West Of Dead Review – Run And Cover

There are a lot of reasons to take a look at West of Dead. Cowboys and Wild West aesthetics are hot in games right now, in the wake of Red Dead Redemption 2. Run-based games are, likewise, very much a structure du jour. It’s dusted with voiceover narration from Ron Perlman, who you might know from Guillermo Del Toro’s Hellboy films or the FX TV Show Sons of Anarchy. And it certainly doesn’t hurt that its core mechanical conceit, as a cover-based twin-stick shooter, helps Frankenstein it to original and, dare I say, innovative gameplay. Unfortunately, West of Dead is a textbook case of a half-baked concept: Though its big sweeping ideas work well, the minutiae, from scaling the difficulty of encounters to unrefined enemies and plain old technical issues, threaten to undo the experience at any time.

West of Dead’s conceit builds up a simple but interesting little tale. In Purgatory–which is apparently in Wyoming–the dead have stopped filtering “east” to heaven or “west” to hell. You play an undead cowboy called the Marshall who’s lost his memory, save for his mission to kill the evil preacher holding up the afterlife. Though it’s more narrative glue than captivating storytelling, the Marshall’s inner monologue, in subdued performance from Perlman, keeps the story in mind, evoking a world that you might not see in its generic, monotonous Wild West-themed levels.

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Like so many of today’s Rogue-inspired games, the story naturally falls away at a certain point, as you play and replay the game over and over, attempting to reach your goal. West of Dead retains many of the tropes established by the many, many rogue-lites that have launched in the last few years, and it cribs its structure specifically from 2018’s wildly successful version, Dead Cells. West of Dead procedurally generates long levels, which are punctuated with a store where you must spend Sin points to permanently expand your arsenal of weapons. In each run, you find upgrades to your specs and more powerful gear–two weapons, two accessories, and a passive charm. By defeating optional bosses, you gain access to branching paths with harder levels. You carry an upgradable healing flask, which you refill between levels. There’s even a hall at the start of each run where you can see all the weapons and upgrades you’ve bought. Though it comes dangerously close to getting branded as a “Dead Cells clone,” using familiar structure makes it easy to focus on West of Dead’s combat, where its real innovations lie.

Not everything works as well, though. The game’s procedural generation feels uneven. There are clear phases in every version of every level–rooms to introduce new enemies, or where you’re supposed to find an upgrade–that appear identical (or close to it) in every run. For example, the first fight in each level has the same enemies every time. At the same time, certain elements, like enemy placement, feel completely random, to the point where you may die at the hands of bad luck instead of poor play.

West of Dead builds a novel run-based experience from the bones of two less commonly used structures, twin-stick and cover-based shooters. The twin-stick element is purely mechanical–you use the left on your controller to move and the right stick to shoot. Like many twin-stick games, enemies will look to spread out and flank you, so it’s important to keep your head and your sights on a swivel.

How you shoot is dictated, in part, by what kinds of guns you use. There are four types–pistols, revolvers, shotguns, and rifles–which have different ranges and do different amounts of damage. In addition, each individual gun has its own quirk: Some make enemies take damage over time, for example. The differences among the guns and secondary weapons, which include explosives, throwing knives, and a few defensive items, don’t make a huge impact on their own, but they can make a difference if you choose gear to fit a specific strategy.

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The cover shooter component is more pervasive. Each level is actually a series of combat arenas, conjoined by long hallway safe rooms. The arenas are spartan, but always feature a few boxes, bales of hay, or other places for you to take cover. Using cover puts you at a strong advantage–enemies cannot hit you while you’re even partially behind it, and you reload faster. By contrast, you’re extremely vulnerable when moving around in the open. Gun-toting enemies will hit their marks unless you dodge them, and it only takes a few shots to bring you down.

Given that cover is so important, though, there are many, many things designed to keep you from setting up in one spot and picking off enemies at your leisure. All cover is destructible, and most fights feature at least one enemy that will try to keep you moving. Making cover so desirable, but hard to hold onto creates urgency in every moment. Learning how to efficiently stop, dodge, or delay each enemy’s attack while making openings for yourself requires an understanding and level of skill that grows as you run and re-run the levels again and again. Even more so when you take into the account that you’ll have a different set of weapons, with their own strategic quirks, every time.

In a vacuum, these are the makings of a great rogue-lite, but the experience often fails to reach its potential because of design decisions, large and small, that make it hard to appreciate the dynamic between tactical thinking and quick, accurate shooting.

