• Dungeon Encounters: Hands-On Preview – Tokyo Game Show 2021

    Dungeon Encounters is directed by Hiroyuki Ito, involved in the creation of titles including Final Fantasy IV, V, XII, and Tactics. I started sweating a little bit as I began playing because not only is he well known for his work designing battle systems, but I was told that it was first and foremost about its systems, so naturally, I prepared myself to have to take a lot on board. Some of you may also be interested to know that Cattle Call, known for the Metal Max series and The Legend of Legacy, handled its development.

    Not a game with lush visuals and effects or a deep, engrossing story, but a turn-based, numbers-focused, bare-bones RPG of sorts. IGN Japan had the opportunity to try it out before release, so here are our initial impressions.

    This dungeon crawler RPG involves forming a party of up to four characters and delving into the depths of a board-game-style square grid map. Though the dungeon is divided into squares, you're able to focus on exploring and fighting your way across maps without having to worry about systems like stamina or hunger. As you progress down floors, the maps get bigger and the enemies get tougher.

    Stepping on one of the numbered squares found along a map triggers either a battle or an event. Think of these numbers as replacements for enemy symbols or treasure chests, with black numbers representing battles and white numbers leading to events. Almost like a sinister version of snakes and ladders.

    What you will find, though, are simple yet deep slugfests.

    The game's simple battle system features bars that fill according to each allied and enemy character's speed. Once a bar is full, that character becomes able to act. Some of you may know this as an active battle system, a part of Final Fantasy beginning with FFIV. Though attribute-based weaknesses and resource management for powerful offensive or healing techniques and spells are commonly found in RPG battle systems, this game uses neither attributes nor MP and not even items! What you will find, though, are simple yet deep slugfests.

    What makes the battles in this game stand out are the three values that both enemies and allies have: physical defense (a shield that absorbs physical damage), magical defense (a shield that absorbs magical damage), and HP (which of course means defeat for allies or enemies if it reaches zero).

    Physical and magical defense stats are relatively popular in RPGs, but in Dungeon Encounters they act as shields that take damage in place of HP. In other words, taking physical damage from swords and bows will first reduce your physical defense, and your HP only begins taking damage once that defense reaches 0. The same applies for magical damage, so you'll have to first whittle away an enemy's magical defense if you want to defeat them with magical damage. What's more, excess damage in most cases doesn't carry over. Even if an enemy is down to 1 physical defense and 1 HP, you'll need to attack twice to defeat them even with a 200-damage physical attack.

    Each character only has two types of attacks at most, further complicating your decisions in battle. Physical and magical attacks have different levels of effectiveness against different enemies, requiring you to give some consideration to how your party's attacks are balanced. Also, while MP may not exist in this game, multi-target attacks and tricky-to-use random damage attacks force you to make each simple choice with great care.

    During my time playing, I seemed to get reasonably good results with a party of characters who each had one physical attack and one magical attack, but it felt like a pretty basic strategy that anyone would come up with, and one I doubt would keep being as effective as you progress through the game.

    Forcing you to think and switching things up is the fact that not all enemies can be approached in the same way: flying enemies can only be damaged with ranged physical attacks like bows and guns or with magical attacks, enemies with petrifying attacks can completely disable your party members. As a result, I began to get the feeling that the variety of nasty and fierce enemy attacks would only grow. One attack in particular fully drained the action gauge of all its targets, trapping me in a loop when its user appeared alongside other enemies. You'll definitely need to pay close attention to the order in which you take down your foes to avoid sticky situations.

    Another important point to note is that while your physical and magical defensive shields are reset after each battle, your HP stays the same. Not only that, but very few ways exist to restore your HP, making it important to efficiently navigate each battle while taking as little damage as possible.

    Just as crucial to Dungeon Encounters as its battles is its exploration

    Just as crucial to Dungeon Encounters as its battles is its exploration. As noted earlier, players progress down maps of squares, some of which contain numbers. Though black numbers represent enemy encounters, white numbers trigger events that benefit the player. These can be a vast number of things: shops where you can buy and sell equipment; chances to recover HP, status ailments, defeated allies, and more; information on specific enemies; treasure that provides new items; new learnable abilities; and puzzles to solve.

    Abilities are a vital part of this game, ranging from HP recovery and defense against specific status ailments to those that help in exploration like an expanded map display. Using these requires Ability Points, but these are gained as you travel across the map, organically encouraging exploration.

    Puzzles may show the coordinates of an item after a string of questions are answered, while others ask you to deduce the location of a hidden item based on the shape of a map, adding some extra excitement to what could otherwise risk turning into dull exploration.

    If you are the type of player drawn to battling it out in simple yet deep ways, you should definitely give this one a try.

    I only had an opportunity to play the beginning of this game, the first 19 of 99 floors to be exact, but even so, I found myself in situations where one wrong choice in battle or one crippling status ailment put my entire party in danger of falling. Because this game uses an auto-save feature, you'll even start to sweat when you fail to flee multiple times in a row. It was hard to tell from my experience just how far the game's battles could go in terms of challenging the player without feeling unfair, but I did leave with the feeling of wanting to beat the game and see all of what Dungeon Encounters has to offer.

    With its heavy design focus on systems and numbers in particular rather than rich worldbuilding and visuals, Dungeon Encounters is perhaps not the type of game that will find a wide audience. But if you are the type of player drawn to battling it out in simple yet deep ways, you should definitely give this one a try.

