Xbox handheld rumoured to be 'essentially cancelled' but the new Asus Xbox Ally is actually a preview of all future Xbox consoles, not just handhelds
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The British Film Institute just screened the first print of the original Star Wars, Star Wars Episode IV: A New Hope, and Lucasfilm boss Kathleen Kennedy was on hand to make sure fans knew the screening of George Lucas’ sci-fi masterpiece was not, in fact, illegal.
As spotted by GamesRadar, Kennedy joked during her introductory remarks before the iconic movie screened at the BFI Film on Film Festival in London on June 12: "I'm here to… make sure that you don't think that this is an illegal screening."
She added about the print: "It's incredible folklore. I have to say that even when I came into the company, there was endless conversation about where everything was, and what was in fact the first print? And it's quite remarkable, what you're going to see is in fact the first print, and I'm not even sure there's another one quite like it. It's that rare. There's so much tinkering that's gone on over the years, and things that George [Lucas] decided, 'I'm gonna change this, I'm gonna try that.' And then, everybody kind of lost track of what it was."
Star Wars fans, Kathleen Kennedy wants to assure you the BFI screening of the original cut is not illegal pic.twitter.com/0a1Pa6FXDI
— Jacob Stolworthy (@JacobStolworthy) June 12, 2025
This showing was the first time the first print of the 1977 classic was publicly screened since 1978, though this particular cut had been made available on VHS a few times over the years. According to a report from The Telegraph back in April, the reels were stored at 23 degrees Fahrenheit to preserve quality and the viewing experience.
"In these very special screenings, we present the film exactly as experienced by audiences on its original 1977 release," the BFI explained.
"Screening from one of the precious handful of dye transfer IB Technicolor prints produced uniquely for the first British release, and preserved in the BFI National Archive, this has some of the wear that comes with an archive print, but its colour is gloriously unfaded. Truly unmissable."
Interestingly enough, Lucas has been vocal in the past about keeping the original cut of the film in the dark, so much so that he made tweaks to that cut shortly after release and those cuts went on to become the Special Edition. That Special Edition, released in 1997, is what has been made readily available to fans over the years.
Photo by PA Images via Getty Images.
Lex Briscuso is a film and television critic and a freelance entertainment writer for IGN. You can follow her on Twitter at @nikonamerica.
After scoring a major win with the critically-lauded Silent Hill 2 remake, Bloober is ready to show the world what they can do next – with a slight change of pace – in an action-oriented horror game called Cronos: The New Dawn. I got a chance to sit down with Bloober’s time-hopping latest and find out what makes the world of Cronos so compelling.
Cronos puts you in control of a character called The Traveler, a woman tasked with going into areas ravaged by a human-eliminating virus that is rapidly transforming them into monsters. The Traveler’s goal is to not only log her observations and find human survivors, but also to lay a path for Travelers that come after her – just as those who came before her did. But that task is easier said than done.
“The theme of this game is merging and changing into something new,” co-director Wojciech Piejko explains, before adding, “Hey, this is not a good way to actually play this game, but watch this.”
Piejko proceeds to wake up a sleeping enemy with a stomp that can only be described as Dead Space-esque. Upon waking, the enemy noticed that the corpses of other monsters were littered around, and quickly went to consume one. Then another. Then a third. By the time the infected human had finished feasting (uninterrupted by Piejko), it had “merged” several times, essentially leveling up its monster type. In doing so, it became stronger, harder to kill, more aggressive, and had access to new abilities to take The Traveler out, such as spitting toxic bile at her. After a fair amount of ammo, it finally goes down.
The only way The Traveler could have prevented this happening is to kill the monster before it has a chance to feast or rid the area of corpses using fire, a precious resource that can’t be used capriciously. That said, bigger monsters mean bigger rewards, so it is sometimes a good choice to burn some resources for a bigger payday of crafting materials.
“This is the core of Cronos,” Piejko says. “Manage your resources, take risks when appropriate, and survive.”
Just because a monster does not awaken does not mean The Traveler is safe, however. Anyone that tries to hoard resources will soon discover when backtracking through areas that enemies have a tendency to pick inopportune moments to pop up and start merging with other corpses on the ground. Not being aware of your environment can be a deadly mistake in Cronos, but wasting resources may be even worse.
The demo I participated in takes place in Nowa Huta, an eastern district in Krakow, Poland that was once an industrial hub of the former Soviet Union. In the future, it has been torn apart by the monster-plague infecting the world. It is the Traveler’s duty to identify important people that live or lived in the city and employ time-travel to rescue them from the pre-plague age of the 1980s. Since only The Traveler can hop through time, rescuing them involves digitizing their souls to carry around with her to take back into the present.
The Traveler is limited in how many souls she can carry with her, which leaves the choice up to the player to decide who gets saved and who does not. This can affect Cronos’s narrative, as different people will have different reactions to things The Traveler encounters and places she goes. As an example, The Traveler can rescue someone in the past and bring them to the future, wherein she visits that person’s apartment decades later and the former tenant describes their life before it all went to hell.
In another example given, two of the souls in possession have a history and go back and forth with each other.
Bloober says that Cronos will contain an emphasis on the studio’s trademark psychological horror despite the action bent. After Silent Hill 2 released, which was developed in parallel with Cronos, the Cronos team absorbed their colleagues (or “merged,” to keep it thematically on-brand) to help finish the game out.
Oh, and throughout Nowa Huta, The Traveler will come across some less conversational survivors: cats. Kitties are locked away safely in various rooms throughout the game and, upon being rescued, help with resources for The Traveler. All the cats in the game are based on the pets of the developers at Bloober.
“We had so many submissions we had to start casting for them to decide who would get in,” Piejko says.
As part of their 1-2 punch with Silent Hill 2, Bloober is hoping Cronos proves the studio’s mettle as an industry-leading horror game developer. The New Dawn’s premise and designs are helping it start off on an interesting foot as part of Bloober’s journey there.
Warhammer 40,000 video games have been on a great run lately, with the likes of Space Marine 2 leading the charge of well-received, successful titles. The recently released Space Marine - Master Crafted Edition, however, may be Warhammer 40,000’s first video game misstep in some time.
Warhammer 40,000: Space Marine - Master Crafted Edition is a re-release of Relic Entertainment’s 2011 action game, Space Marine. Both Games Workshop and publisher Sega are not calling this a remaster. Instead they point to quality-of-life and graphical improvements "that take the Warhammer 40,000: Space Marine experience to the next level."
These include higher fidelity and improved textures, 4k resolution, "improved" character models, a modernized control scheme and interface overhaul, and remastered audio.
Warhammer 40,000: Space Marine - Master Crafted Edition launched on June 10 across Xbox Series X and S and PC, and straight into Game Pass (there’s no word on a PS5 version). It’s going down better on Game Pass, where gaming is often more disposable and subscribers are free to try games out and discard them on a whim if they don’t like what they see. On Steam, however, where Space Marine - Master Crafted Edition costs $39.99 / £34.99, it’s getting destroyed.
Space Marine - Master Crafted Edition currently has a ‘mostly negative’ user review rating on Valve’s platform. Complaints revolve around the high price of the game relative to the changes it makes over the Anniversary Edition, and, on those changes, bemusement in response to what many believe is worse usability.
This, coupled with struggles to find others to play with online, has caused some to call Space Marine - Master Crafted Edition a "cash grab."
“I was very excited for the idea of this being updated but honestly? I prefer the older version,” reads one negative Steam user review. “It feels better and looks better. Why couldn't this just be an update or something? And for the price tag it just feels very meh. And this is one of my all time favourite games too. Just gonna install the older version and play through that.”
“Too bad, I really wanted to play this game,” reads another. “No players in PvP multiplayer. No players in co-op Exterminatus horde mode. FOV problem, aiming down sight makes 1000000x zoom. No option to change FOV. Maybe get it on sale after upgrades and updates and working enabled crossplay matchmaking. Refunded, sadly.”
“I bought and get refund” said one disgruntled customer. “Buy the Anniversary Edition, it's almost the same but it isn't a cash grab (around 7€ for a key).”
“Look how they massacred my boy,” declared another.
It’s a similar sentiment across social media, Discords, and subreddits. “Warhammer 40,000: Space Marine Master Crafted Edition is a mess,” said redditor KitsuneLynx, highlighting problems even on Xbox.
“This game came out a few days ago and has shown itself to be an absolute mess and disappointment. When I heard this remake was coming out, I was so hyped, I was curious what they'd do and was excited to play it on Xbox after having played it on PC a while back. I was disappointed to say the least.
