Dicey Dungeons Review

Dicey Dungeons, from Terry Cavanagh of VVVVVV and Super Hexagon fame, is a roguelike deck-building dungeon crawler framed as a game show presented by host Lady Luck. You play as one of the show’s six adorable contestants, all of whom are anthropomorphic dice, because this game really is all-in on loving dice. But while the game’s clever combination of cards and dice make for an entertaining gameplay system, it can’t escape the occasional frustration that is inherent to rolling a die.

In each episode your chosen die heads into a six-level dungeon to defeat enemies, opening chests and visiting stores while building up a deck of cards capable of defeating an end boss. The dungeons are presented as a series of nodes you can move between, with shops, health-restoring apples, and enemies placed on several of them, and to progress you need to fight enemies and reach the node that features the trap door to the next floor.

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Each character can equip between three and six cards (you have six slots on your inventory screen, and some cards take up two of them), all of which are powered by dice. Each card requires something different; some are affected by how high the number on the die is, or have maximum or minimum numbers, or will only take odds or evens. Still others might introduce effects or buffs. A card might “shock” your opponent, for instance, meaning that one of their cards will be locked next turn unless they spend a die to unlock it, or induce a “freeze” effect that reduces their highest dice roll down to a 1. A good deck will let you be adaptable depending on what you roll, but there’s not a huge number of cards and enemies in the game, meaning that the same ones will pop up frequently–10 hours in I would still occasionally encounter something new, but not as often as I would have liked.

A charming art style works wonders in glossing over this sense of repetition, however, with each character having a distinctive personality despite the game being light on dialogue. And although their animations are limited, the enemies are charming, too. The character designs and poses are consistently delightful, so you’ll always feel a little bad taking down a direwolf puppy because of the huge grin on their face. The gameshow motif doesn’t stretch that far, but the upbeat soundtrack and the little check-in scenes with Lady Luck before each adventure is an effective way of giving you a sense of purpose.

The six characters each have a unique playstyle, which helps to give the game some sense of variety. The thief copies one of its opponents’ cards in each match, for instance, and the inventor will always sacrifice one of their cards at the end of each fight in favor of a new ability for the next round, which can be activated just by clicking on it without needing to worry about dice. Some get more radical still, like the witch, who attacks using a “spell book”–when you roll a die you can either spend it on one of the four spells you have selected on your screen, or you can throw it at the spell book in lieu of using an ability and get whichever spell is assigned to that dice number. It’s a great system because each character feels completely different, and while the central combat system of laying dice onto cards doesn’t change, the mechanics by which you acquire those dice and cards do.

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For the first few hours, as you’re moving through the initial dungeons for each character and getting to grips with how they play, Dicey Dungeons is a delight, albeit one that’s light on challenge. But once you’ve played a round as each of the first five characters and unlock each character’s more difficult episodes, there’s a steep difficulty curve to overcome. Each one introduces modifiers that make the game more challenging–you might lose health instead of gaining it every time you level up, duplicate dice might immediately disappear, or you’ll only roll 1s on your first roll of a fight, 2s on the second, and so on.

These episodes are where you’ll really start to learn the different strategies and combos that are essential to mastering Dicey Dungeons. Using your Limit Break ability (a character-and-episode specific ability that is usable only after you’ve taken a certain level of damage) and making sure that you’re making good use of buffs and/or debuffs are vital to success. After a while, you start to figure out which abilities work best against which enemies–freeze is particularly useful against creatures that can only roll a single die, for instance, whereas shock is useful if an opponent has few cards. Some enemies are also weak to particular elements, so if you see an enemy on your level who you know is weak to shock attacks, you can plan accordingly. You’ll need to remember these details yourself, though, as the game will not remind you of an enemies’ abilities and weaknesses until you’re actually in the battle.

Whether or not Dicey Dungeons becomes too difficult after the initial episodes will depend on your patience and your willingness to play through the same scenarios repeatedly. It can feel like butting your head against a wall at times, though, because if a single episode takes you multiple attempts to beat (and many of them will), you’re going to end up rolling through the same enemies several times. You might try out different card combinations, but it’s going to be from the same small pool of potential cards and facing off mostly against the same enemies that got the better of you last time. A loss can sometimes feel out of your hands, too, if an early enemy just rolls too many sixes or the final boss just happens to be immune to the debuff you built your deck around.

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But this also means that figuring out and implementing a winning strategy can be very satisfying. It took me six attempts to beat the second episode for the Warrior (the easiest character), but once I built a deck that was high on freeze cards I was able to deal with the later enemies easily enough, even if the end boss who was immune to freezing almost tripped me up (ultimately I got lucky on dice rolls). In a game so heavily themed around dice there’s always going to be an element of luck, which can be gratifying or exhausting depending on whether it goes your way or not.

