Hytale is adding the ability to toggle armour so you don't have to hide your fancy clothes: 'Community asks? Community receives'
What is an Xbox? Microsoft has spent 25 years trying to answer the question, but for fans, the answer is easy: “Xbox” evokes one-eared headsets wired into the memory card slots of massive controllers with breakaway cords. A dashboard with gleaming skeuomorphic blades and avatars adorned in earned accessories. That sound that plays when a hard-earned Achievement finally pops. “Xbox” means heavy-duty hardware. Tactile sensations. Friends connecting for the first time. And that’s before we even get to the games.
It may be that the very idea of an Xbox game is coming to an end. Microsoft has undeniably shifted its tactics, with a new focus on multi-platform releases, handheld Xboxes that are actually miniature Windows computers, and the potential that future Xbox consoles may simply be gaming PCs. So now seems as good a time as any to look back at the entire history of Microsoft’s console journey and rank the best Xbox games, with help from our friends at Outside Xbox, the multimillion-subscriber channel that serves up weekly videos about video games and video game-adjacent things
When we say “the best Xbox games,” we mean the ones that most evoke that weighty sense of “Xboxness.” Some are first-party, most are exclusives, and all of them are indelibly tied to the legacy of and fondness for a platform that’s left a massive mark on gaming. These are the 100 Best Xbox Games of All Time. We'll be updating this list daily with 25 games at 7am PST/10am ET/3pm GMT from Tuesday, 20th January to Friday, 23rd January, until number one is revealed.
A large-scale, online multiplayer game show, played in real-time by actual players who could win actual prizes? It was a bold idea, and Microsoft's 1 vs. 100 actually did it. Adapted from the TV show of the same name, players were randomly dropped into one of three pools whenever the show went live: the Crowd, the Mob, and the One, with the One competing against the Mob in trivia rounds where reaction times were just as important an ingredient to victory as the correct answer to the question being asked. Prizes ranged from 80 Microsoft Points ($1) to a free Xbox Live Arcade game, to 10,000 Microsoft Points ($125). 1 vs. 100 was a true social and technical experiment in the world of gaming, and here's the thing: it worked! Sadly, it was canceled after two "seasons" and can't be played now, but it lives on in the memory as one of the best and most innovative Xbox games ever made.
When Microsoft acquired Nintendo's second-party darling Rare for $375 million, the possibilities were endless. One of the first games Xbox got from the British studio was Conker: Live and Reloaded, a remake of N64's Conker's Bad Fur Day that added online multiplayer. And while that competitive play was quite fun, thanks in part to the juxtaposition of over-the-top violence and adorable characters on screen, it was the technological level-up from the N64 original that was truly stunning. The action-platformer was now "fur-shaded," giving the manes of Conker and his buddies a unique "next-gen" new look. Ironically, Live and Reloaded was actually more heavily censored than Bad Fur Day, but both campaign and multiplayer were nevertheless a great way to introduce Rare to its new Xbox player base.
Believe it or not, there was a time when EA didn't support Xbox Live. And so Microsoft started building its own sports games that would take advantage of its online service, and of those titles, Top Spin was by far the best. It was a tennis sim featuring a career mode full of real-life pros, but what made Top Spin memorable – in addition to its core gameplay being so pitch-perfect, of course – was its online play. You'd create your character, build them up, and take them online, pitting yourself against other players in ranked matches that, if you won, would move you further up the global rankings. It all worked perfectly (and even tied in XSN, if you remember that little experiment), and made Top Spin the best tennis game the Xbox has ever been served up.
The Xbox 360 was a treasure chest full of those “7 out of 10s” that you just couldn’t put down; those rough-around-the-edges cult classics that kept us more than entertained for a weekend before we moved on to the next. Binary Domain is a perfect example – a third-person shooter from Yakuza developer Ryu Ga Gotoku Studio, this sci-fi story didn’t play too differently from established cover shooters such as Gears of War, but came with its own unique quirks. Direct control of your squadmates was chief among these, with the ability to command them in six different languages via a headset or the Kinect sensor, a fun little gimmick that took advantage of the Xbox’s ultimately doomed experiment with its camera peripheral. Binary Domain may have never fully reached the heights of its lofty ambitions, but it still finds a place in our hearts.
The original Xbox was a maximalist, brutalist brick of post-Y2K design and Steel Battalion is the purest expression of its commitment to inconvenience. The Capcom-developed mech game is arguably nothing special by itself, but the humongous HOTAS horror with which it came bundled has earned it Xbox immortality. Weighing in at a whopping 17 pounds, boasting three panels, three foot pedals, and industrial-grade divorced dad energy, Steel Battalion is the video game equivalent of “rolling coal:” an excessive, magnificent, indulgent peripheral that cost $200 in 2002 money. Xbox is a burly, hefty console that demands a burly, hefty experience, and Steel Battalion more than fits the bill.
Xbox was a console designed to change the game, and so it made sense that the Oddworld series shifted direction when it arrived on the platform. Munch's Oddysee saw the sidescrolling platformer leap into the third dimension, but it was 2005’s Stranger’s Wrath that really reinvented the series, delivering a bizarre gunslinging action-adventure in which you played a bounty hunter, bringing in targets dead or alive, rather than saving legions of Mudokons. As Stranger, you’re armed with a crossbow and a bandolier of “Live Ammunition”, as in, ammo that’s literally alive. Your chatterbox bullets, each an insect or tiny mammal with unique abilities, turn each hunt into a tactical showdown with more than a fistful of good laughs.