“This game is a buggy, janky mess that didn't bother to fix anything and instead made a worse UI, odd visual changes, etc. Why make the Orks all Goffs now? The colors helped recognize each unit, now they all blend together to the point it's hard to decipher which is which. WHERE ARE THE DEDICATED SERVERS? Not to mention the NEW jank and bugs that came with this release that weren't present in the previous remaster. It didn't bother to fix the jank or make the game feel revitalized, this IS the definition of a lazy cash grab. Charging this game for 40+ USD is criminal.
“Crossplay is off by default which just leads to the game shooting itself in the foot when it comes to vacant servers. My wife also just experienced a bug which is more common than it should be where when you boot up the game, there is a chance for your save file to corrupt and reset ALL OF YOUR PROGRESS. Why hasn't this game received a patch yet? I can't imagine all the other bugs I haven't seen yet.
“If you're planning on playing this game, either get it on Game Pass or wait for a sale and mega patch, otherwise stay on Space Marine 2 or play the remaster on PC.”
It’s worth noting that there are players who are having a reasonable time with the game, although anecdotally most of them appear to be on Game Pass. Similarly, those who have never played Space Marine before seem to be enjoying experiencing the events that lead into last year’s blockbuster hit, Space Marine 2. Steam, then, appears to be the focal point of the backlash.
The hope is that Sega will announce incoming improvements sooner rather than later, as Space Marine is generally remembered fondly by those who played it back in the day. In 2025, with Warhammer 40,000 at the peak of its popularity and with a flood of newcomers sparked by the success of Space Marine 2, it’s important Space Marine gets it right. The Inquisition, after all, is always watching.
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.
Developer Supermassive Games really made their mark on the horror game landscape with 2015's Until Dawn, but the Dark Pictures Anthology really brought the heat by offering gaming's closest analog to Netflix's Black Mirror series. With the latest installment on the way, the developers have plans for an ambitious return that finally ventures into sci-fi horror while also putting players in more direct control of the tense encounters that await the characters in this dark story.
At Summer Game Fest 2025, we got to play a particularly fateful encounter from the upcoming Directive 8020, which continues the Dark Pictures saga. We also saw just how the sci-fi horror adventure game mixes things up with more real-time gameplay encounters that bring the series and its strong narrative hooks closer to a true survival horror experience.
Taking place in the far future, where Earth is on the verge of collapse, a crew of scientists and space colonists travel to a distant planet poised to become humanity's next home. But as you'd guess for a horror game, the planet is home to another malevolent entity, and the crew is forced to survive against a mysterious alien presence that can mutate and take the form of any living person on board their ship.
Actress Lashana Lynch – seen in The Day of the Jackal and Captain Marvel – leads the cast of characters as the pilot of the ship, and her early scenes in Directive 8020 make her such a compelling lead in this bleak story. The game leans into similar themes of paranoia, isolation, and fear of the unknown – which makes for an excellent setup for a Dark Pictures game. The developers were particularly inspired by sci-fi films like Event Horizon, Alien, and John Carpenter's The Thing, which helped establish the style of horror and sense of dread that Directive 8020 goes for.
According to game director Will Doyle, who guided me through the SGF demo, Directive 8020 will still feature many of the hallmarks of a Dark Pictures experience. Still, it will also mark the start of more active gameplay sequences and choices that aim to increase the fear factor within this extended episode.
"I've had this idea for more real-time threats in my mind for a long time and throughout season one of the Dark Pictures, and the main reason we wanted to do it was to increase the fear factor for the games," said the game director. "There's nothing more scary than when you're in direct control and the creatures are trying to hunt you down and kill you. That gets your heart pumping, and that was a significant part of our motivation. We also wanted to expand our audience with more engaging gameplay. It's still a cinematic, story-driven game, but it does have moments where you are making those decisions and actions with more direct control."
I got to see this real-time action sequence during a story segment where the Captain and another crew member were confronted by their alien impostors. Playing as the second crew member, the imposter mutates into a grotesque monster, and I have to evade it from within the maintenance area of the ship. This played out in a tense and unnerving stealth sequence that felt similar to Dead Space or Resident Evil, which lends Directive 8020 a classic survival horror-like feel. As this is a Dark Pictures game, permanent death is a thing, and if I hadn't gotten this character out away from his imposter, the main story would have evolved differently.
However, Directive 8020 heightens the sense of paranoia and tension when making fateful survival choices. Given that Supermassive Games' pedigree of horror adventure games is about making decisions to keep a group of survivors and friends alive to the end of the story – the added twist in Directive 8020's story with your crew being replaced by alien imposters presents an unsettling wrinkle.
A fateful moment occurred when the Captain returned to the crew and had to decide where to shoot a crew member who had seemingly come in contact with the alien entity. Much like the games from the developers, these flashpoint moments are among the most consequential points in the story. Without giving away spoilers, I made a decision that I would come to regret. Still, according to the game director, these moments can also be rolled back using the turning point system – which acts as an optional story tracker and rewind system, allowing players to view different moments and choose a different path if they wish.
So far, Directive 8020 is set to be a welcome return to the Dark Pictures series. And with the focus on giving players more direct control of the action while also heightening the sense of distrust in your dwindling party of survivors, the next game looks to offer one of the more unique and game-changing episodes the series has seen yet.
Remember way, way back in March of the year 2025 when a bunch of people were declaring that the era of beloved animated movies being remade in live-action was done? That’s when Disney’s Snow White opened and promptly bombed. Then, very shortly after, Disney put a live-action version of Tangled they were developing on hold. Whether the timing of that decision was coincidental or not, many began to speculate that Snow White’s performance had a massive ripple effect that could finally put an end to these remakes so many sneered at.
…Except then the live-action Lilo & Stitch came out and became an instant massive hit.
And now Universal is getting in on this trend with the release of their first remake of an animated movie in their own library, as the live-action version of DreamWorks’ How to Train Your Dragon arrives in theaters this weekend. And while anything could happen, it’s tracking to open quite well.
Oh, and next year Disney has a live-action version of Moana coming out. And based on the animated Moana 2 making over a billion dollars at the box office just a few months ago, it seem likely that will be a success too.
So yeah, it feels like this isn’t going to just stop in its tracks anytime soon. Sure, you might see Disney become more selective about which films they remake, especially since it’s pretty apparent that, exceptions aside, there’s a much better chance of success in remaking a movie that first opened in the 1990s (or even more recently than that) – and thus has a lot of relevance to a relatively younger audience who grew up with it, not to mention any modern little kids it’s been passed on to – versus something like Snow White, which is nearly 90 years old now. But there is still clearly money to be made from this practice, and word on the street is that, shockingly, movie studios like money (I predict in the not too distant future we see live-action takes on the likes of Frozen, Encanto and, yes, Tangled, which can just as easily stop being on hold).
Financial success doesn’t equal quality of course, and this entire “remake the vault!” endeavor is inarguably a pretty cynical one as far as the overriding corporate drive towards putting out movies believed to most likely sell a bunch of tickets, even as few of them begin life for artistic reasons. And some of them have had painful results to be sure, like Disney’s Pinocchio remake. Or there’s a case like 2019’s The Lion King (technically still animated, but now “photo realistic”), which was a huge hit, yes, but was also a movie which contained all the plot points of the original with little of its heart and emotion.
And yet, I do think people go overboard in how angrily they react to these movies. I remember a few years ago when a friend of mine lamented that Disney was trying to replace all of the original versions with these new ones. But I’ve never felt that was the case, and I think that’s pretty obvious looking at how they merchandise these titles in the long run, even when the remakes are clear-cut blockbuster hits. Consider 2017’s Beauty and the Beast, which was a huge, billion dollar-grossing success (Did you know that movie made $90 million domestically in its second weekend? That’s one of the best second weekend takes ever). A few years later, if you go to buy Beauty & the Beast merch, which version are you going to find represented? It sure ain’t the live-action one, since just about everything is again based off the original version of the characters.
I guess that can add to the cynical, bottom line-driven thoughts fans have about the whole remake idea, since I think Disney knows this will always be the case in the long run, even when these movies make them a ton of money upon release. They are produced because people love this story already and, often, will show up for a new version of that story. But regardless, it’s the original that remains the core version for most fans, and that’s also the one that Disney themselves understand is the “real” version if one had to pick.
That’s even the case when a remake is better than the original. And yes, that’s happened, including for Disney! 2016’s The Jungle Book and that same year’s Pete’s Dragon (I know, I know, both versions of that one are live-action/animation hybrids) were done better the second time around and feel like stronger artistic achievements. But at Disney Parks, when Mowgli is represented, he still looks like the cartoon kid from 1967.
