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Logitech G Pro X TKL Rapid Gaming Keyboard Review

March 31, 2025 Ogghy Filed Under: ENTERTAINMENT, IGN

Logitech is entering a new generation of its Pro series product line of PC peripherals, which focuses on high-performance gaming. With the Pro X TKL Rapid, we have a tenkeyless keyboard chock-full of fresh features centered around a magnetic switch technology that’s new for Logitech, wedging itself among some of the best gaming keyboards available today. This comes with intricately adjustable functionality and robust RGB customization Logitech users have become accustomed to. After putting it through its paces, the Pro X TKL Rapid proves to be an impressive piece of gear that abandons most flashy aesthetics in favor of letting the keys be the star of the show.

At first glance, the TKL Rapid looks like any other Logitech G series keyboard. It’s a simple black rectangle with thin bezels with RGB lights shining through each key. Hovering atop the standard layout are a series of media keys and a large volume control wheel on the top right, which is quite nice to use. Because of its tenkeyless design, the TKL Rapid has a mercifully small footprint – for a keyboard focused on performance, I appreciate how much it doesn’t get in the way of whatever else is happening on my desk.

Its visible parts don’t stand out on the black colorway, which is the model I’ve been testing. For those who want a little more visual pizazz, it comes in white or pink variants as well. The keys are made of recycled ABS plastic, as is the frame, with a solid aluminum slab supporting the keyboard’s frame. There are certainly better quality and more stylish keycaps out there, but what comes stock is comfortable enough, if not completely unremarkable in feel – at least it doesn’t stand out for any bad reasons. The keys are stable on the switches, with no wiggle that I’ve noticed on the keycaps. Of course, these are parts keyboard enthusiasts can swap out, and the TKL Rapid is compatible with third-party keycaps if you want to make it more unique.

The TKL Rapid’s special sauce is under the caps in the debuting magnetic analog switches and it’s further enhanced by the level of customization within Logitech’s robust G Hub app. The move from mechanical to analog switches to make gaming better isn’t just a marketing move; it really can make a difference (as is the case in the many Hall Effect gaming keyboards we’ve reviewed recently). Instead of having a set actuation point built into a mechanism, analog switches can be adjusted via software and set the actuation point of each key, letting it recognize inputs at varying travel distances without having to swap out the switch. Even better, it can be changed on each individual key, allowing for incredible personalization.

Straight out of the box, my first hours using the keyboard were troubling, but once I dialed in the right settings, the experience came together nicely. On default settings, I was initially consistently mistyping, chalking it up to getting used to the device. After a lengthy session of using the keyboard, it simply didn’t feel quite right. That’s until I installed G Hub and started messing around with the actuation point of my keys. By default, the Pro X TKL Rapid is set to a 2.0mm actuation, which was a little too shallow for my typing style, especially considering the keyboard’s superlight 35g actuation force. Luckily, this can be shifted anywhere between the extremely light touch of 0.1mm to almost the complete depth of the key press at 4.0mm. Once I dialed in around 3.0mm, it was a revelation, and I started enjoying the keyboard a whole lot more.

The more you tweak the Logitech G Pro X TKL Rapid, the more you’ll get from this remarkable keyboard.

It’s notable that while we are dealing with magnetic technology, adjusting the actuation point doesn’t change the pressure needed to press a key, which doesn’t take much, considering the TKL Rapid is made with competitive gaming in mind. Rather, it reads magnetic fields within the switch as the key travels and triggers at whatever distance is set for that key in G Hub. Logitech isn’t a pioneer with these switches, and Hall Effect is gradually becoming the standard in high-end keyboards, but they’re utilized very well in this model and helped open my mind on what’s possible with a gaming keyboard.

Complementing the adjustable actuation points is Rapid Trigger, a feature that affects how far upward the key needs to ascend before it is considered to be released. If you use it, the key doesn’t have to return to its default position to reset, which has had promising results while playing games. Testing the feature with Diablo IV, I was undoubtedly unleashing my abilities faster, setting the Rapid Trigger to reset at 0.5mm, with a range of 0.1mm to 2.0mm to play with. It certainly makes a difference in fast-paced games where a critically-timed button press is of the utmost importance.

Looking to upgrade your mouse, too?

Check out our roundup of the best gaming mice!

Not only can you globally set the actuation points and Rapid Trigger for the entire keyboard, but each key can be adjusted individually for both features and save profiles to be loaded for specific games when they launch. Your Overwatch 2 setting preferences are bound to be different from League of Legends or Path of Exile, and I absolutely love how I can fine-tune the TKL Rapid for each game in mind.

Because there are a lot of complications with every key potentially having different activation and release points, the TKL Rapid includes a Key Priority setting. With this tool, I was able to pair two keys that may be pressed around the same time, like my Mage’s spells on the number row in World of Warcraft, and determine which one is more important to be the one that is accepted at that moment. There are varying options like Key Travel Priority, which chooses the key that’s pressed furthest, or Absolute Priority, which will, well, choose which one key will absolutely work instead of the other. As someone who sometimes fumbles my spells in tense situations, it certainly helped clean up my casting rotation during dungeons and eliminate mistakes.

But really, this is Logitech’s version of SOCD input, or simultaneous opposite cardinal direction, which is a contentious feature in competitive gaming. In a shooter, this lets you counter-strafe (or jiggle strafe) without interuption which would be impossible otherwise, making you a much harder target. You can, and will, get kicked from Counter-Strike 2 matches, for example. (We found out the hard way when reviewing the Razer BlackWidow V4 Pro 75.) If you use this features, just be mindful of the context in which you use it in.

Taking the Plank to Go

While it’s not the typical use case for a keyboard like this, during my time with the Pro X TKL Rapid, I took it with me on a road trip, and it traveled surprisingly well. Due to its tenkeyless design, its narrower frame fits wonderfully in my backpack. Paired with its removable USB-C cable that’s slim enough to slip into an available pocket, I didn’t have to worry about sacrificing critical space next to or around the keyboard. The keys are still full-sized, so there’s still a consideration of how far they protrude, but I’m happy to report it’s not at all farfetched to take the TKL Rapid on the go.

Of course, being a premium product, Logitech’s usual suite of features applies to the TKL Rapid. It features full RGB lighting on every key, which can be adjusted per key in G Hub. It hits just about every color in the rainbow except a clean white and some shades of purple, which both end up more blue than anything, which is slightly disappointing.

Game Mode is also available, with a physical button above the first section of F keys, which disables buttons like the Windows and menu keys, which can interrupt heated matches if pressed by mistake. In addition, it provides the option to choose which other keys you’d like to wipe the functionality off, leaving only your critical keys active while Game Mode is engaged. Along with key mapping and more layout profiles to flip through with G-Shift, the TKL Pro is endlessly customizable for whatever game you want to adapt to.

Purchasing Guide

The Logitech G Pro X TKL Rapid is available for $169.99 from retailers such as Amazon or directly from the Logitech. While we received the black color scheme for review, it also comes in bright magenta and all-white colorway.

House of the Dragon Season 3 Adds New Faces as Production Begins

March 31, 2025 Ogghy Filed Under: ENTERTAINMENT, IGN

Production on House of the Dragon Season 3 is underway, and HBO is celebrating the milestone with an updated list of new cast members.

The network announced that the Targaryen-centered Game of Thrones spinoff had begun work on its third season today, revealing all of the familiar names set to make a return alongside a batch of new names, too. No release date for House of the Dragon Season 3 has been announced quite yet, but HBO says that, like Season 2, it is expected to run for eight episodes. The face of dragon queen Rhaenyra Targaryen, Emma D’Arcy, helped kick off day one of filming with a celebratory video for fans.

The fight for the Throne is far from over.

