New Ms. Pac-Man and TMNT Arcade1Up Machines Unveiled, Along With 12 Capcom Games In A Big Blue Box

Following the announcement of a wi-fi enabled Simpsons Arcade cabinet earlier in the week, Arcade1Up has announced the next set of home arcade machines coming to its catalog.

Three more machines have been announced by the company, each slated to release later this year. The “Class of ’81” cabinet features a slew of Namco arcade classics, while the Big Blue Street Fighter II Champion Edition cabinet celebrates the 30th anniversary of Street Fighter by bringing back a classic look. Finally, Teenage Mutant Ninja Turtles: Turtles in Time stands alone in its own cabinet, allowing up to four players to take on the time-traveling adventure.

Earlier in the week, Arcade1Up announced the return of the Simpsons Arcade, complete with the iconic powder blue cabinet. Up to four players can control Homer, Marge, Lisa, and Bart in the family’s quest to save Maggie from Mr. Burns. The cabinet is also wi-fi enabled, allowing players to connect and play online.

Arcade1Up has been bringing the arcade experience to homes since 2018. Recent machines include a Marvel vs Capcom cabinet containing four classic Capcom Vs. Series fighting games, a seated Outrun racing machine, and the Midway Legacy Arcade Machine which includes 12 classic Midway games like Mortal Kombat II and Joust.

The full list of games on the Class of ’81 and Big Blue Street Fighter cabinets are below.

Ms. Pac-Man/Galaga Class of 81’ Arcade Machine

  • Dig Dug
  • Dig Dug II
  • Galaga
  • Galaga ‘88
  • Galaxian
  • King and Balloon
  • Mappy
  • Ms. Pac-Man
  • Rally-X
  • Rolling Thunder
  • Rompers
  • Tower of Druaga

Street Fighter ll Big Blue Arcade Machine

  • Capcom Sports Club
  • Darkstalkers
  • Darkstalkers 3
  • Eco Fighters
  • Knights of the Round
  • Muscle Bomber Duo
  • Night Warriors: Darkstalkers’ Revenge
  • Saturday Night Slam Masters
  • Street Fighter II: Championship Edition
  • Street Fighter II’ Hyper Fighting
  • Super Puzzle Fighter II Turbo
  • Super Street Fighter II Turbo
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Daily Deals: Elden Ring Free Next-Gen Upgrade, Ratchet & Clank Rift Apart Now £55

It’s going to be a busy weekend of preorders, announcements, and deals, so we thought it best to kick it off in the best way possible. After two long years, we finally got a look at Elden Ring via a new gameplay trailer, alongside a January 22, 2021 release date. Preorders are live at Amazon for PS4 and Xbox One, with free PS5 and Xbox Series upgrades, also confirmed for the game.

Ratchet & Clank: Rift Apart is now also available for PS5 owners, and you can pick it up for even less when using code GRKLMJ at Tesco. Alternatively, it’s also available for £55.99 with code SHOP4LESS from Boss Deals via eBay.

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Top Tip: Preorder Elden Ring ASAP to Get the Cheapest Price

Pro-tip, with the game currently listed for just £50, it would be the smart move to preorder in anticipation of a slight price increase when the PS5 and Xbox Series X listings go up. Amazon’s preorder price promise means you’ll pay the lowest price possible during the listing, so even if the game goes up to £55-70 before release, you’re covered.

Plus, if you’re still not keen on the game by the time it comes out, just cancel your order, as Amazon doesn’t take payment until the game ships in January of next year.

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Ratchet & Clank: Rift Apart Now £55 with This Code (Save £15)

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Cheapest Battlefield 2042 Preorders for PS5 and Xbox Series X

£70 is a lot for a new game, especially a third-party title, unlike Ratchet & Clank for PS5 which is also £70. If you’re looking to save a little, Xbox players will have a small advantage if they don’t mind a digital preorder, as Game Pass Ultimate members can get the Series X/S version for £62.99, or the Xbox One version for £53.99.

ShopTo has also got Battlefield 2042 on PC for £42.85 right now, and The Game Collection also has preorders for £57.95 for PS5 and Xbox Series X. All preorders will grant early access to the open beta this year.

