Final Quiet Place 2 Trailer Delivers Intense Scares

The final trailer for A Quiet Place: Part II has been released. Director John Krasinski’s sequel to his 2018 horror hit releases on May 28.

The trailer opens with a flashback scene, which shows Krasinski’s character Lee shortly before the world is decimated by deady alien sound-sensitive creatures. Of course, fans will know Lee didn’t make it out of the first movie alive, so the rest of the trailer focuses on his widow Evelyn (Emily Blunt) and their two kids (Millicent Simmonds and Noah Jupe), fighting to survive in this dangerous world. The movie definitely looks to have a bigger scope than the first part, but will hopefully still deliver the same level of intense scares. Check it out below:

A Quiet Place: Part II also stars Djimon Hounsou and Cillian Murphy and is written and directed by Krasinski. The film was one of the first to be delayed in March last year; it was only a few days from hitting theaters when the decision to push it until later in the year was made. It then shifted around several dates before a May 2022 release was confirmed.

While the movie hasn’t been given a streaming date yet, it’s expected to hit Paramount+ in July. In March, ViacomCBS revealed that Paramount’s big movies–such A Quiet Place: Part II–will debut on the streaming service 45 days after their theatrical releases. Other upcoming Paramount films include No Time To Die, Mission Impossible 7, and Tom Gun: Maverick.

In related news, Paramount has also announced that the upcoming sci-fi action movie Infinite will skip theaters entirely and debut on Paramount+ in June. The film, which stars Mark Wahlberg, was previously set for a release in September.

Hyperkin HyperPodium Review

The Hyperkin HyperPodium looks unassuming, like a little plastic H with two holes on each side. But slide it into your Nintendo Switch dock, and you’ll add the ability to connect four GameCube controller ports to your docked Switch. And while it’s not the most attractive way to play Switch games with a GameCube controller, it’s perfectly functional – and at only $30 bucks, one of the cheapest options. Especially if you already have the GameCube controllers laying around.

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Hyperkin HyperPodium – Design and Features

In terms of design, there’s not much to tell. The little H fits smoothly into the original Nintendo Switch dock. That form-fit means it won’t work with most third-party docks, but also means you won’t have to stress as much about frying your Switch, as it utilizes a simple passthrough.

The Nintendo Switch is already tall, but the Hyperkin HyperPodium adds another two or three inches to that height, making it taller than both the PS5 and Xbox Series X (sideways oriented, at least). In fact, with the HyperPodium connected, it’s the only console too tall for my TV stand. That elevated height can also cause the Switch to feel a little wobbly, especially when connecting or disconnecting the controllers.

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The Hyperkin is designed to be less cluttered than wired options like the wired GameCube controller adapter, but it’s not as clean as it could be. That’s because the HyperPodium requires power. It comes with a tiny USB-A to USB-C cord that’s perfect for the job, but you’ll still have a noticeable wire looping around the dock. On the other hand, separating the ports with more physical distance did cause fewer cord tangles than the wired adapter or the Brooks Gaming Power Bay, another dock option with GameCube controller ports.

Like the Brooks Gaming Power Bay, there’s no physical Home button on the HyperPodium hardware. (And, of course, there’s no home button on the GameCube controller.) That means the hardware manufacturers have to assign one of two important buttons – the home button or the start button – to the GameCube’s single center button, which traditionally would be mapped to Start. Brooks remapped that Start button to Home, while controllers used with the HyperPodium retain their Start button, meaning there’s no way to get to the Home screen.

If you want to get to the homescreen, you need to lift your Switch from the dock, press the Switch’s home button, then place it back in the dock, or press the home button of a nearby Joy-Con. Neither solution is perfect, but I vastly prefer Hyperkin’s solution, as I use the Start button far more often than the Home button. Still, I wish the Hyperkin had instituted some sort of four-button combo to go Home or created a physical hardware button on the HyperPodium.

