Monday, March 30, 2026

Marathon Review

From ARC Raiders to Escape From Duckov, extraction shooters seem to be enjoying something of a renaissance right now, to the delight of FPS fans like myself. But of all the newcomers to that space, none have captured my attention more than Marathon since I first played its early alpha over a year ago. Even through some of Bungie’s recent lows, the notion of taking the high-stakes looting deathmatch that is an extraction shooter and combining it with the unparalleled shooting for which the studio is known has always been an awesome idea. Now, having sweated it out for over 65 hours in Marathon’s most unforgiving maps and game modes, that rad concept turned out exactly as well as I was hoping it would, with absolutely stellar gunplay, a shocking amount of compelling lore to dive into, and a loot grind so hard to step away from that I’ve had trouble finding time to finalize my thoughts in between runs. There’s still plenty of room for tweaking – whether it’s balancing some of the playable Runners, adding a map or two, and especially cleaning up the war crime that is the UI – but this is already my favorite extraction shooter, and I have no doubt I’ll be playing it for some time to come.

I’ve always had a difficult time describing exactly what makes a Bungie gun feel so damn good but, whatever it is, Marathon’s got it. Maybe it’s the deliberate musicality to weapons, like that crisp snap from a rifle report, the metallic clink of a trigger, or those amazing hollow thuds when you land a shot. Maybe it’s the way recoil feels rhythmic, with pulse rifles kicking like a heartbeat and handcannons bucking theatrically. Maybe it’s the way the world reacts to your shots, with shields crackling and splintering and enemy NPCs staggering in place as you riddle them full of holes. Maybe it’s invisible qualities, like the almost perfectly tuned bullet magnetism and finessed projectile speeds, all working together to make you feel slightly better than you actually are. An old Bungie dev once told me that the secret to building a great shooter is in making four seconds of gameplay that feel perfect, then repeating those four seconds as many times as you can. I don’t know if this remains a guiding philosophy of the current team but, in any case, they really seem to have nailed just that.

With Bungie’s world-class gunplay making the migration to Marathon, it’s not surprising that some of the same flaws I associate with the studio have also made their way over, the chief of which is bad geometry. From getting caught on parts of the environment that feel like they shouldn’t impede me to the fairly hit-or-miss mantling, I find myself once again screaming during especially tense moments when my character can’t seem to climb up a ledge for the third time in a row, while my teammates suffer through an ambush without me. Movement in general can feel a little frustrating early on, like how you take severe fall damage from fairly moderate heights and constantly have to keep your eye on the “heat” gauge (effectively a stamina meter) or risk overheating and becoming a sluggish blob for a time. This becomes less of an issue once you’ve snagged a few perks from the upgrade tree, but I can also already imagine how bad it’ll feel to go back to not having them every time progress resets at the end of each season. In some ways, these limitations serve as interesting obstacles for you to work around, forcing you to approach vertical environments (especially during fights) with extreme caution, or making you think about how much running you’re doing – both to prevent overheating and also to remain undetected by enemy squads. But they can also be a bit irritating, especially when combined with awkward terrain that can frustrate otherwise smooth looting and gunplay.

As someone who adores PvP, one massively refreshing aspect of Marathon to date is how far it deviates from the group hug energy of ARC Raiders’ PvE-friendly community. Don’t get me wrong, cooperating with other players can be a good time, but one of the major drawbacks is that you don’t get to see the PvP shine when it happens so rarely. In a game like Marathon, with Bungie’s legendary FPS chops on full display, I’d be pretty disappointed if PvP encounters were as uncommon as they’ve become in ARC Raiders, because those gunfights are without question the best part of any match. And by God is Marathon an absolutely disgusting pit of vengeful players mercilessly shooting and stabbing everyone on sight – these are my people. The pressure of two teams squaring off in claustrophobic, dark hallways, as you try to outmaneuver one another makes for some of the most tense encounters I’ve ever had, and the loot reward you get for winning those firefights is worth the stress (after all, the best way to loot is to let someone else do it for you and then take it from their cold, dead hands).

The pressure of two teams squaring off in claustrophobic, dark hallways, as you try to outmaneuver one another makes for some of the most tense encounters I’ve ever had.

The mark of a great extraction shooter is that “one more run” feeling, and a big part of that lies in how fun the long-term loot game and progression is. That relies on both the badass weapons and gadgets you’ll find, as well as the quest items you’re asked to collect if you want to unlock an upgrade or complete a mission you’ve been given. After dozens of hours, I’m still completely glued to my screen. I’m poring over dense menus and trees to figure out which map I’ll need to play to complete this quest or loot that item, then going into battle with a specific set of objectives in mind – only for it to all go to hell when I run into a rival gang and the shrapnel starts flying. Finding a prestige-tier weapon or piece of equipment that completely changes how you play, like a backpack that generates ammo from thin air whenever you score a kill, makes all the pain of defeat you’ll inevitably suffer worth the heartache. But even when you lose it all, you might at least clear a quest or manage to gather a few materials needed to buy an upgrade that makes you just a little less likely to get your ass handed to you in the future. Unlocking a perk that decreases how much heat you generate from running around, or reduces the fall damage you take, can be a pretty big game changer in the long run – so I almost always felt like I was moving the needle forward in some way.

If there’s one thing holding this awesome progression climb back, it’s the fact that onboarding is quite tough, as very little is explained to you. I certainly benefitted from having played loads of extraction shooters before, as well as the crash courses Bungie gave me during previous preview sessions – but even with all that, there are still lots of moments where you just have to puzzle through some of the more complex systems. With a whole bunch of confusing mod slots to fill and upgrade menus that demand quite a bit of your time to fully understand, it takes quite a few hours of playing to get the hang of some pretty basic stuff. Worst of all are the extremely poorly explained mission objectives while out in the world that are sometimes represented by a single floating icon. This is by no means at the same level of obtuseness as something like Escape From Tarkov, and some of this friction seems like it’s just part of the extraction shooter DNA, but I could definitely see some folks bouncing off Marathon because of stuff like this, and that’s not ideal.

