Author Archives: Jon Ryan

  • Saints Row: The Final Preview

    When we got our first real look at Saints Row back in May, we said that the reboot feels like it sits somewhere between Saints Row 2 & 3. That was music to my ears, as I always preferred the (slightly) more serious tone of the second game to the straight-up zaniness of The Third. Now, after having played the first few hours of this new take on the Saints for myself, I’m glad to be able to say that it definitely feels more like an action-comedy from the likes of Matthew Vaughn or James Gunn rather than a straight-up farce from National Lampoon – though it also keeps a healthy dose of the bombastic action that made the later games so fun, too.

    At this point, we’ve seen plenty about Saints Row’s extensive customization options, so I won’t spend too much time re-hashing that aside from saying Volition definitely doesn’t seem to be overselling that aspect of it. There are loads—from a wide variety of vehicles and weapons with their own mods, upgrades, and skins, to being able to completely redesign your entire character in a pause menu (technically it’s an app on your in-game smartphone, which has some horrifying in-universe implications, but we’re not going to think too hard about that).

    Not every element of previous games’ creators have made it over—you can no longer adjust the pitch of your chosen character’s voice, for example, and there’s no “Nolan North” option anymore—but beyond that, it seems the sky’s the limit. I also appreciated that the different voice actors for each option seem to bring a lot of themselves to the performances—sometimes even changing what language your character speaks in.

    The overall setup for your takeover of the fictional southwestern burg of Santo Ileso looks to be staying true to the series’ DNA. A blend of real-world cities like Reno, Nevada, and Austin, Texas (“Keep it Strange, Santo!” is plastered on graffiti and billboards all over town), and Las Vegas, there’s already plenty of crime plaguing Santo Ileso’s streets. There are the Panteros, old-school brawlers with a penchant for monster trucks, a group of technopunk-anarchists calling themselves The Idols, and Marshall Defense Industries, the billionaire-backed private military company. As the unnamed boss of a gang of underdogs, you and your motley crew of would-be crimelords will have to bring them all down in order to take control of the city’s criminal underworld.

    These new Saints are born out of a relatable blend of desperation and disdain for the status quo.

    This time, however, your anti-hero feels designed to be instantly identifiable to Millennials and Gen-Z: you begin the game reluctantly working as a Marshall grunt in order to pay off your student loans, while two of your NPC roommates have joined the other gangs to subsidize their aspirational careers as an influencer/DJ and art historian. These “new” Saints are born out of a relatable blend of desperation and disdain for the status quo—though, thankfully, the writers don’t seem to be trying to sell us on the Saints as the beloved public heroes that they eventually became in the original run.

    Not every gag landed—we get it, “Millennials like brunch,” and the quick-time event to motivate during a depressive episode went on a bit too long—but I definitely walked away wanting to see where the next chapter of these plucky psychopath’s story would take them next—and most of the missions the story strings together were equally enjoyable. While there’s definitely an abundance of ‘drive here and/or shoot these guys,’ my demo also shuffled up the action with setpiece encounters or particularly wild scenarios fairly regularly.

    Jumping onto the roof of moving cars to fire RPGs at pursuers or clinging to the back of a harrier jet all felt right at home—and Saints Row is clearly not afraid to pull more blatant inspirations from a variety of pop-culture sources, either. One lengthy chase was reminiscent of the convoy sequence from Uncharted 4, while another mission had me tearing through city streets with a shipping container tethered to my bumper like in Fast & Furious. There were some story seeds planted about some sort of mysterious ancient relic, too, though I’m hoping we can avoid a Crystal Skull-style alien encounter.

    The more bombastic of these sequences were easily where the reboot feels closest to the later games in the original series, though the developers say the balance between gameplay grounded in realism versus straight-up ridiculousness is about 80/20. While there was plenty of wild fun to be had in The Third and Saints Row IV—whether in huge setpiece missions or wreaking havoc in the open world—the undisputed source of most of those madcap shenanigans was you. 2022’s reboot seems to be much more focused on dropping you in the middle of that mayhem and letting you blast your way out.

    I didn’t see one dildo bat or a single gun that shot bears.

    For instance, while the more recent Saints Row games were perhaps best known for their insane arsenal of slapstick weaponry, I didn’t see one dildo bat or a single gun that shot bears, or bees, or bears with bees in their mouths (so when they roar they shoot bees at you). That doesn’t mean they aren’t there, of course, but in my roughly four hours of playtime about the craziest thing I fired was a rocket launcher. There were some wild weapons being used against me, though—for example, the Idols show up to battles dressed in rave gear and hurl neon-trailed boomerangs at me, and kept using something that looks inspired by SR3’s dubstep gun to stun and deal damage over time.

