Thursday, March 26, 2026

Stalker 2: Cost of Hope Is 'A Massive Nonlinear Expansion Packed With Dozens of Hours of Gameplay'

Survival horror first-person shooter Stalker 2 is getting its first major story expansion this summer. As revealed at the Xbox Partner Preview showcase, Stalker 2: Cost of Hope is coming to PC, Xbox Series X and S, and PlayStation 5 and brings with it “dozens of hours of gameplay.”

Here’s the official blurb:

Step into a fresh expedition across the Zone — a massive nonlinear expansion packed with dozens of hours of gameplay. Expect haunting stories, twisted characters, and that same heavy atmosphere of decay… with just a flicker of hope breaking through.
It’s time to step into a new chapter of a well-known conflict. Duty, one of the oldest factions, sees the Zone as a threat that must be contained and destroyed. On the other side, Freedom believes it’s a gift — something to explore and harness for the greater good. For a time, this tension was held together by a fragile peace. But deals like that rarely last.

In Cost of Hope, you once again take on the role of Skif, the protagonist of the core game. After installing the DLC, a signal on the PDA will trigger the new storyline as the game unfolds. Developer GSC Game World said your choices shape what happens next.

Cost of Hope introduces two new regions to explore: “Navigate the iconic Chornobyl Nuclear Power Plant, once abandoned and locked away for decades, now calling stalkers back in. Traverse the Iron Forest’s maze-like paths and uncover uncharted locations along the way. Each region features its own hub, quests, and activities. New weapons and gear give Skif a fighting chance against mutants, anomalies, and other dangers that are lurking.”

GSC Game World said Stalker 2 expansions will be released in installments, with Cost of Hope serving as the middle chapter of the “second trilogy.” That confirms there’s a future story DLC — details of which will be revealed later — and it will form a new, expansive narrative arc within the Stalker saga.

Stalker 2 and Cost of Hope are of course being developed amid Russia’s full-scale invasion of Ukraine, which is ongoing. Stalker 2 launched in 2024 and was a hit for GSC Game World, with over 6 million players.

In case you missed it, here's everything announced at Xbox Partner Preview March 2026.

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.



from IGN Video Games https://ift.tt/dr65uCa
via IFTTT

Wednesday, March 25, 2026

Play Faster, a Precision Platformer Purpose-Built for Speedrunning, Announced for PC

Introducing Play Faster, a minimalist precision platformer purpose-built for speedrunning. It features built-in tools to support that, like input display, a replay system, instant retries, and practice mode; as well as anti-cheat and anti-splice to best make sure it has fair competition and leaderboards. It's in development for PC from developer GoBlimp and publisher Byzantium.

Play Faster is focusing on "short, intense" 5-8 minute runs and "deterministic movement" with "outcomes [that] depend entirely on player skill." Check out the first trailer above and the first screenshots in the gallery below.

Wishlist Play Faster on Steam if you're interested.

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



from IGN Video Games https://ift.tt/WJ0Q3Xw
via IFTTT

Tuesday, March 24, 2026

What do you Consider to be the Most Graphically Impressive Games of this Generation?



from IGN Video Games https://ift.tt/JSyViIO
via IFTTT

Pokémon Champions Launches Next Month With Paid Upgrade Pack to 'Support Early Progression'

The Pokémon Company has announced a Nintendo Switch and Switch 2 release date for its upcoming free-to-play battler Pokémon Champions, alongside a paid starter pack which provides "useful in-game items."

Like the Stadium games of old, Pokémon Champions is a turn-based battle game that allows you to import Pokémon you've caught elsewhere and command them in battles. It will launch on April 8 for Switch consoles, with a smartphone release still planned for later this year.

Within Champions, you can bring in any creature you've previously uploaded to the Pokémon Home cloud service from recent Switch games such as Scarlet/Violet and the Legends titles, as well as from Pokémon Go. Alternatively, you can gather a limited selection of creatures in-game — though you'll have to hand over in-game currency to make them permanently yours.

