fi world wrapped in a comic book aesthetic and art style. As you might expect, you spend a lot of your time blasting your way through hordes of enemies and collecting loot as you explore new areas, tackle quests, and level up. It’s a loop you probably know well if, like me, you’ve been addicted to life-consuming ARPGs of the past. But any similarity to my looting adventures of yesteryear ended the moment I opened up the menu and was greeted by piles upon piles of skill trees and customization options in one of the most intricate power-creation systems I’ve ever beheld.

From the beginning to the end of my time with Superfuse, it was all about options. After selecting my base hero, The Berserker, a hulking beast of a man with muscles for days, I almost immediately found myself defining what kind of hero I would become, evolving it along the way. It started with progressing down fairly straightforward talent trees to determine the kind of hero I’d develop into, like one upgrade path that was all about brute force and melee domination or another that imbued my Berserker with Thor-like lightning abilities. Progressing down my chosen talent tree unlocked super abilities, such as the ability to lob lightning axes as a part of the lightning-themed talent tree, as well as passive traits meant to synergize with my build.

But things got much more interesting once I began to customize the super abilities I was unlocking with Superfuse’s Skill Creator. You see, each ability I unlocked had a dedicated skill menu of its own, where additional modifying sub-abilities could be unlocked to customize how exactly that power works. So in my lightning axe-throwing scenario, I could increase the range of that power, give the axe the ability to bounce off of walls, or even make it split into a cone of multiple axes. The startling number of options available for each power allowed me to make my hero’s power my own.

From the beginning to the end of my time with Superfuse, it was all about options.

But it didn’t end there. If I didn’t like any of the out-of-the-box power customization options, I could access yet another customization sub-menu called Power Fuses, which were modifiers that could be dragged and attached to the Skill Creator tree to homebrew my own effects. The amount of Skill Fuse options were nearly endless, encompassing just about every effect you could think of from adding a poison effect, to sapping health from the enemy upon kill, to spreading the electricity across a whole group of enemies. Each Skill Fuse, once added to the Skill Creator tree could then be modified with its own sub-effects for an even more granular level of customization.

For those keeping score at home, that’s five levels of customization. Selecting a hero, then choosing the base powers you want to unlock from that hero’s talent trees, then selecting how you want that ability to function within its own dedicated Skill Creator menu, then modifying that skill tree with Power Fuses, and finally modifying those modifiers so they work exactly the way you want. The whole process was completely overwhelming in the best possible way and it was genuinely hard to pull myself away from the menu as I imagined all the different death cocktails I could create with the nigh-endless amount of freedom Superfuse granted me.

This means that when playing with friends, even two superheroes molded from the same character class could operate completely differently, with one Berserker being a melee-focused monster wielding a giant hammer, while another slays from a distance with crazy lightning abilities. I can’t wait to see what kinds of crazy concoctions players come up with when Superfuse is released in early access later this year.

Tekken Modder Adds Elden Ring Characters and the Director Says 'Plz Stop It'

A new mod for Tekken 7 has added Elden Ring fan favorites to the roster, but Tekken director Katsuhiro Harada has mixed feelings about it.

Created by Ultraboy, the Elden Ring Modpack replaces several standard Tekken fighters with a variety of Elden Ring characters – including Melina, Ranni, and our favorite Pot Boy, Alexander.

A video of the impressive mod has already gone viral, showcasing just how detailed the characters appear in the game.

Honestly, it’s impressive stuff. But Tekken director Katsuhiro Harada isn’t quite so impressed.

“Um... Sure, Elden is a Bandai Namco-funded title, and I was the production general manager in charge of Elden, so it's not irrelevant ... it's ridiculously well-made mod but plz stop it lol,” he said via Twitter.

When asked if he meant to stop the mod or stop telling him about it, he replied that a lot of people are assuming the mod is official.

“U probably don't know, but there r surprisingly many ppl who think this is official one or make various misunderstandings & contact us,” he said. “I DON'T say anything for ur personal enjoyment, but I want u to know that there r ppl in ur community who make noise based on misunderstandings.”

So, if you do happen to be playing this wildly-unofficial Tekken mod, just don’t tell Katsuhiro Harada about it.

The mod itself replaces Tekken characters for its Elden Ring counterparts. For example, Melina replaces Lidia, Malenia replaces Kunimitsu, and Ranni the Witch replaces Kazumi. Hilariously, a big old lobster replaces Heihachi, while Alexander the Iron Fist (or Pot Boy to his pals) replaces Gigas.

Elden Ring has already seen its fair share of mods itself, with modders adding a new easy mode for those of us who aren’t used to the relentless slog of a Souls-like.

Meanwhile, a hidden pause function has been found in the game which doesn’t require a mod. Want to read more about Elden Ring? Check out our beginner’s guide for all the basics as well as our hints, secrets, and tips to survive.

Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

Call of Duty Player Tries to Prove He's Not Hacking... and Accidentally Proves He's Hacking

Call of Duty: Vanguard semi-pro Kenji has been caught using hacks live on stream, thanks to his own monitor cam… which he was using to try and prove he wasn’t hacking.

According to Dexerto, the player was caught out during a 2v2 tournament where he faced iLuhvly and Sasuke who became suspicious of his actions.

Attempting to clear his name after being accused of using wallhacks, Kenji used a monitor cam to showcase his ‘legitimate’ gameplay – but accidentally exposed himself as a cheater in the process.

A wallhack allows players to see enemy players’ positions through walls. As you can see in the video above, Kenji’s screen shows boxes highlighting other players' positions, which he had presumably forgotten to turn off when he began streaming his monitor cam.

That said, it didn’t seem to help him much – Kenji still lost the final gunfight.

Since accidentally outing himself, Dexerto reports that Kenji has been banned from Checkmate Gaming, the tournament platform he was competing in. He has also since deleted his Twitch account.

Hacking has become a big problem in Call of Duty of late, especially when it comes to Warzone. However, a new anti-cheat measure in the Battle Royale now gives players a “damage shield” when up against cheaters.

“One mitigation technique we’ve been testing is something we call Damage Shield,” it was revealed on the official Warzone blog.

"When the server detects a cheater is tampering with the game in real-time, it disables the cheater’s ability to inflict critical damage on other players. This mitigation leaves the cheater vulnerable to real players and allows #TeamRICOCHET to collect information about a cheater’s system.”

However, cheating isn’t just restricted to the Battle Royale. Call of Duty: Vanguard has seen an increase in hackers, with developer Activision Blizzard suggesting that those caught cheating could be banned from future Call of Duty games as well as those in which they’re caught.

“Permanent suspensions for security infractions may now apply franchise-wide, including Call of Duty: Vanguard as well as any past, present, and future titles in the Call of Duty franchise,” they said. Even the Call of Duty: Vanguard beta suffered from problems with hackers.

If you need some help racking up the kills in Call of Duty: Vanguard without cheating, check out our multiplayer tips and tricks or our handy how-to guides to help you along the way.

Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

Weird West Review

In this alternate universe, the West was won by trying a bunch of ideas so crazy they just might work… and if they don’t, hitting the quick-load button to revert to an earlier save and trying something even crazier until you pull it off. Thanks to that freedom to experiment with its world as you explore, Weird West is one of those games that feels like a stealth and combat playground even as it tells five mostly serious, well-written stories with interesting decisions throughout and a thoughtful conclusion. And with so much ground to cover and replayability to investigate, it’s well worth putting up with some quirks and underwhelming loot.

