↩ Accueil

Vue lecture

P-Studio Director 'Confident' Persona 4 Revival Will Be 'Fresh and Surprising'

Atlus finally revealed at yesterday's Xbox Game Showcase that yes, a remake of Persona 4 is really happening: Persona 4 Revival. But not everyone liked what they saw in the 40-second trailer.

Some players took issue with the quality of the graphics, coloring, animations, and lighting, while others were frustrated that there were no further details like a release date or a confirmed Nintendo Switch 2 version.

"Man, the graphics looks like stock Unreal lol," said one player. "Honestly, almost looks fanmade (don't hit me)," to which another replied: "Highly underwhelming trailer, lol."

As this remake was one of the worst-kept secrets in gaming, some fans speculated that the teaser was put together simply to acknowledge that yes, it was in development.

"This is a 'damn, here you go' ass trailer," responded this fan, while another said: "Feels like they threw this thing together after the VAs said they weren't returning. I could imagine they walked over to marketing and asked them to throw together a 30-second clip the same day."

Following the reveal, P-Studio director Kazuhisa Wada popped up on social media to reassure fans that Atlus is "actively preparing for the future development of the Persona series as a studio."

"We are very pleased to announce the release of Persona 4 Revival. We look forward to sharing even more information in due time," Wada wrote. "Persona 4 has spawned numerous spin-off works, including TV anime, Persona 4 Arena, Persona 4 Arena Ultimax, and Persona 4: Dancing All Night, and is a special title that has been a part of Atlus for many years and holds a personal place in my heart.

"We are currently working on this project with all our passion and love. We are confident that this will be a fresh and surprising product for both newcomers and long-time fans and we look forward to sharing it with you all."

Wada added: "Additionally, we are actively preparing for the future development of the Persona series as a studio. We are working hard to meet the expectations of fans around the world, and our work is progressing well." Wada then thanked fans for their support and teased that they should "stay tuned" for more updates.

We gave the original Persona 4 a 9/10 back in the day, saying: "A significant improvement over the previous Persona games in many ways, Persona 4 provides a deeper dungeon crawling/social link experience that makes it engaging to play." An enhanced version, Persona 4 Golden, has since become the best way to enjoy the game on modern consoles, but fans have long lamented that it's not available on Nintendo Switch, despite years of begging.

Persona 4 Revival, meanwhile, is due out for Xbox, PlayStation 5, and PC, and it will be available day-one on Game Pass. For more, check out everything announced at Xbox Games Showcase June 2025.

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.

  •  

Activision Says It's Doing Almost No Call of Duty: Black Ops 7 Pre-Promotion: 'We're Setting This Up More Like a Beyonce Album Dropping'

Microsoft announced Call of Duty: Black Ops 7 at its Xbox Games Showcase June 2025, a reveal that came later in the year than is usual for the series. And the debut trailer, below, gave fans little to go on beyond a story tease and confirmation of the year in which the game is set (2035) and its protagonist: David Mason.

It turns out, this is all part of Activision’s marketing strategy for Black Ops 7, which is all about not revealing much at all before the game comes out later in 2025. To what end? Activision wants Black Ops 7’s launch to feel like a surprise Beyonce album drop.

Speaking to Variety, Activision marketing chief Tyler Bahl explained what the company is trying to achieve with Black Ops 7:

“Usually at this point in time, we would have teased everything that’s coming out. And I think in a lot of ways we’re setting this up more like a Beyonce album dropping; nobody’s going to know about it, or nobody’s going to see it coming.

“The whole goal was to really do something different, and for us to zag and show up in a unique way. And one way of doing that is almost not doing any pre-promotion and giving it to players in a really unexpected way.”

While Activision promised a bigger reveal for some point in the summer, perhaps it won’t reveal much at all, and fans will have to wait until the release date to get a real sense of what Black Ops 7 is all about.

So, what do we know? Black Ops 7 is set in 2035, more than 40 years after the events of Black Ops 6, at a time when the world is on the brink of chaos following the events of Black Ops 2 and last year’s Black Ops 6. Co-op campaign returns for Black Ops 7 after 6 skipped it (you can still play the campaign solo). Expect to use near-future weaponry in Multiplayer, with brand-new maps. Meanwhile, there’s the next chapter of Round-Based Zombies in the heart of the Dark Aether.

Here's the official blurb:

Wielding cutting-edge technology, David Mason and his team must fight back against a manipulative enemy who weaponizes fear above all else.

According to Variety, Black Ops 7 sees This Is Us star Milo Ventimiglia play David Mason (the character is recast with a new face), Kiernan Shipka as a new character called Emma Kagen (CEO of The Guild), and Michael Rooker, who reprises his role as Mike Harper from Black Ops 2.

