Mortal Kombat 1’s much-anticipated story expansion has been revealed, and it’s called Khaos Reigns. It unfolds after the events of the story campaign and centers on the invasion of Titan Havik from an alternate reality, who seeks to spread anarchy across all timelines.
The expansion’s cinematic story introduces new playable characters, Noob Saibot and the now female Sektor and Cyrax. These three fighters make up half of Kombat Pack 2 and will be available when the DLC launches on September 24.
In keeping with the tradition of prior games, the second half of Kombat Pack 2 features guest fighters from various films. Scream’s Ghostface, Terminator 2’s T-1000, and Conan the Barbarian are on the way, but there’s no release window for their arrival. Kombat Pack 2 comes included with Khaos Reigns and cannot be purchased as a standalone character bundle.
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Animalities are making their return as a free content update upon Khaos Reigns’ release. First introduced in Mortal Kombat 3 and last seen in 2011’s Mortal Kombat, these beastial finishing moves see fighters morph into animals to eviscerate opponents. The trailer reveals Mileena can turn into a giant, horrifying praying mantis, for example, and a press release states every playable fighter will have an Animality (which would include the movie-born guest fighters for an interesting thought).
Speaking of free content, today, owners will receive the MK95 Scorpion skin modeled after his appearance in the live-action 1995 Mortal Kombat film.
Khaos Reigns launches digitally on September 24 for all platforms MK1 is available on. It will run for $49.99 on every platform except for Switch, where it costs $39.99. You can read our review of the base game here.
After The Legend of Zelda: Ocarina of Time reinvented the series in 3D and became its new gold standard, Nintendo followed up with a surreal sequel in Majora’s Mask. Set two months after the events of Ocarina, Link finds himself transported to an alternate version of Hyrule called Termina and must prevent a very angry moon from crashing into the Earth over the course of three constantly repeating days. Majora’s Mask’s unique structure and bizarre tone have earned it legions of passionate defenders and detractors, and one long-time Zelda fan is going to experience it for the first time to see where he lands on that spectrum.
Join Marcus Stewart and Kyle Hilliard today and each Friday on Twitch at 2:00 p.m. CT as they gradually work their way through the entire game until Termina is saved. Archived episodes will be uploaded each Saturday on our second YouTube channel Game Informer Shows, which you can watch both above and by clicking the links below.
If you enjoy our livestreams but haven’t subscribed to our Twitch channel, know that doing so not only gives you notifications and access to special emotes. You’ll also be granted entry to the official Game Informer Discord channel, where our welcoming community members, moderators, and staff gather to talk games, entertainment, food, and organize hangouts! Be sure to also follow our second YouTube channel, Game Informer Shows, to watch other Replay episodes as well as Twitch archives of GI Live and more.
The Teenage Mutant Ninja Turtles starred in several iconic video games throughout the franchise’s 40-year history, but none are more beloved than the beat ’em up entries like the 1989 arcade game and Turtles in Time. However, that genre often lacks the depth modern gamers desire. Teenage Mutant Ninja Turtles: Splintered Fate takes various cues from recent popular games – specifically Supergiant’s smash hit, Hades – en route to modernizing the action-packed hack-and-slash gameplay the Turtles have been known for since their earliest days in the medium. The result is a fun roguelike full of meaningful progression and engaging action that doesn’t soar quite as high as the games that inspired it.
After a mysterious captor abducts Master Splinter, you control one of the four iconic turtle brothers on a quest to get him back. Each playable character possesses different basic combos, special attacks, and tools, allowing you to pick a foundation to build upon as you progress through each run. Leonardo’s average range is complemented nicely by his ability to toss shurikens and gain an extra charge on his special, while Donatello’s long range is offset by being a tad stiffer, but his tool also recharges 80 percent faster (after all, he does do machines). I loved Michelangelo’s sweeping nunchucks and the chance to land multiple hits on a single strike, but Raphael’s grappling hook that pulls enemies closer and higher critical damage quickly made him my main. You’ll have plenty of time to experiment to find your right fit, as each time you die, you start back in the Turtles’ lair to start the run anew.
