Where could WarioWare go after Gold? The 2018 3DS game acted as a sort of grand culmination for the series, combining the best microgames from across its many installments with a handful of new challenges and a plethora of extras. Rather than retread that same ground, the series’ upcoming Switch installment, WarioWare: Get It Together, introduces a few interesting twists to the classic formula, making it more of a party experience.
We recently got a chance to see more of WarioWare: Get It Together via a virtual preview event. Like previous entries, the title is comprised of more than 200 microgames–bite-sized challenges that are thrown at you in rapid-fire succession. These games run the gamut from silly to outright bizarre. One moment, you’ll be shaking apples from a tree; the next, you’ll be plucking hairs from a Greek god’s underarms. This oddball humor has become one of the series’ hallmarks, and even from our brief preview, it’s clear that it’s on full display in Get It Together. But while the microgames are all classic WarioWare fare, they offer a different experience here, thanks to the new focus on actually playing as the title characters.
Unlike past games, you directly control Wario and company during microgames, using their abilities to clear the objective. Each character has a unique playstyle; Ashley the witch, for instance, can fly around on her broom and conjure spells from her wand, while Mona throws a boomerang that you guide around the screen using the control stick. You select three characters at the start of a round, with the game randomly cycling between them as you clear microgames. This adds a new dynamic to the games, as their challenge will depend on which character you’re currently controlling. Ashley can make quick work of the aforementioned apple tree microgame by firing spells directly at the apples, for example, while someone like 9-Volt–who can only skate along the ground and flick his yo-yo vertically–will need to shake the tree’s branches from beneath to dislodge the fruits.
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WarioWare: Get It Together! First Look | Nintendo E3 2021
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Multiplayer adds yet another wrinkle. Although previous entries in the series have featured some multiplayer games and activities, Get It Together places a much heavier emphasis on them. Nearly every microgame here supports multiple players locally, and it looks like a riot. While the ability to play with another person should theoretically make the microgames easier to clear, that seems far from the case in practice. You’ll inadvertently get in each other’s way while trying to clear the microgames, turning already-frenetic tasks into pure chaos.
In addition to the story mode microgames, Get It Together features a party mode called Variety Pack, which boasts a handful of more traditional-style cooperative and competitive minigames for multiple players on the same system. One of the games that Nintendo highlighted, Daily Grind, plays out like a sidescroller. Here you must work your way through stages en route to the office, picking up contracts and defeating coworkers. Further complicating that goal, the stage layouts become progressively more challenging as you progress, and they feature power-ups that transform you into other characters, constantly shaking things up.
Another Variety Pack game, Puck ‘er Up, is an air hockey-style competition. The objective here is to knock the puck into the goal. The player who manages to score will then get to play a microgame, with a star as their reward if they can successfully clear it. The other player, however, has a chance to interfere, be it by shaking the screen or trying to obscure the view with a leaf. If the person playing the microgame fails, the star will be awarded to the other player. It’s a clever way of turning microgames into a head-to-head contest, and it looks like one of the highlights of the package.
Beyond that, Get It Together features a handful of other modes, including one called Wario Cup. While we didn’t get to witness it during our preview session, we did learn some details. Nintendo described it as an “online weekly rotating challenge” where you’ll try to clear a specific objective. While you can use any character, the more ill-suited they are to that objective, the better your score will be if you manage to clear it. Wario Cup also features a ranked mode that lets you upload your score and see how it stacks up against players from around the world. That, however, requires a Nintendo Switch Online subscription.
WarioWare: Get It Together launches for Nintendo Switch on September 10. The game retails for $50 USD and is available to preorder now from the eShop and various retailers. Nintendo has also released a free WarioWare demo on the eShop that lets you sample a handful of microgames as well as several playable characters.
The Walking Dead Season 11 premieres this Sunday, August 22, and ahead of that, AMC has released the opening five minutes of the first episode. This is the final season of the show.