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Though there are many problems, most of which seem small and specific, they’re compounded by the procedural generation issues so that playing well can only get you so far. A number of enemies that have wind-up attacks, where an indicator shows where they’ll hit, can change the direction of their attack after telegraphing it (which defeats the purpose of showing the indicator). The aim-assist mechanic, which targets enemies when they’re in a well-lit part of the room and ignores them when they’re in the dark, will target random spots on a wall rather than allowing you to free aim at targets in the dark. There’s nothing more annoying than lining up a shot, then seeing it go in another direction. Diverted shots, cheap hits, a bad roll of the procedural design dice–too often, it feels like the universe is working against you.

These problems hurt even more in the second half of the game, when the difficulty ramps up. Late-game enemies have more health than the enemies that came before, making it nearly impossible to dispatch even one without multiple scrambles for precious little cover. It’s especially annoying when fighting enemies who can teleport, making cover completely useless and destroying the dynamics of the cover system itself. Depending on the map, there were runs where it was easier (and less painful) to run past all the enemies than play through a series of long, drawn-out firefights.

…the experience often fails to reach its potential because of design decisions, large and small, that make it hard to appreciate the dynamic between tactical thinking and quick, accurate shooting.

Not all of these problems are intentional. Even after multiple patches, there are loads of repeating bugs. I’ve seen bullets pass through suicide-bombing enemies, demon dogs bite through walls, and any number of frustrating, often run-ending glitches. Given how fragile the Marshall is, any glitch that leads to damage, especially in the later levels, can spoil a run. When it happens once, it’s a disappointment. When it seems to happen every few runs, it’s a significant problem.

All of these things together turn a game that feels like it’s meant to take 10 to 15 hours to master into a much longer slog. After playing the game for more than twice that amount of time, I never achieved a winning run, but there’s not much left to see or conquer. The game’s NPCs say the same exact lines at the start of every run. It becomes a drag to re-run facsimiles of the same levels again and again: They’re similar enough that it feels like you have them memorized, even if the details change. When you spend too long in Purgatory, it starts to look a lot like hell.

XIII Remastered: Here’s What Comes in Each Edition

The XIII remake is set to release for PS4, Xbox One, Nintendo Switch, and PC on November 10. A souped-up version of the 2003 original, this new XIII will maintain the comic book-inspired art style, but present it in HD. The soundtrack and audio work, including voice acting by the likes of David Duchovny, will also be remastered.

Something of a cult classic, XIII tells the tale of an amnesiac military operative who wakes up to discover he’s being hunted by a pair of villainous organizations. Thankfully, he’s a weapons expert, so let the shooting begin. This 2020 version is being released in two editions and comes with a preorder bonus. Read on for details about all that good stuff, as well as where you can lock in your preorder now.

Preorder XIII Standard Edition

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Xbox One

Nintendo Switch

PC

The standard edition of XIII comes with the game itself and any applicable preorder bonuses.

Preorder XIII Limited Edition

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The limited edition of XIII is currently only available at Amazon. It includes the game, as well as the following:

  • Metal case
  • Three art cards
  • Golden XIII Weapons Skin Pack (13 weapons)

XIII Preorder Bonus

xiii-remake-preorder-bonusEveryone who preorders any version of XIII will get the Golden Classic Weapon skin pack for free, which includes a golden knife and pistol.

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Other Preorder Guides

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Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.

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Cyborg Actor Ray Fisher Slams Justice League Reshoots, Director Joss Whedon

Cyborg actor Ray Fisher was onstage alongside his fellow Justice League cast members at San Diego Comic-Con 2017 to promote Joss Whedon’s reshot, reedited version of the DC movie that Zack Snyder had originally been hired to make. Fisher said at the time, “Joss is a great guy and Zack picked a good person to come in and clean up, finish up for him.”

That was then.

On Monday, Fisher tweeted a video of him saying those very words at SDCC 2017 with this caption: “I’d like to take a moment to forcefully retract every bit of this statement.”

Fisher, a theater actor who made his big-screen debut in Batman v Superman: Dawn of Justice before segueing to Justice League, did not provide any further context for retracting his past praise of Whedon. It’s unclear whether Fisher’s slam is a personal beef with Whedon or simply about not liking the theatrical version of Justice League that Whedon shepherded.

It’s also worth noting Jason Momoa’s stone-faced expression and seemingly half-hearted nod reacting to Fisher’s praise.