There’s also an impressive amount of diversity in the small handful of maps currently available. Perimeter, the starting map, is a spread out series of structures that isn’t the most interesting map and has a lot of empty space, but is perfectly tuned for newer squads as they rotate from each of the miniature hubs and start to dip their toes into the kill-or-be-killed nature of Tau Ceti IV. Dire Marsh is a massive, sprawling swamp that’s a sniper’s dream, and ups the ante both in terms of the loot to be claimed and the caliber of the players it draws. Outpost is perhaps the best extraction shooter map ever made, with tons of loot and secrets crammed into its tiny, highly vertical design. It corrals players into near constant conflict as they race to acquire keycards and break into the vault-like facility where all the best goodies are kept. Extracting from each of these maps requires you to significantly level up your skills and understanding of Marathon’s challenging gameplay and mechanics, providing yet another ladder to climb as part of its already stellar progression systems. That said, I can’t help but feel a bit disappointed at having only four maps to explore at launch, even though those four are pretty great across the board. Here’s hoping Bungie can stick the landing with the live-service model by providing a steady stream of new places to battle it out over time.

Marathon makes use of the hero shooter model, with different character classes that have pre-loaded abilities that compliment one another and appeal to different kinds of players. However, this is one area in which this shooter falls a bit short. Sure, you can turn invisible or hide yourself in clouds of smoke as the slippery Assassin, or heal and revive others as the support character Triage, but these archetypes are mostly generic shapes of characters that we’ve seen a bunch already– and are done a bit better in plenty of other games. They’re certainly not bad, and I’ve actually had a great time giving each a try to figure out which I jive with the most. But compared even to Bungie’s own Destiny, where each class has an extremely unique identity and a suite of interesting skills, Marathon just feels a little underwhelming in this regard. It’s also only been a couple weeks since Marathon came out and I already feel like certain Runners lag behind their peers, like how weak Recon’s ability to ping enemy locations is relative to Destroyer’s defensive shields and devastating shoulder-mounted rockets.

Managing your inventory, which quickly becomes a convoluted jumble of hard-to-identify items, can be quite frustrating.

After the server slam a few weeks back, one of my main complaints was that the UI and menus were an incoherent mess that I still felt like I was wrestling with after 20 hours. Now, having gotten quite far into the weeds with the final product, that frustration has only deepened with understanding. While certainly as stylish as just about everything in Marathon, the menus are a painful jumble of squares and rectangles that feel like they were designed with vagueness in mind. For example, it’s baffling to me that mods are represented by identical, nondescript icons, so you have to physically hover your cursor over them to even understand what they are. Managing your inventory, which quickly becomes a convoluted jumble of hard-to-identify items, can be quite frustrating for this reason – especially when you’re in the heat of combat and need to make a swap of some kind, but first have to figure out which absurdly generic item is the one you’re looking for. There are other small things, like how the controls handle swapping held items for ones you find, or moving things like mods from your weapon to your backpack that are just way more cumbersome than they need to be. This is the area I think needs to most immediately improve – it’s quite messy as of now.

While bad UI isn’t the most surprising issue in an extraction shooter – where that’s practically the industry standard – one area in which Marathon unexpectedly excels is through its lore and drip-fed story. After almost every mission I’ve had factions to meet or chat with, a few quick lines of dialogue thrown my way, or some lore unlock for me to read. I’ve found myself really interested in learning more about this creepy world and its bizarre inhabitants, like the bioscience AI Nona, who talks to you as a weird silk worm and asks you to unlock the hidden potential of your Runner shells. Once you reach level 25 and start getting pulled into the Cryo Archives and the endgame content, these loose threads and hints at the mysteries of this unsettling universe start to feel like they’re coming together. I won’t spoil the particulars, but longtime fans of the Marathon universe should be pretty pleased with what’s in store, and I’m really curious as to where they’ll go next.

I’ve spent a fair amount of time now diving into Marathon’s most harrowing mode yet, the Cryo Archive, and am happy to report that it’s one of the most intense and badass things Bungie has created in a long while.

Speaking of the endgame, I’ve spent a fair amount of time now diving into Marathon’s most harrowing mode yet, the Cryo Archive, and am happy to report that it’s one of the most intense and badass things Bungie has created in a long while. The special map requires that you bring some of your best loot into battle (a minimum ante of 5,000 credits worth of gear), and transports you to the first floor of the UESC Marathon ship from the original game. What starts out as a straightforward process of taking down beefed up NPC enemies and unlocking higher levels of security clearance to access other wings of the ship devolves into absolute mayhem when you inevitably encounter enemy players armed to the teeth and fighting for their lives. With the best loot currently available up for grabs, and a fairly high barrier of entry just to get into the map, this place is guaranteed to be packed almost exclusively with tryhards leaning all the way forward in their Secret Lab chairs with your demise occupying their every thought. Not only are you expected to outplay them all while surviving a constant stream of robot foes, but you’ll have to learn one of the most labyrinthine maps I’ve ever seen and figure out various puzzles to open up vaults or even extract out of the level. You’ll also need to contend with the possibility of eventually reaching the final boss in the center of it all, while also keeping your eye on the timer that ticks down from 30 minutes and will kill you if you don’t find a way out in that time. My runs in Cryo have been filled with devastating losses and overwhelming victories that made me feel like an absolute badass (and rewarded me for my sweatiness accordingly), and it’s been incredibly hard to step away from these past two weekends.