The sequence shows a group of survivors, including Carol, Daryl, and Maggie, attempting to lift some bags from a room of sleeping zombies–known as Lurkers. Inevitably it goes wrong, and soon the undead are waking up all around our heroes. This kicks off a desperate battle to reach their helicopter while fighting off dozens of hungry walkers. Check it out below:
This clip follows the Season 11 trailer, that was released during Comic-Con@Home last month. The season will be the longest one of The Walking Dead’s history, with 24 episodes set to air across 2021 and 2022 in three separate blocks.
Even though the main show is ending, there’s plenty more Walking Dead on the way. Both Fear the Walking Dead and The Walking Dead: World’s Beyond return later this year for their seventh and second seasons respectively. Beyond that, Norman Reedus and Melissa McBride will reprise their long-running roles Daryl and Carol for a spin-off series, which is scheduled to release in 2023.
There’s also the long-promised Rick Grimes movies, which according to Walking Dead creator Robert Kirkman are still happening, despite the slow pace of pre-production.
Deathloop’s game director says that the upcoming immersive sim-shooter’s PvP multiplayer wasn’t built with competitive play in mind. Instead, the driving force behind the mode was to create an ‘anecdote generator’.
In a QuakeCon special on Deathloop, Dinga Bakaba discussed his hopes for Deathloop’s PvP mode and what he would like players to get from it: “What drove us to add [PvP] to the game was not the competitive aspect of it really, that’s why there’s no leaderboard, nothing like that, it was really the fact that it is an anecdote generator.
“Two elements of chaos in a simulated world definitely creates some interesting moments, those moments of ‘I really didn’t plan for it to go that way but that was so awesome,’ and you will hit record on your PS5 and save that clip and then send it to the other player in case they didn’t save it and maybe add them as a friend. It’s nice to be surprised by a game. What players can add to the mix, be it something very random, very chaotic [or] on the contrary, something that is a perfectly executed plan where you will think ‘Oh that other person is a mastermind.'”
“In a more developer-centric approach, it’s an opportunity for us to interact with the player and the community in a different way.” he continued. “The way we generally interact with them is asynchronously. We build the game, and then they play the game, and then we watch on Twitch and YouTube and this interaction doesn’t really happen, but now that we get the chance to invade players or get invaded by players, we can share those moments with you all and that’s also exciting for us.”
Deathloop’s PvP mode centers around two characters: the game’s protagonist, Colt, and his rival assassin, Julianna Blake. As the game’s antagonist, Julianna can enter the world randomly as an AI-controlled character during single-player gameplay – but the real fun, it seems, is in entering another player’s campaign as Julianna and causing havoc.
The two characters look to be well-balanced and a good match for one another in the game. Both assassins have access to the same weapons and power-up traits – except for Colt’s signature power Reprise, which allows the player to reverse time within a playthrough and come back to life.
Whilst Julianna only has one life, players opting to enter the field as the antagonist will be able to customize a number of options about the character, including weapon builds and power-ups, before setting out to hunt their target. Bakaba said that the disparity between the two characters’ fragility makes for interesting gameplay. “Colt is able to take a bit more risk,” he said, “which generally encourages Julianna players to be a bit more careful, a bit more devious, and use things like traps, deception, and misdirection.” With the game due out on September 14, we’ve not long to wait before players are able to jump in as Julianna and test out their stealthy pursuits.
Players controlling Colt don’t have to face Julianna should they wish to avoid an encounter. Colt can hide and extract from the map in certain situations to avoid the deadly assassin. However, the rewards for taking her down certainly look enticing. Successfully taking on the challenge will reward Colt with loot that includes power-trait upgrades, top-tier weapons, and Residium – an in-game resource that allows players to maintain their weapons across loops.
Alongside the release of Ghost of Tsushima: Director’s Cut on comes the Iki Island expansion on PS5 and PS4. Like all post-release content, there’s a specific way to gain access to it. Below we detail what you need to do to start playing the next chapter of Jin’s journey.
For the uninitiated, the Iki Island expansion takes Jin to its titular location, where he must confront the demons of his past. The content gives you an entirely new region to explore, packed with new Tales to complete, collectibles to grab, and enemies to fight.