What ties Weird West’s plot together is a group of shadowy figures using a magical brand to force your character’s consciousness into the bodies of various unsuspecting people. It’s a clever play on the way so many games have us take control of a character who already exists in that world but still need to bring us up to speed on their identity: here, our character is going through the same confusion we are. On top of that, the fact that our character is also an amnesiac and has no idea how or why they’re playing this game of musical bodies is another mind-bending layer of mystery that definitely adds some appropriately intriguing weirdness to Weird West.

Although the tone is generally played straight and dark, with murder, mutilation, and blood everywhere while eerie music builds the mood, the writers at Wolfeye have worked in some good humorous dialogue here and there that keeps things from getting too dour. That’s one of many ways in which Weird West reminds me of my fondness for the classic Fallout 2, including the isometric perspective and the overworld map where you’re pulled out of your travel for bandit attacks, traveling merchants, and a witch who just likes to mess with you. The low-detail art style works better from farther above than it does when you zoom in closer to ground level, but it’s certainly not without its abstract charms when it comes to depicting the exaggerated features of creatures like werewolves, wraiths, and insect-infested zombies that move like The Last of Us’s Clickers.

Dark Humor is one of many ways in which Weird West reminds me of my fondness for the classic Fallout 2.

Each of the five characters you’ll inhabit has their own vignette story that can be as short as a handful of hours or, if you take your time like me, an average of eight a piece. We begin with Jane the Bounty Hunter tracking down her abducted husband, followed by a forcibly mutated pigman searching for the truth about who he used to be, a Protector of the Lost Fire Tribe battling a greed demon, a werewolf who is prophesized to lead his people in a battle for survival, and finally a cult member. They all take place on the same large, dense overworld map of a region known simply as “the West.” And while there’s not a ton of overlap between where their main quests lead them, they’re all free to explore and revisit anywhere and anyone they like. Don’t worry about the count of how many days you’ve spent – there’s no time pressure to any of the stories.

The playable characters are largely defined by their sets of four class abilities, ranging from the bounty hunter’s landmines to the pigman’s poison trail and the werewolf’s temporary invisibility. There’s also a universal set of useful weapon skills like electric pistol bullets, silenced rifle shots, and stun arrows, but those must be leveled up for each character individually. However, a set of perks you unlock that remain persistent, and between that and a couple of shared loot stashes that means you’re considerably more powerful in the fifth act than in the first thanks enhancements like more health, doubled explosive damage, and faster stealth movement. That provides a sense of progression even as you reboot from one character to the next.

These irreplaceable companions can permanently die.

While it’s kind of a bummer that you can’t switch back to directly controlling a previous character if you miss their abilities, that’s an understandable limitation when you consider how the story works as a sequence of events. You can, however, go back to their homes and recruit them as one of your two AI-controlled companions (and you’d be crazy not to, since they’re powerful and you get their inventories back) but the AI doesn’t use their abilities with the precision they need to be really useful in combination with your own. There’s also an added tension from the fact that these irreplaceable companions can permanently die (unless you reload a quicksave), so they’re more of a loss than the disposable mercenaries you can hire in that role when things go bad.

Another forgivable letdown is that none of the main characters are voiced – we only ever hear from the Sam Elliot-impersonating narrator, and the voices that play behind the text of everyone else’s speech sounds like spooky whispers or if Bane from The Dark Knight Rises was a Sim. But their personalities come across in the writing when you interact with them, and we’re given plenty of opportunities to define them for ourselves with choices about who to help and who to harm.

When the action begins, gunfights with more than a couple of adversaries get hectic quickly because everybody moves pretty fast and the lead flies faster. Weird West is effectively a twin-stick shooter, and rapidly aiming and firing while managing your lengthy reload times for your revolvers, rifles, shotguns, and bow and arrow is a tall order. However, there’s a slow-motion button that takes the twitch reactions out of fights (except for the reaction required to push that button); with this activated, the real challenge becomes managing the amount of time it takes to swing your gun from one target to the next – it’s not instant – and of course, timing your special abilities for maximum effectiveness.

At normal speed, everybody moves pretty fast and the lead flies faster.

Also, slow-mo will automatically activate when you initiate a cinematic dive move, which eats some of your precious Action Point bar that’s consumed by your abilities, but is extremely worth it because of how much damage you can put out. You get extra bullets in your gun and can fire rapidly, so anything short of a boss-level character will usually melt under a satisfying hail of bullets before you hit the ground.

Pros will know to do this before a fight breaks out, but I relied on slow-mo to give me the time I needed to really take advantage of the environment. Weird West is as much an immersive sim as it is an action game (which makes sense, considering Wolfeye was founded by Raphael Colantonio, who previously founded Arkane Studios, known for Dishonored and Prey) so you can expect plenty of opportunities for physics-based antics. Throw a lit oil lamp into a field and watch the firestorm that ensues; water (including rain) puts out the fire, while wind makes it spread faster. Touching arrows to a flame makes them into fire arrows, while dipping them in poison does exactly what you’d expect. Electricity plus water is another good one to remember. There’s a lot of room to experiment here, and I love when a plan – or a completely accidental win – comes together.

Of course, there’s no XP gained from killing in Weird West, so that means it’s really an expedient means of acquiring loot as you go from point A to point B or defending yourself when you get caught where you shouldn’t be. That’s a wise design choice because it means that if you prefer to sneak through the whole thing, avoiding combat and pilfering the artifacts and golden playing cards that unlock new abilities you won’t be missing out on much by way of progression. Also, it smartly takes the Last of Us approach to companions while you’re in stealth, meaning they’re simply invisible to enemies and you don’t have to worry about them blowing your cover if the AI does something goofy.

Stealth is an exercise for the patient, so much of my first playthrough was done in a guns-blazing fashion, but every so often I’d see an opportunity to thin the herd; with a little timing (and perhaps some quick-loading) you can crough-walk from bandit to bandit, knocking them out and then picking up their unconscious bodies to toss them into a bush or behind a minecart while you deal with their friends. If they’re dead you have the option to bury them if you have a shovel, so playing non-lethal stealth is slightly more of a self-imposed challenge. (Wolfeye says it’s possible to get through the campaign without killing a human, but I was nowhere near pulling that off myself.)

People you’ve saved can randomly show up to assist you in tough fights later on.

There are plenty of people around the West in need of your assistance – the first act’s villains are cannibals who round up people like cattle, after all – and beyond simply being a nice thing to do, a benefit of choosing to help the helpless is that the people you’ve saved can randomly show up to assist you in tough fights later on. That’s a great reward for a good deed, serving as both a bonus and a reminder of recent adventures – it’ll pop up with their name and why they’re helping you, such as “You freed her husband from prison.” The other side of that coin is that characters can form a vendetta against you if, for instance, they flee after you kill their boss or if you capture them alive to collect a bounty, and then they show up to make things a little tougher for you. I’ve even had significant characters show up as bounty targets after their role in the story was complete, which was a nice way to tie a little bow on their story.

