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Tag: previews

  • The First Berserker: Khazan TGS 2024 Hands-on & Interview – Beauty in Brutality

    The First Berserker: Khazan TGS 2024 Hands-on & Interview – Beauty in Brutality

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    When it was first revealed, The First Berserker: Khazan gave the impression that it is yet another Soulslike title, albeit one with a more stylized approach that helped it stand out. Dig deeper, however, and it is clear that Nexon and Neople’s new game has way more than that to offer, especially for fans of the extensive DNF universe.

    Image Source: Nexon via Twinfinite

    The source material, which places the titular Khazan as a legendary hero who gets betrayed by Pell Los Empire after defeating Hismar the Berserk Dragon and is the origin of the Khazan Syndrome, and thus, the Slayer faction, is rich and storied. Yet, what the team hopes to achieve with The First Berserker: Khazan is to both invite new players into the DNF world and to satisfy veterans in one fell swoop. That required a deft touch and a splash of multiverse storytelling.

    “The story of Khazan wasn’t really realized despite what it symbolizes and the significance in the whole DNF universe,” explained Junho Lee, Creative Director. “There are so many sources and references that [come] from DNF, but at the same time, we wanted to appeal to people who don’t know the universe.

    “To be exact, we thought when it comes to creating these spinoffs, we chose the stories that would be interesting if it went differently from the original tale. So, Khazan gets betrayed and sent into exile, but what if he actually survived?”

    And that’s where I found myself when trying out The First Berserker: Khazan for the first time. Described as a hardcore action roleplaying experience, the violence and mechanics fit nicely into a genre that has become a mainstay in gaming, but the way Neople approached its design still delivered some nice surprises.

    The First Berserker: Khazan Bear
    Image Source: Nexon via Twinfinite

    From a visual standpoint, watching Khazan move through the snow and the ruins, it is easy to be taken in by the visuals on display, especially with its unique art style that forgoes realism for something much more eye-catching.

    As Art Director Kyuchul Lee said, “While developing Khazan, it was really important for us to incorporate the IP elements of the original game but also cater to the market’s needs. We have done numerous tests to find the right direction, and we didn’t go for the photorealistic approach because it limited the imagination of the players. This approach is more evocative and also helps differentiate our game.

    “The life of Khazan is full of struggles, he goes through betrayals and different problems in his life, and we really wanted to portray graphically and aesthetically the bloody battles and also the grit that he faces in this situation. The graphic approach that we’ve taken justifies the violence and different struggles he goes through in the game.”

    It should come as no surprise that the action was methodical and impactful, with even the supposed fodder enemies proving to be dangerous foes. It takes a while to get used to the heavier weight of Khazan’s movement and attacks, and with blocks and dodges to consider, players will need to sharpen their skills in combat as soon as they can.

    The First Berserker: Khazan Boss Fight
    Image Source: Nexon via Twinfinite

    This is especially so when meeting one of the game’s optional encounters, like a monstrous bear resting in a cave. Each swipe of its claws was terrifying, but after deciphering its patterns, it became a much more manageable affair as I consistently parried it and eventually broke its stance, giving me time to truly bring the pain.

    Needless to say, I was swiftly brought back down to scorched earth when facing the demo’s actual boss: A hulking frost ape that was more than eager to punish any overeager player that has no defensive game. Between long combos, delayed attacks, and swift movement, the encounter became more of a tactical dance, and the first one to make a wrong move was in for a bad time. Yet, when you have gotten into the rhythm and brought this beast down to its haunches, that satisfaction is certainly something else. With victory in hand, it was clear that The First Berserker: Khazan had awoken something in me, and I wanted more, which the team was more than happy to consider.

    “When it comes to expanding the IP through different content, like novels, webtoons, and animation, we can consider different ways,” added the creative director. “But when it comes to games, we believe that most of the stories the universe can offer are better told with action.”

    And in this case, I couldn’t agree more.

    The First Berserker: Khazan is currently in development and is set for a 2025 release on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC.


