Mature, Active, Engaged and Organized gaming with friends.
The last guild you will ever need.


I’ve been a fan of the Yakuza or Like a Dragon series since the very beginning. As a magazine writer I was lucky enough to visit Sega’s headquarters in Tokyo during the development of the original PlayStation 2 title way back in 2005, and in my years at IGN I’ve reviewed a number of the remakes, sequels, and spin-offs of RGG Studio’s long-running crime series. At this point I’ve invested hundreds of hours into beating the absolute snot out of Japanese mobsters, either via the button-mashing combo-based style of the original adventures or the turn-based RPG form that’s become core to the most recent mainline entries. Thus I feel pretty well-equipped to handle anything that RGG Studio can throw my way at this point, which is why I was so shocked that the new combat system in upcoming series prequel Stranger Than Heaven so completely kicked my arse.
At a recent BiliBili Game First Look event in Shanghai, I got some brief hands-on time with a brawling-based demo for Stranger Than Heaven. (It was the same demo that my colleague Michael Higham recently played, and you can read his excellent preview here.) My first attempts at Stranger Than Heaven’s all-new street fighting style felt harder than hell, but after slowly getting to grips with it over the course of my 30-minute demo I began to feel confident that this is exactly the sort of substantial shift that the Like a Dragon fighting formula has needed for quite a while now.
To be clear, I’m not suggesting that RGG Studio needs to scrap the turn-based combat system that it introduced in Yakuza: Like a Dragon and later evolved in Like a Dragon: Infinite Wealth. The novelty of that JRPG-style system is yet to wear off for me, largely because it allows for so many hilarious special moves and a more strategic team-based dynamic in each scrap. I’m talking about the more traditional beat ‘em up system that has effectively been offloaded onto the series’ spin-offs in recent years. RGG Studio may have introduced a briefcase-load of James Bond gadgets in Like a Dragon Gaiden, or cutlasses and flintlocks in Pirate Yakuza, but the actual fighting mechanics of those combo-based systems has remained unaltered for the most part. Even though I still enjoy them, I can’t pretend that they don’t feel a bit too familiar at this point.
Stranger Than Heaven’s heavily overhauled scrapping, then, feels like the kick in the pants followed by a violent uppercut to the jaw that Like a Dragon’s aging fisticuffs has been crying out for. Forget about chugging in-game energy drinks to pump up your heat gauge and then button-mashing hordes of street thugs into oblivion like in previous Kazama Kiryu-led adventures, because Stranger Than Heaven’s gangs are liable to quickly kick you to the curb if you don’t have your wits about you. The new setup that uses the controller’s four shoulder buttons to effectively puppeteer the left and right fists of protagonist Makoto Daito sure takes some getting used to, both in terms of smoothly alternating his punches but also anticipating the direction of incoming attacks and parrying them effectively, but after finally falling into a rhythm with it after my first few failed attempts it felt incredibly satisfying to pull off. I felt like I had to lock-in for absolutely every exchange in every combat encounter, which meant that my eventual victories felt far more earned than the lazy bicycle-swinging beatdowns of previous Yakuza and Like a Dragon installments.
Though its learning curve is initially steep, it ultimately feels like the most grounded form of street fighting that RGG Studio has ever designed. In fact, its more rough and tumble realism reminded me of the melee system in 007 First Light, only it felt like I had far more direct control over the moves I was pulling off thanks to the dedicated right and left attack setup. For example, as I wielded a large crowbar in my right hand while tackling a gang of six or so assailants, one of the goons grabbed hold of the end of my weapon and attempted to wrench it out of my grasp. To my surprise, while I was locked in a temporary tug-o-war I still had full control of Makoto’s left hand, which allowed me to throw a few jabs at a second attacker attempting to blindside me. I then grabbed him by the scruff of the neck and knocked his skull into the first thug, taking them both out and allowing me to resume my crowbar-based bullying.