All these overlapping systems mean Weird West is hardly glitch-free. I’ve seen moonwalking enemies, missing guns from hands, enemies suddenly detecting me when they shouldn’t have, companions refusing to budge, taking hits to my reputation when I’d left no witnesses, a man self-immolating at a campfire, and more of those sorts of things. One time my character was taken to jail for a night and then… simply floated out of her cell and into the sky. But for a game with this many moving parts, that’s to be expected to some degree – and considering the frequent autosaves (the last three of which are available to reload at any time), I never lost significant progress.

Over the course of my playthrough I spent a lot of my time gathering loot, whether it was picking over corpses, rifling through shelves and poorly guarded cash registers, mining ore, or digging up suspicious mounds of dirt to reveal treasure caches. There’s stuff everywhere, and exploration is almost always generously rewarded. You also have the freedom to profit by unscrupulous means, such as robbing stores by breaking in at night, digging up graves, or just murdering people for fun (and stealing a horse for a quick getaway) at the cost of reputation which – just like you’d expect – gets a bounty placed on your head if it drops low enough.

Each tier of weapon simply does greater damage, without any other special effects.

That said, much of the actual equippable loot is a little disappointing: there are rarities of weapons, for instance, but each tier simply does greater damage without any other special effects, and no matter what armor or gear you equip you won’t see any changes reflected in your character model. Additionally, there’s no real crafting system aside from creating armor vests out of animal skins or using ore to upgrade weapons. That’s fine, except that it makes all the other junk items you collect feel entirely like… well, junk, and the process of separating the wheat from the chaff becomes tiresome after a good while. It leads to lots of inventory management as you decide what to drop in favor of that shiny new item. Given how your companions act as pack mules I’d have liked an easier way to see who has what and move it between them than talking to one, accessing their inventory, moving it to yours, then talking to the other and moving it to theirs. (That’s something I wasn’t so fond of in Fallout 2.)

The larger story wraps up in an interesting way that makes your choices in the many life-or-death situations – and whether you just tried to do good or not – central to a high-stakes event rather than a showy boss battle. It’s a good call and it serves Weird West well. If you’re just charging through you might finish in 25 hours; I took closer to 40 by going off the main path to explore, collecting quite a few bounties, and seeing what the West had to offer. I was not disappointed.

I was excited to start a second playthrough (on hard mode this time) because at the end of each chapter you get a recap list of your decisions and achievements as that character, which looks like a substantial amount of relatively small changes can add up to a big difference. After all, who lives and who dies in a game where nearly everyone who isn’t literally immortal can be killed can lead to some significantly different outcomes.

Only a few hours in, I’ve already found many things I missed on the first run. Instead of shaking down a local farmer for the deed to his land on behalf of a crime boss who had information I needed, I broke into his office by moving a barrel next to a wall and using it to reach the roof of the building next door, then jumping to a balcony and climbing in a window and breaking into his safe. I also stumbled upon a talking doll who asked me to help it break its curse, won a duel, found an amulet that gave my bullets a chance to set targets on fire, and more. (I could've used a lot more amulets like that on my first playthrough; most of the ones I got had bonuses so situational that I barely noticed I had them equipped.) This time I’m making greater use of Jane’s ability to power up her kick, hilariously knocking enemies back and off of cliffs, and I intend to experiment with a lot more powers I overlooked the first time through.

There's a Marvel's Avengers Bug and The Only Fix Right Now Is to Delete Your Progress

It looks as though Marvel’s Avengers has a game-breaking bug on PS5… and the only way to fix it right now is by deleting all your campaign progress.

According to player reports, the bug causes the game to crash every time you load it up, with many players claiming the game is currently unplayable as a result. The only fix, for now, is seemingly to reset campaign progress entirely:

“Our team is continuing to investigate the issue causing a crash for some PS5 players,” developers announced via Twitter. “We think we've identified a fix that is currently being implemented/tested. We hope to have more news by tomorrow morning and will continue to keep you updated.”

“In the meantime, here's a workaround that is resolving the issue for some players - just note that it will reset your campaign progress: Go to Operations and Reset your Reassemble Campaign Progress. As soon as you become young Kamala on A-Day, force close the game from the PS home screen, then you should be able to start Avengers Initiative.”

This game-breaking bug comes at the worst possible time – during a double XP and resources week. Although the event should allow players to double their rewards between March 24 and March 31, it looks as though PS5 players have missed out on a large chunk of that.

Many are calling for the event to be extended.

This isn’t the first controversy surrounding the game, either. Back last year, fans were in uproar when Marvel’s Avengers added paid XP boosts following its move to Game Pass. Just weeks later, Crystal Dynamics removed the boosts from the in-game marketplace, issuing an apology to players.

Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

Wednesday, March 30, 2022

Russian Loop Hero Developer Four Quarters Encourages People to Pirate Its Game Due to Sanctions

Editor's Note: The war in Ukraine is an ongoing, painful and emotive topic. IGN urges community members to be respectful when engaging in conversation around this subject and does not endorse harassment of any kind.

Russian Loop Hero developer Four Quarters has encouraged those who are unable to purchase the game due to sanctions placed on Russia after its military invasion of Ukraine to pirate it instead.

As reported by Kotaku, these sanctions have made it difficult for people in Russia to purchase the game on online storefronts like Steam. Some of these potential buyers took to a Russian social media site called VK to ask how they can purchase the game while still supporting the developers in the process.

Four Quarters responded to these questions by telling players to "raise the pirate flag" and torrent the game if they can't purchase it. The developer shared a link to a torrent version of Loop Hero on RuTracker and reminded players that they should use a VPN when doing so.

“First of all, [the war and sanctions] hit us morally very hard because we do not support the war,” Four Quarters told Kotaku. “On February 24, we could not believe that this whole nightmare had begun.”

The studio could not elaborate further on the cost of the war on developers in "fear of arrest for up to 15 years under new Russian laws punishing anyone for spreading 'false information' about the war being a war."

Despite the encouragement from Four Quarters, players still asked how they could send direct donations to the studio, especially due to the fact that Russian developers haven't been able to cash out payments through Steam because Valve has stopped all bank payments to Russia and Ukraine.

“We are very grateful for your support, but the truth is that everything is fine with us,” Four Quarters posted, according to a Google translation of the post. “Send this support to your family and friends at this difficult time.”

In our Loop Hero review, we said that its "cleverly stripped-down RPG concept demands attention for as long as it takes you to work out the clear 'best' way to guide each hero class, and its fantastically dark story setup stands out as one of the best in years."

For more, check out how you can help Ukraininan Civilians, our look as to why these game and entertainment companies are pulling support in Russia and Humble Bundle's charity bundle that has already raised over $5.6 million.

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

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

PlayStation Plus Games for April 2022 Announced

Sony has revealed that the PlayStation Plus games for April 2022 are Hood: Outlaws & Legends (PS5 & PS4), SpongeBob SquarePants: Battle for Bikini Bottom - Rehydrated (PS4), and Slay the Spire (PS4).

As detailed on PlayStation.Blog, all three of these games will be made available at no extra cost to all PlayStation Plus subscribers on Tuesday, April 5.

