Black Friday 2020 Includes Nintendo Switch Console Bundle, Controllers, And More

Black Friday 2020 is right around the corner, and if you’re in the market for the Nintendo Switch or some accessories, there will be some great Switch Black Friday deals to take advantage of. On the console front, Nintendo is once again sending a Mario Kart 8 Deluxe bundle to major retailers. While we’ve seen this Switch console bundle in previous Black Friday sales, this year’s edition comes with the new model Switch with better battery life as well as three months of Nintendo Switch Online. When it comes to accessories, we’ve yet to see any first-party deals, but there will be discounts on third-party controllers, headsets, and even eShop credit.

We’ve rounded up the best Nintendo Switch hardware and accessory deals revealed so far for Black Friday below. Numerous retailers have released full Black Friday ad scans, including Walmart, GameStop, Best Buy, and Target–here’s the schedule for easy reference:

  • Amazon: November 20-27
  • GameStop: November 25-29
  • Best Buy: November 22-29
  • Walmart: November 25-29
  • Target: November 22-28

For more Black Friday 2020 deals, make sure to check out our big roundup of the best Black Friday gaming deals. You can also check out the very best Nintendo Switch game deals along with the best PS5/PS4 and Xbox Series X/Xbox One deals.

Best Early Black Friday Nintendo Switch Deals

Black Friday is coming at us with the speed and force of a Bullet Bill. Nintendo fans who are looking to score some deals are in for a treat this year, because a heap of Nintendo Switch Black Friday deals have already been announced. Better yet, some are available right now at retailers like Amazon, Best Buy, GameStop, and more.

So strap in and take a look at what Black Friday Nintendo Switch discounts are available now, and what ones are coming once Thanksgiving, Black Friday, and Cyber Monday actually arrive. And if you’re interested in more than just Nintendo deals, check out our Black Friday Deals mega-post for all the best deals across all categories.

Nintendo Switch Black Friday Game Deals Available Now

While no Switch console deals have gone live yet, some retailers have already dropped prices on Nintendo Switch games. You’ll find an assortment of first- and third-party Switch games discounted for early Black Friday sales. Have a look.

Amazon Nintendo Switch Black Friday Deals Live Now

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Best Buy Nintendo Switch Black Friday Deals Live Now

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Nintendo Switch Black Friday Console Deals Coming Soon

switch-black-friday-2020-bundleEach Black Friday, Nintendo generally offers a Switch bundle that includes the console and an extra or two for the normal price of the Switch itself. This year’s Black Friday Switch bundle includes a Nintendo Switch, a digital copy of Mario Kart 8 Deluxe, and three months of Nintendo Switch Online, all for $299. The Best Buy listing is already up (though the deal isn’t available yet).

That essentially gets you a game and three months of online service for free. It’s a great deal for anyone looking to add a Switch to their gaming setup. Here’s Where you’ll be able to find this bundle when Black Friday arrives.

Nintendo Switch Game Black Friday Deals Coming Soon

A number of retailers have already released their Black Friday ads, offering us a glimpse of what to expect during the massive annual sales event. You can see more in Best Buy’s Black Friday ad for full details on that front. A number of first-party Nintendo Switch games will be available for $30, a price point we never see outside of Black Friday. The lowest these games have gone during other sales events throughout the year is $40. So if you can find any of these games in stock during Black Friday for $30, I would strongly advise you to grab it before it’s gone.

These deals aren’t live yet, but read the details below to find out when you can get these Switch Black Friday sale prices.

Upcoming Walmart Black Friday Nintendo Switch Deals

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Nintendo Switch Black Friday Accessory Deals Coming Soon

Switch Joy-Con and Pro Controllers are not cheap at MSRP. Joy-Cons typically sell for $79.99, while Pro Controllers go for $69. Lately we’ve finally seen some standard discounts on these items, dropping $10 off the pricing. So what can we expect during Black Friday this year? It’s hard to say, because last year’s deals only dropped prices $10 as well. That gives us reason to believe we might see bigger discounts this year. Last year we also saw some great discounts on microSD cards, which you can plug into your Switch to get more storage space for digital games and saves. With the pace at which memory prices have been falling, we’ll likely see even better microSD card discounts this year.