Alongside being a vehicle to promote Pokémon Home (and give further life to your beloved creatures from past games), Pokémon Champions is being positioned as the franchise's new flagship PVP video game platform for the future.

While various other Pokémon games may come and go, Champions will be the series' main competitive console game going forwards, beginning in just a few months' time with officially sanctioned championship events starting in May onwards. This includes regional heats in Indianapolis, through to the North America International in June and the Pokémon World Championships in August.

At launch, a paid-for Starter Pack will allow you to store more Pokémon (an additional 50) and receive a smattering of extra in-game Teammate and Training Tickets. You'll also get to unlock the Trainer Battle song from Pokémon: Let's Go Pikachu and Eevee. Exactly how the game will be monetized in future, Nintendo has yet to properly detail.

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social



from IGN Video Games https://ift.tt/PDwtF9e
via IFTTT

Monday, March 23, 2026

World of Warcraft: Midnight Review

The War Within was the start of a whole new era for World of Warcraft, and at this point is probably my favorite expansion ever, so Midnight had big shoes to fill. Or maybe I should say a long shadow cast over it? It seems like Xal'atath still refuses to wear shoes. But when you factor in the flexible player housing system, stunning new zones, and an endgame that refines some of its predecessor's best ideas, the second chapter of this trilogy is shaping up to be heroic.

Midnight would be hard to beat in terms of sheer visual spectacle by WoW's standards. Riding into the reimagined elven capital of Silvermoon is one of those moments I'm not going to forget for a long time. Its gleaming ivory spires towered above me as an excellent new musical theme that references multiple previous ones filled me with awe. The level of detail is maybe the highest we've ever seen for an in-game city in WoW ever, with evocative interiors that interconnect in unexpected ways and invite exploration. My framerate has been less than stellar during peak times, though.

Expanding legacy areas like Murder Row into extensive subzones with a lot going on helps the city come alive. It's no secret that I'm a big "Thalassaboo," having been a fan of the elves of Quel'Thalas since Warcraft 2. And even the smaller, optional adventures in Silvermoon excellently immerse you in the decadence, pridefulness, and political maneuvering that characterize the city. As an Alliance player, I was also impressed with how much of it we get to explore – only about a quarter of it is off-limits to us.

Beyond the shining capital, Eversong Woods has also been reimagined gorgeously. It was already one of my favorite zones in the entire history of WoW, and to see it get such a glow-up, finally healed from the scars of Arthas' invasion all those years ago, is fantastic. I was delightfully surprised with the forest troll homeland of Zul'Aman as well, contrasting the storybook elven kingdom with a rugged, piney wilderness that I loved to get lost in. It says a lot about how enjoyable these areas are to exist in that even now, I prefer to cross them on foot or on a ground mount rather than in the air.

Eversong Woods has been reimagined gorgeously.

The remaining two zones are much more high concept and otherworldly, but just as visually exciting. Harandar, a tangled plane of primal elements overlooked by the empty cradle of a goddess, reminds me of Hallowfall in terms of its fantastical flair. And the Voidstorm where Xal'atath is marshalling her forces is bleak and uninviting, but uses strong primary colors to avoid the problems of Patch 11.2's K'aresh zone, which often felt like way too much grey.

The story isn't as evenly distributed as the art, though. We did finally get some more context on The story isn't as evenly distributed as the art. We did finally get some more context on Xal'atath's motivations, and the just-released Voidspire raid does end with some exciting plot beats that have me eager to see what's next. But Turalyon feels a bit like he's been reinvented as a completely different character with new flaws just so he can have an arc, and that's kind of lame. Arator's Journey, which was billed as a sort of epic quest that would take you across all of Azeroth, took me less than two hours to complete, which felt underwhelming. It did have some neat moments for us Warcraft 2 fans, though.

Once again, the side quest writing, at its best, proves decidedly superior to the main plot. All the family drama we get with Alleria, Arator, and Turalyon is outshone by one little story about two estranged troll siblings coming back together to deal with the complicated matter of mourning their abusive mother. This has been the case for four expansions now. Are these the same writers? If not, why not let some of these sidelined scribes write the main story for a whole expansion? It would be amazing to see this level of emotional nuance paired with high-quality CGI cutscenes featuring some big name heroes.