When it comes to the current crop of remakes we’re getting today, yeah, Snow White was a big mess (on top of being way less relevant to a younger audience), but I’m one of those people who thinks the new Lilo & Stitch is a damn good version of what we already knew was a great story (just like I said in my review). There are even a couple of aspects of the new version I like better in this one, like Nani’s expanded role (no, sigh, I don’t think she “abandoned Lilo to the state” at the end of the movie), even though, sure, if I was told I could only watch one version for the rest of my life, I’d stick with the original.
But good news - I don’t have to make that choice and neither do you! You can see the new one or skip it. It can be a huge hit or a bomb. But they’ll still let you see the original and still make sure it’s readily available because they know people will always want to, and they, per usual, like making money.
I’ve also seen How to Train Your Dragon, 2025 edition, and it’s one of those cases where a wonderful story is once again told well and, thankfully, there are some genuine emotions to be felt by the end of it - though in that case, there is a bit of a bigger obstacle in the early scenes if you know the animated film, since the new one replicates the original extremely closely in a manner that does feel way too constrained and boxed in by choices from 15 years ago, even though it’s actually one of the same directors of the animated version behind the remake this time.
And yet I saw people cry at my screening who I discovered had never seen the original before. The story still works in this version so the story still got them. You could say, “Well, those people should just watch the original!” And I agree, that would be ideal, while also knowing some of those folks might not anytime soon and that it’s the release of the shiny New Movie that gets them to finally check it out - but then hopefully leads them to the animated version after that.
Universal has already ordered a sequel to the live-action How to Train Your Dragon, so they’re clearly feeling quite optimistic about the performance of the film. And yet just this past month, in the midst of the studio hyping up the live-action movie, the large new How to Train Your Dragon - Isle of Berk land opened as part of the new Epic Universe theme park at Universal Orlando Resort. And which version of How to Train Your Dragon is that land and its multiple attractions and shows based on? The animated one, of course! Because the new version is good, yes, and Universal is hopeful about turning it into its own multiple-film series, but the animated film is already timeless and one they can count on resonating for years to come.
The new version doesn’t hurt the original, whether it’s good or bad, because regardless of how we feel about the remake, those of us who love the original are reminded of why we love it by the remake’s mere existence - whether it’s because the new version successfully recaptures the warm feelings the original always evoked or, by failing to recapture them, it just really pisses us off. But either way, the original is always there, waiting for us to revisit it as often as we want.
For even more on this topic, check out our ranking of the live-action Disney remakes.
MindsEye has the first in a series of emergency hotfixes designed to improve the performance of the game amid what has been a disastrous launch.
Yesterday, embattled developer Build A Rocket Boy said it was “heartbroken” over the issues players had faced with the recently released game, and promised to release a series of patches to fix the significant performance problems, glitches, and AI behavior issues.
All the while, MindsEye’s troubled launch saw the developer cancel sponsored streams, and reports of players securing refunds, even from the normally stubborn Sony.
Hotfix #1 is out now on PC (5.7GB) and PS5 (2GB), with Xbox Series X and S (4GB) to follow, Build A Rocket Boy said in a post on Discord that also included patch notes.
“Today we’ve deployed Hotfix #1 tasked on an expedited timeline as the first in a series of patches aimed at addressing your feedback and enhancing the game experience,” it said.
Across all platforms, the hotfix aims to implement CPU and GPU performance improvements and memory optimizations. It also reduces the difficulty for the CPR mini-game, adds a new setting to disable or modify Depth of Field, and fixes missing controls in the MineHunter and Run Dungeon mini-games.
On PC, there are new pop-up warnings for PCs that have Hardware Accelerated GPU Scheduling disabled, and PCs with CPUs that have potential crash issues.
Build A Rocket Boy said this patch also fixes the memory leak issue that had been causing most crashes reported by players. “Performance optimisation is our number one focus and an ongoing commitment that will take further time,” it added.
“We will continue to provide frequent and transparent updates. Our team is committed to do everything possible to urgently action your feedback,” Build A Rocket Boy said.
Build A Rocket Boy has said that by the end of June, players can expect ongoing performance and stability improvements, a rebalanced ‘hard’ difficulty setting, animation fixes, and AI improvements.
The question is whether the developer, which was founded by former Rockstar North chief Leslie Benzies, can turn MindsEye around. On Steam, which does not paint the whole picture of MindsEye’s current popularity, the game hit a peak concurrent player count of 3,302 on launch, but had a 24-hour peak of just 786 players. At the time of this article’s publication, 435 people were playing on Steam, with a 'mixed' user review rating.
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.
Microsoft has launched the first beta phase for the MP mode of Gears of War Reloaded. So, below, you can find a video showcasing 17 minutes of gameplay from the PC version. Moreover, we get to see the new PC benchmark tool in action. Gears of War: Reloaded will have 4K assets. It will also … Continue reading Here are 17 minutes of gameplay from Gears of War Reloaded Beta + PC Benchmark →
The post Here are 17 minutes of gameplay from Gears of War Reloaded Beta + PC Benchmark appeared first on DSOGaming.
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Dune: Awakening developer Funcom said there's a fix coming for players sick of getting squished by helicopters — known in-game as Ornithopters — in PvP.
As admirably reported by redditor Bombe18 in the video below, there's pretty much nothing you can do if an Ornithopter sets its sights on you, as the moment you self-revive, the Orni will be back to rinse and repeat. It's a particularly egregious way to die given there's very little you can do to stop it unless you have a missile launcher with you.
Dune developpers, I agree to have a defeat in PVP. But been crushed by orni that do not take any damage. No.
byu/Bombe18 induneawakening
"Dune developers, I agree to have a defeat in PvP," Bombe18 wrote (thanks, Eurogamer). "But been [sic] crushed by orni that do[es] not take any damage? No." They even suggest a couple of solutions: either let the Orni take damage when it crashes into players like this or, you know, just disable crushing and its ability to make aerial assaults.
The good news is it didn't take long for Funcom to notice Bombe18's (and many others') plight.
"Sorry about this," replied Funcom's Chief Creative Officer, Joel Bylos. "We have people working on fixing the goomba stomping ASAP."
It's not just the Ornithopters that take no damage, either — it's the same with all vehicles. So unless Funcom addresses them simultaneously, players fear the PvP meta will simply roll from Ornis to something else. Fingers crossed we get a solution soon.
Apart from this PvP griefing, Dune: Awakening has enjoyed a superb launch, with a 'very positive' user review rating on Steam. Within hours of going live on June 10, Funcom's survival MMO had clocked up over 142,000 concurrent players on Valve's platform, and that peak is expected to swell this weekend. You can also see what we make of it so far in our Dune: Awakening review in progress.
To help you survive on Arrakis, we've got Dune: Awakening resource guides that'll help you find iron, steel, aluminium, and more. If you're just getting started, check out all the Dune: Awakening classes you can choose from, and keep an eye on our in-progress Dune: Awakening walkthrough for a step-by-step guide to the story.
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.
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Devil May Cry 5 has hit the impressive sales milestone of 10 million, with Capcom pointing to the recently released Netflix anime as helping push the video game over the line.
DMC 5 launched in Mar 2019 across PlayStation 4, Xbox One, and PC, and was a hit with fans and critics. IGN's Devil May Cry 5 review returned a 9.5. We said: "Devil May Cry 5's trio of outstanding combat styles set a new high bar for the series, and its mysterious story keeps things interesting along the way."
Six years later, Devil May Cry 5 must go down as a blockbuster success for Capcom. “The title has garnered strong support from users due to its exceptional gameplay experience, leading to expanded sales as a catalog title since its release,” the company said.
“Capcom provided an even more advanced story and action elements in the game with the addition of a new playable character, and more recently, on April 3, 2025, the company released the new Devil May Cry animated series on Netflix, in line with the company’s Single Content Multiple Usage strategy.
"The animated series has garnered critical acclaim from around the world, and with more than 5.3 million views it ranked fourth during its first week globally in the "Shows | English" category, while also ranking in the top 10 for seven consecutive days in Japan. As a result of the game’s exhilarating action, and due to efforts to enhance brand awareness by leveraging the title beyond the scope of video games, including television adaptations, the title has now exceeded 10 million units in cumulative sales worldwide.”
Devil May Cry 5’s success (the franchise as whole has sold more than 33 million units since the first game came out in 2001), begs the question: when will Devil May Cry 6 be released? It seems inevitable that another game will be greenlit, if it hasn’t already, given DMC5 has sold 10 million in the six years since launch in 2019.