There’s also a ranked playlist that requires you to bring in a certain level of valuable gear (similar to Cryo Archive), and pits you against some of the most skilled players Marathon has to offer as you try to acquire a certain threshold of loot before successfully extracting. It’s an awesome addition, since it turns every map into the same cesspool of no-lifers that you find in Cryo, and offers some unique cosmetics and other incentives for risking it all in the name of glory. I’m not nearly good enough to seriously compete in this mode just yet, but could absolutely see myself practicing and grinding my gear to the level where I could compete here. The prospect of that climb lends a near limitless level of replayability for an aspiring cold-blooded killer like myself.

I should also mention just how good Marathon looks and performs, as even playing on my regular, ol’ Xbox Series X I almost never encountered connection problems, dropped frames, or technical issues. Really the only issue I’ve encountered were two or three crashes that happened while I was in the middle of a match, but I was able to load these matches back up and rejoin the action anyway. Not only are the frames rock solid, but environments are stylish as hell, with spooky and offputting loading screens that show weird metaphors for transhumanism and immortality – and gorgeous levels that have an odd, artificial feel to them. I will say that after playing more than a dozen hours in a single day I left feeling like I was losing my mind from prolonged exposure to that incredibly unsettling aesthetic, but hey, maybe that’s how I should feel about my life.



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Sunday, March 29, 2026

Crimson Desert Hits New Steam Concurrent Player Peak as Latest Game-Changing Update Kicks In

Crimson Desert has hit a new Steam concurrent player peak during its second weekend, after another game-changing update brought a raft of improvements to the open world action adventure.

Developer Pearl Abyss released update 1.01.00 (patch notes, courtesy of Steam, are below) this morning, sparking excitement within the Crimson Desert community as a number of significant changes kicked into gear. For example, the patch added five summonable mounts (the lack of summonable mounts was a big criticism in the wake of the game’s release), decreased loading times for fast travel and revival, and improved the controls further. But these are just a few examples of the positive changes — the patch includes a long list of pretty meaningful tweaks that combine to make a big impact on the overall Crimson Desert experience.

Pearl Abyss has pumped out these big updates remarkably quickly. Crimson Desert hasn’t even hit the two weeks on-sale mark, and already a series of patches have helped turn what was a ‘mixed’ Steam user review rating into a ‘very positive’ rating. Now, Crimson Desert has actually increased its peak concurrent player count on Steam, hitting 276,261 on Sunday. At the time of this article’s publication, Crimson Desert was the third most-played game on Steam, behind Valve’s own Dota 2 and Counter-Strike 2.

Of course, none of this takes into account how Crimson Desert is doing on consoles, so the game’s overall player count will be much higher (neither Sony nor Microsoft make player numbers public).

This week, Pearl Abyss CEO Heo Jin-young responded to questions on Crimson Desert at a Q&A session following a shareholders' meeting, and, according to reports from the South Korean media, the game is on its way to 5 million sold having hit the 3 million mark just this week. According to the Korean business press, Pearl Abyss reportedly spent seven years making Crimson Desert, with development costs coming in at 200 billion won (approx. $133 million).

As part of the Q&A, Heo Jin-young acknowledged criticism of Crimson Desert’s story. "I sympathize to some extent with the disappointment users feel regarding the story,” Heo Jin-young said, as reported by Yonhap News Agency. “I think it would have been nice if we could have done a better job with it. The production team tried to make up for the shortcomings in the remaining time, but ultimately, we focused on strengthening the gameplay, which is what we do best."

Meanwhile, there are no solid plans on any DLC, and don’t expect official mod support any time soon, but a Nintendo Switch 2 version is apparently being explored.

Crimson Desert update makes game-changing improvements

So, let’s have a look at this patch then. Yes, the five summonable mounts are welcome, but there are a number of other highlights for me. Here’s a big one:

  • Improved locked doors so that an interaction button is displayed, allowing players to choose whether to use a key to open the door.

Thank goodness! Finally, I won’t have to roll the dice on whether a door is locked or not. Those keys are safe! And there’s this:

  • As part of ongoing visual improvements, replaced select 2D visual assets to better align with the game's art direction.

That’s clearly a reference to the AI-generated art that made its way into Crimson Desert for launch, and for which Pearl Abyss had apologized. And how about this?

  • Changed criminal acts to not decrease Contribution before an NPC witnesses the act.

Well that just makes stealing a lot more fun, doesn’t it? Then there’s all the improvements to flight, stamina use, and the user interface. The list goes on.

While you wait for the next Crimson Desert patch, we’ve got plenty more on the game to check out, including an article on how Crimson Desert players are building a cat army — and some are even honoring the memory of their IRL cats who passed away.

If you’re jumping into Crimson Desert’s huge open world, we recommend you take a look at our guide to Things to Do First in Crimson Desert, plus Things Crimson Desert Doesn’t Tell You (we’ve got 28 and counting!). We’ve also got a guide to the Best Early Weapons we recommend picking up, the Best Skills to Get First (including a handy explainer of the skills system), and 34 Essential Tips and Tricks to help you succeed in Pywel.

Crimson Desert update 1.01.00 patch notes:

