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Senua’s Saga: Hellblade 2 Enhanced Update Released – Full Patch Notes

12 août 2025 à 14:24

Ninja Theory has just released the Enhanced Update for Senua’s Saga: Hellblade 2 on PC for free. The team has also shared its full patch notes. So, let’s see what this new patch brings to the table. The Enhanced Update adds support for DLSS 4 with Multi-Frame Gen. As such, RTX-50 series owners will be … Continue reading Senua’s Saga: Hellblade 2 Enhanced Update Released – Full Patch Notes

The post Senua’s Saga: Hellblade 2 Enhanced Update Released – Full Patch Notes appeared first on DSOGaming.

NVIDIA GeForce Game Ready 580.97 WHQL Driver Released, Optimized for Hellblade 2 Enhanced Edition

12 août 2025 à 14:01

NVIDIA has just released the GeForce Game Ready 580.97 WHQL driver for its graphics cards. According to the green team, this driver adds support for Hellblade 2 Enhanced Edition and the DLSS 4 MFG Update for GTA 5 Enhanced Edition. From what I can see, this driver does not have any new bug fixes. So, … Continue reading NVIDIA GeForce Game Ready 580.97 WHQL Driver Released, Optimized for Hellblade 2 Enhanced Edition

The post NVIDIA GeForce Game Ready 580.97 WHQL Driver Released, Optimized for Hellblade 2 Enhanced Edition appeared first on DSOGaming.

NVIDIA DLSS 4 Multi-Frame Gen is coming to Hellblade 2 & GTA 5 Enhanced Edition

12 août 2025 à 13:43

NVIDIA has announced that DLSS 4 Multi-Frame Gen is coming to three new titles. To be more precise, RTX-50 series owners will be able to use DLSS 4 MFG in GTA 5 Enhanced Edition, Hellblade 2, and Titan Quest 2. Going into more details, the DLSS 4 MFG Update for Grand Theft Auto 5 Enhanced … Continue reading NVIDIA DLSS 4 Multi-Frame Gen is coming to Hellblade 2 & GTA 5 Enhanced Edition

The post NVIDIA DLSS 4 Multi-Frame Gen is coming to Hellblade 2 & GTA 5 Enhanced Edition appeared first on DSOGaming.

Phasmophobia 2 Is 'Definitely Not Off the Cards,' Dev Says, Original on Track to Finally Exit Early Access in 2026

12 août 2025 à 14:00

Phasmophobia maker Kinetic Games has revealed it "wouldn't write off" a sequel to the viral hit ghost-hunting game, but is keen to keep working on the current version "until we're really happy with it."

In an interview with IGN to discuss today's launch of the Grafton Farmhouse map rework, art director Corey J. Dixon suggested the five-year-old game might finally exit early access next year alongside its well-publicized Horror 2.0 update, which is currently slated for 2026.

"We definitely have plans for 1.0, probably in line with our Horror 2.0 update, where we feel the game is feature-complete," Dixon said. "It doesn't mean we'll stop working on it — we still want map reworks and new maps and stuff in the future, so there'll be more stuff for the game. But I think once the Horror 2.0 has been redone, which is the next thing we work on after the [2025's] Player Update, the game will feel finished. Once that's in, I think it will be in a good spot."

"It's really difficult to know [when it may be finished]," he added. "Our community is constantly putting out, 'Oh, it should have this!' so we can look at that and just keep doing it! We'd love to work on it until we're really happy with it. We haven't set a date or an update that's like: we're done. I think we'll just know: there'll be that company-wide feeling that this project is done now, we've made it the best it can be, which is what [creator] Dan [Knight] wanted Day One. I think we'll know when we hit that milestone — I don't think we can plan for that."

As for Phasmophobia 2?

"I wouldn't write it off. It would be a fun challenge to see if we could do another one. There are a lot of things that I know we would change as a company if we went into Phas fresh. There's definitely things we would all probably say, 'Oh, let's not do that!' Or 'that would be awesome. We should do that instead.' So, yeah, you never know. It's definitely not off the cards."

Phasmophobia is a four-player online co-op psychological horror where you and your team of paranormal investigators enter haunted locations filled with spooky activity and gather as much evidence of the paranormal as you can. Since it launched in early access in 2020, spawning an entirely new genre of ghost hunting games in its wake, it's passed 23 million sales thanks to its blend of co-op horror and investigative gameplay. It also made IGN's 25 best horror games ever made list.

2025 has already been a productive year for Phasmophobia, not least because, though it's only August, we've already seen a major overhaul of the in-game journal, the release of the (terrifying) reworked Bleasedale Farmhouse, and now a revamp for the fan-favorite Grafton Farmhouse map has just gone live. There's also a new small map, Nell's Diner, on the way, too.

For more, check out IGN's interview with Phasmophobia art director Corey J. Dixon, where we talk about new maps, environmental storytelling, and what it's like working with Blumhouse Films on a movie adaptation.

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.

Phasmophobia: The Big Interview With Kinetic Games as Revamp for Fan-Favorite Grafton Farmhouse Map Goes Live

12 août 2025 à 14:00

2025 has already been a productive year for Phasmophobia maker Kinetic Games, not least because though it's only August, we've already seen a major overhaul of the in-game journal, the release of the (terrifying) reworked Bleasedale Farmhouse, and now a revamp for the fan-favorite Grafton Farmhouse map has just gone live.

As we dive into the final half of the year — and get ever closer to spooky season — we sat down for a chat with art director Corey J. Dixon to talk about what's new, when Phasmophobia will finally feel finished, the possibility of Phasmophobia 2, and what it's like working with Blumhouse Films on a movie adaptation.

IGN: Tell us about the reworked maps. Why rework them at all?

Corey J. Dixon: [Creator] Dan [Knight] wanted Phas[mophobia] to be the best thing it could be. And with the amount of asset packs that he had to use to create the game, there was a feeling of it not being his own thing. The design and the game and everything else inside of it was his baby — and it was successful because of that — but anyone could recreate Tanglewood. They just needed to buy the asset. So Dan was like: 'I want to make this the best puzzle horror game I can. Let's rework the maps.'

I joined Kinetic Games about nine months after Phas came out, so it's just over four years now. Back then, there were only three of us. It was me, Dan, Ben [Lavender], and I was doing all the art myself. My first job was slowly replacing all the art assets, [and] we're still going four years later. But there's a lot more people now.

IGN: Why was Grafton next on the list to get a revamp?

Corey J. Dixon: We do what we feel is best for players. Asylum was the most repetitive map. It was absolutely huge before. I'd had chats with Dan where he's like, 'Oh yeah, it took me so long, like I was just copy-pasting rooms because I'd made it so big,' and it just wasn't that enjoyable to make. That was the first target — we felt that that was the most repetitive, and could have the biggest uplift.

So we did that one first, and then the farmhouses. There are two farmhouse maps, but they were almost identical. We had so many players who couldn't even tell the difference between Bleasdale and Grafton because they were the same asset pack. So we had the conversation, and I suggested that we should really spread them apart. Let's make one of them this kind of ornate, mansion-y, bigger map, and then take the other one in the opposite direction. Let's ruin it, destroy loads of it — give it that abandoned ghosthunting experience that a lot of people do in real life. I think it's worked — they feel completely different now.

IGN: Do you have plans to rework anything else?

Corey J. Dixon: Earlier this year, we announced we would be doing Tanglewood, and that's a fan-favorite map. Everyone absolutely loves Tanglewood. So we'll have to make sure we maintain a balance of, you know, giving it a fresh coat of paint, but not changing too much, because we know how much players absolutely adore it. But I'm pretty sure we'll find that balance.

