No More Heroes 3 Beginner’s Guide: Essential Tips & Tricks For Fledgling Assassins

Welcome to No More Heroes 3! Whether you’re a seasoned assassin or a beam katana rookie, there’s a lot to consider and understand before going into this ultraviolent action-packed adventure. To start off on your journey to climb to #1 on the UAA charts, we’ve prepared some advice to help you get on your feet.

For more about how the game stacks up, be sure to read our No More Heroes 3 review. Otherwise, read on for our essential tips and tricks around the game.

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PARTAKE IN THE GLORY OF SUSHI

Throughout the various areas of NMH3, you’ll find sushi carts offering a variety of eat-in and take-out dishes for Travis to snarf on. Eating sushi provides various benefits depending on the type you chow down on, ranging from simple health and power restoration to boosting Slash Reel odds.

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Take-out sushi can be used during battle, except for special fights where Travis dons his armor. Travis can hold up to five of each kind of sushi and snarf pieces mid-fight to get their effects. You’ll always want to keep health and power restoration sushi on hand, but having a few pieces of the other types at the ready is also a good idea–having tension and attack-power boosts you can activate at any time is always great. (How does the sushi stay fresh so long? Don’t ask.)

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Eat-in sushi acts differently. You can’t take it into battle, but eating it confers some really great boosts–reducing Death Glove skill cooldown, augmenting your health and damage output, and even granting you an on-the-spot revival should Travis die (with a few exceptions). It’s expensive but worth it. Before major boss fights, you should always grab an eat-in bowl of sushi. Fortunately, most big boss fights have a sushi cart located right outside, so you can stock up on take-out and get a meal in before the big showdown.

DON’T FORGET TO GO DOWNSTAIRS

It’s surprisingly easy to miss the fact that Travis’s hotel room has a lab in the basement. You get there by sliding down the pole from the room with Jeane, the wardrobe, and the toilet. Here, you’ll find numerous functions that will be immensely beneficial to your assassination experience.

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The first is the power-up machine, which lets you spend WESN to upgrade Travis’s health, attack strength, beam katana power, and death skills, and even unlock new moves. Investing in Travis’s stats goes a long way towards making the tougher boss encounters significantly less of a nightmare. If you want to change your build, all you have to do is press the X button to reset your current stats and get the WESN you’ve spent returned to allocate elsewhere. Nifty!

You’ll also find a machine that makes chips for Travis’s Death Glove. Making chips requires money and specific items, which can be earned through sub-quests and combat. Up to three of these chips can be equipped to customize Travis’s abilities further. We recommend making the 80 chip as soon as possible, as it will assist you immensely in the item-hunting subquests by indicating when something you’re looking for is nearby.

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There’s a time machine here, too, but its use is rather limited: You can only use it to re-fight bosses you’ve previously conquered. However, you can choose to fight them at higher difficulty levels for a challenge and to earn some rare loot–several chip-creation items are only available as drops from boss battles. Depending on the difficulty, you’ll get some money and WESN on the side, too! Finally, there’s a room where you can review various in-game tutorials if you so please. Make full use of the lab facilities to augment your assassination capabilities!

HELP THE PEOPLE OUT

Even when you’ve cleared enough of the Designated Matches to get access to that chapter’s boss fight, you still might find yourself short on cash for the entry fee. When that happens, it’s time to get to work! You’ll find folks all over the various open-world areas who need a helping hand. When you enter a new area, look on the map for “?” signs–these are points of interest you have yet to visit. Some of these spots will be opportunities for volunteer work, which usually involves playing a short minigame.

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The first time you encounter a minigame, you’ll usually play a basic “tutorial” level to acquaint yourself with the controls. You’ll get a small reward for completing this. Afterward, a small star in a circle will appear on the ground near the person asking for help. These are additional levels of the minigame at a higher difficulty, which can be completed for better rewards (and, sometimes, unlocking even tougher difficulty levels.) You don’t need to talk to the quest-giver every time if you’ve already finished the “tutorial”–just head for the star mark and confirm. Exceptions are the item-hunting minigames (like Deathman cards and Jeane’s kittens), the toilet-unclogging minigame (which opens up save points), and the highway driving battles.

There are several minigames scattered throughout, like lawn-mowing, mining, and cleaning up garbage in an alligator-infested water pit. When you find one you like, you can repeat it infinitely for extra money, WESN, and materials.