This news follows Sony's "all-new PlayStation Plus" that is set to launch in June with three separate tiers and, depending on what tier you choose, access to PS5, PS4, PS3, PS2, PS1, and PSP games. Unlike Xbox Game Pass, however, no tier will give you access to PlayStation first-party exclusives at launch.

Hood: Outlaws & Legends is an online multiplayer title that is, as our review puts it, a "Robin Hood fantasy heist game where you and a crew of outlaws steal from the heavily guarded fortresses of the rich and give it to the poor."

While we enjoyed our time with it, we also said that it "rewards sloppiness over cunning. That can be fun, but it also badly needs more content."

SpongeBob SquarePants: Battle for Bikini Bottom - Rehydrated is a remake of the 2003 3D platformer that took us under the sea to hang out with SpongeBob, Patrick, and Sandy as they try to stop Plankton's plan to "rule Bikini Bottom with his army of wacky robots."

In our SpongeBob SquarePants: Battle for Bikini Bottom - Rehydrated review, we said that, "rather than addressing any of the real issues with Battle for Bikini Bottom that could have been tweaked without ruining the spirit of the original, it leaves history intact at the cost of making this a better game – and its problems have only become more noticeable with age and increased competition."

Slay the Spire is a "fantasy deckbuilder adventure that fuses together card games and roguelikes" and we called it one of our favorite roguelikes of all time.

In our Slay the Spire review, we said that it "takes some of the best parts of deckbuilding games, roguelikes, and dungeon crawlers, and mixes them into a wholly new and extremely satisfying package."

Alongside the announcement of April's PlayStation Plus games, Sony also shared that Persona 5 will be removed from the PS Plus Collection on May 11, 2022. So, make sure to add it to your game library before then to continue to play it as long as you have an active membership.

While you wait for April 5, don't forget to download March 2022's PlayStation Plus games - Ark: Survival Evolved, Team Sonic Racing, Ghostrunner, and Ghost of Tsushima: Legends.

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

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Matcho – a Match-3 FPS – Announced

Genre-blending is nothing new for video games, but we think it's safe to say that the following two genres have never been blended together before: first-person shooters and match-3 games. Yes, you read that right: Matcho is a match-3 FPS that also bills itself as an action-adventure game with an actual story. It sounds nuts but the trailer (which you can watch at the top of this page) is worth taking a look at.

In Matcho, you play as the twentysomething Max, whose mysterious illness has kept him confined to the Triagon laboratories in search of a cure. The plot involves aliens, a kidnapping, and Max's malady, and if it's anywhere as intriguing as Matcho's gameplay appears to be, then we might all be in for something very unique.

The Unreal Engine-powered game promises "a non-linear, humor-packed plot with multiple endings" as well as "an extensive, built-in parkour system lets you wall-run, double-jump, float, and dash in any direction." Combos and chaining attacks will lead to bigger wins and, presumably, more fun.

We'll be keeping a close eye on this one. If you'd like to as well, you can wishlist Matcho on Steam if you're interested. Matcho will be released on PC, PS5, and Xbox Series X|S.

Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.

Star Trek: Resurgence - The First Preview (IGN First)

Certain franchises lend themselves better to one genre or another. For example, you wouldn’t look for a Fast and the Furious strategy game just as much as you would expect a combat-oriented Star Wars Jedi game like Fallen Order. Star Trek is, bizarrely, a world that has been painted onto numerous genres rather well, from the excellent 2000 first-person shooter Star Trek Voyager: Elite Force to the still-running MMORPG, Star Trek Online. The latest core-gamer-aimed effort from The Next Generation’s 24th century era is Star Trek: Resurgence, which seems to be a perfect fit for Trek as a narrative adventure game, made by a group of ex-Telltale developers at Dramatic Labs who have proven themselves quite good at what they do.

Dramatic Labs is headed by Kevin Bruner, the Telltale founder whose roots in the adventure game genre trace back to his days working on Grim Fandango and Monkey Island at LucasArts. He had a heck of a run at Telltale, but Bruner and the Dramatic Labs team aim to make some noticeable improvements for Resurgence. First among them is the graphics engine; Telltale’s engine was famously long in the tooth long before the company shut down, so Bruner and the team partnered with Epic, and as such Resurgence uses the much prettier Unreal Engine.

The technical structure of the game isn’t the only thing that differs from the Telltale days; the gameplay structure does too. Resurgence will be released as one complete game rather than in episodic chunks that release weeks or months apart. Bruner lamented to me during our conversation that players often felt compelled to finish an entire 1-2-hour Telltale episode in one sitting, lest the return and feel lost due to the stories being structured around those longer blocks. Resurgence, as described by lead writer Dan Martin, will be like a chapter book with around 50 chapters, making each chunk of the story much smaller and easily digestible for those who want to enjoy this Star Trek narrative adventure at their own pace.

Resurgence will offer the player more exploratory freedom. Many areas of the ship are being modeled for the player to freely roam.

But as for that narrative itself, there is yet another key difference between what Dramatic Labs is doing with Resurgence and what the Telltale teams did with their games: offering the player more exploratory freedom. The team tells me that many areas of the ship are being modeled for the player to roam when there are scenes set there, from the bridge to engineering to the shuttle bay and many others. And that’s just on board the U.S.S. Resolute starship your two playable characters call home. Bruner told me that the physically biggest sections of the game are where you're on alien worlds and in alien ships, so you won’t be confined to your Starfleet vessel the entire game. Far from it. In fact, early on, Lt. Commander Chovak summons you, as Carter Diaz, along with your friend and lower-deck colleague Edsilar, down to suit up in order to walk out on the hull and investigate the bizarre space anomaly the ship finds itself adjacent to. (Naturally, he begins by being as annoyed with you as a Vulcan can get for being “almost” late to your shift.)

Spock’s Resolute-tion

Meanwhile, another section of the game I saw put you in control of Resurgence’s other playable character, Commander Jara Rydek, during a briefing not just with senior staff, but with Ambassador Spock himself. The first thing you’ll likely notice about everyone’s favorite Vulcan is how uncannily he sounds like Leonard Nimoy. Martin told me the team had "hundreds" of auditions and the actor who got the part (who Dramatic Labs will announce later) was "head and shoulders" above everyone else. You can hear why.

The first thing you’ll likely notice about everyone’s favorite Vulcan is how uncannily he sounds like Leonard Nimoy.

Since this is a narrative adventure game, you’ll have ample choice in how to respond to your crewmates and superiors. Your story might play out differently than a friend who makes other dialogue choices, but Dramatic Labs was clear that this is a shared story but a customized one, and as such there's contrast between the fates of characters based on your choices. That said, everyone goes to the same planets. The team likes the relationship dynamics and the roleplaying within a story. They told me that they didn’t want a narrative structure that was “branchy for the sake of being branchy.”

In all, Resurgence is exactly the kind of game I want from the diplomacy-heavy Star Trek franchise – though yes, there will be phaser usage and other action as well in order to keep the gameplay on its toes. Star Trek: Resurgence will be out later this year on PC via the Epic Games Store along with PlayStation and Xbox platforms.

Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.

Fast & Furious: Crossroads Is Being Delisted Less Than Two Years After Release

It looks as though Fast & Furious: Crossroads is being pulled from sale less than two years after it launched in August 2020.

