• World of Warcraft Dragonflight Preview: WoW Stretches its Wings

    Since the announcement of Dragonflight, the ninth World of Warcraft expansion, Blizzard has been determinedly tight-lipped on the details of what's coming. Understandably so, given that now seems like a really critical time for Blizzard to impress.

    Coming off the heels of Shadowlands, which garnered significant criticism for its endgame content and its story (looking at you, Sylvanas), Dragonflight has a lot to prove. It's an expansion that the community has asked about for years, featuring playable dragon characters in the Dracthyr Evoker hero class and a high-speed new mount system in dragon riding. It promises much-needed upgrades to the profession system, and customizable UI. And it's all coming out by the end of this year, per Blizzard.

    Fortunately for those of us who have been wondering when the fog around the Dragon Isles might finally lift, Blizzard is preparing to launch its public alpha later this week, and I was able to get a brief, limited taste of what the dragons there have in store.

    I spent a few hours in the colorful, scaly skin of a Dracthyr Evoker, the new race/class combo launching with Dragonflight. Were my time not limited, I probably could have spent hours fussing with the Dracthyr character creator before I ever got into Dragonflight, customizing every detail of both the draconic and human forms of my Evoker – from her multicolored hair right down to the scales on her feet. It's the most robust character creation Blizzard has made for a WoW race before, though at least some part of that is due to Dracthyr's unique draconic forms requiring a custom armor set they wear all the time rather than taking on the visual appearance of whatever armor they happen to have equipped. I can see that trade-off being off-putting to those with massive transmog collections, but fortunately, the human Dracthyr appearances will wear whatever armor they're currently donning, so you can still show it off. It definitely makes the character creators for all of Blizzard's other races, especially the older ones, look woefully thin, though, and I hope once Dracthyr are locked in some of that love will get shared around.

    The healing specialization, Preservation, wasn't available yet, but I got a decent tour of the ranged magic abilities of the Devastation spec. Sturdier than a mage, warlock, or priest, but far more mobile than an elemental shaman, Devastation Evokers have a curious toolkit that deftly mixes crowd control, multi-target damage, and movement. For instance, I was able to use Landslide to root multiple enemies in a line in front of me, then take to the air with Deep Breath and soar above their heads, blasting them all with fire where they stood. I could then remain where I landed, or use Recall to warp back to my starting point before they'd even broken out of my Landslide.

    I also enjoyed the novelty of the charged ability Fire Breath, which does more damage if you hold the button down to charge it fully, though currently its quick charge time doesn't make the wait feel like much of a sacrifice. I'd like to see Blizzard do more with the charge mechanic, and hope it doesn't get relegated to a one-move gimmick that's quickly patched out. I see a lot of potential for some fun risk/reward play here, especially for such an otherwise mobile caster class.

    I'd like to see Blizzard do more with the charge mechanic, and hope it doesn't get relegated to a one-move gimmick that's quickly patched out.

    It's tough to know exactly how the Dracthyr's talent tree will play out this early on, but another aspect I enjoyed was the criss-crossing customizability of both the Evoker tree and the Devastation tree. Devastation splits off into fire-themed and arcane-themed branches, but depending on how you spend your points it's easy to either focus almost entirely on one with only a few benefits of the other, or mix and match while still unlocking some of the more powerful talents. The same goes for the Evoker tree, which has a side dedicated to crowd control and another dedicated to healing. All of this is likely subject to change, and the endgame will probably dictate what the best players use. But the differentiation in the trees is nonetheless enticing, almost like sub-specializations. I hope that dedication to themes bears out in other classes, too.

    My brief stint in the Dragon Isles took my Evoker and me to the Azure Span, one of the five new zones in Dragonflight. The Azure Span's blue dragonflight caretakers evoke thoughts of mountains and ice, and certainly the zone had plenty of that. But it also featured a lush green wood further down the mountain, and golden grassy stretches dotted between. It's still early yet, and Blizzard is clearly still filling in the Azure Span with creatures, characters, and secrets, but what struck me most were the colors. There's no denying that World of Warcraft looks increasingly dated the longer it goes on, but interesting color palettes, architecture, and geography can do a lot to mitigate that. Shadowlands already did a promising job of breaking WoW of some of its worst visual impulses (read: grey/brown wastelands and green fire), so if the Azure Span ends up emblematic of the rest of the Dragon Isles, then Dragonflight on the whole might not be so bad to stare at for the next two years or so of expansion content.