Hyperkin HyperPodium Review

Hyperkin HyperPodium – Performance and Gaming

Once installed and plugged in, the HyperPodium does exactly what it’s supposed to – that is, provide a four-port expansion that’s useful when you want to assemble a crew for Super Smash Bros Ultimate tournaments. Every port worked flawlessly and I never noticed any latency, lag, visual flicker, or anything else out of the ordinary. That said, the ports are awfully tight. You’ll sooner drag your console off your TV stand than unplug one of the GameCube controllers one-handed.

It’s fairly easy to slop your Nintendo Switch into the HyperPodium, but there remains an alarming amount of wiggle once it’s installed. The Switch can depress on both the left and right sides and – more alarmingly – wobble forward and back. While the Switch should remain stationary when docked, the HyperPodium’s added height and bit of wobble did give me pause. After all, the only thing standing between me and a potentially bricked Nintendo Switch is a tiny USB-C prong that’s wiggling with the Switch.

There’s also a question of necessity, as the HyperPodium functions similarly to Nintendo’s official GameCube controller adapter. That said, at $29.99 it’s ten bucks cheaper, and is slightly more elegant than having a dangling adapter hanging off the side of your Switch. It’s also quick and easy to disassemble if you don’t want to leave your Switch atop the HyperPodium’s precarious throne when GameCube controllers aren’t necessary.

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Baldur’s Gate: Dark Alliance Re-Issued for New Consoles

Interplay and Wizards of the Coast have announced that the PS2/original-Xbox-era action-RPG classic Baldur’s Gate: Dark Alliance is being re-released for PS4, Xbox One, and Nintendo Switch on May 7, 2021 – meaning tomorrow. It will be available on digital storefronts only for $29.99. Check out the announcement/launch trailer above.

This is a re-release and not a remaster or remake, so outside of 4K support for Xbox One X, PS4 Pro, and their backwards compatibility versions on Xbox Series X and PS5, there aren’t a lot of new features. Two-player local cooperative play returns, of course. PC and mobile versions will be released later this year.

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Baldur’s Gate: Dark Alliance was originally released on December 2, 2001, for PS2 and Xbox. It was later ported to GameCube as well. IGN loved it at the time, giving it a 9.4 out of 10 in our review. The developer of Dark Alliance, Snowblind, went on to make an excellent Dark Alliance sequel as well as a fantastic PS2-exclusive EverQuest spinoff in the same vein called Champions of Norrath.

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Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

Stranger Things Season 4 Trailer Teases More of Eleven’s Backstory

Netflix has released a teaser trailer for Stranger Things Season 4, which seems to suggest that the upcoming episodes will reveal more about Eleven’s backstory.

The minute-long teaser appears to be set in the laboratory in which Eleven was experimented on. Numerous children can be seen playing with toys as they are observed by a scientist through a camera. All are dressed in gowns similar to the one worn by Eleven back in Season 1.

Not among the children is Milly Bobby Brown’s Eleven, but panicked breathing from behind a door marked ‘11’ suggests we’ll be taking a closer look at the horrors she went through. “Eleven, are you listening?” asks an unseen voice.

The story of Eleven’s supernatural origin has been an ongoing one across the whole of Stranger Things, but clearly there are still more stories to tell. The name ‘Eleven’ always suggested that there were more children experimented on than just her, and it seems like season four will at the very least show us some of the other subjects.

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Netflix left Stranger Things on a high point with a fantastic third season back in 2019. With a huge cliff-hanger at the end of that season, fans have been eagerly waiting for the fourth season. No release date has been announced for Season 4, but creators the Duffer brothers have said that this will not be the final season for the show.

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

E3 2021: Games From Square Enix, Sega, Gearbox and More Confirmed

The ESA has confirmed that games from a number of prominent developers and publishers will be part of E3 2021, in addition to previously announced partners.

