Author Archives: Mark Medina
Disney Dreamlight Valley: The First Hands-On Preview
In March of 2020, Animal Crossing: New Horizons was the biggest game in the world because it came at a time when gamers just needed a place to exist when they couldn’t do so in the outside world. Two years later, Disney Dreamlight Valley aims to capture that same magic, but instead of animal-like villagers joining your island, it’s populated with some of the most beloved and iconic Disney characters of all time. And although Disney Dreamlight Valley’s life-simulation aspect isn’t quite up there with the likes of Animal Crossing and Stardew Valley based on my playtime thus far, its magic does have a hold of me, and it’s proven that it is indeed fun to do the impossible.
When I first booted up Disney Dreamlight Valley, I never expected to be reminded so much of Kingdom Hearts (more on that later) – yet here we are. Starting with the story, your ambiguous character is dropped onto a mysterious island with very little clue as to what is going on. You’re instantly met with Merlin, of Sword in the Stone fame, but unfortunately even he isn’t much help. See, everyone in the Disney kingdom is infected with something called “The Forgetting” which essentially means they’ve, well, forgotten everything. While some may be disappointed that these characters may not be privy to the backstory we’ve all grown up with, I do feel it’s the best way to include familiar characters while also having them be enough of a blank slate for the player to build a bond with all their own.
That’s about as far as the story’s gone with the small amount of progress I’ve made for this preview, but it’s enough to hook me. Everyone has lost their memory, and it’s your job to help them get it back while building them a new home – got it. I honestly don’t really play these types of games for the story anyways, and this is where Disney Dreamlight Valley thrives. Just like in Animal Crossing, I wanted to be dropped onto a messy island that needs my care with semi-vanilla characters to build a relationship with, and that’s exactly what I got.
When you’re finally allowed to start exploring, the first thing you’ll notice is that your island is an absolute mess, and that’s exactly how I like it. Learning the locations and landmarks of your new virtual home is key to becoming attached to it, and having to spend the first few hours cleaning it up taught me everything I needed to know about this place. In that time, I tidied up some Night Thorns (the thing that’s made everyone forget everything), helped Goofy fix up his seed stand, and even built a shop for Scrooge McDuck. I also got to fish, mine, dig, cook, craft, and plant crops. It’s all here, just with that magical Disney spin.
The main attraction to Disney Dreamlight Valley over something like Animal Crossing (sorry I keep comparing it to Animal Crossing, but it really is similar!) is its questing system. Dreamlight Valley is always giving you something to do, and its story and daily quests are a large part of that. Every character has a seemingly endless supply of missions for you to undertake, and while the early ones are mostly geared towards teaching you how to play, there is a Disney charm to them that eventually becomes essential to building relationships with the characters, which not only provides story beats, but also helps raise relationships with them.
Every character you meet has a friendship level with their own set of rewards. And while you could eventually make it a personal goal to max them all out, I found it was best to see who offered what, so I could focus specifically on attaining those rewards. When you first drop on the island, there are only a handful of villagers to complete missions for and build bonds with. Merlin is your tour guide, teaching you everything you need to know while driving the story forward, Goofy is a vendor, always eager to buy and sell things you might collect, and Scrooge McDuck acts as this game’s Tom Nook, always lightheartedly pestering you for coins to upgrade the various village landmarks, including your home.
Remember when I mentioned that Dreamlight Valley gives me Kingdom Hearts vibes? Well that comparison is not just because there are Disney characters in a video game. I’m so sorry to have to do this again but….just like Animal Crossing, you’re not just building an island for yourself, you’re building it for other villagers to come and stay. To make this happen, you’ll need to visit other worlds, each complete with their own setting and iconic Disney friends.
For this preview I was only allowed to visit Moana’s world, and unlike Kingdom Hearts’ truncated retelling of an iconic story with a Heartless twist, these are just small quest lines with the sole objective of getting the classic character to come live on your island. After sailing around with Moana to find a lantern for her boat, she agreed to live in my world, and even brought over a list of Hawaiian themed items for me to craft and build. Each world visit is nowhere near as extensive as you would find in Kingdom Hearts, but gives you enough of a story reason why you’re living on an valley filled with random Disney toons.