    Especially from the air.

    The best bit of Dragonflight thus far is, wonderfully, the exact thing being advertised in the title: the dragon flying (or riding, to use the technical term). Prior to this, all of WoW's flight was merely accelerated movement across all three axes, and unlockable only after having jumped through numerous hoops with each new expansion. It was a means to an end, a way to get from Point A to B without having to tromp tediously up mountains or use winding flight paths. Dragonflight promises something far more dynamic, though. It promises speed and verticality; an activity undertaken for its own sake, with its own customizations and improvements unlockable throughout the expansion as opposed to a one-time reward.

    The pre-alpha gave me extremely limited access to the new and dramatically improved flying feature, but that was enough to sell me. The Azure Span my pre-alpha tour took place in is wonderfully vertical, allowing me the pleasure of leaping off its absurdly high cliff faces and swooping down into the valleys below at high speeds. I was able to build speed on declines that was then spent as I soared upward again, but I could also spend energy on a special stamina meter (called 'Vigor') to flap back upward or zip straight ahead even faster. With a bit of practice, I was mapping out flight paths from the Azure Span's highest peaks that took me all the way across the zone and (oops, sorry) into a few areas Blizzard clearly didn't want me poking around in yet. I cannot wait to unlock barrel rolls.

    Early dragon riding admittedly leaves a few things to be desired, though. The Azure Span I soared through wasn't finished yet, and I'm hoping its final cut includes more in the way of interesting flying tests or quests that can only be completed by mastering the swooping skills I was tooling around with. And the climbs back uphill when your energy is spent are about as enjoyable as dragging your toboggan up a mountain after a gleeful sled down. Blizzard has clearly left room for more skills and more stamina, unlockable throughout the expansion, that could trivialize this problem for those who invest enough in their dragons. I already picked up a number of cosmetic customizations for my mounts just from finishing a few regular sidequests, which leaves me optimistic that dragon riding will be effectively woven through both the leveling experience and the endgame when the time comes.

    The best bit of Dragonflight thus far is the exact thing being advertised in the title: flying around on dragons.

    With just a few hours to spend in pre-alpha and some pretty significant training wheels on what I was allowed to do, it's hard to get a very exact taste of how Dragonflight will shape up. I didn't get a solid grasp of where the main story was going, for instance, but I did spend a lot of time doing very World of Warcraft activities like collecting pinecones and killing a set amount of air elementals. The expansion is bringing with it a significant profession overhaul, and I did get to fuss with the crafting menus for a bit, but so much of its success depends on resource availability, economy, and tuning that it's tough to get a handle on whether this is more than just an interface improvement just yet. Similarly, UI customization appears to still be in its infancy, so while I'm optimistic for the feature, we're likely in for a lot of tinkering time left before anyone can say one way or another whether we should all ditch our old add-ons or not (though I'm delighted to have a toggle to combine my bags at last!). That doesn't even mention all the keys to endgame: dungeons, PvP, raids, and whatever other scenarios Blizzard wants to throw at us.

    For now, though, the Dragon Isles seem a welcoming enough place to spend some time in, and are certainly worth the vigor it takes to swoop and soar around. I'm curious to see whether Blizzard can ultimately deliver on its grandest promises for an expansion fans have been asking for since World of Warcraft expansions first became a thing, especially at such a chaotic time for the company and studio.

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

    Posted in Games, video game | Tagged , | Comments Off on World of Warcraft Dragonflight Preview: WoW Stretches its Wings

    Exoprimal Preview: Closed Network Test Impressions

    It feels wise that Exoprimal, a game that opens with a futuristic weather forecast that suggests the foreseeable future will be cloudy with a chance of raptors, doesn’t spend a lot of time explaining itself. At its core, if you’ve played a Gears of War Horde mode session, or a few rounds of Destiny 2’s Gambit, then you’ll likely feel at home with what a round of this reptile blaster has to offer. In its first very limited closed playtest, Exoprimal shows a solid foundation for a PvPvE shooter, and if it sticks with its strengths like the time attack-style objective racing and interesting class design, it could be well worth sinking your teeth into.