An update from Bandai Namco has confirmed that Fast & Furious: Crossroads will be delisted by the end of the month, will all sales ending on April 29, 2022, at 4am CEST.

“If you bought the game digitally it will remain in your library and can be redownloaded in the future,” says an update on the game’s official website. “Any DLCs purchased before April 29, 2022, will still be available to use after this date.”

Additionally, the game’s online modes will also remain active for the time being. How long before that goes offline is anyone’s guess, however.

The critically panned game from Bandai Namco didn’t exactly win over gamers or fans of the Fast & Furious films. Although there’s no official reason given for the game being pulled from sale, it’s likely that the negative response has a lot to do with it.

Digital copies of the game will remain in your library, so you can always re-download it in the future if you want. But no new copies will be sold after April 29. Additionally, you can still use any DLC you’ve purchased. So, don’t worry if you’ve picked up any additional rides – they’re safe.

Fast & Furious: Crossroads is described as a team-based vehicular heist action game with players taking on high-speed heists and adrenaline-fueled stunts alongside the likes of Vin Diesel, Michelle Rodriguez, and Tyrese Gibson.

But don’t get too excited…

IGN’s own Fast & Furious: Crossroads review called the game “short, shallow, and surprisingly simple”.

“There are certainly glimpses of a game that respects the film franchise as much as fans do, with a well-curated vehicle roster, some familiar sequences that riff on some of the most memorable moments from the movies, and the occasional cheeky wink at the audience, but overall Fast & Furious Crossroads is a short and superficial relic of a previous generation.”

Now, it looks as though it barely got to the finishing line.

Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

Tuesday, March 29, 2022

Bungie Sues Those Behind Fake YouTube Copyright Claims - Before It Knows Who They Are

Bungie is suing those behind a series of fake copyright claims that plagued Destiny content creators (and Bungie itself) last week. It just needs to find out who they were first.

As reported by TorrentFreak, the developer is targeting ten anonymous individuals, and while Bungie doesn't yet know their identities, the lawsuit claims "it will discover them soon, via subpoena or otherwise."

Several channels, including Bungie's own, had DMCA (Digital Millennium Copyright Act) strikes filed against them, causing YouTube to take a number of videos down. Bungie has criticised the site for not identifying the claims as fraudulent.

The developer said in the lawsuit: "Given the ease with which malicious actors can exploit YouTube’s flawed DMCA practice and harm Bungie’s community, Bungie brings this action to recover for the [John] Doe defendants’ tortious and illegal conduct, and, frankly, to demonstrate to anyone else stupid enough to volunteer as a defendant by targeting Bungie’s community for similar attack that they will be met by legal process."

The defendants allegedly created Google accounts to launch the takedown requests between March 17 and 22, and as Bungie added: "as far as YouTube is concerned, any person, anywhere in the world, can issue takedown notices on behalf of any rights holder, anywhere.

"This caused Bungie significant reputational and economic damage, for obvious reasons. As discussed below, the Destiny community was bewildered and upset, believing that Bungie had reneged on a promise to allow players to build their own streaming communities and YouTube channels on Destiny 2 content."

It will likely take months, if not years, for the lawsuit to resolve, but Bungie seemingly won't hold back in sharing details of the investigation as it seeks to make an example of the defendants.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He'll talk about The Witcher all day.

New PlayStation Plus Won't Add First-Party Exclusives at Launch

Sony's upcoming overhaul of the PlayStation Plus subscription service may sound a bit like Xbox Game Pass, but there's one important distinction: first-party exclusive games will not be added to PlayStation Plus on the day they release (at least not yet).

Talking to GamesIndustry.biz, PlayStation boss Jim Ryan said: "[In terms of] putting our own games into this service, or any of our services, upon their release... as you well know, this is not a road that we've gone down in the past. And it's not a road that we're going to go down with this new service. We feel if we were to do that with the games that we make at PlayStation Studios, that virtuous cycle will be broken. The level of investment that we need to make in our studios would not be possible, and we think the knock-on effect on the quality of the games that we make would not be something that gamers want."

That makes it pretty clear: God of War Ragnarök will not be available day one on PlayStation Plus. Nor should we expect brand new games from the likes of Naughty Dog, Insomniac, or Guerrilla to arrive on the service the day they launch.

At least, not for now. Ryan said, "I don't want to cast anything in stone at this stage. All I'm talking to today is the approach we're taking in the short term. The way our publishing model works right now, it doesn't make any sense. But things can change very quickly in this industry, as we all know."

While it is a marked difference from Game Pass, Ryan's reasoning is understandable, given that Sony's first-party outings currently have a tendency towards being self-contained single player games with little in the way of microtransactions (which remain a way to make money in a service like Game Pass). However, with the company looking to make "more than 10" live service games by 2026, it's possible we'll see that stance shift.

Sony has just today announced the new version of PlayStation Plus, which will offer three different subscription tiers. The basic is the same service we have today, but higher tiers will offer hundreds of PS4 and PS5 games, as well as access to retro games from previous PlayStation generations across both downloads and streaming.

Matt Purslow is IGN's UK News and Entertainment Writer.

Here's How Much Each New PlayStation Plus Tier Will Cost

Sony has finally announced its revision of its PlayStation Plus subscription service, effectively combining PS Plus and PS Now, alongside adding premium tiers that look likely to compete with Microsoft's Xbox Game Pass. There's a brand new three-tier structure to the service, Essential, Extra, and Premium.

The Extra tier will cost $14.99/month, and includes up to 400 PS5 and PS4 titles, while the Premium Tier will cost $17.99 a month and include all of those games, alongside an extra 340 additional games from PS3, PS2, original PlayStation, and PSP. The membership tiers will officially come into place starting in June, with a phased approach across Asia and North America, before making its way everywhere else.

How Much Does the All-new PlayStation Plus Cost?

We've included a detailed breakdown of the costs just below here, but putting it simply, if you want to remain on your basic PlayStation Plus subscription, you're looking at PS Plus Essential.

This costs $9.99 a month, and includes all the benefits you're already used to, including online multiplayer access, cloud game saves, monthly free games, and more. PS Plus Extra and Premium are what many will compare to the Xbox Game Pass model.

PlayStation Plus Essential

  • United States: $9.99 monthly / $24.99 quarterly / $59.99 yearly
  • Europe: €8,99 monthly / €24.99 quarterly / €59.99 yearly
  • United Kingdom: £6.99 monthly / £19.99 quarterly / £49.99 yearly
  • Japan: ¥850 monthly / ¥2150 quarterly / ¥5143 yearly

PlayStation Plus Extra

  • United States: $14.99 monthly / $39.99 quarterly / $99.99 yearly
  • Europe: €13.99 monthly / €39.99 quarterly / €99.99 yearly
  • United Kingdom: £10.99 monthly / £31.99 quarterly / £83.99 yearly
  • Japan: ¥1,300 monthly / ¥3,600 quarterly / ¥8,600 yearly

PlayStation Plus Premium

  • United States: $17.99 monthly / $49.99 quarterly / $119.99 yearly
  • Europe: €16.99 monthly / €49.99 quarterly / €119.99 yearly
  • United Kingdom: £13.49 monthly / £39.99 quarterly / £99.99 yearly
  • Japan: ¥1,550 monthly / ¥4,300 quarterly / ¥10,250 yearly

What Games Will Be on PS Plus Extra and Premium?

