• Scathe Hands-On Preview: DOOM-ing the Forces of Hell

    Hey, have you heard of a game where you play a super soldier that goes to Hell to kill everything that moves? One that involves swapping exotic weapons to deal with the ever-changing challenges that a persistent horde of twisted fleshy mutant hellions provide? Well, Scathe isn’t Doom exactly. It tries its best, but very much lacks the hand-crafted gun puzzle arenas and air-tight weapon balancing that turned first-person demon-slaying on its head for at least the past seven-ish years. But what it lacks in polish, momentum, and wit it replaces with some interesting but obtuse dungeon crawling and maybe its biggest standout feature – co-op.

    It may not be completely fair to compare Scathe so directly to Doom. From a distance, the similarities are obvious, but a couple of minutes with Scathe and it was clear that I was playing a game with an entirely different approach to the more famous first-person Hell shooter. Whereas id’s signature game is designed around you being an unstoppable force in perpetual forward motion, Damage State’s take requires a more staid hand, as it’s the enemies that were running me down. They spawn aggressively, with ranged attackers filling the zone with projectiles akin to a bullet hell shooter like Ikaruga or Cuphead, and melee troops charging directly at me or ambushing me from behind or around corners.

    Freezing to line up shots was a death sentence, but instead of charging through the enemies like a Doomguy possessed, Scathe requires a much higher regard for personal safety. Health can only be reliably gained back by picking up shiny orange health juice sprinkled across any given room and can be in limited supply. Many of my engagements with the enemy involved strafing oncoming fire, strategically ducking around corners and obstacles, poking out to shoot my stock super rifle from a distance, taking most enemies out from at least mid range, and launching a mini swarm of rockets every so often. Further, more elusive enemies were great fodder for my longer ranged Thunderbolt, which could also arc lighting between multiple baddies doing damage over time. The Ripper was my go to for close encounters, if I got pinned down and felt the horde encroaching on my personal space, or just absolutely needed to charge my way through the blockade of baddies and my dashing attack was on cooldown. There’s even magic that can freeze turrets or crush everyone in close proximity with the wave of a hand. Scathe’s offensive options are plentiful and diverse.

    Instead of charging through the enemies like a Doomguy possessed, Scathe requires a much higher regard for personal safety.

    In co-op, up to four players can run through this gauntlet together, though. I couldn’t get more than one other person in on the action during my demo. With the exception of the rooms that require you to kill a certain amount of enemies before progressing upping their totals, I didn't notice any notable differences in enemy strengths or numbers while in co-op, so in a way, the more friends you bring with you into the fiery depths, the better. We did share a life pool, though, which means you're only as efficient as the more death-prone person on your squad.

    The demonic legions were pretty adequate at stopping me from my goal – navigating the labyrinth of Hell, collecting runes so that I can unlock a boss room and obliterate what was waiting for me inside. They come in various shapes and sizes, from big humanoid beasts, to giant ogres made aaof static, and even a sentient cloud of spikes flying round like a school of fish in the ocean. They wield sinister blades of bone, giant projectile canons, or sometimes just throw their bouncy ball bodies into you. None are hard to kill on their own, but in ceaseless waves, they whittle through your 10-life allotment quickly and efficiently. Luckily, besides health drops and ammo, anything you find is permanently found. This roguelite feature is great for runes, meaning you won't have to backtrack to pick up a room full of them after you die. This is bad for things like extra lives though, making every time you have to pass through a room on your way to your goal an additional time that much more dangerous.

    Besides health drops and ammo, anything you find is permanently found. This roguelite feature is great for runes.

    The maze itself is full of rooms, each marked by a symbol. Memorizing the symbols may help you identify the rooms they associate with, but there is nothing to help you determine what direction you’re going in. There is a map, but digging into the menu to consult it in between horde murder is very inconvient. Also, it only fills in rooms and how they’re connected after you explore them, and makes no mention of power-ups or weapons in them, so it's very easy to miss valuable items because you didn’t know what you didn’t know.