IGN: How do you manage demand from players who want smaller maps with those who want much bigger ones?

Corey J. Dixon: It's a combination of things, the first mainly being the community. We've got statistics on what maps people play. We know that people play small maps, and we hear people talk about small maps all the time. That's a massive factor. We want to update and add things that players want to play. We understand there is a community of players that do like the larger maps, but the bigger the map, the longer it takes to make or redo. So, for us, if we're going to do, for example, three maps in a year, and if we [chose] a large map, that might mean we only get to do one or maybe two a year. So players are missing out because we're doing something that takes much longer.

It's kind of weighing up what the benefit is for the community versus how long it takes. We would like to rework all of the base game maps eventually — it's just how long that takes, and in what order.

IGN: Have you ever considered expanding beyond four-player co-op?

Corey J. Dixon: A lot of the community have asked for that, especially on the big maps! Yeah, more players means you'll find the ghost and identify it quicker. But it's not really something we're looking into. The whole game is locked in around four players. And it's a 10-year project. Now, for Dan, he's [already] worked on the game that long, and the code base is kind of locked in, there's a lot of linking, intertwining systems, and it all kind of works together. So even if we wanted to do that, it would be an absolutely huge project.

IGN: You've also recently revealed that the next new map coming to Phasmo is Nell's Diner. Tell us about it.

Corey J. Dixon: We planned for a new, small map this year and, again, looked at the community. People suggest things all the time. We have a massive list that has all of the things the community has suggested, so we reference that and see what we think, what we think would work or not.

We need to make sure that small maps make sense, because the way that the game plays, you're restricted in what kind of maps you can do. A lot of people have suggested a theater or an amusement park, and while those would be absolutely amazing art tasks — they'd be so fun to make, gameplay-wise — they'd be really difficult. Massive open spaces mean you don't have ghost rooms, and you need to have things on the floor or things for the ghost to interact with. So a diner just kind of made sense. You can split it up into these nice little chunks — you've got the dining area, the counter, the kitchen, the staff areas at the back, and then some toilets. It's a perfect little, small map.

It's also a familiar thing. People love the house maps because they play Phas in a familiar environment, which is just a house that doesn't look creepy or abandoned. They stop playing [for the night] and walk around their house at night and go, 'Oh my God. This is so similar. This is my house, and I'm scared of looking around at night.' And a diner is very familiar for a lot of people.

The theming is super unique. We've never done a retro American style or really embraced the culture of it all. Shout out to the art team!

IGN: Is that because you have a bigger team now? One of the criticisms we see is about the pace of development, which has felt sluggish at times.

Corey J. Dixon: Oh, yeah. Definitely. If you compare our updates this year to last year — I think last year was just the console update, and then we did [new map] Point Hope. This year, we've already done the Bleasdale update. Grafton. The Chronicle update — which was a huge shake-up of the gameplay — came out a couple of months ago, and we're still on track with our roadmap. We did Easter, we've got the Halloween holiday, and then Nell's Diner as well.

IGN: You recently said the diner was a chance to use a little environmental storytelling, too?

Corey J. Dixon: We're trying to push that as much as possible. Phas doesn't have a story, per se, but even back when I did the asylum map, I tried to add a bit of storytelling there about, like, maybe there's an origin story there for one of the ghosts, or maybe it's just a crazed lunatic.

We're trying to let players think about what happened here without being too hand-holding. We've dropped these little bits and pieces around, and people absolutely love it. We did some stuff in Bleasdale that even referenced Grafton. [Our community] absolutely loves it. So we're just trying to push that Phas is not just a ghost-hunting game with these environments that look pretty but don't mean anything. It's a living, breathing world. We've got a lore update coming at some point that's just going to push the storytelling in the game as far as we can.

IGN: Does this mean we're closer to a 1.0 release? Phasmophobia's been in early access since its 2020 debut.

Corey J. Dixon: We definitely have plans for 1.0, probably in line with our Horror 2.0 update [slated for 2026] is where we feel the game is feature-complete. It doesn't mean we'll stop working on it — we still want map reworks and new maps and stuff in the future, so there'll be more stuff for the game. But I think once the Horror 2.0 has been redone, which is the next thing we work on after the [2025's] Player Update, the game will feel finished. Once that's in, I think it will be in a good spot.

It's really difficult to know [when it may be finished]. Our community is constantly putting out, 'Oh, it should have this!' so we can look at that and just keep doing it! We'd love to work on it until we're really happy with it. We haven't set a date or an update that's like: we're done. I think we'll just know: there'll be that company-wide feeling that this project is done now, we've made it the best it can be, which is what Dan wanted Day One. I think we'll know when we hit that milestone — I don't think we can plan for that.

IGN: How do you keep the horror sequences fresh (and scary) for veteran players while keeping the gameplay loop simple enough for new ghosthunters?

Corey J. Dixon: We just try and maintain a balance. Like with the Chronicle update, we wanted to make it make sense. Before, something would be dropped on the floor, and you take a photo and go to the person you're selling them to, and say: 'I promised the ghost threw this! It wasn't me!' So that was the main goal of the update: let's make the evidence system make sense, right?

People come up with crazy ideas, and some of them are great. Going back to the first anniversary, and we did a mini update where we redid the journal, because that was a big pain point for players. And people were posting designs on Reddit. It meant that when we came to do it, we had tons of reference, and we knew what players wanted feature-wise, and we just had to make it kind of look pretty, and we haven't touched it since. The community's great, it's almost like you don't need anyone [on the development team] with a brain now. We could just be developers that don't have any thought, and we just follow the Reddit thread and just churn out stuff, because there's so many good ideas on there!

When we got to the gameplay design of the Chronicle Update, it was just about maintaining that interest for new players, but having it complicated enough so that experienced players would enjoy it as well. With the unique and duplicate system, you can go in and take whatever photos, videos, and sounds you want, and not worry about the unique and duplicates, and you'll still get a pretty good payout.

But veteran players with thousands of hours [in the game] — they know every nook and cranny. They can kind of curate their own really difficult game mode in custom difficulty, and they can go for a perfect investigation, and they can make each game the hardest they want it to be, and then end up with these huge payouts. The custom update is kind of 'play your way.' We noticed so many people were making their own little challenges, and we were like, let's just put it in the game. Let's just spend the time and put it in. We did a few updates to get the rewards right, but now it's super solid. It's rewarding when it needs to be, and it's less rewarding when it doesn't. I'm really happy with how that turned out.

IGN: Given how much Phasmophobia has changed since its launch half a decade ago, have you ever considered starting from scratch with a sequel?

Corey J. Dixon: I wouldn't write it off. It would be a fun challenge to see if we could do another one. There are a lot of things that I know we would change as a company if we went into Phas fresh. There's definitely things we would all probably say, 'Oh, let's not do that!' Or 'that would be awesome. We should do that instead.' So, yeah, you never know. It's definitely not off the cards.

IGN: What about a Nintendo Switch 2 version?

Corey J. Dixon: We want what's best for the game, and if the opportunity arises, we'd love to. But there's no news or anything I can share.

IGN: Before we go — the Blumhouse movie adaptation. How can Phasmophobia's genre-defining gameplay translate to a movie?

Corey J. Dixon: We've got a really good partnership with Blumhouse. It's brilliant. It will be a Phasmophobia film, it won't just be a ghost hunting film — we're going to make sure it's a film that fans want to watch, and we're going to work with them really closely. They're really willing to work with us, and, obviously, we want to work with them. So yeah, we've got a really good partnership, and I think fans are going to love it when it comes.

Phasmophobia's Grafton Farmhouse reworked map is now live across all platforms, including PC via Steam, PS5, PS VR2, and Xbox Series X and S.