Also confirmed is that Activision is sticking with last-gen consoles for Black Ops 7, which is due out across Xbox Series X and S, Xbox One, PlayStation 5, PlayStation 4, and PC via “Xbox PC,” Battle.net, and Steam. As you’d expect, you can play day-one on Game Pass Ultimate or PC Game Pass. There was no mention of Nintendo Switch 2 in the announcement. It’s a co-development between Treyarch and Raven Software.

Black Ops 7 marks the first time the Black Ops sub-series has seen back-to-back releases, and comes just a year after Black Ops 6’s launch. Some fans are already saying this makes Black Ops 7 feel like a stop-gap, as 2023’s Modern Warfare 3 was considered by some within the community given it followed 2022’s Modern Warfare 2 just a year later. Activision, however, has insisted Black Ops 7 “delivers the full Call of Duty package for our players.”

The expectation is Infinity Ward will return with a new Modern Warfare game in 2026, resetting the Call of Duty cycle once again.

For more, check out everything announced at Xbox Games Showcase June 2025.

Photo by Gilbert Flores/Variety via 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.

  •  

Former The Witcher 3 Director Shows Off New Footage of Dark Fantasy Adventure The Blood of Dawnwalker

Rebel Wolves — the studio led by former The Witcher 3 game director and co-director for Cyberpunk 2077, Konrad Tomaszkiewicz — has confirmed its upcoming dark fantasy action-RPG, The Blood of Dawnwalker, will release in 2026.

At yesterday's Xbox Games Showcase, Rebel Wolves showed off some pre-beta gameplay footage, following Coen, "a young man turned into a Dawnwalker, human by day and vampire by night," as he comes to grips with his newly acquired abilities.

That's not all, though. On June 21, we'll find out even more as Rebel Wolves invites us to join it on the longest day of the year, "where the veil between day and night blurs, bringing unexpected outcomes." The 45-minute-long event will reveal around 15 minutes of new gameplay content, accompanied by an extended developer commentary.

Interestingly, we'll also learn more about "several key gameplay features," including the directional combat system that blends swordfighting, spells, and vampiric powers, as well as how players navigate Vale Sangora’s locations and "further explore the game world and highlight the gameplay differences between day and night, which will have a significant impact on the story and its course."

"It’s been a pleasure to finally show you more of the game, and I want to thank our community for the incredible support," Tomaszkiewicz said. "Back in January, when we first revealed the game, we promised to shed more light on the gameplay this summer — and that moment has finally arrived.

"We’d like to invite you to join us on June 21 for our Gameplay Reveal Event. You’ll learn more about the abilities Coen gains as he becomes the Dawnwalker — a mysterious being balancing the line between the world of day and the realm of night."

In The Blood of Dawnwalker, you play as Coen, a young man who is a being no longer fully human, yet not entirely a vampire. With just 30 days and nights to save Coen’s family or exact bloody revenge on his sire, regardless of the consequences or the cost of Coen’s thirst for blood. But the most important question for players remains: is it worth sacrificing your humanity for the ones you love?

For more, check out everything announced at Xbox Games Showcase June 2025.

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.

  •  

Hollow Knight: Silksong Developer Responds to Release Date Confusion, Promises Launch 'Before Holiday,' Not Tied to Xbox Handheld Arrival

The developer of Hollow Knight: Silksong has addressed the game's brief appearance yesterday at Microsoft's Xbox Games Showcase 2025, when it popped up alongside the new ROG Ally X handheld.

During the show, Xbox president Sarah Bond stated that Silksong would be "available at launch and in Game Pass when Ally releases later this year" — leading many fans to believe the game was being lined up to arrive specifically as a launch title for the new hardware, which has a Holiday 2025 launch window.

But this isn't the case, Silksong developer Team Cherry has now said.

Writing on the game's official Discord, in messages seen by IGN, Team Cherry marketing manager Matthew 'Leth' Griffin stated that Silksong was not sat waiting for the ROG Ally X to launch — and that the game would arrive before the holidays.

"I confirmed BEFORE Holiday," Griffin wrote, adding: "we are not tied to a console release."

And just in case of confusion, when asked which holiday he was referring to, Griffin added: "Christmas yes."

So, how long before Christmas will Silksong finally release? Remember the fact that the game will apparently be playable in September at an Australian museum, the country's national museum of screen culture in Melbourne, from September 18. Could the game still be set for launch as early as that?

Silksong fans had hoped for more definitive news on a release date from yesterday's Xbox Games Showcase, especially as multiple updates to the game's Steam store page over the last week appeared to point towards an imminent launch, or perhaps even a shadow drop.

Instead, Xbox reserved its usual shadow drop release for the belated arrival of Final Fantasy 16 — and Silksong fans were left still wondering when the long-awaited Metroidvania would finally arrive. Still, Christmas is only six months away now.

IGN has already gone hands-on with the ROG Ally X, should you wish to play Silksong on it, whenever the handheld arrives.