    Dungeon Encounters is scheduled to launch on PS4 and Switch on October 14, 2021, and on PC (Steam) on October 15.

    Preview written by Yoshiki Chiba, an editor at IGN Japan.

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    IGN UK Podcast #612: Finally, Time to Die

    It's a movie and TV edition this week as Cardy, Matt, and Dale frankly just haven't had the time to play any new games. No Time to Die is finally in cinemas so Cardy and Matt tell you all about what they thought of Daniel Craig's final outing as Bond. Cardy's also watched everything else under the sun recently so gives his impressions of Soprano's prequel The Many Saints of Newark, Netflix horror series Midnight Mass, medieval fantasy The Green Knight, and why everyone should be excited for Paul Thomas Anderson's Licorice Pizza. There's also a tightly contested Endless Search, and of course your feedback.

    Want to submit your own Endless Search, food opinion, or a bit of other nonsense? Feel free to get in touch with the podcast at: [email protected].

    IGN UK Podcast #612: Finally, Time to Die

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    Sam Raimi Wasn’t Sure He Could Face Making Doctor Strange 2 after ‘Awful’ Spider-Man 3 Experience

    It's pretty clear that Spider-Man 3 was a scarring experience for all involved. It's considered a textbook case of executive meddling that brought Sam Raimi's trailblazing run with Spider-Man to a screeching halt.

    Things are better now. The Spider-verse is alive and well at both Sony and Marvel, and Sam Raimi is currently directing Doctor Strange in the Multiverse of Madness. Still, it's pretty clear that Raimi's Spider-Man 3 experience had a big impact on him.

    In a interview with Collider, Raimi talked about how hard it was to return to directing superhero films after Spider-Man 3. It was bad enough, he said, that he wasn't sure he could face it again.

    "I didn't know that I could face it again because it was so awful, having been the director of Spider-Man 3. The Internet was getting revved up and people disliked that movie and they sure let me know about it. So, it was difficult to take back on," Raimi said.

    When his agent called him about the opportunity to direct Doctor Strange 2, Raimi found himself wondering if he could do it. "They're really demanding, those types of pictures. And I felt, 'Well, that's reason enough,'" he said.

    Raimi went on to praise the character of Doctor Strange, saying he's "right up there with the favorites." He also had kind words for the first movie, saying director Scott Derrickson "did a wonderful job, an incredible job."

    "I didn't think I would be doing another superhero movie. it just happened," Raimi said.

    First released back in 2007, Spider-Man 3 notoriously crammed in Venom at the last minute, to the movie's detriment. The result was a fairly messy movie, though we liked it at the time, calling it a "great ending for both a standard three-film arc and the best comic book trilogy in film history."

    Doctor Strange in the Multiverse of Madness releases on March 25 in 2022. Go here to see read about every upcoming MCU movie and TV show for the rest of 2021.

    Kat Bailey is a Senior News Editor at IGN.

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    Aussie Deals: Mad Price Drops on Made In Japan Must Owns, and More!

    If you've a soft spot for the land of the rising sun, today's your time to shine. Tokyo Game Show is still in full swing, and this has prompted all of the bigguns—Square Enix, Konami, Bandai Namco, etc—to katana slice prices. In unrelated news, Nintendo Switch Lites continue to be well discounted. Best grab one before the projected postal crunch hits us later on this year.

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    Sign up to get the best Aussie gaming deals sent straight to your inbox!

    Adam's an Aussie deals wrangler who misses Tokyo. Super Potato in Akihabara, especially. He tweets @Grizwords

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    Scarlett Johansson Settles Black Widow Lawsuit With Disney

    Scarlett Johansson and Disney have settled the acrimonious lawsuit that has turned Hollywood upside down since first being filed in July, according to The Hollywood Reporter. Terms were not disclosed.

    The suit was part of a breach of contract lawsuit over the decision to release Black Widow simultaneously in theaters and on Disney+. Johansson alleged that the decision hurt her salary, which was said to be based in large part on the earnings from the film. The lawsuit asked for more than $50 million in damages, arguing that Disney pressured Marvel to release it on the streaming service in order to appease investors.

    The lawsuit touched off a major public relations war that grew to engulf much of Hollywood. The fallout reportedly affected negotiations with Anthony Russo and Joe Russo, directors of some of the most popular MCU properties, who worried about how future movies would be released and how they would make money. Marvel boss Kevin Feige was said to be "angry and embarrassed" over the lawsuit.

    Johansson's lawsuit has also become something of an inflection point in the ongoing discussion of whether movies should be given an exclusive theatrical release window in the COVID-19 era. The global pandemic has had a major impact on the movie business, depressing earnings across the board and forcing studios to make hard decisions across the board. Johansson's lawsuit forced a confrontation that had already been brewing between studios and actors.

    Black Widow was a comparative success by pandemic box office standards, earning some $379 million worldwide. According to Disney, it also earned another $60 million in purchases through Disney+ Premiere. It was the Disney's boast about streaming earnings that reportedly angered Johansson, encouraging her to move forward with the lawsuit that she had been mulling for "several months," according to The Hollywood Reporter.

    Disney has since returned to a 45-day theatrical window with films like Shang-Chi and The Legend of the Ten Rings, but it has been blunt about its intentions to release its films however it pleases. While this lawsuit is over, the battle over simultaneous releases on streaming services has undoubtedly just begun.

    Kat Bailey is a Senior News Editor at IGN.

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