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

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Madden NFL 21 on PS5 and Xbox Series X: EA Wants it to ‘Feel Like a Completely Different Game’

It’s been a long time since I’ve been impressed by a Madden game. With each yearly iteration, the only licensed NFL game on the market has grown more and more stale over the years, and this year’s current-gen release did little to change that with a shallow new arcade-style Yard mode and the same old copy-pasted archaic Franchise mode. Madden has been long overdue for a big shakeup.

While I’m still not convinced that the PlayStation 5 and Xbox Series X versions of Madden NFL 21 are going to include big enough changes, what EA showed me during a virtual presentation of the upcoming built-specifically-for-next-gen version has at least restored confidence that they may be on the right track. There are some massive updates coming when next-gen Madden releases for PS5 and Xbox Series X on December 5 — this is far more than just a more visually polished port of the same game.

Next-Gen Stats

The cornerstone of the PS5 / XSX version of Madden NFL 21 is the integration of Next-Gen Stats. If you’re unaware, Next-Gen Stats is an actual real-world technology that utilizes RFID chips in player shoulder-pads to provide accurate, real-time analysis of their on-the-field performance. This means things like speed, acceleration, and overall body movement are now directly and accurately available to EA Sports when creating Madden games. This should allow for way more authentic animations, more accurate stats, better route-running, better ball carrying, and generally a complete overhaul of every facet of gameplay.

During the presentation they showed a side-by-side example of a receiver running the exact same route in Madden NFL 21 for last-gen and Madden NFL 21 for the new-gen consoles and the difference was immediately clear. Instead of instantly bursting to full-speed, acceleration was much more gradual and labored. The receiver’s body leaned realistically to build momentum and when he made his cut in the route to go across the field, it wasn’t a sharp 90-degree angle like the play art draws it up; that’s far too robotic and was the way Madden always did it. Now, receivers run more rounded routes that aren’t as precise lines that allow for more nuance and variability.

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Another good example shown during the presentation was with a running back taking a hand-off. In the existing version of Madden they stand upright while accelerating all the way until they’ve made contact with the defender and get taken down. Now, you’ll see the running back lean their body to build momentum and react to incoming impact more realistically.

The developers on the call described it as more realistically entering and exiting animation cycles, but not necessarily always brand new animations. They said there are thousands of new animations added across the game, though, so hopefully it’s something that is easy to notice from the moment the ball is snapped. Everything from general AI pursuit of ball carriers, realistic reactions to the ball trajectories in the air, pass leading, player head tracking, blocking, the run game, and more is getting tweaked.

According to EA Creative Director Connor Dougan, the aim is to make the new-generation version of Madden NFL 21 to “feel like a completely different game” with “a gameplay experience that feels as close to NFL football as possible.” It’s taken over two years to build this new version of Madden, reportedly.

Crowd-Pleasing Updates

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The changes don’t stop at the core foundational level of the game, though. There are a multitude of smaller updates for things fans have been requesting for years that add up to this feeling like an actually next-gen version of the game, unlike in past transition periods.

Thanks to the increased horsepower of the PS5 and XSX, one of the most exciting updates (in my opinion) is a total overhaul of the crowds and sideline players. I can’t stand how everyone in the stands looks like a cardboard cutout or how every player on the sideline is nameless with generic low-quality faces and body models. They felt like such an afterthought.

I didn’t get to see what these changes are, but the developers have claimed they’re all getting big overhauls. Specifically, crowd-based celebrations will finally be possible, like the Lambeau Leap in Green Bay, and players on the sidelines will actually be the correct players based on who is or isn’t on the field. So if you’re on offense as the Buccaneers driving down the field with Tom Brady, defensive players will be on the sideline and actually react to people getting knocked out of bounds.

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Play calling is getting a big update too. All of the Next-Gen Stats tracking will dramatically enhance this, but specifically, you’ll now be able to mark plays as your ‘favorites’ for quick access (THANK GOODNESS!) and even choose plays based on who the key, featured player is. So if your top Wide Receiver just activated their Superstar ability and is super hot at the moment, you can switch to the section of the playbook that emphasizes getting them the ball rather than having to flip through formations and routes to find something suitable.

