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Keep an eye on Planet of Lana 2 — the first one was a secret gem of 2023
May 2023 was kind of a big deal. A little ol’ game called The Legend of Zelda: Tears of the Kingdomwas released, and everyone was playing it; Tears sold almost 20 million copies in under two months. However, it wasn’t the only game that came out that month. While it may not have generated as much buzz at the time, Planet of Lana is one of 2023’s best indies — and it’s getting a sequel next year.Planet of Lana is a cinematic puzzle-platformer. You play as Lana as she tries to rescue her best friend and fellow villagers after they were taken by mechanical alien beings. She’s accompanied by a little cat-like creature named Mui. Together, they outwit the alien robots in various puzzles on their way to rescuing the villagers.The puzzles aren’t too difficult, but they still provide a welcome challenge; some require precise execution lest the alien robots grab Lana too. Danger lurks everywhere as there are also native predators vying to get a bite out of Lana and her void of a cat companion. Mui is often at the center of solving environmental puzzles, which rely on a dash of stealth, to get around those dangerous creatures.Planet of Lana’s art style is immediately eye-catching; its palette of soft, inviting colors contrasts with the comparatively dark storyline. Lana and Mui travel through the grassy plains surrounding her village, an underground cave, and through a desert. The visuals are bested only by Planet of Lana’s music, which is both chill and powerful in parts.Of course, all ends well — this is a game starring a child and an alien cat, after all. Nothing bad was really going to happen to them. Or at least, that was certainly the case in the first game, but the trailer for Planet of Lana 2: Children of the Leaf ends with a shot of poor Mui lying in some sort of hospital bed or perhaps at a research station. Lana looks on, and her worry is palpable in the frame.But, Planet of Lana 2 won’t come out until 2026, so I don’t want to spend too much time worrying about the little dude. The cat’s fine. What’s not fine, however, is Lana’s village and her people. In the trailer for the second game, we see more alien robots trying to zap her and her friend, and a young villager falls into a faint.Children of the Leaf is certainly upping the stakes and widening its scope. Ships from outer space zoom through a lush forest, and we get exciting shots of Lana hopping from ship to ship. Lana also travels across various environments, including a gorgeous underwater level, and rides on the back of one of the alien robots from the first game.I’m very excited to see how the lore of Planet of Lana expands with its sequel, and I can’t wait to tag along for another journey with Lana and Mui when Planet of Lana 2: Children of the Leaf launches in 2026. You can check out the first game on Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X, and Windows PC.See More:
#keep #eye #planet #lana #firstKeep an eye on Planet of Lana 2 — the first one was a secret gem of 2023May 2023 was kind of a big deal. A little ol’ game called The Legend of Zelda: Tears of the Kingdomwas released, and everyone was playing it; Tears sold almost 20 million copies in under two months. However, it wasn’t the only game that came out that month. While it may not have generated as much buzz at the time, Planet of Lana is one of 2023’s best indies — and it’s getting a sequel next year.Planet of Lana is a cinematic puzzle-platformer. You play as Lana as she tries to rescue her best friend and fellow villagers after they were taken by mechanical alien beings. She’s accompanied by a little cat-like creature named Mui. Together, they outwit the alien robots in various puzzles on their way to rescuing the villagers.The puzzles aren’t too difficult, but they still provide a welcome challenge; some require precise execution lest the alien robots grab Lana too. Danger lurks everywhere as there are also native predators vying to get a bite out of Lana and her void of a cat companion. Mui is often at the center of solving environmental puzzles, which rely on a dash of stealth, to get around those dangerous creatures.Planet of Lana’s art style is immediately eye-catching; its palette of soft, inviting colors contrasts with the comparatively dark storyline. Lana and Mui travel through the grassy plains surrounding her village, an underground cave, and through a desert. The visuals are bested only by Planet of Lana’s music, which is both chill and powerful in parts.Of course, all ends well — this is a game starring a child and an alien cat, after all. Nothing bad was really going to happen to them. Or at least, that was certainly the case in the first game, but the trailer for Planet of Lana 2: Children of the Leaf ends with a shot of poor Mui lying in some sort of hospital bed or perhaps at a research station. Lana looks on, and her worry is palpable in the frame.But, Planet of Lana 2 won’t come out until 2026, so I don’t want to spend too much time worrying about the little dude. The cat’s fine. What’s not fine, however, is Lana’s village and her people. In the trailer for the second game, we see more alien robots trying to zap her and her friend, and a young villager falls into a faint.Children of the Leaf is certainly upping the stakes and widening its scope. Ships from outer space zoom through a lush forest, and we get exciting shots of Lana hopping from ship to ship. Lana also travels across various environments, including a gorgeous underwater level, and rides on the back of one of the alien robots from the first game.I’m very excited to see how the lore of Planet of Lana expands with its sequel, and I can’t wait to tag along for another journey with Lana and Mui when Planet of Lana 2: Children of the Leaf launches in 2026. You can check out the first game on Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X, and Windows PC.See More: #keep #eye #planet #lana #firstWWW.POLYGON.COMKeep an eye on Planet of Lana 2 — the first one was a secret gem of 2023May 2023 was kind of a big deal. A little ol’ game called The Legend of Zelda: Tears of the Kingdom (ring any bells?) was released, and everyone was playing it; Tears sold almost 20 million copies in under two months. However, it wasn’t the only game that came out that month. While it may not have generated as much buzz at the time, Planet of Lana is one of 2023’s best indies — and it’s getting a sequel next year.Planet of Lana is a cinematic puzzle-platformer. You play as Lana as she tries to rescue her best friend and fellow villagers after they were taken by mechanical alien beings. She’s accompanied by a little cat-like creature named Mui (because any game is made better by having a cat in it). Together, they outwit the alien robots in various puzzles on their way to rescuing the villagers.The puzzles aren’t too difficult, but they still provide a welcome challenge; some require precise execution lest the alien robots grab Lana too. Danger lurks everywhere as there are also native predators vying to get a bite out of Lana and her void of a cat companion. Mui is often at the center of solving environmental puzzles, which rely on a dash of stealth, to get around those dangerous creatures.Planet of Lana’s art style is immediately eye-catching; its palette of soft, inviting colors contrasts with the comparatively dark storyline. Lana and Mui travel through the grassy plains surrounding her village, an underground cave, and through a desert. The visuals are bested only by Planet of Lana’s music, which is both chill and powerful in parts.Of course, all ends well — this is a game starring a child and an alien cat, after all. Nothing bad was really going to happen to them. Or at least, that was certainly the case in the first game, but the trailer for Planet of Lana 2: Children of the Leaf ends with a shot of poor Mui lying in some sort of hospital bed or perhaps at a research station. Lana looks on, and her worry is palpable in the frame.But, Planet of Lana 2 won’t come out until 2026, so I don’t want to spend too much time worrying about the little dude. The cat’s fine (Right? Right?). What’s not fine, however, is Lana’s village and her people. In the trailer for the second game, we see more alien robots trying to zap her and her friend, and a young villager falls into a faint.Children of the Leaf is certainly upping the stakes and widening its scope. Ships from outer space zoom through a lush forest, and we get exciting shots of Lana hopping from ship to ship. Lana also travels across various environments, including a gorgeous underwater level, and rides on the back of one of the alien robots from the first game.I’m very excited to see how the lore of Planet of Lana expands with its sequel, and I can’t wait to tag along for another journey with Lana and Mui when Planet of Lana 2: Children of the Leaf launches in 2026. You can check out the first game on Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X, and Windows PC.See More:0 Comments 0 Shares 0 ReviewsPlease log in to like, share and comment! -
I had a claustrophobic meltdown after getting stuck in a glitch
The nightmare was real, the situation was not.Revenge of the Savage Planet, an adventure spread across a number of distant — and quite savage! — planets, invites nonlinear exploration. To complete its missions and discover all of its secrets, you must leap into an unknown where the otherworldly flora, fauna, and even the inorganic material are primed to kill you. So, shortly after assembling an underwater scooter that allowed my robot sidekick to whisk me through the depths of alien oceans, I descended into a series of caverns under the Zenithian Rift to see what was going on down there. The specters of death I encountered below weren’t even designed to haunt me.In Raccoon Logic’s sequel to Journey to the Savage Planet, players are tasked with scanning every object in every nook and cranny to assemble an exhaustive log of materials located on each planet. At first, the task is a walk in thepark: find a tree, scan a tree. Find a slobbering beastie, scan a slobbering beastie. But a counter on the map charting your scannables becomes the most daunting subtask — can I really find every single micro scannable? I found myself longing after completing the core missions. To really 100% this, there was even more reason to venture into the most uninviting spaces, including a dark underwater cave on Zenithian Rift that absolutely did not look like it contained any scannable items. But I couldn’t not go in there.It took about two seconds for me to realize… I had made a horrible mistake. While the cave was easily accessible from the water, there were no enemy or collectible breadcrumbs to suggest this was a place the folks at Raccoon Logic intended for me to. I was lured in by curiosity, but the joy of discovery in Revenge of the Savage Planet got the best of me. Now I was stuck. I had stumbled into a graphical anomaly, an in-game black hole that had an entrance but no apparent exit. In Revenge of the Savage Planet, you can’t beam back to starting locations on the fly or off yourself in order to respawn from your last save. In a clever but likely divisive design choice, the game forces you to navigate to transporters spread across the worlds in order to beam off to your next desired location, which forces traversal and new encounters. But it meant that while bumbling around in the dark, hoping to find a way out of my watery grave, I couldn’t simply die and move on. I was actually trapped, and in a scenario I haven’t experienced in quite some time, feeling IRL like I was actually trapped.I already don’t do well with underwater levels out of an intense fear of drowning. Luckily for me, most games will throw me the lifeline of a visual countdown to illustrate oxygen levels, ensuringI surface in time andI don’t hyperventilate over the stress of surfacing in time. Revenge of the Savage Planet doesn’t need that because there’s no punishment for enjoying the waters; you’re already in a spacesuit and the challenges you encounter via underwater scooter require a bunch of time-intensive back and forth. Doing it all on limited air would simply not be fun. But that meant, stuck in this tight underwater cave, I would never die. I was in limbo. Or maybe I was in hell.I spent far too long searching for a route out. Streaks of light bled in from a theoretical escape that I could never reach — any time I thought I was close, I bumped into a new rock and found myself jetting in the opposite direction. Not since I watched The Rescue, the riveting-yet-terrifying documentary about the team of divers who squeezed through cave passageways to free 12 trapped Thai soccer players, had my apparent claustrophobia had its way with my nerves. I can’t quite explain why I pushed myself over the edge to find an in-game solution to this unintentional challenge, except to say that I really wanted to do a good job at Revenge of the Savage Planet.Most glitches are considered errors by programmers, annoyances by players, and occasionally shortcuts for the speedrunner crowd. Revenge of the Savage Planet’s death cave might fall into the first two categories, but it’s a harrowing experience I ultimately appreciated, a unique screw up that could only happen in a game. I have never felt truly trapped in a film, despite the best efforts of 3D stereoscopic effects and 4DX rumble seats. After finally rebooting Revenge of the Savage Planet, I had to give myself a few minutes to let my heart rate die down before I grabbed the controller. But I got right back to it. Sure, this was a glitch, but in a game where exploration is everything, leaping into a true unknown — one that the creators of the game clearly didn’t intend me to find — was its own form of success.Revenge of the Savage Planet is currently available for PC, Playstation, and Xbox, and it’s currently on Game Pass.See More:
#had #claustrophobic #meltdown #after #gettingI had a claustrophobic meltdown after getting stuck in a glitchThe nightmare was real, the situation was not.Revenge of the Savage Planet, an adventure spread across a number of distant — and quite savage! — planets, invites nonlinear exploration. To complete its missions and discover all of its secrets, you must leap into an unknown where the otherworldly flora, fauna, and even the inorganic material are primed to kill you. So, shortly after assembling an underwater scooter that allowed my robot sidekick to whisk me through the depths of alien oceans, I descended into a series of caverns under the Zenithian Rift to see what was going on down there. The specters of death I encountered below weren’t even designed to haunt me.In Raccoon Logic’s sequel to Journey to the Savage Planet, players are tasked with scanning every object in every nook and cranny to assemble an exhaustive log of materials located on each planet. At first, the task is a walk in thepark: find a tree, scan a tree. Find a slobbering beastie, scan a slobbering beastie. But a counter on the map charting your scannables becomes the most daunting subtask — can I really find every single micro scannable? I found myself longing after completing the core missions. To really 100% this, there was even more reason to venture into the most uninviting spaces, including a dark underwater cave on Zenithian Rift that absolutely did not look like it contained any scannable items. But I couldn’t not go in there.It took about two seconds for me to realize… I had made a horrible mistake. While the cave was easily accessible from the water, there were no enemy or collectible breadcrumbs to suggest this was a place the folks at Raccoon Logic intended for me to. I was lured in by curiosity, but the joy of discovery in Revenge of the Savage Planet got the best of me. Now I was stuck. I had stumbled into a graphical anomaly, an in-game black hole that had an entrance but no apparent exit. In Revenge of the Savage Planet, you can’t beam back to starting locations on the fly or off yourself in order to respawn from your last save. In a clever but likely divisive design choice, the game forces you to navigate to transporters spread across the worlds in order to beam off to your next desired location, which forces traversal and new encounters. But it meant that while bumbling around in the dark, hoping to find a way out of my watery grave, I couldn’t simply die and move on. I was actually trapped, and in a scenario I haven’t experienced in quite some time, feeling IRL like I was actually trapped.I already don’t do well with underwater levels out of an intense fear of drowning. Luckily for me, most games will throw me the lifeline of a visual countdown to illustrate oxygen levels, ensuringI surface in time andI don’t hyperventilate over the stress of surfacing in time. Revenge of the Savage Planet doesn’t need that because there’s no punishment for enjoying the waters; you’re already in a spacesuit and the challenges you encounter via underwater scooter require a bunch of time-intensive back and forth. Doing it all on limited air would simply not be fun. But that meant, stuck in this tight underwater cave, I would never die. I was in limbo. Or maybe I was in hell.I spent far too long searching for a route out. Streaks of light bled in from a theoretical escape that I could never reach — any time I thought I was close, I bumped into a new rock and found myself jetting in the opposite direction. Not since I watched The Rescue, the riveting-yet-terrifying documentary about the team of divers who squeezed through cave passageways to free 12 trapped Thai soccer players, had my apparent claustrophobia had its way with my nerves. I can’t quite explain why I pushed myself over the edge to find an in-game solution to this unintentional challenge, except to say that I really wanted to do a good job at Revenge of the Savage Planet.Most glitches are considered errors by programmers, annoyances by players, and occasionally shortcuts for the speedrunner crowd. Revenge of the Savage Planet’s death cave might fall into the first two categories, but it’s a harrowing experience I ultimately appreciated, a unique screw up that could only happen in a game. I have never felt truly trapped in a film, despite the best efforts of 3D stereoscopic effects and 4DX rumble seats. After finally rebooting Revenge of the Savage Planet, I had to give myself a few minutes to let my heart rate die down before I grabbed the controller. But I got right back to it. Sure, this was a glitch, but in a game where exploration is everything, leaping into a true unknown — one that the creators of the game clearly didn’t intend me to find — was its own form of success.Revenge of the Savage Planet is currently available for PC, Playstation, and Xbox, and it’s currently on Game Pass.See More: #had #claustrophobic #meltdown #after #gettingWWW.POLYGON.COMI had a claustrophobic meltdown after getting stuck in a glitchThe nightmare was real, the situation was not.Revenge of the Savage Planet, an adventure spread across a number of distant — and quite savage! — planets, invites nonlinear exploration. To complete its missions and discover all of its secrets, you must leap into an unknown where the otherworldly flora, fauna, and even the inorganic material are primed to kill you. So, shortly after assembling an underwater scooter that allowed my robot sidekick to whisk me through the depths of alien oceans, I descended into a series of caverns under the Zenithian Rift to see what was going on down there. The specters of death I encountered below weren’t even designed to haunt me.In Raccoon Logic’s sequel to Journey to the Savage Planet, players are tasked with scanning every object in every nook and cranny to assemble an exhaustive log of materials located on each planet. At first, the task is a walk in the (overgrown killer) park: find a tree, scan a tree. Find a slobbering beastie, scan a slobbering beastie. But a counter on the map charting your scannables becomes the most daunting subtask — can I really find every single micro scannable? I found myself longing after completing the core missions. To really 100% this, there was even more reason to venture into the most uninviting spaces, including a dark underwater cave on Zenithian Rift that absolutely did not look like it contained any scannable items. But I couldn’t not go in there.It took about two seconds for me to realize… I had made a horrible mistake. While the cave was easily accessible from the water, there were no enemy or collectible breadcrumbs to suggest this was a place the folks at Raccoon Logic intended for me to. I was lured in by curiosity, but the joy of discovery in Revenge of the Savage Planet got the best of me. Now I was stuck. I had stumbled into a graphical anomaly, an in-game black hole that had an entrance but no apparent exit. In Revenge of the Savage Planet, you can’t beam back to starting locations on the fly or off yourself in order to respawn from your last save. In a clever but likely divisive design choice, the game forces you to navigate to transporters spread across the worlds in order to beam off to your next desired location, which forces traversal and new encounters. But it meant that while bumbling around in the dark, hoping to find a way out of my watery grave, I couldn’t simply die and move on. I was actually trapped, and in a scenario I haven’t experienced in quite some time, feeling IRL like I was actually trapped.I already don’t do well with underwater levels out of an intense fear of drowning. Luckily for me, most games will throw me the lifeline of a visual countdown to illustrate oxygen levels, ensuring (1) I surface in time and (2) I don’t hyperventilate over the stress of surfacing in time. Revenge of the Savage Planet doesn’t need that because there’s no punishment for enjoying the waters; you’re already in a spacesuit and the challenges you encounter via underwater scooter require a bunch of time-intensive back and forth. Doing it all on limited air would simply not be fun. But that meant, stuck in this tight underwater cave, I would never die. I was in limbo. Or maybe I was in hell.I spent far too long searching for a route out. Streaks of light bled in from a theoretical escape that I could never reach — any time I thought I was close, I bumped into a new rock and found myself jetting in the opposite direction. Not since I watched The Rescue, the riveting-yet-terrifying documentary about the team of divers who squeezed through cave passageways to free 12 trapped Thai soccer players, had my apparent claustrophobia had its way with my nerves. I can’t quite explain why I pushed myself over the edge to find an in-game solution to this unintentional challenge, except to say that I really wanted to do a good job at Revenge of the Savage Planet.Most glitches are considered errors by programmers, annoyances by players, and occasionally shortcuts for the speedrunner crowd. Revenge of the Savage Planet’s death cave might fall into the first two categories, but it’s a harrowing experience I ultimately appreciated, a unique screw up that could only happen in a game. I have never felt truly trapped in a film, despite the best efforts of 3D stereoscopic effects and 4DX rumble seats. After finally rebooting Revenge of the Savage Planet, I had to give myself a few minutes to let my heart rate die down before I grabbed the controller. But I got right back to it. Sure, this was a glitch, but in a game where exploration is everything, leaping into a true unknown — one that the creators of the game clearly didn’t intend me to find — was its own form of success.Revenge of the Savage Planet is currently available for PC, Playstation, and Xbox, and it’s currently on Game Pass.See More: -
Breath of the Wild and Tears of the Kingdom load significantly faster on Switch 2
On top of being the upgraded version of the Nintendo Switch, the Switch 2 might be the best way to experience some of the previous generation’s most critically acclaimed titles.
Both Breath of the Wild and Tears of the Kingdom already stole our hearts with their scale, presentation, and gameplay when they were released in 2017 and 2023, respectively. Whether it’s your first time playing or your 50th, the Switch 2 editions of these titles are an absolute dream experience. Nintendo’s modern masterpieces didn’t suffer despite relatively low resolution and frame rates and slow loading times — one of the most common gripes with the games when they were released. But the Switch 2 Edition of each game feels like the upgrade the titles deserve, especially when it comes to reduced loading times. And I mean significantly reduced.
During our testing, we ran five different test cases five times, then calculated an average for each of the five trials. For the original versions of the games, we used a Switch OLED. For the Switch 2 editions of the games, we used a Switch 2.
We tested the time it takes to boot up the game from the Switch 2 home screen, a load a save file from the title screen, reload a save file, fast travel across the map, and enter a shrine. I picked these test cases because they are actions you repeat many times in a given play session, and those load times add up.
Here are the results:
TestBoTW SwitchBoTW Switch 2 EditionToTK Switch ToTK Switch 2 EditionBooting up the game13.15s7.26s18.26s8.51sLoading a save file from the title screen23.40s14.14s11.04s8.19sReloading a save file14.78s9.11s16.31s9.49sFast travel22.62s14.47s12.04s5.08sEntering a shrine9.21s6.87s8.58s4.68s
To no one’s surprise, the Switch 2 dominates the performance of the Nintendo Switch. The Switch 2 takes the load times of both Breath of the Wild and Tears of the Kingdom and cuts them roughly in half. In some cases, the load time has been reduced by more than half, specifically in Tears of the Kingdom. Overall, Tears of the Kingdom saw bigger performance increases on average compared to Breath of the Wild, probably because the game is just better optimized.
The Nintendo Switch 2, paired with the Switch 2 Edition of each title, offers a significant improvement to the modern Zelda experience. You can also play the original versions on Switch 2, in theory, though we have yet to test those load times.
Nonetheless, the Switch 2 editions feel more fluid and responsive. If you have yet to lose yourself in the most recent iteration of Hyrule Kingdom, there’s no better time than now — that is, if you’re willing to pay the extra per game, or for a Nintendo Switch Online + Expansion membership, to upgrade to the Switch 2 Edition, which is only available on Switch 2.
#breath #wild #tears #kingdom #loadBreath of the Wild and Tears of the Kingdom load significantly faster on Switch 2On top of being the upgraded version of the Nintendo Switch, the Switch 2 might be the best way to experience some of the previous generation’s most critically acclaimed titles. Both Breath of the Wild and Tears of the Kingdom already stole our hearts with their scale, presentation, and gameplay when they were released in 2017 and 2023, respectively. Whether it’s your first time playing or your 50th, the Switch 2 editions of these titles are an absolute dream experience. Nintendo’s modern masterpieces didn’t suffer despite relatively low resolution and frame rates and slow loading times — one of the most common gripes with the games when they were released. But the Switch 2 Edition of each game feels like the upgrade the titles deserve, especially when it comes to reduced loading times. And I mean significantly reduced. During our testing, we ran five different test cases five times, then calculated an average for each of the five trials. For the original versions of the games, we used a Switch OLED. For the Switch 2 editions of the games, we used a Switch 2. We tested the time it takes to boot up the game from the Switch 2 home screen, a load a save file from the title screen, reload a save file, fast travel across the map, and enter a shrine. I picked these test cases because they are actions you repeat many times in a given play session, and those load times add up. Here are the results: TestBoTW SwitchBoTW Switch 2 EditionToTK Switch ToTK Switch 2 EditionBooting up the game13.15s7.26s18.26s8.51sLoading a save file from the title screen23.40s14.14s11.04s8.19sReloading a save file14.78s9.11s16.31s9.49sFast travel22.62s14.47s12.04s5.08sEntering a shrine9.21s6.87s8.58s4.68s To no one’s surprise, the Switch 2 dominates the performance of the Nintendo Switch. The Switch 2 takes the load times of both Breath of the Wild and Tears of the Kingdom and cuts them roughly in half. In some cases, the load time has been reduced by more than half, specifically in Tears of the Kingdom. Overall, Tears of the Kingdom saw bigger performance increases on average compared to Breath of the Wild, probably because the game is just better optimized. The Nintendo Switch 2, paired with the Switch 2 Edition of each title, offers a significant improvement to the modern Zelda experience. You can also play the original versions on Switch 2, in theory, though we have yet to test those load times. Nonetheless, the Switch 2 editions feel more fluid and responsive. If you have yet to lose yourself in the most recent iteration of Hyrule Kingdom, there’s no better time than now — that is, if you’re willing to pay the extra per game, or for a Nintendo Switch Online + Expansion membership, to upgrade to the Switch 2 Edition, which is only available on Switch 2. #breath #wild #tears #kingdom #loadWWW.POLYGON.COMBreath of the Wild and Tears of the Kingdom load significantly faster on Switch 2On top of being the upgraded version of the Nintendo Switch, the Switch 2 might be the best way to experience some of the previous generation’s most critically acclaimed titles. Both Breath of the Wild and Tears of the Kingdom already stole our hearts with their scale, presentation, and gameplay when they were released in 2017 and 2023, respectively. Whether it’s your first time playing or your 50th, the Switch 2 editions of these titles are an absolute dream experience. Nintendo’s modern masterpieces didn’t suffer despite relatively low resolution and frame rates and slow loading times — one of the most common gripes with the games when they were released. But the Switch 2 Edition of each game feels like the upgrade the titles deserve, especially when it comes to reduced loading times. And I mean significantly reduced. During our testing, we ran five different test cases five times, then calculated an average for each of the five trials. For the original versions of the games, we used a Switch OLED. For the Switch 2 editions of the games, we used a Switch 2. We tested the time it takes to boot up the game from the Switch 2 home screen, a load a save file from the title screen, reload a save file, fast travel across the map, and enter a shrine. I picked these test cases because they are actions you repeat many times in a given play session, and those load times add up. Here are the results: TestBoTW SwitchBoTW Switch 2 EditionToTK Switch ToTK Switch 2 EditionBooting up the game13.15s7.26s18.26s8.51sLoading a save file from the title screen23.40s14.14s11.04s8.19sReloading a save file14.78s9.11s16.31s9.49sFast travel22.62s14.47s12.04s5.08sEntering a shrine9.21s6.87s8.58s4.68s To no one’s surprise, the Switch 2 dominates the performance of the Nintendo Switch. The Switch 2 takes the load times of both Breath of the Wild and Tears of the Kingdom and cuts them roughly in half. In some cases, the load time has been reduced by more than half, specifically in Tears of the Kingdom. Overall, Tears of the Kingdom saw bigger performance increases on average compared to Breath of the Wild, probably because the game is just better optimized. The Nintendo Switch 2, paired with the Switch 2 Edition of each title, offers a significant improvement to the modern Zelda experience. You can also play the original versions on Switch 2, in theory, though we have yet to test those load times. Nonetheless, the Switch 2 editions feel more fluid and responsive. If you have yet to lose yourself in the most recent iteration of Hyrule Kingdom, there’s no better time than now — that is, if you’re willing to pay the extra $10 per game, or for a Nintendo Switch Online + Expansion membership, to upgrade to the Switch 2 Edition, which is only available on Switch 2. -
Marvel Games and Arc System Works team up for new 4v4 fighting game
Marvel Games and Arc System Works are creating an original new fighting game with Marvel Tōkon: Fighting Souls, a 4v4 tag-fighter. Arc showed off the new game during Sony’s State of Play event on Wednesday, with a hype teaser trailer showing off the gorgeous game.