[Stranger Than Heaven's] more rough and tumble realism reminded me of the melee system in 007 First Light, only it felt like I had far more direct control over the moves I was pulling off.Having said that, Stranger Than Heaven’s combat is not without its issues, at least in its current state. I found that the soft lock-on that aligns Makoto with each opponent would occasionally slip, sending me swinging wildly in the wrong direction and leaving me vulnerable to attacks from the rear. Also, while I enjoyed the generally weighty feel to each and every blow I landed, some of the charged up attacks with heavier weapons seemed a touch too sluggish for my tastes. Of course, with Stranger Than Heaven not due for release until early next year, there’s still time for RGG Studio to tighten things up.
Still my overall impression of Stranger Than Heaven’s more challenging brawling system is a positive one, and its dramatic shakeup leaves me feeling optimistic that combat won’t be the only area of the adventure where the developers are taking a big swing. I'm hopeful that this will present the perfect opportunity for RGG Studio to hit the reset button on all aspects of its long established Like a Dragon template, from mission design to the interactive nature of its world and the methods we use to explore it. For example, the audio-recording feature that allows Makoto to record sound samples from the world around him and then convert them into musical compositions certainly sounds cool on paper, and already seems like it could be far more involved than the simple rhythm-based button-tapping of the karaoke mini-game that’s been recycled in every Yakuza and Like a Dragon release since Yakuza 3.
I also wonder what other new diversions there could be, given that the story’s 1915 to 1965 setting presumably prohibits the use of the usual modern side activities like Club Sega’s and Master System cartridges found in other Like a Dragon stories. We already know there’ll be arm wrestling mini-games, but could there be old school pachinko parlours as well? And given that the events of Stranger Than Heaven span the course of five decades, will those side activities evolve with each leap forward in time? Not to mention the change in each of the five city settings. You’d think that by the time the story arrives in 1965 Shinjuku, we should be able to try out virtual versions of the electromechanical amusements that Sega famously pioneered during that decade.
I’m desperately keen to learn more, because so far I’ve been pretty excited by everything that RGG Studio has revealed. Well, I mean except for the Tupac thing, of course. Why on earth is Tupac in Stranger Than Heaven? Well, much like the gang of burly thugs I encountered in my hands-on, it beats the heck out of me. Sure, it makes sense that Snoop Dogg is in the game, because Snoop Dogg is in basically everything at this point from televised singing contests to carrying the torch at the last Olympic Games. But having the late great Tupac resurrected in a 2027 videogame for no clear reason just feels a bit off to me. Then again, I’m generally opposed to digital zombies in any modern media, no matter who signs off on it. I can’t watch the CGI’d Peter Cushing reprise his role as Moff Tarkin in Star Wars: Rogue One without sensing a great disturbance in the Force, for example.
However, that doesn’t prevent me from rewatching Rogue One from time to time, and nor will the somewhat baffling inclusion of Tupac deter me from lunging fists-first into Stranger Than Heaven when it arrives in January 2027. Despite the fact its story takes place in the same fictional Japan as the Like a Dragon saga, Stranger Than Heaven feels as though it's determined to establish its own identity – at least if its fresh-feeling and fiercely challenging fighting system is any indication. Here’s hoping that in all facets, Stranger Than Heaven finds the team at RGG Studio performing stronger than ever, and that this ends up being something much more than just a ye olde Yakuza.
Tristan Ogilvie is a Senior Video Editor at IGN's Sydney office. He attended the recent BiliBili Game First Look event as a guest of the organisers.
A new weekend has arrived, and today, you can save on Donkey Kong Country Returns HD, Splatoon Raiders, AirPods Pro 3, and more. Check out our top picks for Saturday, June 20, below.
Donkey Kong Country Returns HD for $44.99Donkey Kong Country Returns is one of Nintendo's best platformers, and you can score this amazing game on Nintendo Switch for $44.99 this weekend at Walmart. This version of the game includes 80 total levels, with the 3DS-exclusive levels part of that. A Nintendo Switch 2 patch was released earlier this year, so you can play Donkey Kong Country Returns HD in 4K if you have a Switch 2.
