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Rayman Legends Retold Does a Good Job of Scratching That Platforming Itch | IGN Preview

Key Preview Takeaways:

The remake looks good, but not necessarily better than the 2D original it updates.It's got new content to add on to what's already here, along with an entire other Rayman game bundled with it.It still plays really well as a pure platformer.

I’m going to get my most subjective opinion out of the way here first, before I tell you about my experience actually playing Rayman Legends Retold, the just-delayed remake of 2013’s absolutely stellar 2D platformer. Here goes: despite being 13 years newer, I don’t think this 2.5D remake looks any better than the gorgeous 2D original…which seems like something that, if you ask me, shouldn’t be up for debate if you’re going to remake a game. And as such, I’m not sure how necessary this remake is. Our own Michael Higham arrived at the same opinion after he did our first preview.

But that’s not to speak ill of what is being presented in Rayman Legends Retold. It looks good, to be explicitly clear, regardless of whether or not you’ve ever seen the 2D original, and even better, it still plays fantastically well. This is a platformer that has aged quite well in the gameplay department – at least, based on the three hours I played of Retold recently, combined with the fact that I hadn’t touched Legends since it originally released one Grand Theft Auto ago.

That being said, based on what I’ve played so far, it does nicely integrate some new content with the old. It’s got new musical levels, where you’re essentially platforming to the beat of a song (I played the “Macarena” stage). It’s also got new stages and a revamped Kung Foot mode. Heck, Ubisoft is even throwing in the entirety of Rayman Origins: Enhanced Edition as a sweetener with the standard, $40 version of Retold.

This is a platformer that has aged quite well in the gameplay department.

If you’ve played a Rayman platformer before then you’ve probably read all you need to at this point, but if you’re new to the series, Rayman Legends Retold is a pure side-scrolling (mostly) platformer where, not unlike in Mario’s 2D platforming adventures, you can absorb at most one hit (read: any contact whatsoever) from an enemy before dying and resetting to the most recent checkpoint. Although I should note that Rayman Legends Retold does its very best to avoid frustration, as there are optional “golden hearts” you can pick up; they appear when you respawn after dying a few times in a row at the same point. And if the game still detects you banging your head against the proverbial wall, you have the option to invoke the “Fairy Blessing” that puts our limbless hero in a protective bubble and lets you literally float right by whatever challenge you’re currently frustrated with.

Each hub area, meanwhile, has a unique theme, and the variety was both impressive and appreciated. I started my hands-on in a food-themed zone called “Spoiled Rotten” where I was jumping off giant cucumbers and tomatoes and occasionally being shrunk down to the size of an ant through carefully placed trumpets that let me navigate the innards of a watermelon, as one example. The “What the Duck” stage here was marked by everything being made of sweets and pastries, and here I had a hungry flying helper named Murphy who would zip around in specific patterns near certain bits of culinary geometry, leaving me to press LB or Y to have him eat through whatever he passed through. These were often enjoyable platforming challenges unto themselves, as I had to figure out how to navigate my way through the freshly eaten spots unscathed before the cakey walls regenerated a few moments later.

I played one boss fight in a completely different world against a giant Luchadore, too, which mixed things up with timed attacks and big, bold setpieces. Pretty standard platforming fare, but really well-executed. And I suppose that’s where I landed after my few hours with Rayman Legends Retold. It’s not breaking any new ground – not visually and not gameplay-wise, not that it should be expected to since it's a remake, after all – but it is a clean remake chock-full of content both new and old at a pretty nice value. It might be of particular interest to the Switch 2 crowd that isn’t getting the GTA 6 meteor landing in their lives this Fall (particularly in light of a new 3D Mario platformer’s continued absence and Super Mario Bros. Wonder being a couple years old now), and/or to the younger crowd that hasn’t played the series before. Here’s hoping it leads to a brand-new Rayman adventure sooner rather than later.

While you're here, check out these recent previews of other big upcoming games we've checked out recently!