Content

  • Added 5 new mounts that can be obtained and summoned after completing certain conditions.
    • Mounts:
      • Legendary Animals: White Bear, Silver Fang, Snowwhite Deer
      • Boss' Mounts: Rock Tusk Warthog, Icicle Edge Alpine Ibex
      • The people of Pywel are not afraid of tamed animals, so feel free to travel through towns with these mounts.
      • If you had already caught any of the Legendary Animals before this patch, you will retroactively receive the corresponding reward in the "Extra Rewards List" when you get into the game.
  • Added chests containing various materials throughout Pywel.
  • Added the "Refinement Token" item. With this item, equipment can be tempered up to Stage 4 without consuming any additional materials. Refinement Tokens can be obtained from certain main and faction quests.
  • Added a "Make Now" function which allows food and items to be cooked/crafted immediately in the Cooking/Crafting menu once a recipe is selected, without having to separately select ingredients.
  • Added a "Store all selected items" function to move all items from the inventory to your private storage. (Keyboard: Shift+RMB/ PS5: □ / Xbox: X)
  • Moved the the private storage chest in Howling Hill Camp, previously located behind Karl, to inside Kliff’s tent.
  • Added wholesale grocer shop NPCs to regional farms in Pywel, and accordingly adjusted the quantity of certain Knowledge entries.
  • Improved shop item knowledge acquisition so that knowledge for all items sold in shops can now be learned at once, with the learning time set to 3 seconds.
  • Improved locked doors so that an interaction button is displayed, allowing players to choose whether to use a key to open the door.
  • Improved pets so that they do not stray excessively far away during combat.
  • Fixed an issue where pets in certain situations were unable to loot during combat.
  • Improved wells so that 5 units of water can be obtained at a time.
  • Improved the Mining Knuckledrill so that items obtained from drilling can be collected immediately.
  • Improved the Demenissian Chainsaw item so that lumber from felled trees can be collected immediately.
  • Changed the crafting materials for the Kuku Watcher Pack.
  • Improved Abyss Cells dropped from destroying disappearing rocks so that they can now be placed into the Kuku Pot.
  • Improved the Knowledge Helm so that all obtainable knowledge visible on the screen can be acquired at once.
  • Slightly increased the treasure detection range of the Pirate King Hat.
  • Additional inventory expansion items obtained after reaching the maximum inventory expansion limit (240 slots) will now be granted as boxes containing crafting materials and other items.
  • Made the Abyss more convenient to play.
  • Reduced the chance of pickpockets running into houses while fleeing.
  • Increased the maximum camera distance in Photo Mode, added a field of view adjustment feature, and a camera shutter sound effect.
  • As part of ongoing visual improvements, replaced select 2D visual assets to better align with the game's art direction.
  • Fixed an issue where resting or waiting at beds, campfires, and similar objects were unavailable.
  • Fixed an issue where Damiane and Oongka would become invisible under certain circumstances.
  • Fixed an issue where money deposited in the bank could disappear when interest was refreshed under certain circumstances.
  • Changed sealable items so that when they become lost, sealable items will become sealed and items that cannot be sealed are registered as lost items.
  • Improved the system so that leaving out a sealable item and then saving and reloading the game triggers either a sealed or lost item notification.
  • Changed criminal acts to not decrease Contribution before an NPC witnesses the act.
  • Changed the functionality of an item. (To prevent spoilers, the changes are listed in the dropdown menu below.):
    • Changed the functionality of the 'Master Du's Circlet' item.
    • Once equipped, pressing the item use prompt keys will immediately fire projectiles.

Controls & Combat

  • Improved movement controls for both the player character and horse.
    • Movement speed increases by holding down the running key.
    • Movement speed increases by tapping the running key once.
    • Movement speed for the player character and horse will no longer decrease even if the running key is not held continuously.
    • (Please note that maintaining the full sprint state still requires periodic input of the sprint button.)
  • Improved the usability of Flight.
    • Reduced Flight's stamina consumption.
    • Fixed the issue where the character briefly stops for a moment before moving with Flight.
    • Improved Flight so that equipped equipment can be used while flying.
    • Improved an issue where Flight would not activate in certain situations.
  • Changed the mechanics of Aerial Stab. Because there was an unintended issue that allowed the skill to be used repeatedly in midair, Aerial Stab was adjusted so that it can still be used as a fun movement mechanic without disrupting overall game balance.
    • Improved the animation for Aerial Stab.
    • Changed Aerial Stab so that the stamina required for the skill increases with each consecutive use.
    • Fixed an issue where Aerial Stab would not activate when Kliff had a different main weapon other than a one-handed sword equipped.
  • The stamina requirements for Aerial Maneuver and Aerial Swing have been reduced.
  • Improved the interaction range to make interacting with NPCs more convenient.
  • Improved the player character's turning responsiveness during short-distance movements.
  • [Keyboard/Mouse] Fixed an issue where the Blinding Flash and Spinning Slash skills would be interrupted when continuously being inputted under certain conditions.
  • [Keyboard/Mouse] Improved so that items can be sold by double-clicking them in shops.
  • Added weak point indicator effects for each element.
  • Adjusted certain bosses and enemies so they do not attack immediately after the player character dies and revives.
  • Fixed an issue where Meteor Kick could be cast in midair even when there was no reachable ground.
  • Added an aim key guide for tool-type items.
  • Changed weapons so that they can now be drawn using the unsheathe weapon key, and improved the UI so that this key guide is displayed during combat.
  • Fixed an issue where the stun gauge would sometimes reset instantly when a boss using a mount fell off it.
  • Changed Small and Medium Stoneback Crabs to fall backwards when hit by the Force Palm ability.
  • [Keyboard/Mouse] Improved inventory usability as follows:
    • Changed selecting and using items from mouse hover to mouse click.
    • Left-click to select items in the inventory.
    • Right-click or double-click to use items.
  • Reduced Stamina consumption while sprinting and using Crow Wings.
  • Fixed an issue where the knockback range of Focused Repulsion was abnormally large.
  • Made an adjustment so that the wheels of Desert Marauder Rusten can no longer be destroyed from beyond a certain distance.
  • Fixed an issue where Roll and Evade could not be performed while using focus skills.
  • [Keyboard/Mouse] Added a "Precise Control" feature for Axiom Force. Holding Q or the mouse back button while moving the mouse now allows objects to be moved more precisely.
  • Improved objects so that they are easier to interact with.
  • Improved the UI to display a guide message when attempting to draw a weapon in locations or states where weapons cannot be drawn.