Save $10 Off Splatoon Raiders Physical at AmazonSplatoon Raiders is officially due out this next week, and pre-orders are still discounted for the series' first single-player-focused game! In addition to physical Nintendo Switch 2 copies, three new Splatoon Raiders amiibo of Frye, Shiver, and Big Man are also set to release on July 23.
Tokyo Ghoul Box Set for $77.74This box set of the Tokyo Ghoul manga contains all 14 volumes, and you can save over $100 off this weekend by scoring it for $77.74. Starring Ken Kaneki, this classic series by Sui Ishida is a must-read for any fan of the popular anime. In addition to all 14 volumes, you also will get an exclusive double-sided poster packed in with this box set.
LEGO Star Wars R2-D2 Set for $79.99LEGO Star Wars fans - here's a deal for you! Amazon has the amazing R2-D2 set priced at $79.99, saving you $20. This set features 1050 pieces, plus Darth Malak and R2-D2 minifigures in addition to the major R2-D2 droid. Speaking of, you can rotate R2-D2's head 360 degrees, use its detachable third leg, and more.
Kill Bill: The Whole Bloody Affair 4K Pre-Order Down to $39.99Following the theatrical release last December, Lionsgate is bringing Kill Bill: The Whole Bloody Affair to 4K Blu-ray. This supercut places both Vol. 1 and Vol. 2 together in a 4 and a half hour long epic. Right now, you can save $10 off the MSRP at Amazon, as copies are available to pre-order for $39.99. Save $10 and get ready to experience the fourth Tarantino film in its entirely this July.
Score an RX 9070 XT for $689.99Following AI and data center demand, prices have skyrocketed, and it's challenging to locate a good deal on a graphics card. Thankfully, Amazon has the PowerColor Reaper Radeon RX 9070 XT on sale this weekend for $689.99. It's still a bit above MSRP, but this is solid price, especially right now in the market. In our 10/10 review of the AMD Radeon RX 9070 XT, we wrote, "PC Gaming has been in a decadent spiral since 2020, and the AMD Radeon RX 9070 XT is a reminder that it doesn’t have to be that way. This graphics card has no problem maxing out any game you throw at it at 4K, even with ray tracing enabled, and does so at a price that makes the competition look downright greedy."
AirPods Pro 3 for $189AirPods Pro 3 are a fantastic upgrade over the 2nd generation, bringing a built-in heart rate sensor, redesigned eartips for better noise cancellation, and improved sound quality. Right now, you can score a pair for only $189 at Amazon. I've had a pair since launch and have been incredibly happy with them, especially coming from the original AirPods Pro.
Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.
UPDATE 6:44 p.m. PT: Halo Studios has clarified that a PlayStation Plus subscription will not be required for Halo: Campaign Evolved split-screen co-op on PS5.
The developer revealed in an X/Twitter post that its previous explanation, which said that both users will need PlayStation Plus accounts to play local co-op, was "incorrect." Although split-screen players will need to have standard PlayStation accounts, they will not be required to have an active PlayStation Plus subscription.
The original Halo Waypoint post has also been updated with the clarification. A PlayStation Plus subscription will still be required for online network co-op play. You can read Halo Studios' full clarification below.
"We incorrectly stated that PlayStation Plus is required for local co-op splitscreen play," the official Halo X account said. "Local splitscreen co-op requires a PlayStation account for each player but does not require a PlayStation Plus account."
Halo on Twitter: We incorrectly stated that PlayStation Plus is required for local co-op splitscreen play. Local splitscreen co-op requires a PlayStation account for each player but does not require a PlayStation Plus account.ORIGINAL STORY: If you plan on hopping into Halo: Campaign Evolved split-screen co-op when it launches for PS5 next month, you'll need not just one but two accounts with PlayStation Plus subscriptions to play.