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.

Star Wars Actor John Boyega Expected 'Obi-Wan and Darth Vader' Arc for Rey and Finn, and the Allies to 'Turn Against Each Other'

12 août 2025 à 13:49

Star Wars' John Boyega has said he expected a more dramatic relationship to develop between his character Finn and Daisy Ridley's Rey throughout the saga's sequel trilogy — rather than the simple friendship viewers got instead.

Speaking at Fan Expo Boston, Boyega said he had picked up on hints that his character was secretly Force-sensitive from the script of his first movie in the series, The Force Awakens, and believed that this plotline would be developed further in subsequent films — before taking more of a tragic turn.

Comparing his idea for Finn and Rey's relationship to Star Wars' classic Obi-Wan and Darth Vader showdown, Boyega said he thought the pair were due to become antagonists — which would certainly have provided Finn with more of a story arc.

"I think I assumed he was Force-sensitive from The Force Awakens script, or at least by the time I got to the end of The Force Awakens script. I thought they were planning dual Jedis," Boyega said (thanks, ScreenRant).

"I actually thought that they would Obi-Wan and Darth Vader us a bit," he continued. "That we would turn against each other or something along those lines."

Alas, this plot thread was not to be, and Finn's nascent Jedi abilities — well, he does at least wield a lightsaber at one point — are then largely ignored. Two films later, viewers get a couple of vague hints in The Rise of Skywalker, but these also ultimately go nowhere. (Remember those bits where Finn tells Rey he has a secret, without ever actually revealing it? Yep, that's about all we got.)

Finn is introduced as a character with a fresh perspective on the usual good-versus-evil events of the Star Wars films, being a former Imperial Stormtrooper. But beyond a rivalry with his former commander Captain Phasma (a plot thread that is swiftly wrapped up in The Last Jedi), this is largely left unexplored.

The Force Awakens sees Finn form his strongest bond with Rey, something else that gets short thrift in later movies. The Last Jedi and The Rise of Skywalker focus Rey's storyline squarely on her relationship to past Jedi, such as Luke, and her pairing with Kylo Ren — with whom she forms a deeper bond as their relationship to each other and both sides of the Force grows.

Boyega's character meanwhile spends much of The Last Jedi on a side-quest to the casino city of Canto Blight alongside fellow rebel Rose — who later stops him from sacrificing himself during that film's climactic battle.

Finn is then given even less to do in The Rise of Skywalker, which awkwardly sidelines Rose and leaves the former Stormtrooper as something of a sidekick to pilot hero Poe. Quite why Finn's Force sensitivity is hinted at but never confirmed on-screen remains something of a mystery — with director J.J. Abrams only confirming this had indeed been the character's secret in a subsequent interview.

Certainly, Finn never gets anything quite as dramatic to do as a showdown on a lava planet with a former friend and mentor. And while Rey is set to return in at least one future Star Wars film, it's less clear what the future might hold for Boyega's character, and his hopes of wielding a lightsaber once more.

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Capcom Releases Patch Notes for Monster Hunter Wilds' Big 1.021 Update, Adds Endgame Expansion, Reveals Fixes for 'Mostly Negative' Steam Version

12 août 2025 à 13:17

Monster Hunter Wilds’ crucial update 1.021 goes live tomorrow, August 13 (Tuesday August 12, 2025 7.30pm PT), and ahead of that Capcom has released early patch notes alongside a message to the community apologizing for the state of the game.

Director Yuya Tokuda confirmed update 1.021 expands the endgame, adds 9★ Monsters and Talismans, and makes improvements to weapon balance, quality of life changes, and optimizations.

Monster Hunter Wilds update 1.021 Required Space (Current Update Only)

  • PlayStation 5: Approx. 3 GB
  • Xbox Series X|S: Approx. 2 GB
  • Steam: Approx. 2 GB (With High Resolution Texture Pack: Approx. 6 GB total)

Of particular interest to PC players will be Capcom’s effort to improve “stability.” Monster Hunter Wilds has a ‘mixed’ user review rating on Steam for all reviews, but recent reviews are ‘mostly negative.’ In his letter to the community, Tokuda apologized for the delay for these fixes.

Despite reviewing well initially, Monster Hunter Wilds’ endgame content is sorely lacking compared to past games, so the many fans who play Monster Hunter over time, with friends, are struggling. It's also suffering from severe performance issues on PC that have yet to be fully resolved. Despite new content and seasons, fans remain unsatisfied with the state of the game, to the point where some are taking things too far and apparently harassing and threatening individual Capcom team members over it.

Last month, Capcom said it would release the endgame content expansion much sooner than expected after Monster Hunter Wilds experienced “soft sales.”

Tokuda began his message to the community by apologizing for the time it’s taking to make improvements to the game, but insisted Capcom is committed to the cause. To that end, Title Update 3 is scheduled for release at the end of September, and Title Update 4 is due out this winter. “For our fourth title update this winter, on top of new monsters, we are also considering additional weapon-related end-game features,” Capcom said.

Monster Hunter Wilds update 1.021 patch notes:

Major Additions and Changes

Monsters
  • – At HR 100 or higher, tempered versions of the following nine monsters will now begin to appear in the field as 9★ quests: Rey Dau, Uth Duna, Nu Udra, Jin Dahaad, Gore Magala, Arkveld, Mizutsune, Lagiacrus, Seregios.
  • – Regular and tempered versions of Rey Dau and Nu Udra will now appear in the Wounded Hollow at HR 100 or higher.
  • – Adjusted the appearance rate of monsters at HR 100 and higher.
  • – The appearance rate of standard monsters has been slightly increased.
Player
  • – A new appraisal item, Glowing Stone, has been added.
    Note: It can be obtained as a reward from 9★ monster quests. The item is appraised upon quest completion, yielding a talisman with random skill attributes.
  • – The upgrade limit has been increased for armor of rarity 5 and above.
System
  • – Added a feature to hide/show specific ammo and coatings in the Ammo/Coatings Bar. This can be configured from the Ammo Pouch and Coating Pouch.
  • – Added the new Recoil Aim Assist option.
  • – You can now set weapons, armor, and talismans as Favorites. Favoriting an item provides the following benefits:
    – A star icon will display, making it easier to identify.
    – You can sort and rearrange by Favorites.
    – A confirmation message will appear if you try to sell or use it as melding material.
  • – Added an option to sort by Favorites to the Equipment Box, Decoration Box, and Artian Materials Box.
  • – Improved directional input responsiveness on the World Map, allowing for more intuitive cursor movement.
Bases and Facilities
  • – Added a new feature related to Appraised Talismans to the Melding Pot.