Each run plays out in similar fashion: You start by choosing a skill like additional dash charges, a better chance to dodge, or an enhancement to your selected turtle’s special ability. You then fight through room after room of enemies ranging from rats and Mousers to Foot Clan ninjas and fellow mutants. Each faction brings different attacks, requiring slightly different approaches, but the action typically consists of dashing around the arena to avoid incoming attacks while working towards clearing the room. Combat feels great, with each attack in your arsenal feeling like an impactful part of a successful and fun strategy. This is particularly true when Elite enemies drop in, like a giant StockGen robot or special elemental Foot assassins.
Rooms typically don’t take long to clear. When the repetition begins to set in from successive runs, I often find enjoyment in trying out new combos or simply getting through the earliest rooms as quickly as possible. Testing out new builds or setting your own challenges are fun, but it doesn’t change that you’re still completing the same rooms and facing the same bosses on repeat. Splintered Fate attempts to remedy this by introducing new variants of the handful of bosses in the game, but regardless of whether the first boss suddenly summons more minions or the second boss now uses flame attacks, I still dreaded facing them for the 20th time. Even the gauntlet challenges, unlocked after completing your first run, do little to diversify the experience. Splintered Fate’s co-op, which can be played locally or online, shakes things up by letting you combine the Turtles’ tools and abilities, but the structure remains the same.
Obviously, a crucial element of the roguelike formula is the upward trajectory of both your skills as a player and your character’s strengths through permanent upgrades. TMNT: Splintered Fate handles this admirably; I always felt I was improving run over run, aided by the permanent upgrades unlocked through various currencies. This satisfying loop is, unfortunately, hindered by the sheer number of currencies you need to keep track of.
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In addition to Scrap, the in-run currency used for temporary upgrades, you receive two distinct permanent currencies to upgrade different parts of the experience; one lets you upgrade the economy, including the amount of Scrap dropped by enemies and more powerful upgrades offered after beating rooms, while the other permanently improves your character’s attributes like attack damage and health. However, some upgrades also require special items dropped by bosses, of which there are several, in conjunction with the permanent currencies. If it sounds confusing, that’s because it is. I don’t mind having more stringent requirements to unlock higher-level upgrades, but when a game requires me to constantly reference a help screen to know what each of its more-than-nine currencies does and how to obtain them, it should serve as a warning to the developers that the system has gone too far.
Despite the overt repetition, both by design and through over-design, Teenage Mutant Ninja Turtles: Splintered Fate effectively channels the spirit of the most well-liked games that have come before it in the franchise. Though I sometimes succumbed to frustration after falling short during a promising run, the experience only galvanized me to excitedly take what I learned from my failures into the next run.
We’ve reached the end of Game Informer’s Dragon Age: The Veilguard cover story coverage as we prepare to launch our next exciting issue. But I still have this one last feature to publish, and it’s about Bellara Lutare, the Dalish elf and member of the new Veil Jumpers faction in the game. During my visit to BioWare’s Edmonton, Canada, office earlier this year, I checked out the game’s expansive character creator, its in medias res prologue, and the first mission after said prologue.
Though BioWare released a big look at Veilguard’s prologue via a 20-minute gameplay trailer last month, they haven’t released much about that subsequent mission, where you meet and recruit your first companion, Bellara. I learned a lot about this character, and knowing I was one of the first outside of the studio to see the mission where you meet her, I spent a chunk of my interviews with the team’s leads talking about Bellara. So, for my final feature on Dragon Age: The Veilguard, here’s everything I learned about this quirky elven mage.