Halo Studios clarified the account requirements for the upcoming story remake with a Halo Waypoint Q&A yesterday. It serves as a deep dive into some of the hottest topics to emerge since the game was announced for PC and Xbox Series X | S – and PlayStation 5 – in October 2025, but not everyone is happy with what the team had to say.
The breakdown confirms what is needed to play with others, with each platform demanding different requirements. For example, you'll need at least a Microsoft account and Xbox Gamertag, regardless of whether you're a PC, Xbox, or PlayStation user, to enable cross-play and cross-platform progression. Halo: Campaign Evolved's requirements on PlayStation, specifically, however, are especially steep.
"If you’re playing split-screen on PlayStation 5, both accounts will need to have PlayStation Plus and be linked to a Microsoft account," Halo Studios said. "Having these active PlayStation Plus subscriptions will also provide access to online co-op play."
Based on this explanation, when players sit down to play Halo: Campaign Evolved co-op in July, all participating users will need to have an active subscription, even if they're sitting right next to each other on the couch. PlayStation Plus is usually only required to access online multiplayer for premium gaming experiences, while free-to-play and offline titles can be enjoyed without a subscription.
For comparison, those on Xbox Series X | S looking to play split-screen will only need a unique Microsoft account, while players hoping to enjoy co-op online will need an active Xbox Game Pass subscription. Those playing on Steam will only need to link to a Microsoft account.
Halo: Campaign Evolved will not be free-to-play, but the decision to lock even split-screen behind the Sony gaming service seems especially strange. Judging by reactions to the news online, many agree.
"Needing to buy online to play local split screen is some next level insanity," one X/Twitter user said.
"Player 2 on your couch needs PS Plus and a Microsoft account," another added. "[Halo: Combat Evolved] 2001 is laughing."
Halo: Campaign Evolved launched in 2001 and has remained one of the most beloved games in the Xbox catalog since. That's thanks, in part, to its co-op feature, which has allowed players to enjoy its story mode together – and at no extra charge – for decades.
Halo: Campaign Evolved reimagines that classic sci-fi narrative for modern devices, and although co-op is back with newly added support for up to four players online, it sounds like those hoping to relive the glory days of one of the oldest couch co-op Xbox experiences will need to jump through more than a few hoops to make it happen on PS5. IGN has reached out to Sony for comment and additional clarification regarding PlayStation Plus requirements for the game.
"Yeahhhhh this just went from a day-1 buy to a not-buy honestly," one Reddit user reacted. "I was gonna play with my wife, but honestly have no interest in playing in my own. It's not worth paying for a whole nother subscription to do that. Kind of ridiculous."
"You need to have an account linked to Microsoft AND pay for PS Plus just to play split-screen local co-op???" someone else added. "Since when did we reach this level of madness?!?!"
PlayStation Plus offers three tiers: Essential ($10.99/month), Extra ($16.99/month), and Premium ($19.99/month). Prices across the service were increased in May. Halo: Campaign Evolved has a release date of July 28, 2026, for PC, PS5, and Xbox Series X | S. For more, you can read IGN's final preview for the game.
Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).


In a time where AI is insidiously seeping into almost everything around us, even our video games, completely 100% handmade art made with heart (side note: can we get that on a t-shirt?) is becoming almost novel. That’s why I was drawn to Out of Words–it’s an ambitious, gorgeous stop-motion co-op 2D platformer where everything, down to each blade of grass and piece of moss, is meticulously handmade in the real world with physical mediums.
Out of Words’ story is even inspired by a poem written by Danish poet Morten Søndergaard, and every component of the world and setting is allegorically built from language, communication, and human connection. I didn’t get to see the story setup of Out of Words myself, but game design lead Jeff Sparks explained it to me during my short-but-sweet 20-minute demo at Summer Game Fest.
In Out of Words, the playable characters Kurt and Karla are best friends who grew up together, who have developed changing feelings for each other as they enter adolescence, yet they simply won’t speak the words–so they lose them all together when they fail to express themselves in a moment before crossing a street. They become isekaid (magically thrust into another world) into a mystical land called Vokabulantis, yet they’ve lost their mouths–and words–along the way. Their mouth mysteriously becomes a cute creature, Aleph, that grants them powers throughout their journey.