Square Enix, Sega, Bandai Namco, and Gearbox Entertainment are all confirmed to have games to show at E3’s all-virtual event for 2021. They are also joined by XSEED Games/Marvelous USA, Inc, Freedom Games, Devious Eye Entertainment, Turtle Beach, Verizon, and Binge.com.

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These companies join E3’s previously confirmed partners: Nintendo, Xbox, Capcom, Ubisoft, Take-Two Interactive, and Warner Bros. Games. For more information, check out the game publishers at E3 2021. You can also start planning with our E3 2021 schedule, which will be continually updated as E3 announces new streams.

E3 2021 will take place from Saturday, June 12 to Tuesday, June 15 as an all-digital event for the very first time. You’ll be able to watch it on IGN as part of our Summer of Gaming event.

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

Devolver Digital Teases its E3 Plans, Says Nothing Else

Devolver Digital has announced that it has teased its E3 plans. The company simply just tweeted, “E3 plans have been made”, and left it at that. No other specific details about what kind of games or announcements have been mentioned. This tweet falls in line with Devolver Digital’s sarcastic tone and style, but hopefully, we’ll have more news about the company’s plans for the showcase as the date gets nearer.

When E3 was canceled last year, Devolver Digital, among several other companies, took it upon themselves to create their own digital showcases. The publisher called its own show the Devolver Direct. Either another Devolver Direct show could happen but with E3’s branding this time around, or Devolver Digital could simply integrate its own announcements with whatever E3 has planned.

Some of the Devolver Digital titles we’re aware of so far this year are Shadow Warrior 3, Weird West, and Boomerang X. Some other titles that the publisher released earlier this year include Loop Hero and Olijia.

E3 2021 is an all-digital event set to be held June 12-15. Several companies have signed on to showcase there, such as Capcom, Nintendo, Ubisoft, and Xbox. Konami was originally signed on as well, but recently announced that it would be pulling out as it is in “deep development on a number of key projects.”

How Diablo 2 Is Changing on Its Path to Resurrection… While Staying True to Its Roots

Playing the recent Diablo II: Resurrected technical alpha was like a glimpse of a different time and place, filtered through a modern lens. The action-RPG classic still feels great to play, but it’s interesting to return to such a measured pace of combat, and to feel the weight of choices in inventory management and character progression once again. It’s very much the same game, but at the same time, the team is modernising it. The game’s impressive visual and aural makeover is perhaps the most obvious, but beyond that are some carefully evaluated quality of life changes to reduce friction while maintaining the core gameplay.

I caught up with the team to ask about the response to the alpha, as well as how they’re ensuring that they stay true to such a classic piece of game design.

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On the Technical Alpha

“We wanted people to feel how it plays, and to make sure that it felt like they remember,” says Rob Gallerani, Principal Designer on Diablo II: Resurrected of the recent alpha. “And you can’t communicate that unless people play it.” For the team having Resurrected feel like Diablo II was the priority, and that filters through to the new visuals, the remastered score, the shot-for-shot remake treatment the cinematic sequences are getting, and of course, the gameplay.

The team also wanted to gauge the fanbase’s reaction to some of the small quality of life changes that had been implemented, such as automatic gold pick-up. “For the most part people really liked them,” Gallerani says. “In fact they want to see more. The game is still a work in progress – this was a tech alpha – so even from the design side we have a lot of thoughts about [additional] quality of life updates and ways we can make them better.”

“A lot of the feedback has been specific, low level, little things across the board,” Gallerani continues. “The community has been amazing, we have sites of people putting together surveys and PowerPoints for us. It’s awesome to see them share how they feel about it.”

“We can’t promise that we can or will change everything,” Lead Artist Chris Amaral adds. “But when there are things we agree with, we can push them a little further.”

“We do prioritise things though,” Gallerani continues. “If something isn’t communicating how to play the game, that needs to be fixed. The next thing would be if it’s betraying something, if something doesn’t feel like Diablo, that’s important. If it’s ‘hey, here’s my personal preference’ well let’s make sure we go through the bugs and other things first. The fact that we have this huge list is awesome.”

