Prince Of Persia: The Lost Crown ‘Divine Trials’ DLC Available Now, Story DLC Out This September

Prince Of Persia: The Lost Crown ‘Divine Trials’ DLC Available Now, Story DLC Out This September

Prince of Persia: The Lost Crown’s “Divine Trials” DLC is now available to all players for free, and it brings with it revisited boss fights, puzzle and platforming challenges, new amulets and outfits, and more. Plus, publisher Ubisoft has revealed Prince of Persia: The Lost Crown’s “Mask of Darkness” story DLC hits the game this September. 

Unfortunately, the tease for Mask of Darkness was quite short, showing just quick look and an image revealing the September release window. However, the Divine Trials DLC, which follows the free Warrior’s Path and Boss Attack DLC from earlier this year, looked great in a new trailer released during today’s Ubisoft Forward showcase. 

Check out a glimpse of Mask of Darkness and a look at Divine Trials in the trailer below: 

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Prince of Persia: The Lost Crown hit PlayStation, Xbox, Switch, and PC back in January, and it’s one of our favorite games of the year. Read why in Game Informer’s Prince of Persia: The Lost Crown review here. After that, check out these four ways Prince of Persia: The Lost Crown gets the Metroidvania genre right, and then watch our guide on how to beat the game’s hardest platforming challenge


Are you jumping back into Prince of Persia: The Lost Crown to check out the new Divine Trials DLC? Let us know in the comments below!

Resident Evil 7: Biohazard And Resident Evil 2 Remake Are Coming To iPhone 15 Pro And Other Apple Platforms

Resident Evil 7: Biohazard And Resident Evil 2 Remake Are Coming To iPhone 15 Pro And Other Apple Platforms

Resident Evil continues to gradually infect Apple platforms with the reveal that Resident Evil 7: Biohazard and the remake of Resident Evil 2 are coming to iOS. The series’ first foray into first-person arrives first on July 2, while the RE2 port is “currently in development.”

Both entries will be playable on iPhone 15 Pro, iPhone 15 Pro Max, and iPads and Macs with the M1 chip or later. Both games will feature enhanced controls and a new Auto Fire feature, a more approachable option that causes guns to automatically fire when aimed at enemies. RE7 will also include the Not A Hero story DLC starring Chris Redfield. You can also purchase the Gold Edition that includes additional DLC such as the End of Zoe, Vol. 1 and 2. of Banned Footage, the Madhouse difficulty mode, and more. At launch, players can try a slice of each game via a free download before making a purchase. 

Resident Evil 7: Biohazard launched in 2017 and introduced fans to Ethan Winters, who travels to a terrifying house in the backcountry in search of his missing wife. The game kicks off the current storylines for the mainline series, which continued in Resident Evil Village. Speaking of Village, that game, along with the Resident Evil, were ported to Apple platorms last year. You can watch us play Resident Evil Village on iPhone in this episode of New Gameplay Today for a look at how well Capcom has managed to get these games to run on phones. 

Assassin’s Creed Shadows Preview – Katanas And Kunai

Assassin’s Creed Shadows Preview – Katanas And Kunai

When your entire franchise revolves around sneaky assassins lurking in the shadows and running up buildings, it’s no surprise fans of the series have been clamoring for a ninja-themed protagonist for years. Assassin’s Creed Shadows is the answer to that oft-repeated request, but it’s far more than that, thanks to the introduction of a second protagonist, Yasuke the samurai. He’s a playable historical figure (a first for the series) and his approach varies wildly from the shinobi protagonist, Naoe. We got a first-hand look at this during a behind-closed-doors demo in Los Angeles.

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It opens with Yasuke entering a town, drawing everyone’s attention. As if his ornate armor wasn’t enough to set him apart, Yasuke is a huge person, and people in the street stare as he walks by. The developers explain that social stealth just isn’t an option for him, and he can’t climb buildings the way Naoe or other assassins can. That said, he is far from powerless.