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Best Early Prime Day Deals: £10 Free Amazon Credit

Amazon Prime Day isn’t too far away (June 21-22), but there’s already a decent selection of deals to check out right now. Right now, Prime members can pick up 4-months of Amazon Music Unlimited, 3-months of Kindle Unlimited, and Battlefield 4, for free. That’s an outstanding start to the summer deal season. Not only that but you can also now get free £10 in Amazon credit when you spend £10 with small businesses. This is basically a free purchase, and an outstanding way to support any small business.

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FitTrack Dara – Smart Body BMI Scale down to £39.20 with SUMMER20

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Robert Anderson is a Commerce Editor and deals expert for IGN. Send him awesome gaming screenshots @robertliam21 on Twitter.

Elden Ring: New Plot Synopsis Revealed

It feels like forever since we last got a look at the long-in-development new collaboration between Dark Souls series director Hidetaka Miyazaki and A Song of Ice and Fire creator George R.R. Martin, but yesterday we got both a new gameplay trailer and a release date thanks to Geoff Keighley’s Summer Game Fest Kickoff show. Now, publisher Bandai Namco has released new story details for this highly anticipated release.

Bandai Namco updated its Elden Ring website with new details and information regarding the story of the game. It sounds like a typically bleak world to inhabit from the dark fantasy mind of Hidetaka Miyazaki, with worldbuilding and characters developed by George R.R. Martin. Given that the worlds of both the Dark Souls games and the A Song of Ice and Fire series are violent and oppressive lands, it looks like the player will be in for a rough time as you explore the game world. The story synopsis is below, in full.

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“The Golden Order has been broken.

Rise, Tarnished, and be guided by grace to brandish the power of the Elden Ring and become an Elden Lord in the Lands Between.

In the Lands Between ruled by Queen Marika the Eternal, the Elden Ring, the source of the Erdtree, has been shattered.

Marika’s offspring, demigods all, claimed the shards of the Elden Ring known as the Great Runes, and the mad taint of their newfound strength triggered a war: The Shattering. A war that meant abandonment by the Greater Will.

And now the guidance of grace will be brought to the Tarnished who were spurned by the grace of gold and exiled from the Lands Between. Ye dead who yet live, your grace long lost, follow the path to the Lands Between beyond the foggy sea to stand before the Elden Ring.

And become the Elden Lord.”

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As with any of From’s recent action-RPGs, that plot summary is… somewhat vague, but it does seem to give us a better idea of the game’s central quest – defeat Marika’s demigod offspring, collect the Great Runes, piece back together the Elden Ring, and become the Elden Lord. If previous Souls games are anything to go by, that won’t be a necessarily pleasant transformation.

According to other pieces of information on the website, players will be travelling through the Lands Between as they seek to gather the power of the Elden Ring. For the first time in a FromSoftware game, players will be able to ride mounts in order to traverse the open world environments, which should add some exciting mobility to gameplay. But just like the Dark Souls games, you will be able to create your character as you shape the world around you with your actions. Interestingly, it sounds like you have the choice to fight enemies, or pick them off stealthily instead – as well as play in multiplayer.

The reaction to Elden Ring since its reappearance at Summer Game Fest has been huge, and fans of the series quickly found a new favourite character in the adorable pot monster featured in the new trailer. For more about Elden Ring as we lead up to its release on January 21 2022, stay tuned to IGN, and you can check out 7 new things we learned from the latest trailer and fact sheets.

Preorder Elden Ring

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Liam Wiseman is a Freelance News Writer for IGN. You can follow him on Twitter @liamthewiseman

Chucky TV Show New Teasers Reveal Two Familiar Evil Doll Voices

Two new teasers for Chucky have been released. The horror show is a continuation of the long-running Child’s Play movie series, and it premieres on SyFy and USA Network in the Fall.

The promos arrive via Don Mancini, who created the franchise and is showrunner on the new series. The first showcases the distinctive voices of Brad Dourif and Jennifer Tilly, who play cursed doll Chucky and his equally murderous bride Tiffany. The second teaser reveals some behind-the-scenes footage, with young star Zackary Arthur walking through a creepy-looking set. Check them out below:

This clips follow the first Chucky teaser, which was released in April. The series also stars Devon Sawa (Final Destination), Teo Briones (Ratched), Alyvia Alyn Lind (Daybreak), and Bjorgvin Arnason (The Seventh Day).