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Now Playing: Ghost of Tsushima Iki Island Expansion Review
1. You Need To Progress Through To Act 2
If you no longer have any backup saves and have nothing but your new game or new game plus save to fall back onto, then you’ll be fortunate to know that you only need to get to Act 2 (Toyotoma Region) to access the Iki Island expansion. Otherwise, read on if you already have access to a late-game save.
2. A New Tale Will Pop Up Called “Journey Into The Past”
Once you’ve met the aforementioned conditions, a new Tale will show up on the map called “Journey Into The Past.” It’s located in the Toyotoma Region at the Drowned Man’s Shore; if it doesn’t appear in your Journal, head to Drowned Man’s Shore and it should appear on your map. Tag it and then follow the guiding wind to the location.
3. Start The Questline To Travel To Iki Island
When you arrive, you’ll find something fishy: an abandoned Mongol ship has made it to shore. Investigate, and you’ll soon find yourself entangled in a surprise battle against the Mongols. You’ll also be introduced to the expansion’s new enemy type: Shamans. Eliminate the invaders and then make your way to the ship that’ll take you to Iki Island.
Before you go, heed the warning given to you by the game.ou won’t be able to return to Tsushima for quite some time after you embark, so make sure you have your affairs in order. You won’t be able to come back until after completing several story quests on Iki Island. We recommend earning the Ghost armor, Kenshi armor, and Sakai Clan armor before leaving for Iki Island.
For more about Ghost of Tsushima’s Iki Island expansion, be sure to read our full review. Otherwise, be sure to check out our other Iki Island guides and our guides for the first game.
The most memorable Minnesota Vikings game I ever attended was when I stood on the sideline and watched Daunte Culpepper dive in for the game-winning touchdown from 20 feet away; an exciting capper to an afternoon spent squinting up at the Metrodome’s tiny jumbotron trying to see what was happening. The Dome is long gone, but its spirit lives on in Madden NFL 22 – though not necessarily in the way EA intends. This year’s version seeks to capture the earsplitting crowd noise that was once the Metrodome’s calling card with new homefield mechanics, and it succeeds… sort of. But while it’s a functional way to experience football, it’s also charmless and frequently strange – the video game equivalent of navigating a concrete concourse under a dirty teflon roof.
After planting its flag last year with “Next-Gen Stats” – a system that uses on-field cameras to produce more refined if not always noticeable improvements to the animation – Madden NFL 22 takes the same slow and steady approach that has characterized the pace of improvements to the franchise over the past decade. Visually, it does not appear to be a large step up from the version of Madden 21 that ran on the PS4 Pro or Xbox One X, though it is noticeably smoother when running in the 60fps Performance Mode (or 120fps on Xbox Series X). It’s familiar enough that, after my first few hours with Madden NFL 22, my immediate reaction was to say, “Yep, it’s definitely Madden” – which is to say that the odd glitches, clunky interface, and slightly robotic animation continue to be very much in play.
This has been the Madden experience in a nutshell for many years now. It’s a grab bag of experiences and ideas, some of them decent, many of them undermined by poor execution and a lack of polish. It’s hard to pick any one area where this year’s version truly excels; almost every one of its best features is done better by one of its major competitors like 2K or Konami. Its biggest success over the past five years is probably the X-Factor system, an arcadey but fun way to differentiate certain superstars by granting them certain special abilities, which is likely the biggest reason that Madden NFL 22 is dredging up NCAA Football’s old homefield advantage mechanics and calling them “M-Factors.”
I’ve been arguing that Madden should add homefield advantage for years now.
Homefield advantage is Madden NFL 22’s most notable new feature, impacting virtually every one of its modes in one way or another. It seeks to shake up the in-game atmosphere, which has been lackluster for years, and add an additional layer of strategy to boot. It’s not a bad idea on the face of it; yes, it’s a feature arguably being recycled from a series that’s almost a decade old now, and you can goof on the notion of homefield advantage when many teams in the NFL has long since priced out their most dogged fans, but the truth is that homefield advantage is still very much a factor in cities like Seattle and Green Bay – a factor that has never really been reflected in Madden. Frankly, I’ve been arguing that Madden should add homefield advantage for years now, so I’m glad to see it finally here.