Capcom isn’t giving anything away at this point, of course, and it has a lot on its plate already. Apart from continuing to work on already released games such as Monster Hunter Wilds and Street Fighter 6, it has the just announced Resident Evil: Requiem on the way as well as the re-revealed Pragmata.
But Devil May Cry 5 is by some margin the best-selling Devil May Cry game, and has now cracked the top 10 best-selling Capcom games ever list. Dante and friends will return at some point. The question is, when?
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.
My Nintendo Store UK has finally dropped its preorders for Pokémon Legends: Z-A, and it’s by far the biggest selection of preorder bonuses we’ve seen for the upcoming Switch 1 & Switch 2 RPG so far.
Any version of the game you buy also comes with a PokémonLegends: Z-A Partner Figurine, with Tepig, Chikorita, and Totodile in one collective pose, as a bonus item.
Other retailers had already put their preorders up with their own incentives. Amazon UK’s at £52.95 is still among the cheapest for the Switch 2 version, and the Pokémon Center UK is bundling starter Pokémon plushies with copies of the game.
The UK Nintendo store, however, is offering three separate bundles, each offering various new Pokémon merchandise, ranging from £56.99 to £78.99.
That’s along with the standard editions of the game. For instance, the Switch 1 version of PokémonLegends Z-A is selling for £49.99 both physically and digitally.
The physical version on Switch 2 is selling for £58.99, but you can buy it digitally for £57.99 through the Nintendo Switch 2 Edition upgrade pack. If you buy the Switch 1 version physically, you can also buy the Switch 2 upgrade pack for higher frame rates and resolutions, for £7.99.
For an added £7/8 of each version, though, you can buy the very good-looking Pokémon Legends: Z-A Mega Evolution Bundle. Each variation contains both a Z-A starter Pokémon pin set, enclosed in a snazzy case, and a figurine each of Mega Charizard X (8 x 10 m) and Mega Charizard Y ( 8 x 8cm).
As far as the promo images go by, they seem like decent figurines considering the added price and included pins. On the other hand, if Pokémon swag is more your thing, then the Legends: Z-A Trainer Bundle is more for you.
For an extra £13/14 from the standard editions, £62.99 for the Switch 1 version & £71.99 for the Switch 2 version, you’ll also get a Mega Evolution-themed umbrella, cap, and mug featuring Tepig, Chikorita, and Totodile.
The huge Champion’s Choice Bundle, for an added £20, though, gives you the entire lot from the Mega Evolution and Trainer Bundles. With the bonus figurine included as well, the Champion's Choice Bundle by far gives you the best value.
If you're as excited for Pokemon Legends: Z-A as Nintendo could hope following the boosted performance of Scarlet & Violet on the Switch 2, the biggest set wil grant you the largest bang for your buck.
Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.
MindsEye may look like an exciting, GTA-adjacent action-adventure in short clips and GIFs, but actually playing it through to the end of its story has revealed an unfinished, overly ambitious project that’s plagued with performance problems, makes precious little use of its open world, and is crippled by unconvincing combat and dull mission design.
While it’s natural to draw comparisons with GTA, in basic terms MindsEye is more akin to the Mafia series. That is, it’s a tightly linear, single-player story where the open world largely exists as a backdrop for you to drive from mission to mission. That doesn’t end up serving it very well. Mafia is great. MindsEye is not.
You are Jacob Diaz, a former soldier and drone operator who has been railroaded out of the military after a botched mission, albeit with an extremely rare piece of tech still embedded in his neck. He’s a pretty thinly drawn amnesiac hero overall, with no especially memorable characteristics beyond his ability to follow instructions. After securing a security job at mega-company Silva Corp in the Las Vegas-inspired city of Redrock, Diaz is quickly embroiled in an AI-gone-bad, robots-gone-wild adventure that starts slow, gets a little more intriguing a few hours in, and then ends like someone’s yanked the plug out of the wall.
Credit where it’s due, MindsEye does have style, and its near-future setting is accomplished and credible. It fuses locations like normal homes and strip malls that wouldn’t look out of place in the present day with the proliferation of high-tech robotics and drones. The result is a world that appears appropriately futuristic, but doesn’t feel alien or unrecognisable. From an aesthetic perspective, it really does appear a few years from now in a well-executed way.
It also includes a genuinely impressive fleet of vehicles – and there’s a practicality to them that makes them look like real cars from, say, five to 10 years in the future. It basically takes modern trends – like today’s massive, chunkily-accented pick-up trucks, teardrop-shaped electric sedans, and battery-powered retromods – and successfully projects a decade of tweaks onto them. More importantly, the handling is actually genuinely good in a way open-world action games rarely manage. The cars you actually get to drive are weighty and really love to be whipped into high-speed handbrake turns through the realistically thick traffic. There’s none of that stickiness that’s typical of GTA clones like Sleeping Dogs (which I love regardless) or Saints Row (which I do not). You know, the kind of superficial handling that feels like you’re turning the world under the car, rather than the car itself.
Unfortunately, this is largely where the praise stops.
The very first mission is a short drive into the desert to shoot four robots who barely have the vigour to fire back, and the second requires you to track a slow-moving thief by monitoring a security console and… switching cameras. It’s not exactly an explosive opening stanza, but things don’t get that much better when the bullets really start flying. It’s around 10 hours of the most boringly straightforward missions from the past decades of open-world action games.
Combat against the handful of bot types and human soldiers is mostly just plain, and dud enemy AI doesn’t make for particularly satisfying shootouts. Humans are the least sensible. Sometimes they take cover; sometimes they just walk towards you waiting to get shot. Run out to meet them and they’re confusingly slow to react (not that this is a particularly strong tactic, as there is no melee attack).
It’s just janky. On the one hand, you can actually shoot individual pieces – including weapons – off the bots. That’s nice. On the other, put a round into a human standing behind some scenery and they’ll often blink back into cover with no linking animation whatsoever. That’s shoddy.
It’s not due to a lack of firepower, because MindsEye does feature plenty of guns, although it mostly just chucks them into your arsenal with so little fanfare I usually didn’t notice. I’d just spot something new in my weapon wheel, like another assault rifle, or some kind of energy blaster. It’s rarely clear about what you should be using at any given moment, and it doesn’t seem to matter much.
The action does improve towards the back end of the story, as Diaz gets access to all his partner drone’s special perks. The ability to zap an enemy robot and turn it into an instant ally gives the action some zest that it absolutely lacks out of the gate. Your drone’s grenade ability is also neat for a while, but it’s probably a bit too effective at clearing out enemies ahead. I spent most of the late game missions as my drone, dropping endless grenades on soldiers and robots from high above. It made what turned out to be the penultimate battle into one of the easiest because the bad guys just have no defense against this.
The primary problem I had with MindsEye, though, was its drastically uneven performance on my high-end PC (RTX 4080, Intel Core Ultra 9 185H). While the auto settings placed the bulk of the configurable options at ‘High’ – and capped the frame rate at 60fps – my playthrough was rife with issues. It’s regularly blurry and choppy when panning, and the frame rate would flutter and sometimes hang. During one car chase performance chugged to a crawl and was only barely playable. Sometimes even the cutscenes would stutter and display ghosting. Experimenting with lowering the settings hasn’t yielded much in the way of positive results. It’s in really rough shape technically.
To be fair, there are definitely moments in MindsEye when it looks quite stunning. Explosions are excellent. The sunlight piercing through Redrock’s glitzy hotels is seriously snazzy. I liked the sheer scale and complexity of the Silva factory’s rocket loader, and at one point the metallic sheen of a parked jet in the desert glare stopped me in my tracks. When it runs well and looks good, it looks very good. But six months ago I played through Indiana Jones and the Great Circle on this machine and it performed fabulously. MindsEye does not. It’s like Steven Seagal circa 1990: Looks cool – just doesn’t know how to run properly.
Performance optimisation won’t solve MindsEye’s myriad other issues, though. A lot of these are really just baked into how it’s designed. Too often, the missions are simply restrictive and dull. All you can do is drive a pre-assigned vehicle to a marker. That triggers a cutscene. Then you shoot everything. Then drive somewhere else. It’s all so rigid and leaves no room for the kind of goofing around or antics you can get into in comparable games, and there’s certainly none of the emergent fun you constantly get in something like GTA. MindsEye rarely trusts us to even park at a mission marker; it generally just splutters into a cutscene when you get close enough.
It doesn’t help that there are no radio stations or songs to listen to as you’re commuting between missions. Travel time from A to B mostly seems to exist to feed you phone calls to prod the story along a little further. Exploration is actively disencouraged, and you’ll be constantly scolded for not heading directly to your destination, or failed out. There’s no reason to explore anyhow, as it isn’t the sort of living world you might have expected. Police don’t even respond to Diaz’s crimes, so what’s even the point?