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Going From 2D to 3D

Diablo II’s visuals have been recreated using a new 3D engine, and it’s extremely impressive, increasing the detail seen in everything from a puddle to the way lightning arcs around a space. The mood, the dark tone, the atmosphere, the lighting and animation; it’s all ramped up significantly with the new look, yet still feels every bit like a modern version of the same classic game. The original is still under the covers, incidentally – you can switch back to it at the press of a key – and that, in particular, really helps reinforce the idea that Diablo II Resurrected is still the same game.

It also gives players a way to quickly cross reference what they remember with this updated incarnation. As an example, in the original, monsters that have been slowed or frozen turn bright blue to really make their status effect obvious. In the alpha, however, that blue seemed a little muted by comparison. Was this intended? Was it about establishing a darker atmosphere? “We want everything to feel moody, but still within the realm of what Diablo II is,” Lead Artist Chris Amaral responds. “We don’t want things to be too dark, we want it to be appropriately dark and match the original game. That frozen effect, that’s actually something we’re currently adjusting. In fact, we adjusted it a day or two ago. Again it’s all very much a work in progress, but in going through the feedback that specific example has come up.”

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“What’s great is that the community has been super specific like that,” Rob Gallerani adds. “The fact that you can have a game that has a worldwide audience and get a specific bit of feedback like, ‘The hue of this one effect doesn’t look right’. Well, that’s actionable. If it was a crowd of people simply saying the effects stink or something like that, there’s not much we can do. What’s even better is we have systems in place to tweak these things.”

“The inspiration really is the original game,” Amaral explains. “We want you to feel more immersed in this universe and feel like you’re actually living this rather than being a thousand feet above it.” This intent extends to all aspects of the presentation. The audio has been remastered, bringing new life to Matt Uelmen’s evocative score, and new ambient elements have been added to the sound design, like enhanced echoes inside a cave or the sound of dripping water. The goal is to double down on what makes Diablo II feel like Diablo II, and heighten the immersion in the process.

Coming back to visuals, the process of recreating the game’s classes in 3D was a lot more involved than simply updating or reinterpreting 2D sprites. The level of detail in modern games means that what were once vague characteristics become highly detailed elements – facial features, armour that has visibly seen a battle or two, and all sorts of other grit.

“A lot of it comes from the original, not only the original sprites but the original Maya files,” Amaral says, alluding to the widely used 3D modelling program. “Also, the reference images that were used to inspire the original art. My whole approach was that it’s 70/30. 70% we’re simply making sure it’s classic in terms of look, and then 30% is adding extra embellishments to make things feel more believable. We’re researching Celtic and Slavic imagery for the Barbarian, we’re referencing Roman armoury for the Amazon.”

“With that we’re trying to make things feel functional both in construction and use,” Amaral continues. “We believe that it reinforces the storytelling. When you see those extra details, you feel like this character equipped this armour rather than having things like floating shoulder pads. We love that little bit of realistic context where it makes every character feel like they’re a little bit battle worn. That they’ve been living in this universe.”

This extends to every aspect of the game. Every single icon that can exist in the player’s inventory has also been updated. It’s a mammoth task for a loot-driven game like this, but along the way the team discovered something of an unexpected roadmap to help them on their way. The original documentation by artists at Blizzard North for all Diablo II’s inventory art cited real-world references for every object. Yes, actual items the Resurrected team could draw upon to create new high-resolution art. Real-world history was the foundation that the game’s dark fantasy of monsters and giant beasts spilling out into Sanctuary from the Seven Hells was built upon.[poilib element=”quoteBox” parameters=”excerpt=The%20original%20documentation%20by%20artists%20at%20Blizzard%20North%20for%20all%20Diablo%20II%E2%80%99s%20inventory%20art%20cited%20real-world%20references%20for%20every%20object.”]