An official synopsis for the show has been released. It reads, “After a vintage Chucky doll turns up at a suburban yard sale, an idyllic American town is thrown into chaos as a series of horrifying murders begin to expose the town’s hypocrisies and secrets. Meanwhile, the arrival of enemies–and allies–from Chucky’s past threatens to expose the truth behind the killings, as well as the demon doll’s untold origins as a seemingly ordinary child who somehow became this notorious monster.”

The first Child’s Play was released back in 1988 and was followed by six sequels. Mancini wrote them all, and directed the last three movies. Chucky follows on from 2017’s Cult of Chucky, but is unconnected to the 2019 remake.

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Fallout 76’s Battle Royale Mode Nuclear Winter Shutting Down In September, News Coming At E3

Fallout 76’s battle royale mode, Nuclear Winter, is coming to an end in September. Developer Bethesda Game Studios announced in a blog post that it’s removing the mode in September simply because not enough people were playing it. Not only that, but Bethesda said it will make announcements about Fallout 76’s future during E3 2021.

“We’ve seen the vast majority of players prefer to explore other aspects of the game,” the studio said. “It has also become tougher to put full Nuclear Winter lobbies together without also making sacrifices on match wait times.”

On top of that, Bethesda said it has become “challenging” to deliver major updates to Nuclear Winter while at the same time creating more content to Fallout 76’s other, more popular modes. “With all of this in mind, we are currently planning to sunset Nuclear Winter Mode in an update coming this September,” Bethesda said.

The developer added that it’s aware Nuclear Winter has an “incredibly passionate” playerbase, and it recognizes they might find this news disappointing.

“Ending support for the mode was a difficult decision, and not one that we made lightly,” Bethesda said.

While Nuclear Winter is going away, Bethesda teased that it’s currently developing new ways for Fallout 76 players to enjoy PvP combat in a different manner. More details will come later this year. Additionally, everyone who played Nuclear Winter–even if it was only a single match–will get some some compensation related to the shutdown.

Everyone who played the mode is getting an allotment of perk coins, which you can use to upgrade your character in the adventure more. You’ll get six perk coins for each Overseer rank you reached, for a maximum of 600. Bethesda is also giving out 1 perk coin for each Overseer ticket, up to 200. And everyone who completed at least one Nuclear Winter match will get a themed pennant for their C.A.M.P.s

“While we have decided to disable this mode, Fallout 76’s future remains very bright. We can’t wait to share more details with you on all of the new features and adventures we’re planning to bring to the game throughout 2021, and for years to come,” Bethesda said.

Bethesda will announce what’s next for Fallout 76 during the Xbox/Bethesda E3 2021 showcase on June 13. This will include information on updates for the game coming in 2021 and beyond.

To celebrate E3, Bethesda is making Fallout 76 completely free on all platforms, until June 16. The developer is also offering a “limited preview” of the Fallout 1st subscription program to give people a glimpse at the perks of the membership to encourage them to sign up. Additionally, double XP across all Fallout 76 modes is available during this period.

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Star Wars Jedi: Fallen Order PS5 and Xbos Series X Upgrade Now Live

Star Wars Jedi: Fallen Order has received a next-gen upgrade, as developer Respawn Entertainment has released optimization patches for the game on PS5. The game originally took advantage of Microsoft and Sony’s latest consoles with a free update that added a frame-rate boost and a dynamic resolution upgrade.

Higher-resolution textures and assets, 4K and HDR resolution, improved 60 FPS performance, and faster loading times have been added in this edition. On PS5 this version is slightly larger than the PS4 game, coming in at around 54GB compared to the last-gen version which is 45GB in size. On Xbox Series X, the upgraded game clocks in at just under 50GB. The update is free to anyone who owns the native edition of Fallen Order and includes a number of technical improvements.

Now Playing: Star Wars Jedi: Fallen Order Video Review

Smart Delivery on Xbox Series X|S means that upgrading the game on those consoles will be much simpler, whereas PlayStation 5 owners will need to go through a slightly lengthier process. If you have a game disc or a discless console like the PS5 Digital Edition or the Xbox Series S, you will need to contact EA support to validate your purchase and receive the update.

Here’s how you can upgrade your copy of the game on the PS5.