Anime interpretations of characters such as Iron Man, Captain America, Ms. Marvel, Storm, Star-Lord, Ghost Rider, Spider-Man, and Doctor Doom are seen in the clip fighting with over-the-top attacks and finishers. Marvel Tōkon: Fighting Souls will be released for PlayStation 5 and Windows PC in 2026.
The 2.5D fighter is a new direction for Marvel fighting games, as Marvel’s heroes and villains have historically been associated with Capcom.
Capcom and Marvel first worked together in 1993, with the release of the beat-’em-up game The Punisher. The game’s success led to a fruitful relationship between the two companies throughout the ’90s, with iconic titles like Marvel Super Heroes, X-Men vs Street Fighter, and Marvel Super Heroes vs. Street Fighter. This series of games kick started the Marvel vs. Capcom franchise, which yielded four titles, with the last game being the commercial failure that was 2017’s Marvel vs. Capcom: Infinite — a game devoid of X-Men or any other character owned by 20th Century Fox at the time.
Capcom and Marvel most recently worked together on 2024’s Marvel vs. Capcom Fighting Collection: Arcade Classics. The move made fans believe that a potential fourth MvC game was on the way, and while it still could happen, it appears Marvel has other plans for its fighting game endeavors.
#marvel #games #arc #system #worksMarvel Games and Arc System Works team up for new 4v4 fighting gameMarvel Games and Arc System Works are creating an original new fighting game with Marvel Tōkon: Fighting Souls, a 4v4 tag-fighter. Arc showed off the new game during Sony’s State of Play event on Wednesday, with a hype teaser trailer showing off the gorgeous game. Anime interpretations of characters such as Iron Man, Captain America, Ms. Marvel, Storm, Star-Lord, Ghost Rider, Spider-Man, and Doctor Doom are seen in the clip fighting with over-the-top attacks and finishers. Marvel Tōkon: Fighting Souls will be released for PlayStation 5 and Windows PC in 2026. The 2.5D fighter is a new direction for Marvel fighting games, as Marvel’s heroes and villains have historically been associated with Capcom. Capcom and Marvel first worked together in 1993, with the release of the beat-’em-up game The Punisher. The game’s success led to a fruitful relationship between the two companies throughout the ’90s, with iconic titles like Marvel Super Heroes, X-Men vs Street Fighter, and Marvel Super Heroes vs. Street Fighter. This series of games kick started the Marvel vs. Capcom franchise, which yielded four titles, with the last game being the commercial failure that was 2017’s Marvel vs. Capcom: Infinite — a game devoid of X-Men or any other character owned by 20th Century Fox at the time. Capcom and Marvel most recently worked together on 2024’s Marvel vs. Capcom Fighting Collection: Arcade Classics. The move made fans believe that a potential fourth MvC game was on the way, and while it still could happen, it appears Marvel has other plans for its fighting game endeavors. #marvel #games #arc #system #worksWWW.POLYGON.COMMarvel Games and Arc System Works team up for new 4v4 fighting gameMarvel Games and Arc System Works are creating an original new fighting game with Marvel Tōkon: Fighting Souls, a 4v4 tag-fighter. Arc showed off the new game during Sony’s State of Play event on Wednesday, with a hype teaser trailer showing off the gorgeous game. Anime interpretations of characters such as Iron Man, Captain America, Ms. Marvel, Storm, Star-Lord, Ghost Rider, Spider-Man, and Doctor Doom are seen in the clip fighting with over-the-top attacks and finishers. Marvel Tōkon: Fighting Souls will be released for PlayStation 5 and Windows PC in 2026. The 2.5D fighter is a new direction for Marvel fighting games, as Marvel’s heroes and villains have historically been associated with Capcom. Capcom and Marvel first worked together in 1993, with the release of the beat-’em-up game The Punisher. The game’s success led to a fruitful relationship between the two companies throughout the ’90s, with iconic titles like Marvel Super Heroes (1995), X-Men vs Street Fighter (1996), and Marvel Super Heroes vs. Street Fighter (1997). This series of games kick started the Marvel vs. Capcom franchise, which yielded four titles, with the last game being the commercial failure that was 2017’s Marvel vs. Capcom: Infinite — a game devoid of X-Men or any other character owned by 20th Century Fox at the time. Capcom and Marvel most recently worked together on 2024’s Marvel vs. Capcom Fighting Collection: Arcade Classics. The move made fans believe that a potential fourth MvC game was on the way, and while it still could happen, it appears Marvel has other plans for its fighting game endeavors. -
Nobody understands gambling, especially in video games
In 2025, it’s very difficult not to see gambling advertised everywhere. It’s on billboards and sports broadcasts. It’s on podcasts and printed on the turnbuckle of AEW’s pay-per-view shows. And it’s on app stores, where you can find the FanDuel and DraftKings sportsbooks, alongside glitzy digital slot machines. These apps all have the highest age ratings possible on Apple’s App Store and Google Play. But earlier this year, a different kind of app nearly disappeared from the Play Store entirely.Luck Be A Landlord is a roguelite deckbuilder from solo developer Dan DiIorio. DiIorio got word from Google in January 2025 that Luck Be A Landlord was about to be pulled, globally, because DiIorio had not disclosed the game’s “gambling themes” in its rating.In Luck Be a Landlord, the player takes spins on a pixel art slot machine to earn coins to pay their ever-increasing rent — a nightmare gamification of our day-to-day grind to remain housed. On app stores, it’s a one-time purchase of and it’s on Steam. On the Play Store page, developer Dan DiIorio notes, “This game does not contain any real-world currency gambling or microtransactions.”And it doesn’t. But for Google, that didn’t matter. First, the game was removed from the storefront in a slew of countries that have strict gambling laws. Then, at the beginning of 2025, Google told Dilorio that Luck Be A Landlord would be pulled globally because of its rating discrepancy, as it “does not take into account references to gambling”.DiIorio had gone through this song and dance before — previously, when the game was blocked, he would send back a message saying “hey, the game doesn’t have gambling,” and then Google would send back a screenshot of the game and assert that, in fact, it had.DiIorio didn’t agree, but this time they decided that the risk of Landlord getting taken down permanently was too great. They’re a solo developer, and Luck Be a Landlord had just had its highest 30-day revenue since release. So, they filled out the form confirming that Luck Be A Landlord has “gambling themes,” and are currently hoping that this will be the end of it.This is a situation that sucks for an indie dev to be in, and over email DiIorio told Polygon it was “very frustrating.”“I think it can negatively affect indie developers if they fall outside the norm, which indies often do,” they wrote. “It also makes me afraid to explore mechanics like this further. It stifles creativity, and that’s really upsetting.”In late 2024, the hit game Balatro was in a similar position. It had won numerous awards, and made in its first week on mobile platforms. And then overnight, the PEGI ratings board declared that the game deserved an adult rating.The ESRB had already rated it E10+ in the US, noting it has gambling themes. And the game was already out in Europe, making its overnight ratings change a surprise. Publisher PlayStack said the rating was given because Balatro has “prominent gambling imagery and material that instructs about gambling.”Balatro is basically Luck Be A Landlord’s little cousin. Developer LocalThunk was inspired by watching streams of Luck Be A Landlord, and seeing the way DiIorio had implemented deck-building into his slot machine. And like Luck Be A Landlord, Balatro is a one-time purchase, with no microtransactions.But the PEGI board noted that because the game uses poker hands, the skills the player learns in Balatro could translate to real-world poker.In its write-up, GameSpot noted that the same thing happened to a game called Sunshine Shuffle. It was temporarily banned from the Nintendo eShop, and also from the entire country of South Korea. Unlike Balatro, Sunshine Shuffle actually is a poker game, except you’re playing Texas Hold ‘Em — again for no real money — with cute animals.It’s common sense that children shouldn’t be able to access apps that allow them to gamble. But none of these games contain actual gambling — or do they?Where do we draw the line? Is it gambling to play any game that is also played in casinos, like poker or blackjack? Is it gambling to play a game that evokes the aesthetics of a casino, like cards, chips, dice, or slot machines? Is it gambling to wager or earn fictional money?Gaming has always been a lightning rod for controversy. Sex, violence, misogyny, addiction — you name it, video games have been accused of perpetrating or encouraging it. But gambling is gaming’s original sin. And it’s the one we still can’t get a grip on.The original link between gambling and gamingGetty ImagesThe association between video games and gambling all goes back to pinball. Back in the ’30s and ’40s, politicians targeted pinball machines for promoting gambling. Early pinball machines were less skill-based, and some gave cash payouts, so the comparison wasn’t unfair. Famously, mob-hating New York City mayor Fiorello LaGuardia banned pinball in the city, and appeared in a newsreel dumping pinball and slot machines into the Long Island Sound. Pinball machines spent some time relegated to the back rooms of sex shops and dive bars. But after some lobbying, the laws relaxed.By the 1970s, pinball manufacturers were also making video games, and the machines were side-by-side in arcades. Arcade machines, like pinball, took small coin payments, repeatedly, for short rounds of play. The disreputable funk of pinball basically rubbed off onto video games.Ever since video games rocked onto the scene, concerned and sometimes uneducated parties have been asking if they’re dangerous. And in general, studies have shown that they’re not. The same can’t be said about gambling — the practice of putting real money down to bet on an outcome.It’s a golden age for gambling2025 in the USA is a great time for gambling, which has been really profitable for gambling companies — to the tune of billion dollars of revenue in 2023.To put this number in perspective, the American Gaming Association, which is the casino industry’s trade group and has nothing to do with video games, reports that 2022’s gambling revenue was billion. It went up billion in a year.And this increase isn’t just because of sportsbooks, although sports betting is a huge part of it. Online casinos and brick-and-mortar casinos are both earning more, and as a lot of people have pointed out, gambling is being normalized to a pretty disturbing degree.Much like with alcohol, for a small percentage of people, gambling can tip from occasional leisure activity into addiction. The people who are most at risk are, by and large, already vulnerable: researchers at the Yale School of Medicine found that 96% of problem gamblers are also wrestling with other disorders, such as “substance use, impulse-control disorders, mood disorders, and anxiety disorders.”Even if you’re not in that group, there are still good reasons to be wary of gambling. People tend to underestimate their own vulnerability to things they know are dangerous for others. Someone else might bet beyond their means. But I would simply know when to stop.Maybe you do! But being blithely confident about it can make it hard to notice if you do develop a problem. Or if you already have one.Addiction changes the way your brain works. When you’re addicted to something, your participation in it becomes compulsive, at the expense of other interests and responsibilities. Someone might turn to their addiction to self-soothe when depressed or anxious. And speaking of those feelings, people who are depressed and anxious are already more vulnerable to addiction. Given the entire state of the world right now, this predisposition shines an ugly light on the numbers touted by the AGA. Is it good that the industry is reporting billion in additional earnings, when the economy feels so frail, when the stock market is ping ponging through highs and lows daily, when daily expenses are rising? It doesn’t feel good. In 2024, the YouTuber Drew Gooden turned his critical eye to online gambling. One of the main points he makes in his excellent video is that gambling is more accessible than ever. It’s on all our phones, and betting companies are using decades of well-honed app design and behavioral studies to manipulate users to spend and spend.Meanwhile, advertising on podcasts, billboards, TV, radio, and websites – it’s literally everywhere — tells you that this is fun, and you don’t even need to know what you’re doing, and you’re probably one bet away from winning back those losses.Where does Luck Be a Landlord come into this?So, are there gambling themes in Luck Be A Landlord? The game’s slot machine is represented in simple pixel art. You pay one coin to use it, and among the more traditional slot machine symbols are silly ones like a snail that only pays out after 4 spins.When I started playing it, my primary emotion wasn’t necessarily elation at winning coins — it was stress and disbelief when, in the third round of the game, the landlord increased my rent by 100%. What the hell.I don’t doubt that getting better at it would produce dopamine thrills akin to gambling — or playing any video game. But it’s supposed to be difficult, because that’s the joke. If you beat the game you unlock more difficulty modes where, as you keep paying rent, your landlord gets furious, and starts throwing made-up rules at you: previously rare symbols will give you less of a payout, and the very mechanics of the slot machine change.It’s a manifestation of the golden rule of casinos, and all of capitalism writ large: the odds are stacked against you. The house always wins. There is luck involved, to be sure, but because Luck Be A Landlord is a deck-builder, knowing the different ways you can design your slot machine to maximize payouts is a skill! You have some influence over it, unlike a real slot machine. The synergies that I’ve seen high-level players create are completely nuts, and obviously based on a deep understanding of the strategies the game allows.IMAGE: TrampolineTales via PolygonBalatro and Luck Be a Landlord both distance themselves from casino gambling again in the way they treat money. In Landlord, the money you earn is gold coins, not any currency we recognize. And the payouts aren’t actually that big. By the end of the core game, the rent money you’re struggling and scraping to earn… is 777 coins. In the post-game endless mode, payouts can get massive. But the thing is, to get this far, you can’t rely on chance. You have to be very good at Luck Be a Landlord.And in Balatro, the numbers that get big are your points. The actual dollar payments in a round of Balatro are small. These aren’t games about earning wads and wads of cash. So, do these count as “gambling themes”?We’ll come back to that question later. First, I want to talk about a closer analog to what we colloquially consider gambling: loot boxes and gacha games.Random rewards: from Overwatch to the rise of gachaRecently, I did something that I haven’t done in a really long time: I thought about Overwatch. I used to play Overwatch with my friends, and I absolutely made a habit of dropping 20 bucks here or there for a bunch of seasonal loot boxes. This was never a problem behavior for me, but in hindsight, it does sting that over a couple of years, I dropped maybe on cosmetics for a game that now I primarily associate with squandered potential.Loot boxes grew out of free-to-play mobile games, where they’re the primary method of monetization. In something like Overwatch, they functioned as a way to earn additional revenue in an ongoing game, once the player had already dropped 40 bucks to buy it.More often than not, loot boxes are a random selection of skins and other cosmetics, but games like Star Wars: Battlefront 2 were famously criticized for launching with loot crates that essentially made it pay-to-win – if you bought enough of them and got lucky.It’s not unprecedented to associate loot boxes with gambling. A 2021 study published in Addictive Behaviors showed that players who self-reported as problem gamblers also tended to spend more on loot boxes, and another study done in the UK found a similar correlation with young adults.While Overwatch certainly wasn’t the first game to feature cosmetic loot boxes or microtransactions, it’s a reference point for me, and it also got attention worldwide. In 2018, Overwatch was investigated by the Belgian Gaming Commission, which found it “in violation of gambling legislation” alongside FIFA 18 and Counter-Strike: Global Offensive. Belgium’s response was to ban the sale of loot boxes without a gambling license. Having a paid random rewards mechanic in a game is a criminal offense there. But not really. A 2023 study showed that 82% of iPhone games sold on the App Store in Belgium still use random paid monetization, as do around 80% of games that are rated 12+. The ban wasn’t effectively enforced, if at all, and the study recommends that a blanket ban wouldn’t actually be a practical solution anyway.Overwatch was rated T for Teen by the ESRB, and 12 by PEGI. When it first came out, its loot boxes were divisive. Since the mechanic came from F2P mobile games, which are often seen as predatory, people balked at seeing it in a big action game from a multi-million dollar publisher.At the time, the rebuttal was, “Well, at least it’s just cosmetics.” Nobody needs to buy loot boxes to be good at Overwatch.A lot has changed since 2016. Now we have a deeper understanding of how these mechanics are designed to manipulate players, even if they don’t affect gameplay. But also, they’ve been normalized. While there will always be people expressing disappointment when a AAA game has a paid random loot mechanic, it is no longer shocking.And if anything, these mechanics have only become more prevalent, thanks to the growth of gacha games. Gacha is short for “gachapon,” the Japanese capsule machines where you pay to receive one of a selection of random toys. Getty ImagesIn gacha games, players pay — not necessarily real money, but we’ll get to that — for a chance to get something. Maybe it’s a character, or a special weapon, or some gear — it depends on the game. Whatever it is, within that context, it’s desirable — and unlike the cosmetics of Overwatch, gacha pulls often do impact the gameplay.For example, in Infinity Nikki, you can pull for clothing items in these limited-time events. You have a chance to get pieces of a five-star outfit. But you also might pull one of a set of four-star items, or a permanent three-star piece. Of course, if you want all ten pieces of the five-star outfit, you have to do multiple pulls, each costing a handful of limited resources that you can earn in-game or purchase with money.Gacha was a fixture of mobile gaming for a long time, but in recent years, we’ve seen it go AAA, and global. MiHoYo’s Genshin Impact did a lot of that work when it came out worldwide on consoles and PC alongside its mobile release. Genshin and its successors are massive AAA games of a scale that, for your Nintendos and Ubisofts, would necessitate selling a bajillion copies to be a success. And they’re free.Genshin is an action game, whose playstyle changes depending on what character you’re playing — characters you get from gacha pulls, of course. In Zenless Zone Zero, the characters you can pull have different combo patterns, do different kinds of damage, and just feel different to play. And whereas in an early mobile gacha game like Love Nikki Dress UP! Queen the world was rudimentary, its modern descendant Infinity Nikki is, like Genshin, Breath of the Wild-esque. It is a massive open world, with collectibles and physics puzzles, platforming challenges, and a surprisingly involved storyline. Genshin Impact was the subject of an interesting study where researchers asked young adults in Hong Kong to self-report on their gacha spending habits. They found that, like with gambling, players who are not feeling good tend to spend more. “Young adult gacha gamers experiencing greater stress and anxiety tend to spend more on gacha purchases, have more motives for gacha purchases, and participate in more gambling activities,” they wrote. “This group is at a particularly higher risk of becoming problem gamblers.”One thing that is important to note is that Genshin Impact came out in 2020. The study was self-reported, and it was done during the early stages of the COVID-19 pandemic. It was a time when people were experiencing a lot of stress, and also fewer options to relieve that stress. We were all stuck inside gaming.But the fact that stress can make people more likely to spend money on gacha shows that while the gacha model isn’t necessarily harmful to everyone, it is exploitative to everyone. Since I started writing this story, another self-reported study came out in Japan, where 18.8% of people in their 20s say they’ve spent money on gacha rather than on things like food or rent.Following Genshin Impact’s release, MiHoYo put out Honkai: Star Rail and Zenless Zone Zero. All are shiny, big-budget games that are free to play, but dangle the lure of making just one purchase in front of the player. Maybe you could drop five bucks on a handful of in-game currency to get one more pull. Or maybe just this month you’ll get the second tier of rewards on the game’s equivalent of a Battle Pass. The game is free, after all — but haven’t you enjoyed at least ten dollars’ worth of gameplay? Image: HoyoverseI spent most of my December throwing myself into Infinity Nikki. I had been so stressed, and the game was so soothing. I logged in daily to fulfill my daily wishes and earn my XP, diamonds, Threads of Purity, and bling. I accumulated massive amounts of resources. I haven’t spent money on the game. I’m trying not to, and so far, it’s been pretty easy. I’ve been super happy with how much stuff I can get for free, and how much I can do! I actually feel really good about that — which is what I said to my boyfriend, and he replied, “Yeah, that’s the point. That’s how they get you.”And he’s right. Currently, Infinity Nikki players are embroiled in a war with developer Infold, after Infold introduced yet another currency type with deep ties to Nikki’s gacha system. Every one of these gacha games has its own tangled system of overlapping currencies. Some can only be used on gacha pulls. Some can only be used to upgrade items. Many of them can be purchased with human money.Image: InFold Games/Papergames via PolygonAll of this adds up. According to Sensor Towers’ data, Genshin Impact earned over 36 million dollars on mobile alone in a single month of 2024. I don’t know what Dan DiIorio’s peak monthly revenue for Luck Be A Landlord was, but I’m pretty sure it wasn’t that.A lot of the spending guardrails we see in games like these are actually the result of regulations in other territories, especially China, where gacha has been a big deal for a lot longer. For example, gacha games have a daily limit on loot boxes, with the number clearly displayed, and a system collectively called “pity,” where getting the banner item is guaranteed after a certain number of pulls. Lastly, developers have to be clear about what the odds are. When I log in to spend the Revelation Crystals I’ve spent weeks hoarding in my F2P Infinity Nikki experience, I know that I have a 1.5% chance of pulling a 5-star piece, and that the odds can go up to 6.06%, and that I am guaranteed to get one within 20 pulls, because of the pity system.So, these odds are awful. But it is not as merciless as sitting down at a Vegas slot machine, an experience best described as “oh… that’s it?”There’s not a huge philosophical difference between buying a pack of loot boxes in Overwatch, a pull in Genshin Impact, or even a booster of Pokémon cards. You put in money, you get back randomized stuff that may or may not be what you want. In the dictionary definition, it’s a gamble. But unlike the slot machine, it’s not like you’re trying to win money by doing it, unless you’re selling those Pokémon cards, which is a topic for another time.But since even a game where you don’t get anything, like Balatro or Luck Be A Landlord, can come under fire for promoting gambling to kids, it would seem appropriate for app stores and ratings boards to take a similarly hardline stance with gacha.Instead, all these games are rated T for Teen by the ESRB, and PEGI 12 in the EU.The ESRB ratings for these games note that they contain in-game purchases, including random items. Honkai: Star Rail’s rating specifically calls out a slot machine mechanic, where players spend tokens to win a prize. But other than calling out Honkai’s slot machine, app stores are not slapping Genshin or Nikki with an 18+ rating. Meanwhile, Balatro had a PEGI rating of 18 until a successful appeal in February 2025, and Luck Be a Landlord is still 17+ on Apple’s App Store.Nobody knows what they’re doingWhen I started researching this piece, I felt very strongly that it was absurd that Luck Be A Landlord and Balatro had age ratings this high.I still believe that the way both devs have been treated by ratings boards is bad. Threatening an indie dev with a significant loss of income by pulling their game is bad, not giving them a way to defend themself or help them understand why it’s happening is even worse. It’s an extension of the general way that too-big-to-fail companies like Google treat all their customers.DiIorio told me that while it felt like a human being had at least looked at Luck Be A Landlord to make the determination that it contained gambling themes, the emails he was getting were automatic, and he doesn’t have a contact at Google to ask why this happened or how he can avoid it in the future — an experience that will be familiar to anyone who has ever needed Google support. But what’s changed for me is that I’m not actually sure anymore that games that don’t have gambling should be completely let off the hook for evoking gambling.Exposing teens to simulated gambling without financial stakes could spark an interest in the real thing later on, according to a study in the International Journal of Environmental Research and Public Health. It’s the same reason you can’t mosey down to the drug store to buy candy cigarettes. Multiple studies were done that showed kids who ate candy cigarettes were more likely to take up smokingSo while I still think rating something like Balatro 18+ is nuts, I also think that describing it appropriately might be reasonable. As a game, it’s completely divorced from literally any kind of play you would find in a casino — but I can see the concern that the thrill of flashy numbers and the shiny cards might encourage young players to try their hand at poker in a real casino, where a real house can take their money.Maybe what’s more important than doling out high age ratings is helping people think about how media can affect us. In the same way that, when I was 12 and obsessed with The Matrix, my parents gently made sure that I knew that none of the violence was real and you can’t actually cartwheel through a hail of bullets in real life. Thanks, mom and dad!But that’s an answer that’s a lot more abstract and difficult to implement than a big red 18+ banner. When it comes to gacha, I think we’re even less equipped to talk about these game mechanics, and I’m certain they’re not being age-rated appropriately. On the one hand, like I said earlier, gacha exploits the player’s desire for stuff that they are heavily manipulated to buy with real money. On the other hand, I think it’s worth acknowledging that there is a difference between gacha and casino gambling.Problem gamblers aren’t satisfied by winning — the thing they’re addicted to is playing, and the risk that comes with it. In gacha games, players do report satisfaction when they achieve the prize they set out to get. And yes, in the game’s next season, the developer will be dangling a shiny new prize in front of them with the goal of starting the cycle over. But I think it’s fair to make the distinction, while still being highly critical of the model.And right now, there is close to no incentive for app stores to crack down on gacha in any way. They get a cut of in-app purchases. Back in 2023, miHoYo tried a couple of times to set up payment systems that circumvented Apple’s 30% cut of in-app spending. Both times, it was thwarted by Apple, whose App Store generated trillion in developer billings and sales in 2022.According to Apple itself, 90% of that money did not include any commission to Apple. Fortunately for Apple, ten percent of a trillion dollars is still one hundred billion dollars, which I would also like to have in my bank account. Apple has zero reason to curb spending on games that have been earning millions of dollars every month for years.And despite the popularity of Luck Be A Landlord and Balatro’s massive App Store success, these games will never be as lucrative. They’re one-time purchases, and they don’t have microtransactions. To add insult to injury, like most popular games, Luck Be A Landlord has a lot of clones. And from what I can tell, it doesn’t look like any of them have been made to indicate that their games contain the dreaded “gambling themes” that Google was so worried about in Landlord.In particular, a game called SpinCraft: Roguelike from Sneaky Panda Games raised million in seed funding for “inventing the Luck-Puzzler genre,” which it introduced in 2022, while Luck Be A Landlord went into early access in 2021.It’s free-to-play, has ads and in-app purchases, looks like Fisher Price made a slot machine, and it’s rated E for everyone, with no mention of gambling imagery in its rating. I reached out to the developers to ask if they had also been contacted by the Play Store to disclose that their game has gambling themes, but I haven’t heard back.Borrowing mechanics in games is as old as time, and it’s something I in no way want to imply shouldn’t happen because copyright is the killer of invention — but I think we can all agree that the system is broken.There is no consistency in how games with random chance are treated. We still do not know how to talk about gambling, or gambling themes, and at the end of the day, the results of this are the same: the house always wins.See More:
#nobody #understands #gambling #especially #videoNobody understands gambling, especially in video gamesIn 2025, it’s very difficult not to see gambling advertised everywhere. It’s on billboards and sports broadcasts. It’s on podcasts and printed on the turnbuckle of AEW’s pay-per-view shows. And it’s on app stores, where you can find the FanDuel and DraftKings sportsbooks, alongside glitzy digital slot machines. These apps all have the highest age ratings possible on Apple’s App Store and Google Play. But earlier this year, a different kind of app nearly disappeared from the Play Store entirely.Luck Be A Landlord is a roguelite deckbuilder from solo developer Dan DiIorio. DiIorio got word from Google in January 2025 that Luck Be A Landlord was about to be pulled, globally, because DiIorio had not disclosed the game’s “gambling themes” in its rating.In Luck Be a Landlord, the player takes spins on a pixel art slot machine to earn coins to pay their ever-increasing rent — a nightmare gamification of our day-to-day grind to remain housed. On app stores, it’s a one-time purchase of and it’s on Steam. On the Play Store page, developer Dan DiIorio notes, “This game does not contain any real-world currency gambling or microtransactions.”And it doesn’t. But for Google, that didn’t matter. First, the game was removed from the storefront in a slew of countries that have strict gambling laws. Then, at the beginning of 2025, Google told Dilorio that Luck Be A Landlord would be pulled globally because of its rating discrepancy, as it “does not take into account references to gambling”.DiIorio had gone through this song and dance before — previously, when the game was blocked, he would send back a message saying “hey, the game doesn’t have gambling,” and then Google would send back a screenshot of the game and assert that, in fact, it had.DiIorio didn’t agree, but this time they decided that the risk of Landlord getting taken down permanently was too great. They’re a solo developer, and Luck Be a Landlord had just had its highest 30-day revenue since release. So, they filled out the form confirming that Luck Be A Landlord has “gambling themes,” and are currently hoping that this will be the end of it.This is a situation that sucks for an indie dev to be in, and over email DiIorio told Polygon it was “very frustrating.”“I think it can negatively affect indie developers if they fall outside the norm, which indies often do,” they wrote. “It also makes me afraid to explore mechanics like this further. It stifles creativity, and that’s really upsetting.”In late 2024, the hit game Balatro was in a similar position. It had won numerous awards, and made in its first week on mobile platforms. And then overnight, the PEGI ratings board declared that the game deserved an adult rating.The ESRB had already rated it E10+ in the US, noting it has gambling themes. And the game was already out in Europe, making its overnight ratings change a surprise. Publisher PlayStack said the rating was given because Balatro has “prominent gambling imagery and material that instructs about gambling.”Balatro is basically Luck Be A Landlord’s little cousin. Developer LocalThunk was inspired by watching streams of Luck Be A Landlord, and seeing the way DiIorio had implemented deck-building into his slot machine. And like Luck Be A Landlord, Balatro is a one-time purchase, with no microtransactions.But the PEGI board noted that because the game uses poker hands, the skills the player learns in Balatro could translate to real-world poker.In its write-up, GameSpot noted that the same thing happened to a game called Sunshine Shuffle. It was temporarily banned from the Nintendo eShop, and also from the entire country of South Korea. Unlike Balatro, Sunshine Shuffle actually is a poker game, except you’re playing Texas Hold ‘Em — again for no real money — with cute animals.It’s common sense that children shouldn’t be able to access apps that allow them to gamble. But none of these games contain actual gambling — or do they?Where do we draw the line? Is it gambling to play any game that is also played in casinos, like poker or blackjack? Is it gambling to play a game that evokes the aesthetics of a casino, like cards, chips, dice, or slot machines? Is it gambling to wager or earn fictional money?Gaming has always been a lightning rod for controversy. Sex, violence, misogyny, addiction — you name it, video games have been accused of perpetrating or encouraging it. But gambling is gaming’s original sin. And it’s the one we still can’t get a grip on.The original link between gambling and gamingGetty ImagesThe association between video games and gambling all goes back to pinball. Back in the ’30s and ’40s, politicians targeted pinball machines for promoting gambling. Early pinball machines were less skill-based, and some gave cash payouts, so the comparison wasn’t unfair. Famously, mob-hating New York City mayor Fiorello LaGuardia banned pinball in the city, and appeared in a newsreel dumping pinball and slot machines into the Long Island Sound. Pinball machines spent some time relegated to the back rooms of sex shops and dive bars. But after some lobbying, the laws relaxed.By the 1970s, pinball manufacturers were also making video games, and the machines were side-by-side in arcades. Arcade machines, like pinball, took small coin payments, repeatedly, for short rounds of play. The disreputable funk of pinball basically rubbed off onto video games.Ever since video games rocked onto the scene, concerned and sometimes uneducated parties have been asking if they’re dangerous. And in general, studies have shown that they’re not. The same can’t be said about gambling — the practice of putting real money down to bet on an outcome.It’s a golden age for gambling2025 in the USA is a great time for gambling, which has been really profitable for gambling companies — to the tune of billion dollars of revenue in 2023.To put this number in perspective, the American Gaming Association, which is the casino industry’s trade group and has nothing to do with video games, reports that 2022’s gambling revenue was billion. It went up billion in a year.And this increase isn’t just because of sportsbooks, although sports betting is a huge part of it. Online casinos and brick-and-mortar casinos are both earning more, and as a lot of people have pointed out, gambling is being normalized to a pretty disturbing degree.Much like with alcohol, for a small percentage of people, gambling can tip from occasional leisure activity into addiction. The people who are most at risk are, by and large, already vulnerable: researchers at the Yale School of Medicine found that 96% of problem gamblers are also wrestling with other disorders, such as “substance use, impulse-control disorders, mood disorders, and anxiety disorders.”Even if you’re not in that group, there are still good reasons to be wary of gambling. People tend to underestimate their own vulnerability to things they know are dangerous for others. Someone else might bet beyond their means. But I would simply know when to stop.Maybe you do! But being blithely confident about it can make it hard to notice if you do develop a problem. Or if you already have one.Addiction changes the way your brain works. When you’re addicted to something, your participation in it becomes compulsive, at the expense of other interests and responsibilities. Someone might turn to their addiction to self-soothe when depressed or anxious. And speaking of those feelings, people who are depressed and anxious are already more vulnerable to addiction. Given the entire state of the world right now, this predisposition shines an ugly light on the numbers touted by the AGA. Is it good that the industry is reporting billion in additional earnings, when the economy feels so frail, when the stock market is ping ponging through highs and lows daily, when daily expenses are rising? It doesn’t feel good. In 2024, the YouTuber Drew Gooden turned his critical eye to online gambling. One of the main points he makes in his excellent video is that gambling is more accessible than ever. It’s on all our phones, and betting companies are using decades of well-honed app design and behavioral studies to manipulate users to spend and spend.Meanwhile, advertising on podcasts, billboards, TV, radio, and websites – it’s literally everywhere — tells you that this is fun, and you don’t even need to know what you’re doing, and you’re probably one bet away from winning back those losses.Where does Luck Be a Landlord come into this?So, are there gambling themes in Luck Be A Landlord? The game’s slot machine is represented in simple pixel art. You pay one coin to use it, and among the more traditional slot machine symbols are silly ones like a snail that only pays out after 4 spins.When I started playing it, my primary emotion wasn’t necessarily elation at winning coins — it was stress and disbelief when, in the third round of the game, the landlord increased my rent by 100%. What the hell.I don’t doubt that getting better at it would produce dopamine thrills akin to gambling — or playing any video game. But it’s supposed to be difficult, because that’s the joke. If you beat the game you unlock more difficulty modes where, as you keep paying rent, your landlord gets furious, and starts throwing made-up rules at you: previously rare symbols will give you less of a payout, and the very mechanics of the slot machine change.It’s a manifestation of the golden rule of casinos, and all of capitalism writ large: the odds are stacked against you. The house always wins. There is luck involved, to be sure, but because Luck Be A Landlord is a deck-builder, knowing the different ways you can design your slot machine to maximize payouts is a skill! You have some influence over it, unlike a real slot machine. The synergies that I’ve seen high-level players create are completely nuts, and obviously based on a deep understanding of the strategies the game allows.IMAGE: TrampolineTales via PolygonBalatro and Luck Be a Landlord both distance themselves from casino gambling again in the way they treat money. In Landlord, the money you earn is gold coins, not any currency we recognize. And the payouts aren’t actually that big. By the end of the core game, the rent money you’re struggling and scraping to earn… is 777 coins. In the post-game endless mode, payouts can get massive. But the thing is, to get this far, you can’t rely on chance. You have to be very good at Luck Be a Landlord.And in Balatro, the numbers that get big are your points. The actual dollar payments in a round of Balatro are small. These aren’t games about earning wads and wads of cash. So, do these count as “gambling themes”?We’ll come back to that question later. First, I want to talk about a closer analog to what we colloquially consider gambling: loot boxes and gacha games.Random rewards: from Overwatch to the rise of gachaRecently, I did something that I haven’t done in a really long time: I thought about Overwatch. I used to play Overwatch with my friends, and I absolutely made a habit of dropping 20 bucks here or there for a bunch of seasonal loot boxes. This was never a problem behavior for me, but in hindsight, it does sting that over a couple of years, I dropped maybe on cosmetics for a game that now I primarily associate with squandered potential.Loot boxes grew out of free-to-play mobile games, where they’re the primary method of monetization. In something like Overwatch, they functioned as a way to earn additional revenue in an ongoing game, once the player had already dropped 40 bucks to buy it.More often than not, loot boxes are a random selection of skins and other cosmetics, but games like Star Wars: Battlefront 2 were famously criticized for launching with loot crates that essentially made it pay-to-win – if you bought enough of them and got lucky.It’s not unprecedented to associate loot boxes with gambling. A 2021 study published in Addictive Behaviors showed that players who self-reported as problem gamblers also tended to spend more on loot boxes, and another study done in the UK found a similar correlation with young adults.While Overwatch certainly wasn’t the first game to feature cosmetic loot boxes or microtransactions, it’s a reference point for me, and it also got attention worldwide. In 2018, Overwatch was investigated by the Belgian Gaming Commission, which found it “in violation of gambling legislation” alongside FIFA 18 and Counter-Strike: Global Offensive. Belgium’s response was to ban the sale of loot boxes without a gambling license. Having a paid random rewards mechanic in a game is a criminal offense there. But not really. A 2023 study showed that 82% of iPhone games sold on the App Store in Belgium still use random paid monetization, as do around 80% of games that are rated 12+. The ban wasn’t effectively enforced, if at all, and the study recommends that a blanket ban wouldn’t actually be a practical solution anyway.Overwatch was rated T for Teen by the ESRB, and 12 by PEGI. When it first came out, its loot boxes were divisive. Since the mechanic came from F2P mobile games, which are often seen as predatory, people balked at seeing it in a big action game from a multi-million dollar publisher.At the time, the rebuttal was, “Well, at least it’s just cosmetics.” Nobody needs to buy loot boxes to be good at Overwatch.A lot has changed since 2016. Now we have a deeper understanding of how these mechanics are designed to manipulate players, even if they don’t affect gameplay. But also, they’ve been normalized. While there will always be people expressing disappointment when a AAA game has a paid random loot mechanic, it is no longer shocking.And if anything, these mechanics have only become more prevalent, thanks to the growth of gacha games. Gacha is short for “gachapon,” the Japanese capsule machines where you pay to receive one of a selection of random toys. Getty ImagesIn gacha games, players pay — not necessarily real money, but we’ll get to that — for a chance to get something. Maybe it’s a character, or a special weapon, or some gear — it depends on the game. Whatever it is, within that context, it’s desirable — and unlike the cosmetics of Overwatch, gacha pulls often do impact the gameplay.For example, in Infinity Nikki, you can pull for clothing items in these limited-time events. You have a chance to get pieces of a five-star outfit. But you also might pull one of a set of four-star items, or a permanent three-star piece. Of course, if you want all ten pieces of the five-star outfit, you have to do multiple pulls, each costing a handful of limited resources that you can earn in-game or purchase with money.Gacha was a fixture of mobile gaming for a long time, but in recent years, we’ve seen it go AAA, and global. MiHoYo’s Genshin Impact did a lot of that work when it came out worldwide on consoles and PC alongside its mobile release. Genshin and its successors are massive AAA games of a scale that, for your Nintendos and Ubisofts, would necessitate selling a bajillion copies to be a success. And they’re free.Genshin is an action game, whose playstyle changes depending on what character you’re playing — characters you get from gacha pulls, of course. In Zenless Zone Zero, the characters you can pull have different combo patterns, do different kinds of damage, and just feel different to play. And whereas in an early mobile gacha game like Love Nikki Dress UP! Queen the world was rudimentary, its modern descendant Infinity Nikki is, like Genshin, Breath of the Wild-esque. It is a massive open world, with collectibles and physics puzzles, platforming challenges, and a surprisingly involved storyline. Genshin Impact was the subject of an interesting study where researchers asked young adults in Hong Kong to self-report on their gacha spending habits. They found that, like with gambling, players who are not feeling good tend to spend more. “Young adult gacha gamers experiencing greater stress and anxiety tend to spend more on gacha purchases, have more motives for gacha purchases, and participate in more gambling activities,” they wrote. “This group is at a particularly higher risk of becoming problem gamblers.”One thing that is important to note is that Genshin Impact came out in 2020. The study was self-reported, and it was done during the early stages of the COVID-19 pandemic. It was a time when people were experiencing a lot of stress, and also fewer options to relieve that stress. We were all stuck inside gaming.But the fact that stress can make people more likely to spend money on gacha shows that while the gacha model isn’t necessarily harmful to everyone, it is exploitative to everyone. Since I started writing this story, another self-reported study came out in Japan, where 18.8% of people in their 20s say they’ve spent money on gacha rather than on things like food or rent.Following Genshin Impact’s release, MiHoYo put out Honkai: Star Rail and Zenless Zone Zero. All are shiny, big-budget games that are free to play, but dangle the lure of making just one purchase in front of the player. Maybe you could drop five bucks on a handful of in-game currency to get one more pull. Or maybe just this month you’ll get the second tier of rewards on the game’s equivalent of a Battle Pass. The game is free, after all — but haven’t you enjoyed at least ten dollars’ worth of gameplay? Image: HoyoverseI spent most of my December throwing myself into Infinity Nikki. I had been so stressed, and the game was so soothing. I logged in daily to fulfill my daily wishes and earn my XP, diamonds, Threads of Purity, and bling. I accumulated massive amounts of resources. I haven’t spent money on the game. I’m trying not to, and so far, it’s been pretty easy. I’ve been super happy with how much stuff I can get for free, and how much I can do! I actually feel really good about that — which is what I said to my boyfriend, and he replied, “Yeah, that’s the point. That’s how they get you.”And he’s right. Currently, Infinity Nikki players are embroiled in a war with developer Infold, after Infold introduced yet another currency type with deep ties to Nikki’s gacha system. Every one of these gacha games has its own tangled system of overlapping currencies. Some can only be used on gacha pulls. Some can only be used to upgrade items. Many of them can be purchased with human money.Image: InFold Games/Papergames via PolygonAll of this adds up. According to Sensor Towers’ data, Genshin Impact earned over 36 million dollars on mobile alone in a single month of 2024. I don’t know what Dan DiIorio’s peak monthly revenue for Luck Be A Landlord was, but I’m pretty sure it wasn’t that.A lot of the spending guardrails we see in games like these are actually the result of regulations in other territories, especially China, where gacha has been a big deal for a lot longer. For example, gacha games have a daily limit on loot boxes, with the number clearly displayed, and a system collectively called “pity,” where getting the banner item is guaranteed after a certain number of pulls. Lastly, developers have to be clear about what the odds are. When I log in to spend the Revelation Crystals I’ve spent weeks hoarding in my F2P Infinity Nikki experience, I know that I have a 1.5% chance of pulling a 5-star piece, and that the odds can go up to 6.06%, and that I am guaranteed to get one within 20 pulls, because of the pity system.So, these odds are awful. But it is not as merciless as sitting down at a Vegas slot machine, an experience best described as “oh… that’s it?”There’s not a huge philosophical difference between buying a pack of loot boxes in Overwatch, a pull in Genshin Impact, or even a booster of Pokémon cards. You put in money, you get back randomized stuff that may or may not be what you want. In the dictionary definition, it’s a gamble. But unlike the slot machine, it’s not like you’re trying to win money by doing it, unless you’re selling those Pokémon cards, which is a topic for another time.But since even a game where you don’t get anything, like Balatro or Luck Be A Landlord, can come under fire for promoting gambling to kids, it would seem appropriate for app stores and ratings boards to take a similarly hardline stance with gacha.Instead, all these games are rated T for Teen by the ESRB, and PEGI 12 in the EU.The ESRB ratings for these games note that they contain in-game purchases, including random items. Honkai: Star Rail’s rating specifically calls out a slot machine mechanic, where players spend tokens to win a prize. But other than calling out Honkai’s slot machine, app stores are not slapping Genshin or Nikki with an 18+ rating. Meanwhile, Balatro had a PEGI rating of 18 until a successful appeal in February 2025, and Luck Be a Landlord is still 17+ on Apple’s App Store.Nobody knows what they’re doingWhen I started researching this piece, I felt very strongly that it was absurd that Luck Be A Landlord and Balatro had age ratings this high.I still believe that the way both devs have been treated by ratings boards is bad. Threatening an indie dev with a significant loss of income by pulling their game is bad, not giving them a way to defend themself or help them understand why it’s happening is even worse. It’s an extension of the general way that too-big-to-fail companies like Google treat all their customers.DiIorio told me that while it felt like a human being had at least looked at Luck Be A Landlord to make the determination that it contained gambling themes, the emails he was getting were automatic, and he doesn’t have a contact at Google to ask why this happened or how he can avoid it in the future — an experience that will be familiar to anyone who has ever needed Google support. But what’s changed for me is that I’m not actually sure anymore that games that don’t have gambling should be completely let off the hook for evoking gambling.Exposing teens to simulated gambling without financial stakes could spark an interest in the real thing later on, according to a study in the International Journal of Environmental Research and Public Health. It’s the same reason you can’t mosey down to the drug store to buy candy cigarettes. Multiple studies were done that showed kids who ate candy cigarettes were more likely to take up smokingSo while I still think rating something like Balatro 18+ is nuts, I also think that describing it appropriately might be reasonable. As a game, it’s completely divorced from literally any kind of play you would find in a casino — but I can see the concern that the thrill of flashy numbers and the shiny cards might encourage young players to try their hand at poker in a real casino, where a real house can take their money.Maybe what’s more important than doling out high age ratings is helping people think about how media can affect us. In the same way that, when I was 12 and obsessed with The Matrix, my parents gently made sure that I knew that none of the violence was real and you can’t actually cartwheel through a hail of bullets in real life. Thanks, mom and dad!But that’s an answer that’s a lot more abstract and difficult to implement than a big red 18+ banner. When it comes to gacha, I think we’re even less equipped to talk about these game mechanics, and I’m certain they’re not being age-rated appropriately. On the one hand, like I said earlier, gacha exploits the player’s desire for stuff that they are heavily manipulated to buy with real money. On the other hand, I think it’s worth acknowledging that there is a difference between gacha and casino gambling.Problem gamblers aren’t satisfied by winning — the thing they’re addicted to is playing, and the risk that comes with it. In gacha games, players do report satisfaction when they achieve the prize they set out to get. And yes, in the game’s next season, the developer will be dangling a shiny new prize in front of them with the goal of starting the cycle over. But I think it’s fair to make the distinction, while still being highly critical of the model.And right now, there is close to no incentive for app stores to crack down on gacha in any way. They get a cut of in-app purchases. Back in 2023, miHoYo tried a couple of times to set up payment systems that circumvented Apple’s 30% cut of in-app spending. Both times, it was thwarted by Apple, whose App Store generated trillion in developer billings and sales in 2022.According to Apple itself, 90% of that money did not include any commission to Apple. Fortunately for Apple, ten percent of a trillion dollars is still one hundred billion dollars, which I would also like to have in my bank account. Apple has zero reason to curb spending on games that have been earning millions of dollars every month for years.And despite the popularity of Luck Be A Landlord and Balatro’s massive App Store success, these games will never be as lucrative. They’re one-time purchases, and they don’t have microtransactions. To add insult to injury, like most popular games, Luck Be A Landlord has a lot of clones. And from what I can tell, it doesn’t look like any of them have been made to indicate that their games contain the dreaded “gambling themes” that Google was so worried about in Landlord.In particular, a game called SpinCraft: Roguelike from Sneaky Panda Games raised million in seed funding for “inventing the Luck-Puzzler genre,” which it introduced in 2022, while Luck Be A Landlord went into early access in 2021.It’s free-to-play, has ads and in-app purchases, looks like Fisher Price made a slot machine, and it’s rated E for everyone, with no mention of gambling imagery in its rating. I reached out to the developers to ask if they had also been contacted by the Play Store to disclose that their game has gambling themes, but I haven’t heard back.Borrowing mechanics in games is as old as time, and it’s something I in no way want to imply shouldn’t happen because copyright is the killer of invention — but I think we can all agree that the system is broken.There is no consistency in how games with random chance are treated. We still do not know how to talk about gambling, or gambling themes, and at the end of the day, the results of this are the same: the house always wins.See More: #nobody #understands #gambling #especially #videoWWW.POLYGON.COMNobody understands gambling, especially in video gamesIn 2025, it’s very difficult not to see gambling advertised everywhere. It’s on billboards and sports broadcasts. It’s on podcasts and printed on the turnbuckle of AEW’s pay-per-view shows. And it’s on app stores, where you can find the FanDuel and DraftKings sportsbooks, alongside glitzy digital slot machines. These apps all have the highest age ratings possible on Apple’s App Store and Google Play. But earlier this year, a different kind of app nearly disappeared from the Play Store entirely.Luck Be A Landlord is a roguelite deckbuilder from solo developer Dan DiIorio. DiIorio got word from Google in January 2025 that Luck Be A Landlord was about to be pulled, globally, because DiIorio had not disclosed the game’s “gambling themes” in its rating.In Luck Be a Landlord, the player takes spins on a pixel art slot machine to earn coins to pay their ever-increasing rent — a nightmare gamification of our day-to-day grind to remain housed. On app stores, it’s a one-time purchase of $4.99, and it’s $9.99 on Steam. On the Play Store page, developer Dan DiIorio notes, “This game does not contain any real-world currency gambling or microtransactions.”And it doesn’t. But for Google, that didn’t matter. First, the game was removed from the storefront in a slew of countries that have strict gambling laws. Then, at the beginning of 2025, Google told Dilorio that Luck Be A Landlord would be pulled globally because of its rating discrepancy, as it “does not take into account references to gambling (including real or simulated gambling)”.DiIorio had gone through this song and dance before — previously, when the game was blocked, he would send back a message saying “hey, the game doesn’t have gambling,” and then Google would send back a screenshot of the game and assert that, in fact, it had.DiIorio didn’t agree, but this time they decided that the risk of Landlord getting taken down permanently was too great. They’re a solo developer, and Luck Be a Landlord had just had its highest 30-day revenue since release. So, they filled out the form confirming that Luck Be A Landlord has “gambling themes,” and are currently hoping that this will be the end of it.This is a situation that sucks for an indie dev to be in, and over email DiIorio told Polygon it was “very frustrating.”“I think it can negatively affect indie developers if they fall outside the norm, which indies often do,” they wrote. “It also makes me afraid to explore mechanics like this further. It stifles creativity, and that’s really upsetting.”In late 2024, the hit game Balatro was in a similar position. It had won numerous awards, and made $1,000,000 in its first week on mobile platforms. And then overnight, the PEGI ratings board declared that the game deserved an adult rating.The ESRB had already rated it E10+ in the US, noting it has gambling themes. And the game was already out in Europe, making its overnight ratings change a surprise. Publisher PlayStack said the rating was given because Balatro has “prominent gambling imagery and material that instructs about gambling.”Balatro is basically Luck Be A Landlord’s little cousin. Developer LocalThunk was inspired by watching streams of Luck Be A Landlord, and seeing the way DiIorio had implemented deck-building into his slot machine. And like Luck Be A Landlord, Balatro is a one-time purchase, with no microtransactions.But the PEGI board noted that because the game uses poker hands, the skills the player learns in Balatro could translate to real-world poker.In its write-up, GameSpot noted that the same thing happened to a game called Sunshine Shuffle. It was temporarily banned from the Nintendo eShop, and also from the entire country of South Korea. Unlike Balatro, Sunshine Shuffle actually is a poker game, except you’re playing Texas Hold ‘Em — again for no real money — with cute animals (who are bank robbers).It’s common sense that children shouldn’t be able to access apps that allow them to gamble. But none of these games contain actual gambling — or do they?Where do we draw the line? Is it gambling to play any game that is also played in casinos, like poker or blackjack? Is it gambling to play a game that evokes the aesthetics of a casino, like cards, chips, dice, or slot machines? Is it gambling to wager or earn fictional money?Gaming has always been a lightning rod for controversy. Sex, violence, misogyny, addiction — you name it, video games have been accused of perpetrating or encouraging it. But gambling is gaming’s original sin. And it’s the one we still can’t get a grip on.The original link between gambling and gamingGetty ImagesThe association between video games and gambling all goes back to pinball. Back in the ’30s and ’40s, politicians targeted pinball machines for promoting gambling. Early pinball machines were less skill-based (they didn’t have flippers), and some gave cash payouts, so the comparison wasn’t unfair. Famously, mob-hating New York City mayor Fiorello LaGuardia banned pinball in the city, and appeared in a newsreel dumping pinball and slot machines into the Long Island Sound. Pinball machines spent some time relegated to the back rooms of sex shops and dive bars. But after some lobbying, the laws relaxed.By the 1970s, pinball manufacturers were also making video games, and the machines were side-by-side in arcades. Arcade machines, like pinball, took small coin payments, repeatedly, for short rounds of play. The disreputable funk of pinball basically rubbed off onto video games.Ever since video games rocked onto the scene, concerned and sometimes uneducated parties have been asking if they’re dangerous. And in general, studies have shown that they’re not. The same can’t be said about gambling — the practice of putting real money down to bet on an outcome.It’s a golden age for gambling2025 in the USA is a great time for gambling, which has been really profitable for gambling companies — to the tune of $66.5 billion dollars of revenue in 2023.To put this number in perspective, the American Gaming Association, which is the casino industry’s trade group and has nothing to do with video games, reports that 2022’s gambling revenue was $60.5 billion. It went up $6 billion in a year.And this increase isn’t just because of sportsbooks, although sports betting is a huge part of it. Online casinos and brick-and-mortar casinos are both earning more, and as a lot of people have pointed out, gambling is being normalized to a pretty disturbing degree.Much like with alcohol, for a small percentage of people, gambling can tip from occasional leisure activity into addiction. The people who are most at risk are, by and large, already vulnerable: researchers at the Yale School of Medicine found that 96% of problem gamblers are also wrestling with other disorders, such as “substance use, impulse-control disorders, mood disorders, and anxiety disorders.”Even if you’re not in that group, there are still good reasons to be wary of gambling. People tend to underestimate their own vulnerability to things they know are dangerous for others. Someone else might bet beyond their means. But I would simply know when to stop.Maybe you do! But being blithely confident about it can make it hard to notice if you do develop a problem. Or if you already have one.Addiction changes the way your brain works. When you’re addicted to something, your participation in it becomes compulsive, at the expense of other interests and responsibilities. Someone might turn to their addiction to self-soothe when depressed or anxious. And speaking of those feelings, people who are depressed and anxious are already more vulnerable to addiction. Given the entire state of the world right now, this predisposition shines an ugly light on the numbers touted by the AGA. Is it good that the industry is reporting $6 billion in additional earnings, when the economy feels so frail, when the stock market is ping ponging through highs and lows daily, when daily expenses are rising? It doesn’t feel good. In 2024, the YouTuber Drew Gooden turned his critical eye to online gambling. One of the main points he makes in his excellent video is that gambling is more accessible than ever. It’s on all our phones, and betting companies are using decades of well-honed app design and behavioral studies to manipulate users to spend and spend.Meanwhile, advertising on podcasts, billboards, TV, radio, and websites – it’s literally everywhere — tells you that this is fun, and you don’t even need to know what you’re doing, and you’re probably one bet away from winning back those losses.Where does Luck Be a Landlord come into this?So, are there gambling themes in Luck Be A Landlord? The game’s slot machine is represented in simple pixel art. You pay one coin to use it, and among the more traditional slot machine symbols are silly ones like a snail that only pays out after 4 spins.When I started playing it, my primary emotion wasn’t necessarily elation at winning coins — it was stress and disbelief when, in the third round of the game, the landlord increased my rent by 100%. What the hell.I don’t doubt that getting better at it would produce dopamine thrills akin to gambling — or playing any video game. But it’s supposed to be difficult, because that’s the joke. If you beat the game you unlock more difficulty modes where, as you keep paying rent, your landlord gets furious, and starts throwing made-up rules at you: previously rare symbols will give you less of a payout, and the very mechanics of the slot machine change.It’s a manifestation of the golden rule of casinos, and all of capitalism writ large: the odds are stacked against you. The house always wins. There is luck involved, to be sure, but because Luck Be A Landlord is a deck-builder, knowing the different ways you can design your slot machine to maximize payouts is a skill! You have some influence over