The last of the more “minor” updates I want to highlight is the in-game replay system. If you’ve played a Madden game at least once in the last five years you know that the way the game handles replays and highlights is not great. Rarely does it actually show the best plays and the camera angles make it impossible to tell what’s actually happening. Thanks to Next-Gen Stats, that seems to be changing.

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Just like in real NFL games, now we’ll see more cinematic and analytical highlights that display stats like the amount of time spent in the pocket, how far the ball traveled, how long it was in the air, player speed, etc as pop-up stats overlaid onto the replays. These will get triggered mid-game for special big play moments and sound like a huge upgrade. Unfortunately though, the halftime and post-game shows are unchanged and still awful.

The Future of Madden

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All of these updates sound really, really awesome. As an NFL fan that has been playing Madden for decades, this has me more excited for Madden than I have been in a very long time. If EA pulls it off correctly, this will end up being the biggest change to the gameplay in years.

Even though it seems like a good start on things, there is still a lot of work left to do and things people are going to be wishing for. Create-A-Team is still absent, you can’t make your own plays, and not only is there no cross-platform multiplayer, but there won’t even be cross-generational multiplayer either. So if you get it on PS5 you can’t play with people on PS4. Given how dramatically the moment-to-moment gameplay seems to be changing, that isn’t very surprising, but is still a bummer. That being said, Madden Ultimate Team and Franchise mode data is supposedly going to carry over between versions.

Finally, remember that players will be able to upgrade to the next-gen version of Madden NFL 21 at no charge for one year — once Madden NFL 22 releases, the free upgrade from PS4 to PS5 and Xbox One to Series X goes away.

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David Jagneaux is a freelance writer for IGN. Talk sports games with him on Twitter at @David_Jagneaux.

13 Upcoming Horror Movies To Look Forward To In 2020 And Beyond

While there have been horror classics over the decades, it’s a genre that has been mostly relegated to the underground, until recently. It is now mainstream cinema with scary movies in nearly every sub-genre.

Here’s our guide for 13 upcoming horror movies to look forward to, including Escape Room 2, Antlers, A Quiet Place: Part 2, Spiral: From the Book of Saw, The Conjuring: The Devil Made Me Do It, The Forever Purge, Candyman, Halloween Kills, Scream 5, Paranormal Activity 7, and more.

Spider-Man: Miles Morales Glitch Turning Players Into Trash, Lamps, and Just a Big Patch of Snow

Spider-Man: Miles Morales players have run into a glitch that seemingly swaps the player-character model with, well, any other object in the game, while remaining totally playable. It means we’re now seeing videos of a new Spider-Man that takes the form of dumpsters, or cigarette bins, or just a big patch of snow.

As chronicled by Polygon, it’s not clear what causes the glitch, but some have guessed that it may be down to colliding with objects in the world. Others have seemingly found that having the glitch happen once means it will keep occurring. That’s shown in no more entertaining a fashion than in this video by Froste, in which we see Miles becoming some snow, a blank white cube, and a fence, all while taking down a car full of criminals:

That’s far from the only example floating around right now. We’ve also seen the likes of Spider-Trash, Spider-Lamp, and Spider-Brick, all of whom can swing around the city as normal:

There is a slightly more worrying aspect to this – some have reported that the game will crash instead of simply having Miles revert to his normal form. While I’ve not seen any reports of save corruption or the like as a result, it’s clearly not ideal.

Neither Insomniac or Sony have yet commented on the glitch. There is a small part of me hopes they don’t for a little while – I really want to experience this myself before it’s patched away.

We awarded Spider-Man: Miles Morales a 9/10 review, calling it “a fantastic follow-up, telling a wonderful story while improving upon the fundamentals of the first game.” In a more intentionally funny touch, the PS5 remaster of Marvel’s Spider-Man also includes an Easter Egg for those who visit the game’s horrible boat NPCs.

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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].

New World’s High-Level PvE Zones Show Real Promise For End-Game Content

My latest demo with New World made me realize two things: first and foremost, this is absolutely not a game for everybody. At all. The combat is a bit clunky at first, the world is very dangerous, and it doesn’t hold your hand as much as other MMOs. This demo also made me realize, perhaps more importantly, the developers have really been working hard following several release delays. Compared to what I saw during my previous session and especially compared to my first demo back at the start of 2020, New World has come a long way — especially in terms of PvE content and general polish.