S3 of #HOTD is now in production. pic.twitter.com/NUe4POwIJM

— House of the Dragon (@HouseofDragon) March 31, 2025

D’Arcy will be joined by series veterans Matt Smith (Daemon Targaryen), Olivia Cooke (Alicent Hightower), Steve Toussaint (Corlys Velaryon), and more as Dragonstone and King’s Landing continue their war for the hearts of Westeros – and the Iron Throne.

Joining them for House of the Dragon Season 3 are newcomers Tommy Flanagan (Sons of Anarchy) as Ser Roderick Dustin and Dan Fogler (Fantastic Beasts and Where to Find Them) as Ser Torrhen Manderly. James Norton, who was previously announced as another fresh face for Season 3, has been brought onboard as Ormund Hightower.

Directors for the third season include House of the Dragon familiars Clare Kilner, Andrij Parekh, and Loni Peristere, as well as Agents of S.H.I.E.L.D. and Supernatural veteran Nina Lopez-Corrado.

House of the Dragon will continue its television adaptation of George R.R. Martin’s Fire and Blood where Season 2 left off. That means Westeros remains on the brink of war despite a few revelations shared between Alicent and Rhaenyra in the last batch of episodes as peace becomes all the more unlikely. We gave Season 2 a 7/10 in our review.

Previous comments from showrunner Ryan Condal have revealed that House of the Dragon is planned to run for at least four seasons. For more on how the Game of Thrones show has fared thus far, you can read up on some changes to the source material that Martin wasn’t in love with, as well as our closer look at whether or not the show has gone too far. You can also learn more about another upcoming Game of Thrones spinoff, A Knight of the Seven Kingdoms.

Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Monster Hunter Wilds Director Confirms Balance Adjustments, More Challenging Monsters, UI/UX Improvements, and Plenty More Are on the Way

March 31, 2025 Ogghy Filed Under: ENTERTAINMENT, IGN

Monster Hunter Wilds is laying out its future roadmap. Alongside its planned Title Updates, director Yuya Tokuda has confirmed a few additional goals the team has, as post-launch support for the latest entry in the Monter Hunter franchise carries on.

In a letter from the director, Tokuda started by laying out the roadmap seen in the recent Monster Hunter Wilds Showcase for Title Update 1 and beyond. The first big Title Update drops on April 4, this Friday. Then, the seasonal event Festival of Accord: Blossomdance runs from April 23 through May 7. Additionally, April 30 through May 21 will see the Arch-tempered Rey Dau storm into Monster Hunter Wilds.

At the end of May, Update Ver. 1.011 will bring an unannounced Capcom collaboration and some “other additional features.” Title Update 2 is then planned for this summer, with a new additional monster and seosonal event. Tokuda confirms more free updates are arriving beyond that.

A greater challenge awaits

Part of the Mosnter Hunter Wilds’ director’s letter dug into the question of challenging monster content. Already, fights like Tempered Arkveld, the aforementioned Arch-tempered Rey Dau, and a refight with Zoh Shia are confirmed. Tokuda also confirmed Mizutsune, arriving with Title Update 1, will have an 8-star Tempered Mizutsune fight, available at HR 41 or higher.

The end-of-May update will add even more 8-star Tempered monsters to the Wilds. Tempered versions of Gore Magala, Rey Dau, Uth Duna, Nu Udra, and Jin Dahaad will make their way to the game in this update.

“Each of these monsters have had various behind-the-scenes adjustments to make them more resilient, such as increased health, resistance to wounding, and tweaks to multiplayer scaling,” Tokuda said. “Challenging monsters will also appear in future updates, so keep an eye out for further information about them.”

Balancing it all out

Specifically addressing feedback from launch, Tokuda said that Capcom is planning to make “various adjustments,” including weapon balance changes.

“These will be implemented gradually with each upcoming title update in order to make the game more enjoyable for everyone for a longer period of time,” Tokuda said. “Depending on the content, these changes may take some time to prepare.”

The director noted the Hammer as one weapon being considered for “upward adjustments,” which sounds like good news for Hammer mains. Some “unintentionally overpowered” things will be adjusted down — the Corrupted Mantle is one example — but Capcom said it plans on adjusting other parts upward, making for a “generally balanced” update. The team is currently aiming to implement the overall weapon balance adjustments in either the end-of-May update or in Title Update 2 this summer.

Performance adjustments

Additionally, Capcom is targeting stability and performance for Monster Hunter Wilds, specifically noting the PC version. Title Update 1 is planned to bring a reduction in VRAM usage and an upgrade to the DirectStorage version of the Steam version, which should result in an “overall improvement” of stability for PC players.

More improvements are planned, to bolster the overall technical experience for players on all platforms. Additionally, the in-game economy, balance, and other areas are planned for improvement too.

Quality-of-life is also a major target for the Monster Hunter Wilds team moving forward. The Grand Hub, arriving in Title Update 1, is part of this, condensing various functions into one end-game area. The team has also reduced waiting times for facility functions at each location.

The team is continuing to work on UI/UX improvements and other quality-of-life updates too. A few items on the docket include restocking items, checking skill information, engaging in multiplayer quests, using the Seikret, and camera behavior during hunts.

The rollout stars with Title Update 1 this Friday, April 4, and on into the summer as we approach Title Update 2. Though it’s still fresh, Monster Hunter Wilds is already one of the year’s most popular games, and it doesn’t look like Capcom is planning to slow down its roadmap for it anytime soon.

Eric is a freelance writer for IGN.

The Top-Selling Game on Steam Right Now Is Schedule I, an Indie Drug Dealer Simulator With More Players Than Monster Hunter Wilds, GTA 5, and Marvel Rivals

March 31, 2025 Ogghy Filed Under: ENTERTAINMENT, IGN

If you’ve been on Steam, Twitch, or gaming YouTube lately, you’ve probably seen Schedule I. It’s an indie drug dealer sim that’s currently the top-selling game on Valve’s platform, with more players than big hitters such as Monster Hunter Wilds, GTA 5, and Marvel Rivals after going viral across social media.

Schedule I launched last week and quickly made its way to the upper echelons of Valve’s best-selling and most-played charts. Here’s the official blurb:

From small-time dope pusher to kingpin – manufacture and distribute a range of drugs throughout the grungy city of Hyland Point. Expand your empire with properties, businesses, employees and more.

It’s developed and published by TVGS, aka Tyler, who took to reddit recently to sum up Schedule I’s explosive launch.

“Honestly it’s amazing but pretty overwhelming,” Tyler said. “I never expected this kind of response! At the moment I’m just trying to stay focussed and get patches out ASAP. Also looking forward to getting started on content updates as soon as all major bugs are patched.”

To that end, Schedule I’s Post-launch Patch #4 was released on March 29, fixing a number of employee bugs and multiplayer issues.

So, just how much of a success is Schedule I? After coming out of nowhere, it’s the top-selling game on Steam, ahead of everything from The Sims competitor inZOI to Assassin’s Creed Shadows. Valve sorts its top-selling chart by revenue, which means the budget-priced Schedule I is selling so well that it’s bringing in even more money than its full price, triple A rivals.

As for how many people are actually playing Schedule I, it hit a peak of 414,166 concurrents on Steam over the weekend. That’s enough to get in the top 30 most-played games ever released on Steam. At the time of this article’s publication, more people are playing Schedule I than Monster Hunter Wilds, GTA 5, and Marvel Rivals.