Grand Theft Auto 6FableExodusFinal Fantasy 7: Revelation

Nodusfall Hands-On Preview: It’s Hoyoverse’s New One About Squadding Up and Killing Really, Really Big Monsters

Key Preview Takeaways:

It's a much darker art style and tone than we've been used to from Hoyoverse.Nodusfall doesn't have Devil May Cry-type combat, but it does make you feel cool while in combat.It's definitely not a soulslike (in a good way).

They told us that the Maldrake, the last of the three bosses my team squadded up against in Nodusfall, would be the one that would really try us. But it was the Qiongqi that really tested our group, wiping out our entire party the first time we attempted him. “Okay,” I said to our team. “Let’s do that again, but good this time.” Someone else pointed out that we hadn’t really been using our potions (I for the record, had, but I was just being judicious). We took a second to regroup and crack a couple more jokes, and then we ran back into the fight.

Nodusfall isn’t the kind of thing you’d expect from Hoyoverse. It’s not a bright game with an anime artstyle. It's a much darker, almost post-apocalyptic world where, according to Hoyoverse, “divine authority has crumbled and order has collapsed.” Sounds rough. You step into the role of a Weaver tasked with restoring order. The coolest thing about Nodusfall is that it’s drawing from mythologies around the world, combining and reimagining “universal motifs and classic narrative archetypes.” Almost every culture has a flood story; dragons are common in everything from Beowulf to Chinese myth. Combining those disparate elements from cultures across the world to create something new seems pretty natural.

In my experience with Nodusfall, that means squadding up with some folks and killing really, really big monsters. But first, I had to select a character. After fooling around with my options for a bit, I settled on a woman with a fire sword who believed the best defense was a good offense. As I landed hits, I would build up a bar I could cash in for stronger, fiery-er (that’s a thing, right?) heavy attacks. The rest of my squad saddled up with an archer, a magic user/healer, and a large man in armor with a massive greatsword who served as our tank.

Inevitably, someone will call Nodusfall a soulslike, and when they do, but I would politely disagree.

Then we were out in the world, saddled up on our mounts (I chose a very handsome brown horse, though I recall there being several options). My demo was essentially a boss rush that culminated in the Maldrake, the one I told you about at the beginning that was supposed to test us. But we weren’t just teleported to a boss arena. There was a floating yellow trail for us to follow, of course, but there was also so much to see on the way there. Nodusfall is stunning. We passed a flowing stream, other travelers sharing the road. Animals roamed around us. Our demo was pretty directed, so I couldn’t go explore wherever I wanted, though I did get distracted by the world around me long enough to take a wrong turn, and had to turn my horse around to catch up to the rest of the group. But I couldn’t help but wonder how much exploring and interacting with the road would be part of the full release as we rode.

Eventually, our path ended at a waterfall, and we fought our first boss: the Cleaver Fellstone. He was the opening act, not challenging enough to really wipe us out but perfect for getting a taste of Nofusfall’s combat. Inevitably, someone will call Nodusfall a soulslike, and when they do, but I would politely disagree.

Yes, there are light attacks and heavy attacks and a stamina bar. But how systems function matters in a game like this, and Nodusfall has actual combos here, not just the same animations repeating ad nauseum. Can you dodge? Yes, but these things are speedy and they encourage you to take risks, not just sit back and wait your turn. In addition, you’ve also got three abilities and one ultimate, not just one or two abilities that you occasionally get to use now and then as a treat. Nodusfall feels like an action game (complimentary). Thank God.

The Cleaver was a big guy, but he was fairly slow, and while our team wasn’t great at coordinating yet – we were learning on the fly, you know – we were pretty good at figuring out our roles and doing our jobs individually. And just when it seemed like he was about to go down, in swooped the Qiongqi, a massive horned lion with wings straight out of Chinese myth, who did a good chunk of our work for us. We hacked away at the Qiongqi, but he retreated to his lair, and we followed. Here, in a brightly lit, massive cave, we attempted to finish what we started. And the Qiongqi kind of kicked our collective asses for a while.

Part of it was that he loved to take to the air, which meant my abilities were pretty useless. All of them were about closing horizontal distance or, like my ultimate, was a series of so many acrobatic slashes that it would make Cloud Strife blush, cashing out my charges for a sword lit up like a Zippo and bigger damage. I had to get my licks in when he came down to the ground. Otherwise, it was up to our archer to lay on the pain. Our battle took on an interesting flow: myself and our tank up close when we could be, our healer/magic user in the middle to keep us all topped off, and our archer hanging back and shooting.