    The meat of a round of Exoprimal sees a team of five running through a stage, stopping at points to complete small sub-objectives, all of them involving shooting dinosaurs that are falling out of singularities in the sky. Usually this means you need to kill a certain amount of them before moving on, or protect a static location or object from them for a period of time. It’s not just waves of speedy raptors chomping at your heels either. As levels progress, so do the variety of dinos that appear. The demo didn’t reveal too much of its hand here, but there were occasional flying pteranodons and neosaurs, mutated bipedal baddies that can shoot projectiles or explode when you get near them. The enemy mixes were dynamic enough that progressive waves weren’t just a cake walk.

    Enemy teams are doing the same thing as you, but concurrently. An opaque overlay of them can be seen between objectives, giving you a hint of where they are on the list in comparison to you. This indirect PvP was a great bit of tension that reminded me of a ghost car in a racing game, constantly motivating your squad to pick up the pace and find any opportunity to shave off a couple of seconds. Occasionally, you can even directly affect the enemy team's progress, summoning a large, player-controlled dinosaur and throwing it in their way to wreck shop.

    One of the real strengths of Exoprimal’s combat is that you can switch between exosuits at any time.

    Your weapon of choice for mass dinosaur slaying are exosuits – Iron Man-style armor each with their own role and suite of abilities. Of the ten suits teased in the opening cinematic, just four were available to play during the test. Zephyr and Deadeye deal heavy damage in melee and ranged, respectively. The beefy Roadblock uses a big shield and a taunt to make himself the center of attention in a dino swarm. Witchdoctor stuns the prehistoric pests in close range and can heal and shield your party. I tended to favor the latter two, but one of the real strengths of Exoprimal’s combat is that you can switch between them at any time, readjusting the squad based on the objective in front of you. Defending a VTOL aircraft while it spools up as raptor waves pour in from multiple directions might require more than one tank, whereas one giant triceratops boss stomping around a city block demands a more damage-heavy crew.

    If it was just a class-based horde-mode time-chasing shooter, I’d say we’re on track for something potentially great here. Unfortunately, every round ends with a final objective that puts both teams on the same map to duke it out in point-capture or escort-type missions, culminating in a grating PvP experience that I dreaded every time it came up. The escort mission, Data Key Security, makes your team baby a slowly moving objective as it reaches an end point. It moves at a snail’s pace as you defend it from onslaughts of dinosaurs and, eventually, enemy players. These usually end in boring firefights down a narrow alley, with either side either playing peekaboo from behind the objective, or running kamikaze into the enemy squad as melee classes. This at least still felt like it involved dinosaurs, though, whereas the point capture Energy Drain objective tasked the teams to run around the map collecting points and killing enemy players seemingly abandoning the entire reptile concept altogether. And in general, as of this test, exosuits seem poorly balanced for combat with each other. Witchdoctor felt especially useless, as the damage from any of the assault classes was so overwhelming that healing was more of a formality than a viable means of keeping the team in a fight.

    As of this test, exosuits seem poorly balanced for combat with each other, versus their complementary nature when battling dinosaurs.

    Even with a very limited variety of maps and objectives, the parts of each contest that didn’t involve shooting at the other team were fun and furious. I'm eager to see new maps, try on new exosuits, and blast through new types of scaly monstrosities in the future. I'm not so eager to trade fire with other exosuits in mediocre, paint-by-numbers PvP, though.

    Posted in Games, video game | Tagged , | Comments Off on Exoprimal Preview: Closed Network Test Impressions

    Sony Introduces New Loyalty Program PlayStation Stars

    Sony has announced a new reward points programme called PlayStation Stars that will allow players to earn points with real cash value.

    Announced on the PlayStation Blog, the loyalty programme will begin later this year (though Sony didn't say when exactly) and will be free to sign up to. Players will be able to complete objectives – with some as simple as playing a game once a month – to earn points that can be later redeemed on the PlayStation Store or for other rewards.

    The catalogue of items " may include PSN wallet funds and select PlayStation Store products," and members of PlayStation Plus will also receive points for purchasing items on the store, similar to the My Nintendo programme on Switch.