    The rooms themselves are interesting at least. There’s lots of platforms and obstacles to navigate and put in between you and the bad guys. Many rooms have platforming puzzles and switches that are hiding access to extra lives and other collectables. The biomes of the rooms themselves vary pretty heavily as well, some corners of the underworld are all fire and chains while others are dark and swampy. Besides aesthetics, they each also contain unique enemies which force you to adjust your strategy a bit.

    Scathe definitely proves that there is room in Hell for a first-person shooter not named Doom. Filling the screen with bullets to keep you on the defensive creates an interesting and entirely different vibe than the in-your-face aggression of the competition. While the running and gunning is enticing and solid, the map feels like purgatory to explore competently without any kind of direction.

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    Xenoblade Chronicles 3 Is a ‘Culmination’ of the Trilogy – But Not the End of the Series

    Xenoblade Chronicles 3 on Nintendo Switch will act as a "culmination" of the trilogy, but won't be a conclusion for the series overall according to its executive director.

    In an interview with Nintendo itself, Tetsuya Takahashi said the first three mainline Xenoblade Chronicles games (not including the more futuristic Chronicles X) share similar themes and gameplay ideas that connect them as a trilogy.

    Xenoblade Chronicles 3 therefore rounds out the trilogy thematically – but Takahashi made clear it's not the end of the series as a whole. "This is like a summary for moving on to the next step in the future," he said.

    "Although some elements and designs from one and two will appear in this third entry here and there, there is no need to have played the first and second games to understand the story or how to play," Takahashi explained. "However, since this is a series of works, the underlying theme is consistent, and in each case, the story unfolds based on 'the relationship between foreign things'.

    "I used the word 'culmination' earlier, but this title brings together all the themes that have been developed over the past 15 years since 2007, when development of the first title in the Xenoblade Chronicles series began, as well as the gameplay systems that have been developed throughout the series."

    Xenoblade Chronicles 3 was announced in February and will be released on July 29. As with the previous games, it's a JRPG that features an automatic combat system where the player must combine a number of attacks and effects to achieve victory, set amid a war-torn futuristic world called Aionios.

    In our 8/10 review, IGN said: "Xenoblade Chronicles 3 can take some meandering detours across its massive 150-hour campaign, but great characters and addictive tactical combat make it all well worth the time."

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

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    Rick and Morty Season 6 Gets September Premiere Date

    Adult Swim has announced that Rick and Morty Season 6 will premiere globally and across the multiverse on September 4.

    The long-awaited sixth season will premiere at 11 pm ET/PT on September 4, picking right up from where we left the anarchic duo at the end of the fifth season. According to the official logline for the new season, Rick and Morty will be "worse for wear and down on their luck," but "will they manage to bounce back for more adventures? Or will they get swept up in an ocean of piss!"

    If you're wondering exactly what awaits Rick and Morty in the forthcoming episodes, the synopsis teases "Family! Intrigue!" and possibly even "A bunch of dinosaurs!" Whatever the case may be, Michael Ouweleen, the president of Adult Swim and Cartoon Network, has promised another "iconic season" following the intergalactic escapades of the show's titular characters.

    "It's hard to overstate the impact of Rick and Morty. More than a hit show, it is truly a global phenomenon," Ouweleen said of the Emmy award-winning comedy series, which has now been viewed over 10 billion times globally, across linear, digital, and streaming. "As we prepare to launch this soon-to-be iconic season, we will be giving fans a unique way to be part of the fun – so keep your eyes peeled."

    Adult Swim capped off Rick and Morty's fifth season with a two-part finale on September 5, 2021, which means that the upcoming sixth season is arriving almost a full year after the last time we caught up with the dimension-hopping duo. The last episode presented fans with Evil Morty and the Evil Morty Plan, The Rick and Morty Citadel, and a good look at what the larger multiverse is doing.