    Your own arsenal, at least based on what I was able to unlock, seems a bit more traditional. I was mostly strapped with my trusty 9mm and assault rifle, though I also picked up a shotgun from the local Friendly Fire gun store and enjoyed a couple of opportunities to turn one of the miniguns used by the Marshall faction against its owners.

    Controlling combat was roughly what I expected: gunplay that’s more about explosive, stylish action than precision aiming or expert timing—though that doesn’t mean any/all strategy has been thrown out the window. Many of your abilities are now tied to skills and perks that require you to fill meters as you fight. The infamous “Awesome Button” from Saints Row: The Third, for example, has been functionally replaced by a takedown meter that charges as you get kills. When it’s full, you can perform one of those cool finishing moves as well as refill a portion of your health bar if you’ve taken damage (don’t worry, you can still steal cars by just sprinting as fast as you can at them and smashing through the driver’s side window).

    Other abilities, which are unlocked as you level up your Boss, can be assigned to hotkeys and used when you gain enough “Flow” in combat. These include active abilities like the “Pineapple Express” move that’s been shown off in trailers (where you drop a frag grenade into an enemy’s trousers and toss them a few yards before it goes off), as well as passive buffs like a bigger health pool or being able to use more Flow. It’s worth noting that it seems like (aside from some scripted events) these active abilities are the only options we have for thrown explosives, with the ability to simply toss a frag grenade—without dropping it down some guy’s pants—being locked off until you hit level seven.

    Those early hours definitely weren’t spent bemoaning the lack of a “throw grenade” button.

    That doesn’t feel like a particularly frustrating hurdle, though, as I unlocked it towards the end of my demo – which covered what essentially felt like a lengthy prologue, ending right around when my Boss and their band of misfit pals actually start their journey up the criminal ladder in earnest. And those early hours definitely weren’t spent bemoaning the lack of a “throw grenade” button. Not only was tossing a bad guy into a crowd of other goons and/or their cars to create a gooey, fiery mess pretty great every damn time, but there was (as you might expect) a ton of side content to check out as well.

    As we’ve seen in trailers and other exclusives here on IGN, franchise favorite side jobs like Insurance Fraud and Mayhem are returning alongside plenty of new activities like the wave-defense mode with difficulty determined by how poorly you rate a business on Santo Ileso’s equivalent of Yelp. Other activities were more bite-sized, earning me tiny cash/XP bonuses for visiting local landmarks or stopping other criminals mid-crime – or just literally digging them out of dumpsters. Others still had you riding shotgun for delivery drivers (or, maybe more accurately “clinging to the roof with a shotgun”), pinching cars to strip at your pal JR’s (no relation) chop shop, or using a big magnet to steal an armored car with a helicopter. This last one was great fun, as its bonus objectives that really challenged me to work against the exaggerated physics at the heart of so much of Saints Row’s chaos.

    Saints Row is shaping up to be an action-packed mix of satire and slapstick mayhem.

    That madness isn’t just reserved for the moments when you’ve got a Brinks truck or shipping container tethered to your ride, either. Even with four wheels on the ground and nothing dragging behind me, there was no shortage of spectacular crashes, flips, and jumps—which I suppose is to be expected from a game that awards you extra XP for driving on the wrong side of the road or almost hitting other cars. That said, while the addition of Burnout-style shunting, ramming, and sideswiping is definitely a big plus, driving did feel a little floaty at times, and I never really figured out the difference between using the handbrake button to perform what they call a “Quick Turn” and just drifting until I slam my car into the nearest building and whatever poor trees or NPCs happen to be standing in front of it.

    I’ll mostly blame my mishaps on it being my first time behind the wheel, or not knowing where the Wingsuit button was—I opened it once, entirely by accident, and never managed to again—though there were some technical bumps that I can’t take credit for. Mostly some LoD pop-in and framerate hitching, though we did at one point get frozen in a menu and have to restart our PC build, and once randomly ended up with a weapon wheel devoid of any weapons, Ultimately, though, these errors were mostly just inconveniences and didn’t detract too much from what was overall a good time.

    On the whole, Saints Row is shaping up to be an action-packed mix of satire and slapstick mayhem, which—for me, at least—sounds like a great recipe for some much-needed destructive escapism. My time with it might not have been perfect, but the life of a career criminal never is (especially one sharing a 2-bedroom apartment with three other people) but any game that lets me raise hell in a bulldozer is one I’m eager to play more of.