It's gritty. It's neon. It's Fuzion Frenzy, an undeniable classic for the original Xbox that's still fun today (if you don't stay too long in the Waterfront minigames, that is). This party game gem was one of the few local multiplayer games that just about anyone could play, regardless of their experience with gaming. Simple yet helpful options like practicing a minigame before the real event, bots to fill open spots with varying levels of difficulty, and custom lengths for tournaments made welcoming others to the party even easier. Its wide span of minigames acted as a great introduction to all kinds of genres, too; from racing to rhythm, to strategy, to defense, Fuzion Frenzy has it all – and a sick visual aesthetic to boot.
Lost Planet: Extreme Condition is a perfect relic from a time when it seemed like almost every third-party game that delivered a visual showcase on the Xbox 360 struggled to run properly on the PS3. Capcom’s mech-suit shooter played host to some memorable creature design that evoked some of sci-fi fiction's greatest threats, and delivered spectacle that, at the time, was compared to games as well as thought of as Shadow of the Colossus. While its story may have left quite a bit to be desired, its action was well-received, as it took cues from Capcom classics such as Mega Man and Bionic Commando and modernised them to great effect. Lost Planet: Extreme Condition is by no means a classic in its own right, but is a great example of a time when, if you had the choice to play a multiplatform game on any console, it would always be the 360.
Nuts & Bolts began life as a remake of the original Nintendo 64 Banjo-Kazooie game, before developer Rare made the decision to create a completely new entry in the series for the Xbox 360. An ambitious project that stretched itself far beyond its 3D platforming roots, this 2008 sequel placed an emphasis on building vehicles in a flexible world that could be navigated in many different ways. 15 years before Nintendo experimented with similar ideas in The Legend of Zelda: Tears of the Kingdom, Rare was arguably ahead of the curve when it came to player freedom in wide open spaces, even if the final product never delivered the sort of game of the year-winning quality that Link’s adventures have. There’s no denying that Nuts & Bolts was divisive at launch, but its legacy only grows stronger over time, and it remains the most recent entry into the Banjo-Kazooie series.
We'd argue that Condemned: Criminal Origins was the most underrated of the Xbox 360's day-one launch games. A first-person horror game with melee combat from the decorated developers at Monolith Productions, it got scarier and scarier the deeper you pushed into its campaign – and yes, we mean it got even more terrifying after the memorable department store mannequin sequence. As an FBI agent you had a toolbox of forensic tools to work with, but it was more what you had to work against that made this experience special – namely, an impeccably bleak atmosphere that heightened the fear that enveloped you as you played. It remains unique amongst horror games even today.
Indie games have grown so ubiquitous that the word itself has become a battleground, but 18 years ago, “indie” largely meant games on Xbox Live Arcade. XBLA was to indie games as Toonami was to anime: an influential pipeline that reshaped distribution and expanded our ideas of what games could be and who was allowed to make them. Headlining the inaugural “Summer of Arcade” in 2008, Castle Crashers was a colorful, chaotic belt-scroller with stylish hand-drawn art straight from Newgrounds, the anarchic animation scene that would later spawn the likes of Smiling Friends. It set a new standard for four-player co-op and helped spark a modern beat ‘em up revival alongside fellow XBLA stalwart Scott Pilgrim: The Game.
MechWarrior had long been a sci-fi giant-robot simulation staple on PC. In MechAssault, the BattleTech universe came to console as a faster-paced, gamepad-friendly version of everyone's favorite 31st-century-set franchise, and it translated beautifully. You still got to pilot all of the coolest mechs from the PC series, and you could still target specific areas of your enemies in order to disable them or, in the case of a leg takeout, cause them to fall over and explode. But MechAssault boiled it down to purely the action, taking a lot of the between-mission simulation gameplay out of the equation. The revised formula worked, both in the single-player campaign and in the Xbox Live online multiplayer, where MechAssault quickly established itself as one of the most popular games on Microsoft's then brand-new, broadband-only online gaming service.
A launch game for the Xbox 360, Peter Jackson’s King Kong comes from a time when a huge graphical leap could be noticed from just one glance at a screen. The lush jungle of Skull Island set the stage for a licensed game that stood tall in an era when many fell flat, thanks to its relatively open approach to level design, immersive first-person perspective devoid of cluttered UI, and overall cinematic presentation that reflected the ambitions of The Lord of the Rings’ director’s remake. Sure, it’s not quite as revolutionary to play now, but it is representative of a moment in time when, much like its lead character, Xbox was about to become top of the food chain.
Full Spectrum Warrior famously started out not as a for-public-consumption video game, but as a training tool built for the US Army. It's a real-time tactics game, but unlike just about anything that came before or since. Its entire premise revolves around the proper positioning of your squad of soldiers; it's up to you to literally put your men and women in position to not just succeed, but also survive, as one wrong move will see just a few bullets quickly wipe out your squad. Tension is the primary emotion you'll feel throughout Full Spectrum Warrior's campaign, but in the very best and most enjoyable of ways.
At the time of the original Xbox’s arrival in November 2001, it was seen as a necessity for a console to launch with a strong fighting game offering, one of the most popular genres at the turn of the century. In preparation for that, Microsoft moved to obtain exclusivity on Team Ninja’s Dead or Alive series, which had previously appeared on both Sony’s PlayStation and Sega’s Dreamcast. The gamble paid off: Dead or Alive 3 instantly became a huge hit thanks to its lush visuals and slick combat, selling over 1 million copies in its first five months alone. It would go on to become one of the 10 best-selling games on the original Xbox console and help establish the platform’s solid foundations around the world.