    Outside of PlayStation Store related rewards, users can also earn "digital collectibles" that are "digital representations of things PlayStation fans enjoy, including figurines of beloved and iconic characters from games and other forms of entertainment, as well as cherished devices that tap into Sony’s history of innovation."

    Additionally, according to The Washington Post, the first player to get the Platinum trophy in certain games will receive an extra special award, which no one else can get. It's not clear exactly how this will work – there's mention of it being within a local time zone, so it could be a territory race for the Platinum rather than a global one – but PlayStation has promised it will crack down on any attempts to get the rewards through fraudulent means.

    New collectibles will be added regularly, with Sony stating that some will be particularly rare and something for players to continuously work towards.

    The programme will mark another upgrade to Sony's digital offerings as it recently introduced new PlayStation Plus tiers. While the basic tier is more or less the same as the previous PlayStation Plus, the middle and most expensive tiers offer hundreds of extra games in a service similar to Xbox Game Pass.

    Ryan Dinsdale is an IGN freelancer. He'll talk about The Witcher all day.

    Posted in Games, video game | Tagged , | Comments Off on Sony Introduces New Loyalty Program PlayStation Stars

    Rumbleverse: Wrestling-Themed Battle Royale Launches Next Month

    Rumbleverse, the Fortnite meets pro wrestling Battle Royale game, will be released next month on August 11, for PlayStation 4 and 5, Xbox One and Series, and PC through the Epic Games Store.

    The free-to-play, 40-person Battle Royale will feature a battle pass too, but its Season 1 doesn't start until a week after launch on August 18. Iron Galaxy Studios has not announced pricing for the battle pass but, given that Fortnite's Epic Games is also publishing Rumbleverse, it will likely cost around $10 for the standard version.

    A new trailer (below) was released alongside the release date announcement, showcasing some of the wackiest moments from Rumbleverse's network tests.

    "Rumbleverse has been a passion project for us and a real testament to the skills and experience of our team,” said Iron Galaxy co-CEO Adam Boyes. "We can’t wait to see everyone pour into Grapital City and discover the singular joy of suplexing a friend off a skyscraper."

    The game was first announced in December last year and was originally expected to be released in February. The studio later delayed the game indefinitely but eventually settled on this new August release date.

    In our preview of the game, IGN said: "With a unique angle, a familiar but visually appealing cartoony art-style, and more wrasslin’ than you can shake a steel chair at, Rumbleverse seems primed to be a legitimate new contender in the competitive battle royale genre."

    Ryan Dinsdale is an IGN freelancer. He'll talk about The Witcher all day.

    Posted in Games, video game | Tagged , | Comments Off on Rumbleverse: Wrestling-Themed Battle Royale Launches Next Month

    Demon Slayer: The Hinokami Chronicles Adds Tengen Uzui to Roster

    Tengen Uzui is now available in Demon Slayer: The Hinokami Chronicles as the first DLC fighter in the Character Pass.

    Though Uzui is also available as a standalone purchase, publisher SEGA is putting the Character Pass on sale to celebrate the launch. A free DLC stage, the Entertainment District, is also being released today to celebrate Uzui coming to the game, referencing his introduction in the Demon Slayer anime. Those who purchase Uzui will also receive a set of profile photos and quotes.

    Also being released across all platforms today is the Kimetsu Academy Summer Uniforms pack, which was previously only available on Nintendo Switch. Players on PlayStation 4 and 5, Xbox One and Series X/S, and PC via Steam can now purchase the DLC outfits for $4.99.

    As Uzui is just the first DLC character available in Demon Slayer: The Hinokami Chronicles, joined by six other characters released across five packs by the end of 2022. These include: Nezuko Kamado, (Advanced Demon Form), Tanjiro Kamado (Entertainment District), Zenitsu Agatsuma (Entertainment District), Inosuke Hashibira (Entertainment District), Daki, and Gyutaro.

    The additional characters will help address a flaring issue in the game, as in our 7/10 review, IGN said: "Demon Slayer: The Hinokami Chronicles is a fighter that balances depth and accessibility well, but it’s hamstrung by an inconsistent story mode and a slim roster."

    Ryan Dinsdale is an IGN freelancer. He'll talk about The Witcher all day.

    Posted in Games, video game | Tagged , | Comments Off on Demon Slayer: The Hinokami Chronicles Adds Tengen Uzui to Roster