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Hell is Us terrifies in all the best ways
polygon.com

Hell is Us terrifies in all the best ways

Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more. You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad. You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS (big glowing sword). Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much. You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself. While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes. Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.” The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing. A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X.

June 14, 2025
All Verso Outfits in Clair Obscur: Expedition 33 and how to unlock them
polygon.com

All Verso Outfits in Clair Obscur: Expedition 33 and how to unlock them

Verso is more than just a Devil May Cry stand-in. In Clair Obscur: Expedition 33, Verso’s combat playstyle evokes this feeling of style, but style doesn’t have to stop at combat. With the right fit, you can defeat the paintress in style. Verso’s outfits unlock many combinations of expression. As you play Clair Obscur: Expedition 33, you’ll find both outfits and hairstyles to experiment with. Many of them will be directly in your path, but many of them are missable — hidden behind Mimes, side quests, or complex challenges. In this Clair Obscur: Expedition 33 guide, we offer a list of all Verso outfits and hairstyles and how to unlock them. All Verso outfits in Clair Obscur: Expedition 33 There are 12 outfits you can unlock for Verso. We’ve only unlocked eight so far, though, we can confirm through community sources how to unlock the other four. Included above are screenshots of the Verso outfits we’ve unlocked to date, with an asterisk (*) below to indicate those we’ve yet to unlock. Here’s how you unlock the following Verso outfits in Clair Obscur: Expedition 33: Verso — Available from the beginning of the game. Baguette — Defeat the Mime in the Joy sub-section of Visages. Expedition — Unlocks automatically once you reach Act 2. Civilian* — Found in the Manor. Access the Manor through the continent north of Lost Woods once you unlock swimming with Esquie, and it’s behind a secret door you find after checking the upstairs bookcase. Clair* — Complete Stage 11, Trial 3 in Endless Tower. Pelerin* — Purchase from Verogo the Merchant in Frozen Hearts. Pure — Purchase from Granasori the Merchant on the island next to the Monolith. Renoir’s Suit — Defeat Renoir in the Monolith. Sakapatate — Purchase from Delsitra the Merchant in Gestral Village. Simple — Purchase from Rubiju the Merchant on the island next to the Visages on the World Map. Swimsuit I — Reach relationship level 6 with Sciel. Swimsuit II* — Achieve the Gold Medal in the Time Trial at Gestral Beach. All Verso hairstyles in Clair Obscur: Expedition 33 There are 10 hairstyles you can unlock for Verso. Similar to his outfits, we’ve only unlocked five, but through the community, we have confirmed how to unlock the other six. We’ve included screenshots of the Verso hairstyles we’ve unlocked so far, and have added an asterisk (*) below to indicate those we’ve yet to unlock. Here’s how you unlock the following Verso hairstyles in Clair Obscur: Expedition 33: Verso — Available from the beginning of the game. Bald* — Defeat the Mime in Sunless Cliffs with Verso. Curly* — Purchase from Sodasso the Merchant, northwest of Visages. Gustave’s Haircut — Purchase from Papasso the Merchant on the beach next to Monoco’s Station. Baguette — Defeat the Mime in the Joy section of Visages. Bun — Purchase from Blackora the Merchant next to Monoco’s Station. Expedition White* — Complete Stage 9, Trial 3 of Endless Tower. Gestral* — Received from Sastro once you find 5 Lost Gestrals. Samurai — Reach relationship level 3 with Monoco and select “Fine” when you’re able during the dialogue. Renoir Haircut* — Get the Verso ending at the end of the game. You must choose “Fight as Verso” in the final battle. For more Clair Obscur: Expedition 33 guides, here’s our recommendation for how to get all endings.

June 14, 2025
Keep an eye on Planet of Lana 2 — the first one was a secret gem of 2023
polygon.com