The charm of Dicey Dungeons can start to wear thin when you’re stuck, but when you bypass an episode that was giving you grief, it feels great. I found myself frequently quitting out of the game, pacing around my house, and returning to it again 10 minutes later for another go. No matter how annoyed I might get, it’s never difficult to come back to Dicey Dungeons, and the challenges never feel insurmountable–it’s always plausible that your next attempt could be the one where you crack it. Dicey Dungeons is a charming and often rewarding game, as long as you learn to accept that sometimes the dice won’t roll your way.

Biomutant: Collector’s Edition and Atomic Edition Announced

THQ Nordic has revealed the Collector’s Edition and Atomic Edition for Biomutant, the “post-apocalyptic Kung-Fu fable” headed to PlayStation 4, Xbox One, and PC later this year.

THQ Nordic is packing a ton of items into the Biomutant Atomic Edition that will cost $399.99 USD, including a High Detail Diorama (60cm/23″ long, 25cm/10″ width, 30cm/12″ height), the game, a steelbook, a L/XL t-shirt, an oversized mousepad (80cm/31″ x 35cm/14″), artwork on Fabric A1 size, Biomutant’s soundtrack, and a premium box.

The Biomutant Collector’s Edition will cost $119.99 USD and includes the game, a figurine, artwork on Fabric A1 size, Biomutant’s soundtrack, and a premium box.

Biomutant was announced back in 2017 and is set to let you take advantage of “mutations, bionic prosthetics, and weapons to customize your characters to your liking.” Biomutant’s world can also be explored via “mechs, paragliders, balloons, mounts, jet skis and more.”

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Wireless SNES Controller Spotted For Nintendo Switch

A new FCC filing has revealed an upcoming wireless SNES controller for Nintendo Switch.

Resetera user Link83 discovered the new filing (which is required for the controller’s release in the US) after setting up an alert for any Nintendo FCC ID filings. Much of the documentation is confidential, but the accompanying image matches the SNES controller’s iconic shape, while the appearance of the “HAC” model number notates its potential as a Switch peripheral, since all other Switch hardware and accessories use the same model number.

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Nintendo released a similar NES controller for the Switch 12 months ago when NES games started appearing for subscribers to Nintendo Online. This new controller might signal the arrival of SNES games to the Switch’s virtual library, with an accompanying controller letting you relive the days of playing Super Mario World, A Link to the Past, and Super Metroid with a familiar peripheral in-hand.

Nintendo hasn’t officially announced the controller in any capacity yet, but we’ll keep you updated on when they do. In the meantime, you can keep up to date on all Nintendo Switch news right here:

Daily Deals: New Nintendo Switch With Bigger Battery, 55″ LG OLED 4K TV for $897

Welcome to IGN’s Daily Deals, your source for the best deals on the stuff you actually want to buy. You can also follow us at Twitter @igndeals.

We bring you the best deals we’ve found today on video games, hardware, electronics, and a bunch of random stuff too. Updated 7 days a week, 365 days a year.

New Nintendo Switch “V2” with Increased Battery Life Available on Amazon

nintendoswitchnewThe new revision of the original Nintendo Switch is now available on Amazon. Aside from the new packaging, the main difference is that the new Switch has a much more robust battery life. Expect 4.5-9 hours of charge versus 2.5-6.5 hours for the previous model.

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Every Character in the Arrowverse’s Crisis on Infinite Earths

The Arrowverse is continuing its annual tradition of bringing together heroes from multiple series for one epic crossover. This year’s crossover promises to dwarf all those that have come before. Crisis on Infinite Earths will unite the heroes and villains of numerous worlds as they join forces to prevent the Anti-Monitor from wiping out the multiverse.

From familiar faces like Flash, Green Arrow and Supergirl to unexpected newcomers like Bruce Wayne and Pariah, here’s a look at every character confirmed to be taking part in Crisis on Infinite Earths. Check out our slideshow gallery or scroll down for more.

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Epic Struck By Class-Action Lawsuit Over Hacked Fortnite Accounts

Epic Games, the developer of Fortnite, is being sued in a class-action lawsuit after a security breach allowed hackers to access the personal information of users with Epic Games accounts.

The class-action lawsuit was filed by Franklin D. Azar & Associates in US District Court in North Carolina. The suit cites Epic’s “failure to maintain adequate security measures and notify users of the security breach in a timely manner.” It goes on to mention that there are more than 100 class members involved in the lawsuit.

Epic acknowledged the breach back in January, surmising that a bug in Fortnite may have exposed the personal information of millions of user accounts. The company fixed the issue, but the suit alleges that the company failed to notify affected users to the possibility of their personal information being compromised. The filing says that the plaintiff and anyone else affected by the breaches “have an ongoing interest in ensuring that their [personally identifiable information] is protected from past and future cybersecurity threats.”

Check Point security researchers discovered the breach in November 2018 before Epic acknowledged it in January 2019. “We were made aware of the vulnerabilities and they were soon addressed,” said an Epic Games spokesperson at the time. “We thank Check Point for bringing this to our attention. As always, we encourage players to protect their accounts by not reusing passwords and using strong passwords, and not sharing account information with others.”