A sequel to Rare’s hit N64 shooter, Perfect Dark Zero began life on the Gamecube before it was ordained as a flagship first-party launch title for Xbox 360 following Microsoft’s acquisition of the studio in 2002. While its development was a frantic sprint to meet the console’s release, the final product is a technical stunner of a stylish spy thriller that dazzled early adopters with glossy visuals and a sprawling multiplayer suite that supported a then-whopping 32 players– the perfect proving ground for a new generation of Xbox Live. Microsoft was clearly strapping the rocket to Joanna Dark as a triple-A franchise candidate, but her series struggled to find a lane among the Master Chiefs and Call of Dutys that dominated the platform. Even so, Perfect Dark Zero endures as an ambitious, feature-rich launch showcase, and after decades of false starts and development hell, it remains the last, best word on an Xbox almost-icon.
Panzer Dragon Orta showed that, even following the very public disaster of the Dreamcast, Sega was a company still willing to take risks and experiment. In this case, it meant rewinding time and returning Panzer Dragoon to its rail shooter roots, following a brief venture into the RPG space with 1998’s Panzer Dragoon Saga. The result was Panzer Dragoon Orta, an Xbox exclusive interpretation of the dragon-riding series that felt both comfortingly old-school and daringly modern. A beautiful, deceivingly complex slice of action, Orta took full advantage of the power of the Xbox to create one of the best examples of the on-rails shooter to date.
Is 2013’s Rayman Legends the greatest platformers that Nintendo never made? A personality-packed cartoon world, impeccable control system, sublime level design, and an ever-evolving set of mechanics would argue yes, it's certainly in the running, and that’s even before we’ve gotten to the brilliantly bonkers rhythm-based challenge level set to a Mariachi band cover of ‘Eye of the Tiger’. Fun solo but absolutely joyous with three friends in tow, Rayman Legends is couch co-op perfection. Its 120 levels are full of surprises and crafted at such a consistently high standard that no sooner do you think you’ve found your favourite stage than another one has come along to dethrone it. There’s so much giddy gameplay stuffed into Rayman Legends that it even spills over into its loading screens, themselves mad scrambles for a bonus heart during the handful of seconds before each level begins. Beautiful, bountiful, and bouncing with energy, Rayman Legends is as good as 2D platforming gets, and proved a real treat in the dying days of Xbox’s golden 360 era.
Rainbow Six: Vegas isn't just memorable for being a massive jump for the Tom Clancy series into the next-gen on the Xbox 360, but for its perspective shift: as you took cover from gunfire behind one-armed bandits and beside doorways, the camera pulled back from Rainbow Six's typical first-person perspective and brought it into third-person, settling over each Operator's shoulder - a trick that would be later copied by Brothers in Arms and Deus Ex. Meanwhile, Las Vegas proved to be a gorgeous and memorable setting for this bold new entry in the series, giving us glitzy shootouts on casino floors. And multiplayer, already a huge hit on Xbox Live with Rainbow Six 3, blew up again with Vegas, offering an unparalleled tactical, team-based competitive experience online. At the time of release, we called it “the best first-person shooter on the Xbox 360”, and while it may not have held onto that crown later in the console’s lifespan, it still remains a high point for the genre.
A game with perhaps the single saddest press of a button in all of games, Brothers: A Tale of Two Sons set the template for what director Josef Fares would go on to achieve. A story-first puzzle game in which the game’s two playable brothers are controlled by an analog stick each, its smart approach to how you use an Xbox controller made it an instant under-the-radar hit when it landed with timed exclusivity on the 360. Fares would leave developer Starbreeze Studios after Brothers’ release to set up Hazelight and craft some of the best co-op games ever released, and while the likes of It Takes Two and Split Fiction push the bounds of creativity when it comes to gameplay, nothing since has quite packed the narrative punch that this journey of two boys trying to save their dying father does.
After a litigious split from Activision, the co-creators of Call of Duty jumped ship to EA and formed Respawn, determined to reinvent the online FPS for Xbox and beat their old game at its own game. 2014’s Titanfall dropped as the disappointing Ghosts left Call of Duty vulnerable, with acrobatic movement and wall-running gunfights that made “boots on the ground” shooters feel instantly archaic. While the MOBA-influenced multiplayer featured farming minions and screen-shaking ultimate mechs summoned from the sky, the lack of a campaign limited Titanfall’s impact, and by the time its multiplatform sequel more than rectified that mistake, it was far too late to conquer CoD.
Obsidian Entertainment has quietly become one of Microsoft's most important studios, thanks to its consistently strong output ever since its 2018 acquisition. Following recent forays into oversized undergrowth in Grounded and Pentiment’s 17th-century Germany, the Pillars of Eternity developer returned to their roots in 2025 with not one, but two action RPGs. Avowed was great, but it was The Outer Worlds 2 that led the pack and sprinkled some of that Fallout: New Vegas magic onto the foundations of its solid, but not entirely successful predecessor, producing a significantly improved sequel. With trademark humour powering a sci-fi satire full of memorable moments, warring factions, and malleable skills and combat systems, The Outer Worlds 2 is one of Obsidian’s best RPGs to date, and as a result, one of Xbox’s.
Considering Microsoft’s recent history when it comes to the mishandling of its studios, it feels like somewhat of a miracle that we’re lucky enough to get brilliant little games like Keeper from Double Fine. A short and colourful trip, it takes a humble walking lighthouse and its bird companion on a journey full of puzzles that surprises with each turn and tumble its story and characters take. What starts out seeming so simple steadily reveals its secrets and joys in a hidden gem that feels like the exact sort of experience Game Pass was created for.