Keep an eye on Planet of Lana 2 — the first one was a secret gem of 2023

May 2023 was kind of a big deal. A little ol’ game called The Legend of Zelda: Tears of the Kingdom (ring any bells?) was released, and everyone was playing it; Tears sold almost 20 million copies in under two months. However, it wasn’t the only game that came out that month. While it may not have generated as much buzz at the time, Planet of Lana is one of 2023’s best indies — and it’s getting a sequel next year. Planet of Lana is a cinematic puzzle-platformer. You play as Lana as she tries to rescue her best friend and fellow villagers after they were taken by mechanical alien beings. She’s accompanied by a little cat-like creature named Mui (because any game is made better by having a cat in it). Together, they outwit the alien robots in various puzzles on their way to rescuing the villagers. The puzzles aren’t too difficult, but they still provide a welcome challenge; some require precise execution lest the alien robots grab Lana too. Danger lurks everywhere as there are also native predators vying to get a bite out of Lana and her void of a cat companion. Mui is often at the center of solving environmental puzzles, which rely on a dash of stealth, to get around those dangerous creatures. Planet of Lana’s art style is immediately eye-catching; its palette of soft, inviting colors contrasts with the comparatively dark storyline. Lana and Mui travel through the grassy plains surrounding her village, an underground cave, and through a desert. The visuals are bested only by Planet of Lana’s music, which is both chill and powerful in parts. Of course, all ends well — this is a game starring a child and an alien cat, after all. Nothing bad was really going to happen to them. Or at least, that was certainly the case in the first game, but the trailer for Planet of Lana 2: Children of the Leaf ends with a shot of poor Mui lying in some sort of hospital bed or perhaps at a research station. Lana looks on, and her worry is palpable in the frame. But, Planet of Lana 2 won’t come out until 2026, so I don’t want to spend too much time worrying about the little dude. The cat’s fine (Right? Right?). What’s not fine, however, is Lana’s village and her people. In the trailer for the second game, we see more alien robots trying to zap her and her friend, and a young villager falls into a faint. Children of the Leaf is certainly upping the stakes and widening its scope. Ships from outer space zoom through a lush forest, and we get exciting shots of Lana hopping from ship to ship. Lana also travels across various environments, including a gorgeous underwater level, and rides on the back of one of the alien robots from the first game. I’m very excited to see how the lore of Planet of Lana expands with its sequel, and I can’t wait to tag along for another journey with Lana and Mui when Planet of Lana 2: Children of the Leaf launches in 2026. You can check out the first game on Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X, and Windows PC.

June 14, 2025
Marvel vs. Capcom spawned a new generation of tag fighters — by not showing up
polygon.com