Everything We Learned About Bellara Lutara In Dragon Age: The Veilguard
In talking with BioWare’s various leads, like game director Corinne Bushce, creative director John Epler (who is personally responsible for writing Bellara and leading her development), and BioWare general manager Gary McKay, it’s clear the team has a deep love for this character. She’s energetic, effervescent, and academic, and as a companion for combat, she’s a character I’m pretty excited to use in my party.
“I love Bellara, I think she’s fantastic,” McKay tells me. “I see people that I know in her and so that’s how she really resonates with me. I love the whole tinkerer aspect to her. It was a collective to bring that character to life. It was everything from the writers, to the editors, the animators, to character modelers, to the texturing, to how we light her. I’m really proud of that character.”
Bellara In Combat
When I ask Busche about Bellara, she gives me some insight into what I can expect of the mage on the battlefield. And Bellara sounds like an excellent choice for both support and elemental combos.
“Oh my goodness, she is amazing,” Busche says. “So, first of all, she is a mage. She is an explorer of ancient Elven ruins. She is an elf herself and a member of the Veil Jumpers faction. They investigate the ancient ruins of Arlathan. Everything about her character as a mage leans into that, but she also challenges the kind of archetypal idea of a mage.”
She does that by attacking with a bow at range using electrically charged arrows. But she’s also casting spells that slow down time or heal allies and Rook. She does that by channeling magical energy into her gauntlet. Busche says she starts as a support character in combat, thanks to her healing spells, but notes players don’t have to build her out that way. She also leans into electrical damage, and “damage type really matters a lot when we get into the strategy and tactics,” Busche says.
“You can spec her out in a way where she’s unleashing this devastating vortex that pulls in all enemies into an electrical storm. Maybe then we unleash our own [area of effect attack] with all the enemies clumped together,” Busche adds. “She can debuff all the enemies with the shocked affliction, where they’re taking passive damage. I mentioned she can slow time, she can heal. She is one of the characters that you can build out [to have her] healing spells heal you autonomously, so if you’re the kind of player that likes to be on the frontlines […] Bellara might just be the perfect companion for you.”
Bellara’s Place In The World
Epler, who writes Bellara, tells me about her place in Thedas as an elf and the connection elves have to the magic of the world. He says if you’ve paid attention to the franchise, you likely already know that elves are historically an oppressed people in the games. Now, with two of their gods on the loose in Veilguard, magic has poured back into the world in a big way.
“She represents the Veil Jumpers,” Epler explains. “Now, the Veil Jumpers are a faction that’s appeared in the comics before, but otherwise, this is the first time it’s appeared in the games, and they are the ones journeying through Arlathan, where the ancient elven empire used to exist and left a lot of artifacts when it disappeared. When the elves fell from immortality thousands of years ago, they still left a lot of their artifacts and a lot of their, for lack of a better term, magical technology behind, and Bellara represents this yearning to find the truth of who the elves were because not only did they lose their magic and their immortality, they lost a lot of their history.
“A lot of what they know of their past is based on myth, it’s based on rumor. Bellara is a knowledge seeker. She wants to find out what’s true, what’s not; she wants to find the pieces of who the elves used to be and really understand what their story was, where they came from, as well as figure out where they’re going next, and find a future for the elves. And within the context of The Veilguard, she joins the team, first of all, to help stop the gods because Bellara feels at least partially responsible since they are elven gods, but also to maybe find a little bit more of who they used to be. Because again, you’re dealing with these elves that were around millennia ago that have now reemerged into the world, and who better to teach her who the elves used to be than them.”
A Quick Detour: Magic
For one of my last questions to Epler, I was curious about the contrast between Bellara, an elven mage who is optimistic and bubbly, and Solas, a determined and tragic character. He indicated there might be more to Bellara than meets the eye.
“Solas sees himself as the tragic hero,” Epler says. “He’s not capable of really being happy, he can’t let himself be happy, partially because he carries the guilt of what he did bringing the Veil, doing what he did to the world. Whereas Bellara is somebody who has seen tragedy, and as you get into her character arc and get into her backstory, you realize this is a character who has seen a lot of tragedy. But that tragedy, instead of wallowing in it, she’s forced herself to push past it. She looks at her regrets, and she tells herself, ‘I don’t want to feel regret.’