What really got us into a “Let’s do that again, but good this time” situation were these nasty red orbs that he summons, which damage you over time if you don’t take care of them. Since my beautifully animated, highly damaging abilities – which I always loved to see come off cooldown; Nodusfall feels like an action game, but like basically every modern video game, it wants to ensure that you’re never having too much fun – were useless while the Qiongqi was in the air, I decided to make the orbs my priority.

But the space was big, and even sprinting full speed, it took me a while to get to them, and they do a lot of damage real quick if you don’t. Down goes Frazier, and by Frazier I mean “all of us.” After regrouping (and a few of us realizing they had potions) and taking a second to work on our strategy, we tried again. A few of us went down during the fight, but we could pick each other up and get back into the fight if we were on the ball, and if we weren’t, we spawned right outside the fight and could run in. The Qiongqi tested us, but we came out of it stronger for it, and in the end, he fell to an absurdly cool execution animation involving all of us when we staggered him for the final time that involved a ghostly giant with an axe bringing said axe down on the Qiongqi’s neck.

I didn’t know anything about Nodusfall coming into it, but I came out very, very impressed by it.

Then it was time for the Maldrake, who came complete with a rider that had me saying, “Yo, why is there a Nazgul here?” out loud. This fight was trickier because, well… dragon. He could fly, breathe fire, swipe you with his tail, the whole nine yards. And his ride was no slouch, either. He was definitely doing his best Artorias the Abysswalker impression visually, but his attacks were wide and sweeping.

By that time, though, I was fully in tune with my character, dancing under the dragon’s tail, dodging through the knight’s blows, building up my fiery heavy attacks and unleashing my abilities and ultimates when I had them. Nodusfall isn’t Devil May Cry; it just doesn’t have the technical depth, but I always felt cool while I was playing it, which goes a long way, and working with my team was fun. After we did enough damage, the knight dismounted to meet us on the field himself while the dragon attacked from the air. Then, our tank transformed into a giant himself, and we watched the two of them go at it. Pretty rad.

Just when I thought the fight was over and we’d brought the knight down, he leapt into the air, stabbed the dragon in the chest, and stole the dragon’s remaining life. Props for style, admittedly, but now he was alone, and while he definitely seemed stronger, we knew the drill and hit him with everything he had. Eventually, my ultimate took him down, and the development team, who had been watching behind us, cheered as they had for every other squad. We’d been the last to finish, but it hadn’t been by much, and given how long the Qiongqi had taken us, I felt pretty proud of how we’d come together for the final battle. When Nodusfall scored our individual performances at the end, I was happy to learn I’d done the most damage. Fire swords forever.

I didn’t know anything about Nodusfall coming into it, but I came out very, very impressed by it. It’s no secret that the action game is in something of a bad way at the moment. Most things are kind of sauceless, a well-done steak. Nodusfall isn’t Devil Mary Cry or Ninja Gaiden or Bayonetta, but it feels great and has an impressive amount of things to manage for a co-op game. It was one of the best games I played at Gamescom, and I’m really eager to see what other mythical beasties Hoyoverse is cooking up for me to whack with my fire sword. Everybody’s got a type.

While you're here, check out these recent previews of other big upcoming games we've checked out recently!

Grand Theft Auto 6FableExodusFinal Fantasy 7: Revelation

Blizzard Reveals the World of Warcraft Forever Feature 'We Simply Must Hold the Line On'

Ever since Blizzard revealed World of Warcraft: Forever at Blizzcon 2026, the company has been laser-focused on maintaining its Classic+ identity, even if that means not implementing some quality-of-life features the game's retail version has had for years.

In a reply to GingiTV and Nobbel87, two of the biggest WoW personalities on X/Twitter (albeit from complete opposite ends of the community), Blizzard developer Josh Greenfield confirmed that not implementing shared drops and tagging was "one of those things that we simply must hold the line on." He continued, saying "It’s hard to see the value in something like this when you are frustrated in the moment but it is extremely important to our social pillar to maintain some of this friction."