Bug Fixes and Balance Adjustments

Bases and Facilities
  • – Increased the duration of meal effects from Portable BBQ Grill meals, Meal Invitations, and Canteen meals.
Monsters
  • – Fixed an issue where Focus Strikes could fail if a tear was present near an exposed weak point.
  • – Fixed an issue where it was difficult to cause wounds with attacks while mounted on Blangonga and Ajarakan.
Player
  • General
    • – Fixed an issue where using an item via shortcut while recovering from a damage reaction or evading with weapon drawn would not trigger item use. Items will now be used automatically after those actions complete.
    • – Adjusted the damage scaling during mounts to tone down the amount of damage reduction applied to non-mounted players' attacks.
    • – Fixed an issue where the wet status would not be removed when retrying an Arena Quest while the player was wet.
  • Underwater Hunting
    • – You can now chain into an evade from ascending/descending movement.
    • – You can now use items during ascending/descending movement.
    • – Fixed an issue where items could not be used while in Focus Mode underwater.
  • Great Sword
    • – Made it easier to chain into Tackle from combos such as Strong Wide Slash to True Charged Slash, Tackle to True Charged Slash, and Side Blow to Strong Charged Slash.
    • – Leaping Wide Slash now chains faster into Side Blow.
    • – Strong Wide Slash now chains faster into True Charged Slash.
    • – Raw damage for Charged Slash, Jumping Charged Slash, Strong Charged Slash, True Charged Slash, and Strong Wide Slash has been slightly increased.
    • – Element scaling for Strong Charged Slash, True Charged Slash, and Strong Wide Slash have been increased.
  • Long Sword
    • – Reduced the delay between input and action when chaining into Iai Spirit Slash from Special Sheathe. Additionally, slightly extended the window for performing the Iai Spirit Slash.
  • Sword & Shield
    • – Counter Slash raw damage has been increased.
  • Dual Blades
    • – Adjusted Focus Strike: Turning Tide so that it can now be chained into Turning Tidedrill, a new finisher action that delivers a multi-hit attack to a targeted wound, by pressing △ (PS5) / Y (Xbox) / default Right Click (PC).
    • – Increased the effect duration triggered by a Perfect Evade while in Demon Boost Mode.
    • – Movement speed during Demon Mode has been increased.
    • – The window for a successful Perfect Evade has been extended very slightly.
    • – Improved the responsiveness of directional changes when using Screw Slicer during Focus Mode.
  • Hunting Horn
    • – Added armor properties to Hilt Stab, preventing the user from being knocked back by monster attacks.
    • – Hilt Stab can now be chained into from Focus Strike: Reverb, Echo Bubble, Special Performance, Encore, or evading.
    • – Echo Bubble can now be chained into from Offset Melody, Resounding Melody, or Encore.
    • – Fixed an issue that caused the finisher attack Focus Strike: Reverb to be difficult to connect.
  • Lance
    • – Damage taken while in Power Guard has been further reduced.
    • – Raw damage and elemental scaling for Retribution Thrust following a Perfect Guard have been increased.
    • – Wide Sweep, Reverse Attack, Finishing Thrust, Finishing Twin Thrust, and Counter Rush raw damage and elemental scaling have been increased.
    • – Charge Counter can now be chained into after a Perfect Guard or Guards with minimal knockback.
    • – Elemental scaling for Return Thrust , Mid Thrust I, II, III, and Triple Thrust have been increased.
    • – Payback Thrust, Grand Retribution Thrust, and High Thrust I, II, III raw damage have been increased.
    • – The hitbox for Retribution Thrust has been enlarged.
    • – Extended the distance traveled when inputting a direction with Leaping Thrust, Return Thrust, and Payback Thrust.
    • – Adjusted the transition from Wide Sweep into Mid Thrust, High Thrust, and Dash Attack to be quicker.
    • – The amount of weapon sharpness consumed when performing a Focus Strike: Victory Thrust was reduced.
    • – After winning a Power Clash, you can now follow up with Return Thrust, Payback Thrust, or Retribution Thrust.
    • – Fixed an issue where certain attacks hitting the opposite direction the player is facing during a Power Guard would not correctly transition into a Stalwart Guard.
    • – Fixed an issue where guarding while moving would not properly block attacks.
  • Gunlance
    • – Fixed an issue where, under certain conditions, performing Burst Fire while the skill Load Shells Lv 2 was active would result in fewer hits than intended.
  • Switch Axe
    • – Relaxed the offset detection for Axe: Offset Rising Slash, making it easier to trigger an offset attack.
    • – The offset buildup for Axe: Offset Rising Slash has been increased.
  • Charge Blade
    • – The raw damage for Axe: Element Discharge I and II has been increased.
    • – The raw damage for multi-hit attacks while in Power Axe Mode has been increased.
    • – Adjusted Axe: Element Discharge I and II so that, when an enhanced phial is used during Power Axe Mode, the explosion damage properly reflects the enhanced phial's effect.
  • Insect Glaive
    • – Relaxed offset detection, making it easier to trigger offset attacks.
    • – The invulnerability window when vaulting backwards has been increased.
    • – Increased the distance when vaulting backwards granted by the skill Evade Extender.
    • – The raw damage of Strong Reaping Slash and Dodge Slash has been increased.
    • – The raw damage and elemental scaling of Strong Double Slash and Tornado Slash have been increased.
    • – Fixed an issue that caused the midair combo to have lower than intended attack power.
    • – Improved the hit detection of Focus Thrust: Leaping Strike while moving away from the target in the air. This attack will now also retrieve extracts upon a successful hit, as it does when performed on the ground.
    • – Fixed an issue where certain parts of Rathalos would not yield the intended extract colors.
    • – Fixed an issue where the amount of mount buildup from Jumping Advancing Slash performed as a drawn attack varied depending on the timing of the hit.
    • – Fixed an issue where, when quickly inputting commands after getting up, Leaping Slash or Sidestep Slash would trigger instead of Kinsect: Harvest Extract or Kinsect: Recall.
    • – Fixed an issue where Descending Slash could not be performed after getting up.
    • – Fixed an issue where, when performing a Strong Jumping Slash in Focus Mode and the player took damage while the Kinsect was in flight, the Kinsect would continue to repeatedly hit the monster.
  • Light Bowgun
    • – Adhesive Ammo and Wyvernblast raw damage have been increased.
    • – Increased the recovery speed of the Rapid Fire Gauge when using Exhaust Ammo, Poison Ammo, Paralysis Ammo, or Sleep Ammo.
    • – The reload speed for Adhesive Ammo and Focus Blast: Eagle Strike has been increased.
    • – The raw damage and elemental scaling for Flaming Ammo, Water Ammo, Thunder Ammo, Freeze Ammo, and Dragon Ammo have been slightly increased.
    • – The amount of Rapid Fire Gauge consumed while using Dragon Ammo in Rapid Fire Mode has been decreased.
    • – The amount of Rapid Fire Gauge recovered while using Pierce Ammo has been increased.
    • – Fixed an issue where only one projectile out of the multiple projectiles fired with the light bowgun's Spread Ammo would receive the scaling from the Ballistics skill.
  • Heavy Bowgun
    • – Wyvernblast Ignition and Wyverncounter Ignition raw damage have been increased.
    • – The scaling for Wyvernblast Ignition and Wyverncounter Ignition during Ignition Mode ST I and ST II has been increased.
    • – Increased the recovery speed of the Ignition Gauge when using Exhaust Ammo, Poison Ammo, Paralysis Ammo, or Sleep Ammo.
    • – Adjusted the hitbox of Focus Blast: Wyvern Howl to make it easier to land.
    • – Chaining into Guard after firing Spread Ammo is now faster.
    • – The amount of Ignition Gauge recovered while using Pierce Ammo has been increased.
  • Bow
    • – Fixed an issue where the arrows from an Arc Shot would disappear if the attack hit the top of the area.
  • Skills
    • – Adjusted the effects of the set bonus skill Bubbly Dance as follows:

      Before Adjustment:
      – Bubbly Dance I: Prevented major bubbleblight and increased evasion while afflicted with bubbleblight.
      – Bubbly Dance II: In addition to previous effects, it also granted minor bubbleblight after evading several times.