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    Jake Su

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  • Dynasty Warriors: Origins TGS 2024 Hands-on Preview – Battlefield Glory Beckons

    Dynasty Warriors: Origins TGS 2024 Hands-on Preview – Battlefield Glory Beckons

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    When it comes to realizing the ultimate power fantasy, nothing quite comes close to the 1v1,000 combat that the Dynasty Warriors series delivers. Take your pick of a general, get onto the battlefield, and eliminate all that stand in your way – it’s always a satisfying ride. However, the series has undergone some recent changes, and going into a hands-on session of Dynasty Warriors: Origins at Tokyo Game Show 2024, I wasn’t entirely sure what to expect.

    Image Source: Koei Tecmo via Twinfinite

    What Omega Force and Koei Tecmo have put together is a refreshed formula that retains that classic feel of the series, but infused with new but meaningful changes to help enhance your enjoyment on the battlefield. As part of the demo, it was time to take on the Battle of Sishui Gate against the forces of Dong Zhuo, and taking down his leading generals, Li Jue and Hua Xiong, meaning I was in for a tough fight.

    Playing as the Wanderer, whose place in the overall narrative is still something to be discovered by players, you have the freedom to choose from all sorts of weapons that suit your play style. Depending on your chosen companion, the starting positions will differ, too.

    Dynasty Warriors: Origins Map
    Image Source: Koei Tecmo via Twinfinite

    Satisfied with my choices, it was time to let loose the dogs of war. While seeing swarms of enemies on screen is a common sight, Dynasty Warriors: Origins has upped the ante in both number and visual fidelity. It is no Space Marine 2, but it is still the most impressive showing for the series yet.

    Plenty of enemy soldiers fell as I got to grips with the more familiar combo system of differing button presses, while more powerful Battle Arts moves can be unleashed once you have built up enough of your special meter, further adding more power to your attacks.

    This comes in handy the most when facing the more formidable generals, who have gotten an upgrade as well even on the easier difficulties. While they used to be trampled with ease, players need to take in mind the new Fortitude system, which acts as their additional layer of defense against your attacks. Only with smart timing and perfect parries will you be effective in reducing their Fortitude, opening them up for sustained punishment. These generals can unleash special attacks of their own, so knowing when to counter or dodge will ensure you live to fight another day.

    Dynasty Warriors: Origins Combat
    Image Source: Koei Tecmo via Twinfinite

    Between smashing the countless soldiers and engaging in tougher fights against enemy generals, it is clear that the moment-to-moment gameplay is more engaging than ever before. Furthermore, there are tactical elements at play as well, with the Wanderer’s personal guard capable of carrying out specific orders like charging, shooting volleys of arrows, or encircling an enemy when you call for it.

    This was prominently displayed as the final battle drew near, with Hua Xiong and Li Jue making their last stand at Sishui Gate. As the allies charged down toward their foes, so did my guards and the Wanderer, allowing for more visceral combat and the use of the aforementioned tactics. It can be very overwhelming to the uninitiated, but for a fan, this is truly the peak of the series thus far.

    It doesn’t take long for the enemies to feel the sharp blade of our forces, and Hua Xiong challenges the Wanderer to a duel, showcasing another new feature in Dynasty Warriors: Origins. A solo fight between an immensely powerful foe, it becomes a more daunting affair as both sides look on. Knowing when to press the advantage or to back off, timing your blocks and dodges, it is all key to coming out on top. That sense of triumph when dealing that finishing blow is something that I hope to relive over and over again in the story, which is always a good sign.

    Dynasty Warriors: Origins Tactics
    Image Source: Koei Tecmo via Twinfinite

    As victory drew near, the enemy tried to turn the tide with one final push, and together with my companion Guan Yu, it was time to finally witness the sheer power of the Musou moves. Just like everything else, this showstopping move remains a sight to behold, made even better with this new iteration as tons of enemies get decimated in an instant, and those close-up, slo-mo shots of your heroes only add to the excitement.

    Just as I thought things were over, cue the arrival of everyone’s favorite adversary, Lu Bu. Many have tried and failed, and given that he possessed a large pool of Fortitude, this was certainly not the time and place to snatch victory from the demon. Yet, I very much look forward to the rematch in just a few months, and any fans of the Dynasty Warriors series should as well.