Yep, this. This is one of those things that we simply must hold the line on. I think there are other things we can do to help alleviate some frustration here but shared tagging is not it.

It’s hard to see the value in something like this when you are frustrated in the moment but…

— Josh Greenfield (@AggrendWoW) September 20, 2026

In the retail version of World of Warcraft, players who are questing or trying to farm rare spawns can all tag the same enemy (to a limit), so that everyone can get the rewards for killing it. This makes it a lot easier to play the game outside of a group, but it all but eliminates the need to group up with other players outside of high-end group content like dungeons and raids.

It's not hard to see why some people would want shared tagging implemented in Forever, too. The beta for this new version of old World of Warcraft has been incredibly popular, which means there's a lot of competition for anyone that just wants to kill some boars for some bones. The solution, which was suggested by Nobbel and confirmed by Greenfield is to "group up and get it done together," which will give people more opportunity to socialize, which is really what WoW Forever is designed for.

To Blizzard's credit, it seems like a huge portion of WoW Forever players agree with its approach. Most of the replies and quotes of Greenfield's post are along the lines of "The Classic team we trust 💙" from MrGMYT, and "shared tagging taught players to pay less attention to each other and soon became less social" from covingtown.

World of Warcraft: Forever is currently in Beta, which you can access by spending $60 on the Skyborne pack, but you'll only be able to play until level 20. The full game will launch on November 4, and will be included in your World of Warcraft subscription, just like any other version of Classic.

Microsoft Signals Intention to Close Down Ninja Theory After Deals to Save the Hellblade Developer Fall Through

Microsoft has signalled its intention to close down Hellblade developer Ninja Theory after two deals to save the Xbox studio fell through.

In-line with UK employment law, a consultation with the staff at the Cambridge-based studio has begun. While Microsoft has said it is now working to close the studio, it remains open to an agreement to rescue the company.

"Unfortunately, two separate agreements for Ninja Theory fell through," Xbox Chief Content Officer Matt Booty said in a blog post issued today. "We will now begin consultation with employees on a proposed closure while continuing to explore other paths forward."

In June, at an Xbox Games Showcase event, Microsoft announced Senua, the third game in the Hellblade series. At the time, there was little concern about the game’s release. Indeed, there was little concern, publicly at least, about Ninja Theory itself.

But that all changed when optimism sparked by the positive showcase was shattered by new Xbox CEO Asha Sharma’s “reset” memo, which suggested mass layoffs and studio closures were to come. Confirmation came in July, when Ninja Theory was among the studios on the Xbox chopping block.

Amid the reports, fans expressed confusion at how Microsoft could announce Senua from Ninja Theory and then just days later tell the studio’s staff it planned to shut the company down. According to Game File, Microsoft allegedly planned to close or spin off Ninja Theory when it revealed Senua, and it did so thinking that “the promise of a newly announced game would help draw investor interest in the studio.”

Clearly, that plan has failed.

Will Senua ever come out? IGN has yet to comment, but it’s looking increasingly unlikely unless a dramatic, 11th-hour deal can be struck that would save not just the studio, but the Hellblade franchise. Perhaps giving Ninja Theory hope is that Psychonauts developer Double Fine and South of Midnight developer Compulsion both navigated their way to independence and brought their intellectual property along with them, as well as funding for new games. Microsoft, it seems, is willing to part with IP to help get its studios out the door.

Ninja Theory’s Hellblade games have struggled commercially, and Microsoft is currently doubling down on its big franchises in a bid to raise revenue and profitability. It’s focusing on the likes of Minecraft, Halo (which is now under Activision’s umbrella), Fallout, and The Elder Scrolls as it looks to turn around the Xbox business over the next few years.

For more on all the big changes at Xbox announced today, check out our roundup.

Handing Halo to Activision Makes Business Sense, but Is That Enough to Save the Series?

This is an IGN opinion piece from Ryan McCaffrey, who worked at Official Xbox Magazine from 2002-2012 during the original Xbox and Xbox 360 era before joining IGN, where he remains “the Xbox guy” and has reviewed several Halo games, including the Master Chief Collection and Halo Infinite.