As for whether it works… I’m not entirely sure yet. The idea is that a little momentum meter will tick up whenever a team makes a big play, unlocking perks like stamina boosts while potentially scrambling your opponent’s playart and causing the screen to shake. Away teams can even flip the script by silencing fans and unlocking perks of their own. It’s all fine in theory, but the momentum doesn’t quite ring true to me. In one game playing as the Browns, I unleashed a bomb to Odell Beckham, scoring a touchdown and taking the lead. A clear momentum swing, right? Cleveland’s fans would be going out of their mind. But the best I managed was to reset the momentum back to neutral.
Momentum doesn’t quite ring true to me.
It’s clear to me that there’s still some tinkering to be done with the balance of the M-Factors, and the development team seems to know it too – due to balance issues, only a handful of them are available in Madden Ultimate Team. The spotty execution is likewise in evidence in the remastered gameday audio, which will cut out whenever the camera cuts to an exterior stadium shot, and the new presentation, which is frankly… not good. Putting aside that it looks nothing like an actual TV broadcast, it tinges much of the graphics in a sickly shade of green, which for whatever reason I found very off-putting.
Other ways in which Madden almost comes together but doesn’t quite manage it are evident throughout. The interface is actually a step back this year, cramming together information in a mess of text and overlapping menus that somehow manage to be more confusing than ever. This, in turn, hampers its player avatar – a decent idea that feels more confusing than it should owing to how opaque even basic functions like character progression can be. Elsewhere, Madden NFL 22 has effectively thrown up an “under construction” sign, acknowledging that the much-needed scouting overhaul for career mode won’t be available until after launch.
Madden NFL 22 has effectively thrown up an “under construction” sign.
Its most thoughtful updates tend to be the ones that pass unnoticed by fans. For instance, Madden NFL 22 introduces halftime adjustments, a small but significant new feature that has a notable impact on in-game strategy. If your opponent is burning you deep with Tyreek Hill, you can choose the “Defend Deep Pass” option at the expense of giving up shorter passes. Or if you’re in the lead, you can choose to focus on running the ball. Simple. I wish Madden’s features were always this straightforward.
This is where I reveal that I’m mainly a sim player, with the bulk of my playtime being devoted to my long-running online league – a sports genre rarity that I appreciate a little more with each passing year. Most Madden fans will tell you that Franchise mode has been disappointing over the past decade or so, with EA only relenting and committing to substantial updates to the modes after heavy backlash on social media. This is the first year that we get to see the fruits of EA’s labor, and the results are decent, if a bit mixed. Playing as the Buffalo Bills, I was pleased to see a short in-game cutscene acknowledging the magnitude of an upcoming playoff game with the New England Patriots. Such story moments have been sorely lacking from Madden’s franchise mode over the years, and they go a long way toward imbuing each season with a sense of narrative.
I was pleased to see a short in-game cutscene acknowledging the magnitude of an upcoming playoff game.
Still, Madden’s franchise mode has a ways to go before it catches up with the competition. Its version of the salary cap bears little resemblance to the real-life NFL, with no ability to restructure contracts or convert money into bonuses. Special teams are an afterthought – a shame, given that undrafted players who eventually develop into stars, such as Vikings receiver Adam Thielen, frequently come from the ranks of special teamers. And even the meaningful additions – like the ability to hire and fire coordinators who confer buffs to different parts of your team – have a brutalist feel to them thanks to the ramshackle nature of the interface.
I think at least some of my problems with the mode can be summed up in a recent conversation where I asked a producer why it wasn’t possible to include legends like Randy Moss in the fantasy draft, wondering if it was an NFLPA issue, and they admitted that it simply hadn’t been considered. This is a feature, I should mention, that has been in both NBA 2K and MLB The Show for years now. Madden’s franchise mode lacks that joyful sense of wish fulfillment that accompanies the best career modes, its rigidity betraying Madden’s overall lack of verve and creativity.
Whatever sense of joy Madden might have seems to be reserved for its resident arcade modes.