This week I got my first real chance to see what it would be like to play a high-level character in end-game caliber content without being guided around by developers or ushered through a specific piece of content. The session wasn’t about the big War battles (I’ve seen those already), and it wasn’t a high-level overview of the game itself with a fresh level one character (I did that already too). Instead, I was plopped into a level 60 end-game character with a fully stacked inventory of gear, all weapon mastery points ready to be allocated, and a full complement of attribute points to spend.

The Swamps of Reekwater

It’s difficult to show off end-game content in an MMO prior to release. The account I played on represented, roughly, 150 hours of progress according to a representative from Amazon Games Studio. As a result, the entirety of the latest preview was a legitimate look at actual end-game content in a new, never-before-seen zone, Reekwater.

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My adventure was inadvertently segmented into three parts. The first part began in the central waterside village area where I rounded up a bunch of quests before setting out for the closest waypoint on my map. We needed to explore some ruins, mark down some ancient drawings, and retrieve some stone tablets. Pretty straightforward.

The ruins were overflowing with enemies and other players had already arrived before me so fights were underway with massive tentacles erupting from the ground, armor-clad demonic warriors firing arrows, and enormous wildlife charging at anything that gets in the way. It was absolute chaos, but seeing the action play out in real-time, in an MMO, was pretty spectacular.

If you’ve ever played an older MMO then you’ve probably seen the “tab-targeting” style of combat in which you can fight enemies effectively by just tabbing between them, auto-attacking, cycling through your abilities on the hot bar, and that’s it. That type of combat absolutely can be intense and strategic, but it’s most often not. Modern MMOs try to get around this issue with more action-packed combat systems like Guild Wars 2 and The Elder Scrolls Online, that are sort of hybrid approaches, or TERA and Black Desert Online that go full-on action RPG style.

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New World adopts a similar philosophy, but leans more towards the methodical and deliberate combat style of Dark Souls. I know that’s the inspiration because the developers themselves told me so and you can immediately feel it while playing. Even just swinging a light attack takes patience and timing.

Pirate Life For Me

The second phase of my adventure consisted of another player in the demo session approaching me and a friend as we were exploring and asking us if we wanted to visit a secret pirate bayou. Of course we said yes.

The player led us to a massive, intricate cave system complete with zombie-esque pirates living in little shacks by the water. I used this opportunity to experiment more with ranged weapons since we had a group of three capable fighters. The fire staff seems a bit unwieldy to use since so many of its best attacks require multi-second charge ups that completely root you in place to cast, but when you land one of those big fireballs at least it feels nice.

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This version of New World had all of the weapons and their skill trees fully available, which includes sword and shield, hammer, bow and arrow, hatchet, musket, spear, fire staff, and life staff. Every type of weapon is vastly different from the last, each with a finite amount of mastery points to invest across two unique skill trees. Each tree has three active abilities and several passives, but you only get three active abilities per weapon slot — so you need to choose your upgrade path wisely.

I experimented with all of the weapon types, but by the end I was gravitating towards sword and shield for my go-to “Okay, I need to take this seriously” moments, but usually preferred to open up with the hatchet. What I love about the hatchet is that it’s a very fast melee weapon, but you can also throw it for mid-range damage. This is super helpful for drawing enemies towards you and chipping away at their health as they approach, then switching to the sword and shield to block and bash before finishing off.

MORE ON NEW WORLD

Taking The Bait

My third slot ended up going to the Life Staff in most cases, because being able to heal between fights without setting up camp or wasting potions and food is pretty invaluable. Or if someone else in your group takes a Life Staff you could put a true ranged weapon like a musket or the bow and arrow in there.

Since you can equip up to three different weapons at a time, plus a wide range of armor and trinket gear slots, there are tons of ways to mix and match and customize your ideal build. I can really see a lot of potential for speccing out different builds for different enemies and situations being a huge part of end-game play.

Finally, my adventure ended as a friend and I wandered around Reekwater looking for a nice spot to try out the new fishing mechanic. The first two spots we tried were too swampy and not scenic enough, but we finally found a nice river near some mountains on the outskirts of a bog.