Quests

  • Improved the transition into the liberation sequence so it feels less abrupt while liberating a location.
  • Fixed an issue in the Prologue quest “New Journey” where progression could be blocked if the player throws an object at Sebastian to attack him.
  • Fixed an issue in the Chapter 2 quest "Missing Companion" where the delivery target sometimes disappeared during the quest.
  • Fixed an issue in the Chapter 3 quest "Dance with the Devil" where destroying the totems would occasionally not reduce the totem count.
  • Added additional guide prompts where guidance was previously lacking.

UI Fixes & Improvements

  • Added a feature that allows the minimap to be fixed with North (N) at the top.
  • Added information in the Skills menu showing stat increases for the next skill level.
  • Added icons on the minimap to indicate the locations of keys and anvils.
  • Improved the Notifications menu to allow checking quest/challenges progress (accepted, completed, updated), reward information, and time details. The maximum number of stored notifications has also been increased to 2,000.
  • Added an icon to the Journal menu to indicate new quests.
  • Improved the minimap so that faction facilities are displayed when that particular faction's liberation gauge is shown.
  • Improved the overall main screen notifications, including how long they are displayed and when they disappear.
  • Improved the Cooking/Crafting menu so that recipes of the same type (Filling, Satisfying, Hearty) are displayed as a single group.
  • Improved the Duo game so that a key guide for peeking is displayed during gameplay.
  • Removed the whiteout effect during the retry loading sequence after death.
  • Improved the Knowledge menu UI so that both main categories and subcategories can be viewed at once.
  • Changed the key guide UI image for PlayStation controller's L3/R3 buttons and Xbox controller's LS/RS buttons.
  • Changed the Inventory UI so that when using Pouch-type items, "Use All" is the option selected by default.
  • Improved the text color of UI descriptions to appear brighter.

Graphics & Settings

  • Improved rendering stability and visual quality in low-resolution environments or when upscaling is enabled.
  • Improved the rendering of translucent materials such as hair, fur, and clothing when FSR-RR / DLSS-RR is enabled.
  • [PlayStation 5] Added a “Fixed 4K Output” option to provide a sharper gameplay experience.
    • When this option is enabled, the game will output at 4K resolution regardless of whether the display natively supports 4K, allowing for a sharper image.
    • On the base PlayStation 5 in Performance Mode, enabling this option will allow you to upscale with FSR.
    • This option is enabled by default and can be disabled.
    • When disabled, the game will output according to the maximum resolution supported by the monitor.
  • Fixed an issue where screen noise would increase during long gameplay sessions.
  • Fixed an issue where displacement mapping was not applied correctly when DLSS-RR was enabled. In addition, the DLSS-RR preset has been changed from D to E, improving overall visual quality and fixing an issue where texture animations, such as waterfalls, could stop playing.

Performance, Stability, Gameplay

  • Loading times have been reduced when traveling via Abyss Traces and when respawning after death.
  • Fixed several stability, performance optimization, and crash issues across PC, console, and Mac.
  • Fixed an issue where frame drops occurred during the battle against Crowcaller.

Localization

  • Fixed a UI issue where the current quest objective could incorrectly display certain item descriptions instead.
  • Fixed various localization errors and improved localization quality (game advice, etc.) across all languages.

Others

  • Added sound effects when certain animals eat meat.

Other Fixes

  • Fixed an issue where certain interactions would not function when enhancing some tools.
  • Fixed an issue in the Twisted Thicketway Abyss where the Skybridge Gate could be opened without restoring the adjacent Abyss.
  • Improved cows not properly following during herding.
  • Fixed an issue where greeting others while having a low bounty could trigger a crime.
  • Fixed an issue where using Nature's Snare affected nearby NPCs.
  • Fixed an issue where housing mode would close when pressing the drag button outdoors.
  • Fixed an issue where falling onto shallow water could occasionally cause the character to dive to an abnormal location.
  • Fixed an issue where the effect of the Energy Drain Abyss gear would not activate.
  • Fixed an issue where unintended functionality was applied to the Constellation Helm.
  • Fixed an issue where movement speed would briefly decrease before initiating gliding.
  • Fixed an issue where items would be put away when changing equipment via quick slot while equipment was already drawn.
  • Fixed an issue where bow aiming was not possible in certain situations.
  • Fixed an issue where using Blinding Flash Finisher at the edge of a cliff would launch the character far away.
  • Fixed an issue where some UI elements would overlap when displayed at the same time under certain circumstances.
  • Fixed an issue where attacking NPCs with trees was not considered a crime.
  • Fixed various other in-game issues.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.



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The Best Deals Today: Death Stranding 2, Switch 2 Games, Chainsaw Man Blu-ray, and More

A new weekend has arrived, and today, you can save big on Death Stranding 2: On The Beach, Code Vein II, My Hero Academia: All's Justice, Trails in the Sky 1st Chapter, LEGO R2-D2, and more. Check out our top picks for Sunday, March 29, below.

Amazon's Big Spring Sale is also live this weekend, so check out our full roundup for even more deals.

Death Stranding 2: On The Beach for $29.99

Death Stranding 2: On the Beach for the PlayStation 5 just dropped to $29.99 as part of the Amazon Spring Sale. Previously, the lowest we've seen physical PS5 copies was $49.99, so this marks a new low price. DS2 has hundreds of hours of content with an incredible narrative, extensive gameplay mechanics, and much more. Enter Australia as Sam Porter Bridges and connect the world once more.

My Hero Academia: All's Justice for $39.99

My Hero Academia: All's Justice covers the epic conclusion of MHA, featuring the climactic final battle of Deku and Class 1-A versus Shigaraki and All for One. This weekend, you can score a copy of All's Justice for $39.99. One of the best new features of this game is the Hero's Diary mode, bringing brand-new original interactions and scenes between MHA's cast.Trails in the Sky 1st Chapter for $49.99

Trails in the Sky 1st Chapter for $49.99

Trails in the Sky 1st Chapter is the very first entry in the beloved Trails series, and this remake from last year brought new life into the original game. Considering 2nd Chapter is set to release later this year, this is a great time to pick up 1st Chapter if you've never had a chance to check it out.