    Dynasty Warriors: Origins will be released on January 17, 2025, on PC, Xbox Series X|S, and PlayStation 5.


    Twinfinite is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy

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    Jake Su

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  • Like a Dragon: Pirate Yakuza in Hawaii TGS 2024 Hands-on Preview – Solid Sea Legs

    Like a Dragon: Pirate Yakuza in Hawaii TGS 2024 Hands-on Preview – Solid Sea Legs

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    The Like a Dragon series has never shied away from the ridiculous, even in its early days, but not even the most ardent of fans would have expected something like Like a Dragon: Pirate Yakuza in Hawaii. A spin-off starring Goro Majima that takes place after Infinite Wealth, players will be diving into high-sea shenanigans and trying to help the anti-hero get back on his feet again after losing his memory.

    Image Source: SEGA via Twinfinite

    While the details of that narrative will be something that will take the spotlight when the game is out in the wild, the time I had with the game at Tokyo Game Show was all about showing off the various activities and areas that will likely suck up all your time once more.

    After getting our hands dirty learning about Majima’s Sea Dog and Mad Dog fighting styles, which are even crazier than before, I had 30 minutes to do whatever I wanted as a new pirate captain. That meant belting out a few tunes in karaoke, dishing out food with Crazy Delivery, or racing Mario Kart-style with Dragon Kart. Using the Segway is still hilarious, especially with the young Noah having his own mini version, and the random battles and Most Wanted encounters give you plenty of opportunities to show off your combat skills.

    It is vintage Like a Dragon, but with a distinctly Majima flavor, and that is a good thing as fans have been clamoring for more of the character with each new entry. While this may not be a full-fledged mainline adventure, it is still something to treasure and behold, simply because Ryu Ga Gotoku Studio continues to be very good at what they do.

    Like a Dragon: Pirate Yakuza in Hawaii Madlantis
    Image Source: SEGA via Twinfinite

    This is obvious when looking at Madlantis, a true pirate playground similar to the Castle in Like a Dragon Gaiden: The Man Who Erased His Name, but with more emphasis on the piracy theme. With the shiny lights and the very fact it’s built into a shipwreck, one can already imagine the sheer breadth of things that can be done during your time here. Although it wasn’t possible to fully explore what this place has to offer, the teases show plenty of promise for Majima in this particular adventure, with combat rightfully being the main attraction.

    Gone is the turn-based formula of recent times, and it’s back to the fast-moving combo sequences that typified early Like a Dragon games. In Mad Dog style, it is always entertaining to see Majima go to town on his foes and build up that Madness Gauge, before summoning his doppelgangers to finish the fight with a flashy spinning attack. Yet, the new Sea Dog style is no slouch either, letting players utilize cutlasses, guns, and his new grappling hook to good measure. By timing your combos well and employing Heat actions, it almost feels like the action-heavy combat never went away.

    Like a Dragon: Pirate Yakuza in Hawaii Sea Dog
    Image Source: SEGA via Twinfinite

    That said, it is not to say that Like a Dragon: Pirate Yakuza in Hawaii is reverting back to the classic formula. Instead, it feels like a natural evolution of the modern foundations of the series through the distinct, colorful lens of Goro Majima. It is pure chaos and fun, serving as a companion piece rather than the main event, but with the team’s track record, it is likely to be a substantial offering that will keep fans wanting more. It’s time to set sail.

    Like a Dragon: Pirate Yakuza in Hawaii will be released on February 28, 2025, on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC.


    Twinfinite is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy

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    Jake Su

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  • Life Is Strange: Double Exposure lets you do more than rewind time

    Life Is Strange: Double Exposure lets you do more than rewind time

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    Life Is Strange: Double Exposure simultaneously serves as a welcoming return and an exciting leap forward, as fan-favorite protagonist Max Caulfield steps back into the spotlight with new friends, a fresh mystery, and reality-bending abilities. I took the game for a spin during Gamescom and the demo revealed, to my surprise, that Double Exposure may be the series’ most mechanically intriguing entry yet.