And the people playing Schedule I are loving it. On Steam, it has an ‘overwhelmingly positive’ user review rating. Currently, 98% of user reviews are positive. Here are a few of them:

“A woman came up to me and asked for weed, didn’t like the price I offered, proceeded to stab me with a broken glass bottle. 10/10”

“Love this game

“I was dealing drugs in an rv and it blew up

“Got a motel and sold some weed

“Created a meth empire

“Then hopped on the game”

“Really great and hilarious game. Fun game loop and hilarious fun when playing with friends. I know it is in early access but I’d like the police to be a bit more active (They could search your place, look for you even after escaping, run speed greater than the players) as well as gang warfare and a larger map. Still in its current state its brilliant. Defo a 10/10”

Schedule I is obviously a meme game, so it remains to be seen if it has legs. But developer Tyler certainly won’t care. Clearly, their life has been changed forever, and substantial content updates are coming down the pipe.

If you’re playing Schedule 1, be sure to check out IGN’s Schedule 1 Cheats and Console Commands guide, and Schedule 1 Multiplayer: How to Play Co-Op guide.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Doom Is Having Its Halo Moment With The Dark Ages

March 31, 2025 Ogghy Filed Under: ENTERTAINMENT, IGN

The last thing I expected Doom: The Dark Ages to remind me of was Halo 3. And yet, half way through a recent hands-on demo with id Software’s gothic prequel, I was mounted on the back of a cyborg dragon and unleashing a salvo of machinegun fire across the side of a demonic battle barge. With the vessel’s defensive turrets destroyed, I landed my beast atop the ship and proceeded to charge through its lower decks, turning the entire crew into a few gallons of red slop. Seconds later, the warmachine was toast and I burst through its hull, leaping onto my dragon to continue my crusade against the machines of Hell.

Those familiar with Bungie’s landmark Xbox 360 shooter will instantly recognise the shape of Master Chief’s assault on the Covenant’s scarab tanks. The helicopter-like Hornet may have been swapped for a holographic-winged dragon and the giant laser-firing mech for an occult flying boat, but the core of the experience is all here: an aerial assault that transitions into a devastating boarding action. Surprisingly, this wasn’t the only moment in the demo that reminded me of Halo. While the combat core of The Dark Ages is unmistakably and singularly Doom, the campaign’s design seems to have a very “late-2000s shooter” spin thanks to its love of elaborate cutscenes and a greater push for gameplay novelty.

Across two and a half hours I played four levels of Doom: The Dark Ages. Only the first of them, the campaign’s opener, resembled the tightly paced, immaculately mapped design of Doom (2016) and its sequel. The others saw me piloting a colossal mech, flying the aforementioned dragon, and exploring a wide-open battlefield dotted with secrets and powerful minibosses. It’s a big departure from Doom’s usual pursuit of mechanical purity, instead feeling akin to the likes of Halo, Call of Duty, and – weirdly – old James Bond games like Nightfire, all of which thrive on scripted setpieces and novelty mechanics that guest star for a mission or two.

This is a fascinating direction for Doom to head in, because once upon a time the series made something of a U-turn away from this. The cancelled Doom 4 was set to resemble Call of Duty, not only due to its modern military aesthetic but also thanks to an increased emphasis on characters, cinematic storytelling, and scripted events. After years of work id Software concluded that such ideas simply weren’t a good fit for the series, scrapping them in favour of the much more focused Doom (2016). And yet, in 2025, here they are in The Dark Ages.

The campaign’s rapid pace is punctuated with new gameplay ideas that are reminiscent of Call of Duty’s biggest novelties.

My demo opened on a long and elaborate cutscene, (re)introducing the realm of Argent D’Nur, the opulent Maykrs, and the Night Sentinels – the knightly brothers-in-arms of the Doom Slayer. The big guy himself is depicted as a terrifying legend; a nuclear-level threat on two legs. While all of this lore will be familiar to Doom obsessives who poured over the prior games’ codex entries, the deeply cinematic approach with which it’s now presented feels very new. Very different. Very Halo. That continues into the levels themselves, with NPC Night Sentinels scattered about the environment akin to UNSC Marines. While they don’t fight alongside you (at least not in the levels I demoed) there’s certainly a greater sense that you’re part of an army – like Master Chief, you’re the invincible spearhead of a large force.

There’s a lot of character work in the introductory cutscene and it remains to be seen if this is something Doom really needs. I’m a big fan of the prior games’ slight approach to story, and part of me would rather The Dark Ages continued to tell the Slayer’s tale through environment design and codex entries, reserving cinematics only for the big reveals à la Eternal. But while I have my reservations, the cutscenes thankfully know their place: they tee up a mission and are never seen again, refusing to interrupt Doom’s signature intense flow.

There are interruptions in other forms, though. After that opening mission, which starts with pure shotgun slaughter and ends with you parrying Hell Knights using the Slayer’s incredible new shield, I was thrown into the cockpit of a Pacific Rim-like Atlan mech and asked to wrestle demonic kaiju. After that, I was soaring through the skies on that cybernetic dragon, taking down battle barges and picking off gun emplacements. These tightly scripted levels create a significant gear shift, punctuating the campaign’s rapid pace with new gameplay ideas that are reminiscent of Call of Duty’s biggest novelties, such as Modern Warfare’s AC-130 gunship sequence or Infinite Warfare’s dogfighting missions. The Atlan is slow and heavy, and the skyscraper-high perspective makes Hell’s armies look like Warhammer miniatures. The dragon, meanwhile, is fast and agile, and the shift to a wide-angle third-person camera results in a very different experience that feels a dimension away from classic Doom.

Many of the best FPS campaigns thrive on this kind of variety. Half-Life 2 and Titanfall 2 are the gold standard for it. Halo has endured so long partly because its mix of vehicular and on-foot sequences provides it with a rich texture. But I’m unsure if this will work for Doom. As with Eternal, The Dark Ages is once again a wonderfully complex shooter to play – every second demands your complete attention as you weave together shots, shield tosses, parries, and brutal melee combos. In comparison, the mech and dragon sequences feel anemic, stripped back, and practically on-rails – their combat engagements so tightly controlled they almost resemble QTEs.

In Call of Duty the switch to driving a tank or firing from a circling gunship works because the mechanical complexity of such scripted sequences isn’t that far removed from the on-foot missions. But in The Dark Ages there’s a clear gulf between gameplay styles, so much so it’s akin to a middle school guitar student playing alongside Eddie Van Halen. And while I know Doom’s core combat will always be the star, when I’m beating the snot out of a giant demon with a rocket-powered mech punch I shouldn’t be wishing I was back on the ground using a “mere” double-barrelled shotgun.

My final hour of play saw The Dark Ages shift into another unusual guise, but one built on what feels like a much sturdier foundation. “Siege” is a level that returns its focus to id’s best-in-class gunplay, but it opens up Doom’s typically claustrophobic level design into a huge open battlefield, its geography shifting between narrow and wide to provide a myriad of pathways and combat arenas. The goal, to destroy five Gore Portals, has the same energy as Call of Duty’s multi-objective, complete-in-any-order missions, but I was reminded once more of Halo – the grand scale of this map versus the tighter routes of the opening level evokes the contrast between Halo’s interior and exterior environments. And, like Halo, the novelty here is that the excellent core shooter systems are given new context in much larger spaces. You must rethink the effective range of every single weapon in your arsenal. Your charge attack is employed to close football field-length distances. And the shield is used to deflect artillery fired from oversized tank cannons.

Were these ideas always a bad idea for Doom, or were they just a bad idea when they looked too much like Call of Duty?

The downside of expanding Doom’s playspace is that things can become a little unfocused – I found myself backtracking and looping through empty pathways, which really does kill the pace. It’s here I’d like to have seen The Dark Ages veer even closer to Halo by throwing the dragon into the mix and using it like a Banshee; being able to fly across this battlefield, raining down fire before divebombing into a miniboss battle, would have helped maintain the pace and make the dragon feel more integral to the experience. If such a level exists beyond what I’ve seen, I’ll be very happy.