Whatever sense of joy Madden might have seems to be reserved for its resident arcade modes, which are, for the most part, a cut above the core simulation modes. Launching The Yard or Superstar KO is a bit like stepping into a different game entirely, with the stadiums, menus, and even the color palette shifting into a brighter, more hyperactive mood meant to elucidate the chaos of backyard football. These modes tie in much more firmly into the player avatar who sits front and center on the main menu screen, with progress in The Yard applying to Face of the Franchise, and vice versa.
It seems clear that Madden NFL 22 is trying to establish a centralized experience akin to its competitors, with progress in one mode unlocking global rewards like cosmetics in others. It’s not quite there yet, though, and much of the blame can be laid at the feet of the interface, which consistently hides its rewards behind one too many button presses. It doesn’t help that none of the rewards apply to the core career modes, which means we’re being funneled toward arcade modes like The Yard and the ever-present Madden Ultimate Team so we can climb on to the neverending game-as-a-service treadmill. MLB The Show works because it offers balanced rewards for all of its modes; in Madden, the modes still feel too siloed away from one another, which makes the global awards it does offer feel ultimately underwhelming for anyone who isn’t heavily invested in The Yard.
Face of the Franchise is short, pointless, and ugly.
Of course, even if EA does refine its interface and improve on its global rewards, none of it will matter much if it doesn’t fix Face of the Franchise, arguably a symbol of everything that ails the series. Ostensibly Madden’s flagship story mode, Face of the Franchise is short, pointless, and ugly. It takes a good idea – letting us live out the dream of getting drafted into the NFL and playing out a career – and utterly fails to execute on it.
Face of the Franchise once again casts your customized character as a young star on the rise, with a story built around a series of challenges and story moments en route to the NFL Draft. College football games return in a neat bit of set dressing, but are hardly integrated into the overall story and quickly forgotten. The handful of choices you make – whether to attend a Nike event or take the team out to dinner, for example – are almost always a strictly mechanical means of boosting your stats or earning more currency for purchasing in-game items, with little impact on the story. The impact of the story choices you do get to make, such as when you talk to scouts before the Draft, are hazy at best. And when the second season of your NFL career rolls around, your character is still referred to as a rookie, as if Roger Goodell hit some cosmic reset button.
As with everything else in Madden, an extra layer of polish would do Face of the Franchise a world of good.
This is Face of the Franchise’s third year, and it’s hard to get a read on EA’s intentions for the mode. Is it story-driven wish fulfillment? A glorified tutorial? All of the above? I have a sneaking suspicion it’s that last option, which is why it feels so messy and unfocused. As with everything else in Madden, an extra layer of polish would do Face of the Franchise a world of good – a character progression system that isn’t needlessly obscured, a better sense of how rewards can be spent across the various modes, and a finale that doesn’t consist of a handful of NFL players offering congratulations in hastily recorded cellphone videos. Madden’s biggest problem seems to be that it’s trying to be all things to all football fans. It wants to be an in-depth sim and a silly arcade game and a competitive multiplayer game, and it wants to do all of it with roughly 10 months of development time per year.
With the new console generation fully underway, I get the impression that Madden would like to be perceived in the same light as SoFi Stadium or Allegiant Stadium – a glittering showcase arena for football. But it’s still much closer to the multipurpose stadiums of old; the big concrete bowls that would host baseball on Saturday, football on Sunday, and monster truck rallies on Monday. The NFL long ago abandoned multipurpose stadiums like the Metrodome, recognizing that their dedication to utility meant that they could provide a gameday experience that was at best functional. As Madden looks to the future, it might want to consider how it can learn from the NFL’s example.
There’s an incredible introductory offer right now for new PlayStation Plus users, £25 for 12-Months. This is 50% off the regular list price for the PlayStation online service, and definitely worth checking out if you haven’t already got a PS Plus subscription with your new PS5.
Other deals to check out today include Zack Snyder’s Justice League, now down to just £17.99 in 4K, and £11.99 on Blu-ray. Call of Duty: Vanguard has also been revealed and is now available to preorder. All preorders will grant early access to the Vanguard Open Beta later this year.