If you subscribe to the PS Plus Premium membership tier, you can expect around 700 games in total to be included with the subscription. Sony has stated at launch they're expecting to have games such as Death Stranding, God of War, Marvel’s Spider-Man, Marvel’s Spider-Man: Miles Morales, Mortal Kombat 11, and Returnal.

Games from PS3, PS2, and original PlayStation era titles will also be available via cloud streaming and direct downloads, but this will definitely differ depending on what game you're trying to play.

What Happens to My Current PS Plus Subscription?

With PlayStation Now transitioning into the new PlayStation Plus service, Sony has stated PS Now "will no longer be available to buy standalone." Any current PS Now subscribers will have their membership converted to PS Plus Premium at no extra cost at launch.

There is no current word on how those who have stacked months or even years of PS Plus membership will be able to upgrade and convert their current time into Extra or Premium tiers. Moreover, what about those who have both PS Now and PS Plus? No clear answers yet, but Sony is expecting to reveal even more about the new PlayStation Plus very soon.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

PlayStation Officially Announces 'All-New PlayStation Plus' Subscription With Multiple Tiers and Retro Games

Sony has finally revealed its Xbox Game Pass competitor, an "all-new PlayStation Plus" that brings together the existing PS Plus and PS Now into a three-tier subscription service that includes up to 700 games and access to retro games at the top tier. It will open for some markets in June and roll out worldwide regionally after that.

After months of reports, and even longer being speculated about, Sony finally revealed the new service today. It consists of three tiers, PlayStation Plus Essential, PlayStation Plus Extra, and PlayStation Plus Premium. As part of the move, PS Now will be closed down, with members migrated to the Premium tier, with no change to prices at launch.

At its top tier, the new PS Plus will offer more than 700 games for streaming or download (including streaming on PC), and the library will be "regularly refreshed". PS3 games will be available as streaming-only titles, while PS1, PS2 and PSP games will come with download or streaming options. Sony has made clear that (at least for now) first-party exclusives will not be launched into the service for any tier, unlike Xbox Game Pass.

The service will launch with the likes of Death Stranding, God of War, Marvel’s Spider-Man, Marvel’s Spider-Man: Miles Morales, Mortal Kombat 11, and Returnal. Sony Interactive Entertainment CEO Jim Ryan told GamesIndustry there's a diverse line-up to come: "Whether it's indies, whether it's big games, or things that celebrate our heritage... all sorts of games. We are going to have all of it, and hopefully a line-up that ticks all sorts of boxes."

The new service will roll out regionally, beginning in "several markets in Asia" in June, followed by North America, Europe and the rest of the world. No specific dates have been offered as yet.

You can see full details and pricing for each tier below:

While Sony says it's looking to increase coverage for cloud streaming across the world, regions without access to it will instead get a different tier, Deluxe, which removes streaming (and thus all PS3 games) from the Premium tier, but comes in at a lower price. Deluxe will seemingly not be available outside of those regions.

While the new PS Plus bears similarities in approach to Game Pass, there are multiple differences – not least in how exclusives are handled. Xbox Game Pass has arguably been one of the most important decisions Microsoft has made about its gaming business in recent years, offering a rotating selection of games (including first-party titles on launch day) as part of a subscription, and tying in Cloud Gaming and other perks at the more expensive Ultimate tier. It's been an enormously popular move, and Microsoft Gaming CEO Phil Spencer previously called a PlayStation response to Game Pass an "inevitability".

Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Apex Legends Finally Gets Native PS5 and Xbox Series X/S Versions Today

The native PlayStation 5 and Xbox Series versions of Apex Legends are now available.

As part of the Warriors Collection event, developers Respawn Entertainment and Panic Button temporarily brought back Control mode, added an arena map, released limited-time items, and quietly launched the next-gen versions.

Apex Legends runs in native 4K resolution on the new consoles, with 60hz gameplay and full HDR. Next-gen players will also have improved draw distances and more detailed models.

The developers also outlined a number of updates coming in the future, including 120hz gameplay, adaptive triggers and haptic feedback on PS5, and other general visual and audio improvements across both consoles.

While the new version of Apex Legends arrives automatically through Smart Delivery on Xbox Series X and S, PS5 users need to take a few more steps.

By navigating to Apex Legends on the console dashboard, users must press the "Options" button and, under "Select Version", choose to download the PS5 version. Once the download is complete, before opening the new software, navigate to and delete the PS4 version of Apex Legends from the console.

The patch also fixes dozens of minor issues across all platforms, with the full notes available to view on the game's website.

The next-gen versions of Apex Legends will seemingly get a lot of use, as a recent leak seemingly revealed years of content for the game including nine new heroes and much more.

In our 9/10 review, IGN said: "Apex Legends' mix of exciting characters, excellent gunplay, and unmatched FPS movement keep it a consistently fresh thrill."

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He'll talk about The Witcher all day.

New World Update Finally Completes the Game's Main Story

An enormous New World update arrives on March 29, and it finally completes the game's main story.

While the patch includes literally hundreds of changes, it's headlined by the inclusion of the game's final main storyline quest, called The Heart of the Tempest, through which players can finally take on the mysterious and evil Isabella.

The new story mission is given by Yseult Meredith at the Mountain Home Outpost in Shattered Mountain and developer Amazon Games recommends players be at level 60 with Gearscores between 550 and 570.

It's not clear what Amazon Games plans to do with the storyline of the game beyond your confrontation with Isabella, although we'd guess there may be tease included.

Also in this update is a new weapon, the Blunderbuss, which operates best at close and mid-range and is the first weapon to scale with strength and intelligence, making it an ideal tool for bruisers and mages.

The Blunderbuss comes with two weapon mastery trees to work through and, upon reaching level 60 and the maximum skill level, a new legendary weapon quest series.

World exploration is another focus of the update as Amazon Games has added two collectible paintings in each territory and players can now find a number of unique enemies roaming around different landscapes that offer rare rewards.

As mentioned, the patch includes literally hundreds of other fixes, changes, and additions to New World, and players can view the full notes on the game's official website.

In our 6/10 review, IGN said: "New World is a very pretty survival-MMORPG hybrid that saves its best moments for the endgame – but you have to be willing to grind like hell to get to them."

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He'll talk about The Witcher all day.

Monday, March 28, 2022

Viral Steam Success Vampire Survivors Is Getting a Lot of New Content Ahead of Release

Viral hit Vampire Survivors is getting a lot more content ahead of its official launch on Steam.

Developer Poncle has released a roadmap for the game after its Early Access launch on December 17 became a huge success.

Five more levels, nine more characters, 16 more weapons, and two more power ups are being added to Vampire Survivors, and it's also being ported to an industry-standard game engine.

Poncle is also adding new achievements and Relics alongside a brand new item called Arcanas, but no further information on what these do was given.

A "new major gameplay mechanic" will also be implemented, the developer said, and while it's currently undecided which one, "some kind of endless mode" is the frontrunner.

This will come at the expense of the story mode, however, but "this doesn't necessarily mean that story mode is gone forever," Poncle said in the post, indicating that Vampire Survivors' lore may be best told through environmental storytelling.