We’ve actually written about Out of Words last year, citing it as possibly being the next must-play two-player co-op, but I did get to see and learn some new things during my gameplay-heavy demo with Sparks.
For our first real obstacle, we helped Prince get out of the mud on his motorcycle. The little mini-game-esque task was fun and simple enough, and the animation of mud flinging all over our characters who couldn’t complain was just as entertaining. I couldn’t help but imagine how gross it’d be to be in that situation myself.
You can actually watch the whole process of making Prince’s puppet in the official “making of” video below, which I highly recommend if you’re curious about the painstaking artistry that goes into every puppet in Out of Words.
Next, we skipped ahead through a few different acts, to get a sense of the different environments, gameplay elements, and moods that Out of Words had to offer.
“We did hundreds of prototypes trying to make the narrative kind of situation between the two characters line up with what was happening gameplay-wise,” Sparks explained. “So we've done hundreds of kinds of co-op game mechanics trying to figure out what was going to be suitable.”
In one of the areas we encountered, there was a narrative reason the atmosphere felt dark and heavy, and that the creatures seemed more spooky than usual. One portion I played with anti-gravity, which required us to walk on the ceilings and walls, were some of the first mechanics the team ever conceived–which also has a narrative allegory, but I don’t want to spoil anything for anyone.
Sparks couldn’t help but express how surreal it was to see the area rendered with the level of finish it was at–with moss, stone, and clay bringing it to life. I wholeheartedly agree it looked incredible, as did the rest of what I played. The artistic lighting and bokeh techniques to communicate perspective and focus made everything even more beautiful and atmospheric.
It’d be easy to get distracted with the surroundings, but some portions required some quick moving to escape some unsavory creatures after us. Out of Words doesn’t seem like its gameplay is meant to be too difficult to overcome, but it’s still a testament to good game design we were able to get through that section, and most of the rest of what we played, without needing to speak much to each other. However, communicating with your partner would make things go more smoothly. Even if it’s just for encouragement or support, like when Sparks said he’d catch me during a particularly tricky gravity-platforming section, words can – somewhat ironically given the title and setup of this game – go a long way in creating forward momentum.
“You can play wherever you want and play with the person you want to play with the most. That was really important to us.”“We think there's something really special about the couch co-op experience,” Sparks said, which I have to agree with. Honestly, I prefer playing any multiplayer game in the same room with my teammates, but there’s something especially satisfying about sitting next to someone while looking at the same screen as them.
Sparks and the team empathizes with people who can’t play in person together, though, so they’ve ensured Out of Words is playable online, cross-platform. The extra dream is to have Out of Words playable via game-share, so only one person needs to own it to play online with another. “You can play wherever you want and play with the person you want to play with the most. That was really important to us,” Sparks said.
To be clear, you have to play Out of Words with another person–there is no AI companion to take their place, much like the Hazelight co-op hits Split Fiction, It Takes Two, and A Way Out. So if you do commit to completing Out of Words with someone, how much time are you actually agreeing to? Spark’s “silly answer” is that they’re not completely sure yet because they’re still making it, and hope that people take their time with it so they can “soak it in.” But as a loose, ballpark estimate, he’s guessing about 10 hours.
There will be secret areas where you can find collectibles, which are missing words from a giant poem.Out of Words is pretty linear. There are specific starts and ends to each level, and there’s not a lot of off-the-beaten-path exploration to be done from what I saw, but there is a good reason to take your time besides just to smell the roses. There will be secret areas where you can find collectibles, which are missing words from a giant poem–the poem that makes up the game’s story.
Speaking to Sparks, and seeing the short vignette of what I did, left me feeling like Out of Words would be, well, emotional, to put it bluntly. When I asked Sparks if Out of Words would make people cry, he said he already tears up when he simply talks about it for too long. “We're not trying to make people cry, but I think sometimes crying is a part of feeling these
meaningful story beats that really touch you,” Sparks said. “I don't want people to cry, but in a way I would be surprised if people get through this without feeling something.”