Regardless of the overall shape of the full campaign, though, I am fascinated that so much of what I’ve seen feels like a resurrection and reinterpretation of ideas that were once considered an ill-fit for the series. Very little of the cancelled Doom 4 was released for the public to see, but a Kotaku report from 2013 paints a distinct picture. “There were a lot of scripted set pieces,” a source told the publication, among them allegedly an “obligatory vehicle scene.” And that’s exactly what we’ve got in the Atlan and dragon sections – mechanically simple scripted sequences that hark back to the novelty vehicle levels of Xbox 360-era shooters.

Talking to Noclip in 2016, id Software’s Marty Stratton confirmed that Doom 4 “was much closer to something like [Call of Duty]. A lot more cinematic, a lot more story to it. A lot more characters around you that you are with throughout the course of the gameplay.” All that was scrapped, and so it’s genuinely fascinating to see so much of it return in The Dark Ages. This is a campaign set to feature big boarding action setpieces, lusciously rendered cinematics, a much wider cast of characters, and huge lore reveals.

The question now is: were those ideas always a bad idea for Doom, or were they just a bad idea when they looked too much like Call of Duty? Part of me is just as skeptical as the fans who once decried “Call of Doom”, but I’m also excited at the idea of id Software finally making that approach work by grafting it on to the now-proven modern Doom formula.

The beating, gory heart of The Dark Ages unquestionably remains its on-foot, gun-in-hand combat. Nothing in this demo suggested that it will not be centre stage, and everything I played affirms it’s another fantastic reinvention of Doom’s core. I think that alone is strong enough to support an entire campaign, but id Software obviously has other designs. I’m surprised that a couple of the studio’s new ideas feel so mechanically slim, and I am concerned that they will feel more like contaminants than fresh air. But there’s still a lot more to see, and only in time will these fractured demo missions be contextualised. And so I eagerly await May 15th, not just to return to id’s unrivaled gunplay, but to satisfy my curiosity. Is Doom: The Dark Ages a good late-2000s FPS campaign or a messy one?

Matt Purslow is IGN’s Senior Features Editor.

Every Disney Game on the Nintendo Switch in 2025

March 31, 2025 Ogghy Filed Under: ENTERTAINMENT, IGN

Disney is a multimedia powerhouse, the king of every form of entertainment from movies, TV shows, theme parks, and even video games. Over the last 30 years, The House of Mouse had a hand in creating video game adaptations of some classic Disney movies and original games, like Kingdom Hearts and Epic Mickey.

Today, there are plenty of Disney games on the Nintendo Switch for you to enjoy playing alone or with family and friends. Whether you’re relaxing at home and want to take a break from scrolling through Disney+ or taking a trip to a Disney Park, here’s every Disney game for the Switch in release order.

How Many Disney Games Are on the Nintendo Switch?

It can be a little challenging to pinpoint what is and isn’t “Disney” these days. In total, 11 Disney games have launched on the Switch since the handheld released in 2017. Three of those games are movie tie-ins, one is a spin-off of the Kingdom Hearts series, and one is technically a collection of multiple “Disney classics.” I don’t include them here in the interest of space, but there are also plenty of Star Wars games on the Switch that technically fall under the Disney umbrella.

Which Disney Game Is Worth Playing in 2025?

Not every Disney game is created equal. The combination of “the Disney Brand” with Nintendo Switch games already being pretty expensive means I wouldn’t recommend all of the games on this list at their current price points. That said, there have definitely been some winners in the past couple years. If you’re looking for a game that makes you feel like you’re part of the Disney world, Dreamlight Valley is as good as it gets. The Animal Crossing-like game places you in the position to rebuild Dreamlight Valley with the help of your neighbors, a host of Disney and Pixar characters with their own questlines.

All Disney and Pixar Games on Switch (in Release Order)

Cars 3: Driven to Win (2017)

The first Disney game that launched on the Switch is technically a Pixar game that also overlapped with the Nintendo 3DS. In 2017, the media giant released a tie-in game for the movie Cars 3. Naturally, Cars 3: Driven to Win is a racing game featuring 20 tracks based on locations from the films (including Radiator Springs). The game also includes 20 customizable “characters,” some that are automatically unlocked at the start, like Lightning McQueen, while others, like Mater and Chick Hicks, can only be unlocked by winning your way through the five game modes and various Master Events.

LEGO The Incredibles (2018)

LEGO The Incredibles takes the plotlines of both Incredibles films, released 14 years apart, and merges them into one giant LEGO game. Much like the LEGO Star Wars games, LEGO The Incredibles contains some deviations from the original source material, like changes to the lore we don’t want to spoil for those who haven’t seen the films (even though you had nearly 20 years to do so), and adds original villains to fight along with Bomb Voyage, Syndrome, and the Underminer. But it’s fun to play through, especially seeing that the LEGO version of Elastigirl can stretch herself as far as her movie version can.

This is only one of many LEGO games currently available on the Switch.

Disney Tsum Tsum Festival (2019)

Disney Tsum Tsum Festival is a cute party game inspired by the Disney Tsum Tsum line of collectible toys and the mobile game from Japan, featuring all the Disney and Pixar characters in Tsum Tsum form. The game has 10 different minigames you can play alone or with family and friends, including bubble hockey, curling, and ice cream stacker, among others. You can even play the classic mobile puzzle game with the Switch in a vertical position.

Kingdom Hearts: Melody of Memory (2019)

Disney and Square Enix’s spin on the latter’s Theatrhythm Final Fantasy lets you take control of Sora, Donald, Goofy, and other characters from across the Kingdom Hearts universe to slash the Heartless and their ilk to the beat of the series’ iconic soundtrack. Enjoy the musical stylings of Yoko Shimomura by yourself, or share the music with your friends in local co-op or online multiplayer battles.

In the grand scheme of things, Kingdom Hearts: Melody of Memory gives a recap of the series up to Kingdom Hearts 3 with narration from Kairi, who falls into a deep sleep under Ansem the Wise’s observation after the events of Kingdom Hearts 3’s Re: Mind DLC. Whether you’re a veteran fan of Kingdom Hearts games or a newcomer, this game does an excellent job of getting you up to speed in preparation for Kingdom Hearts 4, which is currently in development.

Read our review of Kingdom Hearts: Melody of Memory.

Disney Classic Games Collection (2021)

Disney Classic Games Collection is an updated edition of 2019’s Disney Classic Games: Aladdin and The Lion King (a mouthful of a title) that includes the Final Cut of Aladdin and the console and handheld versions of The Jungle Book. It has an interactive museum, a rewind function to correct gameplay mistakes, an expanded soundtrack, and a retro-style manual for one of the three games if you buy a physical copy.

This compilation lets you relive the game adaptations of your favorite Disney movies the way you played them in the ‘90s no matter which platform you owned at the time, hence the inclusion of the Sega Genesis and Game Boy versions of Aladdin and The Lion King, as well as the Super Nintendo version of the latter. Adding The Jungle Book makes the compilation even more valuable as no one had seen the game since 1994.

Disney Magical World 2: Enchanted Edition (Switch Release: 2021)

In hindsight, Disney’s Magical World series feels a bit like the precursor to Dreamlight Valley. Originally released for the 3DS, the first two Magical World games let players befriend and complete quests for Disney and Pixar characters with additional farming, crafting, and even combat mechanics. Magical World 2: Enchanted Edition is a remaster of the second game in the series released specifically for the Nintendo Switch. Like Animal Crossing, the game syncs to your device’s clock for seasonal events and quest refreshes.

Tron: Identity (2023)

Tron: Identity is a visual novel that differentiates itself from other games adapted from the Tron franchise. It reveals another facet of life on the Grid without involving characters from the films, as it is set thousands of years after the events of Tron: Legacy. The game centers on a program named Query, a detective assigned to investigate an explosion in the vault of the Repository, a secure building in the center of the Grid. As the mystery unfolds, the other programs you interact with pose more questions than answers.