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

  •  

Invincible VS Creators on Killer Instinct Influences, Authenticity, Why Its a 3v3 Tag Fighter, and More - IGN Live 2025

One of the big reveals from the Xbox Showcase was that Invincible VS is on its way, and we were able to chat with members of Skybounds's Quarter Up at IGN Live to learn why this 3v3 fighting game is giving Robert Kirkman's superhero epic the tag fighter it deserves, complete with Killer Instinct influences.

Invincible VS features fan-favorite characters from the comics and animated series, including Mark Grayson (Invincible), Omni-Man, Thula, AtomEve, and Bulletproof, but one of the main reasons the title is a 3v3 fighter is because of the series' many teams. For art director Dan Eder and combat designer Reepal Parbhoo, this made the choice for what type of game this would be an easy one.

"In general, when you're watching the Invincible series or reading the comics, the team format really stands out, right?" Parbhoo posits. "You've got teams like Teen Team, you've got Guardians of the Globe, you've got the Global Defense Agency, you've got the Viltrumites. So, I think that naturally lends to a multi-team format versus a standard one-person one "

While teams may have informed the type of game, Invincible VS is obviously all about the characters, and the team needed to nail that aspect by making each one as authentic as possible.

"We really wanted to do the characters justice," Eder said. "The overall aesthetic of the show was a huge inspiration for us, but also we had to adapt it to a video game, right? So, there were a lot of decisions that had to be made with high levels of detail, rendering style, overall anatomy, and more. Do we go realistic? Do we go a little bit more stylized? We wanted to capture a really interesting 2D-3D sort of hybrid where characters are, for the most part, pretty realistically lit, but then you have an outline.

"At the end of the day, we wanted this to feel like an authentic representation of the characters that the show and the comic. Thankfully, with Invincible, there's so much inspiration and reference to pull from that made it easy for us."

With the characters and game type out of the way, we shifted our chat to the combat itself. Killer Instinct fans was be delighted to know that Invincible VS is the debut title for Skybound's Quarter Up studio, which is led by former members of the core Killer Instinct (2013) dev team.

"Killer Instinct was a 1v1 tag fighter, but there's a big impact in a lot of the hits, right? So we've brought that over to Invincible VS," Parbhoo said. "However, the core of the Killer Instinct influence in here is with that two-way interaction between offense and defense. A lot of the time in Killer Instinct, you could react to the combos. If you were aware and had good reflexes, you could actually break the combos right at the highest level of the game. That actually got a little bit out of hand. The combos got really short because of it, but in an attack fighter, you want to still have long combos and feel like you're doing a lot. So what we've done is just put those break points when you call in your active assist to break the combo."

Speaking of combos, Invincible VS is meant to be a joy to play, even if you aren't as skilled with fighting games. Players will have an option to enable the ability to do a combo by just hitting one button repeatedly, which will perform a special, a super, and even a tag to bring in another teammate.

There will also be an Overkill system in Invincible VS, which, as Parbhoo puts it, means "you are literally going to hit a superhero so hard that you're probably going to knock off a limb or two. That's just the way it goes in invincible."

Fans can also rest easy knowing series creator Robert Kirkman is involved in this project, from an artistic perspective and as "the one who kind of put this world together, we value his opinion big time."

"We don't want this to feel detached from the source material," Eder said. "If anything, I think there's a lot we can kind of use from his knowledge and find ways to mix it up. We don't want to just kind retread old ground like, 'Hey, we did this in the show, let's do this one-to-one in the game!' I think that can get a little bit boring. Instead, we're always looking at ways to elevate it. And Robert is a very core part of that conversation, because who knows these characters better than him and Ryan Ottley and Corey Walker and the other creators?"

Invincible VS will be out in 2026 on PS5, Xbox Series X/S, and PC. For more, check out all the other biggest moments from both IGN Live and the Xbox Games Showcase.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst, Instagram, and TikTok, and listen to his show, Talking Disney Magic.

  •  

After Starfield's Xbox No-Show, Even Its Most Loyal Fans Are Starting to Worry: 'Bethesda Makes It So Hard to Defend This Game'

There were a number of high-profile no-shows from the Xbox Games Showcase. State of Decay 3, for example, failed to turn up. The Perfect Dark reboot was conspicuous by its absence. But perhaps Starfield’s ongoing M.I.A. status hurts the most — at least for long-suffering fans of the game.

The Starfield community had hoped Bethesda would announce something to do with the game at its Xbox Games Showcase, but while The Elder Scrolls Online and Fallout 76 both getting their moment in the spotlight, Starfield skipped proceedings entirely. No DLC, no expansion, no PlayStation 5 release… nothing.

It’s fair to say the Starfield community is starting to lose hope and a good deal of faith in Bethesda, whose silence around the game has been deafening.