GO ON THE DEFENSIVE

But maybe you don’t want to help people out. Travis Touchdown doesn’t have time to mow lawns when he’s got alien scum to kill, you say. Well, thankfully, you can also earn extra cash, materials, and WESN through fighting at Defense Mission points, marked with a pair of green crossed swords on your map.

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During these Defense Missions, you’ll take on a pre-set number of enemy waves. Defeating all the enemies from one wave summons the next until you’ve cleared them all. Each wave will have a different set of enemies to fight, so be prepared to change up your strategies when needed–and don’t forget to bring some sushi if things go south.

Like the other minigames, Defense Missions can be repeated infinitely, so if you’d rather earn your wages through bloodshed, that’s a perfectly valid option.

DEATH KICK IS YOUR RELIABLE BEST FRIEND

Travis’s Death Glove gives him special abilities he can use by holding down the L button and pressing one of the face buttons. You’ll fill out all four of the abilities over the course of the game, but the skill you start the game with, Death Kick, will remain amazingly useful and versatile from start to finish. This dropkick has a lot of great properties: It does a good chunk of damage, knocks an enemy down, and, with proper timing, it can interrupt enemy attacks. If you see an enemy winding up for a really damaging attack, it’s good to have a Death Kick at the ready to knock them out of it.

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The Death Kick, like all Death Glove skills, has a cooldown timer attached, so you’ll need to wait a little bit before you can use it again. Fortunately, its timer is pretty short compared to other Death Glove skills, and the cooldown can be reduced by augmenting Death Skills with the Power-Up Machine or eating certain sushi. Having a Death Kick ready to go in a pinch is always a good plan.

KNOCK ‘EM OUT AND GO FOR THE THROW

It’s a giant pain in the ass when your beam katana juice runs out, and you’re forced to run away and recharge mid-fight. There are two much easier ways to replenish its juice, however! The first is to eat a power-restoring sushi, but those are limited, and you could likely run out during a particularly long battle. The second option–using Travis’s wrestling moves–is a lot more fun and badass.

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During a fight, you can stun enemies by hitting them with a lengthy combo. Ways to catch them off-guard and go into a long combo include executing a dodge to activate slow-mo, successfully winning a sword-clash, or simply getting to their sides or behind where they lack the ability to defend. Then go to town! Hit them with a flurry of normal and heavy strikes. When you see small stars pop off their bodies, that means that they’re almost stunned, so keep at it! You’ll know that they’re fully stunned when you see a bunch of stars circling their head.

Once you’ve stunned them, stop attacking normally and go in for the throw! By performing a wrestling move on a stunned enemy, you’ll recharge the beam katana power to max. If your grapple lands the killing blow, you also stand a good chance of starting up the Slash Reel. You should try to go for throws on stunned foes whenever you can to avoid having to recharge manually–feeling like a totally awesome death machine is just a nice little side benefit. Be careful, though: If you knock down an enemy that’s stunned (for example, with a Death Kick), they will no longer be stunned when they get up.

CROWD CONTROL TIPS

Travis is just one guy who often finds himself up against multiple enemies at once, but fortunately, he’s got a couple of nice skills to help with keeping the hordes at bay. The simplest of these is the jumping heavy attack: Travis will fall down and create a small shockwave when he hits the ground, causing enemies in the radius to stagger. It won’t work on guarding enemies, though, who can retaliate as Travis recovers. For a group of attack-happy enemies, however, it works great–do the attack, focus on one enemy as they’re all recovering, then work to isolate that enemy from the pack with attacks and movement for an easier kill.

Sometimes, however, you might find yourself assaulted on all sides by enemies with sturdier defenses. A good option for these situations is the Death Rain attack you will learn a little ways into the game. This opens up a small portal above an enemy, raining down energy blasts that do a constant stream of damage. It’s good for both mostly stationary enemies and large groups in a small area. Finally, Death Force allows you to clear a path for Travis by knocking one or more enemies back a good distance, leaving them on the ground and vulnerable.

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Vagrus: The Riven Realms, a Dark Fantasy Sim RPG, Has An Official Release Date – Gamescom 2021

After spending a little over a year in Early Access, Vagrus: The Riven Realms officially has a release date, with its full release set for October.

