• Elden Ring Hands-On Preview With the Closed Network Test

    Over the last six months, we’ve seen a lot of Elden Ring, we’ve heard a lot about Elden Ring, but very few people, if any outside of From Software, have played Elden Ring. That’s no longer the case because over the last weekend I found myself completely absorbed in the world of The Lands Between. Just like many others will be as well once the Closed Network Test opens for all who are chosen to participate from November 12 to the 14th.

    For those who want an early look at what’s in store though, here are my impressions of the Elden Ring Closed Network Test.

    Before we get into what’s new in Elden Ring, let’s cover what’s familiar. This is, after all, the next game in FromSoft’s series of action RPG that has long outgrown any sort of convenient, all-encompassing label, unless you’d prefer to call the series the “Elden-Seki-Souls-Borne” series.

    Slow and Steady

    Elden Ring very much represents a return to the Souls style, which is most evident in its dark fantasy setting but also rings true in its gameplay and mechanics as well. It brings back the split Estus Flask system from Dark Souls 3, allowing you to choose to prioritize either health restoratives or mana restoratives by distributing your flasks as you see fit.

    Combat is slower and much more methodical than Sekiro and Bloodborne.

    Combat is slower and much more methodical than Sekiro and Bloodborne, with often fairly lengthy start-up and recovery times on most of your attacks and heals, forcing you to pick your spots and choose the right moments to attack, defend, and take a sip of a flask.

    There are a couple of new tools this time around as well. A new technique called a guard counter lets you perform a crushing counter-attack after blocking a strike with your shield. And on the offensive side, you can execute a super satisfying helm-splitting jump attack that can crash through shields and leave weaker enemies defenseless.

    The biggest change though in terms of the actual mechanics is how Elden Ring handles weapon arts (or skills) and upgrade paths.

    Previously, weapon arts were special skills that were unique to a weapon or class of weapons, like for example, the battoujutsu stance with katana class weapons in Dark Souls 3. Upgrade paths on the other hand refer to your ability to transform a weapon into a different type, taking it down a path that either gives it more base damage, an elemental affinity, or increased scaling with a particular stat.

    These two mechanics have essentially been combined in Elden Ring in the form of Ashes of War. As you play, you’ll find new Ashes of War that can be equipped with your weapons at sites of Grace – Elden Ring’s version of a bonfire. Equipping a new Ash of War to a weapon will not only change that weapon’s stats and scaling, but also overwrite the weapon’s innate skill with a new one, unique to that Ash of War.

    As an example, let’s say my intelligence-focused character finds a Twinblade. Typically not a weapon I’d want to use on a magic-focused character, but it’s the best thing I’ve got and hey, it’s got a cool move-set. Later on, I find an Ash of War: Glintsword Arch, which not only gives the Twinblade intelligence scaling, making it viable as a melee weapon for my build. But it also grants me the Glintsword Arch skill which summons four magic swords that automatically fly towards enemies that get close. Now the twinblade not only works as a great melee weapon for my build, but it also comes with a powerful spell that doesn’t take up one of my actual spell slots.

    The best part though is that Ashes of War are transferable and don’t get consumed upon use, so if I find a weapon later on that I enjoy more than the Twinblade, I can place the Glintstone Arch Ash of War onto it and easily transition to a new weapon, which has always been kind of difficult and costly to do in other Souls games once you’ve taken a weapon down a specific upgrade path.

    Ashes of War encourages experimentation and opens up a ton of variety in build options

    If it isn’t already abundantly clear, I love this. It encourages experimentation with different weapons, opens up a ton of variety in build options, gives me another type of reward to get excited about finding in the world, and the skills themselves are just super cool to mess around with.

    A Truly Open World

    As cool as the Ashes of War are though the big departure for Elden Ring is the move to a completely open-world structure. Right from when you step out of the tutorial cave, you’re free to go in any direction you choose. You can follow the recommended path, illuminated by the light of grace; you could take a look to your right and decide to explore the ominous-looking lake and ruins, or you could turn around and spot a lone island off in the distance and think to yourself ‘I wonder how I can get over there…”

    The areas weren’t gated by having tougher enemies in one location versus another either. You’d find equally challenging fights in all directions, and you could tackle them in any order you choose. That said, the area in the Closed Test is walled off by invisible barriers, so it’s hard to say how this will play out in the full game.

    What’s especially impressive about this Closed Network Test is despite how I was walled into a relatively small zone, there was still so much to explore and discover. From hidden NPCs to bosses just roaming out in the field, to a pack of extremely tough enemies that you could attempt to farm for weapon upgrade shards, to a plot of land where lighting continuously strikes leaving electrically charged rocks that you can scrounge up. It felt like every five minutes I would encounter something that made me go “what the heck is that?!”

    And then there are the dungeons and catacombs that are hidden throughout the world, much like shrines in Breath of the Wild. These dungeons varied wildly in their design, with some including just two to three rooms, a handful of enemies, and a boss fight at the end. Others required a torch to see the enemies and hazards within; and others still were decently large, multi-leveled caverns, with some surprises for long-time veterans that I don’t want to spoil.