“We went through every piece of sprite art and re-concepted them using that 70/30 rule – so every piece of concept art we made updated an existing piece of imagery,” Chris Amaral tells me.

The team is also adding in extra objects within the game’s environments to give them more distinct details “The original game has a very particular ‘nav mesh’ [navigation mesh],” Amaral says. “You have a building and there’s a ‘nav mesh’ that determines collision and where the player can and can’t go. Meaning you can’t really run up to the wall exactly, there is a little bit of a gap. And where that extra gap is, we’re placing all the new props because it doesn’t interfere with the original collision. As far as storytelling goes, adding these extra details, we have a very limited area. Also, we don’t want to impede gameplay or the overall readability.”

There’s a tipping point at which too much detail becomes messy. Imagine an overly active physics and particle system animating thousands of fallen leaves through a foggy and dense swamp. The action can easily become too hard to read. With that in mind, even with the “nav mesh” limitation the team employs what it calls “noise filters” to determine, well, how noisy or how much detail exists on any given path.

“We’re constantly evaluating areas and going back and forth, trying to work out what’s too much and pushing down those colour maps to make sure the value is compressed,” Chris Amaral explains. “It’s Diablo so when an item drops, you need to be able to easily read where it is on the ground.”

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Quality of Life and The Controller Paradox

When it came to the optional but on-by-default auto gold pick-up in Resurrected, the team felt comfortable in making that adjustment. Creating a shared stash was similar, as the change would alleviate the original’s cumbersome system for transferring items from one character to another. Remaining faithful to the original drives development, but ultimately there’s still room for quality of life improvements.

“The line is simple in that we don’t want to make the game easier,” Rob Gallerani says. “We want to remain faithful, so there’s a difference between making the game easier and making the game easier to play. With some feedback and requests coming in it’s easy for us to not do a thing because that will make the game easier. When people say, ‘We don’t want to worry about arrows anymore, give us infinite arrows’, or more broadly, ‘I want a giant inventory’. Stuff like that removes important choices; do I pick this item up or do I leave it behind? Do I go back to town now? Making the inventory bigger means more charms in your bag and that starts to change what the game is.”

With Diablo II: Resurrected coming to consoles in addition to PC later this year, the team was faced with one update that, well, didn’t really fit within the rules it set. And that was the addition of controller support.

“It was a lot of work,” Gallerani recalls. “Diablo is played out on a grid and underneath the hood the grid is still there. Play with the keyboard and mouse, when you click somewhere and tell your character to go there, the game pathfinds for you. It is going to figure out how to get there. When we took that away, via adding controller support, we were saying that the player is the one doing the pathfinding. What happened was that we realised just how much collision there was in the original game. A puddle, a rock, the corner of a building, stuff you never really noticed before because the game walked around it all for you.”

The team felt that making any alterations to the original collision — to let your character walk directly over a puddle, for instance — might be too fundamental a change, so a compromise was made. “We’ve gone in and added technology to smooth you around corners, and that’s still a work in progress,” Gallerani says. “We also added the ability to end movement in-between squares, so if you push the stick a little you walk a little. We had to add that in conjunction with stamina because there’s still a walk and run mode.”

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Controller support really does make Diablo II: Resurrection feel very different from the original point-and-click presentation, and for the most part it works brilliantly. Using a stick lets you move between incoming projectiles with the sort of ease usually associated with a third-person adventure game, while with abilities and skills mapped to face buttons, and potions to the four corners of a d-pad, the critical actions are all at your fingertips.

That accessibility has led to many people asking for an ability bar for the traditional keyboard and mouse input too. “Something like that would change what you’re used to from Diablo II.” Rob Gallerani comments. “Would that make it not feel like D2 anymore? Would it feel more like Diablo III? Which is a great game, but a different game. We’ve been having and continue to have these sorts of discussions a lot. But, we’re happy that when the feedback came back, people said that it felt like D2. In a sense we’re on the other side of that hill, a place where people are talking about things we could add or change. It’s a much better place to be than, ‘it doesn’t feel like D2 anymore’.”