I'm also not totally in love with the new Haranir allied race. Their customizations are fantastic and they look cool as hell. But I'm not a huge fan of Blizzard's tendency to make up new kinds of humanoids all the time rather than making long-requested, existing favorites like the Amani playable. I think the Nightborne should have just been night elves with different clothes… this is a running pain point for me. I'd like to see a moratorium on completely new, previously undiscovered humanoids for a while.

Once again, the side quest writing, at its best, proves superior to the main plot.

I've played through both sides of this story with three characters so far, including the new Devourer Demon Hunter. And I have to say I'm not completely sold on it yet. I like the other Demon Hunter specs quite a bit, but the flavor of Devourer is a bit more caster-coded than the melee monsters Demon Hunters have always been in the lore. Baseline abilities like Consume don't feel kinetic enough to me, at least in terms of the animation. The theming is cool. It just isn't a fun button to press, especially without the talent that reduces the cooldown. I wish Reap, which I do really like, was our main filler. I think I'll probably go back to Annihilator long-term.

For my siblings of the Marksmanship Hunter discipline, we're still in a pretty good spot. It really took some getting used to losing Streamline, but with the apex talent that makes Aimed Shot a guaranteed crit, I overall like the change to make it a huge nuke that requires a lot of set-up. It fits the class fantasy and it feels great, especially during Trueshot. I don't really like the changes to Sentinel hero talents, though. Moonlight Chakram is underwhelming and Lunar Storm has just become a random proc that goes off without much player input. It feels kind of like an extra trinket at this point. There's no real tactical thinking involved.

I've also leveled to 90 as a Retribution paladin, and this spec really isn't doing it for me anymore. It has great area effect damage, but single-target feels super underwhelming and there's too much flash for my taste. I have Consecration, I'm shooting fire out of my sword, I have bells rotating around me. It just feels like a light-themed wacky gadget class. It makes me think of the "Random Bullshit Go!" meme. I just want to be a cool holy warrior who hits things with a giant hammer, you know?

Whatever spec I'm playing, the returning and new endgame activities have been satisfying since the start of the season, though. Delves are showing a definite evolution over their introduction in The War Within, with a particularly memorable one casting you as a wrestling heel to perform in a fighting pit for a crowd of rowdy mushroom people. Tier 11 delves in particular stand out in that they contain very few hard gear checks, and I felt I could navigate their one-shot mechanics using skill alone, which is fantastic.

I could navigate the one-shot mechanics of tier 11 delves using skill alone, which is fantastic.

Den of Nalorakk in Zul'Aman is the most interesting five-player dungeon, featuring an open area in which you have to race greedy predators for dwindling food supplies and can make up your own route to do so. It builds up to a gauntlet of howling winds that requires the party to take shelter in small safe zones as you fight your way forward, and an icy boss fight with a slippery floor that you can mitigate by getting them to basically throw snowballs at you that give you something crunchier to stand on. The boss design in dungeons and raids has definitely shifted based on the removal of a lot of add-on functionality, and I think we're better off for it so far.

Prey, a new feature that positions you as both hunter and hunted against increasingly deadly enemies in the outdoor world, is definitely interesting. I like the idea of making the main zones feel dangerous again. But like delves last expansion, this does feel like a first swing at the idea, and it could use some tweaking. The new zone-specific activities are an improvement over The War Within, too – particularly the tower defense Stormarion Assault. Saltheril's Soiree forcing you to pick favorites between Silvermoon's factions is an interesting twist. I'm not a big fan of Abundance, though, even if Dun Dun is a real one. It's one of Midnight's only features that ended up being a total miss for me.

Coffer Key Shards for Bountiful Delves are now handed out like candy, but there's a strict weekly cap that I was able to hit in under 90 minutes. I think I like that better overall. I'm also a big fan of ditching valorstones, and the fact that upgrading an item to the highest level you've obtained in the same slot previously only costs gold, not crests.