A woman pleads for Yasuke’s help in dispatching a local group that heavily taxes the community, and he obliges without hesitation. Instead of giving a marker on the screen for where the player should go, a list of clues to the target’s location appears, and Ya  suke calmly walks to the appropriate district. As soon as    he spots the corrupt Samurai nearby, a guard tells Yasuke to leave. Making no attempt to disguise his intentions, Yasuke draws his kanabō, a massive spiked club, and enters combat. His swings are brutal, decapitating one enemy and crushing another to death, each foe dying in just a few swings. Yasuke is so powerful, in fact, that our demo-player accidentally strikes a civilian with the wind-up to a more powerful attack. I make a mental note to pay attention to my surroundings when I do this mission.

After switching to his katana and killing the samurai boss in a one-on-one duel, the developers present us with a choice. The daimyo, an official this corrupt samurai reported to, needs to be assassinated as well, but it’s up to the crowd watching the presentation to vote on which character we’d like to see. Satisfied with our viewing of Yasuke’s abilities, we unanimously vote for Naoe.

Naoe enters the castle grounds at night, cloaked by darkness and a convenient rainfall. Her playstyle is a lot closer to what we’ve come to expect from the series, with parkour and stealth at her disposal. After using a grappling hook to swing from a tree branch, she immediately drops down to assassinate a guard, then goes prone to crawl through some nearby grass. It’s nighttime, but the area is well-illuminated by some paper lanterns. Luckily, Naoe can use her kunai to put the flames out, distracting her target and making her approach that much easier. Throughout her run, many lanterns are extinguished – “Shadows” felt like a generic title on its first reveal, but after seeing how much the player interacts with sources of light, it’s quite fitting.

When Naoe finally reaches the daimyo, she loops around to a shallow pool he stands beside. Dropping to her stomach, she submerges herself in the water, using it as cover. After waiting a few moments, we see her pull out a reed to use as a makeshift snorkel before continuing. The daimyo never sees her coming, and he’s dead in a single thrust of her blade.
The demo concludes with one more run through the castle with each character, showing Yasuke’s straightforward approach and a daytime route for Naoe. There are new weapons (Yasuke has a rifle, Naoe has a chain weapon called a kusarigama), flashy weapon abilities, and plenty of assassinations, all of which do a great job of emphasizing just how different these two characters are. I’m excited to try them each out for myself when the game launches later this year.

Metal Slug Tactics Preview – A Promising And Challenging Boot Camp – Game Informer

Metal Slug made its name as a fast-paced, run-and-gun explosive arcade shooter, making it all the more surprising how well it seemingly fits into a slower, turn-based strategy format. Since Metal Slug Tactics’ reveal at the final E3 in 2021, both series fans and tactics aficionados have been waiting with bated breath to get their hands on it. I count myself among them and was anxious to play a preview build to finally see how well this marriage of genres blends. 

The demo gives me command of three available characters: Marco, Eri, and Fio (with a fourth, Tarma, unlockable later). Each is armed with a primary weapon, a secondary special weapon, and can sport unique passive skills and active abilities called Special Actions. For example, Marco emphasizes relentless offense, and his Salvo special action grants himself or an ally an extra hit for a single attack. Eri, the explosive expert, has a special action that lets her lob two explosives instead of one. Fio favors long-range and can manipulate enemy compositions by sending a drone that can pluck units or allies and drop them to another nearby square. Special Actions are activated by spending Adrenaline, the game’s term for mana points. The mechanic Tarma boasts a knife for close-range offense, a shotgun, and can blow into foes with his motorcycle special action. 