it, unlike a real slot machine. The synergies that I’ve seen high-level players create are completely nuts, and obviously based on a deep understanding of the strategies the game allows.IMAGE: TrampolineTales via PolygonBalatro and Luck Be a Landlord both distance themselves from casino gambling again in the way they treat money. In Landlord, the money you earn is gold coins, not any currency we recognize. And the payouts aren’t actually that big. By the end of the core game, the rent money you’re struggling and scraping to earn… is 777 coins. In the post-game endless mode, payouts can get massive. But the thing is, to get this far, you can’t rely on chance. You have to be very good at Luck Be a Landlord.And in Balatro, the numbers that get big are your points. The actual dollar payments in a round of Balatro are small. These aren’t games about earning wads and wads of cash. So, do these count as “gambling themes”?We’ll come back to that question later. First, I want to talk about a closer analog to what we colloquially consider gambling: loot boxes and gacha games.Random rewards: from Overwatch to the rise of gachaRecently, I did something that I haven’t done in a really long time: I thought about Overwatch. I used to play Overwatch with my friends, and I absolutely made a habit of dropping 20 bucks here or there for a bunch of seasonal loot boxes. This was never a problem behavior for me, but in hindsight, it does sting that over a couple of years, I dropped maybe $150 on cosmetics for a game that now I primarily associate with squandered potential.Loot boxes grew out of free-to-play mobile games, where they’re the primary method of monetization. In something like Overwatch, they functioned as a way to earn additional revenue in an ongoing game, once the player had already dropped 40 bucks to buy it.More often than not, loot boxes are a random selection of skins and other cosmetics, but games like Star Wars: Battlefront 2 were famously criticized for launching with loot crates that essentially made it pay-to-win – if you bought enough of them and got lucky.It’s not unprecedented to associate loot boxes with gambling. A 2021 study published in Addictive Behaviors showed that players who self-reported as problem gamblers also tended to spend more on loot boxes, and another study done in the UK found a similar correlation with young adults.While Overwatch certainly wasn’t the first game to feature cosmetic loot boxes or microtransactions, it’s a reference point for me, and it also got attention worldwide. In 2018, Overwatch was investigated by the Belgian Gaming Commission, which found it “in violation of gambling legislation” alongside FIFA 18 and Counter-Strike: Global Offensive. Belgium’s response was to ban the sale of loot boxes without a gambling license. Having a paid random rewards mechanic in a game is a criminal offense there. But not really. A 2023 study showed that 82% of iPhone games sold on the App Store in Belgium still use random paid monetization, as do around 80% of games that are rated 12+. The ban wasn’t effectively enforced, if at all, and the study recommends that a blanket ban wouldn’t actually be a practical solution anyway.Overwatch was rated T for Teen by the ESRB, and 12 by PEGI. When it first came out, its loot boxes were divisive. Since the mechanic came from F2P mobile games, which are often seen as predatory, people balked at seeing it in a big action game from a multi-million dollar publisher.At the time, the rebuttal was, “Well, at least it’s just cosmetics.” Nobody needs to buy loot boxes to be good at Overwatch.A lot has changed since 2016. Now we have a deeper understanding of how these mechanics are designed to manipulate players, even if they don’t affect gameplay. But also, they’ve been normalized. While there will always be people expressing disappointment when a AAA game has a paid random loot mechanic, it is no longer shocking.And if anything, these mechanics have only become more prevalent, thanks to the growth of gacha games. Gacha is short for “gachapon,” the Japanese capsule machines where you pay to receive one of a selection of random toys. Getty ImagesIn gacha games, players pay — not necessarily real money, but we’ll get to that — for a chance to get something. Maybe it’s a character, or a special weapon, or some gear — it depends on the game. Whatever it is, within that context, it’s desirable — and unlike the cosmetics of Overwatch, gacha pulls often do impact the gameplay.For example, in Infinity Nikki, you can pull for clothing items in these limited-time events. You have a chance to get pieces of a five-star outfit. But you also might pull one of a set of four-star items, or a permanent three-star piece. Of course, if you want all ten pieces of the five-star outfit, you have to do multiple pulls, each costing a handful of limited resources that you can earn in-game or purchase with money.Gacha was a fixture of mobile gaming for a long time, but in recent years, we’ve seen it go AAA, and global. MiHoYo’s Genshin Impact did a lot of that work when it came out worldwide on consoles and PC alongside its mobile release. Genshin and its successors are massive AAA games of a scale that, for your Nintendos and Ubisofts, would necessitate selling a bajillion copies to be a success. And they’re free.Genshin is an action game, whose playstyle changes depending on what character you’re playing — characters you get from gacha pulls, of course. In Zenless Zone Zero, the characters you can pull have different combo patterns, do different kinds of damage, and just feel different to play. And whereas in an early mobile gacha game like Love Nikki Dress UP! Queen the world was rudimentary, its modern descendant Infinity Nikki is, like Genshin, Breath of the Wild-esque. It is a massive open world, with collectibles and physics puzzles, platforming challenges, and a surprisingly involved storyline. Genshin Impact was the subject of an interesting study where researchers asked young adults in Hong Kong to self-report on their gacha spending habits. They found that, like with gambling, players who are not feeling good tend to spend more. “Young adult gacha gamers experiencing greater stress and anxiety tend to spend more on gacha purchases, have more motives for gacha purchases, and participate in more gambling activities,” they wrote. “This group is at a particularly higher risk of becoming problem gamblers.”One thing that is important to note is that Genshin Impact came out in 2020. The study was self-reported, and it was done during the early stages of the COVID-19 pandemic. It was a time when people were experiencing a lot of stress, and also fewer options to relieve that stress. We were all stuck inside gaming.But the fact that stress can make people more likely to spend money on gacha shows that while the gacha model isn’t necessarily harmful to everyone, it is exploitative to everyone. Since I started writing this story, another self-reported study came out in Japan, where 18.8% of people in their 20s say they’ve spent money on gacha rather than on things like food or rent.Following Genshin Impact’s release, MiHoYo put out Honkai: Star Rail and Zenless Zone Zero. All are shiny, big-budget games that are free to play, but dangle the lure of making just one purchase in front of the player. Maybe you could drop five bucks on a handful of in-game currency to get one more pull. Or maybe just this month you’ll get the second tier of rewards on the game’s equivalent of a Battle Pass. The game is free, after all — but haven’t you enjoyed at least ten dollars’ worth of gameplay? Image: HoyoverseI spent most of my December throwing myself into Infinity Nikki. I had been so stressed, and the game was so soothing. I logged in daily to fulfill my daily wishes and earn my XP, diamonds, Threads of Purity, and bling. I accumulated massive amounts of resources. I haven’t spent money on the game. I’m trying not to, and so far, it’s been pretty easy. I’ve been super happy with how much stuff I can get for free, and how much I can do! I actually feel really good about that — which is what I said to my boyfriend, and he replied, “Yeah, that’s the point. That’s how they get you.”And he’s right. Currently, Infinity Nikki players are embroiled in a war with developer Infold, after Infold introduced yet another currency type with deep ties to Nikki’s gacha system. Every one of these gacha games has its own tangled system of overlapping currencies. Some can only be used on gacha pulls. Some can only be used to upgrade items. Many of them can be purchased with human money.Image: InFold Games/Papergames via PolygonAll of this adds up. According to Sensor Towers’ data, Genshin Impact earned over 36 million dollars on mobile alone in a single month of 2024. I don’t know what Dan DiIorio’s peak monthly revenue for Luck Be A Landlord was, but I’m pretty sure it wasn’t that.A lot of the spending guardrails we see in games like these are actually the result of regulations in other territories, especially China, where gacha has been a big deal for a lot longer. For example, gacha games have a daily limit on loot boxes, with the number clearly displayed, and a system collectively called “pity,” where getting the banner item is guaranteed after a certain number of pulls. Lastly, developers have to be clear about what the odds are. When I log in to spend the Revelation Crystals I’ve spent weeks hoarding in my F2P Infinity Nikki experience, I know that I have a 1.5% chance of pulling a 5-star piece, and that the odds can go up to 6.06%, and that I am guaranteed to get one within 20 pulls, because of the pity system.So, these odds are awful. But it is not as merciless as sitting down at a Vegas slot machine, an experience best described as “oh… that’s it?”There’s not a huge philosophical difference between buying a pack of loot boxes in Overwatch, a pull in Genshin Impact, or even a booster of Pokémon cards. You put in money, you get back randomized stuff that may or may not be what you want. In the dictionary definition, it’s a gamble. But unlike the slot machine, it’s not like you’re trying to win money by doing it, unless you’re selling those Pokémon cards, which is a topic for another time.But since even a game where you don’t get anything, like Balatro or Luck Be A Landlord, can come under fire for promoting gambling to kids, it would seem appropriate for app stores and ratings boards to take a similarly hardline stance with gacha.Instead, all these games are rated T for Teen by the ESRB, and PEGI 12 in the EU.The ESRB ratings for these games note that they contain in-game purchases, including random items. Honkai: Star Rail’s rating specifically calls out a slot machine mechanic, where players spend tokens to win a prize. But other than calling out Honkai’s slot machine, app stores are not slapping Genshin or Nikki with an 18+ rating. Meanwhile, Balatro had a PEGI rating of 18 until a successful appeal in February 2025, and Luck Be a Landlord is still 17+ on Apple’s App Store.Nobody knows what they’re doingWhen I started researching this piece, I felt very strongly that it was absurd that Luck Be A Landlord and Balatro had age ratings this high.I still believe that the way both devs have been treated by ratings boards is bad. Threatening an indie dev with a significant loss of income by pulling their game is bad, not giving them a way to defend themself or help them understand why it’s happening is even worse. It’s an extension of the general way that too-big-to-fail companies like Google treat all their customers.DiIorio told me that while it felt like a human being had at least looked at Luck Be A Landlord to make the determination that it contained gambling themes, the emails he was getting were automatic, and he doesn’t have a contact at Google to ask why this happened or how he can avoid it in the future — an experience that will be familiar to anyone who has ever needed Google support. But what’s changed for me is that I’m not actually sure anymore that games that don’t have gambling should be completely let off the hook for evoking gambling.Exposing teens to simulated gambling without financial stakes could spark an interest in the real thing later on, according to a study in the International Journal of Environmental Research and Public Health. It’s the same reason you can’t mosey down to the drug store to buy candy cigarettes. Multiple studies were done that showed kids who ate candy cigarettes were more likely to take up smoking (of course, the candy is still available — just without the “cigarette” branding.)So while I still think rating something like Balatro 18+ is nuts, I also think that describing it appropriately might be reasonable. As a game, it’s completely divorced from literally any kind of play you would find in a casino — but I can see the concern that the thrill of flashy numbers and the shiny cards might encourage young players to try their hand at poker in a real casino, where a real house can take their money.Maybe what’s more important than doling out high age ratings is helping people think about how media can affect us. In the same way that, when I was 12 and obsessed with The Matrix, my parents gently made sure that I knew that none of the violence was real and you can’t actually cartwheel through a hail of bullets in real life. Thanks, mom and dad!But that’s an answer that’s a lot more abstract and difficult to implement than a big red 18+ banner. When it comes to gacha, I think we’re even less equipped to talk about these game mechanics, and I’m certain they’re not being age-rated appropriately. On the one hand, like I said earlier, gacha exploits the player’s desire for stuff that they are heavily manipulated to buy with real money. On the other hand, I think it’s worth acknowledging that there is a difference between gacha and casino gambling.Problem gamblers aren’t satisfied by winning — the thing they’re addicted to is playing, and the risk that comes with it. In gacha games, players do report satisfaction when they achieve the prize they set out to get. And yes, in the game’s next season, the developer will be dangling a shiny new prize in front of them with the goal of starting the cycle over. But I think it’s fair to make the distinction, while still being highly critical of the model.And right now, there is close to no incentive for app stores to crack down on gacha in any way. They get a cut of in-app purchases. Back in 2023, miHoYo tried a couple of times to set up payment systems that circumvented Apple’s 30% cut of in-app spending. Both times, it was thwarted by Apple, whose App Store generated $1.1 trillion in developer billings and sales in 2022.According to Apple itself, 90% of that money did not include any commission to Apple. Fortunately for Apple, ten percent of a trillion dollars is still one hundred billion dollars, which I would also like to have in my bank account. Apple has zero reason to curb spending on games that have been earning millions of dollars every month for years.And despite the popularity of Luck Be A Landlord and Balatro’s massive App Store success, these games will never be as lucrative. They’re one-time purchases, and they don’t have microtransactions. To add insult to injury, like most popular games, Luck Be A Landlord has a lot of clones. And from what I can tell, it doesn’t look like any of them have been made to indicate that their games contain the dreaded “gambling themes” that Google was so worried about in Landlord.In particular, a game called SpinCraft: Roguelike from Sneaky Panda Games raised $6 million in seed funding for “inventing the Luck-Puzzler genre,” which it introduced in 2022, while Luck Be A Landlord went into early access in 2021.It’s free-to-play, has ads and in-app purchases, looks like Fisher Price made a slot machine, and it’s rated E for everyone, with no mention of gambling imagery in its rating. I reached out to the developers to ask if they had also been contacted by the Play Store to disclose that their game has gambling themes, but I haven’t heard back.Borrowing mechanics in games is as old as time, and it’s something I in no way want to imply shouldn’t happen because copyright is the killer of invention — but I think we can all agree that the system is broken.There is no consistency in how games with random chance are treated. We still do not know how to talk about gambling, or gambling themes, and at the end of the day, the results of this are the same: the house always wins.See More:0 Comments 0 Shares 0 Reviews -
Elden Ring Nightreign’s first big patch will make the game very slightly easier for solo players
Elden Ring Nightreign is finally out, and while it’s received a pretty positive reception so far, there’s a contingent of players voicing their complaints that the game isn’t balanced well for solo play. The developers at FromSoftware appear to be listening, and they’re set to release a patch next week to make the solo experience a little more forgiving.On launch day, FromSoftware announced on X that Patch 1.02 will drop in the following week, and it’ll bring “several bug fixes as well as improvements for solo expeditions,” including the ability for solo Nightfarers to self-revive “once per night boss battle” and an increase in runes they acquire from defeating enemies.
The following improvements for solo expeditions will be added to the game:– The effect "Automatic Revival Upon Defeat", which allows revival once per night boss battle, will be added to solo expeditions.– The amount of runes gained will be increased.Thank you for your support.— ELDEN RINGMay 30, 2025
Still, Elden Ring Nightreign players will have a difficult time doing their best Let Me Solo Her impression. Nightreign is balanced and designed for three-player co-op, and some bosses will summon groups of enemies to throw at the Nightfarers, which will always pose a challenge for solo players, patch or no patch.
Players have also voiced their displeasure at not being able to take on Nightreign in teams of two. As for implementing duos, FromSoftware hasn’t yet announced a formal update to add the option. After admitting a co-op option for duos was “overlooked during development,” Elden Ring Nightreign director Junya Ishizaki said a two-player option is “something that we are looking at and considering for post-launch support as well.” Improved balancing for solo players and adding a duo option will both be boons for the Nightreign community. As pointed out on Reddit, the game’s subreddit is currently looking more like a forum for couples seeking a third for date night.
Elden Ring Nightreign distills the Elden Ring experience into 45-minute, combat-focused, roguelite cycles culminating in some of the best boss fights FromSoft has created. Soulslike vets and newcomers alike should read up on tips before they get started with Nightreign, and definitely need to check out its banger of a launch trailer.
#elden #ring #nightreignampamp8217s #first #bigElden Ring Nightreign’s first big patch will make the game very slightly easier for solo playersElden Ring Nightreign is finally out, and while it’s received a pretty positive reception so far, there’s a contingent of players voicing their complaints that the game isn’t balanced well for solo play. The developers at FromSoftware appear to be listening, and they’re set to release a patch next week to make the solo experience a little more forgiving.On launch day, FromSoftware announced on X that Patch 1.02 will drop in the following week, and it’ll bring “several bug fixes as well as improvements for solo expeditions,” including the ability for solo Nightfarers to self-revive “once per night boss battle” and an increase in runes they acquire from defeating enemies. The following improvements for solo expeditions will be added to the game:– The effect "Automatic Revival Upon Defeat", which allows revival once per night boss battle, will be added to solo expeditions.– The amount of runes gained will be increased.Thank you for your support.— ELDEN RINGMay 30, 2025 Still, Elden Ring Nightreign players will have a difficult time doing their best Let Me Solo Her impression. Nightreign is balanced and designed for three-player co-op, and some bosses will summon groups of enemies to throw at the Nightfarers, which will always pose a challenge for solo players, patch or no patch. Players have also voiced their displeasure at not being able to take on Nightreign in teams of two. As for implementing duos, FromSoftware hasn’t yet announced a formal update to add the option. After admitting a co-op option for duos was “overlooked during development,” Elden Ring Nightreign director Junya Ishizaki said a two-player option is “something that we are looking at and considering for post-launch support as well.” Improved balancing for solo players and adding a duo option will both be boons for the Nightreign community. As pointed out on Reddit, the game’s subreddit is currently looking more like a forum for couples seeking a third for date night. Elden Ring Nightreign distills the Elden Ring experience into 45-minute, combat-focused, roguelite cycles culminating in some of the best boss fights FromSoft has created. Soulslike vets and newcomers alike should read up on tips before they get started with Nightreign, and definitely need to check out its banger of a launch trailer. #elden #ring #nightreignampamp8217s #first #bigWWW.POLYGON.COMElden Ring Nightreign’s first big patch will make the game very slightly easier for solo playersElden Ring Nightreign is finally out, and while it’s received a pretty positive reception so far, there’s a contingent of players voicing their complaints that the game isn’t balanced well for solo play. The developers at FromSoftware appear to be listening, and they’re set to release a patch next week to make the solo experience a little more forgiving. (Though it’ll surely still be ludicrously difficult. This is FromSoftware we’re talking about.) On launch day, FromSoftware announced on X that Patch 1.02 will drop in the following week, and it’ll bring “several bug fixes as well as improvements for solo expeditions,” including the ability for solo Nightfarers to self-revive “once per night boss battle” and an increase in runes they acquire from defeating enemies. The following improvements for solo expeditions will be added to the game:– The effect "Automatic Revival Upon Defeat", which allows revival once per night boss battle, will be added to solo expeditions.– The amount of runes gained will be increased.Thank you for your support.— ELDEN RING (@ELDENRING) May 30, 2025 Still, Elden Ring Nightreign players will have a difficult time doing their best Let Me Solo Her impression. Nightreign is balanced and designed for three-player co-op, and some bosses will summon groups of enemies to throw at the Nightfarers, which will always pose a challenge for solo players, patch or no patch. Players have also voiced their displeasure at not being able to take on Nightreign in teams of two. As for implementing duos, FromSoftware hasn’t yet announced a formal update to add the option. After admitting a co-op option for duos was “overlooked during development,” Elden Ring Nightreign director Junya Ishizaki said a two-player option is “something that we are looking at and considering for post-launch support as well.” Improved balancing for solo players and adding a duo option will both be boons for the Nightreign community. As pointed out on Reddit, the game’s subreddit is currently looking more like a forum for couples seeking a third for date night. Elden Ring Nightreign distills the Elden Ring experience into 45-minute, combat-focused, roguelite cycles culminating in some of the best boss fights FromSoft has created. Soulslike vets and newcomers alike should read up on tips before they get started with Nightreign, and definitely need to check out its banger of a launch trailer.11 Comments 0 Shares 0 Reviews -
Elden Ring Nightreign is hard for completely different reasons than Elden Ring
OK, I know you just read that headline, but let me admit first off that I don’t actually think Elden Ring is that hard — not if you take it slow and steady, which the game’s design not only allows but encourages. At every step of the way in Elden Ring, you can decide exactly how you want to play it. It’s very customizable and it rewards patience. Elden Ring Nightreign is the complete opposite, and that’s why I don’t think it’s for me. And it might not be for most other FromSoftware game fans, either, which is pretty shocking.It wouldn’t be a FromSoftware game launch without at least a few debates about difficulty and certain players hurling “git gud” at each other like it was ever even remotely cool to say that and not just performatively tryhard at best and antisocial at worst. I try to exist instead in the sector of the FromSoftware fandom that is prosocial rather than antisocial — think Let Me Solo Her, for example, or even consider the real-life story that inspired longtime FromSoftware game director Hidetaka Miyazaki to design Demon’s Souls’ multiplayer elements with prosocial thinking in mind:“The origin of that idea is actually due to a personal experience where a car suddenly stopped on a hillside after some heavy snow and started to slip,” says Miyazaki. “The car following me also got stuck, and then the one behind it spontaneously bumped into it and started pushing it up the hill... That’s it! That’s how everyone can get home! Then it was my turn and everyone started pushing my car up the hill, and I managed to get home safely.”“But I couldn’t stop the car to say thanks to the people who gave me a shove. I’d have just got stuck again if I’d stopped. On the way back home I wondered whether the last person in the line had made it home, and thought that I would probably never meet the people who had helped me. I thought that maybe if we’d met in another place we’d become friends, or maybe we’d just fight...””You could probably call it a connection of mutual assistance between transient people. Oddly, that incident will probably linger in my heart for a long time.”The multiplayer experiences that I’ve had in Dark Souls and Elden Ring definitely do linger in my heart. I’ve also absolutely loved the moments in FromSoftware games in which I’ve personally conquered a difficult section all by myself. But I look back with equal appreciation on the times when I summoned a complete stranger to help me with something — “a connection of mutual assistance between transient people,” as Miyazaki put it. It is how these games are meant to be played, not as brutal solo journeys but as shared experiences.Here’s a screenshot I took of my Elden Ring character at the beginning of the game, before I knew I was going to spend 360 hours playing it Image: FromSoftware via PolygonThis brings us back to Elden Ring Nightreign, a game not directed by Miyazaki but by Junya Ishizaki. The difference in its multiplayer ethos is stark. This is a game designed with three-player squads in mind; it’s currently very punishing for solo players, and the designers are still working on a duos mode. Because it’s three-player by default, I assumed that the game would be designed around teamwork and would actively reward prosocial behaviors, like base Elden Ring. I would argue that it’s not, and that’s why it’s very hard to have a good time in the game — especially if you’re playing with complete strangers.Problem number one: There’s no in-game communication system besides pinging certain locations on the map. Lack of chat options is a FromSoftware classic, and in most of these games, you don’t really need communication to understand what to do. Usually, you’re just summoned to help with a boss battle, and after it’s over, you’re done and you go back to your game. But in Nightreign, it’s three-player for the entire game, obviously, and it’s a match-based game, not a hundreds-of-hours RPG. Matches last 45 minutes and every second counts, which means you and your teammates need to be extremely organized throughout. The lack of communication hurts. But that’s not the only problem. Far from it.Problem number two: The ring of fire. This game is a combination of Elden Ring’s open world areasand a Fortnite-esque ring of fire that closes in on you constantly. There’s also a Diablo-esque loot system, but you better read those loot descriptions fast, because the fire is coming for you. There are randomized boss fights all over the map, but oops, you might not be able to complete them in time to collect runes from them, because that fire is closing in. There are also special upgrades that you can only get if you defeat these mid-game bosses all over the map, but you might barely even have time to read those descriptions of the special abilities and select one in time for… you guessed it… the fire rushing towards you.This second problem becomes even more stressful when you have two other people on your team alongside you. This game has not one but two different sprint buttons in it — a regular sprint, and a super-fast sprint that uses up stamina faster. That’s because, of course, you need to be running from that fire. But that means your teammates, and you, need to constantly be doing the equivalent of screaming “move, move, move” like a drill sergeant in an army movie. You will be unwittingly getting annoyed at your teammate who is spending too damn long looking at loot on the ground or at an upgrade tree. The fire is coming! Hurry the fuck up! Again, this is not a game design choice that rewards prosocial behaviors and instead makes you feel dragged down by the two teammates that you also desperately need to survive the bosses in this game. Even the “revive” process involves you inflicting damage on your teammate to bring them back to life, which is darkly hilarious, because you might also grow to desire hitting them due to how annoyed you might feel that they died during a super difficult fight. Which brings us to the third and final problem.Image: FromSoftwareThird problem: The randomization of the bosses and of the items. The thing about base Elden Ring is that you can figure out a boss and how it worksand then patiently build up a character who can deal with that problem. You can memorize that boss’ attack patterns. You can find a save point nearest to that boss and run it back over and over again until you get past it. These are all of the wonderful and rewarding parts of playing FromSoftware video games; these are also the moments when you might do all of those preparations and then think, “Actually, I want to also summon a complete stranger to help me with this boss because it’s still too freaking hard.” And then you can do that, too. None of that is the case in Nightreign, because everything is completely fucking random.The bosses, except for the very last boss in each area, are random. The loot is random. Do you have the right loot to fight the boss you’re facing right this second? You may very well not. Do your teammates have it? You might not even know; you don’t have a way to communicate with them, after all. Is the boss in this area way overleveled for you and your team? It won’t be obvious until you start hitting it, and once you do that, good luck escaping. And if your team does a complete wipe and everyone dies to that boss together, you don’t get to run back together from the nearest save point, having seen its attack patterns, ready to try again with teamwork in mind. Nope, instead you get to start all over again, except now with new randomized bosses and new randomized loot.In other games with randomized loot, like Diablo, or other roguelikes with random elements like Hades, the game is designed with down time in mind. When you’ve completed a fight in Diablo or Hades, you have infinite time to stand around and make decisions. There is no encroaching circle of fire forcing you to read item descriptions and ability trees quickly. There’s a reason for that; the decision-making is the most fun part of a game with randomized elements. Why would Nightreign take that away?All of these aspects of the game do feel less bad if you’re playing with two good friends on voice chat. But even in that scenario, the game is still really punishing, and again, not in a way that other FromSoftware games are punishing. It’s punishing because you need to spend the entire game running, looking at randomized loot as fast as you possibly can before making a snapdecision, running more, desperately encouraging your teammates to keep on running to keep up, warning your teammates about the encroaching flames about to kill them, and did I mention running? Is this a fun way to spend your weekly gamer night with two other adults who just worked a full-time job all day and maybe just wanted to have a nice time playing a video game together?Image: FromSoftware/Bandai NamcoI’ve had a review code for Nightreign for a while now, so I already was worried about these problems before the game launched, but now that it’s launched and I’m seeing early mixed reviews on Steam, I’m ready to commiserate and validate: Yes, this game really doesn’t feel like Elden Ring, and even after some of this stuff gets patched, it’s still fundamentally super different. And that’s not only because it’s multiplayer, but because the multiplayer just doesn’t feel like other multiplayer FromSoftware experiences. It feels like it’s designed not only for people who have two best friends with whom they play competitive games on a regular basis, but also specifically for people who live for thrills and speed — not the methodical, calculated experiences of other FromSoftware games.For all of those reasons, I’m really not sure how this is going to go for FromSoftware over time. Is this game going to eventually encourage some prosocial behaviors amongst players, against all odds? Will people slowly learn the best ways to get through different areas? Will there be a “meta” for working together that emerges over time?It seems possible, and since it’s only been one day, it’s way too early to tell. Various social norms will emerge in the player community, and hopefully they won’t be toxic ones. But I can tell from having already played the game that this is going to be an uphill climb for FromSoftware fans. It’s a very different game — and its specific form of difficulty is going to be a whole new variety for those fans to get used to. And like me, they might just decide they don’t really care for it.See More:
#elden #ring #nightreign #hard #completelyElden Ring Nightreign is hard for completely different reasons than Elden RingOK, I know you just read that headline, but let me admit first off that I don’t actually think Elden Ring is that hard — not if you take it slow and steady, which the game’s design not only allows but encourages. At every step of the way in Elden Ring, you can decide exactly how you want to play it. It’s very customizable and it rewards patience. Elden Ring Nightreign is the complete opposite, and that’s why I don’t think it’s for me. And it might not be for most other FromSoftware game fans, either, which is pretty shocking.It wouldn’t be a FromSoftware game launch without at least a few debates about difficulty and certain players hurling “git gud” at each other like it was ever even remotely cool to say that and not just performatively tryhard at best and antisocial at worst. I try to exist instead in the sector of the FromSoftware fandom that is prosocial rather than antisocial — think Let Me Solo Her, for example, or even consider the real-life story that inspired longtime FromSoftware game director Hidetaka Miyazaki to design Demon’s Souls’ multiplayer elements with prosocial thinking in mind:“The origin of that idea is actually due to a personal experience where a car suddenly stopped on a hillside after some heavy snow and started to slip,” says Miyazaki. “The car following me also got stuck, and then the one behind it spontaneously bumped into it and started pushing it up the hill... That’s it! That’s how everyone can get home! Then it was my turn and everyone started pushing my car up the hill, and I managed to get home safely.”“But I couldn’t stop the car to say thanks to the people who gave me a shove. I’d have just got stuck again if I’d stopped. On the way back home I wondered whether the last person in the line had made it home, and thought that I would probably never meet the people who had helped me. I thought that maybe if we’d met in another place we’d become friends, or maybe we’d just fight...””You could probably call it a connection of mutual assistance between transient people. Oddly, that incident will probably linger in my heart for a long time.”The multiplayer experiences that I’ve had in Dark Souls and Elden Ring definitely do linger in my heart. I’ve also absolutely loved the moments in FromSoftware games in which I’ve personally conquered a difficult section all by myself. But I look back with equal appreciation on the times when I summoned a complete stranger to help me with something — “a connection of mutual assistance between transient people,” as Miyazaki put it. It is how these games are meant to be played, not as brutal solo journeys but as shared experiences.Here’s a screenshot I took of my Elden Ring character at the beginning of the game, before I knew I was going to spend 360 hours playing it Image: FromSoftware via PolygonThis brings us back to Elden Ring Nightreign, a game not directed by Miyazaki but by Junya Ishizaki. The difference in its multiplayer ethos is stark. This is a game designed with three-player squads in mind; it’s currently very punishing for solo players, and the designers are still working on a duos mode. Because it’s three-player by default, I assumed that the game would be designed around teamwork and would actively reward prosocial behaviors, like base Elden Ring. I would argue that it’s not, and that’s why it’s very hard to have a good time in the game — especially if you’re playing with complete strangers.Problem number one: There’s no in-game communication system besides pinging certain locations on the map. Lack of chat options is a FromSoftware classic, and in most of these games, you don’t really need communication to understand what to do. Usually, you’re just summoned to help with a boss battle, and after it’s over, you’re done and you go back to your game. But in Nightreign, it’s three-player for the entire game, obviously, and it’s a match-based game, not a hundreds-of-hours RPG. Matches last 45 minutes and every second counts, which means you and your teammates need to be extremely organized throughout. The lack of communication hurts. But that’s not the only problem. Far from it.Problem number two: The ring of fire. This game is a combination of Elden Ring’s open world areasand a Fortnite-esque ring of fire that closes in on you constantly. There’s also a Diablo-esque loot system, but you better read those loot descriptions fast, because the fire is coming for you. There are randomized boss fights all over the map, but oops, you might not be able to complete them in time to collect runes from them, because that fire is closing in. There are also special upgrades that you can only get if you defeat these mid-game bosses all over the map, but you might barely even have time to read those descriptions of the special abilities and select one in time for… you guessed it… the fire rushing towards you.This second problem becomes even more stressful when you have two other people on your team alongside you. This game has not one but two different sprint buttons in it — a regular sprint, and a super-fast sprint that uses up stamina faster. That’s because, of course, you need to be running from that fire. But that means your teammates, and you, need to constantly be doing the equivalent of screaming “move, move, move” like a drill sergeant in an army movie. You will be unwittingly getting annoyed at your teammate who is spending too damn long looking at loot on the ground or at an upgrade tree. The fire is coming! Hurry the fuck up! Again, this is not a game design choice that rewards prosocial behaviors and instead makes you feel dragged down by the two teammates that you also desperately need to survive the bosses in this game. Even the “revive” process involves you inflicting damage on your teammate to bring them back to life, which is darkly hilarious, because you might also grow to desire hitting them due to how annoyed you might feel that they died during a super difficult fight. Which brings us to the third and final problem.Image: FromSoftwareThird problem: The randomization of the bosses and of the items. The thing about base Elden Ring is that you can figure out a boss and how it worksand then patiently build up a character who can deal with that problem. You can memorize that boss’ attack patterns. You can find a save point nearest to that boss and run it back over and over again until you get past it. These are all of the wonderful and rewarding parts of playing FromSoftware video games; these are also the moments when you might do all of those preparations and then think, “Actually, I want to also summon a complete stranger to help me with this boss because it’s still too freaking hard.” And then you can do that, too. None of that is the case in Nightreign, because everything is completely fucking random.The bosses, except for the very last boss in each area, are random. The loot is random. Do you have the right loot to fight the boss you’re facing right this second? You may very well not. Do your teammates have it? You might not even know; you don’t have a way to communicate with them, after all. Is the boss in this area way overleveled for you and your team? It won’t be obvious until you start hitting it, and once you do that, good luck escaping. And if your team does a complete wipe and everyone dies to that boss together, you don’t get to run back together from the nearest save point, having seen its attack patterns, ready to try again with teamwork in mind. Nope, instead you get to start all over again, except now with new randomized bosses and new randomized loot.In other games with randomized loot, like Diablo, or other roguelikes with random elements like Hades, the game is designed with down time in mind. When you’ve completed a fight in Diablo or Hades, you have infinite time to stand around and make decisions. There is no encroaching circle of fire forcing you to read item descriptions and ability trees quickly. There’s a reason for that; the decision-making is the most fun part of a game with randomized elements. Why would Nightreign take that away?All of these aspects of the game do feel less bad if you’re playing with two good friends on voice chat. But even in that scenario, the game is still really punishing, and again, not in a way that other FromSoftware games are punishing. It’s punishing because you need to spend the entire game running, looking at randomized loot as fast as you possibly can before making a snapdecision, running more, desperately encouraging your teammates to keep on running to keep up, warning your teammates about the encroaching flames about to kill them, and did I mention running? Is this a fun way to spend your weekly gamer night with two other adults who just worked a full-time job all day and maybe just wanted to have a nice time playing a video game together?Image: FromSoftware/Bandai NamcoI’ve had a review code for Nightreign for a while now, so I already was worried about these problems before the game launched, but now that it’s launched and I’m seeing early mixed reviews on Steam, I’m ready to commiserate and validate: Yes, this game really doesn’t feel like Elden Ring, and even after some of this stuff gets patched, it’s still fundamentally super different. And that’s not only because it’s multiplayer, but because the multiplayer just doesn’t feel like other multiplayer FromSoftware experiences. It feels like it’s designed not only for people who have two best friends with whom they play competitive games on a regular basis, but also specifically for people who live for thrills and speed — not the methodical, calculated experiences of other FromSoftware games.For all of those reasons, I’m really not sure how this is going to go for FromSoftware over time. Is this game going to eventually encourage some prosocial behaviors amongst players, against all odds? Will people slowly learn the best ways to get through different areas? Will there be a “meta” for working together that emerges over time?It seems possible, and since it’s only been one day, it’s way too early to tell. Various social norms will emerge in the player community, and hopefully they won’t be toxic ones. But I can tell from having already played the game that this is going to be an uphill climb for FromSoftware fans. It’s a very different game — and its specific form of difficulty is going to be a whole new variety for those fans to get used to. And like me, they might just decide they don’t really care for it.See More: #elden #ring #nightreign #hard #completelyWWW.POLYGON.COMElden Ring Nightreign is hard for completely different reasons than Elden RingOK, I know you just read that headline, but let me admit first off that I don’t actually think Elden Ring is that hard — not if you take it slow and steady, which the game’s design not only allows but encourages. At every step of the way in Elden Ring, you can decide exactly how you want to play it. It’s very customizable and it rewards patience. Elden Ring Nightreign is the complete opposite, and that’s why I don’t think it’s for me. And it might not be for most other FromSoftware game fans, either, which is pretty shocking.It wouldn’t be a FromSoftware game launch without at least a few debates about difficulty and certain players hurling “git gud” at each other like it was ever even remotely cool to say that and not just performatively tryhard at best and antisocial at worst. I try to exist instead in the sector of the FromSoftware fandom that is prosocial rather than antisocial — think Let Me Solo Her, for example, or even consider the real-life story that inspired longtime FromSoftware game director Hidetaka Miyazaki to design Demon’s Souls’ multiplayer elements with prosocial thinking in mind (via an old 2010 Eurogamer interview):“The origin of that idea is actually due to a personal experience where a car suddenly stopped on a hillside after some heavy snow and started to slip,” says Miyazaki. “The car following me also got stuck, and then the one behind it spontaneously bumped into it and started pushing it up the hill... That’s it! That’s how everyone can get home! Then it was my turn and everyone started pushing my car up the hill, and I managed to get home safely.”“But I couldn’t stop the car to say thanks to the people who gave me a shove. I’d have just got stuck again if I’d stopped. On the way back home I wondered whether the last person in the line had made it home, and thought that I would probably never meet the people who had helped me. I thought that maybe if we’d met in another place we’d become friends, or maybe we’d just fight...””You could probably call it a connection of mutual assistance between transient people. Oddly, that incident will probably linger in my heart for a long time.”The multiplayer experiences that I’ve had in Dark Souls and Elden Ring definitely do linger in my heart. I’ve also absolutely loved the moments in FromSoftware games in which I’ve personally conquered a difficult section all by myself. But I look back with equal appreciation on the times when I summoned a complete stranger to help me with something — “a connection of mutual assistance between transient people,” as Miyazaki put it. It is how these games are meant to be played, not as brutal solo journeys but as shared experiences.Here’s a screenshot I took of my Elden Ring character at the beginning of the game, before I knew I was going to spend 360 hours playing it Image: FromSoftware via PolygonThis brings us back to Elden Ring Nightreign, a game not directed by Miyazaki but by Junya Ishizaki. The difference in its multiplayer ethos is stark. This is a game designed with three-player squads in mind; it’s currently very punishing for solo players (although an upcoming patch aims to fix some of that), and the designers are still working on a duos mode. Because it’s three-player by default, I assumed that the game would be designed around teamwork and would actively reward prosocial behaviors, like base Elden Ring. I would argue that it’s not, and that’s why it’s very hard to have a good time in the game — especially if you’re playing with complete strangers.Problem number one: There’s no in-game communication system besides pinging certain locations on the map. Lack of chat options is a FromSoftware classic, and in most of these games, you don’t really need communication to understand what to do. Usually, you’re just summoned to help with a boss battle, and after it’s over, you’re done and you go back to your game. But in Nightreign, it’s three-player for the entire game, obviously, and it’s a match-based game, not a hundreds-of-hours RPG. Matches last 45 minutes and every second counts, which means you and your teammates need to be extremely organized throughout. The lack of communication hurts. But that’s not the only problem. Far from it.Problem number two: The ring of fire. This game is a combination of Elden Ring’s open world areas (which encourage slow, methodical exploration) and a Fortnite-esque ring of fire that closes in on you constantly (which means you absolutely shouldn’t be doing any slow, methodical exploration). There’s also a Diablo-esque loot system, but you better read those loot descriptions fast, because the fire is coming for you. There are randomized boss fights all over the map, but oops, you might not be able to complete them in time to collect runes from them, because that fire is closing in. There are also special upgrades that you can only get if you defeat these mid-game bosses all over the map, but you might barely even have time to read those descriptions of the special abilities and select one in time for… you guessed it… the fire rushing towards you.This second problem becomes even more stressful when you have two other people on your team alongside you. This game has not one but two different sprint buttons in it — a regular sprint, and a super-fast sprint that uses up stamina faster. That’s because, of course, you need to be running from that fire. But that means your teammates, and you, need to constantly be doing the equivalent of screaming “move, move, move” like a drill sergeant in an army movie. You will be unwittingly getting annoyed at your teammate who is spending too damn long looking at loot on the ground or at an upgrade tree. The fire is coming! Hurry the fuck up! Again, this is not a game design choice that rewards prosocial behaviors and instead makes you feel dragged down by the two teammates that you also desperately need to survive the bosses in this game. Even the “revive” process involves you inflicting damage on your teammate to bring them back to life (rather than a revive button or item), which is darkly hilarious, because you might also grow to desire hitting them due to how annoyed you might feel that they died during a super difficult fight. Which brings us to the third and final problem.Image: FromSoftwareThird problem: The randomization of the bosses and of the items. The thing about base Elden Ring is that you can figure out a boss and how it works (is it weak to fire? Holy damage? And so on) and then patiently build up a character who can deal with that problem. You can memorize that boss’ attack patterns. You can find a save point nearest to that boss and run it back over and over again until you get past it. These are all of the wonderful and rewarding parts of playing FromSoftware video games; these are also the moments when you might do all of those preparations and then think, “Actually, I want to also summon a complete stranger to help me with this boss because it’s still too freaking hard.” And then you can do that, too. None of that is the case in Nightreign, because everything is completely fucking random.The bosses, except for the very last boss in each area, are random. The loot is random. Do you have the right loot to fight the boss you’re facing right this second? You may very well not. Do your teammates have it? You might not even know; you don’t have a way to communicate with them, after all. Is the boss in this area way overleveled for you and your team? It won’t be obvious until you start hitting it, and once you do that, good luck escaping. And if your team does a complete wipe and everyone dies to that boss together, you don’t get to run back together from the nearest save point, having seen its attack patterns, ready to try again with teamwork in mind. Nope, instead you get to start all over again, except now with new randomized bosses and new randomized loot.In other games with randomized loot, like Diablo, or other roguelikes with random elements like Hades, the game is designed with down time in mind. When you’ve completed a fight in Diablo or Hades, you have infinite time to stand around and make decisions. There is no encroaching circle of fire forcing you to read item descriptions and ability trees quickly. There’s a reason for that; the decision-making is the most fun part of a game with randomized elements. Why would Nightreign take that away?All of these aspects of the game do feel less bad if you’re playing with two good friends on voice chat. But even in that scenario, the game is still really punishing, and again, not in a way that other FromSoftware games are punishing. It’s punishing because you need to spend the entire game running, looking at randomized loot as fast as you possibly can before making a snap (possibly bad) decision, running more, desperately encouraging your teammates to keep on running to keep up, warning your teammates about the encroaching flames about to kill them, and did I mention running? Is this a fun way to spend your weekly gamer night with two other adults who just worked a full-time job all day and maybe just wanted to have a nice time playing a video game together?Image: FromSoftware/Bandai NamcoI’ve had a review code for Nightreign for a while now, so I already was worried about these problems before the game launched, but now that it’s launched and I’m seeing early mixed reviews on Steam, I’m ready to commiserate and validate: Yes, this game really doesn’t feel like Elden Ring, and even after some of this stuff gets patched, it’s still fundamentally super different. And that’s not only because it’s multiplayer, but because the multiplayer just doesn’t feel like other multiplayer FromSoftware experiences. It feels like it’s designed not only for people who have two best friends with whom they play competitive games on a regular basis, but also specifically for people who live for thrills and speed — not the methodical, calculated experiences of other FromSoftware games.For all of those reasons, I’m really not sure how this is going to go for FromSoftware over time. Is this game going to eventually encourage some prosocial behaviors amongst players, against all odds? Will people slowly learn the best ways to get through different areas? Will there be a “meta” for working together that emerges over time?It seems possible, and since it’s only been one day, it’s way too early to tell. Various social norms will emerge in the player community, and hopefully they won’t be toxic ones. But I can tell from having already played the game that this is going to be an uphill climb for FromSoftware fans. It’s a very different game — and its specific form of difficulty is going to be a whole new variety for those fans to get used to. And like me, they might just decide they don’t really care for it.See More:0 Comments 0 Shares 0 Reviews -
D&D expands even more on psychic powers with new test class
Dungeons & Dragons makers Wizards of the Coast has put a strong focus psychic powers since 2023’s Baldur’s Gate 3 pitted adventurers of the Forgotten Realms against a mind-flayer invasion. WotC embraced the game’s success in its 2024 ruleset with an emphasis on psionics, with aberrant sorcerers, psychic warriors and soulknives all appearing in the Player’s Handbook. And Thursday’s Unearthed Arcana continued that trend, putting out rules for the psion class for the first time since 4th edition. The psion dates back to earliest days of and D&D, mentioned in the first edition Player’s Handbook and fully developed with the 1991 release of The Complete Psionics Handbook. While a version of a psion called a mystic was tested for 5e in a 2017 Unearthed Arcana, it was never officially published. The amount of psion-focused art shared in a 9-minute video with the designers makes it feel more likely that this class is a keeper, possibly debuting in Forgotten Realms Players Guide releasing later this year.The psion is a devoted spellcaster, like a wizard, but doesn’t speak arcane words or use special material components. Their spells are enhanced by a well of internal energy that manifests as bonus dice in the same way as the soulknife and psychic warrior subclasses. At first level, a psion can expend the dice to telekinetically propel creatures around the battlefield or extend their natural telepathy. The number and size of their dice expand as they level up along with the ways a psion can use them to attack or defend themselves.The playtest offers options for four subclasses. The telepath is the most classic psion, a defensively strong class focused on psychically linking their party to bolster them. They can also subtly infiltrate thoughts to gather information. Psykinetics are good at utilizing forcefields and blasting people with telekinetic energies while psi warpers manipulate the battlefield by repositioning themselves and their allies. The metamorph is the most twisted option, letting the psion turn their body into a weapon by growing bone blades, extending their limbs, and flinging bolts of bile.Players who just want a taste of psionics without fully committing to a dedicated class or subclass can try one of the 10 new wild talent feats. The empath gains emotional sense they can use to influence others along with the ability to psionically cast charm person and calm emotions, while a pyrokineticist can change the damage of their attacks and spells to fire and cast some fire spells. The playtest also introduces a few new spells, including the chance to summon a psionic entity.Players can download the psion rules for free on the D&D Beyond website and offer feedback through June 3.See More:
#dampamp038d #expands #even #more #psychicD&D expands even more on psychic powers with new test classDungeons & Dragons makers Wizards of the Coast has put a strong focus psychic powers since 2023’s Baldur’s Gate 3 pitted adventurers of the Forgotten Realms against a mind-flayer invasion. WotC embraced the game’s success in its 2024 ruleset with an emphasis on psionics, with aberrant sorcerers, psychic warriors and soulknives all appearing in the Player’s Handbook. And Thursday’s Unearthed Arcana continued that trend, putting out rules for the psion class for the first time since 4th edition. The psion dates back to earliest days of and D&D, mentioned in the first edition Player’s Handbook and fully developed with the 1991 release of The Complete Psionics Handbook. While a version of a psion called a mystic was tested for 5e in a 2017 Unearthed Arcana, it was never officially published. The amount of psion-focused art shared in a 9-minute video with the designers makes it feel more likely that this class is a keeper, possibly debuting in Forgotten Realms Players Guide releasing later this year.The psion is a devoted spellcaster, like a wizard, but doesn’t speak arcane words or use special material components. Their spells are enhanced by a well of internal energy that manifests as bonus dice in the same way as the soulknife and psychic warrior subclasses. At first level, a psion can expend the dice to telekinetically propel creatures around the battlefield or extend their natural telepathy. The number and size of their dice expand as they level up along with the ways a psion can use them to attack or defend themselves.The playtest offers options for four subclasses. The telepath is the most classic psion, a defensively strong class focused on psychically linking their party to bolster them. They can also subtly infiltrate thoughts to gather information. Psykinetics are good at utilizing forcefields and blasting people with telekinetic energies while psi warpers manipulate the battlefield by repositioning themselves and their allies. The metamorph is the most twisted option, letting the psion turn their body into a weapon by growing bone blades, extending their limbs, and flinging bolts of bile.Players who just want a taste of psionics without fully committing to a dedicated class or subclass can try one of the 10 new wild talent feats. The empath gains emotional sense they can use to influence others along with the ability to psionically cast charm person and calm emotions, while a pyrokineticist can change the damage of their attacks and spells to fire and cast some fire spells. The playtest also introduces a few new spells, including the chance to summon a psionic entity.Players can download the psion rules for free on the D&D Beyond website and offer feedback through June 3.See More: #dampamp038d #expands #even #more #psychicWWW.POLYGON.COMD&D expands even more on psychic powers with new test classDungeons & Dragons makers Wizards of the Coast has put a strong focus psychic powers since 2023’s Baldur’s Gate 3 pitted adventurers of the Forgotten Realms against a mind-flayer invasion. WotC embraced the game’s success in its 2024 ruleset with an emphasis on psionics, with aberrant sorcerers, psychic warriors and soulknives all appearing in the Player’s Handbook. And Thursday’s Unearthed Arcana continued that trend, putting out rules for the psion class for the first time since 4th edition. The psion dates back to earliest days of and D&D, mentioned in the first edition Player’s Handbook and fully developed with the 1991 release of The Complete Psionics Handbook. While a version of a psion called a mystic was tested for 5e in a 2017 Unearthed Arcana, it was never officially published. The amount of psion-focused art shared in a 9-minute video with the designers makes it feel more likely that this class is a keeper, possibly debuting in Forgotten Realms Players Guide releasing later this year.The psion is a devoted spellcaster, like a wizard, but doesn’t speak arcane words or use special material components. Their spells are enhanced by a well of internal energy that manifests as bonus dice in the same way as the soulknife and psychic warrior subclasses. At first level, a psion can expend the dice to telekinetically propel creatures around the battlefield or extend their natural telepathy. The number and size of their dice expand as they level up along with the ways a psion can use them to attack or defend themselves.The playtest offers options for four subclasses. The telepath is the most classic psion, a defensively strong class focused on psychically linking their party to bolster them. They can also subtly infiltrate thoughts to gather information. Psykinetics are good at utilizing forcefields and blasting people with telekinetic energies while psi warpers manipulate the battlefield by repositioning themselves and their allies. The metamorph is the most twisted option, letting the psion turn their body into a weapon by growing bone blades, extending their limbs, and flinging bolts of bile.Players who just want a taste of psionics without fully committing to a dedicated class or subclass can try one of the 10 new wild talent feats. The empath gains emotional sense they can use to influence others along with the ability to psionically cast charm person and calm emotions, while a pyrokineticist can change the damage of their attacks and spells to fire and cast some fire spells. The playtest also introduces a few new spells, including the chance to summon a psionic entity.Players can download the psion rules for free on the D&D Beyond website and offer feedback through June 3.See More:0 Comments 0 Shares 0 Reviews -
Unearthed details from scrapped Black Panther game make me sad all over again
On Wednesday, EA both shuttered its studio Cliffhanger Games and cancelled the Black Panther game it was developing. Since it was originally announced in 2023, we hadn’t heard much about the game, other than that it would have been an open world adventure starring the titular hero. Now, a new report from Bloomberg has shed some light on what exactly Cliffhanger was working on, and I’m both sad and angered all over again.The entire report is worth reading, and the section that really catches my eye is about how the Black Panther game would have adapted the Nemesis System. Cliffhanger was started by ex-developers from Monolith Productions, the minds behind Middle-earth: Shadow of Mordor and its sequel Shadow of War, and reportedly the Cliffhanger team was attempting to create a new system that expanded on what the Nemesis System from those games could do. Monolith’s Nemesis System involved procedurally generated enemies who had unique traitsand who would eventually return for a rematch. Some would flee from battle only to come back stronger later in the game. Others perhaps defeated Talion and were shocked to later see he was battling them again. Enemies would even get promoted among the ranks of Uruks, making it feel like your foes weren’t just nameless fodder to be slaughtered.It was a thoroughly inventive enemy system, and an expanded version of it sounds like it would have been a wild ride in Cliffhanger’s Black Panther game. According to the Bloomberg story, the game would have featured “various playable heroes” vying for the title of Black Panther, like T’Challa, his sister Shuri, and everyone’s favorite scene-stealer from the 2018 film, Killmonger. They would all be opposing an alien invasion from Skrulls, shape-shifting aliens featured in MCU films like Captain Marvel and comic event series like Secret Invasion.Skrulls sound like such a perfect fit for the Nemesis System; as Bloomberg reported, Skrull enemies could even pose as your allies, throwing a whole new layer of intrigue and immersion into the Nemesis System, already one of the more original ideas seen in contemporary video games. I can only imagine how exciting it’d be for one of your allies to suddenly attack you, revealing themself as a Skrull leader you thought you bested for good earlier in the game.And now because EA doesn’t seem to know what it’s doing, we won’t be getting Cliffhanger’s revamped Nemesis System. And, even worse, the talented developers behind this system are left looking for work and wondering what’s next for them.See More:
#unearthed #details #scrapped #black #pantherUnearthed details from scrapped Black Panther game make me sad all over againOn Wednesday, EA both shuttered its studio Cliffhanger Games and cancelled the Black Panther game it was developing. Since it was originally announced in 2023, we hadn’t heard much about the game, other than that it would have been an open world adventure starring the titular hero. Now, a new report from Bloomberg has shed some light on what exactly Cliffhanger was working on, and I’m both sad and angered all over again.The entire report is worth reading, and the section that really catches my eye is about how the Black Panther game would have adapted the Nemesis System. Cliffhanger was started by ex-developers from Monolith Productions, the minds behind Middle-earth: Shadow of Mordor and its sequel Shadow of War, and reportedly the Cliffhanger team was attempting to create a new system that expanded on what the Nemesis System from those games could do. Monolith’s Nemesis System involved procedurally generated enemies who had unique traitsand who would eventually return for a rematch. Some would flee from battle only to come back stronger later in the game. Others perhaps defeated Talion and were shocked to later see he was battling them again. Enemies would even get promoted among the ranks of Uruks, making it feel like your foes weren’t just nameless fodder to be slaughtered.It was a thoroughly inventive enemy system, and an expanded version of it sounds like it would have been a wild ride in Cliffhanger’s Black Panther game. According to the Bloomberg story, the game would have featured “various playable heroes” vying for the title of Black Panther, like T’Challa, his sister Shuri, and everyone’s favorite scene-stealer from the 2018 film, Killmonger. They would all be opposing an alien invasion from Skrulls, shape-shifting aliens featured in MCU films like Captain Marvel and comic event series like Secret Invasion.Skrulls sound like such a perfect fit for the Nemesis System; as Bloomberg reported, Skrull enemies could even pose as your allies, throwing a whole new layer of intrigue and immersion into the Nemesis System, already one of the more original ideas seen in contemporary video games. I can only imagine how exciting it’d be for one of your allies to suddenly attack you, revealing themself as a Skrull leader you thought you bested for good earlier in the game.And now because EA doesn’t seem to know what it’s doing, we won’t be getting Cliffhanger’s revamped Nemesis System. And, even worse, the talented developers behind this system are left looking for work and wondering what’s next for them.See More: #unearthed #details #scrapped #black #pantherWWW.POLYGON.COMUnearthed details from scrapped Black Panther game make me sad all over againOn Wednesday, EA both shuttered its studio Cliffhanger Games and cancelled the Black Panther game it was developing. Since it was originally announced in 2023, we hadn’t heard much about the game, other than that it would have been an open world adventure starring the titular hero. Now, a new report from Bloomberg has shed some light on what exactly Cliffhanger was working on, and I’m both sad and angered all over again.The entire report is worth reading, and the section that really catches my eye is about how the Black Panther game would have adapted the Nemesis System. Cliffhanger was started by ex-developers from Monolith Productions, the minds behind Middle-earth: Shadow of Mordor and its sequel Shadow of War, and reportedly the Cliffhanger team was attempting to create a new system that expanded on what the Nemesis System from those games could do. Monolith’s Nemesis System involved procedurally generated enemies who had unique traits (mostly grudges directed toward the protagonist Talion) and who would eventually return for a rematch. Some would flee from battle only to come back stronger later in the game. Others perhaps defeated Talion and were shocked to later see he was battling them again. Enemies would even get promoted among the ranks of Uruks, making it feel like your foes weren’t just nameless fodder to be slaughtered.It was a thoroughly inventive enemy system, and an expanded version of it sounds like it would have been a wild ride in Cliffhanger’s Black Panther game. According to the Bloomberg story, the game would have featured “various playable heroes” vying for the title of Black Panther, like T’Challa, his sister Shuri, and everyone’s favorite scene-stealer from the 2018 film, Killmonger. They would all be opposing an alien invasion from Skrulls, shape-shifting aliens featured in MCU films like Captain Marvel and comic event series like Secret Invasion.Skrulls sound like such a perfect fit for the Nemesis System; as Bloomberg reported, Skrull enemies could even pose as your allies, throwing a whole new layer of intrigue and immersion into the Nemesis System, already one of the more original ideas seen in contemporary video games. I can only imagine how exciting it’d be for one of your allies to suddenly attack you, revealing themself as a Skrull leader you thought you bested for good earlier in the game.And now because EA doesn’t seem to know what it’s doing, we won’t be getting Cliffhanger’s revamped Nemesis System. And, even worse, the talented developers behind this system are left looking for work and wondering what’s next for them.See More:0 Comments 0 Shares 0 Reviews -
Ubisoft teasing a big Splinter Cell announcement ahead of Summer Game Fest
After letting slip that the company was working on a new Rayman title, Ubisoft is now teasing something Splinter Cell-related, just days before Summer Game Fest kicks off.The company uploaded a cryptic post on Xon Friday with an image of what appears to be Sam Fisher, the beloved main character from the stealth action-adventure franchise. Using eye and mouth emojis, the social account typed “#SplinterCell” with no further context.Naturally, the mysterious post sent Splinter Cell fans into a tizzy; X users began commenting on it with excitement and hesitation, pleading with Ubisoft not to disappoint and/or tease them. Polygon has contacted Ubisoft for comment and will update this story with any further information we receive.While Ubisoft has been relatively quiet about its Splinter Cell plans, a recent job listing for the franchise was posted to the company’s career board.According to the job listing, Ubisoft is hiring a level design director who will “cultivate a vision for the game’s unique stealth-centric missions, breaking down the high-level direction of the game into compelling, tense and well-realized gameplay experiences.”The job listing details other responsibilities for the level design director, such as “and demonstrating examples of interesting and fun gameplay setups that feel uniquely Splinter Cell.”Image: PolygonUbisoft last teased its Splinter Cell Remake project in December 2021, uploading a video about the perpetually upcoming game on YouTube. The video’s narrator detailed the history of the stealth franchise and explained that some of the devs responsible for the original game, now a part of Ubisoft Toronto, are returning to create a remake of the 2002 title.In September 2022, a job listing for a scriptwriter popped up, with a description explaining that Ubisoft intends for Splinter Cell Remake’s story to be updated “for a modern-day audience.““Using the first Splinter Cell game as our foundation, we are rewriting and updating the story for a modern-day audience,” the now-deleted post read at the time. “We want to keep the spirit and themes of the original game while exploring our characters and the world to make them more authentic and believable.Fans may be treated to more details regarding Ubisoft’s plans for Sam Fisher at Summer Game Fest, which kicks off Friday, June 6 at 2 p.m. PT / 5 p.m. ET / 9 p.m. GMT.Until then, keep the hope alive, Splinter Cell fans.See More:
#ubisoft #teasing #big #splinter #cellUbisoft teasing a big Splinter Cell announcement ahead of Summer Game FestAfter letting slip that the company was working on a new Rayman title, Ubisoft is now teasing something Splinter Cell-related, just days before Summer Game Fest kicks off.The company uploaded a cryptic post on Xon Friday with an image of what appears to be Sam Fisher, the beloved main character from the stealth action-adventure franchise. Using eye and mouth emojis, the social account typed “#SplinterCell” with no further context.Naturally, the mysterious post sent Splinter Cell fans into a tizzy; X users began commenting on it with excitement and hesitation, pleading with Ubisoft not to disappoint and/or tease them. Polygon has contacted Ubisoft for comment and will update this story with any further information we receive.While Ubisoft has been relatively quiet about its Splinter Cell plans, a recent job listing for the franchise was posted to the company’s career board.According to the job listing, Ubisoft is hiring a level design director who will “cultivate a vision for the game’s unique stealth-centric missions, breaking down the high-level direction of the game into compelling, tense and well-realized gameplay experiences.”The job listing details other responsibilities for the level design director, such as “and demonstrating examples of interesting and fun gameplay setups that feel uniquely Splinter Cell.”Image: PolygonUbisoft last teased its Splinter Cell Remake project in December 2021, uploading a video about the perpetually upcoming game on YouTube. The video’s narrator detailed the history of the stealth franchise and explained that some of the devs responsible for the original game, now a part of Ubisoft Toronto, are returning to create a remake of the 2002 title.In September 2022, a job listing for a scriptwriter popped up, with a description explaining that Ubisoft intends for Splinter Cell Remake’s story to be updated “for a modern-day audience.““Using the first Splinter Cell game as our foundation, we are rewriting and updating the story for a modern-day audience,” the now-deleted post read at the time. “We want to keep the spirit and themes of the original game while exploring our characters and the world to make them more authentic and believable.Fans may be treated to more details regarding Ubisoft’s plans for Sam Fisher at Summer Game Fest, which kicks off Friday, June 6 at 2 p.m. PT / 5 p.m. ET / 9 p.m. GMT.Until then, keep the hope alive, Splinter Cell fans.See More: #ubisoft #teasing #big #splinter #cellWWW.POLYGON.COMUbisoft teasing a big Splinter Cell announcement ahead of Summer Game FestAfter letting slip that the company was working on a new Rayman title, Ubisoft is now teasing something Splinter Cell-related, just days before Summer Game Fest kicks off.The company uploaded a cryptic post on X (formerly Twitter) on Friday with an image of what appears to be Sam Fisher, the beloved main character from the stealth action-adventure franchise. Using eye and mouth emojis, the social account typed “#SplinterCell” with no further context.Naturally, the mysterious post sent Splinter Cell fans into a tizzy; X users began commenting on it with excitement and hesitation, pleading with Ubisoft not to disappoint and/or tease them. Polygon has contacted Ubisoft for comment and will update this story with any further information we receive.While Ubisoft has been relatively quiet about its Splinter Cell plans, a recent job listing for the franchise was posted to the company’s career board.According to the job listing, Ubisoft is hiring a level design director who will “cultivate a vision for the game’s unique stealth-centric missions, breaking down the high-level direction of the game into compelling, tense and well-realized gameplay experiences.”The job listing details other responsibilities for the level design director, such as “[crafting] and demonstrating examples of interesting and fun gameplay setups that feel uniquely Splinter Cell.”Image: PolygonUbisoft last teased its Splinter Cell Remake project in December 2021, uploading a video about the perpetually upcoming game on YouTube. The video’s narrator detailed the history of the stealth franchise and explained that some of the devs responsible for the original game, now a part of Ubisoft Toronto, are returning to create a remake of the 2002 title.In September 2022, a job listing for a scriptwriter popped up, with a description explaining that Ubisoft intends for Splinter Cell Remake’s story to be updated “for a modern-day audience.““Using the first Splinter Cell game as our foundation, we are rewriting and updating the story for a modern-day audience,” the now-deleted post read at the time. “We want to keep the spirit and themes of the original game while exploring our characters and the world to make them more authentic and believable.Fans may be treated to more details regarding Ubisoft’s plans for Sam Fisher at Summer Game Fest, which kicks off Friday, June 6 at 2 p.m. PT / 5 p.m. ET / 9 p.m. GMT.Until then, keep the hope alive, Splinter Cell fans.See More:0 Comments 0 Shares 0 Reviews -
The best class to start with in Elden Ring Nightreign
Picking the best class to start with in Elden Ring Nightreign is the first meaningful decision you’ll make — and if you’ve any experience with FromSoftware games, it’s one you might spend time fretting over too.Elden Ring Nightreign features eight playable classes, each with their own predetermined passive skills, character-specific abilities, and ultimate arts that can turn the tide of battle. And while all Nightreign players will start out as the Wylder, once you begin your first expedition, you’ll have immediate access to six classes: Executor, Guardian, Ironeye, Raider, Recluse, and Wylder.But what’s the best class to start with in Elden Ring Nightreign? While it largely depends on your playstyle, this Elden Ring Nightreign guide will help you figure it out.Best class to start with in Elden Ring NightreignImage: FromSoftware/Bandai NamcoFor your first expedition, we recommend starting with the Ironeye or Wylder.Ironeye is an archer-style class with high Dexterity and Arcane attributes. As a ranged fighter, Ironeye can target enemies from distance and attack from the safety of high ground. While relatively weak on his own, Ironeye can complement a team by providing support from afar, and marking enemies to make them more susceptible to damage and being staggered. Plus, if one of your allies goes down in the middle of a fight, you can help raise them from near-death from afar, firing arrowsat them to get them back on their feet.Ironeye is also one of the least complicated characters to play as. You don’t have to worry about managing their FP — you really only need to focus on stamina and HP — and tracking down a good bow.Nightreign’s Wylder is also a good starting choice, in part because he’s a jack of all trades and can “cheat death” for extra survivability. Just a good ol’ sword-and-shield guy, Wylder has high HP, high Strength, and solid Stamina, making him a natural fit for seasoned Souls players.Wylder’s Claw Shot character skill is useful for quickly moving him close to enemies and for breaking their guard. His ultimate, Onslaught Stake, is a simple, satisfying, damage-dealing explosion that offers a straightforward way to wipe out substantial chunks of big enemies’ HP.After you get your feet wet with Nightfarers like Ironeye and Wylder, try out tankier classes like the Raider and Guardian, or the speedy, backstabbing Duchess, who you’ll be able to unlock after defeating your first Nightlord.Hardest class to start with in Elden Ring NightreignImage: FromSoftware/Bandai NamcoThe most complex Nightfarer starting character classes are the Executor and Recluse.Executor looks extremely cool and deals a ton of damage output, and his ultimate art — in which he transforms into a giant primordial beast — can be a game-changer. But Executor has low survivability, and his character skill, which can deflect enemy attacks, requires some practice to master.Recluse is a spellcaster/mixologist who can craft 14 different spells using magical “residues” from enemies, then attack enemies and buff her allies. As a ranged damage-dealer with low HP, she’s a good pick for players who may eventually get bored playing as Ironeye and want to try a more interesting and in-depth Nightfarer.Of course, regardless of what class you pick, we highly recommend visiting the Sparring Grounds — a low-stakes training area — so you can try out different Nightfarers without the pressure of holding your teammates back in an expedition.For more Elden Ring Nightreign guides, here’s how to unlock the Duchess and Revenant classes, plus explainers on where to find Smithing Stones and all church locations.See More:
#best #class #start #with #eldenThe best class to start with in Elden Ring NightreignPicking the best class to start with in Elden Ring Nightreign is the first meaningful decision you’ll make — and if you’ve any experience with FromSoftware games, it’s one you might spend time fretting over too.Elden Ring Nightreign features eight playable classes, each with their own predetermined passive skills, character-specific abilities, and ultimate arts that can turn the tide of battle. And while all Nightreign players will start out as the Wylder, once you begin your first expedition, you’ll have immediate access to six classes: Executor, Guardian, Ironeye, Raider, Recluse, and Wylder.But what’s the best class to start with in Elden Ring Nightreign? While it largely depends on your playstyle, this Elden Ring Nightreign guide will help you figure it out.Best class to start with in Elden Ring NightreignImage: FromSoftware/Bandai NamcoFor your first expedition, we recommend starting with the Ironeye or Wylder.Ironeye is an archer-style class with high Dexterity and Arcane attributes. As a ranged fighter, Ironeye can target enemies from distance and attack from the safety of high ground. While relatively weak on his own, Ironeye can complement a team by providing support from afar, and marking enemies to make them more susceptible to damage and being staggered. Plus, if one of your allies goes down in the middle of a fight, you can help raise them from near-death from afar, firing arrowsat them to get them back on their feet.Ironeye is also one of the least complicated characters to play as. You don’t have to worry about managing their FP — you really only need to focus on stamina and HP — and tracking down a good bow.Nightreign’s Wylder is also a good starting choice, in part because he’s a jack of all trades and can “cheat death” for extra survivability. Just a good ol’ sword-and-shield guy, Wylder has high HP, high Strength, and solid Stamina, making him a natural fit for seasoned Souls players.Wylder’s Claw Shot character skill is useful for quickly moving him close to enemies and for breaking their guard. His ultimate, Onslaught Stake, is a simple, satisfying, damage-dealing explosion that offers a straightforward way to wipe out substantial chunks of big enemies’ HP.After you get your feet wet with Nightfarers like Ironeye and Wylder, try out tankier classes like the Raider and Guardian, or the speedy, backstabbing Duchess, who you’ll be able to unlock after defeating your first Nightlord.Hardest class to start with in Elden Ring NightreignImage: FromSoftware/Bandai NamcoThe most complex Nightfarer starting character classes are the Executor and Recluse.Executor looks extremely cool and deals a ton of damage output, and his ultimate art — in which he transforms into a giant primordial beast — can be a game-changer. But Executor has low survivability, and his character skill, which can deflect enemy attacks, requires some practice to master.Recluse is a spellcaster/mixologist who can craft 14 different spells using magical “residues” from enemies, then attack enemies and buff her allies. As a ranged damage-dealer with low HP, she’s a good pick for players who may eventually get bored playing as Ironeye and want to try a more interesting and in-depth Nightfarer.Of course, regardless of what class you pick, we highly recommend visiting the Sparring Grounds — a low-stakes training area — so you can try out different Nightfarers without the pressure of holding your teammates back in an expedition.For more Elden Ring Nightreign guides, here’s how to unlock the Duchess and Revenant classes, plus explainers on where to find Smithing Stones and all church locations.See More: #best #class #start #with #eldenWWW.POLYGON.COMThe best class to start with in Elden Ring NightreignPicking the best class to start with in Elden Ring Nightreign is the first meaningful decision you’ll make — and if you’ve any experience with FromSoftware games, it’s one you might spend time fretting over too.Elden Ring Nightreign features eight playable classes (called Nightfarers), each with their own predetermined passive skills, character-specific abilities, and ultimate arts that can turn the tide of battle. And while all Nightreign players will start out as the Wylder, once you begin your first expedition, you’ll have immediate access to six classes: Executor, Guardian, Ironeye, Raider, Recluse, and Wylder. (You can unlock two additional Nightfarers, the Duchess and Revenant, as you complete expeditions and specific challenges.)But what’s the best class to start with in Elden Ring Nightreign? While it largely depends on your playstyle, this Elden Ring Nightreign guide will help you figure it out.Best class to start with in Elden Ring NightreignImage: FromSoftware/Bandai NamcoFor your first expedition, we recommend starting with the Ironeye or Wylder.Ironeye is an archer-style class with high Dexterity and Arcane attributes. As a ranged fighter, Ironeye can target enemies from distance and attack from the safety of high ground. While relatively weak on his own, Ironeye can complement a team by providing support from afar, and marking enemies to make them more susceptible to damage and being staggered. Plus, if one of your allies goes down in the middle of a fight, you can help raise them from near-death from afar, firing arrows (or your ultimate art) at them to get them back on their feet.Ironeye is also one of the least complicated characters to play as. You don’t have to worry about managing their FP — you really only need to focus on stamina and HP — and tracking down a good bow.Nightreign’s Wylder is also a good starting choice, in part because he’s a jack of all trades and can “cheat death” for extra survivability. Just a good ol’ sword-and-shield guy, Wylder has high HP, high Strength, and solid Stamina, making him a natural fit for seasoned Souls players.Wylder’s Claw Shot character skill is useful for quickly moving him close to enemies and for breaking their guard. His ultimate, Onslaught Stake, is a simple, satisfying, damage-dealing explosion that offers a straightforward way to wipe out substantial chunks of big enemies’ HP.After you get your feet wet with Nightfarers like Ironeye and Wylder, try out tankier classes like the Raider and Guardian, or the speedy, backstabbing Duchess, who you’ll be able to unlock after defeating your first Nightlord.Hardest class to start with in Elden Ring NightreignImage: FromSoftware/Bandai NamcoThe most complex Nightfarer starting character classes are the Executor and Recluse.Executor looks extremely cool and deals a ton of damage output, and his ultimate art — in which he transforms into a giant primordial beast — can be a game-changer. But Executor has low survivability, and his character skill, which can deflect enemy attacks, requires some practice to master.Recluse is a spellcaster/mixologist who can craft 14 different spells using magical “residues” from enemies, then attack enemies and buff her allies. As a ranged damage-dealer with low HP, she’s a good pick for players who may eventually get bored playing as Ironeye and want to try a more interesting and in-depth Nightfarer.Of course, regardless of what class you pick, we highly recommend visiting the Sparring Grounds — a low-stakes training area — so you can try out different Nightfarers without the pressure of holding your teammates back in an expedition.For more Elden Ring Nightreign guides, here’s how to unlock the Duchess and Revenant classes, plus explainers on where to find Smithing Stones and all church locations.See More:0 Comments 0 Shares 0 Reviews -
EA cancels Black Panther game, closes developer Cliffhanger Games
Electronic Arts has canceled its Black Panther game and closed down developer Cliffhanger Games. IGN, which first reported the news, cites an internal email in which EA Entertainment president Laura Miele notified staff about the changes made to “sharpen our focus and put our creative energy behind the most significant growth opportunities.”“These decisions are hard,” Miele wrote, per IGN. “They affect people we’ve worked with, learned from, and shared real moments with. We’re doing everything we can to support them — including finding opportunities within EA, where we’ve had success helping people land in new roles.”The email continues, detailing that EA will now shift resources to the historically successful Battlefield, The Sims, Skate, and Apex Legends series. Miele also said that a game based on Iron Man is still in the works, as is the third entry in Respawn’s Star Wars Jedi series and BioWare’s next entry in Mass Effect.EA previously laid off around 300 employees across both Respawn Entertainment and Electronic Art’s Fan Care teams in April 2025. Variety reported at the time that EA had effectively canceled the next Titanfall game and another unnamed game in “early-stage incubation.”Polygon has contacted EA for comment and will update this story with any further information we receive.Black Panther was first announced by Marvel Games, EA, and Cliffhanger Games in 2023. The game was part of a three-game deal that Marvel Games reached with EA that also includes an Iron Man game developed by Motive. EA established the Seattle-based Cliffhanger Games in 2023 to work on the Black Panther game, which coincided with the 57th anniversary of the hero. The studio, led by former Monolith executive Kevin Stephens, was staffed by developers known for working on series like Halo, God of War, and Call of Duty.According to a Marvel press release, the Black Panther game was set to be “an original, third-person, single-player Black Panther game...that empowers players to experience what it is like to take on the mantle of Wakanda’s protector, the Black Panther.”See More:
#cancels #black #panther #game #closesEA cancels Black Panther game, closes developer Cliffhanger GamesElectronic Arts has canceled its Black Panther game and closed down developer Cliffhanger Games. IGN, which first reported the news, cites an internal email in which EA Entertainment president Laura Miele notified staff about the changes made to “sharpen our focus and put our creative energy behind the most significant growth opportunities.”“These decisions are hard,” Miele wrote, per IGN. “They affect people we’ve worked with, learned from, and shared real moments with. We’re doing everything we can to support them — including finding opportunities within EA, where we’ve had success helping people land in new roles.”The email continues, detailing that EA will now shift resources to the historically successful Battlefield, The Sims, Skate, and Apex Legends series. Miele also said that a game based on Iron Man is still in the works, as is the third entry in Respawn’s Star Wars Jedi series and BioWare’s next entry in Mass Effect.EA previously laid off around 300 employees across both Respawn Entertainment and Electronic Art’s Fan Care teams in April 2025. Variety reported at the time that EA had effectively canceled the next Titanfall game and another unnamed game in “early-stage incubation.”Polygon has contacted EA for comment and will update this story with any further information we receive.Black Panther was first announced by Marvel Games, EA, and Cliffhanger Games in 2023. The game was part of a three-game deal that Marvel Games reached with EA that also includes an Iron Man game developed by Motive. EA established the Seattle-based Cliffhanger Games in 2023 to work on the Black Panther game, which coincided with the 57th anniversary of the hero. The studio, led by former Monolith executive Kevin Stephens, was staffed by developers known for working on series like Halo, God of War, and Call of Duty.According to a Marvel press release, the Black Panther game was set to be “an original, third-person, single-player Black Panther game...that empowers players to experience what it is like to take on the mantle of Wakanda’s protector, the Black Panther.”See More: #cancels #black #panther #game #closesWWW.POLYGON.COMEA cancels Black Panther game, closes developer Cliffhanger GamesElectronic Arts has canceled its Black Panther game and closed down developer Cliffhanger Games. IGN, which first reported the news, cites an internal email in which EA Entertainment president Laura Miele notified staff about the changes made to “sharpen our focus and put our creative energy behind the most significant growth opportunities.”“These decisions are hard,” Miele wrote, per IGN. “They affect people we’ve worked with, learned from, and shared real moments with. We’re doing everything we can to support them — including finding opportunities within EA, where we’ve had success helping people land in new roles.”The email continues, detailing that EA will now shift resources to the historically successful Battlefield, The Sims, Skate, and Apex Legends series. Miele also said that a game based on Iron Man is still in the works, as is the third entry in Respawn’s Star Wars Jedi series and BioWare’s next entry in Mass Effect.EA previously laid off around 300 employees across both Respawn Entertainment and Electronic Art’s Fan Care teams in April 2025. Variety reported at the time that EA had effectively canceled the next Titanfall game and another unnamed game in “early-stage incubation.”Polygon has contacted EA for comment and will update this story with any further information we receive.Black Panther was first announced by Marvel Games, EA, and Cliffhanger Games in 2023. The game was part of a three-game deal that Marvel Games reached with EA that also includes an Iron Man game developed by Motive. EA established the Seattle-based Cliffhanger Games in 2023 to work on the Black Panther game, which coincided with the 57th anniversary of the hero. The studio, led by former Monolith executive Kevin Stephens, was staffed by developers known for working on series like Halo, God of War, and Call of Duty.According to a Marvel press release, the Black Panther game was set to be “an original, third-person, single-player Black Panther game...that empowers players to experience what it is like to take on the mantle of Wakanda’s protector, the Black Panther.”See More:0 Comments 0 Shares 0 Reviews -
‘Real talk…No’: Tekken 8 players still livid after Fahkumram gameplay, Armor King reveal
Tekken 8 is not sitting well with its community, and the latest gameplay trailer for Fahkumram didn’t do them any favors.Bandai Namco released the trailer on May 26, showing off the character’s move set, motivations for fighting, and subtle changes to the fighter’s design. The returning character will arrive as paid DLC on July 8 in early access and July 11 in general access, a part of Tekken 8’s Version 2.03 update.And if that wasn’t enough, Bandai Namco included a teaser for Armor King — another returning character — toward the end of the trailer. A specific release date wasn’t provided for the fan-favorite fighter, but is currently planned for a fall release.Neither reveal completely won over an already agitated Tekken community. Armor King appeared to garner mixed views from players, with some excited about getting King’s rival back in the fray, but others weren’t impressed with his inclusion.“Honestly, I had low hope that he would come back. But I’m so glad he’s coming back now,” a player commented on X.“THE GREATAST MOTHERFUCKIN CHARACTER IN TEKKEN HISTORY IS BACK!” one passionate fan typed, misspelling “greatest” out of sheer excitement.“LMAO, you know what’s funny,” someone else quipped. “They had to reveal this dude cuz they’re trying so hard to return the player base afterup the start of this season & revealing Fahkumram a dlc character from the previous title that nobody liked.”And speaking of Fahkumram, the community’s ill feelings toward him did not waver — gameplay or not, they’re still unimpressed. Players threw out a slew of comments calling the reveal “the most boring DLC trailer” and insisting they would “never like him.”Other commentary called out Bandai Namco for choosing to recycle Tekken 7 DLC and repurposing those characters for Tekken 8.“Man said we are paying for the same characters from T7 DLC all over again,” said one fan.“Why almost all of the DLC is DLC from Tekken 7?” questioned another account.“Real talk...No,” one player posted. “Could have added these people into the regular roster and bought back some we have not seen in a while like Bruce, Christie or made new characters for Tekken 8 DLC. used to have imagination in the industry.”Along with the mixed reviews of Tekken 8’s DLC, the game’s gameplay and mechanics have been a touchy subject, with the community irked by the devs making input changes to legacy characters. Gameplay changes were also made to a huge part of the character roster, adding forced 50/50 options with no defensive answers to respond.Tekken 8’s Version 2.02 and 2.03 are arriving in June and July so, these issues may be addressed. But as of right now, things are not looking too great for the Tekken 8 community.See More:
#real #talkno #tekken #players #still‘Real talk…No’: Tekken 8 players still livid after Fahkumram gameplay, Armor King revealTekken 8 is not sitting well with its community, and the latest gameplay trailer for Fahkumram didn’t do them any favors.Bandai Namco released the trailer on May 26, showing off the character’s move set, motivations for fighting, and subtle changes to the fighter’s design. The returning character will arrive as paid DLC on July 8 in early access and July 11 in general access, a part of Tekken 8’s Version 2.03 update.And if that wasn’t enough, Bandai Namco included a teaser for Armor King — another returning character — toward the end of the trailer. A specific release date wasn’t provided for the fan-favorite fighter, but is currently planned for a fall release.Neither reveal completely won over an already agitated Tekken community. Armor King appeared to garner mixed views from players, with some excited about getting King’s rival back in the fray, but others weren’t impressed with his inclusion.“Honestly, I had low hope that he would come back. But I’m so glad he’s coming back now,” a player commented on X.“THE GREATAST MOTHERFUCKIN CHARACTER IN TEKKEN HISTORY IS BACK!” one passionate fan typed, misspelling “greatest” out of sheer excitement.“LMAO, you know what’s funny,” someone else quipped. “They had to reveal this dude cuz they’re trying so hard to return the player base afterup the start of this season & revealing Fahkumram a dlc character from the previous title that nobody liked.”And speaking of Fahkumram, the community’s ill feelings toward him did not waver — gameplay or not, they’re still unimpressed. Players threw out a slew of comments calling the reveal “the most boring DLC trailer” and insisting they would “never like him.”Other commentary called out Bandai Namco for choosing to recycle Tekken 7 DLC and repurposing those characters for Tekken 8.“Man said we are paying for the same characters from T7 DLC all over again,” said one fan.“Why almost all of the DLC is DLC from Tekken 7?” questioned another account.“Real talk...No,” one player posted. “Could have added these people into the regular roster and bought back some we have not seen in a while like Bruce, Christie or made new characters for Tekken 8 DLC. used to have imagination in the industry.”Along with the mixed reviews of Tekken 8’s DLC, the game’s gameplay and mechanics have been a touchy subject, with the community irked by the devs making input changes to legacy characters. Gameplay changes were also made to a huge part of the character roster, adding forced 50/50 options with no defensive answers to respond.Tekken 8’s Version 2.02 and 2.03 are arriving in June and July so, these issues may be addressed. But as of right now, things are not looking too great for the Tekken 8 community.See More: #real #talkno #tekken #players #stillWWW.POLYGON.COM‘Real talk…No’: Tekken 8 players still livid after Fahkumram gameplay, Armor King revealTekken 8 is not sitting well with its community, and the latest gameplay trailer for Fahkumram didn’t do them any favors.Bandai Namco released the trailer on May 26, showing off the character’s move set, motivations for fighting, and subtle changes to the fighter’s design. The returning character will arrive as paid DLC on July 8 in early access and July 11 in general access, a part of Tekken 8’s Version 2.03 update.And if that wasn’t enough, Bandai Namco included a teaser for Armor King — another returning character — toward the end of the trailer. A specific release date wasn’t provided for the fan-favorite fighter, but is currently planned for a fall release.Neither reveal completely won over an already agitated Tekken community. Armor King appeared to garner mixed views from players, with some excited about getting King’s rival back in the fray, but others weren’t impressed with his inclusion.“Honestly, I had low hope that he would come back. But I’m so glad he’s coming back now,” a player commented on X (formerly known as Twitter).“THE GREATAST MOTHERFUCKIN CHARACTER IN TEKKEN HISTORY IS BACK!” one passionate fan typed, misspelling “greatest” out of sheer excitement.“LMAO, you know what’s funny,” someone else quipped. “They had to reveal this dude cuz they’re trying so hard to return the player base after [messing] up the start of this season & revealing Fahkumram a dlc character from the previous title that nobody liked.”And speaking of Fahkumram, the community’s ill feelings toward him did not waver — gameplay or not, they’re still unimpressed. Players threw out a slew of comments calling the reveal “the most boring DLC trailer” and insisting they would “never like him.”Other commentary called out Bandai Namco for choosing to recycle Tekken 7 DLC and repurposing those characters for Tekken 8.“Man said we are paying for the same characters from T7 DLC all over again,” said one fan.“Why almost all of the DLC is DLC from Tekken 7?” questioned another account.“Real talk...No,” one player posted. “Could have added these people into the regular roster and bought back some we have not seen in a while like Bruce, Christie or made new characters for Tekken 8 DLC. used to have imagination in the industry.”Along with the mixed reviews of Tekken 8’s DLC, the game’s gameplay and mechanics have been a touchy subject, with the community irked by the devs making input changes to legacy characters. Gameplay changes were also made to a huge part of the character roster, adding forced 50/50 options with no defensive answers to respond.Tekken 8’s Version 2.02 and 2.03 are arriving in June and July so, these issues may be addressed. But as of right now, things are not looking too great for the Tekken 8 community.See More:9 Comments 0 Shares 0 Reviews -
Despelote might be the best game ever about childhood
One of the great magic tricks of art — or perhaps just of the human brain — is the ability to transmute something hyper-specific and personal into something universal. Despelote is an autobiographical, semi-documentary game about being a kid in Ecuador during the country’s first successful qualifying run for the 2002 World Cup. It’s also just a game about the totality of being a kid: the play, the boredom, the obsession, the myth-making, the outsiders’ view of the adult world, and the way that adult world informs everything about who you are. It’s really beautiful.Despelote is by Julián Cordero and Sebastian Valbuena. It’s based on Cordero’s childhood in Ecuador’s capital city, Quito, and his intense relationship — much of the country’s intense relationship, at the time — with soccer. It’s a memory piece, then — but memory is a tricky thing. Late in the game, Cordero admits in a voiceover that Ecuador’s successful qualification for the World Cup is his first memory, from when he was four. His memory of it is vivid, but he wishes it was more expansive — so, in the game, he’s eight. Despelote is the memory he wishes he had.Nonetheless, it’s communicated with an authenticity and detail that is completely immersive. Despelote is a short, deceptively simple first-person narrative game that takes a couple of hours to play.As Julián, you roam your family home, the school, and the local park, kicking a ball around with your friends. You attend a wedding, punting balloons at the ceiling fans; you eavesdrop on your parents’ conversations; you play hide-and-seek with your sister. Your mom drags you places, sends you out, orders you home, asks you to stay put.Image: Julián Cordero, Sebastian Valbuena/PanicIt’s the late summer of 2001 and the whole of Quito is obsessed with Ecuador’s series of qualifying matches against other South American nations. Julián’s memory hops from one match to the next, but rather than being the focus of the action, the matches are an ever-present context that hums in the atmosphere of the city; video footage plays on TVs in shop windows while grown-ups everywhere discuss the strategy and the scoreline.As a kid, Julián’s relationship with the sport of football is more tactile. He kicks. Cordero and Valbuena have designed a sensationally fluid and intuitive first-person footballing control scheme, with dribbling that is automatic but still requires finesse, and kicks delivered by holding and flicking the right stick. The system works just as well in the top-down football video game that Julián plays on his console at home, Tino Tini’s Soccer 99. This extremely playable and fun game within a game is stunningly deployed in a series of slow but arresting perspective shifts that ambiguously blur the lines between author, player, and avatar. As Tino Tini’s Soccer eats into young Julián’s life, so Despelote, a game an older Julián made about his life, eats into ours.Despite the game’s tiny scope and budget, its rendition of 2001 Quito feels enveloping and fully realized. Visually, it’s composed of low-poly 3D models rendered in a grainy, pastel monochrome, like a zine print, with simply but vividly cartooned 2D black-and-white figures representing people and important things. It’s like a hazy photograph superimposed with a child’s understanding of what’s important. Brilliant audio design draws you deeper into this world, building the city up as a wash of ambient noise and layers of overlapping dialogue about life in Ecuador as it faces both financial catastrophe and a shot at sporting glory. The result is impressionistic, but also genuinely realist — as in, grounded in the reality of our world — in a way few video games can achieve. Playing it, you feel as if you’ve been transported to a different time and place.Image: Julián Cordero, Sebastian Valbuena/PanicThat’s not to say that Despelote stays in the same time and place, either. Like some of its snappy narrative indie forebears — particularly Blendo Games’ jump-cutting mini masterpiece, Thirty Flights of Loving — Despelote deploys cinematic editing and juxtaposition to great effect.Occasionally, the game jumps forward in time to the experiences of a more rootless teenage Julián; later, Despelote smashes down the fourth wall to take a documentary look at the mechanics of its own making.So yes, among other things, Despelote is a meditation on the creative process, a remembered documentary on life in turn-of-the-millennium Ecuador, and a playable essay on the way sport connects to both individuals and societies. Above all that, though, it’s a game about being a kid, kicking a ball, and watching it sail into the future. It’s a marvel.See More:
#despelote #might #best #game #everDespelote might be the best game ever about childhoodOne of the great magic tricks of art — or perhaps just of the human brain — is the ability to transmute something hyper-specific and personal into something universal. Despelote is an autobiographical, semi-documentary game about being a kid in Ecuador during the country’s first successful qualifying run for the 2002 World Cup. It’s also just a game about the totality of being a kid: the play, the boredom, the obsession, the myth-making, the outsiders’ view of the adult world, and the way that adult world informs everything about who you are. It’s really beautiful.Despelote is by Julián Cordero and Sebastian Valbuena. It’s based on Cordero’s childhood in Ecuador’s capital city, Quito, and his intense relationship — much of the country’s intense relationship, at the time — with soccer. It’s a memory piece, then — but memory is a tricky thing. Late in the game, Cordero admits in a voiceover that Ecuador’s successful qualification for the World Cup is his first memory, from when he was four. His memory of it is vivid, but he wishes it was more expansive — so, in the game, he’s eight. Despelote is the memory he wishes he had.Nonetheless, it’s communicated with an authenticity and detail that is completely immersive. Despelote is a short, deceptively simple first-person narrative game that takes a couple of hours to play.As Julián, you roam your family home, the school, and the local park, kicking a ball around with your friends. You attend a wedding, punting balloons at the ceiling fans; you eavesdrop on your parents’ conversations; you play hide-and-seek with your sister. Your mom drags you places, sends you out, orders you home, asks you to stay put.Image: Julián Cordero, Sebastian Valbuena/PanicIt’s the late summer of 2001 and the whole of Quito is obsessed with Ecuador’s series of qualifying matches against other South American nations. Julián’s memory hops from one match to the next, but rather than being the focus of the action, the matches are an ever-present context that hums in the atmosphere of the city; video footage plays on TVs in shop windows while grown-ups everywhere discuss the strategy and the scoreline.As a kid, Julián’s relationship with the sport of football is more tactile. He kicks. Cordero and Valbuena have designed a sensationally fluid and intuitive first-person footballing control scheme, with dribbling that is automatic but still requires finesse, and kicks delivered by holding and flicking the right stick. The system works just as well in the top-down football video game that Julián plays on his console at home, Tino Tini’s Soccer 99. This extremely playable and fun game within a game is stunningly deployed in a series of slow but arresting perspective shifts that ambiguously blur the lines between author, player, and avatar. As Tino Tini’s Soccer eats into young Julián’s life, so Despelote, a game an older Julián made about his life, eats into ours.Despite the game’s tiny scope and budget, its rendition of 2001 Quito feels enveloping and fully realized. Visually, it’s composed of low-poly 3D models rendered in a grainy, pastel monochrome, like a zine print, with simply but vividly cartooned 2D black-and-white figures representing people and important things. It’s like a hazy photograph superimposed with a child’s understanding of what’s important. Brilliant audio design draws you deeper into this world, building the city up as a wash of ambient noise and layers of overlapping dialogue about life in Ecuador as it faces both financial catastrophe and a shot at sporting glory. The result is impressionistic, but also genuinely realist — as in, grounded in the reality of our world — in a way few video games can achieve. Playing it, you feel as if you’ve been transported to a different time and place.Image: Julián Cordero, Sebastian Valbuena/PanicThat’s not to say that Despelote stays in the same time and place, either. Like some of its snappy narrative indie forebears — particularly Blendo Games’ jump-cutting mini masterpiece, Thirty Flights of Loving — Despelote deploys cinematic editing and juxtaposition to great effect.Occasionally, the game jumps forward in time to the experiences of a more rootless teenage Julián; later, Despelote smashes down the fourth wall to take a documentary look at the mechanics of its own making.So yes, among other things, Despelote is a meditation on the creative process, a remembered documentary on life in turn-of-the-millennium Ecuador, and a playable essay on the way sport connects to both individuals and societies. Above all that, though, it’s a game about being a kid, kicking a ball, and watching it sail into the future. It’s a marvel.See More: #despelote #might #best #game #everWWW.POLYGON.COMDespelote might be the best game ever about childhoodOne of the great magic tricks of art — or perhaps just of the human brain — is the ability to transmute something hyper-specific and personal into something universal. Despelote is an autobiographical, semi-documentary game about being a kid in Ecuador during the country’s first successful qualifying run for the 2002 World Cup. It’s also just a game about the totality of being a kid: the play, the boredom, the obsession, the myth-making, the outsiders’ view of the adult world, and the way that adult world informs everything about who you are. It’s really beautiful.Despelote is by Julián Cordero and Sebastian Valbuena. It’s based on Cordero’s childhood in Ecuador’s capital city, Quito, and his intense relationship — much of the country’s intense relationship, at the time — with soccer (which, for the rest of this article, I’ll call football, like the rest of the world outside of the U.S. does). It’s a memory piece, then — but memory is a tricky thing. Late in the game, Cordero admits in a voiceover that Ecuador’s successful qualification for the World Cup is his first memory, from when he was four. His memory of it is vivid, but he wishes it was more expansive — so, in the game, he’s eight. Despelote is the memory he wishes he had.Nonetheless, it’s communicated with an authenticity and detail that is completely immersive. Despelote is a short, deceptively simple first-person narrative game that takes a couple of hours to play. (It’s available now on Steam, Xbox, and PlayStation, with a Switch version coming soon.) As Julián, you roam your family home, the school, and the local park, kicking a ball around with your friends. You attend a wedding, punting balloons at the ceiling fans; you eavesdrop on your parents’ conversations; you play hide-and-seek with your sister. Your mom drags you places, sends you out, orders you home, asks you to stay put.Image: Julián Cordero, Sebastian Valbuena/PanicIt’s the late summer of 2001 and the whole of Quito is obsessed with Ecuador’s series of qualifying matches against other South American nations. Julián’s memory hops from one match to the next, but rather than being the focus of the action, the matches are an ever-present context that hums in the atmosphere of the city; video footage plays on TVs in shop windows while grown-ups everywhere discuss the strategy and the scoreline.As a kid, Julián’s relationship with the sport of football is more tactile. He kicks. Cordero and Valbuena have designed a sensationally fluid and intuitive first-person footballing control scheme, with dribbling that is automatic but still requires finesse (especially when running with R2), and kicks delivered by holding and flicking the right stick. The system works just as well in the top-down football video game that Julián plays on his console at home, Tino Tini’s Soccer 99 (an homage to the 1993 Britsoft classic Dino Dini’s Soccer). This extremely playable and fun game within a game is stunningly deployed in a series of slow but arresting perspective shifts that ambiguously blur the lines between author, player, and avatar. As Tino Tini’s Soccer eats into young Julián’s life, so Despelote, a game an older Julián made about his life, eats into ours.Despite the game’s tiny scope and budget, its rendition of 2001 Quito feels enveloping and fully realized. Visually, it’s composed of low-poly 3D models rendered in a grainy, pastel monochrome, like a zine print, with simply but vividly cartooned 2D black-and-white figures representing people and important things. It’s like a hazy photograph superimposed with a child’s understanding of what’s important. Brilliant audio design draws you deeper into this world, building the city up as a wash of ambient noise and layers of overlapping dialogue about life in Ecuador as it faces both financial catastrophe and a shot at sporting glory. The result is impressionistic, but also genuinely realist — as in, grounded in the reality of our world — in a way few video games can achieve. Playing it, you feel as if you’ve been transported to a different time and place.Image: Julián Cordero, Sebastian Valbuena/PanicThat’s not to say that Despelote stays in the same time and place, either. Like some of its snappy narrative indie forebears — particularly Blendo Games’ jump-cutting mini masterpiece, Thirty Flights of Loving — Despelote deploys cinematic editing and juxtaposition to great effect. (Cinema is in Cordero’s blood; his father Sebastián directed the 1999 crime film Ratas, Ratones, Rateros that was the first Ecuadorian movie to get recognition at international film festivals. His parents can be heard chatting about the state of Ecuadorian film in the game.) Occasionally, the game jumps forward in time to the experiences of a more rootless teenage Julián; later, Despelote smashes down the fourth wall to take a documentary look at the mechanics of its own making.So yes, among other things, Despelote is a meditation on the creative process, a remembered documentary on life in turn-of-the-millennium Ecuador, and a playable essay on the way sport connects to both individuals and societies. Above all that, though, it’s a game about being a kid, kicking a ball, and watching it sail into the future. It’s a marvel.See More:0 Comments 0 Shares 0 Reviews -
Metal Gear Solid Delta’s iconic James Bond opening gets the remake treatment
Pull out the tuxedo and order a martini — shaken, not stirred — because Metal Gear Solid Delta: Snake Eater’s James Bond-esque opening has finally been revealed, and it’s different. Konami rolled out the 3-minute clip on YouTube, showing off new footage and audio from the forthcoming espionage game that reimagines Metal Gear Solid 3’s cinematic introduction.Some key visual differences include the skeletal snakes from the original opening being more prominent in the remake. Additional shots of Snake being badass are scattered through the remade sequence, alongside shots from the original, now realized in incredible detail.While Colonel Volgin is solely shown in the OG version, the new iteration includes even more key characters from the Cobra Unit, like The End, The Pain, and The Fear, with subtle redesigns that honor the original game’s vision. For good measure, Konami also throws in a shot of the dramatic showdown between Snake and The Boss.The clip features new vocals from the great Cynthia Harrell, giving a softer performance compared to her original 2004 “Snake Eater” recording. Harrell’s ballad features noticeably less bass and fewer horn instruments than the 2004 edition, and leans heavier into psychedelic ambiance, emphasizing Harrell singing, “I’m still in a dream.”Regardless of the changes, the sentiments from the original song — “concepts of why we have to live and why we have to go on,” as the song’s composer Norihiko Hibino told Polygon — remain intact.At this point, you’re probably wondering whether or not players can still control the on-screen snakes like it’s 2004. Well, the short answer is yes.According to the YouTube video’s description, players can engage with “interactive elements from the original, included in the in-game version of the opening.” And if Konami is honoring the snake mini-game, there’s a chance players can expect to hear a version of the song when you’re back climbing that unrealistically long ladder towards the end of the game — for James Bond dramatics, of course.Metal Gear Solid Delta: Snake Eater will be released on Aug. 28 for PlayStation 5, Xbox Series X, and PC.See More:
#metal #gear #solid #deltas #iconicMetal Gear Solid Delta’s iconic James Bond opening gets the remake treatmentPull out the tuxedo and order a martini — shaken, not stirred — because Metal Gear Solid Delta: Snake Eater’s James Bond-esque opening has finally been revealed, and it’s different. Konami rolled out the 3-minute clip on YouTube, showing off new footage and audio from the forthcoming espionage game that reimagines Metal Gear Solid 3’s cinematic introduction.Some key visual differences include the skeletal snakes from the original opening being more prominent in the remake. Additional shots of Snake being badass are scattered through the remade sequence, alongside shots from the original, now realized in incredible detail.While Colonel Volgin is solely shown in the OG version, the new iteration includes even more key characters from the Cobra Unit, like The End, The Pain, and The Fear, with subtle redesigns that honor the original game’s vision. For good measure, Konami also throws in a shot of the dramatic showdown between Snake and The Boss.The clip features new vocals from the great Cynthia Harrell, giving a softer performance compared to her original 2004 “Snake Eater” recording. Harrell’s ballad features noticeably less bass and fewer horn instruments than the 2004 edition, and leans heavier into psychedelic ambiance, emphasizing Harrell singing, “I’m still in a dream.”Regardless of the changes, the sentiments from the original song — “concepts of why we have to live and why we have to go on,” as the song’s composer Norihiko Hibino told Polygon — remain intact.At this point, you’re probably wondering whether or not players can still control the on-screen snakes like it’s 2004. Well, the short answer is yes.According to the YouTube video’s description, players can engage with “interactive elements from the original, included in the in-game version of the opening.” And if Konami is honoring the snake mini-game, there’s a chance players can expect to hear a version of the song when you’re back climbing that unrealistically long ladder towards the end of the game — for James Bond dramatics, of course.Metal Gear Solid Delta: Snake Eater will be released on Aug. 28 for PlayStation 5, Xbox Series X, and PC.See More: #metal #gear #solid #deltas #iconicWWW.POLYGON.COMMetal Gear Solid Delta’s iconic James Bond opening gets the remake treatmentPull out the tuxedo and order a martini — shaken, not stirred — because Metal Gear Solid Delta: Snake Eater’s James Bond-esque opening has finally been revealed, and it’s different. Konami rolled out the 3-minute clip on YouTube, showing off new footage and audio from the forthcoming espionage game that reimagines Metal Gear Solid 3’s cinematic introduction.Some key visual differences include the skeletal snakes from the original opening being more prominent in the remake. Additional shots of Snake being badass are scattered through the remade sequence, alongside shots from the original, now realized in incredible detail.While Colonel Volgin is solely shown in the OG version, the new iteration includes even more key characters from the Cobra Unit, like The End (with his enormous eye), The Pain, and The Fear, with subtle redesigns that honor the original game’s vision. For good measure, Konami also throws in a shot of the dramatic showdown between Snake and The Boss.The clip features new vocals from the great Cynthia Harrell, giving a softer performance compared to her original 2004 “Snake Eater” recording. Harrell’s ballad features noticeably less bass and fewer horn instruments than the 2004 edition, and leans heavier into psychedelic ambiance, emphasizing Harrell singing, “I’m still in a dream.”Regardless of the changes, the sentiments from the original song — “concepts of why we have to live and why we have to go on,” as the song’s composer Norihiko Hibino told Polygon — remain intact.At this point, you’re probably wondering whether or not players can still control the on-screen snakes like it’s 2004. Well, the short answer is yes.According to the YouTube video’s description, players can engage with “interactive elements from the original, included in the in-game version of the opening.” And if Konami is honoring the snake mini-game, there’s a chance players can expect to hear a version of the song when you’re back climbing that unrealistically long ladder towards the end of the game — for James Bond dramatics, of course.Metal Gear Solid Delta: Snake Eater will be released on Aug. 28 for PlayStation 5, Xbox Series X, and PC.See More:0 Comments 0 Shares 0 Reviews -
Elden Ring Nightreign might fix ‘overlooked’ two-player mode in post-launch update
Elden Ring Nightreign is designed around three-player squads, but solo play is possible.But support for duos isn’t part of the plan and won’t be available when the game launches next week. But FromSoftware might reverse that decision; Elden Ring Nightreign director Junya Ishizaki tells IGN that the studio is considering adding two-player support after launch.
Ishizaki says that a two-player option was “overlooked during development,” and apologized to players who can’tget a trio together.
“As we said before, we set out to make this a multiplayer co-op game for three players, balanced for three players, so that was the main focus and it’s at the core of Nightreign,” Ishizaki says. “Of course, I myself as a player understand that and often want times where I’m just playing myself, so this is something that we considered from the start. And so we did put a lot of effort into creating this experience that was playable for solo players in as much as the rules and new systems allowed. So in putting all our efforts into that aspect, we kind of overlooked and neglected the duos aspect, but this is something that we are looking at and considering for post-launch support as well.”
Ishizaki had previously chalked the lack of a two-player mode up to “a game balancing decision, rather than a game design decision.”
FromSoftware often tweaks its games’ difficulty in post-launch updates, so scaling the game to adapt to two- and three-player teams will likely roll out over time. So if you’re dying to play with a friend or loved one, and not bring a third wheel into your squad, watch this space.
Elden Ring Nightreign launches May 30 on PlayStation 4, PlayStation 5, Windows PC, Xbox One, and Xbox Series X.
#elden #ring #nightreign #might #fixElden Ring Nightreign might fix ‘overlooked’ two-player mode in post-launch updateElden Ring Nightreign is designed around three-player squads, but solo play is possible.But support for duos isn’t part of the plan and won’t be available when the game launches next week. But FromSoftware might reverse that decision; Elden Ring Nightreign director Junya Ishizaki tells IGN that the studio is considering adding two-player support after launch. Ishizaki says that a two-player option was “overlooked during development,” and apologized to players who can’tget a trio together. “As we said before, we set out to make this a multiplayer co-op game for three players, balanced for three players, so that was the main focus and it’s at the core of Nightreign,” Ishizaki says. “Of course, I myself as a player understand that and often want times where I’m just playing myself, so this is something that we considered from the start. And so we did put a lot of effort into creating this experience that was playable for solo players in as much as the rules and new systems allowed. So in putting all our efforts into that aspect, we kind of overlooked and neglected the duos aspect, but this is something that we are looking at and considering for post-launch support as well.” Ishizaki had previously chalked the lack of a two-player mode up to “a game balancing decision, rather than a game design decision.” FromSoftware often tweaks its games’ difficulty in post-launch updates, so scaling the game to adapt to two- and three-player teams will likely roll out over time. So if you’re dying to play with a friend or loved one, and not bring a third wheel into your squad, watch this space. Elden Ring Nightreign launches May 30 on PlayStation 4, PlayStation 5, Windows PC, Xbox One, and Xbox Series X. #elden #ring #nightreign #might #fixWWW.POLYGON.COMElden Ring Nightreign might fix ‘overlooked’ two-player mode in post-launch updateElden Ring Nightreign is designed around three-player squads, but solo play is possible. (Whether it’s enjoyable going solo remains to be seen.) But support for duos isn’t part of the plan and won’t be available when the game launches next week. But FromSoftware might reverse that decision; Elden Ring Nightreign director Junya Ishizaki tells IGN that the studio is considering adding two-player support after launch. Ishizaki says that a two-player option was “overlooked during development,” and apologized to players who can’t (or don’t want to) get a trio together. “As we said before, we set out to make this a multiplayer co-op game for three players, balanced for three players, so that was the main focus and it’s at the core of Nightreign,” Ishizaki says. “Of course, I myself as a player understand that and often want times where I’m just playing myself, so this is something that we considered from the start. And so we did put a lot of effort into creating this experience that was playable for solo players in as much as the rules and new systems allowed. So in putting all our efforts into that aspect, we kind of overlooked and neglected the duos aspect, but this is something that we are looking at and considering for post-launch support as well.” Ishizaki had previously chalked the lack of a two-player mode up to “a game balancing decision, rather than a game design decision.” FromSoftware often tweaks its games’ difficulty in post-launch updates, so scaling the game to adapt to two- and three-player teams will likely roll out over time. So if you’re dying to play with a friend or loved one, and not bring a third wheel into your squad, watch this space. Elden Ring Nightreign launches May 30 on PlayStation 4, PlayStation 5, Windows PC, Xbox One, and Xbox Series X.0 Comments 0 Shares 0 Reviews -
Turns out, Mario Kart 8 has been gaslighting everyone for a decade
The first time anyone jumps into Mario Kart 8’s 200cc mode can be a shock. The engine class is meant to be the hardest challenge in the game, but even so, racing in 200cc can sometimes feel egregiously punishing. There’s a reason for that: Apparently, the number does not accurately represent the jump in speed that Mario Kart 8 really throws at you.