TL;DR – Best Deals of the Day
12-Months of PS Plus for £25 (Save 50%)
Call of Duty Vanguard Now Available to Preorder
The Snyder Cut on 4K Blu-ray Now £17.99 at Amazon (Save £7)
We’ve reached the end of the Season of the Splicer in Destiny 2, which makes this the final weekend to take on the Trials of Osiris before a bunch of changes kick off in Season 15. If you’re hoping to grab some of the best weapons and armor in the game, this is your last chance before Bungie rolls out some updates.
As always, both the Trials of Osiris rewards and the map are randomized when the mode goes live at 10 AM PT / 1 PM ET on Fridays. We’ll update this post with all the map you’ll face and all the possible rewards for the weekend as soon as the tournament starts up.
Trials of Osiris is a weekend PvP mode that runs from the daily reset on Friday until the weekly reset on Tuesday, giving you four days to take part. Unlike a typical Crucible affair, you’ll need to not only win matches, but rack up as many as you can before notching three losses. As soon as you hit three losses, your Passage is reset, and you’ll need to try again to rack up a total of seven wins. You’ll get rewards at the three-, five-, and seven-wins mark, with the best possible prize awaiting those who can achieve a Flawless run in which you go 7-0 across your run.
Go Flawless, and you’ll earn a trip to the Lighthouse and receive some special rewards, including the new Adept weapons. These have additional stat bonuses, making them among the most coveted items you can get your hands on.
You’ll need a team of three to join in, as you won’t be able to rely on matchmaking for partners. As you might imagine, given the outline above, you’ll want to bring the best teammates and loadouts possible, as everyone is gunning to avoid even a single loss. Fortunately, you can still earn rewards by participating in Trials even if you lose, so be sure to talk to Saint-14 to get the appropriate bounty before beginning and then spend any Trials tokens you earn before the weekly reset on August 10, when they’ll expire.
We’re in the final weekend of Destiny 2‘s Season of the Splicer, and that makes this the final visit of Xur before Season 15 kicks off. With a whole bunch of weapon changes coming next week, this is a great chance to visit Xur for new Exotic weapons and armor.
Xur shows up at 10 AM PT / 1 PM ET on Fridays. We’ll update this post as soon as Xur arrives with all the info you need about where to find him and what he’s offering.
Xur returns to the solar system every weekend in Destiny 2, starting with the daily reset at 10 AM PT / 1 PM ET each Friday. The thing is, where he’ll land isn’t known until he actually arrives. Xur can hang out at one of several locations, including in the Tower Hangar area, on Nessus in Watcher’s Grave, and in the Winding Cove area of the EDZ. Xur’s inventory also changes each week, so it’s worth revisiting him on the weekends for new weapons and rolls on Exotic armor. You can visit him any time between his arrival Friday and the weekly reset at 10 AM PT / 1 PM ET the following Tuesday when Xur departs the solar system.
Each week, Xur offers one Exotic weapon and three pieces of Exotic armor: one for each character class. The inventory is random, as are the stat rolls you can expect on each of his armor offerings, so if you’re looking to fill out your collection or if you’re hoping for better versions of Exotics you already have, it’s worth visiting him. Xur also brings an Exotic Engram, which is guaranteed to drop something you don’t already have, if there are Exotics missing from your collection on that particular character–but that doesn’t include Exotics you have to earn through activities, including the new Exotic armors added each season, which can only be claimed from Legendary or Master Lost Sectors.
One of the newest activities in Ghost of Tsushima‘s Iki Island expansion is Archery Challenges. These time trials challenge you to race against the clock shoot a set number of targets. Below, we detail the locations of every Archery Challenge on Iki Island.
Before you start seeking them out, it’s worth explaining the benefit of doing Archery Challenges. The prize you receive from completing your first one is the Charm of Concentration, which increases the amount of time Jin can remain in concentration mode while shooting arrows.