Fisher has long been a supporter of #ReleaseTheSnyderCut on his social media. Given that Snyder gave Fisher, whose sole credit since 2017’s Justice League was a recurring role in Season 3 on HBO’s True Detective, his start as a screen actor perhaps it’s a matter of loyalty for him.

However, actor Joe Morton, who played Cyborg’s dad Silas Stone, told IGN in 2017 that Whedon’s reshoots were in part to alter the tone of the Cyborg character, a creative shift that could get to the heart of Fisher’s retraction of his past praise for Whedon.

“Well, the stuff that I had to do were just really small little bits and pieces, nothing necessarily having to do with tone. I know that with Ray [Fisher], the young man who plays Victor, there were some adjustments that they made in terms of the tone of that character,” according to Morton.

“I think what I heard was that there was a need from the studio to lighten up the film in a way, that the film felt too dark. I don’t know what that meant in terms of how it actually got translated in terms of the reshoots but that’s what I heard. That’s what I thought some of the reshoots were about.”

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Zack Snyder’s Justice League is being completed and is expected to debut on HBO Max in early-to-mid-2021.

For more Snyder Cut coverage, watch the first Darkseid clip and find out about some of the visual changes the movie will have from Justice League’s theatrical release.

Disney+ Adds X-Men Movies Along With More Marvel, Star Wars, And Blockbuster Hits

When Disney+ launched on November 12, 2019, many fans noticed content missing from the service. Some Marvel and Star Wars movies weren’t included, and even though Disney purchased many of Fox’s assets, those highly-beloved films like the X-Men franchise haven’t been included either. However, this summer, Disney+ has announced some of those films are about to arrive to the streaming service.

Alongside a promotional video, Disney released information about some of the high-profile movie releases on Disney+ between July and September. It all kicks off on Friday, July 3 with the release of Hamilton, which was originally going to release in theaters in October 2021, but because of the pandemic, Disney has decided to push it to the streaming service more than a year early. Check out the sizzle reel of the upcoming movies below.

The most notable of the releases are three X-Men movies–four if you count 2013’s The Wolverine. Sadly, we’re not getting all three of the original X-Men movies from the early 2000s. On July 10, X-Men: Days of Future Past arrives; on July 17, X-Men: Apocalypse; and on August 7, the first X-Men film. To date, there have been no X-Men movies on the streaming service, and the only Fox Marvel movie is 2015’s Fantastic Four.

Additionally, Solo: A Star Wars Story hits the service on July 10, and finally, all of the Star Wars movies will be on Disney+. Another notable arrival is on July 31, when Pixar’s Incredibles 2, as it’s one of the few Pixar movies not on the streaming service. For more upcoming streaming info, make sure to check out what’s coming to Amazon Prime Video, Netflix, Hulu, Shudder, and Disney+ for July.

Upcoming Disney+ releases

Friday, July 3

  • Hamilton
  • The Mighty Ducks

Friday, July 10

  • X-Men: Days of Future Past
  • Solo: A Star Wars Story

Friday, July 17

  • X-Men: Apocalypse

Friday, July 24

  • Pirates of the Caribbean: Dead Men Tell No Tales

Friday, July 31

  • Incredibles 2

Friday, August 7

  • X-Men
  • The Peanuts Movie

Friday, August 14

  • Ant-Man and the Wasp
  • The Greatest Showman

Friday, August 21

  • Beauty and the Beast

Friday, August 28

  • Fantastic Four (2005)
  • Alice Through the Looking Glass

Friday, September 4

  • The Wolverine

World Of Warcraft Classic Gates Of Ahn’Qiraj Coming Next Month

World of Warcraft Classic is bringing back another old-school event next month. The Gates of Ahn’Qiraj will unlock on July 28 when the weekly raid reset occurs, opening a new quest chain.

The date comes from a community mangaer on the Blizzard forums. The note said that version 1.13.5 will go live in July, which will unlock a quest to craft the Scepter of Shifting Sands. Players will also be able to contribute resources to the Ahn’Qiraj war, and once both activities have been completed on a realm, it will open the gates.

The original event took place in 2006, and opened raids in the Ruins of Ahn’Qiraj and the Temple of Ahn’Qiraj. It also consisted of elite quest chains and a lengthy war sequence. The gates were permanently opened in a subsequent update in 2009, but then the quests were closed in the Cataclysm expansion.

World of Warcraft Classic is kept separate from the main ongoing World of Warcraft game, letting players experience (or re-experience) the MMO as it used to be. That means a lot of the streamlining and quality-of-life changes that took root in later updates are missing, but it’s also not as complex in other ways. We found it an engaging throwback that’s more than mere nostalgia.