“I had so much hope for today's Xbox show, but no,” said acatato on the Starfield subreddit. “After so much time of silence (let's not talk about small update) the game looks so dead now, it's sad.”

“What a complete disappointment,” added totallynormalpersonz. “What a joke the only thing we ever hear from Bethesda about this game nowadays is stuff off the Creation Club. The Xbox showcase would have been the perfect time to show off something new for this game. Unfortunately Bethesda doesn't seem to care. Wouldn't surprise me if Bethesda has abandoned this game and are hoping the community will make content for them. This does not bode well for future Bethesda game studio projects.”

“Bethesda makes it so hard to defend this game,” said TheVossDoss. “I love Starfield. 1,100 hours in. If it weren’t for mods, I’d given up long ago. Knowing that Bethesda will never read this, I’m nonetheless speaking directly to you — shame on you for keeping your loyal fans in the dark, and for throwing in the towel. If you decided to give up on this game and move on, fine, but let us know so we’re not holding on to hope. I cannot believe Starfield was a complete no-show today. Thank you to all the modders out there who have kept the game on life support. I fear, though, we’re getting dangerously close to the heart monitor flatlining.”

Clearly, fans just want some sort of communication from Bethesda on the future of the game. If it’s left it behind, they’d like to know. If the promised second expansion is coming, they’d like to know. If Starfield is coming to other platforms, they’d like to know.

Comments from Starfield fans are now spilling over into social media posts from Bethesda Game Studios about unrelated matters. Take, for example, this post about a Fallout 76 interview at Summer Game Fest. The replies include questions about Starfield’s status, including “Why did you guys abandon starfield?”, “Have you guys abandoned Starfield?”, “I’m uninstalling Starfield…. I’m tired of waiting,” and “RIP Starfield.” You get the idea.

Amid the growing disappointment are some within the community who are pointing out that Bethesda may shadow-drop a Starfield expansion and a PS5 release. It enjoyed huge success with The Elder Scrolls IV: Oblivion Remastered, which it shadow-dropped in April to the tune of over 4 million players. Perhaps this is the new way forward for Bethesda. And if that’s the case, then perhaps some sort of Starfield update could be around the corner.

Whatever the case, the Starfield community is left sifting through previous statements from Bethesda as they look for a glimmer of hope. Starfield launched in September 2023 as Bethesda’s first brand new IP in 25 years, but it was not as well received as the studio’s previous games in the Fallout and The Elder Scrolls franchises, and the Shattered Space expansion, released a year later in September 2024, has a ‘mostly negative’ user review rating on Steam.

Starfield went on to reach 15 million players, but the question of whether Bethesda might walk away from the game to focus on its other franchises has been a running theme since release. In June 2024, Bethesda insisted it remained committed to supporting Starfield, and confirmed at least one other story expansion would release following Shattered Space. And in an interview with YouTube channel MrMattyPlays, Bethesda Game Studios’ Todd Howard said the developer was aiming to release an annual story expansion for “hopefully a very long time.”

The wait to find out if all that still stands goes on.

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.

  •  

How to Train Your Dragon Review

How to Train Your Dragon opens in theaters Friday, June 13.

Live-action adaptations of beloved animated movies are a dime a dozen these days; hell, Disney has released two of them before 2025 is even half over. But the new How to Train Your Dragon has some novelty going for it: It’s the first time one of these remakes shares a director with the original that inspired it. And by hewing so close to that tale of the young Viking Hiccup and his friendship with the gentle dragon Toothless, Dean DeBlois creates the additionally odd situation of being incredibly faithful to, well, himself. Though it contains expanded roles for a few side characters, the 2025 How to Train Your Dragon is remarkably similar to the 2010 version DeBlois made alongside Chris Sanders, often playing like a shot-for-shot re-creation.

Given my own familiarity with How to Train Your Dragon, the new one did feel like a copy. With so many of the action sequences, gags, and lines of dialogue carrying over, how could it not? But it also crucially recaptures the compelling core of the saga of Hiccup (played here by Mason Thames) attempting to broker peace between his people and Toothless’ fire-breathing kin. Whether it’s being acted out by digital pixels or flesh-and-blood humans, that’s a good story. And it’s what helps DeBlois and company land a pretty solid re-do of How to Train Your Dragon.

The first third is probably the most awkward and hardest to adjust to – some of the slapstick goofiness just feels strained and out of place in live-action. This is where Thames’ likeable, sympathetic take on Hiccup comes in handy, acting as a grounding force amid the cartoon wackiness. Not that it’s all that different from Jay Baruchel’s rendition of the character across multiple movies and TV series set on the mythical isle of Berk. It often feels like Thames is doing his best to make his voice resemble the animated Hiccup’s – and doing a decent job of it, honestly.