And there’s not really anything out there to find. Hunting for a cool vehicle to use? Don’t bother. Other vehicles are off-limits. Wreck the car you were assigned? That’s a mission fail. You won’t even be able to get out of it if it's burning. It’s a baffling choice for a game like this – the entire genre is built around stealing cars.
MindsEye has some good ideas. An effective stealth mission mid-way is a positive change of pace, and there are some unexpected puzzles late in the piece that gave me a break from blasting. But it relegates the rest of them to its roughly two hours of cutscenes and wastes their potential. At one point a squad of robots are set sprinting after my car at highway speeds. While I was preparing myself for a potentially thrilling chase, the robots caught the car and destroyed it before the cinematic finished. This kind of thing is a real rug pull in a game that, a few hours earlier, made me play through a frustrating, one-off CPR minigame that could’ve just been a cutscene.
Even apparent bosses die in cutscenes. And in an unforgivable transgression, if there’s a way to skip them (even when replaying missions and watching them a second time), I couldn’t find it.
The kicker is, even if you get swept up in the sunk-cost fallacy of finishing this 10-hour campaign just to see how the story pans out, the ending itself is a colossal anticlimax. I’ll obviously refrain from spilling the specifics of the final moment, but it’s impossible to complete any assessment of MindsEye’s defects without explaining how deeply and desperately unsatisfying I found it. Story threads are left dangling and reams of questions remain unanswered. It’s not an artistic cliffhanger; it’s just vague and unearned. It’s an ending that feels like the writer was out of fresh paper and this was the only thing that would fit on the last line of the script’s final page. Picture Ghostbusters crashing to credits a few seconds after they cross the streams and you’re about there. There’s a PS after the unskippable credits, but it only makes things worse.
Well, until what happens after the finale, that is. After the story wrapped I was simply tossed back into the open world as… some random weirdo in a crop top. He has some kind of… base? With things in it I can interact with that do… nothing? There’s no explanation of how anything works, no direction, and no purpose.
Confused, I left the building in search of a vehicle, but even here you can’t carjack civilians, and you can’t steal parked cars. I got in the only one that would allow me to enter and drove to an icon that looked like the Hamburglar stealing a car. There was another car there, glowing, but I couldn’t enter it. I shot at the bystanders, and I shot at the soldiers. The soldiers popped out of their 4X4s like waffles from an overzealous toaster. Nothing else happened. No armed response.
I got back in the small hatchback I arrived in, which remained the only vehicle I could interact with. I drove to an icon that looked like a chess piece. The performance took another significant nosedive as I arrived. There were some soldiers there, spread throughout a multi-story parking lot. I shot at them until I got bored, which happened almost instantly because the action is restricted to basic third-person blasting. Chubby crop top man has none of the entertaining drone attacks that Diaz has.
This, it appears, is MindsEye’s free-roaming mode. It’s separate from the main campaign, but I have no idea what we’re intended to do in it. It’s pointless, scrappy, and a complete waste of time in this state. It just isn’t remotely close to finished.
But I am.
© Paradox Interactive
© Micro Center
GameStop is doubling-down on trading cards.
In its 2025 Annual Meeting, CEO Ryan Cohen told shareholders that the company had seen its first profitable opening quarter since 2019 due to "reducing costs, cutting excess inventory, streamlining headcount, closing unprofitable stores, exiting under-performing geographies, and focusing on the core fundamentals of the business."
And those fundamentals, it turns out, are trading cards, which Cohen called a "natural extension" of a game retailer with a chain of physical stores.
"We are focusing on trading cards as a natural extension of our existing business," Cohen said. "The trading card market — whether it's sports, Pokémon, or collectibles, is aligned with our heritage — it fits our trading model, it appeals to our core customer base, and it's deeply embedded in physical retail. Unlike software, it's tactile. Unlike hardware, it has high margin potential. It's a logical expansion." The announcement sent stocks tumbling 22%.
There is undoubtedly a huge demand for trading cards right now, particularly Pokémon trading cards. Since the rarest card sold in 2022 for more than $5 million prices have rocketed, with Tokyo police reporting an unprecedented number of trading card thefts in the latter half of 2022. Examples include a Minnesota store reportedly having around $250,000 worth of cards stolen and a Tokyo man allegedly launching a full-on heist to acquire cards. Even an Alabama police officer was allegedly fired for pocketing cards in Walmart, and just last month, a man in the UK was arrested after police discovered he was harboring a cache of stolen Pokémon cards worth £250,000 (approx. $332,500).
After telling shareholders GameStop staff didn't "waste time in Zoom meetings" or "in PowerPoint decks," Cohen said that while in "corporate America, it's totally normal to see excessive executive pay, DEI initiatives that prioritize image over merit, managers managing to Wall Street's short term expectations and analysts, and boards handing out free stock like candy to people who would never buy a share themselves," that wasn't "how [GameStop] operates."
Earlier this year we learned GameStop would be closing more stores and revising its investment policy to invest in Bitcoin. This would lead to the closure of an unspecified but "significant number" of stores in fiscal year 2025.
Around the same time, GameStop announced its board had "unanimously approved" an update to its investment policy, adding Bitcoin as a treasury reserve asset. In the aforementioned filing, the company said a "portion of [its] cash or future debt and equity issuances may be invested in Bitcoin." GameStop has not set a maximum amount of Bitcoin it could accumulate, and said it may sell any Bitcoin it acquires.
Photographer: Michael Nagle/Bloomberg via Getty Images.
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.
© Valve software
© Krafton, Zoi template by Diantre
While running around in a match of Elden Ring Nightreign, it's not exactly easy to stop and carefully think about numbers and details. In fact, the leveling system for the characters in Nightreign is streamlined compared to the more-freeform point-system of Elden Ring. So what do they all mean, and what numbers are worth chasing over others?
YouTuber Zullie the Witch recently dove into the behind-the-scenes numbers to figure that out. While Nightreign simplifies progression down to level-ups, these pre-assigned values can be looked at and charted, as Zullie has done in their video.
One fascinating detail they found was that the jump from level 1 to level 2 adds "far more" than any other level up, making that first Site of Grace a big one. On the other hand, levels 13 through 15 apparently add fewer attributes for most characters, imposing a "softcap" around level 12. You'll get more stats, but they won't be as drastic as those early levels.
They also note statistics seem to have different scales between the different properties. Duchess, for example, has a B in Dexterity and A in Intelligence, but her point values across the levels end up fairly even. Also, strangely, no one gains points in Arcane across their levels.
If you're curious, the highest total level character if one were to build them in Elden Ring would be Recluse. Per Zullie, this is due to the Recluse having the same stat growth for both Intelligence and Faith; her points cap out at 51 on both values, at level 15.
There's some actionable advice here for build-crafting. Zullie found that each point of Vigor always adds exactly 20 HP at any level. Additionally, it looks like Relics that raise attack statistics will seem stronger at lower levels, but get outpaced by "other damage bonuses" as the game goes on.
It's some fascinating datamining that's sure to help with build-crafting, as you put together your Relics and aim for different rewards in the field. If anything, just remember: that first level-up is big, so don't delay it. And if you're curious about other details, it's worth looking into Zullie's videos about what lies behind the mask of the Nightfarers and other videos, which you can find on their YouTube channel here.
We’ve got plenty of Nightreign tips and tricks to help you take down all the eight Nightlord Bosses, and if you’re wondering how to unlock the two locked Nightfarer Classes, check out How to Unlock the Revenant and How to Unlock the Duchess, plus How to Change Characters.
Eric is a freelance writer for IGN.
Sony has said it remains committed to live service video games despite high-profile failures such as Concord, and insisted Marathon will be out before April 2026 despite admitting the recent alpha had seen “varied” feedback.
Sony’s live service hero shooter Concord is one of the biggest flops in PlayStation history. Amid disastrously low player numbers, Sony pulled Concord offline just two weeks after launch, with one estimate suggesting it sold just 25,000 copies. It has proved a costly failure for Sony, with hundreds of millions of dollars wasted amid the closure of its developer, Firewalk Studios.
What has Sony learned from the Concord disaster, and how does that relate to Marathon, Bungie’s in-development extraction live service shooter? Hermen Hulst, CEO of Sony Interactive Entertainment’s Studio Business Group, was asked that question during an investor focused interview. Responding, Hulst admitted that feedback to Marathon’s recent alpha test had been “varied,” but insisted the game will be released during Sony’s current fiscal year ending March 31, 2026, and promised that the mistakes it made with Concord would not be repeated.