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The Last Of Us 2: Here’s What The New Game Plus Menu Screen Means

Warning! We’re going to be talking about some late-game developments in The Last of Us Part 2, as well as an element that’s only revealed once you’ve finished the game. Read on at your own risk!

Throughout your time in The Last of Us Part 2, one haunting image is always present: a boat, drifting lightly across low waves, immersed in fog. You’ll have to work through the entire game to find out the meaning of that image, and as you might expect, it’s tied in with The Last of Us 2’s dark tale of revenge and its themes of violence, trauma, and redemption.

When you finally finish the game and the meaning of the boat becomes clear, something changes. Save a completed game file so you can start a New Game Plus playthrough or use the chapter selection menu, and you’ll find a new image adorning the main menu screen. This one doesn’t show the boat shrouded in fog; instead, it shows the same boat on a brighter beach, with sunlight breaking through stormclouds dissipating in the distance.

The metaphorical implications of the switch are pretty obvious; The Last of Us Part 2 is about a dark journey for Ellie and Abby, especially as Ellie finds herself doing awful things in pursuit of her vengeance for Joel. The boat sits in a foggy darkness, with the horizon obscured, and that’s a pretty good comparison to what’s going on internally with the characters, too. After finishing the game, when Ellie and Abby have come out the other side of that inner storm, the menu switches to a brighter, more hopeful image.

The menu screen shown after you complete The Last of Us Part 2 shows the boat from Ellie and Abby's final confrontation, and a Catalina landmark in the distance.
The menu screen shown after you complete The Last of Us Part 2 shows the boat from Ellie and Abby’s final confrontation, and a Catalina landmark in the distance.

But that last image is also a very literal indication that things might be better, at least for Abby and Lev. The menu screen shows Catalina Island, a real place off the coast of southern California, with the boat on its shore. The big round building in the image is a real place: Catalina Casino. The shot suggests that after the fight with Ellie, Abby and Lev reached their goal of making it to Catalina Island to find the Fireflies there.

So that makes the menu screen something of a post-credits scene, indicating both a thematic shift for the characters, and hinting at the outcome of the game’s story. What happens to Abby and Lev after their arrival on Catalina is something we don’t know–but judging from that image, we can at least intuit something of a happy ending for The Last of Us Part 2.

Now Playing: The Last Of Us Part 2 Spoiler Chat

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Free Steam Keys: Quantum League Early Access

IGN Prime has partnered with Nimble Giant Entertainment to bring you early access to Quantum League.

Quantum League is a revolutionary time-paradox shooter, a competitive online FPS. In Quantum League, you battle within a time loop and tactically team up with your past and future selves in mind-blowing 1v1 and 2v2 matches.

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It’s an alternate universe where time travel has changed the face of professional sports as we know it. Quantum League, a heavily weaponized, team-based shooting sport, dominates the globe. As a Quantum athlete, compete in specially designed arenas where agility, speed, and skill are not enough to rise to the top; the ability to tactically play with your past and future selves is also a must.

Click here to redeem your early access key to Quantum League on PC. Keys are available on a first-come-first-serve basis.

Every month, IGN provides members an opportunity to grab great games and goodies picked by the Prime team.

John Wick’s Director Says The Oscars Should Add A Stunts Award

In a recently published interview with Discussing Film, Chad Stahelski–director of the John Wick films–added his voice to those who demand the Academy Awards add a category for stunt work.

“If wardrobe, hair, and makeup, certainly all the creative departments here are considered for Oscars, then yes, it makes perfect sense that the stunt department would be considered for an Oscar,” Stahelski said in the interview, which also touched on productivity during the shut down and whether he wants to work on more superhero films.

The award issue is important to Stahelski, not only due to the impressive stunt feats of his John Wick films, but likely because stunt work was how Stahelski established himself in the film industry and subsequently moved into directing. He was Keanu Reeves’ stunt double in the Matrix films and later coordinated stunts for the Matrix franchise before co-directing the first John Wick movie with fellow stunt coordinator David Leitch.

Stahelski also designed action sequences for DC’s Birds of Prey, so if the Academy Awards announced a change soon, it would potentially put him up as a contender.

Stunt coordinators have long called for a stunt work Oscar category. In 2016, 100 stunt performers demonstrated in front of the Academy of Motion Picture Arts and Sciences’ offices in Beverly Hills and collected a petition with more than 50,000 signatures. At the time, the number of stunt performers active in the industry fell beneath 100 members, and the Academy said that was a prerequisite for consideration.