The demo offers one region, Argun Palm Desert, but I spot three locked regions for a likely total of four in the game. The villainous Abul Abbas’ army has occupied this desert and its rural villages, putting civilians in harm’s way. It’s my job to pry the region from his clutches, which is presented as a world map with eight missions I can tackle in any order. However, you can only complete four before the boss arrives, indicated by a countdown at the top of the screen. Each mission features a primary objective and a secondary, optional task (such as winning without losing a unit or finishing without taking damage). Both offer unique rewards such as XP gain, coins (which can be turned in for cash), weapon mods, or additional reinforcements. Since you can only tackle a mission connected to an adjacent, completed mission, it’s important to plot the ideal route to collect the resources you want/need. 

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Primary mission objectives include wiping out select targets, escaping to an exit, surviving a number of rounds, safely escorting an ally, and destroying a convoy before it leaves the map. Rounds begin by placing units in designated starting zones. Metal Slug Tactics features standard grid-based movement, and maps often include numerous destructible cover points. Placing units in these blue-coded protective spots reduces incoming damage, even when hit from the exposed side of the cover. My favorite element of stages is interactable hazards that can help eliminate foes without spending precious movement/attack points. This includes activating a crane to drop a suspended crate that crushes anyone underneath it. My favorite is shooting a pot to awaken a sleeping cobra that strikes anyone within its range, maiming multiple foes single-handedly (or technically zero-handedly) while also forcing them to navigate around it until it falls asleep again. 

Primary weapons, such as a handgun or, in Eri’s case, a grenade, have unlimited ammo. Conversely, the more powerful special weapons, like a machine gun or grenade launcher, have limited ammo. Managing the use of your second weapon is critical, as you’re only allotted that ammo throughout your entire campaign, though replenishing ammo is a reward for certain objectives. The basic flow of positioning units in line with enemies to riddle them with bullets gets more interesting by lining up sync attacks. By targeting a foe within the same firing range as an ally, that character will automatically attack the target with their primary weapon right after you do. This allows you to unleash a tag-team or even triple-team assault if you play your cards right. However, an enemy can only suffer one sync attack per turn. It’s a fun system that has me thoughtfully considering the placement of each character and feels puzzle-like in discovering ways to maximize each attack. 

In true Metal Slug fashion, some stages include tanks you can hop into, and they’re great for quickly traversing the stage. Most importantly, tanks unleash a limited number of wide-reaching cannon fire dictated by their fuel count. In addition to dealing tons of damage, tanks serve as useful protective shells for characters on the brink of death. You can also earn Assets, special consumable items used in battle, such as airdropping the titular Metal Slug to wreak havoc. If a unit falls, you can revive them by calling reinforcements. However, this consumes a reinforcement point. You only have six of these for the entire campaign and can only replenish them by completing missions that reward an additional point. 

Metal Slug Tactics Preview – A Promising And Challenging Boot Camp – Game Informer

Completing missions earns medals used to upgrade a character’s special action, improving its effectiveness and sometimes lowering its Adrenaline cost. Leveling up a character unlocks an additional special action from a randomized pool of three. Arsenal rewards offer a choice of three weapon mods. Primary weapons can equip two mods, while special weapons hold up to three. Stacking weapons with mods is crucial as it makes them more well-rounded and can be equipped to suit your playstyle. For example, a mod can increase the magazine size of the special weapon or make sync attacks more powerful for participating allies.

After I finish four missions, the boss arrives in the form of Bige Shiee, an overly armed gunship fans may remember from Metal Slug 2. In addition to chipping away at this sturdy foe, which launches wide-reaching missile blasts with a one-turn warning, I have to face a plethora of grunts. Additionally, the floating docks serving as our battlefield gradually crumbled and sank into the ocean, forcing you to keep moving and not camp in an advantageous position for too long. 

Failing a mission sends you back to the outpost, where you’re greeted with new cutscenes, usually introducing a new character, such as Margaret, your commander, or the backpack lugging Rumi, who hangs out at the outpost to offer some kind of service. Rumi sells new weapons and mods, and you unlock new character abilities with Margaret. You can also purchase entire load-outs, presenting a full set of weapons and abilities favoring, for example, close-quarter play or one loadout that favors creating sync attacks. Your cumulative performance throughout all completed missions determines your payout, such as the number of missions you completed and the number of sync attacks executed by each character.