Each character you meet gives you the choice to either ally with them, antagonize them, or derezz them, depending on the dialogue. Plus, you have to complete puzzles in order to ask them more questions about the vault explosion. That’s a lot of detective work to do in three to six hours.

Read our review of Tron: Identity.

Disney Speedstorm (2023)

2023 was a big year for Disney games, but the first release from that year flew a little under the radar. Disney Speedstorm is a kart racing game featuring some brawling mechanics and, of course, a pretty extensive lineup of Disney characters with unique skills and their own personalized vehicles. Characters are pulled from everything under Disney’s umbrella, from the emotions of the Inside Out movies to Jack Sparrow from Pirates of the Caribbean. While the racing mechanics are relatively solid, IGN’s Early Access review of the game comments on the “absurd” token systems and “gacha-like” in-game economies.

Disney Illusion Island (2023)

Mickey Mouse’s latest gaming adventure from Disney Interactive and Dlala Studios sees him, Minnie, Donald, and Goofy travel to the mysterious Monoth Island for a picnic that turns into a high-stakes mission to recover the three stolen Tomes of Knowledge that helps protect the island. Whether you’re playing in single-player or co-op mode with three additional players, you can play as either character and navigate the island Metroidvania style.

Disney Illusion Island carries the same comedic charm as the recent Mickey Mouse cartoons despite the change in art style. Enjoy the game’s story, the lore of Monoth Island, and the unlockable Mickey Mouse memorabilia scattered around the island.

Read our review of Disney Illusion Island.

Disney Dreamlight Valley (2023)

Disney Dreamlight Valley is a life sim from Gameloft that is basically Disney meets Animal Crossing, where you get to live, work, and play alongside your favorite Disney characters. You play as a human who arrives at the titular Dreamlight Valley, which has been gripped by the Night Thorns, leading to The Forgetting. This supernatural event caused the Disney characters who stayed in the valley to lose their memories while others returned to their home worlds for safety.

You work to rebuild Dreamlight Valley using magic called Dreamlight to weed out the Night Thorns, provide housing for the character via Scrooge McDuck’s construction company, cook food at Remy’s restaurant, and build friendships with everyone, both heroes and villains. The best part is, you never have to worry about your clothes, food, and tools taking up space in your inventory. And you can customize your character with the coolest Disney outfits complete with Mickey Mouse ears just like you were going to Disney World — or Disneyland, depending on where you live.

Read our review of Disney Dreamlight Valley or check out more games like Stardew Valley for Switch.

Disney Epic Mickey: Rebrushed (2024)

The most recent Disney game on the Switch, Disney Epic Mickey: Rebrushed is a remaster of the original Epic Mickey game that launched on the Wii in 2010. Smoother performance, enhanced graphics, and new abilities make the platformer an overall improvement over its predecessor. Take on the lofty role of Mickey Mouse as you try to stop the “Blot” from destroying the memories of forgotten characters, traversing darker-than-usual Disney environments and, of course, enlisting the helpful of friendly faces along the way.

Read our review of Disney Epic Mickey: Rebrushed

Disney Villains Cursed Cafe (2025)

Announced and released alongside the March 2025 Nintendo Direct, Disney Villains Cursed Cafe brings cozy management mechanics to a visual novel world of, well, Disney Villains. With the help of the one and only Yzma, mix and serve potions to familiar faces like Ursula and Gaston. Think carefully, though: What concoctions you serve may change these iconic villains’ storylines.

Upcoming Disney Games on Nintendo Switch

While there are always new Star Wars games in development, we don’t have any confirmation on other new Disney games coming in 2025. Dreamlight Valley continues to get new content, most recently the Storybook Vale expansion. Meanwhile, Kingdom Hearts 4 was officially announced during the series’ 20th anniversary back in 2020, but no new information has come up regarding a release date.

The biggest news in the Nintendo universe this year has been the official announcement of the Switch 2, which will be followed by a Nintendo Direct in April. It’s pretty likely that any news about future Disney games comes with more information on the Switch 2 release.

Cristina Alexander is a freelance writer for IGN. She has contributed her work to various publications, including Digital Trends, TheGamer, Twinfinite, Mega Visions, and The Escapist. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal.

Palworld Dating Sim Revealed as Real Video Game as Dev Insists It’s Not an April Fools’ Day Joke

March 31, 2025 Ogghy Filed Under: ENTERTAINMENT, IGN

Developer Pocketpair has announced Palworld! More Than Just Pals, a dating sim set in its massively popular monster-catching universe — and no, it’s not an April Fools’ Day joke (this time).

The team behind 2024’s Pokémon-like survival experience revealed its plans to inject a bit of romance into its catalog today, March 31. It’s an announcement that, on any other day of the year, fans would accept without question. However, April Fools’ Day gags, fake games, and more strange announcements from game developers will surely flood the internet as soon as the new month rolls in tomorrow, so most fans are already taking Palworld! More Than Just Pals with a grain of salt.

Pocketpair wants to be clear for the non-believers: Palworld! More Than Just Pals is indeed a real video game. The idea was seemingly born out of its 2024 April Fools’ Day stunt, which saw the team announcing More Than Just Pals as a fake game for little more than a quick laugh. Well, now it’s real, and it’s coming to PC via Steam at an unspecified point in the future.

Palworld! More Than Just Pals sounds like an especially out-there addition to Pocketpair’s popular universe. Its description teases an experience that allows players to befriend and fall in love with a cast of student Pals who attend Palagos Private Academy. The project’s official Steam page highlights characters like the “cute” and “mysterious” Katress and the “timid” Chillet, with many names pulled directly from Palworld’s library of creatures.

“You, the protagonist, enroll as a transfer student in the prestigious Palagos Private Academy,” an official description from Pocketpair said. “You will meet unique friends (pals) and enjoy school life through friendship and romance. It’s up to you whether you stay friends with the pals, develop romantic relationships with them, or even dismember and eat them.”

This doesn’t concern April Fools 🙂

— Bucky | Palworld (@Bucky_cm) March 31, 2025

Pocketpair’s Palworld celebrated its one-year anniversary this past January as it continues development with more updates. Its string of content will surely help with the wait for the Palworld dating sim, as players most recently got their hands on an update that added crossplay support, Blueprint upgrades, photo mode, and more. Meanwhile, those hoping for a Nintendo Switch 2 version of Palworld have a bit of hope to cling on to, but even if a Switch port doesn’t work out, we can at least hope Palworld! More Than Just Pals will arrive on the console someday.

Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

‘Give Me a F***ing Chance’ — Iron Fist Actor Finn Jones ‘Very Aware’ of Critiques, but Wants to ‘Prove People Wrong’

March 31, 2025 Ogghy Filed Under: ENTERTAINMENT, IGN

Charlie Cox’s Daredevil has successfully made the jump from Netflix to the MCU. Could other comebacks by The Defenders also be on the cards? Iron Fist actor Finn Jones recently threw his hat in the ring, declaring: “I’m here and I’m ready.”

Jones last played Danny Rand seven years ago in Season 2 of the Iron Fist Netflix series and in The Defenders, which saw the martial arts master team up with Daredevil/Matt Murdock (Charlie Cox), Luke Cage (Mike Colter), and Jessica Jones (Krysten Ritter).

Jones’ take on Iron Fist didn’t go down as well with fans as the other Defenders characters, leaving some to wonder whether Marvel might leave Iron Fist out of its future MCU plans.

But Daredevil’s comeback in the MCU post-Netflix has raised hopes for a continuation of The Defenders, and recent reports indicated Marvel was “exploring” the idea.

At the recent anime convention, LaConve, in Monterrey, NL, Mexico, Jones acknowledged criticism of his portrayal of Iron Fist, but asked fans and Marvel to give him a chance.