BioWare’s oft-forgotten 2005 RPG is the evolutionary link between Knights of the Old Republic and Mass Effect. The Chinese mythology-inspired Jade Empire builds upon the moral choices of KOTOR, but leaves behind its cumbersome D&D-rooted combat in favour of real-time battles that better convey the fluidity of martial arts. With its wonderful companions, engaging romances, and richly detailed original worldbuilding, Jade Empire is very clearly the starting point for BioWare’s glittering 360 era, even if its achievements were quickly eclipsed by Mass Effect and Dragon Age.
Where Gears of War 4 reflected many of the themes of its predecessors, Gears 5 shattered the mirror to take the COGs into something bigger. Kait Diaz, JD Fenix, and Del Walker are joined by Marcus Fenix and other familiar faces in a story that expands the Gears of War lore in an exciting way as they are pitted against the Swarm's escalated aggression. New combat additions like Jack's abilities make for great campaign gameplay updates without straying too far from the focus on excellent cover-shooting, and its larger sandbox environments keep things fresh with optional exploration and, of course, more combat challenges. The iconic, gory mess of gunplay is also fantastic in the variety of multiplayer modes and Horde. Developer The Coalition put the cherry on top of this fantastic third-person shooter with the Hivebusters DLC, which features entirely new characters and a story that complements the main campaign. This complete package is easily on the Xbox One's finest games.
Come back tomorrow (Wednesday 21st) for picks 75-51!
Doug Bowser, former president and chief operating officer at Nintendo of America, has joined the board of directors at Hasbro.
Bowser departed Nintendo on December 31, less than a month ago. He had served more than a decade at the company, and six years as Nintendo of America's final boss, following the departure of previous president Reggie Fils-Aimé. Bowser's time at the company was notable as he oversaw the success of Nintendo Switch and then the record-breaking launch of Switch 2, while gamely acknowledging all the jokes about his surname.
Nintendo's former chief will be joined as a newly-installed member of the Hasbro board by Carla Vernón, CEO of The Honest Company.
"We are delighted to have Doug and Carla join our seasoned and dynamic Board of Directors," said Rich Stoddart, Chair of Hasbro's Board of Directors. "Doug and Carla bring extensive leadership experience across consumer brands and franchise management. Their expertise and guidance will be invaluable as Hasbro continues to execute its long-term innovation and growth strategy."
Hasbro owns a swathe of major entertainment franchises, including Dungeons & Dragons, Magic: The Gathering, Monopoly, Transformers and Peppa Pig.
The company's profits have swelled in recent years due to the spike of interest surrounding D&D, and the breakout success of Baldur's Gate 3, developed by Larian — which has now moved on to work on Divinity, rather than work on a sequel.
Previous comments from Hasbro have suggested that another Baldur's Gate game will follow at some point, once a studio to make it has been found.
Bowser was replaced as Nintendo of America president by Devon Pritchard, a 19-year veteran of the video game industry and long-standing member of the NOA leadership team. In addition, Satoru Shibata has joined NOA in the vacant role of CEO, while continuing his roles as Managing Executive Officer and Corporate Director, Member of the Board at Nintendo Co., Ltd. (NCL).
Image source: Adam Gray/Bloomberg via Getty Images.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Xbox Game Pass is set for a big hitter at the end of January: Warhammer 40,000: Space Marine 2.
This marks the debut of Saber Interactive’s hugely popular third-person action game in a subscription library, and comes one-and-a-half years after its September 2024 release.
For the uninitiated, Space Marine 2 sees you assume the role of Titus, a member of the Ultramarines chapter of Space Marines. He goes up against the monstrous Tyranids in a campaign that can be played with up to two friends. But there are a number of PvE and PvP modes to keep you busy after. Following the success of Space Marine 2, Titus has become something of a poster boy for the Warhammer 40,000 setting, and was even rewarded for his heroic exploits with a promotion in the ongoing tabletop narrative. Space Marine 3 is already confirmed to be in the works, with updates still coming for Space Marine 2.
What else is coming to Game Pass? As revealed by Xbox Wire, Hideo Kojima’s Death Stranding Director’s Cut (Cloud, PC and Xbox Series X|S) hits Game Pass Ultimate, Premium, and PC Game Pass on January 21. Also on that day, RoadCraft (PC) and Ninja Gaiden Ragebound (Cloud, PC, and Xbox Series X|S) join Game Pass Ultimate, Premium, and PC Game Pass.
Moving on to January 27, first-person puzzle game The Talos Principle 2 (PC and Xbox Series X|S) hits Game Pass Ultimate, Premium, and PC Game Pass. A day later, on January 28, Anno: Mutationem (Cloud, PC, and Console) arrives on Game Pass Ultimate, Premium, and PC Game Pass, alongside hybrid rogue-lite Drop Duchy (Cloud, PC, and Console).
MySims: Cozy Bundle (PC) comes to Game Pass Ultimate, PC Game Pass on January 29, the same day Space Marine 2 (Cloud, PC, and Xbox Series X|S) hits Game Pass Ultimate, Premium, and PC Game Pass.
Creeping into early February, we have Indika (Cloud, PC and Xbox Series X|S) on Game Pass Ultimate, PC Game Pass on February 2, and Final Fantasy II (Cloud, PC, and Xbox Series X|S), the remodeled 2D take on the second game in the Final Fantasy series, on Game Pass Ultimate, Premium, and PC Game Pass on February 3.