      After Adjustment:
      – Bubbly Dance I: Prevents major bubbleblight and grants minor bubbleblight after evading several times.
      – Bubbly Dance II: In addition to previous effects, it also increases evasion while afflicted with bubbleblight. This evasion boost has also been increased.
    • – Adjusted the duration of the set bonus skill War Cry. With this change, its effects will now stack with all other effects, allowing for greater flexibility in equipment choices.
    • – Adjusted the set bonus skill Powerhouse so that it now stacks with all other effects.
    • – Effects of the set bonus skill Burst Boost have been increased.
    • – Increased the duration of the set bonus skill Affinity Sliding.
    • – Adjusted the Shock Absorber skill so that, while active, guarding abilities (blocks) no longer trigger in response to ally attacks.
    • – Adjusted the Ballistics skill to increase the effective range for Normal, Pierce, and Spread Ammo. Additionally, Normal and Spread Ammo will now be within effective range even at point-blank distance (0m) from Level 2 onward.
  • Support Hunters
    • – Adjusted the performance of Alessa and Fabius to reflect the changes made to the Lance.
    • – Fixed an issue that caused Support Hunters to stop attacking under certain conditions during underwater hunts.
  • Seikret
    • – Increased the speed at which you can turn 180 degrees while mounted on Seikret.
    • – Adjusted the dismount timing window after a successful evasion, allowing players to dismount earlier.
    • – Adjusted input timing to make it easier to open the map immediately after mounting.
Miscellaneous
  • System
    • – Fixed an issue where performing certain actions in the item bar could cause the game to crash.
    • – Increased the amount of Guild Points awarded from Limited Bounties.
  • Network
    • – Fixed an issue where, if a player disconnected just before the animation of gestures like Gou Hadoken or Water Gun hit, the game would crash for other players.
    • – Fixed an issue that caused the following incorrect message to display when viewing the rankings for a new Challenge Quest or Free Challenge Quest: "This is a repeated quest. You can view the results from when it was last available."
  • Locales
    • – Fixed an issue where shrine fragments that appear during quests in the Dragontorch Shrine would sometimes not activate from direct attacks.
    • – Fixed an issue in Photo Mode where toggling off the scoutfly effects from the edit menu only hid the glowing effect.
  • Other
    • – Fixed an issue where some voice lines would not trigger properly.
    • – Fixed various text issues.
    • – Fixed other miscellaneous issues.

Monster Hunter Wilds Director's Letter August 2025:

Expanded End-game Content

Originally planned for implementation in the third title update scheduled for the end of September, we've moved up the implementation of expanded end-game content to the Ver. 1.021 update.

We will be adding a new set of high-difficulty quests, and as rewards for completing them, you can obtain talismans with randomly assigned bonuses, including weapon skills.

1. As a new set of high-difficulty quests, 9★ monsters will start appearing when you are HR 100 or higher.

Starting with Ver. 1.021, Tempered Monsters (9★) of nine monster species will begin appearing in locales.
Following that, our third title update in late September will see additional 9★ monsters appear in event quests.

For veteran players who have experienced end-game content in previous Monster Hunter titles, we understand that the difficulty of Tempered Monsters at launch may have felt lacking. Therefore, starting with Title Update 2, we've introduced a system for more detailed monster parameter customization, as well as other adjustments to ensure a challenging and rewarding experience.

2. We're adding the Glowing Stone appraisal item as a quest reward for quests with 9★ monsters.

Upon quest completion, the Glowing Stone appraisal item — a quest reward for quests with 9★ monsters — will transform into an Appraised Talisman with randomly assigned skills.
Unlike other talismans which can be crafted and upgraded at the Smithy, Appraised Talismans cannot be upgraded. However, they can be randomly granted not only armor skills but weapon skills and decoration slots (both weapon skill and armor skill decoration slots), allowing for more customization and experimentation with builds. We hope this leads to more engaging gameplay and encourages hunters to try different weapons and armor based on the talismans they obtain.

Additionally, we recognized that end-game content early after the game's release was slightly skewed around Arkveld. This, combined with the fact that Arkveld is relatively resistant to elements, resulted in limited opportunities to try out diverse builds. In response, we have adjusted the difficulty, average hunting time, and rewards for each of the 9★ monsters being added in an effort to ensure that all monsters offer balanced rewards fitting with the effort spent hunting them. We encourage you to select your hunts based on your own individual skill, equipment, or needs, and enjoy each challenge.

9★ Monster Adjustments

In light of the addition of 9★ monsters, we've lengthened the duration of meal effects so that they're less likely to expire if the hunts go on a little long. We also raised the upgrade limit for armor of rarity 5 or above, so that players can squeeze in a little more defense before they go up against these challenging new monsters.
Additionally, from HR 100 and higher, Rey Dau and Nu Udra will now appear in the Wounded Hollow, and each region's apex predator will be more likely to appear even with that region is not experiencing an inclemency.

Title Update 3 As mentioned previously, Title Update 3 will see the gradual introduction of 9★ monsters in Event Quests as well.
We are also adjusting the strength of support hunters in line with the addition of 9★ monsters. We apologize that the timing of these adjustments are in stages and come after the implementation of the monsters themselves, but we hope you understand that this is a result of expediting the monster implementation.
In order to diversify the lineup of quests, we are working to make it possible for Lagiacrus to appear in the Wounded Hollow, as well as other additions such as more hunts targeting packs of monsters. We are also implementing adjustments to improve gameplay convenience, such as preventing monsters from spontaneously destroying pop-up camps and resetting the cooldown for mantles upon beginning a quest.

Finally, we can also assure you that any new monsters added in Title Update 3 will also feature 9★ difficulty quests.
We hope you look forward to the new contents for Title Update 3, and that in the meantime you can enjoy the new additions from Ver. 1.021 to strengthen your equipment and collect Appraised Talismans in preparation for the challenging hunts ahead.

Weapon Balance Changes

As previously announced, we had been planning balance adjustments for 5 weapon types. However, in the end we have expanded the scope and will be implementing adjustments (upward adjustments) for 11 total weapon types.

Affected Weapon Types: Great Sword, Long Sword, Sword & Shield, Dual Blades, Hunting Horn, Lance, Switch Axe, Charge Blade, Insect Glaive, Light Bowgun, Heavy Bowgun

Bug Fixes Only: Gunlance, Bow

Overall Direction

In previous updates, we aimed for greater diversity in hunting styles and equipment builds, including equipment with elemental properties. We performed balance adjustments, including some downward adjustments, to ensure no single strategy was overly effective against monsters introduced later on. However, this resulted in some hunting styles becoming less viable and certain weapon types experiencing lower-than-intended viability.
We apologize for the results and that we did not communicate our balancing intentions clearly enough.

This update will mitigate the excessive downward adjustments made in Title Update 2, and will focus on enhancing each weapon type's individuality while strengthening their ability to face high-difficulty monsters planned in the future. We will be implementing upward adjustments for 11 weapon types.

Revisiting Downward Adjustments

For sword & shield, charge blade, light bowgun, and heavy bowgun, we will be revisiting the downward adjustments made in Title Update 2.

Sword & Shield In Wilds, we've been particularly focused on making the weapon easy to handle even for beginners, making adjustments to its moveset so that a certain level of damage can be dealt with any action.
Among these, the damage output of some actions was found to be too high in relation to their ease of use when compared to other weapon types. Therefore, we made some downward adjustments in Title Update 2.
Among those adjustments, we found that the downward adjustment to Guard Slash reduced the usage frequency of Counter Slash, so we're applying a slight power increase to Guard Slash to compensate.

Charge Blade In Title Update 2, we aimed to balance Amped Element Discharge so that it could offer another reliable source of damage beyond multi-hit attacks in Axe Mode. However, the adjustment resulted in less power than intended, and also failed to expand player options.
To address this, we revisited these adjustments and made it so that increased damage via enhanced phials is reflected while in Power Axe Mode, making it easier to maintain high damage output while keeping Power Axe Mode active.