The banner feature for Midnight, though, is definitely player housing. It launched way back in December, and I've put well over 100 hours into it already. The expansion proper is full of awesome elf- and troll-themed decor. The decor editing tools are very powerful when you learn how to use them, and I'm astounded and inspired to see what some people have done with them.

At the same time, housing definitely shows that it's a first try in some places. The hotkeys to switch between editing your house and normal gameplay are kind of clunky and add too many steps to certain tasks. There are some common sense features missing, like being able to copy and paste a decoration or furniture item if I have another one in my storage. And it's neat that dyes can be made by other players, but currently I get frustrated previewing different colors on a piece, then having to make a shopping list and go all the way back to town to visit the auction house and buy the paints I want. I'd like for that process to be more seamless.

There's quite a bit of decor you can obtain from crafting, too. And while the devs talked a lot about simplifying crafting to cave to hundreds of wrong people on reddit who have been constantly expressing their wrong opinions, most of what I loved about Dragonflight and The War Within's detailed crafting system is still here. It's just been sanded down in a couple places I don't notice too much.My one other significant complaint is in the changes to Skyriding. Races seem to be gone from the new zones, which is a bummer. And while Midnight made many positive changes to the UI, it got rid of Skyriding's vigor bar, which is just bizarre to me. This was supposedly to make it less confusing for people who didn't play Dragonflight, but that doesn't really make sense. Why is turning my vigor charges into these tiny numbers at the very bottom of the screen less confusing than having a big, readable, bespoke UI? I don't buy it. I want the old vigor bar back. At least as an option.



from IGN Video Games https://ift.tt/f2gGW7Q
via IFTTT

Crimson Desert Steam Reviews Jump to 'Mostly Positive' as Latest Patch Makes Significant Improvements

Crimson Desert Steam reviews are improving, moving up from ‘mixed’ to ‘mostly positive’ on Valve’s platform as developer Pearl Abyss releases game-changing updates.

As IGN has reported, Crimson Desert launched big on Steam with nearly 250,000 concurrent players, but was met with a "mixed" user review rating. Much of the early criticism from players revolved around the controls, which some had called clunky and unnecessarily complicated. There were some performance complaints too. For example, PS5 owners joined forces to work out the cause of blurry visuals — an issue that was also on the PC version.

Meanwhile, Pearl Abyss saw its stock price plunge nearly 30% in what was seen as a reaction to review scores from critics. A day after launch, the company stock fell a further 9.78% — despite the announcement of 2 million sales. 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).

Today’s patch addresses keyboard and mouse control complaints, and improved control responsiveness with the promise of more to come. But it also made a long list of quality of life improvements, including the addition of an actual storage box, nerfs to a lot of the difficulty in the game, and more fast travel points. And there are some key fixes, too, detailed in the patch notes below. This update, which arrives just a few days after Crimson Desert came out, really does change the experience in quality of life terms, and should make the game more easy going overall.

Now, Crimson Desert Steam reviews are 'mostly positive' across both English-only reviews, and all reviews. At the time of this article's publication, 70% of the 37,660 Steam user reviews were positive. That percentage jumpts to 77% for English language reviews. Today, March 23, Pearl Abyss’ stock price was up slightly, by 0.6%.

“We are currently reviewing various gameplay elements based on your feedback and will roll out further improvements and fixes in subsequent updates,” Pearl Abyss said. “We remain committed to improving Crimson Desert and your experience in Pywel. Thank you once again for your continued support.”

Over the weekend, Pearl Abyss said it had launched a “comprehensive” audit of all in-game assets after admitting the use of AI-generated images in the final release should have been disclosed. The AI assets will be replaced via patches, the developer added.

Pearl Abyss is pumping out updates at a surprisingly fast rate — something that has pleased players, although some are concerned that nerfs to difficulty take something away from the experience. But there is no sign of the Korean company slowing down as it works to improve the experience.