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Fishing in New World is pretty simple, you just perform a short little Quick Time Event (QTE) and then click at the right moment once it bites and alternate between holding down the click and releasing so it doesn’t escape or break the line. Admittedly, there is a lot more nuance here than most MMO fishing activities, so it’s encouraging to see a bit of depth here.

This was the most promising session I’ve had with New World so far. I already knew the big PvP War Battles were epic, but the PvE side of end-game always seemed so mysterious. Although I didn’t see anything resembling a dungeon by any means, questing in higher-level zones is much more challenging and exciting than the early game. The amount of depth and variety with how you build your own character is quite liberating.

Whether or not the journey to end-game ends up being compelling remains to be seen, but I’ve been reassured the focus the last few months leading up to its new release date has been on expanding mid-game and post-game content — which sounds like a very good thing.

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David Jagneaux is a freelance writer for IGN. Talk RPGs with him on Twitter at @David_Jagneaux.

You Can Now Get A Summary Of Your Ubisoft Stats Over The Last Five Years

A lot of time goes into playing any video game, especially the sandboxes that Ubisoft has produced over the last few years. If you’ve ever wondered exactly how much time you’ve spent inside one of Ubisoft’s games and if you have any remarkable achievements to boast about, a new wrap-up feature will give you a breakdown on your gaming activities.

The feature analyses the last five years of your activities inside of Ubisoft games so long as your Uplay account (now Ubisoft Connect) was connected during these sessions. You’ll be able to see which games you devoted hours to, how many Ubisoft games you played, and plenty more details in your favorite game according to time played in the last generation of console gaming.

Ubisoft is kicking off its new era of gaming on the Xbox Series X, Series S, and PS5 with three big games this year. The recently released Watch Dogs: Legion and Assassin’s Creed Valhalla both focus on hacking people in England, while December will see the launch of Immortals Fenyx Rising, which has begun its marketing campaign with an Adventure Time crossover.

In our Assassin’s Creed Valhalla review, we scored the game 8/10. “It takes a little while to build momentum, but when it hits its stride, Valhalla is a confident Assassin’s Creed title that takes a few narrative risks which, as a whole, pay off,” critic Jordan Ramée wrote. The game has done especially well for Ubisoft, becoming the biggest Assassin’s Creed game launch in the history of the series.

Now Playing: Assassin’s Creed Valhalla Review

Apple Slashes App Store Cut For Most Developers, But Not Epic Games

Apple has made a big change to the cut it takes from all in-app purchases on its App Store, with the company slashing its rate from 30% down to 15% for most of its developers.

In response to the tough year Apple says its developers have been enduring, the company will now only take a 15% cut from all apps that make less than $1 million revenue annually. According to app analytics firm Sensor Tower, that accounts for nearly 98% of iOS developers currently, which makes the move a big shift for the company.

According to the same firm, however, this same 98% only accounts for 5% of Apple’s total app revenue, which might explain why the company is comfortable with such a drastic change. This also has no bearing on the ongoing court battle between Epic Games and Apple considering Fortnite’s massive turnover on iOS. The Fortnite developer is seeking to get App Store rates slashed after claiming that Apple’s cut is part of a monopolistic practice.

As a result, Fortnite remains unplayable on iOS devices, including iPhone and iPad.

Apple developers looking to apply for the program can make submissions to Apple before the program goes live in January 2021. New developers will also be automatically opted into the program, with Apple only switching over the rate to the higher 30% if revenue ticks over the million mark in a calendar year.

Now Playing: Fortnite Removed From App Store, Epic Games Suing Apple | Save State

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Best Tabletop RPG Gifts – Holiday Gift Guide 2020

If someone on your gift list this year is into tabletop RPGs, you’ve come to the right place. We’ve gone straight to the experts here at IGN to hand-pick selections that will make just about any board game fan happy. We’re talking games like Dungeons & Dragons, Pathfinder, Cyberpunk, and more.

So even if you don’t know the first thing about board games and tabletop RPGs, you can feel confident you’re purchasing a gift they’ll enjoy. We have a wide range of gift ideas that are suitable for total tabletop RPG newcomers to seasoned pros. And if you don’t want to spend a lot of money, you can scroll right on down to the stocking stuffers category, where you’ll find plenty of budget-friendly ideas ranging from sets of dice to RPG-themed socks. Let’s get to it.