Once you’ve kitted yourself out, its off to start the campaign anew. That’s right; Metal Slug Tactics is a roguelite at its core. Starting a new campaign means completing missions all over again, though the selection and rewards are remixed each time. The introductory mission briefing features dialogue exchanges. All of your unlocked special actions and passives reset, too, leaving you with your permanent starting skill for each. 

Because of this structure, the early runs of Metal Slug Tactics are quite difficult. I consider myself an experienced tactics player, but even on the lowest available difficulty, many early battles feel like a war of attrition, as conflicts often throw upwards of 15 enemy units against my mere trio. It also doesn’t help that most mission types continually introduce baddie reinforcements. At the start, your units don’t have much health and can be taken out quickly by two or three attacks. With limited revives and no way to heal units (initially, at least), I felt like I was fighting from underneath most of the time.

The “escape to the exit” objectives are the most maddening due to the absurd amount of bad guys thrown at you versus your low HP count. Beelining for the exit often meant I was torn to pieces, but gradually picking off threats and inching toward the goal took ages, only for new enemies to arrive and replace downed ones. I finished most missions with only one living squad member clinging to life. 

Strict resource management contributes to this challenge. Since your special weapon has limited ammo throughout the entire campaign, careless usage means you could enter a boss fight with only your basic pistol. At the same time, special weapons wipe out units much faster than your primary one, and the longer a mission lasts, the more the advantage often tilts toward your opposition. This is especially true if you want to fulfill the secondary goals, such as completing missions within two to three turns. 

Because of the game’s run-based nature, you’ll likely struggle to get through missions for a while until you get some new abilities or gear under your belt. I performed noticeably better in my subsequent runs, but it took several repeated campaign runs before I felt like I could somewhat hold my own. That said, once I lasted long enough to accrue a solid stable of abilities to play with, building loadouts that complimented an individual’s specialty as well as the team’s dynamic became an enjoyable, strategically stimulating process. Still, climbing that initially steep difficulty wall may be an early turn-off for players expecting a more balanced experience from the outset. 

Metal Slug Tactics’ presentation looks great, thanks to the series’ charming sprites and animations. A catchy soundtrack courtesy of Tee Lopes is the melodic cherry on top. Despite the early roadblocks, I gradually developed a callus to Metal Slug Tactics’ hardships and saw more consistent victories. Once I hit a groove, it became an enjoyable and strategically satisfying romp. I’m still worried about its overall balancing, but there’s definitely promise for Metal Slug Tactics to be a mission: success.

Polaris Is A Co-Op PvE Shooter Coming To PC This Year With Fully Destructible Environments

Polaris Is A Co-Op PvE Shooter Coming To PC This Year With Fully Destructible Environments

Polaris is a four-player co-op PvE shooter set in an original sci-fi universe coming to PC via Steam this year. Developed by Polaris Team, an offshoot of Variable State, which is the studio behind 2021’s Last Stop and 2016’s Virginia, the developer formally unveiled Polaris during today’s IGN Live showcase with a cinematic trailer. 

In the trailer, we get a glimpse of this sci-fi world, which takes place in a region of space overtaken by a ruthless force known simply as the Regime. In the game, players must reclaim their homeworlds and bring every enemy stronghold down. 

Check out the game’s first look in the Polaris reveal trailer below

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Polaris Team says, “All in-game structures – installed by the Regime, but not yet inhabited by their indoctrinated citizens – can be crushed, blown apart, and otherwise annihilated over the course of every match, and the same is true of the natural environments and terrain upon which they’ve been constructed.” 

Players control superpowered freedom fighters who utilize guerrilla tactics to take back their territory while flying through dynamic open levels, destroying enemy infrastructure, and unearthing coveted mysteries that drive the Regime’s war of conquest. 