I’ll give Asha Sharma this: she is not afraid to shake things up. Whether you love or hate how she’s run the Xbox business in her first six months as CEO so far, there are no sacred cows with her. Whether it’s slashing Xbox Game Pass prices, nuking an unpopular marketing campaign, restoring console exclusives, telling Obsidian to make a damn Fallout game already, or signing Hideo Kojima after PlayStation cancelled Physint, she is more than willing to flip over some tables to try and get Xbox to a better place. Unfortunately, these decisions have also come paired with a lot of layoffs. To say the situation for all at Xbox is changing would be to put it very lightly.

When it comes to the very fundamentals of Xbox’s game DNA, though, Sharma’s latest power move is arguably her most earthshaking one yet. The next mainline Halo will be developed by Activision. Meanwhile, Halo Studios – the series’ custodians since 2011 – has been hit with significant layoffs.

Read that again. Halo Studios, once known as 343 Industries – the developer founded purely to create Halo games – will no longer be the creative drivers behind Halo. The keys to the Warthog have been taken away and given to Activision, makers of Call of Duty and the crown jewel of Microsoft’s $69 billion acquisition. The company had to crawl through regulatory broken glass in order to get approval for such a move, so I suppose this is one way to help further justify that kind of expense.

This doesn’t reflect well on Xbox’s handling of Halo over the past 15 years. You know you f*cked up pretty bad when the developer that was renamed to Halo Studios less than a year ago is now no longer making the next big Halo game. Like, holy shit. Let that sink in for a minute. But from where I sit, Halo Studios’ issues have never been with raw talent. I absolutely loved Halo 4’s campaign that centered on Master Chief and Cortana’s relationship, but its multiplayer failed to live up to the Halo standard. The opposite happened with Halo 5, whose awful campaign sat alongside a phenomenally good multiplayer. And Halo Infinite finally put two great halves together…for a minute, until the modern needs of maintaining a living multiplayer shooter couldn’t be met by the studio.

Instead, the problem has always seemingly been with management. From a reported reliance on an ever-cycling crop of contractors, to having to onboard every one of those said contractors with Halo’s proprietary Blam/Slipspace engine, it made the studio wildly inefficient. I’ve also personally heard from a well-placed source in the past week that leadership is “ineffective” and “makes me facepalm on a regular basis.”

You know you f*cked up pretty bad when the developer that was renamed to Halo Studios less than a year ago is now no longer making the next big Halo game.

But one source does not a complete narrative make. Let’s instead look at the results. We are already less than three months away from Halo Infinite’s fifth anniversary. And, based on the “reboot” of 343 Industries under the new Halo Studios name, its change of leadership, and shift from the proprietary Slipspace engine to Unreal Engine 5, the chances that the existing development structure could ship a new big Halo game in the next five years seems slim at best.

Sharma, who has already made it clear she wants Xbox to take a franchise-first approach to what it invests its resources into, must’ve come to the same conclusion. Giving the series to Activision says one thing above all else to me: she wants a Halo game soon. And Activision, whether you love it or hate it, does have a pretty sterling track record of getting big-budget blockbuster games done in a timely fashion. They’re not always great games (see last year’s Black Ops 7), but they’re usually at least pretty good, and they always ship on time. Has a Call of Duty ever missed a holiday ship date? Not that I can recall – that’s the power of multiple support studios working together.

So from that purely business perspective, handing Halo to Activision makes perfect sense. But what about creatively? That’s a more difficult question to answer. Activision undoubtedly has a ton of talent in-house, but Infinity Ward doesn’t seem like it’ll be escaping the Call of Duty salt mines anytime soon after successfully rebooting itself over its last few projects. Sledgehammer, meanwhile, has seemingly fallen out of favor following its tenure on some of Call of Duty’s weakest projects in recent years – Vanguard and Modern Warfare 3. But then again, Microsoft didn't say it was forming a new studio for Halo. It specifically used the term "purpose-built team." To me, that strongly suggests that a new team will be formed within an existing Activision studio that can plug directly into the established development pipeline. That leaves two likely candidates in my eyes: Treyarch and Raven.