Originally released into Early Access last year, Vagrus: The Riven Realms is a simulation RPG in which you guide a caravan across an apocalyptic wasteland. It features a mixture of turn-based combat and high-level strategy built around a series of granular decisions, such as who will handle the night’s watch.

The original Early Access release included around 50 hours of content as well as a free prologue. It has enjoyed very positive reviews on Steam and elsewhere, but as one user notes, it’s also very hard.

Vagrus is Lost Pilgrims’ first major release. First founded in 2017, it is dedicated to bringing the spirit of tabletop role-playing and dark fantasy to a wider audience.

Vagrus: The Riven reals was funded in part on Fig, with its fundraising campaign being structured around a series of milestones. All Fig backers received immediate access to the Alpha build.

No word yet on a console release for Vagrus: The Riven Realms. It’ll be out October 5 on PC via Steam and Good Old Games. For lots more Gamescom 2021 news, make sure to check out our Gamescom 2021 hub.

How Indie ‘Super Group’ The Indie Houses Is Trying to Balance the Scales for Small Games

While “indie” can be either a loaded word or a confusing one in the games industry these days, there’s one thing that just about every developer under the umbrella of smaller, self-run creative studios has in common: it’s hard to be indie.

A small team of developers might have a brilliant idea for a game, and might have all the skills needed to make that game truly incredible. But being indie often means struggling with any number of barriers unrelated to making games. There are complex publishing agreements full of legalese, storefronts bursting with competition, the constant need for funding, a never-ending parade of digital showcases and (eventually) physical events, and figuring out how to release a game on consoles — and that’s all on top of the difficulty of making a game to begin with.

Of course, plenty of indie games get released and applauded anyway, but what if all that could be made easier by a support network of indie publishers committed to uplifting one another and the developers they work with? That’s the pitch of The Indie Houses, a group of seven publishers behind games like Call of the Sea, Paradise Killer, Lake, Monster Prom, Mutazione, Coffee Talk, and Lamentum, who have banded together to try and make things a little better not just for themselves, but for everyone else in the same boat.

The Indie Houses currently consists of Akupara Games, Fellow Traveller, Neon Doctrine, Raw Fury, Those Awesome Guys, Toge Productions, and Whitethorn Games, a group of publishers whose collective is, among other things, holding its first showcase event on August 31. The Indie Houses Showcase will happen alongside a week-long Steam event with game demos, sales, developer livestreams, Q&A sessions and other festivities — though the showcase is far from the end of their ambitions.

In truth, the bones of what has become The Indie Houses has existed for some time now according to several of its founding members. Iain Garner, co-founder of Neon Doctrine, tells me that he has been chatting with Raw Fury since befriending them “on a 7-11 booze run in Taipei,” and has also been assisting with Chinese publishing for Toge Productions for years. And David Logan, CEO of Akupara Games, points out that some of the publishers in the group had already worked on initiatives for the collective good of indie publishing, such as Akupara’s Indie Calendar Buddy to help indies submit their games and booths on time for festivals.

According to Raw Fury CEO Vic Bassey, it was the pandemic that ultimately catalyzed what the seven had been working on in small ways for years. He started reaching out to his colleagues for video chats, positing the question he’d been wondering for some time: Why don’t publishers work together?

As Vlad Calu, communications director for Those Awesome Guys tells me, his studio had been trying to put together some kind of indie “Super Group” for years, so when Indie Houses came around with the values they already espoused, it all made perfect sense.

Almost everyone [in indie] I’ve come across is quick to share info, contacts and help each other out.

“I think that the last year and a half also provided us with the necessary time to sit down together in a more informal and relaxed format (quiet beverages of choice over the internet seem to lead to more fruitful and meaningful discussions than loud parties at live events) and think about how we can all improve ourselves in order to better serve the developers and partners that we work with,” he says.

Per Akupara’s Alyssa Kollgaard, The Indie Houses’ collective goal is “to elevate each of the companies involved, our respective developers, as well as indie games and games as a whole.” The intention is to help indie developers be successful, regardless of whether or not they’re published by an Indie Houses member or even whether or not they have a publisher at all. She says they want to help indies “recognize and avoid predatory practices, navigate industry challenges, gain access to resources and to advocate for their own needs.”