“Since I first played Bullfrog’s Syndicate Wars, I’ve always dreamed of working on a game that featured hi-tech squads of futuristic soldiers, causing mayhem and destruction in an original sci-fi setting,” Polaris Team creative director Jonathan Burroughs writes in a press release. “Sprinkle in a deep appreciation for the Halo series – particularly its blend of on-foot and in-vehicle co-op action – and you can begin to get a sense of what we hope to achieve with Polaris. 

“We’re only a small and scrappy team of 11 people, but have been plugging away at this project since early 2023. Aided by the tools and technologies of Unreal Engine 5, Polaris Team has built a tight 4-player PvE combat game with a dynamic, destructible environment set in our own unique sci-fi universe. With the release date arriving later this year, the team and I couldn’t be more excited to share Polaris with players worldwide!”

Here are some Polaris screenshots to check out

Polaris is due out on PC via Steam sometime this year. You can sign up for a beta playtest starting today. 


What do you think of Polaris’ reveal? Let us know in the comments below!

Hotel Galactic Is A Sci-Fi Management Sim With Studio Ghibli-Inspired Visuals Coming To Consoles And PC

Hotel Galactic Is A Sci-Fi Management Sim With Studio Ghibli-Inspired Visuals Coming To Consoles And PC

Developer-publisher Ancient Forge has revealed Hotel Galactic, a sci-fi hotel management sim with Studio Ghibli-inspired visuals, and it’s coming to PlayStation, Xbox, Switch, and PC. Revealed during today’s PC Gaming Show,  Ancient Forge is launching a Kickstarter for Hotel Galactic next month on July 9 that will run through the end of the month. 

In Hotel Galactic, players are tasked with restoring a rundown cosmic hotel drifting amongst the stars to its former glory. “Entice alien guests from around the galaxy by dreaming up beautifully quirky designs,” a press release reads. “Craft elegant guest rooms, grand dining halls, and other rooms crucial to keep guests satisfied during their stay. Purchase furniture from visiting merchants or build them from scratch using wood, metal, and other materials.” 

Check it out for yourself in the Hotel Galactic reveal trailer below

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Elsewhere in the game, you can feed guests by cooking meals created by berries, plants, and cosmic ingredients scattered “throughout the great beyond.” You can experiment with new dishes, cater to guests’ “sophisticated palates,” and perfect recipes for even the pickiest of eaters. 

You must also hire and manage staff to keep the hotel running at its best, and you do so by dragging and dropping workers around the hotel. 

Outside of that, you can “take a reprieve from managing a hotel by exploring an underground complex within the floating island,” according to a press release. “Become a part of the local ecosystem by growing plants in the hotel’s backyard and raising myriad livestock. Welcome eccentric, alien travelers from across the galaxy, and run the next five-start inn featuring a charming soundtrack and Studio Ghibli-inspired visuals.” 

Here are some screenshots from Hotel Galactic

Ancient Forge plans to launch Hotel Galactic on PlayStation, Xbox, Switch, and PC sometime in the future. The game’s Kickstarter campaign begins on July 9 and runs through July 30. The company says that with each milestone achieved, it promises to deliver new content, such as unannounced in-game mechanics, new VIP guests, and more. 


What do you think of Hotel Galactic’s reveal? Let us know in the comments below!

The Coolest Games We Played At Summer Game Fest 2024 And More

The Coolest Games We Played At Summer Game Fest 2024 And More

Summer Game Fest has slid comfortably into the slot once occupied by E3, and it has only gotten bigger with each passing year. With hundreds of media members and content creators converging in Los Angeles, California, developers and publishers brought a ton of promising new games and updates to existing games. We spent hours getting our hands on the most anticipated titles on the horizon, all while discovering the hidden gems among the higher-profile titles.

This year saw Summer Game Fest Play Days extended an extra day to last a full three days, meaning the Game Informer crew had even more time to try out plenty of amazing games over the course of our time at the show. On top of that, other developers held several adjacent events to capitalize on the concentration of media and creators in town. Check out our favorite titles we’ve seen, played, and talked about below, and be sure to check back throughout the weekend as we see more games!