How To Upgrade Star Wars Jedi: Fallen Order On PS5 From Disc

  • Sign into your PSN account on the PS5 console
  • Insert the PS4 disc of Star Wars Jedi: Fallen Order
  • Open the Fallen Order game hub menu and select the upgrade option
  • Download the upgrade
  • Fallen Order can be played so long as the PS4 disc is inserted

How To Upgrade The Digital Version of Star Wars Jedi: Fallen Order On PS5

  • Sign into your PSN account on the PS5 console
  • Search for Star Wars Jedi: Fallen Order in your game library or on the PlayStation Store
  • Open the Fallen Order game hub menu and select the upgrade option
  • Download the upgrade
  • The PS5 version of the game is now available to play

How to upgrade Star Wars: Jedi Fallen Order on a PS5 Digital Edition / Xbox Series S if you have the disc

  • Select your platform – PS5 or Xbox Series S
  • Choose codes and promotions for your category, and replace disc with code for your issue
  • Complete the webform
  • Provide proof of purchase

Fallen Order was lauded by EA for being “one of the breakout titles of the last several years” when it surpassed 10 million unique players back in July 2020, with CEO Andrew Wilson hinting at more sequels when he called the game “the first title in an entirely new franchise.”

That sequel will likely have to wait though, as Respawn is currently working on a new IP while also developing more content for its popular battle royale Apex Legends.

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Xbox Mini-Fridges Are Still Coming, Microsoft Confirms

Xbox mini-fridges are still coming, Microsoft has confirmed. Xbox marketing director Aaron Greenberg said on Twitter that just because Microsoft didn’t share any details on the mini-fridges as part of its recent news blowout, that doesn’t mean they aren’t still on the way.

“The future of Xbox is not complete without the mini-fridge,” he said. “Hope to not leave you out in the cold for too much longer. Will share more when we can!”

For those just catching up, the Xbox mini-fridge started out as a joke. When Microsoft revealed the design of the Series X, many remarked that the system looked like a fridge. Microsoft took the feedback in stride and, eventually, announced that it would create actual Xbox mini-fridges to sell to the public.

In April, the first design proposals came back to Microsoft for feedback. We still don’t know anything about the price, release date, or final design, however.

Microsoft even created real, working, full-size Xbox refrigerators and sent them to influencers like Snoop Dogg and The Rock, which in turn generated positive buzz for the brand.

The mini-fridge will be just the latest odd-ball product from Xbox, following the Xbox Onsie and the greaseproof Xbox controller. And who could forget the Xbox body wash?

Microsoft’s Xbox/Bethesda E3 2021 briefing takes place this Sunday, June 13, and we’re hoping we get more news about the fridges.

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Diablo Immortal’s Alpha Has Been a Blast… But Isn’t Without Its Problems

Diablo Immortal’s closed alpha has been running for more than six weeks now, and has given us an extensive look at what Blizzard and NetEase’s mobile interpretation of Diablo is all about. The good news is that Diablo has transitioned across to mobile seamlessly in many areas – the touch screen controls are intuitive to use, the combat feels meaty and the presentation is suitably moody. On the other hand, once I hit the closed alpha’s level cap and began working my way through the game’s Paragon system, some aspects of Immortal – as it currently stands – started to worry me.

These concerns are: whether the itemisation system has enough staying power, the role real money may play and how being free-to-play has impacted Immortal’s design, and how wide the appeal of the endgame content will be. It’s a work-in-progress, of course, and so many things will almost certainly change, but even so, this is a big chunk of the game so it’s worth analysing how things currently work.

Before we dig into the points above a bit more, a quick overview of what’s in the closed alpha. The classes represented are Barbarian, Wizard, Demon Hunter, Monk and – new for this hands-on – Crusader, which was my class of choice. Where the final game will have a level cap of 60, the alpha goes up to 55, but as mentioned also includes Immortal’s take on Diablo III’s Paragon system, which allows players to continue sculpting their character beyond the max level. The journey to hit that level cap saw me roam far and wide across Sanctuary, venturing into countless dungeons and otherworldly rifts, taking on bounties, partnering up with other players to fight bosses, and enjoying the ever-escalating power afforded by steadily improving my gear and skills.