Nico Parker is suitably scrappy and charismatic in the role of Astrid, the tough-as-nails young warrior who Hiccup crushes on. But it’s Gerard Butler who makes the biggest impression, reprising his portrayal of Hiccup’s father, Stoick. At first, it’s hard not to chuckle at the star of 300 and Olympus Has Fallen sporting a giant horned helmet and beard, but he’s giving a genuinely great performance from beneath all that hair and headgear. He obviously knows Stoick inside and out at this point, and taps into the stubborn-yet-loving core of the character. He and Thames work very well together, bringing some real feeling to Hiccup and Stoick’s arguments about whether Vikings and dragons can coexist. (He has a great rapport with Nick Frost as Stoick’s trusted friend Gobber, too.)

By sticking to the same plot points and resolutions – Vikings fight dragons, Hiccup learns dragons aren’t to be feared, dragons and VIkings team up to fight one big dragon – the screenplay for this How to Train Your Dragon plays things pretty safe. The town’s elder, Gothi (Naomi Wirthner), has a more significant part, and there’s a small subplot for the father-son duo of Spitelout (Peter Serafinowicz) and Snotlout (Gabriel Howell). But these added touches don’t stray far from the original. This results in a less interesting film than, say, the new Lilo & Stitch (another recent live-action remake of a DeBlois and Sanders team-up, coincidentally), albeit one that still works as a touching spin on the story we already know. Guiding his first live-action feature film, DeBlois shows a knack for directing actors, and he handles action really well, including a couple of key sequences where Hiccup and Toothless soar through the air. Though, as with so much of How to Train Your Dragon, the director is largely replicating decisions he and Sanders made 15 years ago.

How he’s translated the intangibles of the original shouldn’t be taken for granted. You can restage all the iconic scenes of an animated classic in live-action and still lose all their impact and enchantment in the process – I’m looking at you, Lion King 2019. But for all of its blatant mimicry, DeBlois’ remake captures the heart and soul of How to Train Your Dragon Version 1.0. John Powell’s revamped score is also a major contributor: The composer is another case of someone basically covering their own work here, but damn if “Test Drive” – the theme that kicks in during Hiccup’s first successful flight with Toothless – doesn’t elicit a rush every time it plays. The story of Hiccup and Toothless’ bond is just that potent. DeBlois may be overly reverential to his past success, but he still clearly has a lot of love for these characters, and his investment in them shines through. It’s hard not to have a reaction to Hiccup and Toothless proving how far they’re willing to go for one another – even if you might already know exactly what that will entail.

  •  

McFarlane Toys on Their Lilith and Doom Slayer Figures, Mortal Kombat and More | IGN Live 2025

During a special IGN Live edition of Up at Noon today, McFarlane Toys’ Brian Walters (Director, Brand Creative) stopped by to chat with Max Scoville and Brian Altano about what the company has in the pipeline, including their new Elite Edition series that’s kicking off with Doom Slayer from Doom: The Dark Ages, followed by Lilith from Diablo IV.

Walters said the idea behind the Elite Edition was “to create highly decorated, super detailed, iconic version of characters from games.” One way these figures stand out is by their inclusion of soft goods, such as the fur cloak on Doom Slayer, and Walters noted they were “Introducing new materials we haven’t used.”

Walters pointed out the many accessories Doom Slayer came with, including the Pulveriser, flail, combat shotgun, and shield saw, saying he felt it was ”a really great first item for [Elite Edition].” Though pre-orders for Doom Slayer were currently sold out, Walters said the figure would be available at retailers like Walmart and Gamestop upon release. And yes, it was implied some monsters are in the works for the Doom Slayer to battle.

Lilith in the meantime just went up for pre-order today, tied to IGN Live. Her accessories include multiple palace fates for a variety of expressions, and Williams said the idea was they were “holding nothing back with this figure,” including articulated wings and “a soft PVC tail so you can pose it however you want.”

Williams said the challenge with a figure like Lilith was “the balance of executing the design but still making a functional toy. You have to make tough decisions.” He added that probably the hardest thing was pulling off “the engineering without compromising the look of the character.”

As for what else McFarlane Toys had in the pipeline, there’s the Power Armor from Fallout, which is based on the game, not the series. The previous figures they made for the TV version were from the Movie Maniacs line, so the Power Armor will be the first articulated Fallout figure. Williams teased there was “more to come here. We’ve got some good surprises coming.”

Last but not least, Williams showed off two of the figures from the upcoming Mortal Kombat Classics line - including a boxed Sub-Zero, featuring very fun retro arcade packaging that includes joystick controls on the box art and the original character select image of Sub-Zero, along with his bio, on the back.

  •  

The Last of Us Creative Team on How They Crafted Season 2’s Most Crucial Episodes | IGN Live 2025

Full Spoilers for The Last of Us Season 2 follow.