“[There is a] willingness for the fans to see that happen,” Jones told the audience at the convention when asked if he could return as Iron Fist. “There’s a lot of willingness for the fans to see that not happen as well. I’m very aware of the critiques of the character and my role in it.

“My response to that is like, give me a f***ing chance, man. I’m here and I’m ready. I want to prove people wrong. So I would love to see that happen.”

Finn Jones on the critiques on his Iron Fist character and his role in it:

“Give me a f*cking chance, man” pic.twitter.com/TB3YJkMPok

— Warling (@WarlingHD) March 29, 2025

Daredevil: Born Again is a direct continuation of the Daredevil story started on Netflix, which briefly hosted its own smaller scale Marvel universe thanks to shows like Jessica Jones, Iron Fist, and Luke Cage. Those shows and the wider Defenders Netflix story is now officially MCU canon, slotting alongside other MCU shows and films on Disney+. Jon Bernthal’s Punisher, once Netflix exclusive, also appears in Daredevil: Born Again.

Photo by Gilbert Carrasquillo/FilmMagic.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Blizzard Reportedly Receiving New StarCraft Game Pitches From Well-Known Korean Developers

March 31, 2025 Ogghy Filed Under: ENTERTAINMENT, IGN

Blizzard is reportedly receiving a number of pitches for new StarCraft video games from Korean studios.

In an article brought to the internet’s attention by X / Twitter account @KoreaXboxnews, Asia Today listed four Korean companies who are reportedly competing with each other to develop new games based on the StarCraft IP and secure publishing rights: NCSoft, Nexon, Netmarble, and Krafton. Apparently some of these companies have traveled to Blizzard’s headquarters in Irvine, California, to make their pitches.

NCSoft, which is behind the Lineage and Guild Wars MMOs, is said to have pitched a StarCraft RPG of some kind (an MMORPG?). Nexon, maker of The First Descendant, has pitched a “unique” use of the StarCraft IP. Netmarble (Solo Leveling: Arise, Game of Thrones: Kingsroad) is hoping to make a StarCraft mobile game. And Krafton, the company behind battle royale PUBG and The Sims competitor inZOI, wants to make a StarCraft game “based on its own development capabilities.”

Of course, video game companies pitch other video game companies all the time when it comes to securing publishing rights and development contracts. And it may be the case that nothing mentioned here goes anywhere. But StarCraft fans will certainly take note of Blizzard’s reported interest in doing… something to expand the much-loved sci-fi universe, given how long it’s been since the last game in the franchise came out. Activision Blizzard declined to comment when contacted by IGN.

It’s worth remembering that in September, it emerged that Blizzard was making a third attempt at developing a StarCraft shooter, with former Far Cry executive producer Dan Hay, who joined Blizzard in 2022, leading the charge.

The news came from Bloomberg reporter Jason Schreier while speaking to IGN’s Podcast Unlocked, below, about his recent book, Play Nice: The Rise, Fall, and Future of Blizzard Entertainment. Hay’s StarCraft shooter is mentioned in the book, and IGN’s Ryan McCaffrey asked Schreier if it’s likely to actually come out.

“If it’s not canceled!” Schreier replied. “This is Blizzard after all. Their history with StarCraft shooters is not good.

“Yes, that is a project that as far as I know is in development, or at least as of the time that I wrote this book was in development. They are working on a StarCraft shooter, StarCraft is not dead at Blizzard.

“The goal of the book isn’t to get a bunch of scoops about upcoming things. That wasn’t the purpose of this book at all, it was very much to tell a story and focus on stuff that had happened. But this felt like such an interesting and useful nugget to include because it really just shows you that Blizzard cannot quit StarCraft shooters.”

That was a reference to Blizzard’s infamous attempt to release a StarCraft shooter in the past as part of a bid to expand the StarCraft franchise beyond its real-time strategy origins. StarCraft Ghost, announced in 2002, was going to be a tactical-action console game in which you played as a deadly Ghost operative in the employ of the Dominion, but it was canceled in 2006 after a series of delays.

A second attempt to make a StarCraft shooter, codenamed Ares, was canceled in 2019 so Blizzard could focus on Diablo 4 and Overwatch 2. Ares was reportedly “like Battlefield in the StarCraft universe,” but, like Ghost, fell by the wayside.

More recently, in November, Blizzard was spotted hiring for an “upcoming open-world shooter game,” with all signs pointing to it being a StarCraft FPS.

Things are slowly ramping up for StarCraft. Blizzard recently released StarCraft: Remastered and StarCraft 2: Campaign Collection on Game Pass, and announced a StarCraft crossover with Warcraft card game Hearthstone.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Path of Exile 2 Dev GGG Talks Dawn of the Hunt, the Huntress, and the New Unique That ‘Might Be Broken’

March 31, 2025 Ogghy Filed Under: ENTERTAINMENT, IGN

Three months after launching Path of Exile 2 into early access, the development team at Grinding Gear Games is getting ready for its first major expansion, called Dawn of the Hunt, which will add the action-RPG’s first new character class, new endgame activities, and more.

IGN sat down with game director Jonathan Rogers to see how the team is feeling about the game’s reception so far, and to ask all our burning questions about the upcoming update.

First, I haven’t talked to you since the game came to early access. It’s been three months. Has the team been happy with the response?

Jonathan Rogers: Yeah, absolutely. I was honestly not expecting that we would beat a PoE 1 launch in terms of concurrency, because obviously this was early access. It was paid instead of being free at this point. So the fact that we exceeded and went even much higher than the largest PoE 1 launch we’ve ever done was obviously incredible. The scary thing, of course though, isn’t you’ve got that many players. There’s lots of considerations you have to make about supporting them and we’ve obviously done this before, but it’s still a lot of work obviously when you’ve got that many players and having to make sure that you’re dealing with all the various problems that they have.

And after sprinting to the finish line for a number of years to get to the early access state you guys are at, how has the team been holding up as you support what’s essentially a live-service game where the sprint is not likely to end anytime soon? Have you guys been able to catch your breath at all?

Jonathan Rogers: Yeah, a hundred percent. For a start, we had Christmas break. We gave everyone an extra week for that as well beyond what they would normally have. We made sure that everything was okay there. We also were really trying to make sure that there was no more overtime, making sure that everything goes back to 40 hours a week, that everything’s sort of normal again. And so, that’s really meant that we’re kind of, I think, the studio is sort of back in a sustainable pace again, which is really good.

The thing that I would say that our company is good at doing is coming up with new content very efficiently and creating new things very well. So even though it’s not the crazy crunch that we were having before, I still think we’re able to create content really fast.

I mean, PoE 2 has a lot of stuff going on in it and that’s even including this [expansion] and it’s been three months, and that’s even including the fact we had Christmas in the middle. So honestly, the main thing is just getting back on that thing that we actually do well as a company, which is the live-support, like having a game being live. I think that’s our specialty.

And so it’s actually nice to be back in a position where we’re doing that again rather than having this kind of endless project that continues on forever, which honestly makes me more uncomfortable, because people can get out of the practice of shipping, which I think sometimes can be a problem.

It seems like Dawn of the Hunt is going to focus a lot on revising the end game experience. Can you share what the top takeaways were that your team received in terms of community feedback based on the initial release and how you guys are addressing them with this update?

Jonathan Rogers: Yeah, so I guess the main things that we had were, for a start: you’ve got content. The content wasn’t lasting. It wasn’t lasting to the hundreds of hours the players wanted to be able to last. And the reason for that, really, is that we didn’t have enough what we would call “overlapping axis of randomness.” And what I mean by that is that you’ve got mechanics that need to be able to spawn in regular maps, they need to be able to interact together ideally.