Crimson Desert update 1.00.03 patch notes:

Quests

  • Fixed an issue in the Chapter 2 quest "Reunion" where the cat would sometimes stop leading the way.
  • Improved the Chapter 4 quest "Mysterious Pot" by making the symbol stop briefly when it reaches the correct position while repairing the ancient generator.
  • Fixed an issue in "Turnali's Request" where the quest would not complete if a Bekker Shield that had already been refined was refined again.
  • Improved the notification to appear when crime status prohibit the quest from progressing.

Content

  • Added more Abyss Nexuses across the continent of Pywel to improve fast travel via teleportation.
  • Added the Private Storage that can be used to store items from your Inventory.
    • The Private Storage is located at the initial temporary lodgings in Hernand and at the Howling Hill Camp.
  • Reduced the time required to acquire knowledge.
  • Changed skill observation to be only required once to learn before being able to use it.
  • Adjusted when Force Palm is learned to allow players to use it much earlier in the game.
  • Reduced the number of hits required to log trees.
  • Changed logging so that trees are chopped with basic swings without aiming first.
  • Decreased the QTE difficulty in the Arm Wrestling minigame and when pinned by an opponent (Mount).
  • Improved the visibility of items that can provide knowledge by adding icons and tooltips that show the total number of knowledge acquired.
  • Changed ore veins and collectibles to be discovered automatically when you are within a certain proximity.
    • Regular Ores: 8m
    • Tools: 2m
      • Bonfire, Special Cooking Tool, Grindstone
  • Improved Skybridge Alignment Devices in the Abyss to trigger immediately when placed in the correct activation point.
  • Improved the visibility of Skybridge Alignment Devices within the Abyss to make them easier to locate.
  • Improved the visibility of the circuit board attached to Axiom Force to show its lines while being moved.
  • Improved camera movement when aiming a bow at a brazier and adjusted the range for lighting arrows accordingly.
  • Added an indestructible brazier in front of the Lioncrest Watchtower.
  • Improved the Trading Post UI to display Damiane, Oongka, and Kliff's horses' Inventory.
  • Added effects for destroying facilities at enemy strongholds. The effects of facility destruction are as follows:
    • Infirmary: Wounded enemies no longer return to the fight.
    • Storage Facilities: Enemy Max Health -10%.
    • Barracks Facilities: Enemy Attack -5.
  • Improved the visuals of certain puzzles for clarity.
  • Increased the Health restored by ingredients and food items, and added new food to the Hernand Tavern.
  • Increased the Lantern's range for detecting clues.
  • Reduced Stamina consumption for Nature’s Grasp.
  • Fixed an issue where pets would fail to loot items under certain conditions.
  • Changed certain items in the Witches' shop to reset daily.
  • Changed the properties of bismuth ore and how it is gathered.
    • Petrification is now applied by default when you approach bismuth ore.
    • Bismuth ore can now be mined using regular methods like a pickaxe, rather than requiring Lightning damage attacks.
  • Lowered the difficulty of the Marksmanship and Archery Contest minigames.
  • Fixed an issue where the Abyss cell's electric field would not disappear.
  • Improved the visibility of the part that needs to be grabbed with Axiom Force on the Skybridge Alignment Device.
  • Changed Visione to be automatically equipped and play after reading memory fragments with the Lantern.
  • Fixed an issue in the Ethereal Pathway Abyss where players could not observe Force Palm if they did not step on the Abyss Nexus.
  • Fixed an issue where Stamina was not consumed after a certain quest cutscene.