“Whereas again, Solas tends to wallow in his to a large degree. And it allows us to create a very big differentiation. Part of it is also because Solas is an ancient elf, whereas Bellara is a Dalish elf, but she just sees a problem and wants to solve it. She feels a tremendous amount of responsibility to her people […] to the Dalish, and to the Veil Jumpers, and that drives her forward. That said, she does have her moments where she has doubt, she has moments where she has a more grim outlook, and there are moments where you realize that some of her sunny, optimistic outlook is kind of a mask that she puts on to hide the fact that she’s hurting, she’s in pain. But in general, she doesn’t see any benefit to wallowing in those regrets.”
We learned today that Bellara will be voiced by Jee Young Han, known for her roles in Perry Mason,Unprisoned, and as Sentinel Dax in a previous Bioware game, Anthem. To see the rest of the cast, along with Rook’s four voice options, click here.
[Editor’s Note: This article has been updated to reflect that Bellara’s last name is Lutare, not Lutara as it previously incorrectly stated]
For more about the game, including exclusive details, interviews, video features, and more, click the Dragon Age: The Veilguard hub button below.
In this week’s episode of The Game Informer Show podcast, we unpack our latest cover story on The Casting of Frank Stone! After that, Marcus Stewart dives into his time playing the cyberpunk noir detective game Nobody Wants to Die. Charles Harte discusses his early impression of Arranger, and Kyle breaks down his review of Kunitsu-Gami: Path of the Goddess. Marcus also chats about his recent trip to Blizzard to play Diablo IV: Vessel of Hatred’s new Spiritborn class, and we round out the discussion with listener questions and a surprisingly long reflection on the 1995 film Powder.
The Game Informer Show is a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. Join us every Thursday to chat about your favorite games – past and present – with Game Informer staff, developers, and special guests from around the industry. Listen on Apple Podcasts, Spotify, or your favorite podcast app.
The Game Informer Show – Podcast Timestamps:
00:00:00 – Intro 00:04:02 – Cover Story: The Casting of Frank Stone 00:24:52 – Arranger: A Role-Puzzling Adventure 00:33:44 – Nobody Wants to Die 00:51:03 – Kunitsu-Gami: Path of the Goddess Review 01:01:30 – Charles’ Retro Console Corner 01:05:54 – Diablo IV Vessel of Hatred – Spiritborn Class Preview 01:14:56 – Housekeeping and Listener Questions
Nobody Wants to Die’s world terrifies me. Set only a few hundred years in the future, it paints a dystopian society where humanity has unlocked the secret to immortality, but instead of eternal bliss, it paved the way for the government to have full legal control of our bodies. The world is as fascinating as it is upsetting, and a high-profile murder becomes the catalyst for a gripping (though not always actively engaging) mystery within it.
Since Blade Runner‘s release in 1982, renditions of a cyberpunk metropolis have been plentiful and familiar. Nobody Wants to Die’s bleak depiction of 2329 New York City stands out as one of my favorites due to its effective fusion of Art Deco. The game looks as if technology skyrocketed in the 1930s while retaining that era’s aesthetic; vintage cars soar across the polluted airways of the concrete jungle, and futuristic gadgets have a Tomorrowland-esque design. In addition to a strong art direction, the graphical fidelity is top-notch with beautiful lighting illuminating the densely detailed cityscape and interiors. Nobody Wants to Die is a gorgeous game, and a clever introductory reveal of its world ranks among my favorite moments of the year.