At first, I wasn’t sure where the meat of the gameplay for Disney Dreamlight Valley would be coming from. Cleaning up my island didn’t take THAT long, and I was burning through quests at a pretty rapid place, but once Moana joined and I realized she had her own set of quests and needs, it dawned on me. Disney has nearly limitless amounts of properties. And since Dreamlight Valley is a live-service game, with enough player support, I can’t even imagine what your world can look like in a year’s time. I was only able to visit a few of the starting biomes, but your valley seems pretty big, and every time you log in, your villagers will literally be begging for your attention.
The promise to be able to build and live in your very own Disneyland (of sorts) is bold, but seems very achievable in Dreamlight Valley. This isn’t a farming simulator, however. If you’re aiming to be a hardcore manager of crops and watering systems and looking to raise as much profit as possible, this isn’t the game for that. Crops grow in minutes, your watering can never runs dry, and chugging apples and cookies can re-energize your character in seconds. No, winning in this game means forming bonds with your villagers, building a house and town to your exact liking, and dressing up in a seemingly unlimited amount of outfits for your characters. With countless Disney properties at Gameloft’s disposal, Disney Dreamlight Valley has the potential to be fun for as long as your imagination holds up, and I can’t wait to play more.
Mark Medina is a Senior Editorial Producer for IGN. You can find him on IGN’s weekly PlayStation podcast, Beyond, or on Twitter @Mark_Medina.
Death Stranding: 13 Biggest Changes in the Director’s Cut
Death Stranding Director’s Cut comes with a slew of updates and new content, including but not limited to new weapons, a new vehicle, new ways to deliver cargo, and even a brand new story mission. Unlike the recently released Ghost of Tsushima Director’s Cut, which came with one big piece of new content and several quality of life updates, Death Stranding is instead opting for a ton of smaller tweaks and additions, which can make it a bit more confusing when trying to identify exactly what it is you’re getting with this upgrade. But don’t worry, we have you covered. We’ve combed through as much as we could, and picked out what we think are the 13 biggest additions and changes to the Death Stranding Director’s Cut.
1. New Graphics Options
Before we get into the bigger things, let’s go through some of the graphical updates. The game now features two graphic options, a quality mode that runs at a native 4K resolution and targets 60fps, or a performance mode that features a scaled 4K resolution with a more stable framerate – though it’s still not locked at 60fps. Also, both of these modes can be played in an ultra-widescreen mode on PC, or an “ultra-widescreen simulator” mode that letterboxes everything on PS5.
2. Monster energy is GONE!
Sam’s favorite drink, Monster Energy, seems to be no more. Monster Energy could survive the apocalyptic Death Stranding, but it couldn’t survive a console jump. We assume this is the result of some sort of simple licensing deal expiring, but regardless, all mentions of Monster Energy are gone and are now replaced with the more on-brand “Bridges Energy”.
3. DualSense Support
You can’t have a PlayStation 5 game without some really cool DualSense features, and Death Stranding Director’s Cut has plenty. First off, the adaptive triggers work exactly how you would expect – weapons all fire with different sensations, and the heavier Sam’s cargo load is, the harder it is to pull down the trigger. When running on different terrain, the controllers vibrating haptic feedback responds appropriately. For example, running on smooth concrete will feel a lot different than sloshing around in the snow. And finally, BB’s coos and cries will be heard through the controller’s speaker, alongside other various sounds like flowing water when crossing a river.
4. New Combat Abilities
Combat has also seen a bit of an improvement. Sam now has equippable gloves to pummel your opponents with – they can also help climb faster. He’s also a bit more agile now and can dropkick and knee kick foes as he runs towards them. Also, Mules have taken a liking to using turrets. Of course, once you take that turret enemy down, it’s free for you to use to rain hell down on your combatants.
5. New Equippable Items
A few new items have been added for fabrication. The first is the Maser Gun, which fires a continuous electrical charge that immobilizes Mules and vehicles. Because it’s electricity-based, it’s even more effective when in water. Unfortunately, since it’s not blood-based, it has zero effect on BTs. Another new item is a brand new equipable exoskeleton called the Support Skeleton. This is meant to be the most all-around skeleton option to somewhat replace the all-terrain, power, and speed skeletons that are available. It’s fast, it can carry a lot, and it’s good on rough terrain. It’s more of a jack of all trades, master of none type of deal. Also, unlike any other exoskeleton in the game, it’s solar-powered, so it can charge in sunny or even cloudy weather, leaving you way less likely to be stranded without power.