The post added: "Thanks to the overwhelming success and support from the players, new content has started to come out at a much faster pace than anticipated and the roadmap has also been expanded significantly.

"The amount of playable characters planned for version 1.0 of the game has been doubled and so has the number of stages with the introduction of bonus/challenge ones."

The port to an industry-standard engine is being worked on alongside these outlined updates with the help of a newly recruited team. Poncle said the port is "going smoothly" and is showing "a tenfold increase in performance". Poncle aims for work on this to be completed in the summer, and save games will transfer from the old version to the new engine.

No timeframe was shared in the post but it said the game is currently 70% complete, compared to 60% when the game was first released in Early Access.

In our 7/10 review, IGN said: "It may look extremely basic, but if you give Vampire Survivors' clever one-stick shooter idea a chance to sink its teeth into you it might not let go for a while."

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He'll talk about The Witcher all day.

How Elden Ring's Silliest Memes Get Lost in Translation

Bretwulfo kept stumbling across a message that will be familiar to anyone who’s played Elden Ring: “Try finger, but hole.” At this point, many players would probably roll their eyes at finding yet another use of the game’s messaging system to graffiti crude humour across FromSoft’s incredible fantasy world. The problem was that Bretwulfo is Brazilian, and plays the game in Portuguese – that oft-seen message simply does not translate the same way.

“I was always plunging into holes thinking there was going to be something in it,” Bretwulfo says. “I only got what it was supposed to mean after someone placed it on the ass of a corpse.”

For players who don’t speak English as their first language, Elden Ring’s many meme-messages can be far more of a troll than they were ever intended to be – and English-speaking players may well be getting just as confused by some international equivalents.

For players who don’t speak English as their first language, Elden Ring’s many meme-messages can be far more of a troll than they were ever intended to be.

“Try finger, but hole”; “Fort, night”; “Dog”; these are just some of the many memes that the English-speaking Elden Ring community have been flooding the game’s messaging system with over the last month. While they might seem like strange phrases in isolation, they’re a product of the game’s communications being restricted by design. You can’t just freely write whatever you want in Elden Ring and stamp it outside some boss fog. Everyone has the same limited number of phrases to choose from, all of which can be cleverly combined to help or hinder fellow Tarnished (it’s usually hinder).

What you may not have known is that the game’s messaging system operates on a global scale – and understandably these player-posted phrases aren’t fully localised for other languages. Instead, they’re translated quite literally – and it’s led to all kinds of international confusion in The Lands Between.

The most famous early example comes from a Twitter user named ETC_only, who recently posted about their experience with the “Fort, night” meme. Anyone who plays Elden Ring in English will easily recognise this for what it is -- a pun on the only game on Earth where Neymar can beat up Kratos next to a stage Travis Scott has performed on. But ETC is from Japan, and the translation is far too literal for the joke to carry over. ETC’s resulting Twitter post about the issue went viral, roughly translating to:

"I've been searching for a big night-only event at some fort because I see messages like 'Fort, night' everywhere in Elden Ring, but apparently people playing in English are [just posting] Fort and Night."

ETC spent a significant amount of time trying to trigger nighttime events in Elden Ring purely due to the number of “Fort, night” messages they came across. To make matters worse, Elden Ring actually does feature a variety of different scenarios that are locked to different times of day -- bosses like Night’s Cavalry, Deathbird, and Bell Bearing Hunter will never appear while the sun is up. In that context, when you come across a note saying “Fort, night”, it’s only natural to assume that someone or something is planning to throw down at Stormveil or Castle Morne once dusk hits.

IGN recently had a chat with ETC about their time with Elden Ring, as well as several other players from various different countries who echoed their experience. At time of writing, we have been informed of similar misinterpretations occurring in Japanese, Chinese, German, Italian, Portuguese, Spanish, Polish, and more -- and that’s just for “Fort, night.”

“The ‘Fort, night' one did something very different to me,” Erikviking98, an Italian, tells IGN. “For me, the situation got worse. One of the first times I saw the ‘Fort, night’ message was in front of the Warmaster’s Shack. If you go [here] at night, you will find a boss. The problem comes because in Italy, the word that translators use to say ‘Fort’ is unusual to indicate a fortress -- the same word is more commonly used to say ‘strong’ or ‘powerful’.

“So, in my eyes, the message was actually saying to look for a strong enemy at nighttime. Since that first time there actually was one, I was misled to believe all of them meant the same thing. Every time I found one of those messages -- which are basically always found in empty shacks like the Warmaster’s one [presumably because they slightly resemble Fortnite’s rickety wooden constructions] -- I thought there was a nighttime-only boss. I came back to the closest Site of Grace countless times to set it to nighttime.”

We've heard about misinterpretations occurring in Japanese, Chinese, German, Italian, Portuguese, Spanish, Polish, and more - and that’s just for 'Fort, night.'

This is just one meme that unintentionally caused players from non-English-speaking countries to conduct weird and unpredictable experiments. There are lots of other phrases that are translated a bit too literally. ETC explains that messages like “bug ahead” posted in response to weird gameplay behaviours don’t really work in Japanese, because “bug” becomes “虫,” which only means “insect.” Phrases like “Edge, lord” -- pertaining to Ensha, the woman who stands with her arms folded outside Gideon’s study -- are similarly confusing. Lofkor says this appears as “Limits, sir” in Spanish, which led them to believe it had something to do with flirting. Hilariously, she will never actually talk to you -- any attempt to speak to her will only end in silent tears.

Of course, these examples are only for English translations to international versions of the game. It can just as easily work the other way round – ETC alone can think of plenty of other potential mistranslations.

“「この先、馬はないぞ」(no horse ahead)is Chinese internet slang for ‘liar ahead’ that makes no sense in Japanese or English,” they explain. This was later corroborated by Hkgpeanut, a Mandarin-speaking player from Hong Kong:

“The Mandarin for horse(馬) sounds similar to mother(媽), and saying ‘no mother ahead’ [is] similar to ‘f**ker ahead’. If you find it in front of a ‘hidden path ahead’ it’s probably a Mandarin way of saying ‘liar ahead’. Curses related to mothers are common for Mandarin speakers.”

While this hasn’t had as much of an impact on English-speaking players as “Fort, night” has had on people who speak other languages, it could still have an undesirable effect. If an English speaker leaves a message saying “No horse ahead,” another player will likely perceive it as a warning that the in-game horse, Torrent, is unusable in the next area. If they were to unequip their Spectral Steed Whistle -- which would be an efficient choice given that it speeds up cycling through consumables -- they’d possibly never realise that, actually, it was just a Mandarin-speaking player bemoaning someone for making them whack a wall for the 50th time (even if that does work in one specific area). You could have used your horse all along. Sorry.

ETC also wonders if 蛇 (snake), a message often posted in grass or near ladders, isn’t always as obvious a reference to Metal Gear Solid’s Snake for English-speaking players as it is to Japanese ones.

Another potential point of confusion you may have come across: how many of you are wondering why you keep coming across the word “Grass?” Does it mean you should go out and search through grass? Is it a bastardisation of “Grace”? Has someone found a funky farm in Limgrave?