As mentioned, Archery Challenges are essentially time trials, and there are three times you need to beat: 22 seconds (Bronze), 15 seconds (Silver), and 7 seconds (Gold). Upon successfully beating a time, the Charm of Concentration will earn a increase to the total time it extends Jin’s Concentration. Getting Bronze and Silver is easy enough, but if you hope to achieve Gold at each Archery Challenge, you’ll need to first boost the Charm of Concentration’s effectiveness by getting Bronze and Silver awards across all the challenges, and then doubling back to get the Golds.
East Of Lone Spirit Falls
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This one is likely to be the first Archery Challenge you’ll find. It’s located shortly east of Lone Spirit Falls on the map, not far off from where you emerge upon first setting foot onto the island. When you approach, the raider archer and his friends will verse you on the challenge’s rules.
Raider’s Promontory
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The next Archery Challenge is located right at the center of Raider’s Promontory at the northernmost point of Iki Island. When you reach the area, you’ll notice the way to the raider archers is blocked off. Look left to see some grappling hook points that’ll take you to the challenge.
South Of Yahata Forest
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This Archery Challenge is directly south of Yahata Forest on the east side of Iki Island. You’ll find the raider archers shooting targets in a field of pink flowers.
South Of Kidafure Battlefield
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You can find this Archery Challenge south of Kidafure Battleground. You’ll see the raider archers shooting arrows at lanterns set up on the abandoned houses overgrown with leaves.
East Of Zasho River
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The next Archery Challenge is located east of Zasho River. You’ll know you’re in the right place when you see archers shooting targets on a waterfall by a field of pampas grass.
Northwest Of Saruiwa
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You can find this Archery Challenge if you head down the path to Saruiwa on the southwestmost point of Iki Island. You literally can’t miss it; the raider archers are shooting arrows on the beach.
South of Weeping Mother’s Meadow
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While this Archery Challenge is directly southwest of Weeping Mother’s Meadow, it’s technically classified as being on the outskirts of Senjo Gorge. Regardless, head to this area filled with purple-leaf trees, and you’ll encounter a group of raider archers who’ve set up shop to shoot some targets.
Raider Memorial
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This Archery Challenge is located at the Raider Memorial in the southern part of Iki Island. It may seem like a bit of a secret–especially if you weren’t paying attention when you first arrived to talk to the people here.
Essentially, the raiders have created a memorial for warriors who died at the hands of the legendary archer, Tadayori Nagao. Does that name ring any bells? Well, it should, because that’s the name of the person whose armor you earned after completing the Mythic Tale, The Legend of Tadayori. If you’ve not yet completed this Mythic Tale and are still stuck on Iki Island, finish the Tale called Jin From Yarikawa, and then travel back to the Izuhara region and find the storyteller located south of the river at the Rustling Bend.
Regardless, once you have everything you need, put on the complete Tadayori armor set, and then talk to the man hunched over at the top of the staircase to the right to unlock this Archery Challenge.
In Ghost of Tsushima‘s Iki Island expansion, you’ll once again have a laundry list of collectibles and activities to chase. There’s a slew of new things to do, but there’s also some returning stuff, such as hot springs, where you can rest and increase Jin’s maximum health. Hot springs, in particular, will be paramount for the journey ahead as the expansion is more difficult than the base game, so it helps to have a little extra health. Below, we detail the locations of every hot spring on Iki Island.
For more about Ghost of Tsushima’s Iki Island expansion, be sure to read our full review. Otherwise, be sure to check out our other Iki Island guides and our guides for the first game.
Gonura Cape Hot Spring
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As its name implies, you’ll find this hot spring around Gonura Cape. It’s slightly south of where the location is marked on the map. If you’re heading toward it, you’ll easily intuit where it is from the steam emanating out into the sky. Regardless, you’ll know you’re in the right place when you see a large Buddha statue and some monkeys hanging out by the steamy water.
Senjo Gorge Hot Spring
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The Senjo Gorge Hot Spring is a bit radius to reach, as the terrain is pretty unfriendly–it is a gorge, after all. Regardless, when you arrive at the area, try sticking to the leftmost side of the gorge and go up and around until you reach a pool connecting two waterfalls. Cross that and go up the hill until you reach the Senjo Gorge Hot Spring.