Best Dungeons & Dragons Gifts

Dungeons & Dragons is far and away the most popular tabletop RPG. And when you look at all the expansions and companion books available for it, it’s easy to see why. If you only play one tabletop RPG, you should probably make it D&D.

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Other Tabletop RPG Gifts

As great as D&D is, it only offers a taste of what’s possible in the tabletop RPG space. Many other games are available that bring you to other kinds of worlds and allow for other kinds of exploration.

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Tabletop RPG Stocking Stuffers

You don’t need to spend much to bring a smile to the lips of the tabletop RPG fan in your life. These charming stocking stuffers are wonderful gift ideas that won’t break the bank.

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The Best Gifts for 2020

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

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Hyrule Warriors: Age of Calamity Review

If there’s one thing The Legend of Zelda: Breath of the Wild fans want, it’s more Breath of the Wild, and Hyrule Warriors: Age of Calamity is here to give us… something kinda like that. Like the previous Hyrule Warriors games, this is Zelda as seen through a Dynasty Warriors lens, but the key difference here is that Age of Calamity’s premise takes us back to the events of The Great Calamity referenced throughout Breath of the Wild. This is the story of the Champions, of Zelda’s struggle to awaken her power, and of the resurrection of Ganon. The resulting game is a great fit for Koei Tecmo’s famous 1 vs 1000 gameplay, and also a fun new spin on a much-loved world.

Hyrule Warriors: Age of Calamity really does feel like a love letter to Breath of the Wild. It goes out of its way to include as many of the signature elements of that game as it can, from the bestiary and Sheikah powers, through to cooking, Koroks, clothing options and paragliding, and they really set the tone – but it doesn’t stop there.

Age of Calamity is packed with systems, mechanics, locations, and Easter eggs pulled from its predecessor, and coming across these is a joy. Of course Link can shield surf! Or parry Guardian lasers. And why shouldn’t he wield tree branches, soup ladles, and mops as weapons? And why not cast Magnesis to yank treasure chests out of the ground or use an Octorok to polish up rusty weapons? And what could be more normal than tuning the Sheikah Sensor to find ingredients across the map? My more than 40 hours with Age of Calamity were filled with moments in which Koei Tecmo’s reverence for the source material was abundantly clear.

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Age of Calamity is able to expand upon this world in a number of areas too. There’s a large cast of playable characters for one, letting you get a sense for how deadly Impa was as a young woman, or how skilled the Champions were in battle during their prime. We even get to pilot the Divine Beasts, and while these missions aren’t actually all that exciting, they’re still a good palate cleanser, as well as an effective way to bring Breath of the Wild’s backstory to life, and to make these lumbering titans feel more real than they ever did before.[poilib element=”quoteBox” parameters=”excerpt=Age%20of%20Calamity%20really%20does%20feel%20like%20a%20love%20letter%20to%20Breath%20of%20the%20Wild.”]

Perhaps the most significant new twist, however, is also likely to be the most divisive. The opening cutscene introduces us to a miniature Guardian who comes alive at the moment Zelda’s powers awaken – when all hope is lost – and then travels back in time to warn the heroes about what is to come. Now, the Guardian itself is adorable, sure, but the time-travelling motif naturally raises the question of whether this prequel will follow the events as described in Breath of the Wild, or whether it will create its own timeline by altering the past.

I’m not going to directly answer that question here, as the story should be yours to discover, but what I will say is that while many events transpire, and there’s plenty of high-stakes drama, the actual characterisation along the way is pretty lacking. Zelda, for instance, spends a big chunk of the time playing the one note she played in most of the memories in Breath of the Wild – namely, self-doubt that she’ll ever unlock her power and be useful. It’s disappointing that she’s played so straight when this was an opportunity to do more with, well, all of the main characters, actually.

This is especially awkward because in battle, Zelda is a straight-up brawler – she wields the Sheikah Slate as her primary weapon, and yet, this badass killing machine is still meek, bookish, and lacking confidence as far as the story is concerned. There’s even an escort mission in which she can’t fight, despite the fact that – mere moments earlier – she was slaughtering hundreds if not thousands of Bokoblins, Moblins, Lizalfos, and everything else Hyrule’s got. If Age of Calamity can toss a time-travelling Guardian into the mix, surely it could’ve done a little more with Zelda, too?