Marvel vs. Capcom spawned a new generation of tag fighters — by not showing up

It’s been nearly 30 years since Capcom popularized tag-based fighting games with X-Men vs. Street Fighter — and to a lesser extent, SNK with Kizuna Encounter: Super Tag Battle. But now, the subgenre appears to be thriving in the vacuum left by Capcom itself, which hasn’t delivered a new tag-based fighting game since 2017’s Marvel vs. Capcom Infinite. Even still, this month alone, two major new tag-based fighting games were announced: Marvel Tokon: Fighting Spirit from Guilty Gear developer Arc System Works and Quarter Up’s Invincible VS. These titles will join a long list of recent tag-based games including Hunter x Hunter: Nen Impact, Dragon Ball FighterZ, and the Capcom Fighting Collection games. It’s clear we’re entering a new era of tag-based fighters. It’s a revival that took years to materialize, and it likely wouldn’t have happened if a true Marvel vs. Capcom 4 had ever arrived to reclaim its throne. There’s been a hunger for tag-fighters for years, sated somewhat by games like Skullgirls and BlazBlue: Cross Tag Battle, but the pioneers of the format couldn’t or wouldn’t deliver. The fighting game community has been starved for Marvel vs. Capcom 4 since 2017, when the next installment in the franchise, Marvel vs. Capcom Infinite, almost immediately failed upon release. Its lack of X-Men characters, lack of previous comic book influences, and poorly received art direction resulted in it being perceived as a sequel unworthy of the series.  Keeping the MvC franchise alive fell to fans. It took fighting game content creator Maximillion Dood and the fighting game community to start the #FreeMvC2 campaign in 2021 for Disney and Capcom to pay attention — and realize that the IP is still a profitable franchise to explore.  Although it may have resulted in Marvel vs. Capcom Fighting Collection being released, it also propelled Max to begin work on  Marvel vs. Capcom: Infinite & Beyond in 2024, a fan-modded version of Infinite that addressed most problems fans had with the original.  When asked if he believed Infinite & Beyond got Disney and Marvel’s attention more than the #FreeMvC2 campaign, Max told Polygon in an email, “If anything, I’d like to think so.” But more than anything, Max believes “the positive reception of our work allowed for further confidence to Capcom and Marvel, that investing into the Marvel Vs. Capcom series is a worthwhile venture.” But instead of an announcement for a new game, we just got a compilation, which, while a great gesture, wasn’t the advancement of the franchise most craved. Other developers have recognized an opportunity even Capcom couldn’t; it was open season to breathe new life into the tag-fighter subgenre.  “The past several years and [a] large multitude of 1v1 fighters left a gap created by the MVC series and DBFZ, that have led us to where we are today,” Max said, “with several large tag fighters on the horizon.”  But crafting a hit that could rival one of the most legendary tag fighters ever made is no easy task. Developer Quarter Up — and even Max— faced their own set of challenges stepping into the development process of a tag fighter.  “I simply had no idea how much of my year this project was going to occupy until we were at the end,” Max said. “At that point, we started to make individual teams for textures, models, art, interface, audio, and gameplay. Each one of these departments, full of fans just wanting to add something to the project, was able to work towards our pre-determined goals. At several points, we realized the scope of the project would become much too large, so we pulled back and focused hard on a 2024 release.” As Quarter Up’s foray into the tag-fighter genre, Invincible VS comes with some unexpected advantages. “The great thing about our particular process is that we weren’t shackled by having to adhere to any previous titles,” said Bau Bautista, lead combat designer for Invincible VS. “We were free to pick and choose features and mechanics that fit the vision of what we were trying to create. That freedom allowed us to hone in on a direction and rapidly iterate as we moved forward.” Invincible Vs is being built with a clean slate — there’s no legacy version for fans to compare it to. That’s a luxury Capcom didn’t have when developing Infinite. Even Mortal Kombat 1 flirted with tag-based mechanics with its Kameo system, a kind of half measure that ultimately didn’t add the depth that NetherRealm and its fans were looking for. “Tag-fighting is also an interesting hook conceptually,” Max said. “Allowing for more general gameplay and character interaction than the typical 1v1 game. I feel that developers like to be challenged. And the tag-fighter sub-genre has mostly been stuck to the concepts that Marvel Vs. Capcom 2 created all the way back to the year 2000.”  Fans of the Marvel vs. Capcom franchise are understandably wary about Marvel handing its IP to a different dev team for Marvel Tokon: Fighting Spirit, but Capcom has largely abandoned the tag-fighter format it helped pioneer, opting for safer, more traditional projects like Street Fighter 6. Maybe Capcom didn’t have the gumption to evolve its tried and true format the way newer developers are doing with their own tag-based games.  “With a team-based, 3v3 tag fighter, based on a long-standing and beloved IP, it adds so many more factors to the formula that it gets downright daunting at times,” Bautista said. “That being said, innovation and evolving a genre will always be one of the biggest challenges involved in the process. Tag fighters are a very specific sub-genre of fighting games, with a pretty solid history of established and familiar mechanics, where deviating too far from that formula will quickly lose you your player base.” Arc System Works stepped in with Dragon Ball FighterZ and proved itself with its successful gameplay innovations, making Marvel’s move to choose ArcSys as its new dev team feel like a no-brainer. Meanwhile, Invincible VS, another superhero IP, recognized the appeal and demand for the format and jumped in as well, however daunting it may be. Even if it’s not quite built for high-level tournament play, Nen Impact shows that the anime crowd is moving away from arena fighters and yearning to see their favorite shows get the tag-fighter treatment as well. Call it a breakup if you want, but both ArcSys and Quarter Up saw the demand, and they see the subgenre as a worthy investment. Whether Marvel Tōkon: Fighting Spirit and Invincible VS can break through like the Marvel vs. Capcom games did remains to be seen. “Several of the games coming in the near future are trying something unique in this space. It’s exciting,” Max said. “But the bigger question remains…is 4v4 fighting going to push the barrier and create a bright future? Or is it going to be too much for the masses to comprehend? I can’t wait to find out.”