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Kosta Andreadis is an Australian musician and freelancer who wrote this longform Diablo retrospectiveCheck out his tunes and follow him on Twitter.

Epic Vs Apple Explained

Fortnite

First Released Dec 31, 2015

released

  • Android
  • iOS (iPhone/iPad)
  • Nintendo Switch
  • PC
  • PlayStation 4
  • PlayStation 5
  • Xbox One
  • Xbox Series X

In Fortnite, players and their friends lead a group of Heroes to reclaim and rebuild a homeland that has been left empty by a mysterious darkness only known as “the Storm.”

Xbox Is Celebrating Asian American And Pacific Islander Heritage Month

Xbox has announced plans to celebrate Asian American and Pacific Islander Heritage Month with a series of initiatives meant to highlight the culture and contributions of AAPI community. Alongside a donation match program, Xbox is including a curated list of AAPI games and movies on the Xbox and Microsoft stores, adding a weekly showcase of games featuring AAPI creators and characters to the Xbox Community Game Club, and promoting AAPI streamers and creators on both Twitch and in the Xbox Ambassadors community.

This year marks the first that Xbox has celebrated AAPI Heritage Month, a fact Xbox addressed in its statement. The company said this is due to its deepened efforts to support and celebrate the community during this period of “frightening and reprehensible” attacks and “COVID-19-related hate crimes against members of the AAPI community.”

One of the key ways it intends to do this is by allowing Microsoft Rewards Members to earn and donate points to two AAPI-focused charities, Asian American Advancing Justice | AAJC and Asian Pacific Policy and Planning Council (A3PCON), which will be matched by Microsoft. Minecraft’s Mojang studios will be promoting this feature, and has already donated $100,000 USD to AAJC as a part of this initiative.

Over on Xbox’s Twitch channel, a schedule has been assembled that focuses on highlighting AAPI creators, developers, and streamers. The schedule is as follows:

  • Week of May 3 – AAPI Community Appreciation Week, “Let’s play and watch games with the AAPI community at the forefront”
  • Week of May 10 – AAPI Community Takeover Week, “Meet new & familiar faces in the AAPI gaming community”
  • Week of May 24 – AAPI Community Appreciation Week, “Let’s play and watch games with the AAPI community at the forefront”

Creators and players will also be showcased on the Xbox Community Game Club and Xbox Ambassadors community. Over at the Xbox Community Game Club, Xbox is featuring games created by AAPI individuals. In the Xbox Ambassadors community, Xbox has asked various AAPI identifying members “how games with diverse representation have impacted them” and about “their stories about being a member of a gaming community.” Their stories have been collected and posted on the site’s blog.

Lastly, Xbox fans can find curated lists of AAPI created games and movies listed on both the Xbox and Microsoft stores. A few highlights of the games list include Outer Wilds, created by Japanese American Mobius Digital founder Masi Oka, and Marvel’s Avengers, which features a campaign centered around Marvel’s Kamala Khan, a Pakistan American woman. Some of the recommended films include Minari, Crazy Rich Asians, and Moana. After May 31, visitors can find these lists by searching for “AAPI Heritage Month” on the respective sites.

Biomutant Preview: Customizing Your Way Through A Post-Apocalyptic World

In just 40 or so minutes of a hands-off gameplay demo of Biomutant, I’d watched its protagonist ride a jetski through polluted gooey waters, mount some kind of cat-looking horse thing, operate their own ramshackle mech suit, and hop aboard a flying bat creature. Oh, and there’s a flying suitcase, too.

Traversing the world in these many ways is indicative of the level of customization at play in Biomutant. In the final hands-off preview before the game’s release, developer Experiment 101 showed a fair amount of new footage that gave a sense of your ability to explore the game world, engage in combat, create your character, and build your own weapons. That freedom seems to be a central tenet of the Biomutant’s open-world–you can look how you want, fight how you want, wear what you want, and use the weapons that you want.