    With the game set a decade after the events of the original Life Is Strange, the now-adult Max has left Arcadia Bay and works as an artist-in-residence at Caledon University in upstate Vermont. She’s formed a new friend circle in Moses, a science enthusiast, and Safi, daughter of the university’s president. Since the cataclysmic events at Arcadia Bay, of which both endings will funnel into this narrative, Max has sworn never to use her time-rewind power again. However, her new peace becomes shattered when Safi is mysteriously murdered, prompting Max to attempt to save her by winding back the clock for the first time in years. For reasons unknown, the lengthy period of inactivity has caused Max’s power to evolve, and she manages to tear through the fabric of time and space to access an alternate timeline where Safi still lives but remains in mortal danger. Thus, Double Exposure becomes a double murder mystery with players utilizing Max’s newfound Shift power to jump between timelines to discover the identity of the killer in one reality while preventing Safi’s murder in the other.

    The Gamescom demo takes place shortly after Safi’s murder. I won’t spoil the narrative details, but Max must retrieve Safi’s camera from a classroom while avoiding detection by a snooping detective. While the room is locked in her current timeline, the same may not be true in the alternate reality. Keeping track of which timeline you occupy is easy thanks to an icon in the upper-left corner labeling the reality as “Living” or “Dead,” referencing Safi’s fate in that world. Using Max’s Pulse ability, another new trick that lets her detect and reveal ghostly elements from the other timeline without doing a full swap, I find a glowing weak point between realities where switching timelines becomes possible. Making the jump sees Max pull apart the current reality like she’s opening a pair of curtains to instantaneously cross over to the other side. The snappiness of this transition makes for a cool visual.

    Getting my hands on Safi’s camera becomes an involved exercise in exploring the two-story room, finding clues and hitting dead ends that can only be circumvented by switching to the other timeline. Elements such as the room’s layout, the characters’ current activities and moods, and the location of important items differ in each timeline, and the crux of puzzle-solving involves figuring out how gathering information in one world answers a question in the opposite one.

    What begins as a simple search for a safe spirals into using an astronomy chart to find a vital constellation referenced by Moses, then activating a projector to overlay a star chart on a classroom mural in such a manner that the orientation of the constellation reveals the hidden location of the safe’s item. Solving this single puzzle requires several timeline shifts to unravel smaller riddles that logically build toward the solution.

    Upon solving this puzzle, the detective forces his way into the classroom, triggering a stealth sequence where I need to escape the room undetected. Simply sneaking past him isn’t enough; I need a loud object to create a distraction, and it can only be found in the Living reality. Since the patrolling investigator blocks certain routes in the cluttered, box-ridden room, getting past him requires a few strategic uses of Shift, as he’s not present in the Living timeline.

    While Double Exposure seems to test your noodle more than previous entries, it still heavily emphasizes managing character relationships and steering the story through dialogue choices. However, timeline hopping adds some spice to this formula. While a character may be hesitant to reveal a crucial personal secret in one timeline, their counterpart may be more forthcoming, offering information that can give Max the upper hand. Resorting to using knowledge Max technically shouldn’t possess may not go over well, though, adding a thoughtful wrinkle to conversations.

    The Double Exposure Gamescom demo sold me on Shift as a fun mechanic, and I’m excited to see how the game further leverages it to tell its tale. Tack on the return of Max and I’m itching to see how this multiversal murder mystery unravels.

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    marcus.stewart

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  • 3 years in, Hellblade 2 on Xbox Series X finally gives us a next-gen moment

    3 years in, Hellblade 2 on Xbox Series X finally gives us a next-gen moment

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    This console generation has been pretty short of “next-gen moments” — those dazzling, techy epiphanies when you see a game do things that were inconceivable on earlier hardware. You can make a case for Ratchet & Clank: Rift Apart’s lightning-fast loading or Starfield’s potato physics, but there have been relatively few instances where you can watch the future arrive in real time.

    There are a few reasons for this. One is that console supply issues and pandemic-driven development delays led to an unusually long cross-generational phase. Until last year, most games were still being released on PlayStation 4 and Xbox One as well as their successors. Another is that Unreal Engine 5, the latest iteration of Epic Games’ ubiquitous graphics engine, lagged a little behind the new console generation, and large-scale UE5 productions have been slow to appear, with a couple of exceptions.