“Grass means lol [for Japanese players],” ETC says. “The word itself became [so] much of a meme that you don't really have to find something laughable, you can just put a「草」message in front of a piece of grass and it would ironically be funny, since most Japanese people would find it hard to interpret the word with its former meaning when it’s actually just a piece of grass.”

Brilliantly, it can have an entirely different meme-meaning if it was posted by a player who speaks Mandarin. “‘Grass’ in Mandarin sounds like ‘f**k’,” Hkgpeanut says. “I saw it near a chest that you have to parkour your way down to. Guess that guy died a lot to reach it.”

How many of you are wondering why you keep coming across the word 'Grass?' “Grass means 'lol' [for Japanese players],” ETC says.

For anyone who sees the very similar “Grace” message -- particularly in places where there is not, in fact, a Site of Grace -- there’s a very real possibility you’ve just stumbled across something a Spanish player got a laugh out of.

“I´ve only seen one in-game message that I´m almost certain was posted by a Spanish speaker,” Lofkor says. “In Spanish, ‘Grace’ can also mean ‘funny’ or ‘sense of humour’, so people are making shitposts with dad jokes or old memes followed by a screenshot of ‘Lost Grace Discovered’ (Lost Sense of Humour Discovered). There was this guy that posted a message at the bottom of a ladder saying, ‘Try looking for grace’ -- ‘Intenta buscar gracia’ -- which reads like, ‘Think about why this is funny’. That, I must admit, was pretty funny. Unlike the horde of enemies I was ambushed by because someone put a message under the ladder…”

The beauty of all of this relatively harmless confusion lies in the simple fact that Elden Ring’s messaging system is sufficiently cryptic for overly direct translations to seem genuine.

Most of the players we spoke to have noted that this phenomenon isn’t new to Elden Ring. According to several of the people included in this piece, some more lewd players have been posting messages like “Big chest ahead” in relation to certain bosses since way back when the first Dark Souls launched -- and even back then it was causing people to go looking for extra-large treasure. Lofkor says they would have been much more confused by the number of times they’ve read “however orifice” if not for the fact they’re already acutely aware of “the obsession Dark Souls players have with buttholes.”

Rimavelle, a player from Poland, concurs – and even considers the confusion of older FromSoft games’ messaging systems as something like practice for filtering out the memes in Elden Ring.

“Some of those are old community memes, so I'm familiar with them already and just memorised them,” Rimavelle says. “Sometimes when I'm confused about a message, especially when I've seen multiple of the same ones, I translate them back into English in my head and check if they make sense.”

Because “Edge, lord” translates literally in Polish, Rimavelle spent ages looking at various edges and ledges. 

While Rimavelle’s prior experience with the Souls series gave them greater insight into the kind of jokes the community might be telling, even they struggled with some of the more esoteric phrases. Because “Edge, lord” translates literally in Polish, they spent ages looking at various edges and ledges in the hopes of uncovering some kind of secret.

“Like an idiot,” Rimavelle says. “I figured it was yet another meme when I saw a few of them in a row, and translating them in my head made it finally make sense. Weirdly enough, I didn't see much of the ‘Fort, night’ ones.”

It’s amazing to consider how a messaging system as limited in scope as Elden Ring’s has fostered so much mayhem. People are accidentally playing this game in unusual ways because they’ve been tricked into thinking a Fortnite meme has some kind of deep, hidden significance. It’s an effect that could likely only ever be accomplished in games as lonely, strange, and cryptic as FromSoftware’s creations.

The further question, then, is whether or not this confusion is actually good for the game. While the majority of the people we spoke to appreciate that it’s all in jest, some players online have been quick to label the jokesters of The Lands Between as “trolls” or “griefers.” This is generally more applicable to Tarnished who post messages like “Try jumping” in front of a cliff, as opposed to anyone whose memes are being lost in translation, but it’s still a point worth paying attention to.

“To be honest, FromSoftware should allow players to set a flag on messages like the ones we have on subreddits,” says Erikviking98. “Users could mark messages as jokes, gameplay tips, secrets, spoilers, and so on.”

While this poses an interesting solution, it also invites new problems. There is a genuine divide among players when it comes to FromSoft’s famed messaging systems. People like Erikviking98 might want more transparency when it comes to the nature of individual messages, but Lofkor reckons they’re “pretty impressive given how restrictive the system is.” There’s no clear-cut answer here, which is arguably what the notoriously quiet devs at FromSoft want. Let’s be real -- it would be pretty funny to watch some random guy voluntarily roll off a massive cliff in a game you spent several years of your life working on.

Speaking of which, the idea of FromSoft allowing their extremely serious games to feature cheap tricks and fully-fledged toilet humour is fascinating. What’s the game here? The world lies in ruin, as power-hungry demigods toil over meaningless titles while the weak indiscriminately war with one another like feral animals. Then some lad walks up to a face-down skeleton and writes, “Time for pickle” with a crusty old finger.

It’s ridiculous, but then again, so are most of these games. The conscious juxtaposition of how grave these worlds are with how moronically their inhabitants (read: us) often behave allows experiences like Elden Ring to revel in what is arguably video games’ best attempt at absurdism.

Or maybe it’s just a load of devs giggling whenever someone combines a couple of monosyllabic words to say something really crude. After all, when quizzed about what they did because of these messages, Bretwulfo was plain with their answer:

“Mostly throw myself into holes, haha.”

Cian Maher is a freelance journalist. You can follow him on Twitter.

Elden Ring Fan Discovers 128 Mysterious Unused Icons in Game Files

An Elden Ring dataminer has found 128 unused icons with detailed artwork hidden in the game files.

Twitter user JesterPatches posted images (below) of the icons which depict the various wildlife and enemies found in Elden Ring.

Each NPC has two icons, one blurred out and one filled in, and JesterPatches believes this indicates that developer FromSoftware once planned to include an in-game bestiary.

If this was the case, players would perhaps have been able to tick off which enemies they had encountered, or maybe even where to find them in the map (like Elden Ring's version of a Pokédex). There's nothing to confirm this was the case, however, as the bestiary idea is just pure fan speculation.

FromSoftware games are known for their deep-rooted layers of secrets, with fans pouring over games like Dark Souls and Bloodborne for years after release.

Elden Ring will likely be the same, as despite being released over a month ago to incredible success in the U.S. and Europe, fans are still finding some pretty bizarre secrets including a pair of fancy underwear and a hidden wall that only opens after 50 hits.

Speedrunners have also recently discovered a new glitch dubbed "the Zip", which essentially allows players to teleport through parts of the map. Elden Ring has been completed in under 25 minutes thanks to it, despite the community claiming that speedruns were dead following a patch that nerfed key items.

In our 10/10 review we said "Elden Ring is a massive iteration on what FromSoftware began with the Souls series, bringing its relentlessly challenging combat to an incredible open world that gives us the freedom to choose our own path."

To make those choices with the best available information, check out our full guide that features everything you could ever hope to know about Elden Ring, including collectible locations, boss strategies, and more.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He'll talk about The Witcher all day.

Nexon's Medieval Fantasy Brawler Warhaven Shutting Down 6 Months After Launching in Early Access

Nexon's medieval fantasy brawler Warhaven is shutting down on April 5, 2024, just six months after it launched on Steam in Early Access...