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As I said in my last hands-on impressions, the moment to moment action is excellent – Immortal already looks, sounds and feels like an authentic, modern Diablo game, even on touch screen. All the controls are within easy reach, monitoring cool-downs is simple and while I’m not a fan of virtual analogue sticks and buttons in general, there’s clear upside here. Immortal has something of a twin stick shooter vibe to it at times, as you’re moving your character with one hand and aiming skills with the other. It’s a clear point of differentiation from playing Diablo on PC and opens up options for every class.

Socket To ‘Em

My journey has largely been a lot of fun, but once I hit the point at which there was no new story content to work through and all the low level gear upgrades had been taken care of, the demands made by Immortal in order to make significant character progression really started to ratchet up. Grinding for loot has always been a big part of Diablo, of course, but here there are other factors that come into play when discussing itemisation, and in particular, socketing.

For those of you that aren’t familiar with those terms – itemisation just means the gear you equip, of which a character in Diablo Immortal has six primary slots (head, torso, shoulders, lower body, main hand and off-hand), six secondary slots (neck, waist, two rings, feet and hands) and one charm. Primary and secondary items can all be ranked up by blacksmiths, and these ranks can even be transferred to new items as you find and equip them. 

Secondary items are on the left, primary in the middle, with the charm above.

Socketing, meanwhile, refers to the gems you place in each item. Primary items can only be socketed with Legendary Gems – a new gem category for Immortal: one per item. Legendary Gems can have powerful effects, such as boosting attack speed, gaining health with every kill or having the chance to call down chain lightning with every attack. Secondary items, meanwhile, are socketed with regular gems, and each item can have up to three slots. Regular gems aren’t as flashy, but can still confer some important bonuses – boosting your damage output, life total, armour total or armour penetration, to name a few. Like items, gems can also be ranked up.

We’ll talk more about gems (and charms) shortly, but first, let’s get stuck into Immortal’s gear more generally. As you’d expect, items drop in a range of rarities. Secondary items top out at rare, whereas primary items extend to legendary rarity. Unlike other Diablo games, there are no item sets – that is, gear that goes together and gives the player a bonus if they have it all equipped. Instead, items are designed to be mix and match, and legendary items in particular are intended to be build-around, as each has an “inscription” that alters a particular class skill. 

Examples of a couple of inscriptions on main hand weapons.

Take the Crusader’s Draw & Quarter – activating this skill sees your character hop onto an ethereal horse and drag enemies behind it on chains. It’s a great way to corral mobs into one spot for a burst of AOE damage. Much like skill runes in Diablo III, however, this skill doesn’t have to stay this way. Unlike Diablo III’s system, skills are modified through legendary items. So in the case of Draw & Quarter, I wound up with three legendary pieces of gear that all modified this skill in different ways. When all were equipped I was able to leave a fiery trail behind my steed, instead of dragging enemies along. I also had a chance to trigger a series of bombardments down on nearby enemies. And finally, I had a modifier that extended how long I could actually ride around burning and bombarding enemies, meaning I could sweep back and forth across lines of enemies for longer.

The system means that every legendary item you pick up – at least for a while – changes your play style. It encourages you to equip skills that you weren’t using, and the inscriptions also change how each skill functions within your arsenal. There’s a massive difference between throwing your shield and having it explode on contact, for instance, and throwing your shield and having it bounce between enemies. Early on it was fun picking up my first few legendary items and reworking my equipped skills to take advantage of them, but by the time all my primary items were legendary it started to be more like a limitation, as I felt disincentivised to experiment with other skills.

Diablo III’s skill runes system was extremely flexible – likely too flexible for some – but I enjoyed steadily unlocking more and more skill modifications as I progressed, opening up wider and wider play styles and encouraging experimentation. Immortal takes the series in the opposite direction, and while I did shift up my approach to combat a number of times over the dozens of hours I spent playing the alpha… that’s still only a number of times across dozens of hours. I also came across the same drops with the same inscriptions a lot, which made them feel more like a commodity than something truly special. It also meant, well, I had no new gameplay choice to make. Hopefully we’ve only seen a small slice of the inscriptions that will be in the game on release.

Characters can have one primary attack and four other skills equipped at a time.