    All of this is why I wasn’t expecting to experience a next-gen moment when I traveled to Cambridge, U.K., to visit the Ninja Theory studio and play Senua’s Saga: Hellblade 2. But I got one. It’s an astonishingly lifelike narrative action game that applies UE5’s tech, Microsoft’s resources (the company owns Ninja Theory), and the unique processes of a smallish team of technical artists to create something at once grounded and vividly hyperreal. There’s nothing else quite like it.

    This won’t come as a total surprise if you played 2017’s Hellblade: Senua’s Sacrifice. Both Hellblade games blend horrific, quasi-mythological action with a realistic approach to the psychology of their heroine, Senua, an eighth-century Celtic warrior with psychosis. Both games have a photoreal visual style with heavy emphasis on performance capture — an area Ninja Theory has specialized in since collaborating with Andy Serkis on its 2007 action game Heavenly Sword.

    Quite a lot has changed for Ninja Theory since 2017, however. In 2018, the studio was acquired by Microsoft. It hasn’t grown much since — with 100 people, around 80 of whom are working on Hellblade 2, this remains a modestly sized team — but Microsoft’s investment is evident in beautiful new offices with a large, dedicated motion capture studio (and, at the insistence of some extremely British local planning regulations, an in-house pub). On my visit, there was no sign or mention of Ninja Theory’s flamboyant founder and Hellblade writer-director Tameem Antoniades. An Xbox spokesperson later confirmed to Polygon that he is no longer with the studio. Antoniades was involved in Hellblade 2 in the early stages, but the game now has a trio of creative leads: environment art director Dan Attwell, visual effects director Mark Slater-Tunstill, and audio director David Garcia.

    You would expect a dedication to craft in any game led by three technical artists, but that still wouldn’t prepare you for the extraordinary lengths Ninja Theory is going to in its pursuit of realism. In Hellblade 2, Senua journeys to Iceland on the hunt for Norse slavers who are decimating her community in the northern British Isles. As press toured the studio, Attwell explained that the route of her adventure had been plotted in the real world, and locations were captured using a mixture of satellite imaging, drone footage, procedural generation, and photogrammetry. The team spent weeks on location in Iceland, studying the landscape, photographing rocks, and piloting drones. They also studied building techniques of the time and virtually constructed doors out of 3D-scanned planks of wood, rather than modeling them. They even made their own rough wood carvings and scanned them in.

    Character art director Dan Crossland showed us real costumes that had been made to fit the actors by a London-based costume designer using period-appropriate techniques, and then scanned in by the studio. Behind Crossland’s desk there was a mannequin plastered in mesh, putty, feathers, and deconstructed scraps of fabric — a spooky, hand-sculpted prototype enemy design.

    Image: Ninja Theory/Xbox Game Studios

    Over in the combat team’s section, principal action designer Benoit Macon, a very tall and ebullient Frenchman, explained that the game’s fight sequences weren’t traditionally animated, but 100% mo-capped. I watched stunt professionals act out finishing moves on the performance capture stage while animation director Guy Midgley shot them in a close, roving handheld style, using a phone in a lightweight rig.

    The playable results of this fully mo-capped fighting system are quite unique. Combat in Hellblade 2 is one on one only, slow-paced, and very brutal. In the fight scenes of the demo I played — which also featured pattern-spotting puzzles and some atmospheric, grueling traversal — there’s a heightened sense of threat as Senua faces hulking and aggressive opponents, and the characters loom large in the unusually tight camera angles. This might not be the over-the-top combat of DmC: Devil May Cry, but it’s still very effective.

    In a small, soundproofed studio on the top floor, Garcia worked with the two voice actors playing the Furies, which is how Senua thinks of the voices in her head who keep up a constant commentary on the action and her state of mind. (As with the first game, scriptwriter Lara Derham has worked with psychology professor Paul Fletcher and with people who have experienced psychosis on the portrayal of the condition’s effects.) The actors prowled around a binaural microphone — essentially a mannequin head with microphones for ears — hissing and murmuring their lines as if at Senua herself. Garcia, a Spaniard with an infectious sense of wonder, is called a “genius” by his co-workers. His growling, chattering soundscapes are players’ principal point of access into Senua’s state of mind, and they’re as overwhelming now as they were in 2017.