6. Firing Range
A Firing Range has been added to the terminals, allowing you to check out all the weapons in the game and even test your skill with them. All of the weapons are on a table and you can equip whichever one you’d like to try and shoot at the provided targets. Or, you can jump into one of the many drills available and see how long it takes to get through one of the various pre-made scenarios. There’s also Ranked Drills which allow you to compete with other players for the best results.
7. The Roadster
An all-new vehicle has arrived, in the form of the Roadster. The roadster is meant for smooth highways, or the race track, but you can use it to make deliveries, too, but it’s not super great in rocky terrain or water, and even though you can load cargo onto it, unless the client demands you make your deliveries in style, I’d stick with the truck and keep the Roadster on the race track.
8. Race Track
You can now build a fully-functioning Race Track by the Timefall Farm that allows Sam to test his driving skills by racing against the clock in a reverse trike, truck, or the previously mentioned roadster. The race track gives you access to a few different courses as well as mirrored versions of each, and just like in the training ground there are ranked races that allow you to submit times to compare yourself to other players.
9. New Buildable Structures
Death Stranding Director’s Cut now has a few new buildable structures to help Sam on his deliveries. First is a Cargo Catapult that can be loaded up with a bunch of cargo and shot through the air towards your destination – don’t worry, it’s fitted with a parachute so as to not damage your precious cargo. The range on it isn’t incredible, but it should help when getting over some small mountains or wide rivers. Another is a Jump Ramp that allows vehicles to shoot over a small distance. When on a reverse trike, you can even have Sam do some cool moves, which are great for photo mode. And finally, Sam can build a Chiral Bridge to help get over tighter areas that the larger bridges can’t fit. Chiral bridges are also fitted with a special network ID that prevents Mules from using them. Watch out though, Chiral Bridges will disappear if it rains or snows.
10. Ruined Factory
The Ruined Factory, seen in the reveal trailer for Death Stranding Director’s Cut is a set of new missions that sees Sam delving into an underground facility littered with old-world interiors, and of course, Mules. I don’t want to spoil anything about what takes place down here, but I can confidently say that it’s worth a look.
11. Buddy Bots
Delivery bots have been in Death Stranding since the beginning, but they’ve only technically existed in cutscenes where you could send them on autonomous deliveries while you prioritize other things. Now, you can actually build a Buddy Bot to travel alongside you. The Buddy Bot has two functions: It can hold a bunch of cargo for Sam and follow him around, or, if Sam is able to hold everything in his backpack and suit, he can ride the bot to his destination. You won’t be getting many S ranks riding the bot as it’s pretty slow, but it’s a nice feature to have if you basically want the game to play itself and just be along for the ride. Watch out though, the bot can only travel within the Chiral network, and he doesn’t do so great when attacked by Mules or BTs.
12. New Cosmetics and Backpack Customizations
Death Stranding has always had an emphasis on customization, so it only makes sense that we’ve gotten even more control to make Sam look exactly how we want. We can change BB’s color scheme, your suit now has an array of colors to choose from, and best of all, Sam’s backpack has gotten quite a few upgrades. Not only can you change the color, but you can now add patches and stabilizers to the back, allowing Sam to keep his balance better, and even glide from high distances with upgraded stabilizers.
13. You can replay Cliff memories and Boss Battles
In the base version of Death Stranding, once you beat the game, you could replay Cliff’s Nightmares of War. In the Director’s Cut, you’re now also allowed to replay any of the big boss battles, known here as Nightmare Battles. And, just like the racing or firing range, there are also ranked versions that allow you to submit high scores against other players, judging both time taken to finish the encounter and damage taken.
So those are the biggest changes to expect when booting up the Death Stranding Director’s Cut. There are even smaller tweaks such as being able to ride zip lines with a carrier attached and new routing tutorials at the beginning. Will you be suiting up for the Death Stranding Director’s Cut? If so, which of these new features has you the most excited? Make sure to sound off in the comments!