As Sparks has demonstrated, the entire team at WiredFly and Kong Orange seems emotionally invested in the making of Out of Words. “We're putting our full hearts into this and all of our love and energy into telling this story and making this kind of shared experience for people. We think the co-op nature and connecting with other people and playing something that is artful and meaningful and that has been considered and brought to life by artists of every stripe is… we're at this moment in the world where we could really use a little bit of life and color and joy and connection. This is what we endeavor to do–is to make something beautiful that means something to people.”
If you like mandatory co-op games like the aforementioned Split Fiction or It Takes Two, or are even just enamored by good-old-fashioned physical-medium art, Out of Words is a game to keep on your radar. It’s still a ways away, with a release window of early 2027 on Xbox Series X|S, Nintendo Switch 2, PlayStation 5, and Epic Games Store.
Casey DeFreitas is IGN's Deputy Editor of Guides. Catch her on Socials @ShinyCaseyD.


Sea of Remnants has come a long way since we first looked at it last year. High on style, but short on details at the time, we praised the aesthetics, even if we needed to see more from the story and gameplay to know if it has the substance to go with it. Thankfully, we got a fresh look at Summer Game Fest 2026, and what a difference a year makes. The turn-based swashbuckling and realtime ship combat, combined with a healthy dose of mystery and outrageous characters, has my spyglass trained squarely on the Sea of Remnants.
As the demo begins, it’s just me in a rowboat, the star-filled nights sky overhead, and the sea stretching infinitely in every direction. As I row forward, the ethereal music swells, and luminous sea creatures begin to coalesce around me. Just off my starboard, a whale made of light, shades of navy and turquoise, breaches the surface. A fleet of wraithlike boats join me in formation. Eventually, I come to a solitary ship's wheel extending above what I presume must be a shipwreck. As I reach out to touch it, a ghostly ship, a full-sized galleon, suddenly emerges from beneath the waves. The non-caporeal vessel passes straight into me, ignoring the solid wood of my boat entirely. It disappears just as quickly, as the moon itself rises from the sea, and my screen fades to black.
Sea of Remnants is a gorgeous, open-world fantasy RPG set in a world of ocean exploration and piracy. Already the vibrant colors and music create a spectacle tugging at my heartstrings. Up close, everything has a wooden puppetry aesthetic – a charming, hand crafted look that reminds me of Laiki, the studio behind modern stop motion classics like Coraline or ParaNorman.
Everything has a wooden puppetry aesthetic – a charming, hand crafted look that reminds me of Laiki, the studio behind modern stop motion classics like Coraline or ParaNorman.Now I’m at the controls of a full-sized ship. The calm seas are gone and a kraken-like creature is attacking my vessel. We are circling clockwise around the body, though tentacles the size of buildings lash out at us from beneath the water. I take careful aim with my cannons and fire, repelling the appendages as I move to fire upon the center of the beast. The ship shudders under its furious assault, but as I approach, its mouth is open, and I activate an ability that slows down time and allows me to stagger it with a carefully placed volley into its maw. However, this just seems to enrage the beast. It begins to gather energy in a massive orb of light above its body. I pour everything I have into it, but to no avail; it unleashes a burst of incredible power, and I’m wiped completely from the sea.
Your ship is your key to exploration. As the name suggests, the world in Sea of Remnants is made up of islands connected by vast tracks of water. Diver flora and fauna and dynamic weather color the journey. As you adventure around the world you’ll be building up your ship, upgrading and customizing it to allow you to explore further, and survive the dangers at sea. Ship combat is like a midpoint between The Legend of Zelda: The Wind Waker and Assassin’s Creed Black Flag. Simple controls and a mix of enemy ships and fantastical creatures resemble the former, while the ability to move and shoot, and importance of positioning to go with your aim are more like the latter.