    Senua, seen from the waist up, holds a sword with her back to the player. She faces an indistinct enemy holding a fiery sword whose appearance is fractured

    Image: Ninja Theory/Xbox Game Studios

    The lengths to which Ninja Theory is going to ground this digital video game in physical reality might seem quixotic — even contradictory — but the proof is in the playing. The game, which I played on Xbox Series X, looks stunning, whether it’s rendering the black, smoking slopes of an Icelandic volcano or the pale, haunted eyes of Senua performer Melina Juergens. But beyond that, Hellblade 2 has a tactile immediacy that seems to operate at an almost subconscious level. Ninja Theory’s artists are seeking an emotional connection with the player that, they believe, can only form if the player thinks that what they are seeing is real.

    “I think that the human mind does [a thing where] you think you know what something looks like, but then actually, when you look at what that thing is, in reality there’s way more chaos in it. It’s not quite the same as what you picture in your head,” Slater-Tunstill said. “If you were just sculpting off the top of your head, the environments or the characters or whatever, it just is going to lose some of that nature, some of that chaos.”

    Attwell said that Unreal Engine 5 has made this realist approach more more achievable, both because of the level of fidelity available in the engine’s Nanite geometry system, and because “the turnaround between scanning the thing and putting it in the level is drastically cut, and you can spend that time finessing.”

    “You can think more about the composition,” Slater-Tunstill agreed. “And with the kind of lighting volumetrics we can now do, everything just beds in much better. It’s more believable.”

    Overall, the sense from the Ninja Theory team is that UE5 has removed a lot of barriers for video game artists, and that players are only just starting to see the results. “It feels like the graphical leap that we’ve managed with this is like… We’re on the trajectory we wanted,” Attwell said.

    Senua grimaces while stabbing an enemy with her sword in Hellblade 2. They are lit harshly from the right against a plain blue background.

    Image: Ninja Theory/Xbox Game Studios

    You only need to lay eyes on Hellblade 2 briefly to understand that you’re seeing the next evolution of game technology. It’s not just the engine, though — there are a bunch of factors aligning to make Hellblade 2 a tech showcase. For one, the game design is extremely focused. This isn’t some wild open-world simulation; it’s a linear, narrative-first action game. As an Xbox first-party studio, Ninja Theory has the luxury of building for fewer formats. Also, it’s been given the time to experiment. Touring the studio, Microsoft’s investment in Ninja Theory starts to make a lot of sense. The tech giant hasn’t just acquired a boutique developer, but also an R&D unit that explores the technical and artistic frontiers of a specific game-making process.

    The result is a game made with an unusual degree of focus. Hellblade 2 won’t necessarily be to everyone’s taste with its slow pace, deliberate inputs, and highly scripted, cinematic presentation. It struck me as a modern successor to something like the 1983 interactive animation Dragon’s Lair. As intense and dramatic as the section I played was, it remains to be seen whether the game’s story — a more outward journey for a more mentally balanced Senua — can connect as deeply as Hellblade’s trip into her darkest fears. But there’s no doubting the craft on display, or the immersive sense of presence this game has. It may be a sequel, but it feels like the start of something — like a true next-gen experience should.

    Senua’s Saga: Hellblade 2 will be released May 21 on Windows PC and Xbox Series X.

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    Oli Welsh

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  • Star Wars: Unlimited pushes the limits of galactic warfare — and deck building

    Star Wars: Unlimited pushes the limits of galactic warfare — and deck building

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    Despite the history-changing implications of battles on Endor and Yavin, the nature of war, especially within the Star Wars universe, is one of countless skirmishes across the furthest reaches of the galaxy. Unlikely heroes and allies come together to fight on land and in space, accruing small advantages along the way to inch toward their versions of victory. The same will be true for Star Wars: Unlimited, the newest entry into the hotly contested battle for players in the world of trading card games.