    JR is a Senior Producer at IGN, you can follow him on Twitter for more video games and tabletop RPG shenanigans.

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    D&D: Get an Early Look Inside the Strixhaven (MTG) Crossover

    The upcoming Dungeons & Dragons / Magic: The Gathering crossover book Strixhaven: A Curriculum of Chaos covers a lot of ground when it comes to designing an adventure around a mage school. However, after a recent look at some preview pages and a Q&A with its designers, it’s clear that what happens between classes (and away from the table) is just as important to each player’s story and skillset.

    You can check out the excerpts for yourself below, as well as our interview with project leads and Senior D&D Designers Amanda Hamon and James Wyatt about what players and DMs can expect when joining a club or tackling the wizarding equivalent of the semi-annual horror show that is standardized testing. They also expand on what sorts of classes, clubs, tests, and extracurriculars are covered in the text.

    IGN: What do exams look like in ‘Strixhaven’? We assume wizards-in-training don’t just sit at a desk filling out bubbles on fax paper.

    Amanda Hamon: The Exam encounters that take place during the Strixhaven book’s adventures are pretty varied, but in general, all of the Exams that happen “on camera” [editor’s note: this refers to scenes played out at the D&D table rather than being glossed over as exposition by the Dungeon Master] during each adventure are tied to a single class that plugs into other parts of the adventure in some way. For example, in the freshman-year adventure, the students take Magical Physiologies, and three separate times they are tested on the habits, abilities, and behavior of a special magical creature. Characters can study and recall this knowledge in ways that are described in the book, but once the Exams are resolved, (spoilers!) there’s a good chance that students who did well on the Exam will have an edge when they actually fight one or more of those creatures later on in the book.

    IGN: Can you elaborate a bit on how the Studying/Testing phases work mechanically?

    AH: Exams consist of a Studying phase and a Testing phase. During the Studying phase, students come up with techniques to help them recall the Exam’s subject details, perform well on the Exam, or whatever else is appropriate. This phase might grant a reroll to the ability checks in the Testing phase. The Testing phase consists of two ability checks related to the subject matter at hand. There’s a lot of roleplaying that can be involved, and the book provides lots of flavor to that extent, but that’s the core mechanic.

    IGN: The excerpt refers to “notable and even shocking events” that happen; can you provide any insight on what DMs/players can expect in terms of story? Or is it more about providing DMs/players with new options for their original adventures?

    James Wyatt: This book is a notable departure from our past Magic–D&D crossover books (Guildmaster’s Guide to Ravnica and Mythic Odysseys of Theros) in that this is primarily an adventure book rather than a setting book. So yes, the book includes an adventure that will take characters from lowly 1st-level first-years up as high as 10th level by the time they finish four years of study…and lots of excitement and adventure along the way! Of course, there’s plenty of information in the book that DMs can use to craft their own adventures at Strixhaven, but the goal was to provide an adventure set at this magical university which you can drop into any campaign setting.

    IGN: Considering the new and expanded mechanics for activities like exams/studying/extracurricular bonuses/etc, does it ever feel like the concept of incorporating a world like this is pushing against the boundaries of what D&D5e offers as a game system?

    JW: On the contrary, I think a book like this is an excellent way to demonstrate the breadth of what the D&D system is capable of handling. The game has come a long way from its roots in wargaming, and D&D fans enjoy a tremendous variety of experiences.

    IGN: Can you provide any examples of the “minor rules benefits” that come with joining an extracurricular activity? Are they bonuses to the skills associated with each club, or something else?

    AH: When a character participates in an Extracurricular activity, there’s a lot happening off-screen—if they’re a member of the Strixhaven Iron-Lifters Society, for example, they’re practicing their weightlifting techniques, learning how to build a strong body, and bonding with fellow lifting enthusiasts, all potentially away from the main action happening at the table. When a character participates in an Extracurricular, they get a Student Die every long rest that gives them a bump to one of two ability checks listed along with their chosen Extracurricular. Additionally, they gain a positive or negative Relationship point with one of their peers who’s also a member of the group to represent the bonding that takes place during these extracurriculars.

    IGN: There’s a LARP guild, which is an interesting choice given the fairly High Fantasy setting. Are these role-play groups (or maybe an in-world tabletop game) focused on fantasy games as we know them, or perhaps ones that are more mundane, like Houses & Humans or Offices & Bosses?