The visuals invited me in, and the world-building kept me. After developing the ability to transfer human consciousness to different bodies, humanity has essentially solved death. People routinely live for centuries by switching to new, more desirable bodies, engendering a terrible system where citizens must pay a subscription fee to keep their original shell after coming of age. Failing to do so results in government seizure, where your consciousness is forcibly extracted and stored in a memory bank while your body goes up for sale. The less affluent 99% may have to settle for occupying aging or medically compromised bodies. If you can’t afford a new body, your conscious mind could be trapped in a bank for decades or longer. From Orwellian government promotions of a healthy lifestyle to prevent citizens from becoming damaged goods to reintroduction parties where people familiarize loved ones with their new bodies, developer Critical Hit Games has crafted an intriguing culture around this concept. Every lore detail, whether through new paper headlines or radio broadcasts, added substance to the presentation’s sizzle.
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The politics surrounding immortality means morally dubious politicians and celebrities can maintain their status and control for obscenely long periods of time. In a world where true death is a rarity, the mysterious murder of one elite figure rattles the cages. Protagonist James Karra, a 120-year-old loose-cannon detective, is tasked with finding the culprit in an off-the-books case. The first-person adventure sees James visiting crime scenes and using a small set of high-tech forensic tools to collect clues and reverse engineer sequences of events. Whether using a handheld X-ray to trace a bullet’s trajectory, shining a UV lamp on hidden blood trails, or, most often, using a time-manipulating gauntlet to rewind and scrub through a chaotic moment, I enjoy assembling the pieces of smaller puzzles to form the big picture.
Detective work isn’t difficult, relying less on deductive reasoning and more on thoroughly poking around and uncovering every intractable element available. I don’t mind this more guided approach, as finding clues can lead to insightful and entertaining conversations with James’ partner Sara, who provides remote tech support in his ear. The two share some fun, sarcasm-heavy banter, such as an optional exchange where Sara asks James to describe the smell of chocolate (which no longer exists). The performances, especially Sara’s, are strong enough to make their relationship feel genuine and endearing. Their back-and-forth also adds welcomed levity, though James’ hard-boiled noir detective act means he often spews verbose monologues with metaphors that sometimes make limited sense.
Connecting clues in a flow chart between investigations is a game of determining which piece of evidence answers the question at hand. In reality, you can cheese this by just slotting in every clue until the right one fits, but I always wanted to deduce the answer properly. That said, Nobody Wants to Die is ultimately a narrative-focused adventure that uses detective-inspired gameplay as a vehicle to tell its story. You can’t really get anything wrong, and so if you’re hoping for true agency in how you approach solving this conspiracy, you’ll be disappointed.
You can, however, steer the plot in different directions thanks to the choice-driven dialogue and significant decision-making moments, adding stakes to conversations. Some choices have timers and can be as simple as deciding whether or not to drink on the job; an inebriated James may open an additional dialogue option. Bigger decisions, like deciding whether or not to kill a suspect or to destroy or preserve incriminating evidence, alter the plot more significantly. While that provides a good incentive to replay the roughly five-hour adventure, you’ll have to trek through the entire game again since it lacks a chapter selection, which is unfortunate.
Nobody Wants to Die does an admirable job juggling three main story threads: the aforementioned murder, James’ struggle to remember and come to terms with a traumatic event surrounding his wife’s death, and a heartbreaking tale involving Sara I won’t spoil. These plot points are disjointed at times; I’d make a big breakthrough in the murder case I wanted to follow up on immediately, only for the story to shift focus on James’ problems for a period. A mysterious villain at the center of it all is menacing at first but winds up feeling too obscure by the end. Perhaps it’s a result of my choices, but I’m still not entirely sure what the antagonist’s true goal was or even who they were. Though the main threat falls a bit flat, the story regularly gripped me and sprinkled a few effective twists and revelations that kept me guessing until the conclusion.
Nobody Wants to Die delivers a few hours of largely engaging storytelling, easy yet well-presented puzzle-solving, and jaw-dropping sights. It has an ideal length, as it wraps up just when the long investigation segments begin feeling repetitive since your toolset never changes. While I didn’t get to wear my detective hat as tightly as I wanted, I enjoyed my tour through this cautionary vision of the future.