Switch 2 Games on Sale

Amazon has numerous Nintendo Switch 2 games on sale, including Final Fantasy VII Remake Intergrade, which is a tremendous port on the platform. There are major RPGs, platformers, and action games on sale, so now is a great time to grow your library.

Chainsaw Man Season 1 Limited Edition Blu-ray for $50.99

Chainsaw Man's first season only officially released on Blu-ray as of late last year, so while this release is pretty recent, you can save $30 off today at Amazon. The Limited Edition packs in all twelve episodes of Season 1, featuring both Japanese and English audio. Plus, you'll also get a lenticular slipcase, a 72-page booklet of production material, and on-disc art galleries.

LEGO Star Wars R2-D2 Set for $79.99

LEGO Star Wars fans - here's a deal for you! Amazon has the amazing R2-D2 set priced at $79.99, saving you $20. This set features 1050 pieces, plus Darth Malak and R2-D2 minifigures in addition to the major R2-D2 droid. Speaking of, you can rotate R2-D2's head 360 degrees, use its detachable third leg, and more.

Dragon Quest VII Reimagined for $49.99

Dragon Quest VII Reimagined is one of the biggest RPG releases of the year so far, and this weekend, you can score a copy of the game on any platform for $49.99! This is a great entry to start with if you've never played a Dragon Quest adventure before, or if you're keen on exploring more of the series after the HD-2D Erdrick Trilogy Remakes!

Code Vein II for $49.99

Code Vein II is on sale for the first time since launch, and you can save $20 off a PS5 or Xbox Series X|S copy. This soulslike action RPG features an open world and multiple other evolutions from the first game. If you're someone looking for your next RPG, this could be a great option, especially for $49.99.

Jurassic 4K Blu-ray 7 Movie Set for $69.99

If you're of Jurassic Park, this 4K Blu-ray set is the best way to take home the experience for your home theater. For $69.99, you're getting the Jurassic Park trilogy, the Jurassic World trilogy, and the latest film, Jurassic World Rebirth. This package includes hours of bonus features, too, like cast interviews, deleted scenes, making-of documentaries, visual effects, and more.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.



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Death Stranding 2: On the Beach for PS5 Drops to Just $29.99 During the Amazon Spring Sale

Heads up: Death Stranding 2: On the Beach for the PlayStation 5 just dropped to $29.99. This is the best video game deal right now during the Amazon Spring Sale and beats out the $49.99 price I saw during Black Friday. I played and beat DS2 right after it came out. It might not appeal to everyone, but this was my top #2 game of 2025. From the "nonsensical" story to the "grind" of delivery packages - I loved every minute of it.

Update: If Amazon is out of stock, you can get it for the same price at Best Buy.

Death Stranding 2: On the Beach for PS5

Death Stranding 2 resumes the story of Sam Porter in his ongoing mission to deliver packages for a greater good while taking care of his newly adopted kid, Lou. The epic story is absolutely over-the-top ridiculous and is anchored by incredible visuals. The voice acting and motion capture draws from an ensemble celebrity cast that includes Norman Reedus, Elle Fanning, Troy Baker, Léa Seydoux, Shioli Kutsuna (Yukio in Deadpool), and even fellow directors such as Guillermo Del Toro and George Miller. Last but certainly not least, let's not forget about the audio. The soundtrack in this game featuring Woodkid among others is surreal and haunting. For those of you worried about game performance, don't be. In my experience, it runs really well in performance mode on a standard PS5 console.

The gameplay involves setting up optimal routes in order to efficiently deliver packages across the vast map, although there is a healthy dose of Metal Gear Solid inspired combat, moreso than in the first Death Stranding game. You are given a huge arsenal of tools, weaponry, and vehicles at your disposal, and every objective can be tackled in countless different ways. To say that DS2 is a "Fedex simulator" is a gross oversimplication, unless Fedex drivers have access to zip-lines, exoskeletons, sniper rifles, a ship that can move like a submarine underground, and a sentient puppet.

Simon Cardy, who reviewed Death Stranding 2, would probably agree with me: at this price, the game is a must-buy.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.



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DLSS 5 Isn't Anywhere Near As Impressive As V-Rally 3 on the Game Boy Advance

A classic Nintendo handheld turned 25 this week amidst an ongoing bust-up about the very future of graphics tech, an anniversary that reminds us how hollow the pursuit of ever increasing graphical fidelity is when all the post-processed path tracing in the world can’t make the driving in Cyberpunk 2077 feel as good as V-Rally 3 on the Game Boy Advance.

Look at it. Squeezing every bit of horsepower out of the GBA’s dinky 16MHz processor, a system explicitly designed to run sprite-based 2D games, V-Rally 3 represents an incredible feat of software engineering: a fully 3D racer conjured from textured polygons, clever art direction, and three entire volts of copper-topped power. This was damn close to PS1 quality gaming you could enjoy on a bus (at a time when the PS1 was still very much a going concern), making the GBA a very early taste of what would be possible decades later, where any lingering distinction between a handheld game and a home console or PC game has been utterly obliterated.

Sure, harsh compromises have to be made, for example, to get The Witcher 3 running on the original Switch, which makes it objectively the worst possible version of that game, but plenty of you loved it all the same and it sold gangbusters. For many of us, having the game running on affordable hardware that you can take to the dunny is more valuable than how sharp it looks. Which rather suggests that anyone willing to sacrifice the concept of art direction on the twin-gpu’d altar of slightly wonky photorealism probably isn’t that in touch with the average game enjoyer.

A suggestion that, as it happens, we have a case study for: the almost total rejection of DLSS 5’s Yassify filter after its controversial unveiling last week. Aside from the usual marks who use Grok as a soothsayer, most people seem distinctly unimpressed with what DLSS 5 has thus far been shown to be capable of. Which mostly seems to be cultural vandalism.