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Call of Duty: Black Ops 6 Preview – Hoping To Sprint In The Right Direction – Game Informer

The Call of Duty franchise has undergone various transformations since its departure from the World War II setting. From modern and near-future settings to distant-future adventures in space, the franchise has explored the reaches of theoretical conflicts. However, the series may well be at its best when focusing on historical time periods and events, as has largely been the case with Treyarch’s long-running Black Ops series. This subseries, which debuted in 2010, focuses on historical time periods and conspiracies surrounding them, creating narratives ripe with intrigue. Call of Duty: Black Ops 6 looks to carry that tradition forward with a setting in the early ’90s and a story focused on a clandestine entity infiltrating and controlling the government from within. I recently traveled to Treyarch in Santa Monica, California, to learn all I could about the latest entry in the Call of Duty: Black Ops series.

Treyarch hopes Black Ops 6 will serve as a new era for the franchise. A large part of that hope is thanks to the new Omnimovement system, which hopes to emulate the movements of real-world Tier 1 operators. This new system allows you to sprint in any direction, not just forward. And it’s not just cardinal directions, either; you can sprint, slide, and dive in full 360 degrees.

Call of Duty: Black Ops 6 Preview – Hoping To Sprint In The Right Direction – Game Informer

Because Omnimovement touches all parts of the game, it’s the improvement associate creative director at Treyarch Miles Leslie is most excited for. “I think it is going to shift, hopefully, how people approach Call of Duty,” he says. “If you’re a casual, there’s something to learn. If you’re hardcore, also something to learn there, which I think is really interesting. I hope players grow attached to that, as well.”

But the movement improvements don’t stop there, as players can now pull off a supine prone position, which means lying on their back, facing the opposite direction. This change means that if you’re in the prone position, you don’t have to awkwardly shuffle to turn 180 degrees; you can now simply roll from your stomach to your back to quickly look in the opposite direction in prone.

The final major improvement to traversal comes in the form of the Intelligent Movement system, in which the team looks at games like Forza for inspiration. This system, which can be toggled on and customized based on which parts you want to be assisted, aims to give players true fluidity in their movement. With the system’s assists enabled you no longer need to press a button in order to sprint, mantle, crouch, and slide through the map’s various obstacles. Now, you essentially just point your character towards the obstacles and go. I didn’t have the opportunity to try out Intelligent Movement, but during my hands-on session, the Omnimovement and new supine prone position impressed me. 

Call of Duty: Black Ops 6

“We want to make sure that if you’re a casual, you can play how you want to play still, but now there’s room for mastery on this stuff,” Leslie says. “So, if you’ve played Call of Duty and you walk slow around the map and you ADS every corner, you can still do that. That’s okay. But it’s still immersive because we have corner-slicing, so you can get those moments to feel like Black Ops has evolved for you. If you’re a more hardcore player and you’re going to use these movements, you can also do that.”

My gameplay session took place on the competitive multiplayer side of the Black Ops 6 package, which receives various upgrades through both new and returning features. A new animation system ensures the action looks better than ever, with shoulders lowering to bash through doors and a new diving animation for when players jump into the water. Character models also have additional hit locations, going from four to nine, meaning the death animations are now substantially more specific to where they were hit. This is accentuated by a new dynamic Deathcam, which now tracks the body after death instead of the previously stationary camera. If you’d rather focus on your successes than your failures, Theater Mode returns to allow you to relive your past glories.

Call of Duty: Black Ops 6 adds 12 new weapons never before seen in the franchise, as well as various devices, including a Signal Lure that tells your opponents where you are and basically challenges them to come and get you. Treyarch warns that this is very much an “if you think you’re good enough” device to deploy. Players can also customize their HUD and utilize the new HUD presets feature.