Light Bowgun & Heavy Bowgun In the Ver. 1.011 update, we introduced downwards adjustments to elemental and pierce ammo to prevent them from being overpowered against future high-difficulty monsters, like the recently-introduced Arch-tempered Uth Duna, and to ensure that a variety of weapon types were viable. However, we're reviewing this change and will be slightly increasing the power of elemental ammo for light bowguns.
We will also relax the downward adjustment to the amount of rapid fire and ignition gauge recovery when using pierce ammo. Finally, we'll increase the amount of gauge recovery for various ammo types and improve the handling and power of special ammo in order to expand viable ammo selections for more situations.

Other Weapons

We will perform some upward adjustments for weapons like the great sword and insect glaive as well, which previously have not been the subject of balance changes.

For dual blades, we focused on improving usability, such as making Demon Boost Mode easier to maintain and making Focus Strikes easier to use. In particular, based on player feedback, we added a Focus Strike action (which can be chained into others) that provides another option for continuing attacks without changing your position.

We have implemented upwards adjustments for each weapon type, focusing on expanding playstyle options. We encourage hunters to try each of the weapons out again after the update is live.
Details on the adjustments made for each weapon type will be included in Guild Reports on our official social media accounts, so please check the reports for more information that we weren't able to share here.

We also plan to adjust some series skills that were previously difficult to use, with the overall goal of increasing equipment build options.

Efforts to Improve Game Stability

We'd also like to touch on our efforts to improve game stability, particularly for the Steam version, in response to numerous player comments.

Bug Fixes

We are currently aware of an issue across all platforms where the game may crash when a player gesture, such as the Water Gun gesture, hits another player at the same time that a specific type of communication error has occurred.

We plan to fix this issue in the Ver. 1.021 update.
We sincerely apologize for the inconvenience and ask that you please wait a little longer for the fix.

We are strengthening our checking system to prevent game crashes caused by issues on the application side. In the event that a bug is found, we will investigate and fix it promptly.

CPU Usage Optimization (Steam Version)

In Title Update 2, we fixed bugs related to shader compilation and reduced the impact of anti-cheat measures on processing load by about 90%. In addition, as an option to reduce CPU load while improving frame rate, we implemented support for the latest super-resolution technologies, DLSS4 and FSR4.

In addition, in Title Update 2 we improved our texture loading process, reducing instances where low-quality textures are displayed when monsters suddenly enter the player's field of view.
Title Update 3 will see similar improvements for NPCs and Seikret mounts.

Future Plans In general, increasing the native frame rate will also increase CPU usage. If the frame rate limit is set to unlimited or a high value in the options, CPU performance will be maximized(*) in the attempt to increase the frame rate, which may result in a very high CPU usage. Please adjust your graphics options to limit the frame rate in accordance with your hardware's specifications.

*In cases where GPU performance is bottlenecked, CPU performance may not be fully utilized.

We are aware that some players may be concerned about the potential strain on their PCs, particularly those using CPUs known to have stability issues (as reported by various manufacturers), due to prolonged high CPU usage during extended play sessions.
On the other hand, as making changes to CPU processing could affect the game's overall performance, we plan to proceed with caution.

In regards to CPU load reduction, we plan to address this issue in the fourth title update scheduled for this winter. Once the initial implementation is complete, we will proceed with a second stage of further mitigation measures.
We will also address GPU load reduction in a similar manner.

We will continue to work on improving the game's stability so that more players can enjoy the game on PC with peace of mind. Thank you for your understanding.

Looking Ahead!

We would like to express our sincere gratitude to all of you who have provided us with valuable feedback and requests.

We will continue to share the development team's progress on these through our Guild Reports. For detailed information on adjustments, including those we were unable to cover in this update, please refer to our official social media accounts and website.

Note: Information will be published on our social media accounts first, and later posted on our official website as well. For the absolute latest, please check social media.

We will continue to make various fixes and adjustments through future updates, as well as implement additional exciting new content.
We also plan to address improvements that were not included in the Ver. 1.021 update in future title updates.

Please also look forward to more details we'll be announcing soon about Title Update 3, scheduled for release at the end of September.
For our fourth title update this winter, on top of new monsters, we are also considering additional weapon-related end-game features.

We'll continue to work hard to make Monster Hunter Wilds as enjoyable as possible for hunters throughout the world. Thank you for your continued support.

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.

The Thing Actor Michael Chiklis Says Critics Got 2005's Fantastic Four and Its Sequel Rise of the Silver Surfer Wrong: 'They Really Maligned Our Films'

12 août 2025 à 12:42

The release of The Fantastic Four: First Steps has brought Marvel’s first family into the MCU, but it has also sparked a reappraisal of 2005’s Fantastic Four movie and its sequel, Rise of the Silver Surfer.

That’s according to Michael Chiklis, who played The Thing 20 years ago in both movies. Speaking to Collider, Chiklis said critics got both movies wrong, and pointed to the audience reception and the money the movies made collectively at the box office as evidence that they “got a lot right.”

“There were a lot of people, I think, critically who got it wrong,” he said. “They really maligned our films, and they were very underrated considering… they were very loved by the audience. It was one of those cases where critics weren’t great to those films, but the audience was, and that still remains.”

2005’s Fantastic Four (which stars a young Chris Evans as the Human Torch before he would go on to play Captain America in the MCU), has a 28% rating on Rotten Tomatoes’ ‘Tomatometer,’ which means 28% of critics gave Fantastic Four a positive review.

That’s the collective reception from critics, but what about the audience score? That’s 45%, according to Rotten Tomatoes’ ‘Popcornmeter.’ What does that mean, exactly? 45% of users rated Fantastic Four 3.5 stars or higher. Rise of the Silver Surfer fared better, with a 37% Tomatometer rating, and a 51% Popcornmeter.

According to Chiklis, the recent release of the MCU Phase Six kickstarter The Fantastic Four: First Steps has finally caused people to acknowledge both movies were “really good.”

“I’ve always sort of quietly gone like, okay, say what you want to say, but the people see it,” he said. “And now all these years later, people are sort of acknowledging like, hey, these films are family-friendly, fun movies… they got a lot right. They may be imperfect, but they’re really good movies.”

And then there’s the box office for the movies. “We made three quarters of $1 billion, those two movies,” Chiklis said. “So, you know, all those people can’t be completely out of their minds, you know what I mean?”

According to Box Office Mojo, Fantastic Four grossed $333,535,934 at the global box office during its theatrical run, whereas Rise of the Silver Surfer made $301,913,131.

Ioan Gruffudd, who starred alongside Chiklis as Reed Richards / Mr. Fantastic, recently told Vulture they originally planned to make three Fantastic Four films, but the trilogy plan was ditched.

“The mindset was that we were going to do three, and I think the second movie was equally successful as the first and equally enjoyable for the fans," Gruffudd said.

“I particularly loved working with Doug Jones [as the Silver Surfer] on that movie, who’s just a terrific artist and an expert in the field of movement. If you want to witness somebody bringing a character to life physically, he’s just untouchable. So there was definitely that sort of momentum, and the plan was to do three movies, but these decisions are beyond my control.”

The Fantastic Four: First Steps is under a box office scrutiny of its own, despite already outperforming every other Fantastic Four movie with $434.2 million globally. After starting strong, weekend two and three have seen sharp declines, to the point now where First Steps is unlikely to beat DCU kickstarter Superman. The question is, will Marvel Studios see it as a box office disappointment ahead of next year’s Avengers: Doomsday?

Photo by Chris Polk/FilmMagic.

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.