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Another way to look at it is that Breath of the Wild’s story was disjointed by design – you pieced it together as you came across memories and other flashbacks, whereas here we have a storyline that runs from start to finish, yet still doesn’t really tell us anything meaningful about its characters.

None of this should really be a surprise, though, because Age of Calamity is not trying to be a Final Fantasy game. Big events are often delivered through narrated text on-screen (with some pretty questionable voice acting), while the cutscenes are largely just brief interludes that help keep the story going, or show off something cool. The primary purpose of the overarching story really is to provide a backbone for ever-evolving gameplay across the dozens of hours of Age of Calamity. And in this capacity it serves its purpose admirably.

Impa Slap

While I’d have liked a little more insight into the characters, the Rock Roast of this game really is its combat. The foundation is deliberately simple, with every character having an array of different combos based around regular attacks transitioning into strong attacks, as well as a unique central mechanic. Impa, for instance, uses ZR to place symbols on enemies which she can then absorb with strong attacks to create mirror images of herself. Absorb three symbols and she’s at full power, with a line of clones fighting to either side of her. Impa can feel absurdly powerful in this state, spraying a barrage of blades at anyone in even the vaguest of vicinities. This feeling of power only grows as you upgrade her weapons and start to take advantage of seals – weapon augmentations – that suit her play style.[poilib element=”quoteBox” parameters=”excerpt=Impa%20can%20feel%20absurdly%20powerful…%20spraying%20a%20barrage%20of%20blades%20at%20anyone%20in%20even%20the%20vaguest%20of%20vicinities.”]

What’s impressive is that every character in the roster is this distinct. Urbosa, for instance, has a lightning gauge which can be channeled – one segment at a time – into extra-powerful strong attacks in her combos. Her fighting style is very much like a dance, and I love how she balances elegant, contained moves with outright devastation. Her lightning gauge is instantly refilled after using a weak-point smash too, allowing you to chain together shockingly effective sequences of moves.

Mipha, meanwhile, literally swims around the battlefield, and her key mechanic lets her close the distance to enemies by bursting from fountains, then juggle them in the air before launching them again with another fountain, and so on. Seals that do extra damage to airborne enemies work well for Mipha’s tridents.

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I’d love to also tell you about some of the insane characters you’ll unlock later on, but that would be spoiler territory, so instead I’ll just say: woah. Age of Calamity has some awesome surprises and some truly deep cuts that fans are really going to love. They don’t all land – some characters are more intuitive to use and more robust in design than others – but still, the overall roster is a lot of fun.

Coming back to what we can discuss, Link is perhaps the most traditional character, but he also offers up the most variety: he boasts different combos, special attacks, and ZR mechanics based on the weapon type he’s using – sword and shield, spear, or the two-handed weapon category. Sword and shield, for instance, opens up parrying, shield surfing, and a rapid-fire bow, whereas two-handed weapons let him sacrifice some of his own health to juice up attacks. He’s a powerhouse.

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Stasis a While and Listen

Of course, these are just a few of the ingredients going into this mighty combat stew. Every playable character can also use four Sheikah runes – Stasis, Cryonis, Magnesis and Remote Bombs – with a unique implementation for each character. Link uses his Cryonis block as a launcher, for instance, while Impa rides hers around like some kind of ultra-compact ice car. It’s fun seeing how each has been realised in-game.

The runes’ role in combat is less freewheeling than you might expect them to be, however, as each boss – including area bosses – clearly signposts when to use a particular rune against them. It’s not enough for a big Bokoblin to be holding a shield in front of its body – you’ll also get an unmissable bomb icon telling you explosives are the way to break its guard.

This happens in basically every combat encounter and, to be fair, is a wise move for a game that’s aiming to be broadly accessible. Age of Calamity’s combat isn’t meant to be punishing, after all, it’s meant to be empowering fun. The main issue for me is that all of this hand-holding discouraged me from experimenting and using my runes at other times, as I didn’t want to get caught out needing to counter an attack while the ability recharged.