Call of Duty: Black Ops 6

Treyarch is also bringing back Classic Prestige, with 55 Military Levels. Once you reach the top level, you can choose to Prestige. If you do, you can progress through 10 levels of Prestige, but each time, your unlocks will reset, and you’ll have to earn them again. If you make it all the way through those 10 Prestige Levels, you can work through Prestige Master, which features 1,000 levels, with a classified reward awaiting anyone who dares reach the end of the Prestige Master levels.

At launch, multiplayer will include 16 all-new maps: 12 traditional three-lane maps for 6v6 and 4 smaller Strike maps for modes like Gunfight. Since the multiplayer canonically occurs after the campaign’s events, you’ll revisit some of the locales from the Black Ops 6 story.

Speaking of the Black Ops 6 story, the campaign looks to capitalize on all the espionage intrigue the Black Ops series has become known for and looks to be a true successor to 2020’s Black Ops Cold War. Black Ops 6 takes us to 1991, a full decade after the events of Black Ops Cold War and just two years after the story of 2012’s Black Ops 2. The Soviet Union is no more, and global attention has turned to the Gulf War in Iraq. However, it wouldn’t be Black Ops without some sense of intrigue and conspiracy. An entity known as The Pantheon has infiltrated the highest levels of government, including the CIA, and the Black Ops agents must go rogue to prevent the group from unleashing an apocalyptic series of events.

Call of Duty: Black Ops 6

Going rogue means they can only trust themselves, and they can’t just call on the might of the US military to bail them out. And they must maintain a healthy sense of paranoia – they truly cannot trust anyone. Black Ops 6 leans heavily into the spy-action thriller side of Call of Duty campaigns, featuring global locations, innovative gadgets, and several twists the developers hope you won’t see coming. The developers also use historical touchpoints throughout; one mission I watched takes place during a fundraising dinner for Bill Clinton’s presidential campaign, with a climactic motorcycle chase through the city streets.

As players trot across the globe, they can expect missions like traditional Gulf War operations, a casino heist, spycraft missions, operations that offer player agency, and what the developers simply call “mindf—ery.” And you’ll do so alongside a cast of characters featuring new agents and familiar faces like Woods and Adler.

“We really leaned into the variety of the missions, and in the future I want to do more of that,” associate creative director at Raven Software Jon Zuk says. “I want to make sure that we’re really doubling down on that concept and that every mission feels really different, and we’re almost giving you different gameplay styles and different opportunities, and going from these stealthy, sneaky missions to these big, bombastic kind of crazy, over-the-top things, giving the player choices wherever we’re able to give choices.”

Call of Duty: Black Ops 6

On the Zombies front, Treyarch is bringing back round-based Zombies with a Dark Aether story that picks up right where the story had left off. At launch, players can tackle two maps: Liberty Falls, a bright and sunny map set in a small town in the ’90s, and Terminus, a dark and broody prison island in the middle of the Pacific Ocean. You can choose Zombies-dedicated characters or any of the other Operators. However, you will receive extra story and dialogue if you choose the dedicated Zombies characters.

Everything I saw in Call of Duty: Black Ops 6 made me excited to dive back into the world I first experienced with 2010’s Call of Duty: Black Ops. The series has evolved in myriad ways in the decade and a half since that release, but the intriguing world that Treyarch has crafted in that time has only gotten more enthralling. Call of Duty: Black Ops 6 arrives on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC.

Cover Reveal – Dragon Age: The Veilguard

This month, Dragon Age: The Veilguard (you read that right – Dreadwolf is no more) graces the cover of Game Informer. After years developing Baldur’s Gate and its sequel early in its history, BioWare struck out to create its own fantasy RPG. That series began with Dragon Age: Origins in 2009. It was followed up with Dragon Age II in 2011, and then Dragon Age: Inquisition in 2014. While the Dragon Age series’ history has its ups and downs, fans have been patiently waiting for BioWare to return to the franchise, and 2024 is finally the year. 