At IGN Live today, The Last of Us Co-Creator and Executive Producer Craig Mazin was joined by several of the show’s core creative team – including Ksenia Sereda (Cinematographer), Ann Foley (Costume Designer), Don Macaulay (Production Designer), Alex Wang (VFX Supervisor), Timothy Good (Editor), and David Fleming (Co-Composer) – to discuss the tremendous amount of work that went into the just-completed second season of the HBO series.

As the panel began, Mazin remarked, “The truth is that Neil [Druckmann] and I are vastly over-credited for the success of the show. We work really hard on it but these are the people that bring it to life and they deserve so much credit… All of it is necessary to make it what it is.”

When the panel was asked to name their favorite episode from Season 2, nearly everyone named either episode two ("Through the Valley") or episode six (“The Price”), which made sense since they were such standouts - and segued nicely into the fact that these were the two episodes moderator Amelia Emberwing focused on for the conversation.

"Through the Valley” of course had two monumental events, including the horde of infected attacking Jackson and, well… that other thing which we’ll get back to. With footage of the massive attack sequence playing, Mazin noted that there were visual effects in basically every shot, saying, “I think Alex had to touch nearly everything here.”

Rewatching the attack on Jackson, Macaulay joked, “All I can think about is the thousands of meetings we have,” saying they quite seriously probably had 10 meetings about how the barrels would be launched from the town gates into the horde. As he put it, “Nearly every shot in this took 10-15 meetings. Craig loves meetings!” Even after all of that there was “a lot of retrofitting on set. Lots of rooftops we weren’t planning to do.”

Foley said episode two was definitely the hardest part of the season for her as the costume designer because of how many actors and extras were in that episode working on multiple filming units - and that it was all taking place while they were also working on the Seraphite costumes for upcoming episodes. As she explained, this involved "65 people in three different areas.”

Wang stressed that previs is crucial, and the many discussions they have about what Macaulay will build vs. what Wang will oversee being added digitally. It’s a long process, with Wang noting, “You’re planning for success 6-8 months down the line” and that he’s constantly in communication with Macaulay, the stunt team, and many more. Mazin joked that when he calls Wang in for one of his infamous meetings, “His heart sinks because he knows he’s about to go over budget again.”

One reason the infected horde was so tricky was that it dealt with such a large army and as Wang explained, in the visual effects world, when you have a group that large “repetition is usually okay,” since you have characters in the same costumes or creatures of the same type. Here though, Mazin wanted to sell that these were all originally different human beings who were different sizes and ages in different outfits before they were infected. As he put it, they nearly “broke Wētā [FX]” over the specifics they asked for.

Then there’s Good and his crucial work as editor. He has to begin editing without the final effects in place, which can be tricky. And not just because, as he pointed out, in the early footage “a Bloater isn’t a Bloater, it’s a green dot.” But after they may have cut of the episode they're happy with, “we get the animation back and everything’s changed. The motion’s become faster than a human actor is able to do," so they have to re-edit to adjust.

When it came to scoring the “Through the Valley,” Fleming described it as particularly challenging, because Mazin asked him, “How do we start this at 11 and then keep going up for the whole episode?” The idea was they were “building up momentum so it just felt relentless relentless relentless. Then at the end, it was kind of the opposite with the pivotal scene with Joel.” When Fleming paused and said he’d been avoiding talking about how that episode ended for so long, Mazin couldn’t resist chiming in: “He died!”

As Fleming explained, the original music for Joel's wrenching death scene was much busier but then “Craig asked ‘strip it back.’ It was a less is more situation.”

While praising the performances of Pedro Pascal, Kaitlyn Dever and Bella Ramsey, Good revealed that for Joel’s death “I actually edited it five times before I was ready to show it to Craig,” because he knew how important it was to get it right.

As Joel’s death scene played out, the panel couldn’t help but become somber and when Mazin cracked, “Let’s talk about the golf clubs we picked out. They have lots of meaning" to release some tension, he then paused and added that actually, when it came to which exact club Abby would use to beat Joel with, “There was a whole discussion!”

The conversation then moved to episode six and its flashbacks to Joel and Ellie together set between Season 1 and 2. The sequence where Ellie climbs the dinosaur was shown and Mazin remarked, “I love this in the game. I love that we got to do it!”

He added that this was a funny situation where the actual dinosaur built for Ellie to climb “was wobbling too much so then Alex stopped it from wobbling. But then it looked fake so we had to make it wobble [again] a little bit.”

Discussing Joel and Ellie’s clothes, Foley noted they did their best to match their looks in the game, though there might be slight changes occasionally for specific reasons. One such case was in the museum scene. In the game, Ellie is wearing a tank top in this sequence. However, on the show, they wanted to underline that Bella Ramsey was playing a more youthful version of Ellie in these flashback scenes, so they ended up making it a t-shirt because “changing it from a tank to a t-shirt made it look baggier and make her look younger.” In general though, “Joel and Ellie are in the same things they wear in the game because there’s no reason to change it.”