As usual, a number of games leave Xbox Game Pass later this month. You can save up to 20% on your purchase if you buy these games while subscribing.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Former World of Warcraft producer Raymond Bartos has joined Riot Games, giving fans renewed hope that the League of Legends MMO might actually come out.
We found out Riot Games’ highly anticipated MMO project — announced half a decade ago now — would be “reset” back in 2024, after Riot co-founder Marc Merrill let players know that the team had decided to go back to the drawing board “some time ago.” Now, however, Bartos has confirmed his move to Riot, following in the footsteps of fellow Blizzard colleague, Orlando Salvatore.
"I’m incredibly excited to be joining Riot on the MMO team!!!" Bartos wrote on LinkedIn (first reported by MassivelyOP). "I’m deeply grateful for the opportunity to join such an inspiring group of people, and I can’t wait to get started — showing up every day to provide value for Riot gamers and help deliver an MMO experience players truly enjoy.
"And as a fun bonus I’ve been barely able to contain: I’ll be re-queuing with my longtime duo partner, Orlando Salvatore," Bartos added. "Given our track record on World of Warcraft, I have a feeling we’ll be moving fast on day one."
And best of all, Bartos' LinkedIn profile gives us a clear insight into what he's working courtesy of his role descriptor: "senior game producer on the MMO [at] Riot Games."
Concern grew in 2022, when then-executive producer Greg Street warned fans that there is “no guarantee this game will ship.” The lead then went on to announce his departure from Riot in early 2023. Two years ago, when he announced the development reset, Merrill said he understood fans' frustration at the lack of progress on the MMO, but insisted the time spent in the dark would “help provide space for the team to focus on the incredible amount of work ahead of them.”
“Remember, 'no news is good news,' as it means we're hard at work, pouring our hearts and souls into making something that we hope you’ll love," he continued.
League of Legends was first released in 2009 and remains one of the world's biggest, most-played games. A multiplayer online battle arena (or MOBA), it was originally inspired by Warcraft 3 custom map Defense of the Ancients, and played a massive role in pioneering and popularizing the MOBA genre. It has gone on to inspire a number of spin-offs, including digital card game Legends of Runeterra, a mobile version of the game called Wild Rift, and a popular TV series: Arcane.
Last month, we reported that Riot was working on a total makeover of League of Legends. Called "League Next," the upcoming overhaul will be an update to the existing League of Legends rather than a standalone game. It's thought the update will fully revamp the game's visual aesthetic, including characters, UI, and arenas and make some adjustments behind the scenes to help make future updates smoother, although it's currently unclear if the changes will impact game mechanics.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Matt Damon has discussed how tough it was filming Christopher Nolan’s next epic, The Odyssey, which he said had a “profound” effect on him.
The Odyssey, written and directed by Nolan and due out July 17, 2026, is based on Homer’s saga, and is described as “a mythic action epic” shot across the world using brand new IMAX film technology. Matt Damon plays Odysseus, the legendary Greek king of Ithaca and the star of the film.
Shots revealed by the debut trailer, below, show Matt Damon walking on sand, trudging through a forest, exploring a cave, desperately trying to sail a boat, and, alongside his soldiers, hiding inside the famous Trojan Horse as it’s dragged from the sea.
In an interview with Netflix to promote new movie The Rip, Damon said he was still “unpacking” the experience of filming The Odyssey, but admitted “it did have a profound effect on me.”
“If I look objectively at what was required to do that job, I think it came at just the right time in my life,” he revealed. “I think I would've been miserable 20 years ago trying to do that job. Because you were uncomfortable every day, but I really enjoyed… like, deeply enjoyed every minute of it.”
“Intellectually I understood that concept of, you're not in control of what happens, but you are in control of how you feel about it,” Damon continued. “It's easier said than done. But to really feel gratitude. And I think because it was tied into not only the joy in being able to have a role that great, with a director that great, with a group of people that great, and a story that great, but in that sense of nostalgia I had for how I started, how I came into the business, the feeling I had when I was shooting School Ties, and Freddie Francis was the cinematographer, and, I was like, this is really happening. Back to, like, the very first feature, like the one line I had in Mystic Pizza, it was like three nights of shooting this dinner table scene, because there was a lot of coverage in the scene. And I just remember being elated for three straight nights. Just completely joyful.
“Doing The Odyssey this last year, it felt like my one chance in my life to make a David Lean movie, that I was making the last big movie on film that I was ever gonna get to make. And it's so funny to think that it really is all in how you look at it. Like, yeah, I was wet and I was cold and I was hungry and I was… yeah, all that happened.
“But there was a guy who works with Chris on a lot of his movies who was a Navy Seal named Duffy. And Duffy said to me towards the end of the film — because those guys… like to become that there is a lot of discomfort you have to experience and tolerate. Almost nobody can do it. A very, very tiny percentage of human beings can even do it — and he said to me towards the end of the movie, ‘You never remember how cold you were. That's not the memory that you have. That's a fleeting feeling and it's gonna pass, and you're gonna be warm again. You're just not warm now. And so get comfortable in the discomfort. Just see it for what it is. It's not forever.’”
Earlier this month, Damon revealed he slimmed down to his high school weight for the role. "I had a beard like yours for like a year," he told Jason and Travis Kelce on a recent episode of their podcast, New Heights. "I was in really good shape. I lost a lot of weight. [Nolan] wanted me lean but strong."