However, Check Point’s report details an exploit that couldn’t have been avoided by constant password changes. “By discovering a vulnerability found in some of Epic Games’ sub-domains, an XSS attack was permissible with the user merely needing to click on a link sent to them by the attacker. Once clicked, with no need even for them to enter any login credentials, their Fortnite username and password could immediately be captured by the attacker.”

“Even if you [had] a security product looking for anti-phishing, it wouldn’t catch [the hack] because it’s coming from a legitimate domain,” Check Point’s head of products vulnerability research Oded Vanunu said. Vanunu went on to encourage players to enable two-factor authentication for their Epic accounts. “Token hijacking is something that is happening on all major platforms,” Vanunu continued. “We are starting to see malicious attackers looking for tokens more.”

Fortnite’s Overpowered B.R.U.T.E. Mechs Spawn Less Frequently Now

Season 10 of Fortnite kicked off a couple of weeks ago, and since then one of its major new additions has been giving the player base plenty of frustration and anger. The new B.R.U.T.E. mech–a two-player vehicle that sees one person take control as a driver and puts the other in charge of its firepower–has been causing plenty of grief due to its overpowered nature.

Armed with rockets, a shotgun, and 1,000 health–roughly five times the maximum health and shield of other players–this new mech has an innate ability to reduce a regular player’s health from 200 hit points to zero in a matter of seconds, with little to no opposition. Walls offer minuscule defence against the mech’s powerful rockets, and its ability to rapidly close the distance on players makes it particularly deadly considering season 10 removed a lot of Fortnite’s mobility options. It’s damning that the winner of Fortnite’s recent solo World Cup can be instantly killed with almost no effort.

Fortunately, Epic has begun toning down the frequency of mechs in the competitive Arena and Tournament playlists.

In a post on Reddit, Epic detailed how it’s altering the regularity with which mechs will now appear.

“We’ve lowered the spawn rates of the B.R.U.T.E. per Storm circle in Arena and Tournament playlists. We will continue to monitor the impact of this change in advance of next weekend’s Champion Series event.

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It’s a positive move for those frustrated by the inclusion of a powerful vehicle. Epic has said they will monitor these changes ahead of the Champions Series event next weekend, but whether or not they’re applied to other game modes remains to be seen.

Nerfing the mech’s damage output and health will take more time if Epic decides to take that route. But for now, reducing the frequency with which they appear is a step in the right direction.

Fortnite Season X Coverage

Quantic Dream Intends To Become A Multiplatform Developer And “Boutique Publisher”

Quantic Dream has never been a first-party studio, despite its deep association with the PlayStation brand ever since the release of Heavy Rain in 2010. With recent PC ports for the aforementioned title, plus Beyond: Two Souls and the upcoming release of Detroit: Become Human, the French developer is looking to break away from Sony’s platform to develop and publish games for other systems.

Earlier this year, NetEase Games, the gaming division of Chinese internet giant NetEase, acquired a minority stake in Quantic Dream–hot on the heels of investing $100 million into Bungie to create non-Destiny games. While David Cage and Guillaume de Foundaumiere maintain control of the studio, the money invested by NetEase will go to “support the studio’s vision of becoming a global, multi-franchise entertainment company, and to develop advanced technologies and games for the future.”

The fruits of this labour have already been seen with the PC ports for Heavy Rain and Beyond: Two Souls arriving on the Epic Games Store, with Detroit: Become Human releasing later this year. Now, in a recent interview with DualShockers, studio head David Cage has detailed the company’s intentions to break away from PlayStation exclusivity to “work on different platforms and reach players all around the world”.

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“After having worked exclusively with PlayStation for 12 years, we thought it was the right time for us to put our money where our mouth is,” Cage revealed. “We also felt that the landscape would change in the coming years, with the emergence of new platforms, 5G and Cloud Play.”

Not content to simply release its own games on other platforms, Cage also shared Quantic Dreams’ aspirations to become a “boutique publisher” over the next few years, working as an independent publisher by “backing few titles and championing originality and high quality, while providing tech and industrial support.” This came to fruition through the studio’s investment from NetEase, with Cage explaining that the Chinese giant “understood the ambition we had for the studio. We felt there were some very interesting strategic synergies between our companies.”

As for the transition into becoming a publisher, Cage goes on to say that Quantic Dream “felt there was room for a new publisher that would have an ‘ethical’ approach, offering fair deals and not taking ownership of IP.” So far the studio is “really pleased with the result” of its work on the PC ports for Epic Games Store. As the company’s first foray into publishing, Cage revealed that he’s “very pleased with Heavy Rain’s current figures, which align with our expectations.”

With new platforms like Xbox Scarlett, PlayStation 5, and Google Stadia on the horizon, Cage has made it clear that Quantic Dream is not “exclusive to any platform anymore. So yes, unless there are some specific exclusivity deals on a title-by-title basis, all our games will be released on all platforms at launch.”