At the core of The Indie Houses’ beliefs are three pillars: Bigger Together, More Helpful Together, and Better Together. Common to all three is the idea that the traditionally smaller, often struggling indie space can gain visibility, negotiate more funding, create better opportunities for developers in underrepresented markets or from marginalized groups, and generally better be able to compete in a challenging marketplace dominated by AAA..if they work as a team.

“I’ve been working in indie games for ten years, having spent around the same time in AAA publishing before that,” says Chris Wright, founder and managing director of Fellow Traveler. “One of the things I love about it is that there is a pervasive spirit of cooperation. Even though, technically, everyone is competing with each other, almost everyone I’ve come across is quick to share info, contacts and help each other out. So something like The Indie Houses is a great way to do more of that with the other members but also amplify and enhance the ways each of us are helping the broader indie community.”

While some initiatives like The Indie Houses’ showcase next week are just for its members, the group is committed to sharing resources and information more widely. It’s already beginning the process of building its website as a resource hub — for instance, Akupara’s Indie Calendar Buddy lives there now — and its members are committed to other similar projects such as Raw Fury and Whitethorn Digital’s open sharing of their respective publishing contracts earlier this year.

“At every single level of our industry, everything from legal, contracts, production resources, task management resources, backends, surfacing and visibility tools, discounting, milestones… all of this was made to support the AAA enterprise with indie games benefitting tangentially, if at all,” says Matthew White, CEO of Whitethorn Games. “By banding together, we can leverage our mutual resources to build inroads that would otherwise be impossible.”

Aside from resource sharing and showcases, Indie Houses is looking to add other initiatives, including funds like the existing African Game Dev Prototype Fund and Toge’s Southeast Asian Dev Fund. Funds like these are especially important to members like Gardner and Sarah Johana, head of community at Toge Productions, who work extensively with marginalized developers and developers from underrepresented regions.

“As a publisher from a third-world country, we understand deeply how hard it is for small indie developers and even publishers to get access to stuff like reaching out to big media and attending game events,” Johana says. “Basically, having the chance to get out there and be heard is very minimal. Being part of The Indie Houses helps us tackle that problem. We can now provide more chances for the developers to get more visibility and we now have better access to resources that help them by allowing us to market and publish their games more effectively.”

At every single level of our industry, everything …was made to support the AAA enterprise with indie games benefitting tangentially, if at all.

The group also wants to be a visible part of ongoing discussions on social issues that connect to the games industry, such as harassment directed at creators or fighting back against bigotry. They feel that with strength in numbers, they can better push for positive change.

Put together, this would ideally mean more stellar indie games making it past the numerous hurdles standing in their way so they can reach the people who want to play them most. The Indie Houses Showcase is just the first step.

While they’re seven publishers for now, they’re open to future structural changes too, such as welcoming in additional publishers whose values align with their own, or as Gardner puts it, stepping out of the group if one of them ever “got bought by EA tomorrow (lol)”. The principles of Indie Houses, he says, are more important than the individual numbers.

Bassey and Gardner tell me that his ultimate future hope for The Indie Houses is to remove the negative connotation from the word “publisher,” and provide an example for the entire games industry on how publishers can work together and respect their partners.

“There’s no reason developers need to compete,” Logan says. “There are plenty of gamers who constantly have a desire to play more games. We should work together, learn from each other, and ultimately get as many developers to succeed as possible.”

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Call Of Duty: Vanguard’s Champion Hill Is Gunfight On Steroids

Call of Duty: Vanguard‘s alpha is officially live for PlayStation 4 and PlayStation 5, which features the recently announced Champion Hill mode. This new multiplayer mode feels like a mashup of Gunfight and battle royale, with duos competing in a series of rounds to be the last team standing. Basically, Champion Hill is a more chaotic and strategic Gunfight tournament.

Champion Hill combines four small maps to make one large arena, where players in duos compete in 60-second rounds of a Team Deathmatch-style tournament against other squads. Every team begins with a total of 12 lives. In Champion Hill, players want to move through the rounds and work to eliminate all other squads’ life count to zero before their squad is eliminated.

All squads start with the same loadout of a pistol and submachine gun. However, better gear can be obtained by collecting cash and using the Buy Stations. All players start with $500 cash, and more cash can be earned through the rounds by eliminating players and scavenging cash piles found around the map.