He also noted that a specific change in diet helped him get there. "Just because of this other thing that I did with my doctor, I stopped eating gluten,” Damon explained. “I used to walk around at between 185 and 200, and I did that whole movie at 167. And I haven't been that light since high school. So it was a lot of training and a really strict diet."
The Ocean’s Eleven star also told the hosts how training so intensely for the role felt like playing a season of professional sports. "I imagine what that feels like for you guys, where you're preparing," Damon said to the Kelces. "It's just part of your day, it's part of your job, and you get really routinized about it and kinda build your day around all that stuff."
The Odyssey is expected to perform particularly well following the breakout success of Nolan's Oppenheimer, the Cillian Murphy-led biopic that fuelled one half of the Barbenheimer phenomenon. Oppenheimer earned a staggering $975 million during its theatrical run, and walked away with Best Picture at the Oscars. Following the debut trailer for The Odyssey is out in the wild, age-old debates about “historical accuracy” reemerged.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Concept artwork for Microsoft's upcoming Fable reboot has been shared online, showing what looks to be a large open world.
The images, originally highlighted by MP1st, reportedly originate from an unnamed artist who previously worked on the project at British development studio Playground Games.
More than two dozen images show brooding fantasy landscapes that stretch off into the horizon, dilapidated thatched cottages in pastoral scenes, and familiar-looking towns with spired roofs. Several images also make reference to "Bloodstone" — suggesting we'll see locations from past Fable games return.
Fable | Concept Arthttps://t.co/OuQzqybQut pic.twitter.com/ci23N0n0xW
— Klobrille (@klobrille) January 20, 2026
Overall, the images offer a slightly darker color palette than seen in Lionhead's original Fable trilogy, with moody skies and a rugged world that's reminiscent of Hogwarts Legacy. How big is Fable's new world? That remains to be seen, though perhaps it featuring large open spaces shouldn't be too surprising, since it is being built on the same open world engine that powers Forza Horizon (albeit likely with fewer cars).
Another set of art showcases a dank dungeon-like area, where water pours down through sewer-like tunnels as cages hang above. One particular image sees the hero confront a werewolf-like creature, as bodies hang in chains nearby.
While concept art naturally shows a work-in-progress look at a project, this werewolf encounter has popped up in a previous trailer. The hero figure used throughout the concept art also matches the character seen in trailers released over the last couple of years. The suggestion, then, is this vision of the game likely isn't too far off the finished article — though of course we'll be seeing much more of it later this week to find out for ourselves.
Microsoft's annual Xbox Developer Direct showcase will air this Thursday, January 22 at 10am PT, and include gameplay footage of Playground Games' long-awaited new take on Fable, plus Forza Horizon 6, Game Freak action RPG Beast of Reincarnation, and more. You can watch it live here on IGN or on IGN's YouTube channel.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
If you're looking for DTI codes, IGN's got you covered! In this article, you'll find a list of all the active and working Dress to Impress codes in January 2026 that you can redeem for free rewards and bonuses in DTI, including outfits and accessories like hats, bags, and jewelry.
Here are all the active Dress to Impress codes in January 2026 and the free rewards you get for redeeming them:
Below, you'll find a list of expired DTI codes that no longer work and can't be redeemed as of January 2026:
Follow the steps below to redeem Dress to Impress codes and claim free rewards in DTI:
If the code you're trying to redeem in DTI isn't working, it's likely because of one of two reasons:
When inputting a DTI code in Roblox, make sure it's spelled correctly (for example, a capital I isn't a lowercase l, 0 and not O, and vice versa) and that there are no spaces before or after the code. We'd recommend copying and pasting codes straight from our article to ensure they're correct as we've tested and verified that the codes on this page are working ourselves.
If your DTI code still isn't working after checking for typos, it's more than likely expired and can no longer be redeemed in Dress to Impress.
To get more Dress to Impress codes, the best way is to join the official DTI Discord server. While we check for new codes daily, the quickest way to know about new Dress to Impress codes is to follow the Roblox experience's official Discord server where updates are posted in real time.
You can also check the Dress to Impress X account and the official DTI Roblox Group page.
We currently don't know of any upcoming DTI codes now that the two-year anniversary codes have been released. We'll update this article once we find out more information on new Dress to Impress codes.
Dress to Impress is a popular dress-up Roblox Experience available on PC, console, and iOS and Android mobile devices. In it, you put on your best outfit to complete a specific theme and walk the runway in a bid to earn votes from other players and become a top model. As you gain votes, you gain ranks and can access more clothing and accessories, so make sure you're truly dressed to impress! Also, for toy lovers and collectors, you can now pre-order a mystery pack of 2 Dress to Impress minifigures right now for $30 at Walmart.
Meg Koepp is a Guides Editor on the IGN Guides team, with a focus on trends. When she's not working, you can find her playing an RPG or making miniatures.
YouTube’s “Leo Torres” has shared a new video, showcasing Skyrim’s Rorikstead in Unreal Engine 5.7 with Lumen and Nanite. This video can give you a glimpse at what Skyrim could look like in a modern-day engine. So, if you are a fan of this Bethesda RPG, you should definitely watch it. This project is part … Continue reading Take a look at Skyrim’s Rorikstead in Unreal Engine 5.7 →
The post Take a look at Skyrim’s Rorikstead in Unreal Engine 5.7 appeared first on DSOGaming.
One of the original designers of Tomb Raider's iconic Lara Croft has revealed that Core Design's then-Japanese publisher had asked for the character to be given a "Manga" redesign to "appeal" to Japanese players.