    Created and executive produced by Justin Roiland and Dan Harmon, Rick and Morty stars the voice talents of Roiland as Rick Sanchez and Morty Smith, Sarah Chalke as Beth Smith, Chris Parnell as Jerry Smith, and Spencer Grammer as Summer Smith, plus many others that have been part of the story so far.

    IGN's review of Rick and Morty's fifth season finale called it a "lore-stuffed bookend to one of the strongest seasons thus far." However, it also noted that the half-hour episode chucked canon material at viewers at "a breakneck and sometimes confusing pace," which ultimately made its rapidly advancing plot points "difficult to follow and decidedly rushed."

    Adele Ankers-Range is a freelance writer for IGN. Follow her on Twitter.

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    Weird: The Al Yankovic Story Will Arrive in November, New Poster Released

    Things are about to get weird this fall with Weird: The Al Yankovic Story is set to release November 4, 2022.

    The announcement of the release date comes alongside a new poster featuring star Daniel Radcliffe sporting Weird Al’s signature curly mop of hair and accordion.

    The film will follow the story of Weird Al in the (ahem) unexaggerated true story about the greatest musician of our time. Radcliffe portrays the rebellious Yankovic, who grew up in a family with an unconventional upbringing where playing the accordion was a sin, on his meteoric rise to fame and superstardom.

    Weird: The Al Yankovic Story will stream for free this fall exclusively on The Roku Channel. Earlier this year, we got a glimpse of Radcliffe in full Weird Al regalia. From his signature Hawaiian shirt to that mustache, Radcliffe checks all the boxes. Radcliffe will portray the king of parody during a time of his life where he (apparently) lived an excessive lifestyle and pursued an infamous romance that nearly destroyed him.

    In May, a teaser trailer dropped that gives a glimpse into the movie and features Yankovic’s “Like a Surgeon,” a parody of Madonna’s “Like a Virgin.” Radcliffe will star alongside Westworld’s Evan Rachel Wood as Madonna and Abbott Elementary’s Quinta Brunson as Oprah.

    The film will be released in the same month as The Illustrated Al, a graphic novel illustrating Yankovic’s music. The graphic novel will work as a songbook highlighting 20 tracks from Yankovic's career. Each song will be interpreted by a different artist and arranged as a sequential comic book tale.

    Casey is a freelance writer for IGN. You can usually find him talking about JRPGs on Twitter at @caseydavidmt.

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    Roblox’s Famous ‘Oof’ Sound Has Been Removed from the Game

    The Roblox "oof" sound, which became famous not just with players but around the internet as a meme, has been removed from the game entirely due to a licensing issue.

    The simple soundbite, a second-long "oof" sound that plays when a player dies or resets their character, has proven surprisingly awkward due to copyright claims in the last few years. It would appear these complications are now officially too much Roblox's development team, however, which has now announced the "oof" sound is no longer in the game.

    It's been replaced with a similar default sound but, as announced on the Roblox Twitter (below), a whole range of new sounds, both old and new, will be released into the Avatar Shop in the future to make the transition away from the classic "oof" more palatable.

    Issues first arose in 2020 when video game composer Tommy Tallarico recognised the now iconic sound as his own creation, originally from a game called Messiah. The "oof" was removed from the game as a result until Tallarico and Roblox reached an agreement to reintroduce it, but at a roughly $1 cost for creators.

    That agreement has seemingly ended, however, as the sound was removed "due to a licensing issue," the tweet said. The sheer ubiquity of the noise has turned it into meme-fodder across the internet, with rapper Post Malone even saying he'd made an entire 2-hour Coachella set based on the sound.

    Despite being considered a game platform for children, Roblox often finds itself seeped in more adult controversy. Kim Kardashian threatened to sue the platform in April after her son found a fake sex tape game featuring the celebrity, and Roblox itself launched a lawsuit against a YouTuber for posting "terrorist threats" in November.

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

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