A figure is standing over me. It’s fuzzy, I can’t make out the details, but he’s shining a flashlight into my eyes and asking me philosophical questions about the nature of death, hypotheticals about walking through a forest, and exploring what little I remember. I answer as best I can before fading away once again. When I come to, Sigmund, the figure I’d been speaking to, greets me properly, and offers to renovate my largely featureless body. With his help my puppet gains a flowing mane of hair, some stylish facial hair painted on my wooden face, and I don a stylish frock coat in place of my tattered cloak. Finally, I look like the pirate-puppet of my dreams.
As you sail the Sea of Remnants you’ll meet new characters, form your crew, and recover your lost memories. The first clue on that journey is a compass, my only possession, and it points towards Feffers, a tavern where sailors are known to store their valuables before departing on voyages. As I emerge from the workshop, I find I’m in a vibrant maritime town called Orbtopia. Tall buildings and cobblestone streets stretch around me, and hundreds of unique, named NPCs populate the area. After a slight mishap involving a chicken pilfering my compass, I find my way to Feffers.
Feffers is… a lot. Funky pirate tunes fill the air in a tavern the size of a department store. What appears to be a massive, mechanical octopus sits atop a round bar at the center. Tables and chairs, many filled with colorful patrons, are scattered about, with a stage at the far end. I make my way to the bartender and ask about anything I may have left behind. He pulls out a suitcase and hands it over, but before I have a chance to examine the contents, all hell breaks loose.
The commotion begins with a girl, RS. She swings around the room on a rope, distributing flyers recruiting for her crew. Unfortunately, her antics result in a cup of grog landing in the face of a particularly ornery looking pirate by the name of Whitebeard, who sends his goons to punish the lass for the insult. Her attempts to fight and evade probably would have worked if not for an ill-timed collision with one particular innocent bystander (me). Suddenly we are surrounded, and I’m dragged into a fight.
Sea of Remnants uses a turn-based battle system, like you’d see in Expedition 33 or your favorite classic JRPGs. The ruffians take the first turn and chip away at the health of the girl and I with some up close dagger slashes and a well-aimed thrown bottle. An action bar on the left of the screen lays out the order; I’m up, and I retaliate with some strong slashes from my sword, while RS deals some AOE damage with some sort of thrown concoction, finishing off one enemy and taking a chunk off the other.
Behind the pirate theme, the combat shares a lot of DNA with classic fantasy RPGs. Melee and ranged attacks do a lot of the work, but buffs, debuffs, and explosive potions factor in to create a layer of fine strategy. Your crewmates have unique weapon skills to contribute, like RS’s “Cutest Doll”, which, despite its fuzzy exterior, operates more like a rocket launcher. I put that to work wiping out the lineup of enemy pirates, though Whitebeard quickly replenishes them from his massive crew. This particular fight is pretty heavily scripted, so I can’t quite tell how good or deep the battle system is just yet, but the quick action and stylish flourishes definitely give off a Persona vibe.
The quick action and stylish flourishes definitely give off a Persona vibe.With no hope to overcome these numbers, RS drops a smoke bomb and sprints out the exit. After a short pursuit, I catch up to her on the beach. She’s not thrilled that I apparently ruined her recruiting effort, but after having her back at the barroom brawl I’m forgiven. She doesn’t know any more about my amnesia than I do, but when I crack open the suitcase the barman gave me, her face lights up. She recognizes a photograph, and the tattered remnants of a flag. We must be connected somehow. With this realization, we agree to form a crew together, and set sail on her ship to begin our adventure in earnest.
With the wind at our backs and answers ahead of us, our adventure begins in earnest on the Sea of Remnants. Sure, “I have amnesia” is a bit worn as a storytelling trope in RPGs, but the charm of the artstyle and characters more than makes up for it, and I’m intrigued to learn more about them and the world – especially if the battle system comes together and the ship combat continues to be an exciting spectacle. We will have to wait and see where these winds take us when Sea of Remnants releases later this year on PlayStation 5, PC, and mobile.

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 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 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.