For those of you who have so far remained mercifully out of the loop on this, DLSS 5 is Nvidia’s upcoming technology that seeks to enhance video game graphics by replacing each frame with an AI generated image, using similar technology to that which allows your iPhone to put a hat on the poo emoji, or that bad actors on Facebook are currently using to radicalise your nan against the concept of time.

The same kind of technology, as it happens, that’s so comically unprofitable it just got unceremoniously ripped out of ChatGPT.

The goal of DLSS 5 is to brute-force true photorealism into gaming, which as we all know is the end goal of all computer graphics tech, by slamming it bow-first into the uncanny valley and then somehow dragging it up the other side. Essentially, imagine Werner Herzog was an elaborate Instagram filter. Except don’t imagine that because it would be a grave insult to the man.

During V-Rally 3’s development it was generally believed that pulling off true 3D graphics on the Advance was more or less impossible.

One wonders what on earth DLSS 5’s image processing algorithms would even make of V-Rally 3 on the Game Boy Advance. There will no doubt be some way to test it, but the results would scarcely be worth the bother. If you want to play a racing game that strives for photorealism, it’s not like there aren’t thousands of options. It’s of limited academic interest: DLSS 5 is designed to enhance – and I use that word very charitably – graphics that are already of a decent high quality. Something as primitive as V-Rally 3 on the Game Boy Advance probably wouldn't give it enough clues to adequately guess from. And yet, to the human art enjoyer, its basic, blocky forms coalesce into something beautiful: a proper sense of speed. The knotted stomach of a downhill rush. The rumble of Subaru tyres on Finnish gravel.

V-Rally 3 on the Game Boy Advance is achieved via V3D, a custom game engine developed by coders Fernando Velez, sadly no longer with us, and Guillaume Dubail. These guys made a career out of getting Game Boys to do things they shouldn’t have been able to, and during V-Rally 3’s development it was generally believed that pulling off true 3D graphics on the Advance was more or less impossible. As it turned out, plenty of studios found a way to squeeze or cheat 3D gaming onto it, often employing pseudo-3D techniques as made famous by the original Doom and Duke Nukem 3D, both of which were ported to the system.

But V-Rally 3 was the real deal. No tricks. No Mode 7 scaling or ray projection. These were real 3D tracks with height and depth, not a direct port of the PS2 game it’s based on but something approaching its complexity on a device that shouldn’t have been able to get anywhere near it. Velez and Dubail would go on to do versions of three other PS2 games for the GBA: Asterix & Obelix XXL, Stuntman, and Driver 3. And they’re all technically impressive showcases of the impossible things that the GBA could be made to do in the hands of wizards. But V-Rally 3 is their crowning achievement: a thrilling arcade rally game with simple, unfussy controls, and clean PS1 style presentation. It’s not realistic looking in any sense, but like any good piece of art, it transcends that. It’s about nailing a feeling. In modern parlance, the vibes.

And in the case of DLSS 5, the vibes are distinctly off. Even people willing to give it the benefit of the doubt have a tendency to damn it with faint praise. Some have noted that the model being used is capable of ‘remarkable consistency between frames’ – which is a bit like praising a cat for shitting in the tray. It is morbidly impressive that this thing is processing a live frame buffer and pumping out the “improved” visuals locally, on device, on the fly. But it’s a system that right now requires two of the most expensive GPUs on the market running at once, costing almost six grand more than is necessary to, say, run Starfield on a normal PC that a real person might own. A game you can run perfectly reasonably on a £300 GPU, in a manner where consistency between frames won’t even occur as an issue.

Has there ever been a more damning example of diminishing returns than this wretched “slop filter” that nobody wants? It’s a digital folly: a technology that requires more power to make a game look like it has path-tracing than it takes to do actual path-tracing. Which pulls into sharp focus how misbranded it is as a DLSS feature.

DLSS, along with its copycat technologies such as AMD’s FSR and PlayStation’s PSSR, has always had its detractors. But to be clear, I have never counted myself among them: I’ve always found it quite marvellous. To have real-time raytracing, long considered a holy grail in computer graphics, become achievable by sacrificing small amounts of overall image quality is an incredible trade-off. In a world where Moore’s Law is effectively over, and technological advancement is butting up against the hard laws of physics, intelligent upscaling represents a clever solution for achieving more within those limits. In short, it makes cutting-edge visuals a lot less expensive in terms of clock cycles and quids.

It’s a digital folly: a technology that requires more power to make a game look like it has path-tracing than it takes to do actual path-tracing.

DLSS 5 is completely antithetical to that purpose. The cost of achieving it, literally and figuratively, is astronomical: and for no discernable benefit. Using it doesn’t unlock something previously unobtainable, like real-time path tracing. It merely makes a mockery of everything fed into it, making questionable decisions about lighting and colour composition that make the heartswelling, mist-draped landscapes of Assassin’s Creed: Shadows look like drone footage, that make every NPC character inexplicably edge-lit, ring-lit, and Instagram ready at all times. When its most evident effect is to make a game look like it’s running through Vivid mode on your mum’s telly, considering it an improvement to the source material should count as a mark against you in the Turing test.

DLSS tech and its derivatives are already widely believed to have jeopardised the art of video game optimisation: the worry is that they provide a shortcut for quick-fix performance gains that a developer would previously have had to work a lot harder to achieve at the cost of image quality. Stealing valour with fuzzy edges and fake frames. In reality, this has been happening in some form for years. The Xbox 360 had a built-in scaling chip that gave it a huge performance advantage over PS3 in the early days, but that’s a whole different article

That enthusiast gamers are so passionate about as dry a topic as “game optimisation” speaks to how much we value the handcrafted nature of the medium. That may sound ignorant to the fact it is a medium so directly tied to the development of ever more sophisticated machines, but video games are a deeply human magic: from within the machines, human experiences and human ideas are conjured to be passed among us. And I put it to you that there’s scarcely little more magical than two nerdy French guys coaxing V-Rally 3 onto the Game Boy Advance.