Ranks, a Lot

Now, let’s come back to gems. Diablo II fans will be familiar with the gems that go on secondary gear, as they come in a variety of colours, each of which boosts a certain stat. Aquamarine, for instance, adds armour, whereas tourmaline boosts damage. Gems start out as rank 1 (think of this like “chipped” gems in Diablo II) and then by combining three rank 1 gems you can create a rank 2 (“flawed”) gem. Three of those then make a rank 3 (“regular”) and so on up to rank 5. Beyond that an Echo Crystal is required to further boost gems. Sockets for gems are colour-coded, so you can only put a “blue” type gem (aquamarine or sapphire) into a blue socket. This means that later on you’ll have to weigh up whether an item with better base stats is actually better if its socketing options don’t work as well for your play style as your current item.

One way or another, it’s a long grind to rank up your gems. This is just as much the case – only more so – for Legendary Gems, which are slotted to primary gear. The system is somewhat similar, as upgrading Legendary Gems requires additional copies of the Legendary Gem you want to upgrade, as well as other Legendary Gems that “provide power” and get used up in the process. The whole prospect of ranking up your Legendary Gems feels labyrinthine – there are so many paths to it with so many currencies to negotiate. 

The resources required to rank gems up grow and grow.

The best option for guaranteeing random Legendary Gem drops is spending Legendary Crests to run Elder Rifts (short, procedurally generated dungeon with random modifiers). Legendary Crests are earnt in-game (or purchased using Honor) but can also be bought with Eternal Orbs, which are purchased with real-world money. 

Other options for obtaining Legendary Gems include buying them from the player-driven market, which trades in Platinum. This can be acquired in game, but is also obtained with real-world money via Eternal Orbs. The Fading Ember trader also sells Legendary Gems, but only accepts Fading Embers, which are harvested from Elder Rifts, so again – you’ll need Legendary Crests. Specific Legendary Gems also occasionally show up on the free Battle Pass track.

Attempting to craft specific Legendary Gems is an option, but each requires a different set of runes. You can roll for runes through Elder Rift drops, buy them from the market or craft them with Embers. The overall resource requirements for ranking up Legendary Gems is extensive, and the many overlapping elements really seem at odds with Immortal’s super accessible approach to combat and initial itemisation.

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It all feels a bit too much like a typical game in the mobile, free-to-play space. I’m not a fan of the school of design where you’re juggling multiple currencies and interlocking systems that make things needlessly convoluted… and kind of opaque from the perspective of judging value – especially with real money in the mix. Mind you, Diablo Immortal’s true value proposition is not something we can accurately judge yet, as closed alpha participants aren’t engaging with the rewards system and economy the way players will be on final release.

There are a couple of parts to that statement. Firstly, in the closed alpha players are given 500 Eternal Orbs every day. This is not the standard daily log-in reward (which is a separate, far more modest system) and instead seems to be a way to simulate having real-world money in the ecosystem, as there’s no option to spend actual cash in the closed alpha. So each player gets orbs that they can trade for Platinum, which can then be spent at the market on Legendary Gems, runes, Skill Stones and other non-item objects. Orbs or Platinum can also be used to purchase Legendary Crests. Both of these tie directly into character progression.

In the closed alpha I’ve been able to go and simply buy a bunch of Legendary Gems in order to rank up my socketed gems without too much thought beyond, “Boy, it sure does a take a lot of Legendary Gems to rank a single Legendary Gem up a bit.” But if I was paying for those Eternal Orbs I might balk at the prospect of needing, like, eight Legendary Gems to gain a single rank on one of my socketed gems. In part it will come down to how much Eternal Orbs cost, but to be honest, I don’t really like the rank up mechanics and the ever-escalating resources required in the first place. It’s not out of line with what other games do, and I assume is designed to give players something to aim towards over months, but it feels punishing to me, particularly in the face of a very obvious real money shortcut.

The game has quite an appetite for Legendary Gems.

I like the charms system even less. These late game items drop at rank 1, which means they have one random “skill bonus” – which can be any skill from any class. Once you find one that has a skill you use, you can then rank the charm up by salvaging other charms. Each rank it gains adds another random skill from a random class. More often than not you’ll get to rank 5 – the max rank – and still only have one skill out of five that’s useful to your character. No matter, you can re-roll those useless skills using Skill Stones, which are created using rank 5 charms you don’t want to keep. 