So in this expansion we’re adding over 40 encounters, if you will, in terms of strong boxes and different types of wisps and bosses running around — stuff like that. But the idea is to get more than 40 interesting combat situations out of that by allowing more of that content to be able to be introduced to each other. So you still see situations that are new even as you play hundreds and hundreds of hours.

So for example, you’ll get a type of wisp, that certain type of boss, and then it’s like, ‘okay, well now this boss has got some ability.’ It changes how the fight plays out. What if you had a corrupted essence at the same time, and what if you had this and what if you had that? All of these things overlap together to produce a combinatorial explosion of possible outcomes that make the game much more interesting. And on PoE 1, we definitely had that in its end game with all the stuff we’ve added, but PoE 2 didn’t quite have enough of that stuff. Everything was somewhat compartmentalized for the most part. So it’s like, well, once you’ve played it all one time, it’s like, well, then now you’ve done that thing and it’s not as interesting to play it the second time and over and over again. So basically we just need more of that type of stuff. And so that’s where the focus has been.

But another thing as well has just been for the existing mechanics, there’s been a lot of tweaks. And the thing we have to be careful of when we’re doing that stuff is players will say, for example, they’ll say, ‘oh, you need to drop more maps because I’m not sustaining maps.’ And then we’re like, ‘okay, well I’m not having any trouble sustaining maps. What’s going on here?’ And then you find out, well, okay, the reason why this is happening is because they’re dying too much and much more than we expected. When you actually look at that stuff and then when they die, they obviously don’t get the drops for the rest of the map. So we’re like, okay, well how can we alleviate that problem? Maybe that’s the issue. And then we started thinking about what should the death penalty be. And that’s how we get into changing the rez mechanics of maps. And so it’s things like that, where you hear one thing, you have to try and come up with a different solution to try and improve things a lot.

The players need to get good, that’s what I’m hearing.

Jonathan Rogers: Well, no, I mean, we are just making it so that if the players aren’t good, they’re not nearly as screwed as they were if they were. And this is the thing: it’s actually, a lot of the time, it is an exercise in minimizing the differences between the best players and the worst players as far as making sure that they both have good experiences, and it’s like you still need to make it so that there are big differences, but you don’t want it to be that a player who’s not good is just getting completely screwed in their ability to continue to keep playing the end game. And so that’s why we have to, we’ve made special rules, we’ve changed the drop mechanics for maps very significantly as well. There’s just lots of things like that that kind of go on that are not worth mentioning as far as content goes in a livestream, but certainly will matter a lot to the play experience for players who are actually playing.

One thing I run into a lot, because my beat at IGN is a lot of online games and live-service games, is not just the division between highly skilled and low skilled players, but players who have a ton of time and want to live in this game and players who are time-taxed. And often there’s a FOMO gap of like, ‘well, I could make my game have a ton of content, but then this group is going to be feeling like they’re just going to miss out and maybe fall off of the game because now there’s too much content for them to ever possibly keep up with.’ How does the team think about that?

Jonathan Rogers: Well, I mean, ultimately, I think that more content is better than less when it comes to this kind of stuff. Even though you may run into that situation, the people who are going to be the people who play the most are also going to be the people who are most on your side and talking about your game and generating the buzz. So I think it is very important to make sure we’re appealing to those people and other people who have less time. I mean, they’re still going to come along for the ride and they’re still going to have a great time, and so long as we’re still adding enough content, they’re going to enjoy it even if they don’t get to experience literally everything. I think that’s okay. And there’s also this sort of funny thing where on some level you need aspirational content to exist in the game content that is hard for most people to get to in order for there to be something to strive for next time.

If you didn’t make it to the Pinnacles this time, well, then maybe you’ll play next time when we’ve added more stuff throughout the rest of the game that improves your experience. But then the second time you play, you’ll have a better time and Path of Exile is actually a game that kind of almost has a meta experience grind of each time you play the game you get better as a player, which means you get further into it and further towards the goal. So that, I think, is part of the reason why Path of Exile has such appeal. PoE 1 still is growing. I mean, maybe I can’t unequivocally say that now, but at least until Path Of Exile 2 came out PoE 1 was still setting concurrency records so many years after it came out. And I think that is really a lot of the reason for that.

Speaking of aspirational content, you mentioned during yesterday’s briefing that you were disappointed by how easily players were able to knock down the big end game boss at launch. Can you talk about how Dawn of the Hunt plans to scale back the pace at which players can creep up their power, assuming that’s something you guys are shooting for?

Jonathan Rogers: So I wouldn’t say that we are shooting for that in the sense that we want, overall, for that to happen. What I will say is that there were certain combinations of mechanics that we didn’t expect to be as crazy as they were and those were found faster than people found the content, if you know what I mean. So it sort of meant that all of that — the secrets of build creation had already kind of been unlocked by the time people did that. So yeah, I mean, look, we are doing a huge balance pass. Everything will change. Your expectations of what is good and what is not good will just be readjusted very significantly by this. And the hope is that, as we continue to iterate, that we’ll just keep on improving. We will saw off anything that jumps up too far, we’ll push up anything that’s too far at the bottom, and we’ll get to the point of having that be a lot better.

And the reason for that, really, is because if something is easy to get to a broken state, which is… what I mean by that is like, ‘oh, you just combine these support gems and then suddenly you’ve got an amazing build and items don’t even matter.’ If you have a situation like that, then people will all just do that. Whereas if it’s like, ‘okay, sure you can kill the Pinnacle Boss in 14 seconds, but first of all, you need a unique from this and you need a unique from that.’ And it’s like a whole thing, right? If it’s economically expensive in-game to be able to do something to become really powerful, then that’s fine because you want people to get to the point of killing the Pinnacle Boss in 14 seconds. You just don’t want that to be the case the first time you fight the Pinnacle Boss. So that’s effectively, ideally, what we’re doing.

And so as I said: I don’t look at that as slowing the game down exactly. It’s just sawing off the things that are causing players to all flock to one particular broken thing and ultimately making the game not have that feeling of progression of power that you want to have. You want to really have that exponential growth all the way from beginning to end and not have any sort of like, ‘oh, suddenly I’m just broken now,’ that happens at some point.

Ultimately, I think that more content is better than less.

Let’s talk about the Huntress. What are the main ways that the Huntress differs from the other character classes that are already available in Path of Exile 2, and how does this character justify me going through another play or two of the campaign?

Jonathan Rogers: When we are looking at new characters one of the main questions is what weapon type does it use and how is that weapon type going to make the game feel different? So in this case we’ve got spears. Obviously you don’t have to use spears with the Huntress, you can use it on any class, but assuming you’re using the stereotype weapon of the Huntress that’s spears, and the thing is, ‘well, what makes this weapon type different than others?’ And the answer to that is spears are the only weapon that you can use both at melee distance and also throw them at ranged distance. So that’s kind of the thing that we’re thinking, ‘okay, what can we do to make the gameplay be constantly that: you’re at melee range, you’re at projectile range — what’s the type of gameplay we can do to cause that to happen?’ That will be what will make the class feel different.

No other weapon does that. So effectively what it meant was we’re like, okay, for every melee combo, we want there to be a ranged skill you have to do before that to unlock it. And for every ranged combo, we want there to be a melee thing you have to do before to unlock that combo. And then we also need to add a lot of tools for getting from one state to the other. And then, what that sort of led to was a class that’s incredibly agile, which is very good because it is the primary dex melee character, and it just feels like you’re moving around the battlefield a ton, you’re jumping in and out. It’s just a very kinetic feeling that you get moving forwards and backwards like that, which I think feels very different than the other classes. So to me, that’s the reason that you would want to try it.

The other thing as well that I thought was quite interesting is that we managed to really get the parry of countering gameplay. We finally found a formula for that to work well in PoE, which was incredibly challenging. And honestly, I was very skeptical we would even be able to achieve it just due to the pace of the monsters attacking you. But we have actually got something that does work in our game context really well. And so that’s a fun one for me as well.