    JW: I love this question, because it reminds me of the cartoon in the first edition Dungeon Master’s Guide that imagined D&D characters playing a “fantasy” RPG called Papers & Paychecks. The thing is, I think people in any world, no matter how magical, would play games revolving around adventure and wonder. In fact, there is an encounter in the adventure where members of the Live-Action Roleplaying Guild are preparing for a game they call “Beholders versus Behirs.”

    IGN: The section also mentions “Job Rules.” What sort of after-school jobs do mages get? It’s sort of hard to picture a “Boy-Who-Lived” type flipping burgers or pumping gas…

    AH: The jobs offered on campus are as diverse as Strixhaven itself, and the book provides a list that’s certainly not exhaustive, but does give lots of options. They include working at the Biblioplex, Bow’s End Tavern, or the Firejolt Cafe, plus general places like on the campus grounds or in the campus magical labs. Actual duties are wide and varied at each location. For example, if you work in the magic labs, you might be a specimen preparer, a cleanup crew member, or a volunteer lab partner.

    Strixhaven: A Curriculum of Chaos will release on December 7, 2021 and is available for pre-order on Amazon or at your friendly neighborhood games store. For more D&D geekery, check out what we thought of the latest sourcebook, Fizban’s Treasury of Dragons, or our thoughts on the 2021 lineup of WizKids’ prepainted D&D minis.

    JR is a Senior Producer at IGN, you can follow him on Twitter for more video games and tabletop RPG shenanigans.

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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).

    The show will be broadcast live on G4’s Twitch and YouTube channels on Friday nights, where viewers can interact with the cast and vote on potential story beats, NPCs, obstacles and other prompts for the players and DM to interact with. Taking a page out of improv shows from ages past, the series will also encourage the cast to step away from the table to actively play out character interactions in real time.

    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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    D&D: Icons of the Realms Tabletop Miniatures (2021 Series) Review Impressions

    While the return to in-person TRPG sessions may be taking longer than many of us would like, there are still plenty of great accessories being produced for both Dungeon/Game Masters and the players at their table. If your group uses miniatures, odds are you’ve at least eyeballed some of the pre-painted figures available, in lieu of spending the considerable time and effort it takes to assemble and paint custom minis.

    If your table plays D&D, this would be WizKids’ Icons of the Realms series – a collection inspired by adventures and stories set in the default Forgotten Realms setting. The sets aren’t limited to just FR games, of course, as plenty of monsters appear in other official realms and the only real limit of these creatures and characters is your own imagination.

    That said, there’s a lot to consider when weighing the decision to invest in a collection of tabletop miniatures, and while the WizKids series mostly delivers on many fronts, there are also some drawbacks to taking the pre-painted path.

    Overall Impressions (so far)

    WizKids’ Icons of the Realms pre-painted D&D minis are a great option for players who may not have the time or desire to paint miniatures for themselves but still want to use them at their table. The 2021 sets include some of the most detailed models to date, though there are definitely some that will be more useful to invest in if you’re playing one of the official adventure modules rather than building a general collection of minis.

    The 2021 sets include some of the most detailed models to date.

    The biggest downside to WizKids’ pre-painted series is the blind-box sales model. While each pack contains a good variety of miniatures, and there’s no small amount of satisfaction in opening a pack to find you’ve added a particularly cool mini to your collection, if you’re looking for one specific pre-painted mini – say, the Displacer Beast Kitten or horrifying Elder Ooblex – the lack of a direct purchase option* can be frustrating (and expensive).

    That said, the cost of each booster box, which typically contains four figures (three of them being Small or Medium-sized and then a Large mini, though this is sometimes two Small/Medium and one Huge) averages out to a little more than what you would pay for the same number of Medium-sized minis. And not only would you still have to paint those yourself – the variety of the Icons series is typically broader than the Nolzor’s line, if slightly less detailed in their sculpts.

    Ultimately it comes down to how you want to delegate your hobby resources.

    There are also more general creature minis available in smaller sets, from 2019’s Village Raiders (a collection of orcs, goblins and other nasties that might prey upon hapless farmsteaders) and hero starter sets, to the still-releasing Warband series, which include Orcs, Goblins and more. While some of this year’s sets are still highly versatile, players looking for a more generalist collection may also want to check out earlier sets, like 2020’s Fangs and Talons or the Dungeon of the Mad Mage.

    Ultimately it comes down to how you want to delegate your hobby resources. There are some minis in my collection that I’ll insist on painting myself, but other times I’m just as happy to open a pack and see what shakes out. I know that while I may not love every mini that drops in each booster and the paint job likely won’t be as precise as if I’d done it myself, but for the time it saves me to not have to detail every Kobold or bandit, I’m willing to risk getting a few random creatures in the mix, too – maybe it’ll even give me a new idea for our next campaign.