The freedom to determine your character in the world of Biomutant begins with character creation, where you make your own mutant animal critter to travel the wastes of the game’s post-human world. You can do a lot to create a creature you like to look at, but character creation goes well beyond just having spiffy fur patterns.

As creative director Stefan Ljungqvist explained, character creation has you making a bunch of important RPG decisions as well. You’ll determine your species, as well as your core attributes like strength and intellect, and those determine how your character looks as well as its capabilities. You’ll also fine-tune your ability to resist environmental issues, like radiation, heat, and cold–which will help determine what places you can easily explore, and how dangerous they become.

There are six species to choose from and six tribes out in the world, Ljungqvist said. While he was cagey about the tribes, it sounds like they might be divided by species–and it sounds like your choice of animal might affect how you interact with them.

That’s another running theme of Biomutant’s customization: Your choices will influence how other characters deal with you. As you deal with other characters and make dialogue choices, it’ll affect your “aura,” which can range from light to dark and various shades in between. “Light and dark” doesn’t necessarily mean “good or evil,” though–it sounds like choices won’t be quite so cut and dried. What’s more important is that the shade of your aura affects how you interact with other people based on their distinct auras. If you have a similar alignment, you might find people easier to connect with and influence; drastic differences will make for more strained communication.

And, of course, customization plays a big role in combat. The core of Biomutant is a fast-paced, Devil May Cry-like combination of gunplay and melee combat, filled with combos and special abilities. When you build your character, you also define your class, which Ljungqvist described as being more like a loadout than a set of hard-and-fast rules about your character’s abilities. You can do things like lean into being more of a commando-style fighter or a precision shooter, or maybe prioritize psionic abilities, but picking a certain class doesn’t lock you out from other possibilities when it comes to your abilities and weapons. What it does do is give you lots of options on the battlefield to hit enemies with big area-of-effect psionic attacks, or to slow down time to make sure you land a ton of shots for precision damage.

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Combat is also influenced by the weapons you bring to the fight, which is where crafting plays a huge role. It seems like the crafting system in Biomutant is extremely deep; this is a loot-based RPG where you’ll be finding all kinds of gear of various rarity and quality levels, and you’ll be able to cobble it together to build new things.

For instance, Ljungqvist showed one possibility in which he crafted a mace made out of a cane and the door of a safe, imbued with freezing powers–which came to be called the Cane Stronkbox. Later, he assembled a new gun from a ton of different pieces, each of which determined how it would handle. Setting the stock and trigger meant it would be a two-handed weapon instead of one-handed; choosing a magazine determined how many shots it could handle; picking a certain barrel switched it from a rifle to a shotgun. As Ljungqvist explained, your crafting choices determine not only how the gun will work and what kind of damage it’ll do, but even how it handles and how it sounds.

Crafting extends to your armor, too, where you can sometimes add additional components that give you different benefits. You’ll be thinking about this, in particular, because armors can have resistances just like the ones you determine for your character at the start of the game. Having the right armor with the right resistance is how you’ll survive in some areas of Biomutant. While other places might be gated, for the most part, you’ll be able to go anywhere you want in Biomutant right off the bat, Ljungqvist said; you’ll just need to find the right armor to survive in some of the more harsh environments.

And that’s what seemed most remarkable about our quick, final look at Biomutant–it seems like a vast world with a ton of freedom in how you’ll play it. There’s a story pulling you along (something about protecting the Tree of Life from Worldeaters and maybe the end of the world), but how you engage with that story and the 8-by-8-kilometer game world is up to you. We’ll have to see how that freedom translates into actually playing Biomutant when it finally releases on May 25 for PS4, Xbox One, and PC.

Now Playing: Biomutant – The Final Preview