Responding to one fan who had unearthed a comment from him a few years ago, Tomb Raider co-creator and programmer Paul Douglas confirmed there had been a little pressure "quite late in Tomb Raider's development" when publisher Victor Interactive Software "faxed over some of their own designs" over fears the western character design wouldn't "go down well" in Japan.
"Victor wanted us to change in-game Lara to appeal more to a Japanese audience," Douglas revealed on BlueSky. "Huge eyes/head etc. They faxed through examples really late in dev. [Co-creator and designer] Toby Gard really didn't want to alter Lara. As a compromise, all that was changed was the manuals [and] guide. Not sure who did that render or illustrations."
The mysterious rendering Douglas is referring to can be seen in the first image appended to this BlueSky post, republished below:
An example of a "Manga-style" Croft and Jacqueline Natla is also displayed below:
Lara Croft and Jacqueline Natla, manga style. #TR25 pic.twitter.com/ZqmnMzFR8Y
— Paul Douglas (@cnhyv) February 18, 2021
The tweet above originates from a similar thread in 2021 in which Douglas explained: "I think they just assumed altering all the models would only take a few days of work. It was early days of 3D... It started out as a request to change all the in-game and cutscene models. Then just in-game. Then just Lara. Then just Lara's head…"
"This drawing from the Japanese manual is *perhaps* all that remains…" Douglas added.
As for current-day Lara? Tomb Raider: Catalyst — an all-new adventure scheduled for a release sometime in 2027 — is set in the wake of a mythical cataclysm that has unleashed ancient secrets and awakened the mysterious forces that guard them. Before then, though, we're expecting Tomb Raider: Legacy of Atlantis at some point in 2026 on PlayStation 5, Xbox Series X and S, and PC via Steam. Alix Wilton Regan will now play Lara Croft in both with Camilla Luddington, who portrayed Lara Croft in the Survivor Trilogy, issuing a heartfelt goodbye to the character at the end of last year.
Some Tomb Raider fans are bracing themselves for retcons, given the need to fit both Legacy of Atlantis and Catalyst in a new, unified Tomb Raider timeline, as well as the upcoming Amazon TV show. The live-action Tomb Raider Prime Video series, which will star Game of Thrones alum Sophie Turner, will “reinvent the franchise on a massive scale” and interconnect “live-action television series and video games into a unified storytelling universe.”
Image credit: NixieTube / BlueSky.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Razer CEO Min-Liang Tan has weighed in on the discussion surrounding generative AI in game development, claiming that the controversial technology has a place in the industry, but gamers just aren’t aware of the art it will produce yet.
“With the amount of slop out there, we’re going to see some level of art rise to the top, and that kind of art may still be created with the same tools that created the slop,” Tan said in an interview with The Verge.
It comes as Razer continues to implement AI technology into its own hardware, following several new product reveals at CES 2026. Among them is a pair of over-ear headphones and a high-powered workstation PC meant for handling demanding AI workloads. Razer also has an open source AI developer kit aimed at coders and other business customers.
“What we do is focus on what the gamers want, what the game developers want, and we see ourselves as the link in between,” claimed Min. “And we keep both as happy as we can.”
As The Verge pointed out in the interview, a quick glance at the comments section below Razer’s own social media posts hyping up its new products reveals a backlash to its AI-heavy announcements. The replies are littered with users posting anti-AI sentiments and memes asking for Razer to stop using the technology in its products.
The use of generative AI in game development has been one of the hottest topics in the industry over the past few months. Following the reveal of Divinity at the 2025 The Game Awards, developer Larian CEO, Swen Vincke, sparked a backlash when he said the studio was using genAI in various capacities. Larian ended up having to address AI concerns in a reddit AMA in which the studio confirmed a U-turn on some aspects of its use.
Despite pushback on genAI online, the Razer CEO remains hopeful that perception will change, and that soon gamers will see true “art” start to be created with these tools.
“I would say that the question is, ‘What are we unhappy with?’, Min asked. “When I say we, I mean us as gamers. I think we’re unhappy with generative AI slop, right? Just to put it out there. And that’s something that I’m unhappy with. Like any gamer, when I play a game, I want to be engaged, I wanna be immersed, I wanna be able to be competitive. I don’t want to be served character models with extra fingers and stuff like that, or shoddily written storylines.”
“With the amount of slop out there, we’re going to see some level of art rise to the top, and that kind of art may still be created with the same tools that created the slop, but with great care, with great discernment, to be able to do something truly different,” Min continued. “The difference will come from human ingenuity, not from countless prompt mashing, so to speak.
“If we could get game developers to have the opportunity to create better, to check through typos and things like that, to create better games, I think we all want that. So I think that’s the way that we see it.”
When asked about what games the CEO of the electronics company, whose mantra is “For Gamers. By Gamers,” is playing that meet the bar of “ingenuity and creativity,” Min responded: “Oh, well, I play random stuff. If you’re talking about human ingenuity… I even play some of the Roblox games at this point in time, right?
“One hundred people dropped on an island with a circle that comes through. I mean, while I enjoy the game itself, I also appreciate the mechanics, the thought that has gone into them, and the premise that the designer has figured out. In PUBG, for example, it’s this primal instinct of humans to be the last man standing, so to speak. So it’s things like that that I appreciate, and I think it’s art.”
PUBG is a hugely popular battle royale that was crafted by a small team and led by a modder who created it due to a love of the medium and the desire for a new genre.
While we wait to find out what this art that rises to the top of the AI slop looks like, some companies are banning the use of genAI altogether. Last week, Games Workshop confirmed it had banned the use of generative AI for the production of its designs and content, a decision many Warhammer fans welcomed.