There are four Buy Stations that can be used during “Buy Rounds,” which are phases that happen between every three rounds of combat. Each Buy Station offers something different. Players can choose whether they want to spend cash on perks, killstreaks, equipment like armor plates, or better weapons. Here you can find Champion Hill’s full list of available weapons, perks, streaks, and equipment for this alpha.

Champion Hills Support Buy Station
Champion Hills Support Buy Station

Players can also upgrade their weapon by pressing right on the D-pad, and the gun can continuously be upgraded with up to 10 attachments to beef it up. It does get more expensive with each upgrade, but it’s definitely worth adding some of those attachments early on. Weapons can be upgraded during the Buy phase as well as mid-match.

The cash feature reminds me of Black Ops 4’s Heist mode, which seemed inspired by Counter-Strike’s strategic Buy feature. How players spend their money is important. Going for better weapons and weapon upgrades feels crucial, but having enough money to splurge on something like a UAV streak or Ghost perk could be helpful too.

An extra life token does spawn on each map area once per round, so there is an opportunity to grab it and earn a free life. Players can also buy one for the hefty price of $3,000, but that’s a lot of money that could be better spent on weapons or perks to help win gunfights. Running low on lives, players might be enticed to spend that cash on the extra life to get them to the next round, sacrificing the chance at better weapons or even additional armor. Players must pick and choose wisely.

The four maps can be daunting at first, but they’re not much more complicated than the traditional 2v2 Gunfight maps. It just takes some time to learn all the lines of sight, and knowing what parts of the map are destructible, as Vanguard features some destructible cover. The parts that can be destroyed all seem to look like thin wooden boards, so they’re pretty easy to spot. Players can either shoot through the cover or completely demolish them for a better line of sight.

Champion Hill’s maps are also all connected with the Buy Stations as the central hub, so players will hear gunshots and explosions from the other 2v2 matchups happening on the maps near them. Each round is only 2v2, but they can sound much more chaotic. It definitely becomes important to focus and distinguish which gunfights sound close and which are far away.

Champion Hill Map Overhead View
Champion Hill Map Overhead View

Once the teams have been whittled down to just two, the final match begins. Players will get to gear up at the Buy Stations before the final showdown. This is the last chance to spend money on extra lives, killstreaks, armor, and any perks. Final team standing will claim the win as Champions of the Hill.

I’m a huge fan of 2v2 Gunfight, so I was worried that Vanguard’s new variant would be too chaotic and less fun. However, it still holds that competitive intensity and the rounds still play pretty quickly, with the big differences being the respawning and Buy feature. So, it’s like a giant, more intense 2v2 Gunfight tournament with respawns and a 12-life count. This won’t be everyone’s favorite mode, but this is worth trying for fans of Gunfight, battle royale, and maybe even Heist.

At this time, only 2v2 matches are available, but Champion Hill is also said to have a 3v3 option, so maybe trios becomes available either later in the alpha or at launch.

This PlayStation-exclusive alpha will run until August 29. A second alpha will occur for preorder members on all platforms who can play September 16-17. Then from September 18-20, everyone can play, regardless of platform or preorder status. Next month will also feature Vanguard’s standard multiplayer beta. Call of Duty: Vanguard launches on November 5.

Call of Duty: Vanguard continues on as Activision Blizzard currently faces a sexual harassment and discrimination lawsuit filed by the state of California. It was also recently claimed that Activision Blizzard’s HR department is shredding documents pertaining to the case.

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Saints Row: Here’s What Comes in Each Edition

Saints Row is coming back. A reboot, simply called Saints Row, is set to release for PS5, PS4, Xbox Series X|S, Xbox One, and PC on February 25, 2022. It’s available now for preorder (see it at Best Buy). We have full details about where you can find it, how much it costs, and what preorder bonuses to expect below. Read on for the goods.

Saints Row Standard Edition

PS5

PS4

Xbox Series X|S / Xbox One

PC

Preorder the standard edition, and you’ll also get the following DLC:

  • Idols Anarchy Pack

Saints Row Gold Edition (Digital Only)

The digital-only Gold Edition includes the following:

  • Idols Anarchy Pack
  • Saints Row Expansion Pass
  • Los Panteros American Muscle Bundle
  • Saints Criminal Customs

Saints Row Platinum Edition (Digital Only)

The digital-only Platinum Edition includes everything in the Gold Edition, plus a copy of Saints Row the Third Remastered. Here’s the full rundown:

  • Saints Row the Third Remastered
  • Idols Anarchy Pack
  • Saints Row Expansion Pass
  • Los Panteros American Muscle Bundle
  • Saints Criminal Customs

Saints Row Preorder Bonus

Preorder any edition of Saints Row, and you’ll receive the Idols Anarchy Pack, which includes the digital items seen in the image above.