Quentin Tarantino's R-Rated Star Trek Movie Was 'Bats*** Crazy,' Simon Pegg Says

12 août 2025 à 12:41

Simon Pegg has described Quentin Tarantino's plans for an R-Rated Star Trek movie as "bats*** crazy," and offered a hint of how he thought the project might have been received by fans — had it ever come to be.

As unbelievable as it might sound, Tarantino was attached to direct a big screen Star Trek project for several years, after the Reservoir Dogs and Pulp Fiction director personally approached Paramount with an idea for a Captain Kirk spin-off.

But despite years of work and a team of writers working on the idea (including Twisters scribe Mark L. Smith and Iron Man 3 co-writer Drew Pearce), the project ultimately never came to fruition — and Tarantino confirmed in 2020 he was no longer on board.

Now, speaking with Collider, Star Trek and Mission Impossible star Simon Pegg has described the idea as "everything you would expect a Quentin Tarantino Star Trek script to be."

"That was what we call in the business bats*** crazy," he continued, without divulging quite what the story of the movie would have entailed. "I think it would have been such an incredible sort of curio to see Star Trek through his lens. I don't know how it would have gone over with the fans, but it certainly would have been an interesting thing."

Details on the project have always remained hazy, though Mark L. Smith has previously hinted that the plot would have involved Captain Kirk and time travel, with elements drawn from classic gangster movies. Meanwhile, Tarantino himself previously described it as "Pulp Fiction in space."

Despite numerous Star Trek TV shows launching over the past decade, the franchise's future on the big screen has remained far more nebulous. The last proper Star Trek film to release in theaters was 2016's Star Trek Beyond, the third and (currently) final in the series' Kelvin reboot timeline, in which Pegg starred as Scotty.

Since then, numerous ideas for further Star Trek films have been floated — including a string of attempts at getting a fourth movie in the reboot series made, but to no avail.

Earlier this year then saw the launch of Star Trek: Section 31, a television movie starring Michelle Yeoh's character Philippa Georgiou from Star Trek: Discovery, albeit to strongly negative reviews. IGN's Section 31 review returned a 2/10 score, and described the project as something that would "infuriate Star Trek fans and bore everyone else."

Image credit: Kristy Sparow/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

Remedy Admits FBC: Firebreak 'Underperformed' — 'Commercially, We Were Unsatisfied'

12 août 2025 à 12:05

Developer Remedy believes the release of its first self-published game and Control spin-off, FBC: Firebreak, "succeeded technically," but acknowledged it "underperformed" on Steam, admitting that "commercially, we were unsatisfied."

In a statement to investors, the studio reiterated Firebreak topped 1 million players. However, the majority of those players were on console — via PS Plus and Xbox Game Pass subscription — even though PC was "planned as the primary consumer sales channel."

"The game’s initial onboarding experience and mission structure resulted in high early player drop-offs and an influx of negative reviews," the financial statement said. "As players spent more time in the game and we released updates improving the game, sentiment in reviews turned more positive.

"Commercially, we were unsatisfied with the launch-phase consumer sales of FBC: Firebreak. Thus far, FBC: Firebreak’s commercial performance has largely been driven by the Xbox and PlayStation subscription service agreements. A considerable portion of the revenues from these agreements will still be recognized throughout the contract period."

Remedy promised big changes last month. The pledge came after Remedy posted a candid statement shortly after Firebreak's launch, acknowledging "not everything had gone well."

The studio did, however, note that FBC: Firebreak was designed to evolves over time, and believes it's a solid game "despite the rocky launch." A larger "Major Update" scheduled for late September will be the next key step for FBC: Firebreak, which Remedy "expects to drive interest in the title." It said it remains "committed to continuing to work on FBC: Firebreak, engaging with the community, and expanding the game."

In its financial results for the first half of 2025 and the second quarter, Remedy reported a revenue boost during both periods, following increases in game sales and royalties. The quarter once again operated at a loss — although at $580,000, this was not as sharp as last year's $3.7 million loss — and across the first six months of the year, revenue was up 43.4% to $35.1 million.

As for other games? The studio confirmed Control 2's development is "on track" and meeting milestones as the focus is now on "gameplay, environments, and missions." The Max Payne 1 & 2 remake project remains in full production as "collaboration with Rockstar Games remains close and productive."

"FBC: Firebreak is a compelling co-op shooter that, despite its good looks, doesn’t have the depth to keep things interesting long-term," we wrote in IGN's FBC: Firebreak review, awarding it 6/10.

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.

Alan Tudyk Says His Name 'Was Not Mentioned' in I, Robot Publicity Because His Performance as Sonny the Robot Scored Higher With Test Audiences Than Will Smith

12 août 2025 à 11:43

Alan Tudyk has made an explosive allegation surrounding his involvement with I, Robot, claiming his name was pulled from the film’s publicity because his performance as Sonny the Robot scored higher with test audiences than Will Smith.

Alex Proyas’ 2004 sci-fi film I, Robot sees Smith’s Detective Del Spooner investigate the alleged suicide of U.S. Robotics founder Alfred Lanning, believing a human-like robot called Sonny (Tudyk) murdered him. Tudyk voiced Sonny and provided the motion capture for the CGI character.

Speaking on the Toon'd In with Jim Cummings podcast, Tudyk claimed he was dropped from I, Robot publicity due to Sonny scoring higher with test audiences than Smith’s Spooner, which left him “very upset” because people didn’t realize he starred in the movie.

“A lot of people didn’t know I did Sonny the Robot in I, Robot, and there’s a reason for that,” Tudyk said. “Because they were doing test audiences with the movie, and they score the characters in this kind of test audience. And I’d got word back: ‘Alan, you’re testing higher than Will Smith.’ And then I was gone. I was done. There was no publicity, and my name was not mentioned.”

He continued: “I was so shocked. I was like, ‘Wait, nobody is going to know that I’m in it!’ I put a lot into it, because he had to move like a robot, so I had to move… it was, whatever it was. At the time, I was very upset.”

Despite Tudyk’s negative experience with I, Robot, he went on to play another robot, K-2SO, in Star Wars movie Rogue One, and later reprised the role in Disney+ series Andor. Indeed, Tudyk has a long association with sci-fi franchises, playing Hoban "Wash" Washburne in Firefly / Serenity and, most recently, Superman Robot 4 / Gary in James Gunn's DCU kickstarter Superman.

Photo by Koichi Kamoshida/Getty Images.

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.

Ryan Reynolds Shares Marvel Tease, and Fans Are Now Convinced Deadpool Is Returning for Avengers: Doomsday

12 août 2025 à 11:42

Deadpool star Ryan Reynolds has dropped a huge tease that fans are taking as a signal he will appear in next year's Avengers: Doomsday.

This morning, on Instagram, Reynolds posted an image of the Avengers logo with Deadpool-style graffiti spray painted over the top. The paint is Deadpool-color red, and could be seen as both copying the "A" for Avengers, as well as the traditional "A" anarchy logo.

Reynolds' foul-mouthed mercenary was last seen in 2024's $1.3 billion grossing Deadpool & Wolverine, though was not among the many stars confirmed for Avengers: Doomsday during Marvel's big chair reveal.

Still, the success of last year's Deadpool & Wolverine — as well as the character's penchant for multiverse shenanigans — has prompted fans to speculate that he would pop up again soon somewhere, either in Avengers: Doomsday or the subsequent Avengers: Secret Wars.

For now, Marvel is believed to only be shooting scenes for Doomsday, with the timing of Reynolds' post strongly suggesting he's set to return for that, rather than later down the line. Indeed, some fans are eagerly anticipating a second big reveal of Avengers: Doomsday cast members, perhaps via a second set of chairs, as production continues.