    The bosses within these dungeons aren’t anywhere near as difficult as the mainline bosses found out in the world, but they’re still well worth seeking out as the rewards within have always been worth the effort in my experience.

    Elden Ring is also surprisingly forgiving when it comes to its open-world exploration. Your character doesn’t expend any stamina when outside of combat so you can sprint, jump, and roll endlessly. There are automatically activated respawn points in key tough-to-beat areas, so you rarely ever have to make the long walk of shame back to your dropped currency if you die. And enemies will even retain their damage if you run away, so you can play hit and run on your horse all you want.

    What is a Legacy [Dungeon]?

    While I loved every bit of the open-world exploration, it did feel like something was missing from the overall package that wasn’t quite filled by the relatively straightforward dungeons hidden around the world. Fortunately, that's where the Legacy Dungeons come in. These are lengthy, linear levels along the lines of something like Anor Londo in Dark Souls.

    I only got a small taste of Stormveil Castle, the first of the Legacy Dungeons in Elden Ring, but that little bit was more than enough to whet my appetite for more. Stormveil Castle is massive, with multiple paths right at the start that each come with their own challenges. Take the side path and you’ll be met with treacherous terrain and the classic From Software trope of having a bunch of guys with firebombs overseeing a path with a bunch of explosive barrels. Take the main path and you’ll be met with a small army and a handful of ballistae all trained to fire on sight.

    Despite being presented with a choice to do either one or the other, I still found myself going down both paths. And while they both eventually get blocked off for the sake of the network test, I can’t wait to see how they connect back with each other in the full version.

    I didn’t get much of a chance to test out multiplayer due to there being a relatively small number of players in the Closed Network Test right now, but everything seems like fairly standard fare. You can leave summon signs both for cooperative and competitive play, you can invade other people’s worlds, you can wear rings that will summon you into worlds that are being invaded so you can attempt to defend the innocent, and you can wear rings that will call out for help when you get invaded yourself.

    There are a couple of things to note though: It seems you’re only open to PVP invasions if you’ve summoned a player to play cooperatively with you. Otherwise, you use an item called the Taunter’s Tongue, which beckons invaders to come into your world even without you having a coop buddy to help you. There’s also an item called Finger Phantoms which can only be used during invasion multiplayer, but I haven’t been able to find any in my playtime.

    I’ve put almost 15 hours into just this Closed Test alone, going through each of the five starting classes and putting them through their paces, and I’m still having a blast. If the full version of Elden Ring continues to match the quality of open-world design found within just this first area, then we’re in for a very special game come February of next year.

    Mitchell Saltzman is an editorial producer at IGN. You can find him on Twitter @JurassicRabbit

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    Best Marvel and DC Gifts: Holiday Gift Guide 2021

    With the rise and popularity of the Marvel Cinematic Universe and DC Extended Universe over the past decade or so, there's plenty of new fans out there experiencing new characters and stories for the first time. And, with the holiday season upon us this year, there's no better time to shower them with popular gifts from both Marvel and DC.

    Whether they are into comic books, traditional books, movies, toys, or collectibles, there's something here for every type of fan. We've handpicked some of the most popular gifts that will be on many shopping lists this year, including the LEGO Infinity Gauntlet, Zack Snyder's Justice League Trilogy on 4K Blu-ray, and much more.

    Check out our shopping guide below for plenty of great gift recommendations broken down by category.

    Top 3 Must-Have Marvel and DC Gifts

    These are some of the most popular gifts this year that any Marvel or DC fan should own.

    Best Marvel and DC Comic Gifts

    Gift your loved ones some of the best recent comic book runs from both Marvel and DC.

    Best Marvel and DC Movie & Book Gifts

    Recent cinematic releases from Marvel and DC as well popular behind-the-scenes books.

    Best Marvel and DC Toys & Collectible Gifts

    For fans who love to display things, these are some fantastic toys and collectibles that look great on any shelf.

    Matthew Adler is a Commerce, Features, Guides, News, Previews, and Reviews writer for IGN. You can follow him on Twitter @MatthewAdler and watch him stream on Twitch.

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    Back 4 Blood Has Been Spamming Too Many Special Zombies, but It’s Fixed

    Turtle Rock Studios, the developer behind Back 4 Blood, has said that it has fixed an issue in the game that had been causing special zombies to spawn more frequently during runs than the developer intended.

    If you've played Back 4 Blood, then you might have noticed that at times it can get a little hectic. This is especially true when playing some of the later levels of the campaign on higher difficulty settings. It can often feel like the game's special Ridden (that's Back 4 Blood's name for the undead) spawn in at overwhelming rates. As it turns out, Turtle Rock Studios has confirmed that this isn't intentional but instead as a result of a bug that's been causing special enemies to overspawn during runs.

    The studio addressed the issue during its November 2021 developer update. "We found an issue where Specials would frequently duplicate their spawn cards, compounding as players progressed through levels," reads the update. "This would often result in an unfair amount of Specials overwhelming Cleaner teams."