Controls

  • [General] Improved the response speed of the interaction UI.
  • [General] Improved the responsiveness of jump inputs.
  • [General] Fixed aiming to target the center of the screen when using a Lantern or while unarmed.
  • [General] Improved the Equipment Quick Slot so that re-selecting your current equipment will stow it.
  • [General] Improved the responsiveness of the Main Menu UI.
  • [General] Fixed an intermittent issue where the Main Menu would not open.
  • [Keyboard/Mouse] Improved the responsiveness of character movement controls.
  • [Keyboard/Mouse] Added the following shortcuts to open and close certain menus:
    • Inventory: [I]
    • Skills: [K]
    • Journal: [J]
    • Map: [M]
  • [Keyboard/Mouse] Fixed an issue where the key guide at the bottom right of the screen would not update when using Guard or Aim.
  • [Keyboard/Mouse] Added default control options for Guard/Aim (Side Button 1) and Evade (Side Button 2).
  • [Keyboard/Mouse] Changed controls to maintain movement input when using Axiom Force.
  • [Keyboard/Mouse] Fixed an issue where duplicate keys could be assigned in Shortcuts and Input Settings.
  • [Keyboard/Mouse] Fixed an issue where certain inputs did not function correctly after changing the Shortcuts and Input Settings.

Boss Fights & Combat

  • Reduced the Health and Attack of specific enemies and bosses.
  • Reduced Stamina consumption for blocking attacks.
  • Lowered the difficulty of the ambush encounters triggered while heading toward the Reed Devil boss stage.
  • Adjusted certain attack patterns for Kearush the Slayer.
  • Increased the accumulation of the stun gauge on bosses upon a successful parry.
  • Changed boss weakness effects to display even if the player has not acquired the specific knowledge.
  • Fixed an issue where comrades remained when entering a boss fight.
  • Fixed an issue where fire arrows failed to ignite enemies on hit.
  • Fixed an issue where certain bosses fell unnaturally in specific situations.
  • Fixed an issue where certain bosses ran away too frequently when hit under specific circumstances.
  • Fixed an issue where the Blinding Flash weakness was not being properly applied to certain enemies.

NPC & NPC Dialogue

  • Fixed an issue where some English audio lines were not playing.
  • Reduced the price of restorative items sold by Carl at Howling Hill Camp from 10 Silver to 1 Silver.
  • Improved animal behavior to appear more natural when near the player.
  • Fixed abnormal behavior and placement positions for certain NPCs.
  • Fixed an issue where NPCs would catch each other cheating during the minigame Duo.

UI Fixes & Improvements

  • Improved food items to automatically register to a quick slot upon first acquisition.
  • Improved the display positioning for the Homing Pigeon letter UI.
  • Improved the camera movement when observing skills.
  • Fixed an intermittent issue where the UI failed to remove the destination on the Map menu.
  • Fixed an intermittent issue where the cursor did not display correctly when navigating the Shop menu.
  • Moved the Knowledge and Notifications menu from the Others tab to the Journal tab and adjusted the order.

Graphics & Settings

  • [PlayStation 5, Xbox] Added a toggle for 120Hz mode within Settings.
  • Fixed an issue where settings were not saving correctly after using the Default option in the Settings menu.
  • Fixed an issue where resolution and upscaling settings were not retained when restarting the game.
  • Fixed an issue where character equipment and cats were invisible on the minimum performance quality setting.
  • Fixed an issue where screen quality appeared abnormal when activating FSR Ray Regeneration or DLSS Ray Reconstruction.
  • Fixed an issue where monitor size was incorrectly detected at certain resolutionsm causing abnormal display output.
  • Fixed an issue where the game screen appeared cut off or misaligned in Fullscreen, Windowed, and Borderless Window modes.
  • [Mac] Fixed an issue where default graphics settings were incorrectly set to Cinematic on certain MacBook models.
  • [Mac] Fixed an issue where the game would occasionally crash under specific graphics settings.
  • (Mac) Fixed an issue where the game would occasionally freeze when Frame Generation was disabled.
  • (Mac) Fixed a letterbox rendering issue in cutscenes when Frame Generation was enabled.
  • Fixed an issue where the Abyss remained visible in specific situations while on the ground.
  • Improved and fixed various visual effects triggered during specific NPC animations.
  • Improved the appearance of the waterfall in the Abyss tutorial.
  • Fixed awkward animations that occurred when a character collided with a wagon.
  • Fixed an issue where letterboxing failed to deactivate after certain cutscenes.