Tell me about beast taming. How does that mechanic work? Or is the idea that we’re killing them and then summoning them from the afterlife necromancer style, or…

Jonathan Rogers: When you get the Tame Beast skill, you effectively use it on a monster and you get some number of seconds, I think it might be five seconds or something like that, to kill the monster while it’s got that tame thing on it. And then if you do that, then effectively it gets trapped. Its spirit gets trapped and then sucked into your character, and then you can summon it as a companion. And the big thing with beast taming is that you get all the mods on the rare that you found. And that means it’s not necessarily just about finding the best type of beast, it’s also finding a beast that has the best mods that you can use with as well, since all of those monster mods can do that. So that should be quite a fun hunt to find the best beast for your build. So I’m hoping players will have fun with that one.

That’s awesome. How long do they remain by your side?

Jonathan Rogers: Once you’ve got them, it’s like a Poké Ball, right? That’s your beast now. If it dies, it’ll resummon. That’s your beast. You can only have one at a time though for companions. So basically, you’ll find a better beast and then presumably you’ll want to be using that one instead later on. But yeah, that’s just your beast forever.

That’s awesome. And are there limitations on what counts as a beast? I assume it has to be an animal.

Jonathan Rogers: Basically yes, someone at some point has decided this is a beast and this is not. I’m sure there’ll be some arguments from players about whether something counts as a beast or not, but ultimately it just comes down to that.

You are recommending that players start a new league with this update. Is this something that we can expect from all of the updates where the best experience is starting from scratch?

Jonathan Rogers: Absolutely. And, I mean, that’s just our formula really, because our way of looking at things is that we’re not a game that you just play forever and ever. We are a game where you come for a season, you play the game for a month or maybe two months, and you get through the content, you get to the point where you feel like your character is finished in some sense, and then you stop and you go play something else. But we’ll always be back for another season later on. And as I said, it’s a big part of why I believe that our game has so much longevity, is the repeated playthroughs and so on. So it’s definitely a different model than what a lot of games in the past have had, but also a model that we’ve seen a lot of other developers realizing that is actually more sustainable for the industry overall. So something that I like to see.

And is that something you think players would also be expected to do once the game reaches its 1.0 full release?

Jonathan Rogers: Yeah, absolutely. 100%.

You mentioned yesterday one of the changes in the end game is the new primary objective in the Atlas end game map of trying to stop corruption, which unlocks the ability to choose between doing corrupted or cleansed versions of maps while exploring the overworld. Can you explain what the pros and cons are of why you might want to do corrupted versus cleansed? Is it flavor or enemies? Are the rewards different?

Jonathan Rogers: Effectively the main two things are, the enemies are different: there are different bosses and then those different bosses have different rewards. And there’s also things like, so for example, the cleansed maps are the only place that you’re going to get the fracturing orbs, which is a new crafting mechanic that we’ve got. Effectively just making sure that each type of content has different rewards, and then we do like it so that when you have different strategies and what you’re doing on your Atlas, depending on what type of content that you need, it’s like, if you need this, then you’re going to do that. If you need this, you’re going to do that. So it’s giving the players that sort of idea of them choosing what they’re doing, but then ideally also being at a different point in a character’s lifetime, they may need to do one versus the other, and so they’re going to change their strategy at some point as well. But yeah, it’s ultimately like, ‘well, what rewards am I getting out of it at the end?’ is a different element you have to be worrying about though, whenever we’re designing new content.

You’re also adding over a hundred unique items. Can you tell me about the one you are most excited about personally, and bonus points if it’s something that you fear might need to nerf?

Jonathan Rogers: So one of the ones that might be broken is there’s a shield that allows you to parry projectiles. We did show it in the video. It effectively means if you’ve got that unique that you no longer have to be close to monsters anymore. So it kind of deactivates the melee requirement of the Huntress a little bit. You can now parry and do all the combos from range. So we’ll see how it goes because the empowered versions of all the spear throws are pretty good. And so we’ll see how that goes. And also just in terms of defensiveness, that might be a little bit too off the hook, but we’ll see. I’m hoping it’ll be okay.

I guess it kind of has its own nerf because you have to be able to get the timing right to do the parries.

Jonathan Rogers: This is actually not the case, because in most games you do have to get the timing right to do that. But in our game it’s actually kind of the opposite of that. While you’re holding down the parry button, you’re parrying everything and then it’s what you do after the parry. Because what it does is when you parry something, it puts a counter on the enemy that you can then take advantage of with another skill. So it’s kind of backwards from how most games do it.

We’ve tried parrying mechanics before, actually. It’s been one of those things that we struggled to get right. And the reason why it was so hard is because our game moves so quickly and because there’s lots of monsters around you all the time, you didn’t really have a chance to follow up attacks very easily.

But with the way we’ve done parries here, it means that you can much more easily and reasonably do that. Now, the reason why it still incentivizes good timing is because it does interrupt. Parry will immediately interrupt anything instantly. And anytime you’re waiting for a monster to hit you is wasted time you could be DPSing, so there’s still incentive to get the timing right. Doing the timing before was just so hard with the combat pace we had that it just wasn’t working. So yeah, I’m really proud of how that worked out. But honestly, it wasn’t even my idea. I actually was not a believer. I didn’t think it could work and Mark [Roberts] was the one who actually managed to solve that problem. So once we did that, it really improved the class.

Whenever someone says something like that, it’s usually because they’re not enjoying going through the campaign, right? Well, okay, let’s make you enjoy the campaign more. That should be the solution.

During the Q&A yesterday, you pushed back on certain ideas, like the ability to skip replaying the campaign and a new character. How does the team think about that extremely difficult balancing act of responding to what players want while also having your own point of view and your creative team sort of holding their ground on decisions that they really believe in?

Jonathan Rogers: It’s very hard, but the thing that I always try to do is make sure that whenever I’m hearing community feedback that I’m not just thinking, ‘okay, oh they’re wrong’ or something like that. It’s very easy to get into a mindset where you’ve developed this ‘us versus them’ mentality like that. And then when that happens, you start to get into this sort of negative cycle of, ‘oh, I guess we’ll just do it.”

So the thing that I think is really important is you always have the spirit of discovery about, ‘well why are they saying this? I know that they think that it’s because of this, but why is it actually?’ And if you reinterpret things in that lens, if you, first of all, you believe that if someone’s saying they’ve got a problem, they really do have a problem.

But then the second thing being that, ‘well, why is that problem actually happening? Can we solve it? What would it look like to solve it?’ Then you will eventually find some solution. Now the thing is that sometimes you can’t think of one. Sometimes it is really hard. In those cases you just have to say, ‘okay, well we are just not going to change this until we can come with something.’ I will never make a change I don’t believe in because I think that’s ultimately going to make the game worse overall. And that’s super important that you never do that. But at the same time, sometimes you just won’t be able to come up with something. But I am a believer that there always is something, there will be a way to solve the community’s problem eventually.

And so, for example, with the particular campaign thing there: whenever someone says something like that, it’s usually because they’re not enjoying going through the campaign, right? Well, okay, let’s make you enjoy the campaign more. That should be the solution. If you are not enjoying something, I’ll make you enjoy it by adding content to it, by improving it. That’s the way I would view that. But when you’re in a community, it’s very easy to say, ‘okay, well X is bothering me, therefore remove thing X.’ You know what I mean? It’s just very easy to look at it that way, because they don’t have to be worried about the downsides. It’s not their job to be worried about that. Their job is just to complain about the thing they don’t like, and my job is to be the one worrying about the downside.

Path of Exile 2 Dawn of the Hunt launches April 4, 2025.

Travis Northup is a writer for IGN. You can follow him on Twitter @TieGuyTravis and read his games coverage here.

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