    After finding the issue, the developer says that it should be fixed as part of an update patch that went live earlier this week. While this should help to bring a bit more balance to the later stages of Back 4 Blood's campaign, the studio has also that it will continue to "dig into spawning issues to help further smooth out the experience" in later updates.

    In addition to fixing the frequency of specials spawned into the game, this month's update for Back 4 Blood also made a number of other changes. As well as various general bug fixes and improvements, the studio says that it has listened to community feedback and implemented some highly requested quality of life updates to the game. Among those are the ability to disable in-game voice chat, unlocking all Cleaner characters from the start of the game, and unlocking all previous chapters after completing any campaign chapter.

    Looking ahead, the studio recently published its upcoming roadmap for the game. While this month's focus will be on improving the overall gameplay of Back 4 Blood through major bug fixes and quality of life improvements, December will see new content added to the game by way of additional supply lines and a solo offline mode with campaign progression. The roadmap also confirmed that a number of additional features will be coming to the game throughout 2022 – including a new difficulty setting, co-op mode, and a wider selection of player cards.

    For more on Back 4 Blood make sure to check out our review where we awarded the game an 8/10.

    Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

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    Farming Simulator 22: The Final Preview

    There’s no denying it: there is something strangely satisfying about riding a massive tractor through a ripe field in the Farming Simulator series, but with Farming Simulator 22, the developers at GIANTS Software aren't contenting themselves with a shiny new coat of paint. Instead, they’re adding features that up until now have only ever been supported by a passionate modding community; chiefly, seasonal cycles and production chains. Now, before I was able to hop on my rig and get that delightful crop-collecting payoff, I had to devise a plan for how to best utilize my time, space, and resources that extended far beyond the barley field.

    It’s hard to overstate just how big of a deal seasonal changes were in my time with Farming Simulator 22 — gone were the days of the eternal August weather ripe for farming. Now I had to get creative, plan which crops to grow during which seasons, and make sure I harvested everything before it withered on the vine. The hot summer months, for example, were a great opportunity to grow wheat and stock up my reserves for colder months, while the snowy winter season called for building greenhouses to grow strawberries in the inhospitable weather.

    Seasons forced me to think completely differently about running my farm, and only by carefully planning ahead was I able to turn a profit, acquire new land to work, and expand my ever-hungry produce empire. And that added a strategic element to a series that, until now, has mostly been about driving big machines. Don’t get me wrong, though: you’ll still drive plenty of enormous marvels of engineering around and it’s just as awesome as it’s ever been — there’s just a lot more to it now.

    It’s hard to overstate just how big of a deal seasonal changes were in my time with Farming Simulator 22.

    A perfect example of how the series is evolving can be found with its other major addition: production cycles, which involve you in the refining, distribution, and finally the selling of your goods. In one scenario, I harvested wheat, brought it to a factory to be turned into flour, then brought that flour to a bakery to be cooked into bread. And in another, much more elaborate sequence of events, I spent an entire in-game year figuring out how to grow or harvest strawberries, sugar, milk, eggs, and butter just so I could manufacture and sell cakes.

    Expanding my business by purchasing production facilities became an addictive part of making money to feed my ever-hungry farming operations (in addition to the ever-hungry animals and people I was literally feeding). Why just sell my crops when I could own the businesses that make use of those crops and get some of that sweet, sweet vertical integration going? My thirst for success as a farming tycoon led me to acquire a good chunk of the midwestern locale of Elmcreek altogether.

    I spent an entire in-game year figuring out how to grow or harvest strawberries, sugar, milk, eggs, and butter just so I could manufacture and sell cakes.

    And of course, as my operations expanded and my cash reserves grew, I was able to afford bigger and better farming equipment that let me seed, fertilize, and harvest my crops in classic, zen-like fashion. Farming Simulator has always had these beautiful machines in spades and this game is no exception. There are some pretty beautiful models too, like the Fendt Katana 650 and the New Holland Braud 9070L.

    It’s been a few years since the last Farming Simulator and so far it seems that GIANTS Software has not been sitting on their laurels. I’m excited to embrace my inner farm tycoon when it releases later this month — and yes, also to drive around big machines.

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    D&D Actual Play Series Coming to G4

    Wizards of the Coast and G4 announced today that the D&D developer and resurgent tech TV channel are teaming up to produce the first Actual Play series to air on cable television.

    The series, called Dungeons & Dragons Presents: Invitation to Party, will premiere on G4TV later this month and feature a cast of recognizable faces from across the D&D/TRPG community.

    With veteran TRPG storyteller, game designer, and Dungeon Master B. Dave Walters taking the seat behind the DM creen, the rest of the cast includes internet personality Kassem Gharaibeh (co-founder of Maker Studios), actress Fiona Nova, Indiana Black (perhaps best known as the LoL caster Froskurinn), and TV writer/actor Ify Nwadiwe (who D&D streaming fans may remember from Dimension 20's Bloodkeep mini-series).

    D&D Presents: Invitation to Party's inaugural live stream will be Friday, November 19, 2021 at 6pm ET / 3pm PT and will then be broadcast on G4TV the following Monday (Nov 22) at 9:30pm ET / 6:30pm PT.

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