What Is Saints Row (2022)?

Saints Row is an all-new open-world game, with a new cast of characters. It’s set in a fictional city in the southwestern U.S. called Santo Ileso, and this particular metropolis is bursting at the seams with violent criminals.

You play on a team of up-and-comers who just want to accrue some cash and power, and they’re not afraid to break some laws to get it. There’s the Boss, Eli, Nina, and Kevin.

Now, you may be on a team of criminals, but you’ll face off against a bunch of even worse villains. Three gangs are vying for power in the city. One is Marshall, a high-tech corporation that’s out for total domination. Another is the Panteros, a group of heavy-hitters who favor melee weapons. Finally there’s an anarchist gang called the Idols, whose members wear LED helmets.

While the game still offers plenty of chaotic action, it looks like the silliness and over-the-top-ness of some previous entries has been dialed back here.

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Chris Reed is a deals expert and commerce editor for IGN. You can follow him on Twitter @_chrislreed.

Ghostrunner: Wave Mode, Assist Mode, and New DLC Get Release Date – Gamescom 2021

Ghostrunner will add its promised Wave Mode and Assist Mode on August 31, alongside a new pack of neon-themed cosmetics.

Announced earlier this year, Wave Mode adds a roguelike element to the cyberpunk action game, tasking players with beating 20 waves of enemies using randomised upgrades. Assist Mode will make the game easier, allowing players to experience the story without much challenge. Both modes will be added as a free update to the game.

They’ll come alongside the new Neon Pack paid DLC, which adds four sets of sword-and-glove combos, each fully animated with neon effects. Alongside the Neon Pack, four new DLC bundles will also be released:

  • Art Bundle – SRP: £5.99 / €7.99 / $7.99 – The Art Bundle includes the Original Soundtrack and the Artbook (Available only for Steam, Epic and GOG)
  • Summer Bundle – SRP: £9.99 / €12.99 / $12.99 – The Summer Bundle includes Winter, Metal Ox, Neon Packs and Art Bundle (Available only for Steam, Epic and GOG)
  • Jack’s Bundle – SRP: £5.99 / €7.99 / $7.99 – Jack’s Bundle includes Winter, Metal Ox, Neon Packs (Available only for PS4, XboxOne & NSW

We awarded Ghostrunner an 8/10 review, saying that its “lightning-fast gameplay makes for a short-lived but memorable action game with some incredible moments.”

For more from this week’s huge gaming event, be sure to check out our Gamescom 2021 schedule.

Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

The 12 Best Apple Arcade Games: Top Picks For Your iOS Device

Get This PewDiePie-Backed Arcade Blaster And Take Your Gaming To The Next Level

Those of you of a certain age may remember the bright orange light-gun used in Duck Hunt. While that’s probably been tossed out long ago (if not, it’s worth a lot of money!), the innovation around gaming with something other than keyboards or controllers has really exploded. And now, you’re able to use a light-gun as your controller. With the Arkade Motion Blaster, you can play all your favorite games like Call of Duty, Fortnite, and more in an incredibly immersive, exciting way.

The Arkade Motion Blaster is a Kickstarter-funded project endorsed by YouTuber PewDiePie, and right now, it’s available for $130. You’ll be able to feel every moment of the action as you use Arkade’s light-gun to blast away at your enemies, feeling the rush as you play game after game. With the Arkade Motion Blaster’s high-precision gyroscope and low-latency Bluetooth connection, you won’t lose your edge by switching to it, and you can even play in a full 360 degrees around you. The light-gun is compatible with Steam or GeForce Now on PC and Mac as well as mobile games on Android, meaning you can take your Arkade Motion Blaster on the go to keep up the adventure.

Get the peripheral that GBATemp described by saying: Gripping my Bluetooth-paired Blaster, I am ripping and tearing demons in DOOM (2016) by hitting the trigger button, turning left and right to aim and feeling each shot with the rumble feature while the LED strip emulates a recoil lighting effect. It also made mobile gaming fun, with titles like Shadowgun Legends and Dead Trigger 2 having me spin 360 degrees to kill zombies or shoot down enemy players in multiplayer sessions.”