    Scroll down to get a look at what’s included in each series, as well as our review impressions of each set we’ve seen so far, and come back later this year for our thoughts on the next set, Van Richten’s Guide to Ravenloft.

    The Wild Beyond the Witchlight (Q4 2021)

    The Wild Beyond the Witchlight is a Fey-themed adventure, so it’s not surprising to see this set mostly comprised of more whimsical creatures.

    Among the figures you might find in each booster box are Giant Snails, sentient mushrooms, and several variations on classic faerie folk (pixies, sprites, boggles, etc), all of which make for a smartly assembled roster of figures for any GM about to send their players into the Feywild. There are also a handful of Witchlight-specific characters to find in the set, though most of them could feasibly double as any number of creatures or characters – or even player character figures – in another adventure.

    As with other entries in this year’s lineup, the Witchlight set shows yet another incremental step forward for the mold quality and paint job on each miniature, particularly on some of its humanoid characters. While every figure is hand-painted, meaning the elven acrobats Gleam & Glister in our sample packs will likely not match yours 100%, there was little discrepancy in the quality of the duplicate figures we collected.

    The detail work on the premium figure sets is particularly good – the Witchlight Carnival set (which is admittedly very catered to the titular adventure) especially so, but the Valor’s Call and League of Malevolence starter sets also do justice to the classic D&D characters they’re based on.

    Snowbound

    The second Icons of the Realms set of 2021 provides a variety of (mostly) ice-themed figures, from polar bears to snow golems or the huge-sized premium mammoth and frost giant set.

    There are also several inclusions (like gargoyles, frog-like Bullywugs, or the demonic Cambion) that seem a bit out of sorts from the “Snowbound” theme. Many of the more incongruous creatures in this set might be familiar to players who’ve run last year’s Rime of the Frostmaiden or are intimately familiar with the lore of the norther reaches of the Forgotten Realms, D&D’s default setting – which, considering the “Icons of the Realms” banner, definitely make sense – but if you’re looking to expand a more general collection of snow monsters, it can be disappointing to find a fairly plain Hill Giant in your booster pack.

    The quality of the designs themselves – particularly on models like the Verbeeg or the delightfully grotesque Duergar Hammerer (whose hands have been replaced with blacksmith’s tools) are great, and the paint jobs on almost every item we unboxed were, while simple, hardly disappointing.

    Boneyard

    2021’s first Icons set is far and away my personal favorite of the year so far – but I tend to throw a lot of undead at my players so I may be biased.

    It’s not exclusively comprised of undead horrors, though; all manner of aberrations and fiends make appearances as well, but nearly all of them feel like monsters that could feasibly show up in any campaign, either as a random encounter or a set-piece battle. There are a few exceptions, of course, like the memory-stealing Ooblex, the repulsive demonic Sibriex, or the titanic Atropal – the sentient remains of a literal god – although each of those creatures are, admittedly, great inspiration for their own campaigns (and the last two figures are vile but vague enough to really fill any DM’s need for an amorphous evil monstrosity).

    Similarly, the two premium dracolich figures – one blue and one green – are excellent additions to any mini collection (and one of the rare instances where I’d consider them for both play or just for display). I think the Green is a bit more fearsome, since the non-removable lightning effect of the Blue is a bit distracting, but both are sure to elicit either an “ooh” or “uh-oh” from your players.

    The detail work on these – as well as other larger figures in the boosters like the SIbriex or Zombie T-Rex – is great, both in terms of print quality and the paint job. Some medium and smaller figures are less detailed or had seemingly sloppier paint jobs than others, but this did little to detract from the quality of some, like the creepy uneven teeth poking out above a mummy’s bandage, though on others (like the Gnome skeleton, above) it was a bit distracting.

    Still looking for another D&D/TRPG fix? Why not check out our thoughts on the latest addition to the D&D library, or take a look at WizKids’ biggest mini to date – the Dragon Queen Tiamat.

    JR is a Senior Producer at IGN, you can follow him on Twitter for more video games and tabletop RPG shenanigans.

    *II’s worth noting that there are individual pre-painted minis for sale, which are premium versions of the Nolzur’s line – but that selection is fairly limited compared to the creatures & characters featured in Icons of the Realms.

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    Far Cry 6 Review

    Far Cry 6 smooths over a lot of the bumps that have cropped up in the past few games and even though it misses some steps, especially with its new inventory system, it’s the best the series has been in years. Continue reading

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