But hey, maybe I’m wrong, maybe this thing looks great and you wanna tell me why. If so, do down below!

Jim Trinca is a Video Producer at IGN, and when he isn't fawning over Assassin's Creed, he can be found watching Star Trek and eating stuff. Follow him on @jimtrinca.bsky.social



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Saturday, March 28, 2026

The Best Deals Today: My Hero Academia: All's Justice, LEGO Star Wars R2-D2, Code Vein II, and More

A new weekend has arrived, and today, you can save big on Dragon Quest III HD-2D Remake, Code Vein II, My Hero Academia: All's Justice, Trails in the Sky 1st Chapter, LEGO R2-D2, and more. Check out our top picks for Saturday, March 28, below.

Amazon's Big Spring Sale is also live this weekend, so check out our full roundup for even more deals.

Dragon Quest III HD-2D Remake for $24.99

As its name implies, Dragon Quest III HD-2D Remake utilizes Square Enix's HD-2D art style, which looks absolutely incredible. The blend of modern art design with crisp 2D sprites is endlessly charming, and the lighting systems in place really do wonders. Despite being the third game in the series, it is recommended that players begin with Dragon Quest III HD-2D Remake before jumping ship to I & II. For $24.99, now is an excellent time to dive into this classic yet meaty RPG adventure.

My Hero Academia: All's Justice for $39.99

My Hero Academia: All's Justice covers the epic conclusion of MHA, featuring the climactic final battle of Deku and Class 1-A versus Shigaraki and All for One. This weekend, you can score a copy of All's Justice for $39.99. One of the best new features of this game is the Hero's Diary mode, bringing brand-new original interactions and scenes between MHA's cast.Trails in the Sky 1st Chapter for $49.99

Trails in the Sky 1st Chapter for $49.99

Trails in the Sky 1st Chapter is the very first entry in the beloved Trails series, and this remake from last year brought new life into the original game. Considering 2nd Chapter is set to release later this year, this is a great time to pick up 1st Chapter if you've never had a chance to check it out.

LEGO Star Wars R2-D2 Set for $79.99

LEGO Star Wars fans - here's a deal for you! Amazon has the amazing R2-D2 set priced at $79.99, saving you $20. This set features 1050 pieces, plus Darth Malak and R2-D2 minifigures in addition to the major R2-D2 droid. Speaking of, you can rotate R2-D2's head 360 degrees, use its detachable third leg, and more.

Dragon Quest VII Reimagined for $49.99

Dragon Quest VII Reimagined is one of the biggest RPG releases of the year so far, and this weekend, you can score a copy of the game on any platform for $49.99! This is a great entry to start with if you've never played a Dragon Quest adventure before, or if you're keen on exploring more of the series after the HD-2D Erdrick Trilogy Remakes!

Code Vein II for $49.99

Code Vein II is on sale for the first time since launch, and you can save $20 off a PS5 or Xbox Series X|S copy. This soulslike action RPG features an open world and multiple other evolutions from the first game. If you're someone looking for your next RPG, this could be a great option, especially for $49.99.

Jurassic 4K Blu-ray 7 Movie Set for $69.99

If you're of Jurassic Park, this 4K Blu-ray set is the best way to take home the experience for your home theater. For $69.99, you're getting the Jurassic Park trilogy, the Jurassic World trilogy, and the latest film, Jurassic World Rebirth. This package includes hours of bonus features, too, like cast interviews, deleted scenes, making-of documentaries, visual effects, and more.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.



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Friday, March 27, 2026

Pragmata Contains a Stage That's a 'Fake New York Generated by AI,' but It's Entirely Made by Humans

It seems like every few weeks, we're finding out about another developer using generative AI to create assets for their games, or at least strongly considering it. So I'm pretty intrigued at the latest interview from the dev team behind Pragmata, wherein they said they're hand-crafting one of the levels in the game to look like it was AI-generated, despite it being fully made by humans.

This comes from an interview published by 4Gamer and translated by Automaton, which has director Cho Yonghee and producer Naoto Oyama from Capcom talking about Pragmata's New York City-like stage, which was designed intentionally to feel AI-generated to the player. (You can see some snippets of this stage in the trailer below.)

“For Pragmata, we set the premise as ‘a fake New York generated by AI,’” said Cho. “When familiar locations appear, players can relate more easily. On top of that, to make it clear that this isn’t the real New York, we wanted something slightly distorted.”

“It mirrors reality, but its unique appeal comes from the setting errors and how they feel out of place, such as taxis sinking into floors, or buses sprouting from walls," said Oyama. "Although the premise is that it generated by AI, actually, our human developers painstakingly worked to incorporate mechanisms that express this AI-like uncanny feel."

Cho goes on to say that this "distortion" of the world is actually very hard to get just right. You want things to look off, but not too off. There's a fine line between something looking like an AI made it and something just being sloppy work - and the latter can be distracting to players. “Distortion is when something takes a shape that people have never seen before, and things unseen before are considered unique," Cho said. "But if the shapes are too unusual, players might think they’re related to puzzles or that the terrain has some hidden meaning. Balancing distortion to be both unique and merely background was difficult."

I'm curious to see Capcom's interpretation of AI-generated worlds, especially after speaking to them at Tokyo Game Show last year about how real-life AI had seemingly surpassed their ideas of fantasy AI during the process of developing Pragmata. AI doesn't have too much more time left to outstrip Pragmata, though, as the game's got an imminent April 24, 2026 release date. As of earlier this month, over 2 million people had downloaded Pragmata's free demo.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.



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Marathon Review

From ARC Raiders to Escape From Duckov , extraction shooters seem to be enjoying something of a renaissance right now, to the delight of ...