That said, there are some instances in which it makes sense to proactively use rune powers. Any time you’re able to open an enemy up to chip away at its weak-point gauge, for instance, you can use Stasis to give yourself the opportunity to whittle it down further. And against any enemy with a weak-point gauge that’s very much your priority, as eliminating the gauge lets you execute a weak-point smash attack which will one-shot most area bosses and do a major chunk of damage to anything tougher. It would have been nice if all the rune powers had a similarly strategic impact, but generally speaking they’re used reactively.

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Elemental powers, on the other hand, work in much the same way as they did in Breath of the Wild. If you’re facing a Fire Moblin (yes, there are more enemy variants now), using an Ice Rod is going to be super effective, whereas waggling a Fire Rod in its direction will tickle it at best. And of course you can do things like target a metal crate with a Lightning Rod to amplify the area of effect. It’s good to see these kinds of interactions return.

Perhaps the most critical part of why the combat feels good, however, is Age of Calamity’s implementation of dodging. Being able to lock on to larger enemies then dodge away from their attacks is a big part of what gives the action its sense of speed, letting you dance around the outside of a massive enemy or go straight at Lynels, confident you can evade their Savage Lynel Swords. And best of all, if you dodge at the right time you’ll trigger a Flurry Rush that gives you an opening to take a big chunk off the opponent’s weak-point gauge. In Age of Calamity, dodging – and by extension the Flurry Rush – is king.[poilib element=”quoteBox” parameters=”excerpt=Many%20of%20the%20most%20thrilling%20missions%20double%20down%20on%20the%20fast-paced%20combat%20by%20putting%20you%20on%20the%20clock.”]

Many of the most thrilling missions double down on the fast-paced combat by putting you on the clock. There’s a real sense of urgency when you know you need to capture a certain number of outposts or take down a certain set of powerful enemies within a limited time. In these missions you’re not bothering with the cannon fodder or scouring the corners of the map for Koroks or treasure chests. Instead, you’re bee-lining for your objective, entirely focused on dodging attacks and finding ways to whittle down those crucial weak-point gauges. Often you’re also dispatching allies to the other key points on the map so that you can switch directly from one objective to another.

Combat can be a little rough around the edges, however. The camera isn’t always helpful and sometimes loses the action completely. And while Age of Calamity generally feels fast and responsive, the frame rate can vary a bit, and this is even more noticeable in splitscreen co-op, where the game’s gorgeous visual style also takes a significant hit. It’s a real shame Koei Tecmo didn’t allow for online co-op.

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On the Level

Age of Calamity can be as easy or as hard as you want it to be. Aside from the broad difficulty settings, you have the freedom to attempt missions while you’re under the recommended level, or conversely, only ever attempt missions once you’re well above. There are so many missions that unlock over the course of the campaign that I almost never found myself having to grind to hit a certain level. In fact, the times I repeated missions were for specific drops or enemy trophies to help me complete subquests across the map. The vast majority of the time I was doing new missions.

I really like the way the progression system is structured, too. You can pay to level up allies if need be, but a character’s level is obviously only part of the picture. Completing more missions with a character means you’ll get more weapon drops for them, and spare weapons can be fused onto your existing weapon to make it more powerful and add additional perks via the seal system. And no, your weapons will never break – not even if it’s a tree branch.[poilib element=”quoteBox” parameters=”excerpt=Spare%20weapons%20can%20be%20fused%20onto%20your%20existing%20weapon%20to%20make%20it%20more%20powerful%20and%20add%20additional%20perks%20via%20the%20seal%20system.”]

I’m also a fan of how cooking has been implemented in Age of Calamity. Recipes are unlocked, as opposed to discovered through experimentation, but if you have all the ingredients you’re able to cook one or more meals before every mission, and this opens up a whole host of possibilities. If you’re slightly under-leveled you might want to stack on attack power or reduce damage taken. If you know you’ll be facing a series of bosses you may want to widen the timing window for triggering Flurry Rushes. Perhaps you just want as much XP as you can get. Or bonus rupees. There are so many options, and sometimes making Dubious Food  is absolutely the right choice.

Age of Calamity really does offer a wealth of content. All the way through the main story I was steadily unlocking new characters, revealing more missions, gaining access to more services and perks, seeing new weapon seals pop up, and upgrading my roster with more combos, more hearts, stronger powers, and so on. At no point did I hit a wall; instead I was always making progress, and always having fun. And even now, with the main story complete, my journey still isn’t over because there’s so much left to do.