“Live service, we really see that as a great opportunity for us,” Hulst said. “But with this great opportunity are some unique challenges associated. We talked about some early success as with Helldivers 2. We’ve also faced some challenges, as with the release of Concord.
“I think some really good work, actually, went into that title, some really big effort. But ultimately that title entered into a hyper competitive segment of the market. I think it was insufficiently differentiated to be able to resonate with players.
“And so we have reviewed our processes in light of this to deeply understand how and why that title failed to meet expectations and to ensure we’re not going to make the same mistakes again.
“As I said earlier, we’ve introduced much more rigorous processes for validating, for re-validating, our creative, our commercial, our development assumptions and hypotheses, and we now do that on a much more ongoing basis. That’s the plan that will ensure we are investing in the right opportunities at the right time, all while maintaining much more predictable timelines.
“For Marathon, it’s our goal to release a very bold, very innovative, and deeply engaging title. It’s going to be the first new Bungie title in over a decade. So we’re really excited for that release. We’re monitoring, we’re going through the test cycles. We’re monitoring the closed alpha cycle the team has just gone through. We’re taking all the lessons learned, we’re using the capabilities we’ve built and analytics and user testing to understand how audiences are engaging with the title.
“Some of that feedback, frankly, has been varied. But it’s super useful. That’s why you do this testing. The constant testing, the constant re-validation of assumptions that we just talked about, to me is just so valuable to iterate and to constantly improve the title, so when launch comes, we’re going to give the title the optimal chance of success.
“This cycle of test, of iterate, test again, that is such a key component of the live service success, both leading up to launch but also throughout the life of the game. And we’re committed to continuing to leverage our learnings, to maximise engagement and player satisfaction throughout the lifecycle of the title.”
Hulst failed to address the recent art plagiarism scandal that embroiled Bungie and Marathon, however. Last month, Bungie was left scrambling to recover its reputation after yet another independent artist accused the studio of "lifting" their artwork in Marathon.
The accusation prompted an "immediate investigation" and acknowledgement from the studio that a "former Bungie artist" had indeed used Fern Hook's work without compensation or credit. Soon after, Marathon game director Joe Ziegler and art director Joe Cross apologized on a painfully uncomfortable livestream that featured no Marathon art or footage at all, as the team was "still scrubbing all of our assets to make sure that we are being respectful of the situation."
Sony’s live service plan has seen significant success but also catastrophic failure. The Concord flop came after Sony had already canceled Naughty Dog’s The Last of Us multiplayer game. And earlier this year, Sony reportedly canceled two unannounced live service games, one a God of War title in development at Bluepoint, the other in the works at Days Gone developer Bend, which recently suffered mass layoffs as a result.
Sony announced plans in February 2022 to launch more than 10 live service games by March 2026, later saying the push would bring games of different genres to different audiences. It spent big on studio buyouts as part of the drive, bringing in Destiny developer Bungie, Jade Raymond's Haven Studios (Raymond has since left the company), and the now shuttered Firewalk Studios.
But in 2023, Sony president Hiroki Totoki said the company was reviewing the 12 live service PlayStation games it had in the works, and committed to launching only six of them by the end of financial year 2025, meaning by the end of March 2026. Totoki said Sony was still working on when the other six live service games would come out, adding: "It's not that we stick to certain titles, but for the gamers quality should be the most important.”
Earlier this month, Sony announced a new PlayStation studio called teamLFG and teased its debut game, which is a live service incubation project. Guerrilla’s Horizon multiplayer game is also in development, as is Haven's Fairgames.
Speaking more generally about Sony’s live service ambition, Hulst said the company remains “very, very committed to building a diverse and a resilient live service portfolio.” He pointed to MLB The Show, Destiny 2, and Helldivers 2 as “really good examples of the type of titles we’re looking to develop.”
“These titles have already established an enduring set of player experiences and communities across quite a wide range of different genres,” he said. “Together that provides a really good foundation for our ambitions in this category.
“I would say additionally we are continuing to invest in new live services, with Helldivers 2 providing such a great example of the level of success we can achieve — if we get everything right.
“That game has been a true breakout success, it’s been attracting and retaining significant community and very engaged players since we launched that back in February 2024. And its ongoing success I think is further evidence in how we deal with the monetization. Microtransactions now in that game make up more than half of the revenue.”
And then, the kicker: a commitment to releasing Marathon by the end of March 2026: “We’re also very excited about Marathon’s anticipated launch in this fiscal year,” Hulst confirmed.
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.
© ZealousidealWorry881, Arthur Gedz
As the PS5 nears its fifth birthday, Sony executives have begun to talk about the next-generation of consoles, and answered in vague terms the question of whether one is already in development.
In an investor-focused interview published on Sony's corporate website, Sony Interactive Entertainment CEO and president Hideaki Nishino was asked directly: with cloud gaming more of a viable option than ever before, do we need a next-generation console? Is SIE developing one?
Nishino began by explaining why console hardware is still needed despite the rise of cloud gaming:
“We have been in cloud gaming for over the last 11 years. We deployed a cloud gaming service to support the PS3, PS4, and PS5 generations and we are really proud about the quality we have been delivering.
“Cloud streaming through PlayStation Plus Premium, and we have a cloud streaming beta on the PlayStation Portal, is one such way we are doing this.
“However, the business model for cloud gaming must be sustainable for the longer term growth. Cloud gaming is progressing well from a technical standpoint, as we have demonstrated with these offerings. But end-to-end network stability is not in our control.
“Cloud gaming is increasingly providing an additional option for players to access content. But our belief is the majority of players continue to want a play experience, the gaming through a local execution, without dependency on network conditions. PS5 and PS5 Pro have validated this thesis, I believe.”
So, Sony remains committed to video game consoles, at least for now. But is a new console, a PS6 perhaps, currently in development?
Here’s Nishino again:
“Our console business has evolved into a multi-faceted platform, and we now have a large ecosystem of highly engaged players across both the PS5 and the PS4 generations. So naturally, therefore, there is a huge interest in our next-generation console strategy.
“While we cannot share further details at this stage, the future of the platform is top of mind. We are committed to exploring a new and enhanced way for players to engage with our content and our services.”
The answer, then, is yes, Sony is developing a next-generation console, although that shouldn’t come as much of a surprise. Console manufacturers often start work on next-generation consoles soon after they release current-gen consoles. In fact, Sony started development of PS5 almost immediately after PS4 came out back in November 2013. Following what’s gone before, perhaps PS6 has already been in the works for five years.
Nishino’s comments do not tell us much about what to expect from Sony, but it’s worth speculating based on its recent moves and where the market is going. While fans expect a traditional PS6, a home console that is more powerful than the PS5 in every way, perhaps Sony is also considering following Nintendo’s lead with a portable hybrid. If you look at the PlayStation Portal and how it has evolved, Sony is clearly steering in that direction.
Indeed, Nishino was asked during the investor interview about Sony's strategy around the PlayStation Portal, and whether handhelds are a part of its next-generation strategy, although he failed to answer in a meaningful way.
The ‘will there be a next-gen?’ question has been bubbling under the surface ever since the current-gen kicked off in November 2020. With the PS5 now pushing past the halfway point of its life and Microsoft releasing Xbox-branded handhelds, change, clearly, is coming. What isn’t clear is exactly what that looks like when both Sony and Microsoft finally pull the trigger.
In February, former Sony Interactive Entertainment Worldwide Studios CEO Shawn Layden said Sony can't get away with launching the PS6 as an all digital, disc-less console. Layden told Kiwi Talkz that, while Xbox has found success in that regard, PlayStation has such a large market share that it would be shutting out too many people by removing physical and offline games from its library.
"I don't think Sony can get away with it now," Layden said. "I think Xbox has had more success in pursuing that strategy, but Xbox is really most successful in their business in a clutch of countries: the U.S., Canada, UK, Ireland, Australia, New Zealand, South Africa. Coincidentally enough all English speaking countries.
"Sony, which is the number one platform in probably 170 countries around the world, has an obligation or a responsibility to say, 'If we go discless, how much of my market is not able to make that jump? Can users in rural Italy get a decent connection to enjoy games?'"
And in September last year, it was reported that Intel lost the PS6 chip contract to AMD in 2022. The PS4 came out November 2013, and the PS5 seven years later, in November 2020. If this pattern repeats itself, the PS6 will come out November 2027. One game that may be set to launch on PS6 is Physint, Metal Gear creator Hideo Kojima’s long-awaited return to the “action espionage” genre. The Witcher 4 isn't due out until 2027 at the earliest, so perhaps that's a next-generation game, too.
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.