June 14, 2025
Switch 2 Joy-Con drift is already haunting Nintendo
polygon.com

Switch 2 Joy-Con drift is already haunting Nintendo

Stick drift comes for everyone, but Nintendo Switch hardware has a reputation for being particularly prone to failure. Naturally, everyone is wondering if the Nintendo Switch 2 and its new Joy-Con controller is any better than its predecessor. News that at least one person purchased a brand new Switch 2 that appeared to come out of the box with stick drift isn’t helping paranoia around drift. So, what’s actually going on — and should you be worrying, too? Stick drift refers to the phenomenon where a controller’s joystick seemingly has a mind of its own. Your machine will interpret input that isn’t actually happening, often causing characters or cursors to perpetually move in a specific direction. You can play around it through new input that overrides the drift, but it’s a nuisance that begets inaccuracy during gameplay. Usually, you have to either repair the controller or buy new gear. Stick drift is not unique to Nintendo, but there are many potential reasons for the stigma. “Joy-Con drift” is a punchy term compared to something like “DualSense drift” or “Xbox wireless controller drift.” The detachable controllers also have more of a culture around them where people will buy new colors simply to have a rad system. While all platforms provide unique colorways, those on the Switch are more whimsical. Beyond pastel options, sometimes one set of Joy-Con will come in two totally different colors that give the console an air of artistic asymmetry. The portability allows Joy-Con to function more as a fashion accessory compared to controller that is always stuck at home. Joy-Cons are also slightly more expensive than the basic controllers from competitors, so defects can feel like a bigger deal on the Switch. There’s no perfect way to collect data around it, but anecdotally, more people have searched for PlayStation-related drift than Nintendo-specific drift, even accounting for different search terms, over the last five years. People will cite statistics like the one where an apparent 40% of controllers eventually experience the issue, but the investigation in question polled just over 900 people. The first Switch has sold more than 150 million units, and is currently on track to become the best-selling system of all time. The good news is that the person who unboxed a Switch 2 with stick drift appears to be an uncommon experience. You have to scroll dozens of posts to see anyone else claiming to have the same issue, and even then, that commenter says they were able to recalibrate the controller manually. Elsewhere, there are errant reports of Joy-Con 2 drift which, while Polygon cannot individually confirm, don’t meaningfully alter the prevalence of the issue if taken at face value. Nintendo’s sold millions of Switch 2 consoles. If even a fraction of a percent of those consoles have drift, that could mean thousands of people. It’s awful for anyone experiencing it, of course, but that doesn’t mean the average Switch 2 owner has to worry about Joy-Con drift. At least, not this early on. Most of the time, stick drift will happen after extended wear and tear. The Switch 2 hasn’t been out for even a month yet. Nintendo claims that the system as a whole was designed from the ground-up, including the Joy-Con, but experts who have broken down the tech say the innards are largely similar to the original Joy-Con. This would suggest that Joy-Con 2 will be just as susceptible to drift in the long term. Like the first time around, Nintendo offers free Joy-Con replacements for the Switch 2, provided they’re still under warranty. The fine print stipulates that warranty only lasts a year, but historically Nintendo has been amenable to fixing controllers with an inactive warranty. Experiences around Joy-Con repair online are largely positive, with users noting that at best, they had to make due without a controller for a couple of weeks. There are plenty of reports of people who have sent in Joy-Con multiple times, all free of charge. Unfortunately, a much smaller segment of that population say that their controllers started drifting even after repairs. At least Nintendo will take those back for free, which is a much better option than shelling out another $79 for a fresh pair. It’s possible to personally fix Joy-Con for much cheaper, and fans have relied on low-tech methods that merely require a piece of cardboard. But if you elect that route, you’ll also be voiding your warranty while chancing the possibility of making a mistake. You can expect similar circumstances on the Switch 2. In the past, furor around Joy-Con drift prompted lawsuits that caused Nintendo to apologize to customers over the issue. As Nintendo tells it, the Japanese company has continually been improving Joy-Con durability throughout the lifecycle of the first Switch, and enhancements were a consideration when developing the Switch 2. “The control sticks for Joy-Con 2 controllers have been redesigned and have improved in areas such as durability,” a Nintendo spokesperson told VGC. When asked by Polygon about wear and tear on the Joy-Con, Nintendo was mum on what players could expect on Switch 2, allegedly out of worry that specifics would be akin to sharing proprietary information. Things might unfold differently for the Switch 2. The magnetic strips mean that the hardware comes together in slightly different way, and mouse controls also mean that people will be using Joy-Con 2 on all sorts of unusual surfaces. The potential for friction is higher by these factors alone. It won’t be surprising if we see more reports of Joy-Con drift on the Switch 2. You might even experience Joy-Con 2 drift yourself. Then again, all of my PS5 controllers have succumbed to drift while none of my Joy-Con on the Switch have had issues. Your mileage will vary, but for now, there’s no reason to believe the Switch 2 will have a pervasive hardware flaw any more than its rivals do.

June 14, 2025

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