We visited BioWare’s Edmonton, Canada, office for an exclusive look at Dragon Age: The Veilguard, including a look at its character creator, its prologue and opening missions, and more. We also spoke to many of the game’s leads about the name change, the series’ shift to real-time action combat, the various companions (and the relationships you can forge with them), and The Veilguard’s hub location. You can learn about the titular Veilguard, Solas’ role in the game, and so much more in our 12-page cover story for Dragon Age: The Veilguard. 

But there are plenty of other excellent reads within this issue of Game Informer! Some of us flew to Los Angeles, California, to attend Summer Game Fest and the not-E3 weekend’s various other events to check out new games, interview developers, and more. Our previews section is jam-packed with new details about upcoming releases we can’t wait for. 

Brian Shea flew to Warsaw, Poland, to check out two upcoming releases – Frostpunk 2 and The Alters – and he came away excited about both. Jon Woodey went hands-on with Final Fantasy XIV’s upcoming Dawntrail expansion (and spoke to director Naoki Yoshida, too), and as someone with 8,000 hours in the game, his words are the ones you’ll want to read. 

On the freelance front, Charlie Wacholz writes about how last year’s Dave The Diver is one of the best game representations of the rewards and struggles of working in the food and beverage industry, and Grant Stoner spoke with Sony and Microsoft about the development of process and history of the companies’ Adaptive and Access controllers. And for a lil’ terror this summer, Ashley Bardhan spoke to several horror game developers about why the alluring town known as Silent Hill is a crucial location to Konami’s horror masterpiece. 

As always, you’ll find an editor’s note from editor-in-chief Matt Miller, reviews from various freelancers and staff editors, a Top 5 list (hint hint: dragons), and more. 

Here’s a closer look at the cover

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Print subscribers can expect their issues to arrive in the coming weeks. The digital edition launches June 18 for PC/Mac, iOS, and Google Play. Individual print copies will be available for purchase in the coming weeks at GameStop.

Doom: The Dark Ages Revealed, And It Hits PlayStation, Xbox, And PC Next Year

Doom: The Dark Ages Revealed, And It Hits PlayStation, Xbox, And PC Next Year

Xbox has revealed Doom: The Dark Ages, the third installment in developer ID Software’s modern Doom reboot. And, as the name suggests, it brings Doomguy to a more medieval setting. Revealed during today’s Xbox Games Showcase, The Dark Ages sees the infamous demon defeater shoot and blast his way through a world seemingly inspired by medieval scenery. It will launch on PlayStation 5, Xbox Series X/S, and PC (and Xbox and PC Game Pass) sometime next year. 

Fret not, though. It’s still very much Doom, with plenty of weapons, demons from hell, some fantastic metal music, and a ton of gory first-person shooter action. 

Check it out for yourself in the Doom: The Dark Ages reveal trailer below

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As you can see from the trailer above, Doom: The Dark Ages is a visual departure from the rest of the series. The scenery, weaponry, and even the enemies look significantly more medieval than anything else seen in the Doom series. There even appears to be a rideable dragon, too. 

Id Software rebooted the series back in 2016 with Doom, which we loved – read why in Game Informer’s Doom review. The studio followed it up with Doom Eternal in 2019, which we enjoyed even more. Read Game Informer’s Doom Eternal review to find out why we gave it a 9.25 out of 10. 

Interestingly, this is the first Doom game from Id Software and publisher Bethesda Softworks since Microsoft (and Xbox) acquired Bethesda parent company ZeniMax Media in 2020 for $7.5 billion. Many have speculated how Xbox will handle exclusivity with its recent years of acquisitions, including whether future Doom, Call of Duty, and other popular IPs now under the Xbox umbrella will get multiplatform releases. It seems, in Doom’s case at least, it will still come to PlayStation, which makes sense, considering Doom and Doom Eternal were released there as well. 


What do you think of Doom: The Dark Ages’ reveal? Let us know in the comments below!