As promised, Build A Rocket Boy has just released the first performance patch for MindsEye. This patch is 5.3GB in size, and we’ve tested it. So, does the game run better now? Let’s find out. For these tests, I used an AMD Ryzen 9 7950X3D, 32GB of DDR5 at 6000Mhz and an NVIDIA GeForce RTX … Continue reading First MindsEye Performance Patch Released, Does It Run Better? →
The post First MindsEye Performance Patch Released, Does It Run Better? appeared first on DSOGaming.
The Warhammer 40,000 story, such as it is, is a slow moving beast. The scribes at Games Workshop sometimes take years to inch the overarching plot forward. Take, for example, the return of beloved Primarch, Lion El'Jonson, which was announced in March 2023. Now, over two years later, the character is yet to do much of anything in the setting, his hotly anticipated reunion with his brother, Roboute Guilliman, seemingly further away than ever.
Tantalizing plot threads are left dangling, sometimes for decades. Answers remain frustratingly out of reach. Cliffhangers seem destined to hang in a perpetual state of anticipation, never to be fulfilled. Such is the nature of Games Workshop's grimdark 41st millennium, which has exploded in popularity over the last decade. At this point any news on how the story might actually move forward is analyzed to within an inch of its life, as if under investigation by the Inquisition itself.
And so it is with the latest Facebook post by celebrated Black Library author Dan Abnett. Abnett, perhaps the most high-profile Warhammer 40,000 writer today, is at the heart of the setting’s development. His long list of Warhammer 40,000 books established much of the lore fans know and love, including the wonderful Gaunt's Ghosts and Eisenhorn series, and key entries in the sprawling The Horus Heresy saga.
Let’s zero in on Eisenhorn, because that’s the subject of the latest speculation. Eisenhorn is a strilogy of sci-fi crime novels that revolve around inquisitors Gregor Eisenhorn and Gideon Ravenor, who got his own spin-off series. The gist is the hunt heretics and daemons while fending off the brain-melting powers of Chaos. While the story is set within the Warhammer 40,000 universe, it is more focused and smaller in scope than some of the other, galaxy-spanning 40K stories that involve long-running space battles and thousands of Space Marines fighting alien monstrosities and even each other.
The Eisenhorn saga includes a spinoff series that revolves around an Inquisitorial agent called Alizebeth Bequin. The first novel in the Bequin series, Pariah, came out in 2012. Its sequel, the Warhammer 40,000 lore treasure trove that is Penitent, followed nearly a decade later, in March 2021. The hotly anticipated third novel in the series, Pandaemonium, does not have a release date, and the wait for an announcement is fast becoming Warhammer 40,000’s version of George R. R. Martin’s M.I.A. Game of Thrones book, The Winds of Winter.
Why should so many Warhammer 40,000 lore lovers care so much about Pandaemonium? Because it promises to actually move the overarching plot forward. Penitent ended with a significant lore revelation (it has to do with the identity of the mysterious King in Yellow, which we won’t spoil here), and so the ramifications of Pandaemonium could be huge. Everyone wants to know what happens next, and is badgering Abnett to get on and write the damn book.
Which brings us to now, and a seemingly innocuous Facebook post by Abnett himself promoting his attendance at this weekend’s Broadside Games Show in the English town of Gillingham, Kent. It includes a warning of sorts:
By the way… my previous posts about this event (and, actually, pretty much anything I post) have resulted in many comments asking for Pandaemonium (Bequin book 3). Positively demanding it. And I’m delighted you’re keen, because so am I. But for those who don’t know, it is not MY decision when Pandaemonium gets finished and published. For reasons an NDA prevents me from discussing, Bequin 3 — and some other things — are held up for a while. It’s coming — and I’ll be delighted to bring it to you — but in the meantime, try to be patient… and maybe try to enjoy the things that I AM writing.
This message was brought to you by peace, love, and shooty-death-kill-in-space. See you Saturday.
So, Abnett is bound by a non-disclosure agreement that prevents him from explaining why Pandaemonium and “some other things” are “held up for a while.” That on its own wouldn’t warrant such attention, but in combination with a reddit post from March, it certainly does set the cat among the pigeons.
Three months ago, redditor Zigoia described a meeting he had with Abnett at a book signing in a Warhammer store in Maidstone, Kent. Zigoia reported that Abnett told him that the delay for Pandaemonium “is because of the potential lore impact it’s going to have on the setting — and is due to GW wanting to get the lore in the TV show totally settled first. They apparently don’t want to end up having some of the potentially galaxy shaking events of Pandaemonium contradict what they lay out in the show.”
The TV show! So, this is Henry Cavill’s Warhammer 40,000 Cinematic Universe, the result of a deal struck between Games Workshop and Amazon for movies and TV shows based on the tabletop. It’s all hugely exciting, especially given Cavill’s well-documented love of Warhammer 40,000. Not only is he set to star in whatever comes from the project, but he is down as executive producer. Cavill is among those steering this ship, hopefully in the right direction, like the Emperor guiding humanity safely through the Warp.
We know next to nothing about Cavill’s Warhammer 40,000 adaptation. We do not know which characters it will deal with, where in the setting it will take place, or even when in the setting it will take place. Who will Cavill play? We don’t know. But one character is often mentioned by fans as a great fit: Eisenhorn, from Abnett’s saga of the same name.
With this in mind, it's easy to see why Abnett would be tied up in NDA knots over the future of his saga. If the delay to Pandaemonium is due to Games Workshop wanting to get its Amazon ducks in a row so the movies and TV shows slot neatly into Warhammer 40,000 canon and veteran fans and newcomers alike aren’t faced with two sets of contradicting lore, you can see why the revelations of Pandaemonium might have to wait.
Unfortunately for Warhammer 40,000 lore fans, that probably means an even longer wait for Pandaemonium than they had expected. When Games Workshop confirmed the deal in December 2024, it said a synopsis and ordering for the stories set to be told in Amazon’s Warhammer 40,000 films and television series was in place. But, Games Workshop warned, “it’ll be some years” before the first project hits screens. Perhaps this is why the Warhammer 40,000 narrative feels like it has ground to a halt, with pockets of isolated developments that tell hardcore fans little they didn’t already know keeping us going until Pandaemonium rewrites the rule book.
So, to fill the gap, let’s enjoy some fun speculation. Does Abnett’s NDA suggest Amazon and Cavill are adapting his Eisenhorn series? Remember I mentioned it was tighter in scope than some of the grander Warhammer 40,000 stories? That might make it a more realistic adaptation for Amazon to bankroll than something that would need The Lord of the Rings: The Rings of Power kind of money, like the gargantuan Horus Heresy.
If Amazon and Cavill have gone for Eisenhorn, perhaps Abnett is involved in the project in some way, and thus Games Workshop has locked him down. Maybe Cavill is set to play Eisenhorn, as many fans would like. Just this week, Cavill said he was enjoying the challenge of adapting what he called the "tricky" and “very complex” Warhammer 40,000 tabletop game. Perhaps realizing Eisenhorn in live-action is a part of that challenge.
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.
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Thank your own personal deity—possibly The Old Gods of Nightreign—it's Friday again! With prices dropping harder than a boss fight on easy mode, now’s the time to stock up for the weekend. Whether you’re playing solo, with mates, or just hunting for your next obsession, the below haul covers everything from co-op chaos and sportsball simming to cult classics and free gems.
In retro news, I'm celebrating the 13th birthday of Lollipop Chainsaw, a Suda51 cult-hit. Admittedly, it didn't garner much in the way of high scores, but I still recall it being the best game about a zombie-slaying cheerleader armed with a portable power tool and the disembodied head of her boyfriend... I've ever played. Had a whole buncha rock solid references to horror flicks and IRL musicians, too.
Aussie bdays for notable games
- Civilization Revolution (PS3,X360) 2008. eBay
- Lollipop Chainsaw (PS3,X360) 2012. Redux
- Cadence of Hyrule (DS) 2019. Get
- Persona 4 Golden (PC) 2020. Get
Contents
On Nintendo Switch, It Takes Two delivers emotional whiplash wrapped in joyful platforming. It was inspired by director Josef Fares' love–hate experiences with real relationships. Meanwhile, Hogwarts Legacy is worth revisiting not just for its wizarding wonder but because the devs spent months crafting a bespoke broom physics system that most players never even notice.
Expiring Recent Deals
Or gift a Nintendo eShop Card.
Over on Xbox, Tekken 8 comes swinging in with the return of Jun Kazama, a fan-favourite who hadn’t been playable since the 1990s. And The Witcher 3 Complete Edition isn't just a hefty RPG, it’s one that CD Projekt Red once accidentally spoiled via a dev note left in the code. Us diehards found it within days.