Now Playing: Birds of Prey Spoiler Review & Easter Eggs – Why It’s Our Favorite Modern DC Film Yet

Smash Bros. Ultimate Min Min DLC, 8.0 Update Arrives Today

Super Smash Bros. Ultimate‘s next DLC fighter, Min Min from Arms, is almost here. The new character arrives later today, June 29, alongside the game’s 8.0 update, which adds a handful of new Mii Fighter costumes and a new feature for Spirits mode.

Like previous DLC characters, Min Min will come with her own unique stage, Spring Stadium, as well as 18 music tracks taken from Arms, Nintendo’s 2017 stretchy-arm fighting game. Fittingly, Min Min excels at long-range battling, using her retractable arms to attack opponents from a distance, and she can swap between three different Arms on the fly with her down special.

Min Min is the first character to arrive as part of the Fighters Pass Vol. 2, which costs $30 USD and grants holders access to all six upcoming DLC fighters as they release. Players also have the option to pick up the Min Min character pack individually for $6 USD.

In addition to Min Min, five new Mii Fighter costumes are also arriving today: Ninjara (Arms), Callie and Marie (Splatoon), Heihachi (Tekken), and Vault Boy (Fallout). Each outfit costs 75 cents and is not included in the aforementioned Fighters Pass.

Finally, the 8.0 update introduces a rematch feature to Spirits mode. From your Spirit List, you can initiate a rematch with a Spirt you’ve already unlocked and aim to earn a higher score. You’ll also win additional Spirit Points based on your score.

That’s not all that’s new for Super Smash Bros. Ultimate; Nintendo is also giving away another freebie for the game. Nintendo Switch Online subscribers can claim another free Spirit Board Challenge Pack, which includes a handful of helpful items for Spirit Board mode.

GameSpot’s Play For All–a celebration of all things gaming–is ongoing. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

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The Last of Us Part 2 Was Once More Open World in Development

The Last of Us Part 2 takes a lot of design cues and lessons from developer Naughty Dog’s recent games, including its direct predecessor and the Uncharted series. The final result is a linearly focused adventure, but one that often opens up into the studio’s biggest environments and levels. And at one point, it could have been an even greater departure from past games.

Speaking to IGN ahead of The Last of Us Part 2’s release, director Neil Druckmann discussed how early ideas of the game had taken on an open-world design.

Warning: Major spoilers for The Last of Us Part 2 follow. Turn back if you haven’t finished!

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“The game initially was this open world thing. And you spent all this time in Jackson,” Druckmann, who also spoke to us about The Last of Us Part 2’s ambitious story, explained.

Jackson, Wyoming is the first major location for the sequel, which spends most of its time in the Pacific Northwest. In Jackson, though, we see where Ellie and Joel have been living in the ensuing years since the end of The Last of Us. There’s a full community here, and in the final release of the sequel, we meet other citizens like Dina, Jesse, Maria, and Seth, while hearing stories about others like Eugene.

The more time players would have spent in Jackson also altered the way Abby, the main second playable protagonist, was introduced.

“Abby joined the community and you were playing as this new character until she betrayed Joel later on,” Druckmann explained. “And it just didn’t work because Joel dying is the inciting incident, and you want to get to the inciting incident as quickly as you can.”

And so Abby’s introduction and quick playable levels comes early on, before Joel’s death sends Ellie on her revenge quest to Seattle.

Druckmann explained how Abby’s role actually shrank from earlier iterations of the sequel’s story, but that ultimately the team settled on a playable portion that felt long enough to convey what was necessary.

“Abby was the concept that made us want to make this game about empathy, interactivity; knowing we could use Joel and Ellie to create that feeling right at the beginning,” he said. “Her role actually kept shrinking and shrinking until we thought this is the right amount for what we need you to feel about Abby.”

Stay tuned to IGN for more from Druckmann on the sequel, and if you haven’t already be sure to check out IGN’s The Last of Us Part 2 review. For more on the Naughty Dog sequel, read our dive into The Last of Us Part 2’s accessibility featureshow much The Last of Us Part 2 sold in its debut weekend, and why the sequel probably won’t get DLC. And if you’re playing, be sure to check out IGN’s comprehensive The Last of Us Part 2 guide for help with collectibles, Trophies, and more.

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Jonathon Dornbush is IGN’s Senior News Editor, Host of Podcast Beyond!, and can’t stop hearing Pearl Jam in his head now. Talk to him on Twitter @jmdornbush.