Performance, Stability, Gameplay

  • [PlayStation 5] Fixed an issue where the game would occasionally crash when opening the Map menu.
  • Fixed an issue where the game would not launch because dedicated graphics cards were not recognized in environments using both integrated and dedicated graphics cards.
  • Fixed an issue where graphics cards were not correctly recognized on versions below a specific build of Windows 10 (Improved detection for graphics card versions that could not be found).
  • Fixed several stability, performance optimization, and crash issues across PC and console platforms.
  • [Xbox] Fixed an issue where gameplay was unavailable while offline.

Localization

  • Fixed various localization errors and improved localization quality across all languages.

Others

  • Fixed an issue where the death and loading sequences were delayed.
  • Improved horse behavior to approach the player after being called.
  • Fixed an issue where the character would be pushed sideways when using Force Palm or Stab while against a wall.
  • Fixed an issue where DualSense Controller vibration failed to function in specific Windows environments.

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.

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.



from IGN Video Games https://ift.tt/SIAoGs4
via IFTTT

'I Just Want It to Be Known That I Did This Before the Patch' — Crimson Desert Players Who Beat Its Rock Hard Archery Minigame Before Today's Update Are Flexing Now

Crimson Desert developer Pearl Abyss just released a patch that makes a number of significant improvements, but one that players are already praising lowers the difficulty of one of the hardest activities in the game: the archery minigame.

If you’ve played Crimson Desert for a few hours you’ll probably have encountered this minigame, which challenges you to an archery contest against an NPC. The idea here is to be the first to score 10 hits, with targets popping up one after another.

It’s worth noting the control scheme for firing an arrow, which involves holding a button to aim then releasing the button to fire. It is NOT a quick process — certainly not quick enough for what’s to come. The further into the contest you get (it costs you coin to participate), the harder your opponent. Later opponents start doing their best Robin Hood impression, seemingly predicting where the target will pop up and landing a hit in the blink of an eye.

Players had called this minigame impossible before today’s patch (we here at IGN even had some useful tips for it), with some suspecting it was so hard it was bugged.

“Fair warning, archery competition is literally impossible to win,” said one disgruntled player. “When the target shows up you have, and I’m not exaggerating one bit, about 250 milliseconds to register that the target is there, aim then hold the button to fire (for some reason????). The NPC f***ing predicts where the target is gonna be and almost pre-fires before the target even shows up.

“Pretty sure it’s a bug, so if you see the archery competition then better save your coins and ignore it until they fix it.”

“It’s hilarious, I’m not even kidding, the AI shot the arrow before the target started lifting and hit it before it went all the way up lmao,” said another. “I swear AI was letting arrows loose before the target was up several times, instant shots,” another said. “S**t like this fucking ruins games. How the f**k did this get past testing?” said another player.

Thankfully, the archery contest is easier, thanks to the update. And that has sparked something of a flex within the community, with those who managed — somehow — to beat it crowing that they did so pre-patch. “I just want it to be known that I did this before the patch,” said the appropriately named FreddyLeeSavage.

But how did they manage such a feat? “Yeah there were even times where I shot my arrow first I know I did and they still gave the CPU the point,” FreddyLeeSavage explained. “This particular one I did get pretty lucky tho just locked in and was close to the spot where the target popped up most of the time.”

“He is John Crimson Desert himself,” one fan said. “I beat Radahn before the patch so we are basically the same,” another fan quipped. “I honestly don’t know why it was nerfed, very winnable competition just not a complete walk in the park,” a player, perhaps Robin Hood himself, commented.

Making the archery contest easier isn’t the only meaningful change hitting Crimson Desert today alongside the patch. Pearl Abyss has also adjusted some gamepad and keyboard/mouse controls, increased health restored from food and items, and, crucially, added new item storage in the Howling Hill Camp.

And 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.

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.



from IGN Video Games https://ift.tt/5zT3XFA
via IFTTT

Stalker 2: Cost of Hope Is 'A Massive Nonlinear Expansion Packed With Dozens of Hours of Gameplay'

Survival horror first-person shooter Stalker 2 is getting its first major story expansion this summer. As revealed at the Xbox Partner Pr...