Xbox One
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Or just invest in an Xbox Card.
PlayStation deals include Elden Ring, where its infamous tree sentinel was originally intended to roam freely. And The Last of Us Part II Remastered offers a roguelike mode born from Naughty Dog's scrapped DLC concepts. I'm still held in its thrall.
PS4
Expiring Recent Deals
PS+ Monthly Freebies
Yours to keep from May 1 with this subscription
Or purchase a PS Store Card.
Finally, PC players get a freebie buffet. Two Point Hospital, Death Squared, and more are yours for the price of a few clicks and a (free) Prime Gaming membership.
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Or just get a Steam Wallet Card
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Audiophilia for less
Do right by your console, upgrade your telly
Adam Mathew is our Aussie deals wrangler. He plays practically everything, often on YouTube.
For today only, HP has dropped the price of the powerful Omen Max 16 GeForce RTX 5070 Ti Gaming Laptop to just $1,399.99 with free shipping after a massive $700 instant discount and no coupon code required. That is the best price for any RTX 5070 Ti gaming laptop I've seen online since it first launched back in March of 2025. The RTX 5070 Ti offers gaming performance on par with the previous generation's RTX 4080 GPU.
This HP Omen Max 16 laptop is configured with a 16" 1920x1200 display, Intel Core Ultra 7 255HX processor, GeForce RTX 5070 Ti graphics, 16GB of RAM, and a 512GB SSD. I would recommend upgrading to the 16" 2560x1600 OLED display for an additional $190 because it offers a higher resolution and better image quality for a very reasonable price premium.
The Core Ultra 9 275HX boasts a max turbo frequency of 5.4GHz with 24 cores and 40MB total L2 cache. According to Passmark, this is one of the fastest laptop processor on the market, going toe to toe with the AMD Ryzen 9 7945HX3D.
The RTX 5070 Ti mobile GPU is a substantial upgrade over the 4070 Ti. In fact, it offers gaming performance on par with the RTX 4080. You'll be able to comfortably play any game at the stock display's 1920x1200 resolution. In fact, I recommended upgrading to the sharper 1600p OLED display because the GPU is powerful enough to handle it.
The Omen Max is essentially a "premium" Omen 16 with better materials - like an aluminum-magnesium alloy chassis and lid - and a beefier cooling system to accommodate current generation hardware.
Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.
The Switch 2 might pack much better hardware than the original, but a game I’m still surprised to see running at all (much less pretty well) on a Nintendo system is Cyberpunk 2077. I spent a few days with CD Projekt Red’s latest port to get a feel for how it runs, how it holds up, and how the Switch 2’s fancy new mouse controls work when applied to a high-octane FPS. The answer across the board is impressive, and if you haven’t had the pleasure of exploring Night City before, this seems like a solid way to do so.
But first, let’s look back at what I said in my review of Cyberpunk 2077 when it first launched in 2020.
Of course, that was just for the PC version, and the Xbox One and PlayStation 4 versions were such a notorious mess that we had to go back and do a separate review with a much lower score once we got our hands on it at launch. (And don’t forget we also reviewed its excellent Phantom Liberty DLC in 2023, which is included in the Switch 2 version.) Thankfully, the Switch 2 port is nowhere near the disaster it was on the old console generation – in fact, it’s pretty dang great.
All it takes is a quick glance to see that Cyberpunk 2077 still looks very good on Nintendo’s new console. The distinct neon glows and dirty streets of Night City all come through alive and well here, even if they aren’t quite as crisp and clean as you’d find on PC, PS5, or Xbox Series X. This isn’t exactly the “definitive” way to play this game, but it’s more than good enough from a practical standpoint. This isn’t like the Switch 1 port of The Witcher 3, which felt like an “I guess we can make this function” sort of last resort way to play more than anything else.
You can check out the technical specs in our story about how CD Projekt managed to get Cyberpunk 2077 running on the Switch 2 – in short, it’s running at 1080p when docked, and 1080p or 720p in handheld, depending on if you’re playing in Quality or Performance mode, and it maxes out at 40fps. Your mileage may vary here, because despite my PC gaming background, I am not a huge performance snob and I have no issue playing at less than 60fps. So to my eye, Cyberpunk 2077 runs fairly well in docked mode, even if far from perfect. It has some dropped frames in parts and doesn’t run as buttery smooth as the Switch 2 Editions of Tears of the Kingdom or Breath of the Wild, but nothing is so distracting that it actively harmed my time with it in this context. If you can’t stand anything below a solid 60fps, this might be one you need to skip – anyone who is used to playing games entirely on the original Switch, however, should be comfortable enough here.
One of the biggest draws of the Switch 2 for me was its ability to mimic mouse control with a sideways Joy-Con, potentially giving you greater accuracy in a first-person game like this. I am happy to say that’s exactly the case, as it was super easy for me to jump from my PC to this control option and get far more headshots than I would have with a regular gamepad. It’s not at the same level as a high-DPS gaming mouse or anything, but it’s absolutely my preferred way to play this game whenever I sat down to do so, and that’s a huge win. That said…
You see, the problem with the Switch 2’s mouse mode isn’t actually the quality of the mouse control itself, but the physical feel of using it. The Joy-Con is tiny compared to a normal mouse, and my hand was cramping up trying to get a good grip on it after long play sessions – even when I used a 3D-printed shell to make it feel better. That’s because there’s nowhere to comfortably put your thumb while still being able to press the right stick, Y button, and A button, all of which are required for various actions as you jump between combat, conversations, and menu management. So while the mouse is better than I expected, I’m worried this awkward grip is going to stop me from consistently using it in the future.
That said, the mouse controls are at least better than using motions to shortcut certain actions. The usual method of aiming with the right stick primarily and then fine-tuning that aim with motion controls is available and works just as well here as it does in stuff like Zelda, but the motion assist options are pretty useless beyond that. You can swing your Joy-Con to use your melee weapon in a way that gave me unflattering flashbacks to early Wii games, or twist and flail it to do actions like reload or heal, but doing so almost always made my camera wobble about at the same time. It may hurt my hand, but I’ll take mouse controls over this any day.
Finally, revisiting Night City reminded me just how great this game is, especially after all the improvements after launch. The world is moody and dangerous, and it does a great job of dropping you in and immediately making you feel like a part of the culture. I also maintain it stages its quest conversations better than any RPG I’ve ever seen, giving simple chats a cinematic quality without ever taking you out of the driver seat. If you’ve never played Cyberpunk 2077, I can absolutely recommend you check it out here.
I am still working on my final Switch 2 review, but you can check out our reviews of Mario Kart World and Welcome Tour in the meantime. And if you want insight on other ports, we’ve got a look at Tears of the Kingdom, Breath of the Wild, and Hogwarts Legacy.
Bugs, Daffy, and the whole Looney Tunes bunch are back in action with newer versions of Volume 1 and 2 of the Looney Tunes Platinum Collection. Arriving on June 24, each edition features hours of Looney Tunes shorts, now remastered in HD. After HBO Max removed historic Looney Tunes episodes from its platform to ‘prioritize adult and family programming’, there’s no time like the present to lock down physical copies. You can preorder both volumes on Amazon for $29.98 each.
These two collections are the first new releases in Looney Tunes Platinum line since 2014 when Volume 3 was released. They are new remastered versions of the original Volume 1 and 2 (rather than a Volume 4), but it's still noteworthy for any collector looking to add the shorts to their personal collection.
Volume 1 of the Looney Tunes Platinum Collection features three discs with approximately eight hours of remastered content from Warner Bros' chaotic cartoon cohort. All the shorts featured have been digitally restored from the original negatives, meaning you can enjoy the classic cartoon in a much sharper, enhanced light.
Looney Tunes Platinum Collection Volume 2 has received a similar treatment to Volume 1, and provides avid Tune-heads with 50 theatrical shorts (approximately five hours of content) to kick back with. As with Volume 1, the shorts have been digitally restored to provide HD versions of core Looney Tunes content.
If you’re a fan of physical media and want to grow your Blu-ray collection further, we’ve collated all the upcoming Blu-ray releases in one handy place. As new Blu-rays are announced, we’ll update the list, so be sure to check in as time goes on. On the list so far is the chicken-jockey flick The Minecraft Movie and the latest in the John Wick franchise, Ballerina.
If you're just all about the Looney Tunes, you can also check out our guide on how to watch individual episodes online (spoiler: only a few episodes are still streaming).
Sarah Thwaites is a freelance tech writer at IGN, with bylines at GameInformer, TrustedReviews, NME and more.