Each Skill Stone can re-roll one skill on your charm, but the process is random, so if you have one useful skill on your Skill Stone, there’s only a one in five chance it will be that skill that transfers to the charm. Four out of five times you just flush time and resources down the drain. The point of the system is to be something players work at over a long time, and the mechanic itself is not new to the Diablo series – Diablo III had low chance re-rolls too. It’s not uncommon in the MMO space, either, but it still feels extremely unsatisfying to me. And, of course, the elephant in the room is the fact that you could always buy Skill Stones from the market using actual money.

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To Market To Market

As I said in the intro, Diablo Immortal is a work-in-progress and will definitely see changes – possibly significant ones – but at this stage I’m uneasy about having build-enhancing elements that are attainable with real-world money in a game that has an endgame that is all about teams of players vying for supremacy in a range of activities including direct PVP. (We’ll discuss the endgame shortly if you’re not familiar with it.) 

The player-driven market, for instance, is based on supply and demand, so the best Legendary Gems, Skill Stones and so on, could wind up being insanely expensive compared to the most common or least in demand ones. That’s already the case for Legendary Gems in the closed alpha. There’s potentially no end to the amount of money someone could spend in Diablo Immortal to rank up their gems and charm and that doesn’t sit well with me. Ranking up items, by comparison, is almost completely gameplay driven – you go out, you get loot, you salvage the items you don’t want and you spend those materials (plus gold) to rank up your items. Everyone is on the same footing with that system.

These Legendary Gems cost 30-40 times more than those in least demand.

I’d like to see sweeping changes made to how real money factors into Diablo Immortal. A good middle ground solution would be to reduce the ways in which players can spend actual money in Diablo Immortal to minimise the impact it has on character development and power. Keeping the paid track on the Battle Pass is probably fine, for instance, as that would be a flat cost and everyone would wind up with very similar rewards. Other than that real money should be used to purchase cosmetics only. Surely if that stuff is cool enough the most engaged players will still buy it?

Another – perhaps complementary – solution would be to make Diablo Immortal free-to-start, then charge for additional zones or the like. I’d happily pay to unlock more content in this game if that was the model, and the team could then strip out some of the interlocking systems and currencies, and integrate gems and the ranking process into the game in a different way. As it currently stands, I reached a point of drastically diminishing returns, where the work required to make character progress didn’t feel at all worthwhile. I’d love to be able to stay engaged at that point… instead of either leaving the game or starting afresh with a new class.

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I mentioned earlier there are a couple of things about this closed alpha that makes it hard to judge what kind of value the final game may offer. Free Eternal Orbs was the first one, but the second is that the paid Battle Pass track is locked off. Perhaps if the rewards on that track are generous enough, the resources required to upgrade gems or run Elder Rifts wouldn’t feel so bad. Immortal would still have the issue of being able to pay to augment your character for PVP, however.

The Protectors of Sanctuary… and Everyone Else

The endgame PVP element was actually one of the main things the development team wanted to get data on from this closed alpha. More broadly, they wanted to see how the recently revealed Immortals vs Shadows dynamic plays out. In this system, a group of players attain the status of Immortals and must then defend that title against, well, anyone else on the server who wants to try and work to take them down.

In Diablo Immortal you start out as an adventurer, but you can then choose to join the Shadows during certain windows of time. This gives you access to a literally underground organisation complete with escalating challenges to take on, quests that are a bit more involved than the usual bounties, and the promise of stealing from the Immortals and perhaps facing off against them. As you rank up as a Shadow you boost your character’s power, which is a pretty good incentive to take part, and you can also create or join a Dark House. These are essentially sub-guilds, and all compete with one another to be at the top of the Dark Houses leaderboard. Eventually, the top Dark Houses can send their strongest players to try and defeat the current Immortals. If they do so, the leading Dark House then becomes the new Immortals and everyone else is reset to the rank of adventurer.

Ranking up as a Shadow has clear benefits.

This “Cycle of Strife,” as it’s known, can turn quite quickly, as the reign of the current Immortals only lasts as long as they can defend themselves. And while it may be frustrating to lose progress as a Shadow, the consolation prize is a server-wide celebration with daily rewards and several visible acknowledgements that there’s a new group of Immortals in power.