PewDiePie and Arkade have teamed up to create an astounding gaming experience that will take your gaming marathons to a new level. Whether at home or out in the world, you can play more than 100 games without the Motion Blaster. You can get the Arkade Motion Blaster for only $130, but you’ll have to act fast. Give it a shot, and you’ll never go back to keyboard and mouse ever again.

Price subject to change

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Xbox Exec: Please Don’t Name Your Child “Game Pass”

Xbox Game Pass is very popular, and some believe subscription services like it will take over and dominate gaming in a similar way to what happened in the world of music, TV, and movies. Despite Microsoft’s belief in Game Pass as its secret weapon and key growth driver in the future, the company doesn’t want you to go to too wild for the service.

During a livestream at Gamescom on Friday, Xbox marketing boss Aaron Greenberg said he advises against naming your child “Game Pass.”

Now Playing: Halo Infinite Full Presentation | Gamescom ONL 2021

“I also ask that no one name their baby Game Pass,” Greenberg said.

This wasn’t a totally unprompted and random comment. Greenberg offered up his sage advice after the other interview guest, Pete Hines of Bethesda, shared a story of a woman who went into labor during a Skyrim presentation at QuakeCon in 2011. One of the interviewers joked that the family might have named their baby Dovahkiin. That didn’t actually happen, but Hines said someone did in fact legally name their child Dovahkiin, and he made good on his promise to give the family free Bethesda games for life.

Regarding naming a child “Game Pass,” one of the interviewers said naming a baby “Game Pass” might not even be possible due to the country’s rules about child names. In any event, it’s probably a good idea to not name your child after a streaming service.

Game Pass is generally seen as a very good value that people like a lot. It allows people to sample lots of games they might have otherwise missed or skipped. Microsoft is pushing Game Pass very hard as the company focuses on growing subscribers as opposed to selling consoles.

Hines said in the interview that Bethesda getting acquired by Microsoft is a good thing overall for Bethesda because it allows its games to potentially reach even more people thanks to Game Pass. “Honestly, we always want as many people as possible to play the games our developers make,” he said. “When you put it into Game Pass, and you see a game like Prey or Dishonored or Wolfenstein, or Quake, people go back and play that stuff a lot. It’s not just 30 [Bethesda] games, but most of them are terrible. There are so many Game of the Year award winners in what we added to Game Pass. It’s remarkable, not just in the quantity, but the quality.”

The latest big addition to Game Pass was Double Fine’s Psychonauts 2, which came out on August 25. Later in the year, Forza Horizon 5 and Halo Infinite will also come to Game Pass.

Stylish Shooter Severed Steel Gets September Release Date – Gamescom 2021

Severed Steel, a stylish first-person shooter from developer Digerati, is coming to PC on September 17. It will also come to PS5, Xbox Series X/S, and Nintendo Switch later this year.

Severed Steel has a lot of different inspirations from Mirror’s Edge to Black. But at the heart of the gameplay is the ability to wall run, dive, slide, flip, and bullet-time your way around a fully destructible environment while gunning down bad guys.

The game will come to PC on September 17 and, in addition to PS4 and Xbox One versions, Digerati has also announced that PS5, Xbox Series X/S, and Nintendo Switch will follow later this year.

You’ll play as Steel, a one-armed operative who is out to take down the mega-corporation EdenSys. Steel’s acrobatics and bullet-time abilities allow her to stylishly take down enemies, but there’s a catch. Steel cannot reload weapons, so if you find yourself out of ammo you have to find a replacement quick.

While reloading is one of the few things Steel can’t do, the trailer shows off a good mix of Steels’ other tools. Whether that’s kicking through doors, wall-running between kills, or slowing down time to headshot bad guys, Severed Steel gives you plenty of ways to take down your enemies.

If you’re interested in checking gout Severed Steel early you can play a demo available on Steam which now has an additional campaign level and updates to the gameplay.

Severed Steel will be released first on PC before coming to PS4 and Xbox One at a later date. Check out IGN’s full Gamescom coverage for new trailers, announcements, and more.

Matt T.M. Kim is IGN’s News Editor. You can reach him @lawoftd.