Treyarch has arguably been Activision’s most dependable cash factory since it first created the Black Ops sub-franchise back in 2010. It was a success story born out of disaster, following Infinity Ward’s implosion and much of the studio’s founding team departing to form Respawn. Black Ops went on to become the flagship brand for many Call of Duty fans, particularly following the titan that was BLOPS 2. That winning streak came to a screeching halt last year, though, when Black Ops 7 released to middling reviews and disappointing sales. Perhaps that’s the signal that Treyarch needs a new focus. Interestingly, the studio recently said that it was “ready to make something new,” a quote which looks awfully suspicious given Sharma’s latest big move.

Putting Treyarch in charge of Halo would, in my opinion, be the safest move. Halo needs help, and Treyarch has been Activision’s most reliable studio that has a proven track record of elevating the world’s biggest franchise.

A lot of Halo fans understandably hate the idea of the series starting afresh, but honestly, I think it’s time.

There’s another possibility, though: Raven Software. The pride of the Wisconsin game development scene has been stuck on Call of Duty for what feels like an eternity, but before that, its resume consisted of some absolute bangers. Heretic, Hexen, Quake 4, Star Trek Voyager: Elite Force, Star Wars Jedi Knight 2, Soldier of Fortune, and the 2009 Wolfenstein reboot are all examples of its FPS pedigree. Putting Raven in charge of Halo would be the bolder pick, if you ask me, and I’d be fired up if the studio got the call. And of course, it's also quite possible that this new team will pull talent from multiple Activision studios, but again, based on the way Microsoft worded it, I'd be willing to bet lunch that it's a new team within one of Activision's existing studios.

No matter who’s developing the next mainline Halo game, however, this move only makes me even more confident in a prediction I’ve been making for a while now on Podcast Unlocked: that the next major Halo game isn’t going to be Halo 7, or a sequel to Halo Infinite. It feels like far too much time has passed for a direct successor to make sense. Instead, I think what’s next is going to be a reboot.

A lot of Halo fans understandably hate the idea of the series starting afresh, but honestly, I think it’s time – especially now that the franchise is changing hands. By the time Activision is ready to roll, we’ll be 30 years deep, give or take, into the Halo canon. There are entire generations of players who missed out on some of Master Chief’s most important chapters. And considering Campaign Evolved was surely Halo’s first and last appearance on a PlayStation console, now that Sharma has made exclusives a priority again, a re-run of those formative years for a wider audience of players is no longer necessary. The reality is that it will be a new team picking up the mantle following a multi-year pause in Halo’s story, and that team is going to have its own ideas.

Campaign Evolved isn’t just a dead end when it comes to re-establishing the canon – it’s potentially also a technological loose end. Think about it: if one of the Call of Duty studios takes over, and Sharma wants Halo back on shelves as quickly as possible, you’d only slow that team down by having them pivot to Campaign Evolved’s Unreal Engine 5 when they’ve spent the past 15+ years working with Call of Duty’s proprietary tools. Those teams’ entire development pipelines are built around the bespoke IW engine and its unified toolset. And, for all the creative faults you could pick with Call of Duty, it’s hard to criticize them from a technical perspective. There’s almost zero chance that process gets messed with. Take all of that together and I just don’t see Activision picking up where Halo Studios left off in any way, be it narratively or otherwise.

So, can Activision save Halo? The cynical answer would be, “Well, they can’t do any worse.” But the real answer is: maybe. It depends on which studio and which team is entrusted with this billion-dollar task. Halo was the biggest first-person shooter series in the world before being dethroned by Call of Duty. How crazy is it that the very same people who defeated it are now being asked to resurrect it? If I’m being honest, though, as talented as Treyarch and Raven are, neither would be my first in-house pick at Xbox to revive Halo. I’d pick id Software (who might be done with Doom for now) or MachineGames (who is reportedly busy with the conclusion to its Wolfenstein series). But both Treyarch and Raven are fully capable. Here’s hoping that whoever’s name is on the next Halo understands the assignment and is afforded every resource available to get it done properly.

Editor's note: this story has been updated to better reflect Microsoft's plans to have Halo developed by "a new, purpose-built team".

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World of Warcraft

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

 

EVE

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.

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