Ksenia Sereda said she was both excited and nervous about shooting the scene where Ellie and Joel go inside the space capsule, because “the way it was done in the game was so brilliant,” including the close up on Ellie smiling, imagining going into space. Sereda joked the game provided “the most expensive previs I’ve ever had to work with.”

Mazin marveled how Sereda lit the screen so that all of the light changes on Ellie’s face were done practically, without visual effects needed. Sereda explained how difficult it was, because “the whole sequence is lit through this teeny tiny window on the side of the capsule. It was very challenging to find this whole look.”

This sequence had particular significance to Mazin because “This is the first thing that Neil ever showed me from the second game.” He elaborated that when he went to Naughty Dog to speak to Druckmann about turning The Last of Us into a TV show, the team were nearing the completion of The Last of Us Part II. When Druckmann showed Mazin the space capsule sequence, his response was, “‘We’re doing that!’ In my mind, I was like, 'We need to do a good enough job for Season 1 that we’re renewed [to do that].'"

With Season 3 of The Last of Us now in the works, Mazin said he was eager to get back in the thick of it, turning to his fellow panelists and saying “I can’t wait to do that. I can’t wait to do that with all of you.” He then proclaimed: “Don, are we going to have meetings!!”

  •  

Magic: The Gathering - Final Fantasy Creators on Choosing the Right Characters for the Cards | IGN Live 2025

Having already out pre-orders of many packs and bundles already, the Magic: The Gathering - Final Fantasy cards officially will be released June 13 and Principal Designer Gavin Verhey and Executive Producer Zakeel Gordon were on hand at IGN Live today to discuss the much-anticipated collaboration.

Verhey and Gordon said that there have been other IP crossovers with Magic before, Final Fantasy was particularly exciting because, as Verhey put it, “It’s Final Fantasy! That really helps! We’ve been working on this set for about five years.”

The duo noted everyone at Wizards of the Coast were big fans of Final Fantasy, noting most had been playing the games longer than they’d played Magic and means so much to them.

Verhery said their approach was to incorporate something from all 15 games – which upped to 16 as they were working on the cards – which began with making spreadsheets of all the characters, items and story modes. They then split up the possible inclusions into three tiers - what Verhey described as the "gotta have: primary elements and most popular characters, followed by the second tier, which is where “cool side characters” came into play, while the third tier were the deep cuts, “like Guy speaking beaver. We wanted to get it all in there. Every game is represented from most iconic characters to deep cuts you can’t believe they put on a Magic card.”

There are four Commander decks, based on Final Fantasy X, XIV, VI and VII and Verhery promised “Everything besides the lands is themed to the game” and that playing the FF7 deck “ is like seeing the whole game play out before you eyes.” Added Gordon, “We chose those decks to represent different eras. We tried to really get the breadth of the entire franchise in our product.”

Gordon said inevitably they still couldn’t include every single character or game aspect they would have liked, given they didn’t have unlimited cards, noting, “The big challenge is we were going for the entire mainline series. We limited it to core games which left out a few great characters, but by design.”

Gordon explained that the Through the Ages cards, which include classic Final Fantasy artwork was an idea that came up halfway through the development process, simply because they were looking at the art – from the likes of Yoshitaka Amano and Tetsuya Nomura – so much already and, as Gordon put it “The art was so amazing they wanted to put it on cards.”

A couple of lucky fans at IGN Live were given decks of cards before release and when showing them off, their decks included the likes of Final Fantasy VII’s Sephiroth and Final Fantasy IV’s Rosa. Verhey said he felt that was an appeal of the Magic: The Gathering - Final Fantasy cards - taking two characters “you’d never see in [the same] game but here they are together.”

  •  

The Outer Worlds 2 Direct: Everything Announced

Obsidian Entertainment debuted its special The Outer Worlds 2 Direct today, revealing a planet-sized presentation full of gameplay with new details about its 2025 sequel.

The 30-minute showcase gave players a tongue-in-cheek look at how Obsidian is building on the foundation laid by its original 2019 space adventure RPG with tweaks to existing mechanics as well as completely new gameplay features. It was also all hosted by comedian and Sonic the Hedgehog movie voice actor Ben Schwartz, who helped keep The Outer Worlds 2 Direct going with plenty of skits in between the nitty-gritty details.

From wacky new Flaws and planets to a fresh perspective on player choice, we’ve collected all of the highlights from today’s The Outer Worlds 2 Direct and shared them below. Also, as announced at the 2025 Xbox Games Showcase, The Outer Worlds 2 now has a release date of October 29, 2025. You can read up on everything announced at that show here.