    Its seventh project based on the Star Wars universe, Fantasy Flight Games’ latest effort combines time-tested elements from its past ventures, along with inspiration from other popular TCGs, to make Unlimited its most dynamic version of a galactic battle yet.

    “We’re trying to go in a bit of a new direction with this game in terms of streamlining things and making a really fast back-and-forth game, compared to some of our past games,” said Danny Schaefer, a designer at Fantasy Flight, in an interview with Polygon. “We definitely picked up some elements from our past [living card games] as well as some of the older Star Wars games, as well.”

    One of Unlimited’s designers, Jeremy Zwirn, also worked on FFG’s previous Star Wars: Destiny dice and card game, which utilized a fast-paced tit-for-tat action system, and helped port that to the rules and vision for Unlimited.

    An early demo of Star Wars: Unlimited was held at Gen Con 2023.
    Photo: Fantasy Flight Games/Asmodee

    “The turn structure is very quick, very interactive, and simplified,” Zwirn explained. “You don’t have something like the stack in Magic with confusing timing issues when things are happening. That worked really well in Destiny, so we wanted to carry that over to this game too.”

    Another one of the game’s fundamental characteristics was borrowed from a different body of work altogether. Like many trading card games, Unlimited cards have a cost that must be paid in order to play them from your hand. But unlike Magic: The Gathering, which requires adding specific land cards that generate mana, Unlimited’s resource system is closer to Disney Lorcana and Flesh and Blood’s approach, games that allow you to use almost any card in hand as a potential resource.

    The Call of Cthulhu LCG had a somewhat similar resource system where essentially any card could be used as a resource,” Zwirn explained. “You resource one card per round, so you can eventually build up, get more powerful cards, and play them at a higher cost.”

    As these varied inspirations gradually came together over more than three years of design, they eventually paved the way for more defining elements that the game’s creators introduced to make Unlimited exciting, replayable, and, in its own way, challenging.

    Deck-building dynamics

    Central to deck design are the game’s heroes and bases, which start on the board at the beginning of every game.

    Similar to Flesh and Blood or Magic’s Commander format, Unlimited utilizes iconic Star Wars characters to serve as a deck’s primary hero. These include the likes of Luke Skywalker, Darth Vader, Boba Fett, Chewbacca, and plenty others. Likewise, base cards depict classic locations from Star Wars stories, from the swamps of Dagobah to the Death Star Command Center and even the Catacombs of Cadera on Jedha.

    The heroes provide several important contributions to each deck. For one, they have built-in abilities that impact the game in a variety of ways. These heroes can also serve as units that do battle more directly with opponents. But most importantly, heroes and bases feature colored “aspects.”

    Unlimited utilizes six different “aspects” that determine the play style and possible abilities of the game’s cards. Think of them like colors in Magic, the Pokémon TCG, Hearthstone, and countless other card games.

    In Unlimited, the aspects are Vigilance (blue), Command (green), Aggression (red), Cunning (yellow), Heroism (white), and Villainy (black). An Unlimited deck must have a leader and a base — your leader then provides up to two aspect icons while your base provides one. Together, the aspects that your base and hero feature then shape the cards the rest of your deck can include.

    “All those permutations of mix-and-matching a leader with different bases and different aspects can create an entirely new deck,” Zwirn emphasized. “Sometimes those bases can really make or break a deck, as well.”

    To highlight the basic look and structure of Unlimited’s future decks, the design team shared a few examples that feature different leaders and bases, along with some of the cards that play well with those configurations. Zwirn points to the Cunning and Villainy Boba Fett deck as one example of the importance of maximizing heroes and bases to get the most value and synergy out of the remaining cards in the deck.

    A full deck of cards for Star Wars: Unlimited

    A deck by Jeremy Zwirn based on the hero Boba Fett, with his base set in Jedha City.
    Image: Fantasy Flight Games

    “For the Boba deck, the card Cunning is an extremely powerful card that has double Cunning aspects. So to play it for only four [resources], you have to have a base and leader with Cunning aspects, which is gaining you tempo,” Zwird explained. “And the card itself creates probably the best tempo in the entire game; it can exhaust two units and bounce an enemy unit, all for four resources.”