Avengers: Doomsday filming has now been underway for several months, with members of Sam Wilson's Avengers, The Thunderbolts/New Avengers and The Fantastic Four spotted on set together in previously-leaked pictures. We also know that numerous members of the legacy X-Men team have also been filming — though that still leaves plenty of MCU characters yet to be confirmed.

Could there possibly be room for more Marvel characters? Fans certainly hope so, and both Reynolds' Deadpool and Hugh Jackman's Wolverine sit atop many lists. After all, with Doomsday featuring a trip back to the old Fox universe and its original team of X-Men featuring Patrick Stewart's Professor X, James Marsden's Cyclops and Ian McKellen's Magneto, surely a reunion should be on the cards?

Image credit: vancityreynolds.

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

AU Deals: Big Digital Discounts and Quietly Brilliant Gems Across All Platforms Today

12 août 2025 à 03:38

Sometimes a bargains haul comes along that perfectly aligns with my bad habit of adding more to my backlog than I clear. This idle Tuesday's mix is an irresistible blend of heavy hitters and cult curios that deserve a spot in anyone’s library. As per always, I’ve found myself revisiting old favourites and even picking up a few oddities I’d somehow missed.

This Day in Gaming 🎂

In retro news, I'm celebrating the 42nd birthday of Mario Bros., the arcade cabinet that launched a plumbing empire. Partially inspired by some of Joust's mechanics (and an Italian-American landlord hounding Nintendo for rent), Mario Bros. was a non-scrolling arena affair that was quite addictive, especially in simultaneous two-player. Interestingly, it was made by a tiny team of just five people, all of whom were credited in its great, great, great, (great) grandchild, Super Mario Bros. Wonder. Sadly, we rarely see such a lineage occur in modern game development, given how lay off happy this bloody industry has become.

Aussie birthdays for notable games.

This Day in Gaming

Aussie birthdays for notable games.

- Mario Bros. (ARC) 1983. Get

- Warlords III (PC) 1997. Get

- Trials HD (X360) 2009. Sequel

- Hacknet (PC) 2015. Get

Contents

Nice Savings for Nintendo Switch

On Switch, Taiko no Tatsujin: Rhythm Festival still has me grinning like an idiot, and I swear drumming along to J-pop is a proper cardio workout. Meanwhile, Phoenix Wright: Ace Attorney Trilogy remains one of the most cleverly written series ever, with its sharp courtroom drama and over-the-top character animations.

  • LEGO Jurassic World (-55%) – A$26.90 A solid LEGO adventure that gene-splices JP nostalgia with fun building action. Effortlessly leaps generation gaps in one double-jump bound.
  • Taiko no Tatsujin Rhythm Festival (-40%) – A$41.60 Perfect for parties or solo jam sessions, this rhythm game’s varied soundtrack keeps me coming back for more.
  • LEGO Skywalker Saga (-39%) – A$54.90 Covers all nine Star Wars films with LEGO’s trademark humour and charm. Sith hot value at this price.
  • Darkwood (-75%) – A$5.40 Creepy top-down survival horror that nails atmosphere and tension. A steal for fans of indie horror on Switch.
  • SNK 40th Ann. Col. (-65%) – A$21 A massive collection of SNK’s classic fighters and arcade gems. Not gonna lie, there's some filler. But bona fide classics also await.
  • Phoenix Wright: Ace Attorney Trilogy (-67%) – A$13.10 Courtroom drama and quirky characters make this visual novel series a must-own that I don't think you'll object to at all.

Expiring Recent Deals

Or gift a Nintendo eShop Card.

Back to top

Exciting Bargains for Xbox

Series X gets the spotlight with 40K Space Marine 2, a power fantasy where bolter fire and chainswords feel just right. And then there’s Wild Hearts, which gave me a genuine Monster Hunter alternative with some creative monster designs I still think about.

  • 40K Space Marine 2 (-54%) – A$49.90 Brutal third-person shooter with kick arse co-op. If you like grim sci-fi, this is a solid single-player deal, too.
  • Forza Horizon 5 (-50%) – A$49.90 One of the best open-world racing games around, and this price makes it an absolute key turn.
  • Cyberpunk 2077 Ult. Ed. (-36%) – A$77 The Ultimate Edition packs in all expansions and fixes. Worth it if you’ve been cy-curious since those iffy launch results.
  • Wild Hearts (-86%) – A$14.90 Monster hunting with a fresh twist, offering great value at this historic low price.
  • Sonic X Shadow Generations (-35%) – A$40.40 Classic Sonic action meets new adventures. This sale is a good chance to catch up with the blue 'n' black blurs.

Xbox One

  • LEGO Marvel Col. (-50%) – A$44.50 An older Collection packed with superhero fun, perfect for casual play or Marvel fans looking for hours of kleptomania.
  • Monopoly 2024 (-60%) – A$20 The classic board game gets a 2024 refresh. Won't blow your mind, but a great price for family game nights.
  • SpellForce III Reforced (-52%) – A$31 A solid RTS-RPG hybrid with a dedicated community. This sale makes it an accessible entry point.

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Or just invest in an Xbox Card.

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Pure Scores for PlayStation

Over on PS5, Tales of Arise had me hooked with its gorgeous anime visuals and surprisingly heartfelt story arcs. Resident Evil 4 needs no introduction, but its remake really is the gold standard for how to modernise a classic.

  • Ghost of Yōtei (-21%) – A$99 Looks like atmospheric action with haunting visuals so far. I dug (and replayed) GoT so much, a quick-draw preorder for feels quite likely for me.
  • Crisis Core FF7 Reunion (-42%) – A$48.90 Classic FF7 story told with fresh mechanics and visuals. I very much appreciated this updated experience.
  • Mafia: The Old Country (-12%) – A$79 A narrative-driven crime drama with solid gameplay. Not the deepest discount but still tempting.
  • Tales of Arise (-68%) – A$32.30 A standout JRPG with beautiful art and a strong story. Worth it for this much gold.
  • Resident Evil 4 (-35%) – A$64.90 The classic horror-action game remastered. Absolute top-tier Resi action that is even more phenomenal in PS VR2 (like, system-selling good).
  • Like a Dragon: Pirate Yakuza (-25%) – A$74.90 Quirky open-world action with a tropical twist. A fresh Yakuza experience well worth the doubloons IMO.

PS4

  • Gran Turismo 7 (-27%) – A$61 The definitive racing sim on PS4. This discount makes it a solid pick for my fellow (yet incredibly patient or late to the grid) petrolheads.
  • Dragon Ball FighterZ (-53%) – A$47.10 Intense fighting action with a stellar roster. Great deal for anime loves and folks who wish to bring back the biff of their '00s, Cheez TV watching youth.
  • Armored Core VI (-55%) – A$45 Mech combat returns with depth and style. I was surprised by how much I dug this non-Souls FromSoftware title.

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PS+ Monthly Freebies
Yours to keep from Aug 1 with this subscription

  • Lies of P | PS5, PS4
  • DayZ | PS4
  • My Hero One’s Justice 2 | PS4

Or purchase a PS Store Card.

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Purchase Cheap for PC

PC-wise, Pillars of Eternity: Definitive Ed. delivers deep role-playing from Obsidian at their best, while Wasteland 3: Colorado Col. offers sharp writing and tactical combat that blends post-apocalyptic grit with absurd humour. These are the sorts of games that keep me up far later than I plan.

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Or just get a Steam Wallet Card

Legit LEGO Deals

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Adam Mathew is a passionate connoisseur, a lifelong game critic, and an Aussie deals wrangler who genuinely wants to hook you up with stuff that's worth playing (but also cheap). He plays practically everything, sometimes on YouTube.

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