However, Games Workshop’s ban on AI is in contrast to the attitude of some entertainment companies, some of whom have gone all-in on the tech. The CEO of Genvid — the company behind choose-your-own-adventure interactive series Silent Hill Ascension — has claimed "consumers generally do not care" about generative AI, and stated that: "Gen Z loves AI slop."
EA CEO Andrew Wilson has said AI is "the very core of our business," and Square Enix recently implemented mass layoffs and reorganized, saying it needed to be "aggressive in applying AI." Dead Space creator Glen Schofield also recently detailed his plans to “fix” the industry in part via the use of generative AI in game development, and former God of War dev Meghan Morgan Juinio said: "... if we don’t embrace [AI], I think we’re selling ourselves short.”
Photo by Nina Franova/Getty Images for SXSW Sydney.
Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.
Director Zack Snyder has shared the first photo he took of Henry Cavill as Superman, snapped 15 years ago.
Snyder is currently documenting his time spearheading the now defunct DC Extended Universe in a series of Instagram posts, the latest of which shows British actor Cavill in Christopher Reeve’s Superman suit. Cavill wore Reeve’s suit during screen tests for his role in 2013’s Man of Steel, which kickstarted Snyder’s DCEU.
“15 years ago, on this day, I pressed the shutter and met Superman,” Snyder wrote in a post accompanying the picture. “The first photo I ever took of Henry Cavill — moments before he stepped into legend. Shot on my Nikon.”
In recent weeks Snyder released two other early photos of Cavill in Reeve’s suit, showing the look that helped secure the actor’s role as Superman. The first, below, was published alongside the comment: “Henry Cavill. The original Superman suit. This photo. It was undeniable.”
The second, below, accompanied the following from Snyder: “With the last image I shared, and this one we showed WB everyone agreed: Henry Cavill was Superman. That’s where the journey began.”
Cavill went on to reprise his role as Superman in 2016’s Batman v Superman: Dawn of Justice, 2017’s Justice League (and the subsequent Snyder Cut), and cameo in 2022’s Black Adam. After James Gunn and Peter Safran assumed control of DC Studios and set out to create a rebooted DCU, Cavill announced on social media that he would indeed return as Superman, but had to walk that back after it emerged Gunn wanted a different actor to play the iconic role.
"I like Henry, I think he’s a great guy," Gunn said in 2023. "I think he’s getting d**ked around by a lot of people, including the former regime at this company. But this Superman is not Henry, for a number of reasons."
David Corenswet then came in as Superman and starred in last year’s movie of the same name. Promoting that movie, Gunn recalled a discussion he had with Cavill to tell him that he wouldn’t return as Superman. “It’s terrible,” Gunn said during Josh Horowitz’s Happy Sad Confused. “Believe it or not, the day we were dealing with trying to figure out if we could take the job at DC Studios, […] the day the deal closed, all of a sudden, they were announcing that Henry was back. And I was like, ‘What is going on? We know what the plan is. The plan was to come in and do Superman.’ It was really unfair to him and a total bummer.”
Gunn explained this was due to some within the studio trying to “force” their vision of the DCU, which, he insisted, was “never part of the equation.”
“That was really unfortunate,” Gunn continued. “So Peter and I [thought] the right thing to do was to sit down with [Cavill] and talk to him. And we sat down and we talked to him. He was an absolute gentleman, a great guy about it. He said, ‘The only thing I ask is that I’m able to reveal it myself as opposed to it coming from you guys.'”
Gunn then said he had talked to Cavill about playing another role in the DCU, and didn’t believe it would be too confusing for audiences. “I would love to put Henry in something,” he said.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Destiny developer Bungie has finally confirmed the previously leaked launch date for Marathon, which is indeed March 5, 2026, and followed up the news with a rundown of who we can expect to hear in the English voice cast.
The bumper cast includes many, many familiar voices, such as Jennifer English (who won Best Performance at 2025's The Game Awards for Clair Obscur: Expedition 33, and has had notable roles in Elden Ring and Baldur's Gate 3, in which she plays Shadowheart), Ben Starr (Clair Obscur: Expedition 33, Hades II, Final Fantasy 16), Roger Clark (Red Dead Redemption 2), and Neil Newbon (Baldur's Gate 3's Astarion, Resident Evil 3 Remake). As one commenter responded: "That's… stacked lol."
Here's the full list, along with an idea of where you may have heard their voices before:
What we don't know yet is what characters the actors will portray, of course, but with the list essentially in alphabetical order besides front-runners English, Starr, Clark, Toufexis, Futterman, Lindbeck, Guthrie, Knight, Tadena, Gorrondona, Hughes, De Paul, Shorten, Fennoy, Wiles, and Tatasciore, that may suggest those particular actors will be portraying the characters we'll get to know best when playing Marathon.
Following various delays, Marathon's launch is now less than two months away — and pre-orders are open now. The pressure is on for Marathon to succeed amid Destiny 2’s high-profile struggles and Marathon's troubled development. At the end of last year, parent company Sony said Bungie had failed to meet its sales and user engagement targets, resulting in a $200 million impairment charge, and Bungie found itself battling yet more accusations of plagiarism back in May after an artist accused the studio of lifting aspects of her artwork for Marathon.
Last June Marathon was delayed into 2026 as Bungie worked to respond to feedback from playtests. Things went dark until Marathon re-emerged in October, when Bungie announced the extraction shooter was ready for a limited, invite-only playtest for players in North America and Europe across PS5, Xbox Series X and S, and Steam.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.