    When you break down these aspects further, you begin to see how they express the game’s play styles and color identities into classic card game archetypes.

    “There are some very good aggro decks, especially on the hero side. Some very good control decks, especially on the villain side. And there are a variety of midrange decks somewhere in between,” Schaefer said.

    However, don’t expect to see breakout combo decks when the game first hits shelves in 2024.

    “We’re intentionally not leaning hard into combo, with the first set at least,” said Tyler Parrott, another designer on Unlimited. “There will be some combos eventually, inevitably.”

    “There are combo elements to decks, but not really like ‘we’re going to kill you in one turn’ or infinite loops,” Schaefer added.

    A collection of cards based on Han Solo thematically includes some of his favored alies, includind Chewy and Lando.

    A deck by Danny Schaefer based on the hero Han Solo, with his base set to Catacombs of Cadera — also on Jedha.
    Image: Fantasy Flight Games

    “The Han Solo deck is about as close to combo as you’ll get in Set One, with the ability to cheat out expensive cards a little bit ahead of time,” Schaefer explained. “It’s playing You’re My Only Hope with all the cards that look at the top of your deck. It’s not like a one turn kill combo, it’s more like I got my seven drop out on turn five, or my five drop out on turn three.”

    Another intriguing aspect of Star Wars: Unlimited lies in its deck-building mechanics. Decks must be a minimum of 50 cards, with a limit to only three copies of any one card.

    “It’s a bit less consistent than if you have four-ofs, obviously,” Schaefer said. “That was partially because you see so much of your deck in a given game, we didn’t want it to be quite as easy to always see your same cards over and over — especially in the first few turns.”

    According to Parrott, 50 cards is “also just a value that we’re familiar with. We have enough other games that have been 50 with three copies that we knew exactly what that was going to play like mathematically.”

    Arenas of battle

    One of the most unique elements to Unlimited, which fans of Star Wars will surely recognize as a recurring theme across the films and stories, are battles that occupy both land and space.

    Unlimited features two arenas of play, ground and space, which are then occupied by respective units.

    “One of the things we learned from the Star Wars LCG, it bounced off a lot of people for thematic reasons because the idea that Chewbacca could fight a Star Destroyer was a little bit too much of a stretch,” Parrott explained. “That was one of the big incentives to have the two lanes be separate.

    A decklist of cards featuring Chewbacca, which includes more than a couple nimble starfighters in the mix.

    Danny Schaefer’s Chewbacca deck finds its home on Hoth, naturally: “Chewy’s ability lets you play three drops or smaller and give them Sentinel, which means they have to be attacked. It’s really good for slowing the game down and stopping your aggro opponents from hitting your base. And the idea here is you play those cheap units early, stall things out a little bit, and then eventually either build up to some ramp or some removal, keep the game under control, then get to seven resources and bring out Chewy, who when he flips is a giant monster. He has Sentinel and he has Grit, which means his power goes up for each damage he takes. So once Chewy flips, it just locks down the ground and threatens to hit really hard. You’ve also got a couple eight drops in here for once you’ve gotten to that point, you can slam the door shut with your giant capital ships.”
    Image: Fantasy Flight Games

    However, not only does this element make the flavor of Unlimited more authentic to its source material, it also adds an important strategic element too.

    “Bringing the correct ratio of ground to space units is going to matter a lot,” Parrott said. “If you go to a tournament and you expect the metagame to be heavy on people playing space aggro, then now I need to add more space units to my deck to fight against the space units, and now my ground units maybe can be fewer and they’ll go farther in the game because that is now the uncontested lane.”

    Play modes and organized play

    Looking ahead, Star Wars: Unlimited will feature a variety of play modes, including 1v1 and multiplayer, where players bring pre-built or fine-tuned decks to battle at stores or other casual environments.

    The game will also feature draft and sealed modes, where players can open a specified number of card packs to construct a brand-new deck on the spot.

    Eventually, Unlimited will also introduce its own system of organized play spanning from weekly store events to galactic championships, though more details on the specifics behind organized play are coming down the line.

    Star Wars: Unlimited launches in game stores globally on March 8, 2024.

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    Stan Golovchuk

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