As highlighted by the ever-great Supper Mario Broth, players have crunched the numbers behind all the engine classes only to find that 200cc is a misnomer. If 200cc feels way faster than, say, 150cc, you aren’t imagining it. 200cc is apparently 38% faster than it should be, at least compared to the speed ratio established by slower modes. Here are a couple of graphs breaking it all down. The kicker? What’s called 200cc is really 415cc, relatively speaking.
If you have ever felt that 200cc in Mario Kart 8/Deluxe is much faster than it should be, your suspicions are correct. Based on the formula followed by the other engine classes, the speed the game pretends is 200cc is actually 415cc instead. pic.twitter.com/mHnEVoQy9M— Supper Mario BrothMay 23, 2025
What makes this so funny, though, is that players have intuited that something was off since the release of the original Mario Kart 8 for Wii U, in 2014. For a decade now, the internet has been full of discussions where fans call 200cc “ridiculous” and “too fast,” only to be met with responses telling them to get good at the game. Some people might commiserate, but it’s also typical to see dismissive replies that tell complainers “you need to get used to it.”
Left with no other choice but to endure it, players will also typically share strategies for surviving 200cc. The most common suggestion? Learn to love braking, maybe even learn how to “brake drift,” which refers to the practice of slowing down slightly before boosting yourself. This way, players can manage corners more easily than they might at full speed. Fans also encourage one another to pick up lighter characters, which handle with more ease.
So far, it’s unclear if follow-up Mario Kart World will include 200cc, or whether or not the mode will accurately represent the speed that the game is supposed to run at. For now, players are mostly celebrating that the woes of Mario Kart 8’s 200cc wasn’t just in their heads.
“This is very vindicating,” reads the top reply to Supper Mario Broth’s X post. “Aaaaaah I knew it!!!” another exclaims.
#turns #out #mario #kart #hasTurns out, Mario Kart 8 has been gaslighting everyone for a decadeThe first time anyone jumps into Mario Kart 8’s 200cc mode can be a shock. The engine class is meant to be the hardest challenge in the game, but even so, racing in 200cc can sometimes feel egregiously punishing. There’s a reason for that: Apparently, the number does not accurately represent the jump in speed that Mario Kart 8 really throws at you. As highlighted by the ever-great Supper Mario Broth, players have crunched the numbers behind all the engine classes only to find that 200cc is a misnomer. If 200cc feels way faster than, say, 150cc, you aren’t imagining it. 200cc is apparently 38% faster than it should be, at least compared to the speed ratio established by slower modes. Here are a couple of graphs breaking it all down. The kicker? What’s called 200cc is really 415cc, relatively speaking. If you have ever felt that 200cc in Mario Kart 8/Deluxe is much faster than it should be, your suspicions are correct. Based on the formula followed by the other engine classes, the speed the game pretends is 200cc is actually 415cc instead. pic.twitter.com/mHnEVoQy9M— Supper Mario BrothMay 23, 2025 What makes this so funny, though, is that players have intuited that something was off since the release of the original Mario Kart 8 for Wii U, in 2014. For a decade now, the internet has been full of discussions where fans call 200cc “ridiculous” and “too fast,” only to be met with responses telling them to get good at the game. Some people might commiserate, but it’s also typical to see dismissive replies that tell complainers “you need to get used to it.” Left with no other choice but to endure it, players will also typically share strategies for surviving 200cc. The most common suggestion? Learn to love braking, maybe even learn how to “brake drift,” which refers to the practice of slowing down slightly before boosting yourself. This way, players can manage corners more easily than they might at full speed. Fans also encourage one another to pick up lighter characters, which handle with more ease. So far, it’s unclear if follow-up Mario Kart World will include 200cc, or whether or not the mode will accurately represent the speed that the game is supposed to run at. For now, players are mostly celebrating that the woes of Mario Kart 8’s 200cc wasn’t just in their heads. “This is very vindicating,” reads the top reply to Supper Mario Broth’s X post. “Aaaaaah I knew it!!!” another exclaims. #turns #out #mario #kart #hasWWW.POLYGON.COMTurns out, Mario Kart 8 has been gaslighting everyone for a decadeThe first time anyone jumps into Mario Kart 8’s 200cc mode can be a shock. The engine class is meant to be the hardest challenge in the game, but even so, racing in 200cc can sometimes feel egregiously punishing. There’s a reason for that: Apparently, the number does not accurately represent the jump in speed that Mario Kart 8 really throws at you. As highlighted by the ever-great Supper Mario Broth, players have crunched the numbers behind all the engine classes only to find that 200cc is a misnomer. If 200cc feels way faster than, say, 150cc, you aren’t imagining it. 200cc is apparently 38% faster than it should be, at least compared to the speed ratio established by slower modes. Here are a couple of graphs breaking it all down. The kicker? What’s called 200cc is really 415cc, relatively speaking. If you have ever felt that 200cc in Mario Kart 8/Deluxe is much faster than it should be, your suspicions are correct. Based on the formula followed by the other engine classes, the speed the game pretends is 200cc is actually 415cc instead. pic.twitter.com/mHnEVoQy9M— Supper Mario Broth (@MarioBrothBlog) May 23, 2025 What makes this so funny, though, is that players have intuited that something was off since the release of the original Mario Kart 8 for Wii U, in 2014. For a decade now, the internet has been full of discussions where fans call 200cc “ridiculous” and “too fast,” only to be met with responses telling them to get good at the game. Some people might commiserate, but it’s also typical to see dismissive replies that tell complainers “you need to get used to it.” Left with no other choice but to endure it, players will also typically share strategies for surviving 200cc. The most common suggestion? Learn to love braking, maybe even learn how to “brake drift,” which refers to the practice of slowing down slightly before boosting yourself. This way, players can manage corners more easily than they might at full speed. Fans also encourage one another to pick up lighter characters, which handle with more ease. So far, it’s unclear if follow-up Mario Kart World will include 200cc, or whether or not the mode will accurately represent the speed that the game is supposed to run at. For now, players are mostly celebrating that the woes of Mario Kart 8’s 200cc wasn’t just in their heads. “This is very vindicating,” reads the top reply to Supper Mario Broth’s X post. “Aaaaaah I knew it!!!” another exclaims.0 Comments 0 Shares 0 Reviews -
Ultron announced alongside new team-up attacks as part of Marvel Rivals Season 2.5
Ultron has stolen Cerebro from the mutants of Krakoa in Marvel Rivals Season 2.5 story, and has now become a playable character, introducing a new map and a slew of new Team-Up changes.“Ultron is a strategist who can provide consistent healing to his allies,” according to Creative Director Guangguang. He attacks with energy beams as his primary attacks and can fly, joining the sky alongside Iron Man, Storm, and the Human Torch.As such, the Team-Up Ability system is being updated “with broader adjustments,” adding six new attacks, removing four, and another that’s been adjusted. Naturally, Ultron and Iron Man have a Team-Up ability where Ultron is allowed to fire Uni-Beam lasers that pierce through anything in its path.Lead Combat Designer Zhiyong detailed new Team-Ups: Venom and Jeff the Land Shark’s “Symbiote Shenanigans” tether to allies for healing; The Punisher and Black Widow’s “Operation: Microchip” grants Widow a piercing line-shot mode; Luna Snow crafts ice arrows for Hawkeye that hit harder the farther the target, even through terrain cover; and Rocket Raccoon and Peni Parker’s “Rocket Network” boosts Peni’s Bionic Spider-Nest and drops armor packs, while she powers up Rocket’s Battle Rebirth Beacon to summon Cyber Webs, Spider-Drones, and Arachno-Mines—though only one beacon can be active at a time. And after fan suggestions, Storm and Jeff receive a “Jeff-Nado” ability similar to Storm’s Team-Up with Human Torch, but instead of a fire tornado, it’s water.However, Luna and Jeff “Chilling Charisma”, Hawkeye and Black Widow’s “Allied Agents”, Spider-Man, Peni, and Venom’s “Symboite Bond”, and Rocket Raccoon and The Punisher’s “Ammo Reload” are being completely removed. But it appears the latter will still be available for Winter Soldier, which makes me, a Bucky main, very happy. However, Iron Man will no longer be part of the “Gamma Charge” team-up, leaving it to just The Hulk and Namor.A few other things were mentioned, like an experimental mode coming June 6 called Ultron’s Battle Matrix Protocol, where players build their own lineup of heroes and craft builds to enhance their traits in a “streamlined, strategic, numerical-based solo tactical” gameplay mode. There are also new hero proficiency avatars on the select wheel and two new personalization systems: mood and emoji for players to express themselves on their nameplate and in-game.The new map: Hellfire Gala: Arakko, Krakoa’s sister island, has been transformed into Ultron’s lifeless mechanical headquarters. And of course, a few character buffs, nerfs, and changes will be introduced.Buffs-Dr Strange - Magneto- Punisher - Squirrel Girl - StormNerfs- Groot - Captain America- Emma Frost - The Thing - Iron Fist- Human Torch- Psylocke - Mister Fantastic - NamorChanges- Luna Snow - Jeff the Land SharkCheck out the video above for the full details.Marvel Rivals season 2.5 is slated to launch May 30, a day after Season 0 Battle Pass comes to a close. After that, seasons are expected to shorten to two months each.See More:
#ultron #announced #alongside #new #teamupUltron announced alongside new team-up attacks as part of Marvel Rivals Season 2.5Ultron has stolen Cerebro from the mutants of Krakoa in Marvel Rivals Season 2.5 story, and has now become a playable character, introducing a new map and a slew of new Team-Up changes.“Ultron is a strategist who can provide consistent healing to his allies,” according to Creative Director Guangguang. He attacks with energy beams as his primary attacks and can fly, joining the sky alongside Iron Man, Storm, and the Human Torch.As such, the Team-Up Ability system is being updated “with broader adjustments,” adding six new attacks, removing four, and another that’s been adjusted. Naturally, Ultron and Iron Man have a Team-Up ability where Ultron is allowed to fire Uni-Beam lasers that pierce through anything in its path.Lead Combat Designer Zhiyong detailed new Team-Ups: Venom and Jeff the Land Shark’s “Symbiote Shenanigans” tether to allies for healing; The Punisher and Black Widow’s “Operation: Microchip” grants Widow a piercing line-shot mode; Luna Snow crafts ice arrows for Hawkeye that hit harder the farther the target, even through terrain cover; and Rocket Raccoon and Peni Parker’s “Rocket Network” boosts Peni’s Bionic Spider-Nest and drops armor packs, while she powers up Rocket’s Battle Rebirth Beacon to summon Cyber Webs, Spider-Drones, and Arachno-Mines—though only one beacon can be active at a time. And after fan suggestions, Storm and Jeff receive a “Jeff-Nado” ability similar to Storm’s Team-Up with Human Torch, but instead of a fire tornado, it’s water.However, Luna and Jeff “Chilling Charisma”, Hawkeye and Black Widow’s “Allied Agents”, Spider-Man, Peni, and Venom’s “Symboite Bond”, and Rocket Raccoon and The Punisher’s “Ammo Reload” are being completely removed. But it appears the latter will still be available for Winter Soldier, which makes me, a Bucky main, very happy. However, Iron Man will no longer be part of the “Gamma Charge” team-up, leaving it to just The Hulk and Namor.A few other things were mentioned, like an experimental mode coming June 6 called Ultron’s Battle Matrix Protocol, where players build their own lineup of heroes and craft builds to enhance their traits in a “streamlined, strategic, numerical-based solo tactical” gameplay mode. There are also new hero proficiency avatars on the select wheel and two new personalization systems: mood and emoji for players to express themselves on their nameplate and in-game.The new map: Hellfire Gala: Arakko, Krakoa’s sister island, has been transformed into Ultron’s lifeless mechanical headquarters. And of course, a few character buffs, nerfs, and changes will be introduced.Buffs-Dr Strange - Magneto- Punisher - Squirrel Girl - StormNerfs- Groot - Captain America- Emma Frost - The Thing - Iron Fist- Human Torch- Psylocke - Mister Fantastic - NamorChanges- Luna Snow - Jeff the Land SharkCheck out the video above for the full details.Marvel Rivals season 2.5 is slated to launch May 30, a day after Season 0 Battle Pass comes to a close. After that, seasons are expected to shorten to two months each.See More: #ultron #announced #alongside #new #teamupWWW.POLYGON.COMUltron announced alongside new team-up attacks as part of Marvel Rivals Season 2.5Ultron has stolen Cerebro from the mutants of Krakoa in Marvel Rivals Season 2.5 story, and has now become a playable character, introducing a new map and a slew of new Team-Up changes.“Ultron is a strategist who can provide consistent healing to his allies,” according to Creative Director Guangguang. He attacks with energy beams as his primary attacks and can fly, joining the sky alongside Iron Man, Storm, and the Human Torch.As such, the Team-Up Ability system is being updated “with broader adjustments,” adding six new attacks, removing four, and another that’s been adjusted. Naturally, Ultron and Iron Man have a Team-Up ability where Ultron is allowed to fire Uni-Beam lasers that pierce through anything in its path.Lead Combat Designer Zhiyong detailed new Team-Ups: Venom and Jeff the Land Shark’s “Symbiote Shenanigans” tether to allies for healing; The Punisher and Black Widow’s “Operation: Microchip” grants Widow a piercing line-shot mode; Luna Snow crafts ice arrows for Hawkeye that hit harder the farther the target, even through terrain cover; and Rocket Raccoon and Peni Parker’s “Rocket Network” boosts Peni’s Bionic Spider-Nest and drops armor packs, while she powers up Rocket’s Battle Rebirth Beacon to summon Cyber Webs, Spider-Drones, and Arachno-Mines—though only one beacon can be active at a time. And after fan suggestions, Storm and Jeff receive a “Jeff-Nado” ability similar to Storm’s Team-Up with Human Torch, but instead of a fire tornado, it’s water.However, Luna and Jeff “Chilling Charisma”, Hawkeye and Black Widow’s “Allied Agents”, Spider-Man, Peni, and Venom’s “Symboite Bond”, and Rocket Raccoon and The Punisher’s “Ammo Reload” are being completely removed. But it appears the latter will still be available for Winter Soldier, which makes me, a Bucky main, very happy. However, Iron Man will no longer be part of the “Gamma Charge” team-up, leaving it to just The Hulk and Namor.A few other things were mentioned, like an experimental mode coming June 6 called Ultron’s Battle Matrix Protocol, where players build their own lineup of heroes and craft builds to enhance their traits in a “streamlined, strategic, numerical-based solo tactical” gameplay mode. There are also new hero proficiency avatars on the select wheel and two new personalization systems: mood and emoji for players to express themselves on their nameplate and in-game.The new map: Hellfire Gala: Arakko, Krakoa’s sister island, has been transformed into Ultron’s lifeless mechanical headquarters. And of course, a few character buffs, nerfs, and changes will be introduced.Buffs-Dr Strange - Magneto- Punisher - Squirrel Girl - StormNerfs- Groot - Captain America- Emma Frost - The Thing - Iron Fist- Human Torch- Psylocke - Mister Fantastic - NamorChanges- Luna Snow - Jeff the Land SharkCheck out the video above for the full details.Marvel Rivals season 2.5 is slated to launch May 30, a day after Season 0 Battle Pass comes to a close. After that, seasons are expected to shorten to two months each.See More:0 Comments 0 Shares 0 Reviews -
The dark Pac-Man Metroidvania secretly has what I can only describe as Pac-Man Championship Edition 3 hidden inside of it
Bandai Namco’s bold new take on Pac-Man — the 2D action platformer known as Shadow Labyrinth — has a secret: Despite being a grim sci-fi, Metroid-inspired game that looks nothing like a traditional Pac-Man sequel, there’s actual real Pac-Man gameplay in here. A new trailer for Shadow Labyrinth reveals the Maze, a portion of the game that for shorthand purposes looks a hell of a lot like Pac-Man Championship Edition 3.
The core gameplay of Shadow Labyrinth has players controlling a mysterious warrior named Swordsman No. 8, who is accompanied by a Pac-Man shaped guide named Puck, battling to become the apex predator of an alien planet. But at certain points in Shadow Labyrinth, you’ll play honest-to-goodness Pac-Man maze levels that draw inspiration from the Championship Edition line of pellet- and ghost-chomping games. Shadow Labyrinth’s take on Pac-Man gameplay adds to the Championship Edition formula, with jumping, boost pads, giant ghost boss battles, and a variety of maze types.
In other words, if Shadow Labyrinth hasn’t quite done it for you thus far, it might be worth checking in on your feelings after watching the game’s new trailer.
Bandai Namco revealed Shadow Labyrinth at last year’s Game Awards. But before that, the game publisher teased a darker, bloodier take on Pac-Man in the form of an animated short in Prime Video’s Secret Level anthology series. Shadow Labyrinth doesn’t appear to be quite as gory as Secret Level’s “Circle,” but it’s definitely a swerve for Pac-Man.
Shadow Labyrinth will be released on July 18, for Nintendo Switch, Nintendo Switch 2, PlayStation 5, Windows PC, and Xbox Series X.
#dark #pacman #metroidvania #secretly #hasThe dark Pac-Man Metroidvania secretly has what I can only describe as Pac-Man Championship Edition 3 hidden inside of itBandai Namco’s bold new take on Pac-Man — the 2D action platformer known as Shadow Labyrinth — has a secret: Despite being a grim sci-fi, Metroid-inspired game that looks nothing like a traditional Pac-Man sequel, there’s actual real Pac-Man gameplay in here. A new trailer for Shadow Labyrinth reveals the Maze, a portion of the game that for shorthand purposes looks a hell of a lot like Pac-Man Championship Edition 3. The core gameplay of Shadow Labyrinth has players controlling a mysterious warrior named Swordsman No. 8, who is accompanied by a Pac-Man shaped guide named Puck, battling to become the apex predator of an alien planet. But at certain points in Shadow Labyrinth, you’ll play honest-to-goodness Pac-Man maze levels that draw inspiration from the Championship Edition line of pellet- and ghost-chomping games. Shadow Labyrinth’s take on Pac-Man gameplay adds to the Championship Edition formula, with jumping, boost pads, giant ghost boss battles, and a variety of maze types. In other words, if Shadow Labyrinth hasn’t quite done it for you thus far, it might be worth checking in on your feelings after watching the game’s new trailer. Bandai Namco revealed Shadow Labyrinth at last year’s Game Awards. But before that, the game publisher teased a darker, bloodier take on Pac-Man in the form of an animated short in Prime Video’s Secret Level anthology series. Shadow Labyrinth doesn’t appear to be quite as gory as Secret Level’s “Circle,” but it’s definitely a swerve for Pac-Man. Shadow Labyrinth will be released on July 18, for Nintendo Switch, Nintendo Switch 2, PlayStation 5, Windows PC, and Xbox Series X. #dark #pacman #metroidvania #secretly #hasWWW.POLYGON.COMThe dark Pac-Man Metroidvania secretly has what I can only describe as Pac-Man Championship Edition 3 hidden inside of itBandai Namco’s bold new take on Pac-Man — the 2D action platformer known as Shadow Labyrinth — has a secret: Despite being a grim sci-fi, Metroid-inspired game that looks nothing like a traditional Pac-Man sequel, there’s actual real Pac-Man gameplay in here. A new trailer for Shadow Labyrinth reveals the Maze, a portion of the game that for shorthand purposes looks a hell of a lot like Pac-Man Championship Edition 3. The core gameplay of Shadow Labyrinth has players controlling a mysterious warrior named Swordsman No. 8, who is accompanied by a Pac-Man shaped guide named Puck, battling to become the apex predator of an alien planet. But at certain points in Shadow Labyrinth, you’ll play honest-to-goodness Pac-Man maze levels that draw inspiration from the Championship Edition line of pellet- and ghost-chomping games. Shadow Labyrinth’s take on Pac-Man gameplay adds to the Championship Edition formula, with jumping, boost pads, giant ghost boss battles, and a variety of maze types. In other words, if Shadow Labyrinth hasn’t quite done it for you thus far, it might be worth checking in on your feelings after watching the game’s new trailer. Bandai Namco revealed Shadow Labyrinth at last year’s Game Awards. But before that, the game publisher teased a darker, bloodier take on Pac-Man in the form of an animated short in Prime Video’s Secret Level anthology series. Shadow Labyrinth doesn’t appear to be quite as gory as Secret Level’s “Circle,” but it’s definitely a swerve for Pac-Man. Shadow Labyrinth will be released on July 18, for Nintendo Switch, Nintendo Switch 2, PlayStation 5, Windows PC, and Xbox Series X.0 Comments 0 Shares 0 Reviews -
Pokémon TCG Pocket unleashes Ultra Beasts in new Extradimensional Crisis packs
Following the release of Triumphant Light, The Pokémon Company has announced the fourth themed booster pack for Pokémon: Trading Card Game Pocket, Extradimensional Crisis, introducing Ultra Beasts to the mobile collectible card game.
Ultra Beasts, first introduced in the Pokémon Sun and Pokémon Moon video games, are enigmatic creatures from another dimension. They arrive through Ultra Wormholes and emit a strange, otherworldly energy. Pokémon TCG Pocket introduces cards like Buzzwole ex, Blacephalon, Nihilego, and Guzzlord ex, including a few more Pokémon from the Alola region, such as the debut of Type: Null.
To mark the Ultra Beasts’ debut in Pokémon TCG Pocket, a themed binder cover featuring these powerful creatures will be available in the Shop starting May 29, purchasable with shop tickets. Additionally, players can highlight their favorite card using a new floral display board, which can be obtained with event shop tickets earned during the upcoming Wonder Pick event, running June 11-28.
There will be three events during June to coincide with the release. The first is the Ultra Beast Drop Event starting June 3-13, where players can take on special solo battles to earn new promo cards, including Ultra Necrozma ex. The Wonder Pick Event next starts June 11-21, where promo cards for Poipole and Stufful will be available to pick. Lastly, the Ultra Beast Mass Outbreak Event starts June 22-28, where Ultra Beast-related cards will have increased chances of appearing in rare picks and bonus picks.
Collecting Pokémon cards through the app might be the safer — and less stressful — option right now. You don’t want to be competing against the scalpers who camp outside GameStop literally risking their lives to get Pokémon cards.
#pokémon #tcg #pocket #unleashes #ultraPokémon TCG Pocket unleashes Ultra Beasts in new Extradimensional Crisis packsFollowing the release of Triumphant Light, The Pokémon Company has announced the fourth themed booster pack for Pokémon: Trading Card Game Pocket, Extradimensional Crisis, introducing Ultra Beasts to the mobile collectible card game. Ultra Beasts, first introduced in the Pokémon Sun and Pokémon Moon video games, are enigmatic creatures from another dimension. They arrive through Ultra Wormholes and emit a strange, otherworldly energy. Pokémon TCG Pocket introduces cards like Buzzwole ex, Blacephalon, Nihilego, and Guzzlord ex, including a few more Pokémon from the Alola region, such as the debut of Type: Null. To mark the Ultra Beasts’ debut in Pokémon TCG Pocket, a themed binder cover featuring these powerful creatures will be available in the Shop starting May 29, purchasable with shop tickets. Additionally, players can highlight their favorite card using a new floral display board, which can be obtained with event shop tickets earned during the upcoming Wonder Pick event, running June 11-28. There will be three events during June to coincide with the release. The first is the Ultra Beast Drop Event starting June 3-13, where players can take on special solo battles to earn new promo cards, including Ultra Necrozma ex. The Wonder Pick Event next starts June 11-21, where promo cards for Poipole and Stufful will be available to pick. Lastly, the Ultra Beast Mass Outbreak Event starts June 22-28, where Ultra Beast-related cards will have increased chances of appearing in rare picks and bonus picks. Collecting Pokémon cards through the app might be the safer — and less stressful — option right now. You don’t want to be competing against the scalpers who camp outside GameStop literally risking their lives to get Pokémon cards. #pokémon #tcg #pocket #unleashes #ultraWWW.POLYGON.COMPokémon TCG Pocket unleashes Ultra Beasts in new Extradimensional Crisis packsFollowing the release of Triumphant Light, The Pokémon Company has announced the fourth themed booster pack for Pokémon: Trading Card Game Pocket, Extradimensional Crisis, introducing Ultra Beasts to the mobile collectible card game. Ultra Beasts, first introduced in the Pokémon Sun and Pokémon Moon video games, are enigmatic creatures from another dimension. They arrive through Ultra Wormholes and emit a strange, otherworldly energy. Pokémon TCG Pocket introduces cards like Buzzwole ex, Blacephalon, Nihilego, and Guzzlord ex, including a few more Pokémon from the Alola region, such as the debut of Type: Null. To mark the Ultra Beasts’ debut in Pokémon TCG Pocket, a themed binder cover featuring these powerful creatures will be available in the Shop starting May 29, purchasable with shop tickets. Additionally, players can highlight their favorite card using a new floral display board, which can be obtained with event shop tickets earned during the upcoming Wonder Pick event, running June 11-28. There will be three events during June to coincide with the release. The first is the Ultra Beast Drop Event starting June 3-13, where players can take on special solo battles to earn new promo cards, including Ultra Necrozma ex. The Wonder Pick Event next starts June 11-21, where promo cards for Poipole and Stufful will be available to pick. Lastly, the Ultra Beast Mass Outbreak Event starts June 22-28, where Ultra Beast-related cards will have increased chances of appearing in rare picks and bonus picks. Collecting Pokémon cards through the app might be the safer — and less stressful — option right now. You don’t want to be competing against the scalpers who camp outside GameStop literally risking their lives to get Pokémon cards.0 Comments 0 Shares 0 Reviews
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