Last year’s Call of Duty: Modern Warfare III will be available on Xbox Game Pass tomorrow, July 24. This marks the next big Activision Blizzard title to join the service.
The move comes less than a year after Modern Warfare III launched last November and represents the fruit of Microsoft’s $69 billion acquisition of Activision Blizzard last year. It’s also the biggest AB title to appear on Game Pass since Diablo IV was added to the library in March.
If you subscribe to the digital edition of Game Informer, you can now read all about our trip to learn about The Casting of Frank Stone from the universe of Dead by Daylight! Following the cover reveal our digital issue is now live on web browsers, iPad/iPhone, and Android devices.
Alongside our 10-page The Casting of Frank Stone cover story, you will also find a six-page feature on the development and success of Dead by Daylight, a deep dive into how the Splatoon 3 community developed a speedrun for the game’s latest DLC, an in-depth retrospective on the creation of Vampire Survivors with its creator, six pages on Visions of Mana, a look at the success of publisher Devolver Digital on its anniversary, and lots more! We’ve also got previews for Avowed, Lego Horizon Adventures, Monster Hunter Wilds, Metroid Prime 4: Beyond, The Legend of Zelda: Echoes of Wisdom, Infinity Nikki, and reviews for Elden Ring: Shadow of the Erdtree, Final Fantasy XIV: Dawntrail, Destiny 2: The Final Shape, Still Wakes the Deep, Super Monkey Ball Banana Rumble, Nintendo World Championship: NES Edition, and much more!
If you love print as much as we do, you can subscribe to the physical magazine:
You get 10 issues for $19.91, or two years and 20 issues for $34.99. Individual issues are also now available for purchase at this link or in any GameStop store.
Helldivers 2 has been one of 2024’s biggest successes, and developer Arrow Head Games is prepping to launch its most substantial update yet. Escalation of Freedom is an upcoming update that adds new missions, new hazards, and, of course, new bugs.
Arriving on August 6, Escalation of Freedom challenges players with a new level 10 difficulty and introduces new mission objectives, such as locating and extracting a crying larva that attracts Terminids. The game also receives new, larger fortress-like outposts for players to capture. The swamp biome gets a spookier facelift, and acid storms can now reduce the armor for players and enemies so both sides take greater damage. New Terminids and Automatons will clash with players, and Arrow Head Games teases that Escalation of Freedom features more surprises players will have to discover on their own. Check out the trailer for a look at what’s to come.
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Escalation of Freedom also brings quality-of-life improvements including an update to address grief kicking. Per the PlayStation Blog, the game is getting “a system where if a player is kicked, they will spawn into a new session as the host with all of the team’s loot from their previous session. All items can now be picked up by the player before extraction. The squad doing the kicking will see a message in the chat widget that a player has been kicked, yet their loot remains unchanged.”
Game Informer can exclusively reveal Dark Horse’s upcoming art book for BioWare’s Dragon Age: The Veilguard, aptly titled “The Art Of Dragon Age: The Veilguard.” Additional details about the book, including a price and release date, will arrive at a later time.
However, with today’s news that such an art book is in the works, we have your first look at it, with its cover image below:
Coming from Dark Horse Comics, a publication company responsible for all kinds of video game related books and comics, including a similar art book for 2014’s Dragon Age: Inquisition, “The Art of Dragon Age: The Veilguard” will likely feature official game art, concept art, and more. That’s just a guess for now, though – we’ll have to wait to learn more.
In the meantime, Dragon Age: The Veilguard graced the cover of our last Game Informerissue. You can check that out here, and in case you missed it, Game Informer has an entire hub full of exclusive details about the game from our visit to BioWare earlier this year. There, you’ll find deep dives into companions, behind-the-scenes features, interviews with some of the leads of Dragon Age: The Veilguard, and much more. Head there by clicking the banner below.