The Immortals vs Shadows system will probably be great for the most dedicated players on a server, but my interactions with it weren’t particularly meaningful. I became a Shadow twice, but it didn’t change much. I just added in Shadow events and activities alongside my usual bounties, rifts and the like. They brought more variety, certainly, but I felt quite disconnected from the intended purpose of the Immortals versus Shadows set-up, as I’m not someone who is ever going to have the time to be in contention as a top player in a top Dark House. That’s fine, but I’m just not sure what endgame content will keep me engaged. Here’s hoping there’s more in the works for “casually hardcore” players like myself.

So where does all this leave Diablo Immortal? Well, despite my concerns, it still shows an enormous amount of promise, and I enjoyed the majority of my time with it, so I’m hopeful that the team can make some key changes and ensure that this is another classic entry in a classic series.

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Cam Shea is an IGN veteran based in Sydney, Australia. He’s happiest when he’s making content about Breath of the Wild.

The Case of the Vanishing Switch Pro – NVC 564

It’s the final show before E3! This week on NVC, guest host Kat Bailey and the rest of the NVC panel discuss the highly-rumored Switch Pro announcement that has not yet come to fruition. Plus, hear about Nintendo’s recent firmware update that was abruptly pulled down, our thoughts on Game Builder Garage, and a whole lot more.

NVC is available on your preferred platforms!

You can also Download NVC 564 Directly Here

You can listen to NVC on your preferred platform every Thursday at 3pm PT/6pm ET. Have a question for Question Block? Write to us at [email protected] and we may pick your question! Also, make sure to join the Nintendo Voice Chat Podcast Forums on Facebook. We’re all pretty active there and often pull Question Block questions and comments straight from the community.

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Logan Plant is the Production Assistant for NVC. You can find him on Twitter at @LoganJPlant.

How Long To Beat Final Fantasy 7 Remake Intergrade’s Intermission?

Final Fantasy VII Remake finally has its PlayStation 5 upgrade with Intergrade, and along with the graphical boost and new photo mode, it also packs a new episode in the game’s story. Centering on Yuffie Kisaragi, a Final Fantasy VII character who hadn’t yet appeared in the Remake, the new Intermission episode fills in some gaps in the middle of Remake’s story, while showing what other members of the FF7 team were up to during the game.

The Intergrade addition spans two new chapters and includes its own new Trophies and some side content. But how long is it to finish? If you’re expecting a substantial addition, you might be disappointed–we managed to knock out Yuffie’s episode in a little over six hours, which included doing most of the side content the DLC has to offer. If you’re sticking to the critical path, you can probably expect to finish it in about five hours; maybe a little more or less, depending on your proficiency with Yuffie’s unique brand of combat.

For players who want to finish everything the DLC has to offer, though, you can probably squeeze quite a bit more time out of the DLC. In addition to the main story across the two chapters, you’ll also find several minigame-type experiences that will challenge your combat prowess and tactical skills. Those include a new version of Whack-A-Box, the box-smashing minigame in Remake, and a new virtual reality battle from Chadley, the kid in the Sector 7 Slums who trades summon materia for successful battles against the summoned creatures. You’ll also be able to fight new battles in the Combat Simulator found in Shinra Tower, if you’re looking for more challenges.

In addition to challenges that are mostly combat-oriented, the largest new addition to FF7 Remake is Fort Condor, a board game you play with various other characters in the DLC’s first chapter. Fort Condor is kind of a mix between Magic: The Gathering and chess, in which you and an opponent each summon characters to fight one another, in hopes of destroying your opponent’s three towers to win the game. You’ll find additional game boards and pieces throughout the DLC to up your Fort Condor game, and you can play against seven different opponents, with each one more difficult than the last.

As with Remake, you can also play Intermission on Hard Mode, which ups the challenge significantly for combat, as well as Fort Condor. Maxing out the DLC’s side content and playing it through on Hard Mode will likely add three to four hours to your total.

So if you just take the critical path through Intergrade’s Intermission episode, expect to spend around five hours on it. If you complete the side content, combat challenges, and Fort Condor matches, you’ll likely bump that up to seven to eight hours. And finally, maxing out the DLC with a Hard Mode playthrough and more Fort Condor should drive it up to around 10 or 12 hours.

If you’re jumping into Final Fantasy VII Remake Intergrade, whether returning to Remake or taking it on for the first time, check out our extensive FF7 Remake guides, walkthroughs, and tips rundowns to help you get absolutely everything you can out of it.

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