Exploring Space as an Earth Directorate Agent

Players are dropped into The Outer Worlds 2 as an Earth Directorate Agent. Obsidian describes these do-gooders as “space cowboys or space sky marshals” or “good guys that go in to places and fix everything that’s wrong.” How you build out your character and experience from here, though, is up to you.

Filling out your character’s story means choosing things like a Background and Traits, with the latter setting the foundation for how you approach gameplay throughout the story. You can be Brilliant, Heroic, Innovative, Lucky – or Dumb, if that’s your thing.

There are also skills, which have been refined this time around, and perks, which are heavily inspired by the system used in Fallout: New Vegas. One example of a perk shown during the Direct is Assassin, an ability that grants a movement bonus after a stealth kill.

More Guns, More Choice

The Outer Worlds 2 is about expanding the universe Obsidian created in 2019, and that means introducing vast improvements to the gameplay across the board. There are more guns with more unique animations to be found here, with many of them shown off during the Direct.

It’s all very Borderlands, as some weapons carry unique traits. Rookie’s Reward is a great example of what’s in store, as this firearm slowly levels up with the player as it's used through the game, celebrating each new level with a confetti and fireworks show. There’s also the Pop-Up Gun, which distracts enemies with pop-up ads projected by a pesky drone. Another highlight is a music-infused sword that rewards players who smack enemies to the beat of a song.

Much of this creativity was carried over into the new throwable tools. Grenades, for example, can trigger a simple explosion, or players can use science grenades that suspend foes with zero-gravity technology.

As for movement, Obsidian says it’s revamped its approach to exploration, too. That means more freedom to run, jump, slide, and parkour around Arcadia as they find valuable loot. You’ll also be able to take advantage of both first- and third-person perspectives after the option was absent from the original game.

Flaws Are Back and Better (and Worse) Than Ever

One beloved elements from the original The Outer Worlds were Flaws, a feature that gave players the option to take on negative attributes in exchange for other perks. We got to see four Flaws as part of today’s presentation: Bad Knees, Kleptomaniac, Sungazer, and Overprepared.

Bad Knees gives players, well, bad knees, allowing them to move quicker in exchange for joints that pop (and alert enemies) when leaving the crouching position. Kleptomaniac grants higher selling values for stolen items while occasionally forcing players to nick some items against their will, while Sungazer causes permanent vision damage in exchange for a daytime healing passive and increased weapon spread. Overprepared is a Flaw for the kind of player who is always cautiously reloading, granting them increased magazine sizes with a penalty if a clip ever organically runs out of ammo.

Factions and Companions

To no one’s surprise, The Outer Worlds 2 is populated by an army of key factions and individuals to help and halt your journey. The Protectorate, for example, is described as an authoritarian group in the isolated colony of Arcadia.

“Their dictatorship is thematically based around the question of how much freedom people will give up for security and luxury,” Obsidian describes. “For Protectorate subjects, unfortunately, that answer is ‘everything.’”

There’s also the Order of the Ascendant, an offshoot of the Order of Scientific Inquiry from the original Outer Worlds that also has past ties to The Protectorate. These major factions and more have been made to have close ties to the story and themes of The Outer Worlds 2, but they’ve also been made to be even more absurd as Obsidian aimed to expand the humor. Additionally, players can expect to listen to a Fallout: New Vegas-inspired radio system, which features stations from each major faction, with each carrying around 20 original songs.

Factions have been fleshed out and improved for The Outer Worlds 2, and Obsidian says companions, of which there are six, have received the same treatment. Niles, an Earth Directorate agent whose story can be shaped by the player’s action, is the first companion you’ll meet. Today’s Direct also showcased the “somewhat cute” automech drone, who helps Niles, named Val, as well as the deadly assassin and mathematician Marisol, the cultlist Aza, a combat medic who survived experimentation named Inez, and Tristan, a heavily armored Protectorate arbiter.

The Bridge

Obsidian wants players to know that they’ve got options when it comes to how they choose to experience The Outer Worlds 2, and the best example of player choice is an early mission called The Bridge. It’s all about finding ways to lower a bridge, with players able to take more straightforward options like convincing The Protectorate to lower the bridge themselves, sneaking to the control room, and going in guns blazing.

Obsidian takes the options a step further, though, giving players the choice to use a shield that protects against poison gas to get around dangerous areas or jump boots that offer more traversal options. You can even sacrifice a companion in order to gain bridge clearance. This is the kind of freedom the team says players can expect from The Outer Worlds 2.

As today’s Direct came to a close, Obsidian shared its thoughts on the sequel, saying, “The Outer Worlds 2 is really the biggest game we’ve ever made.” As we move closer to its newly announced release date, it’s easy to see why. For more on The Outer Worlds 2, you can read up on its October release date announcement. You can also check out more information on its price, which is confirmed to be $80, as well as our talk with Obsidian's Marcus Morgan at IGN Live.

Michael Cripe is a freelance contributor with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

  •  

The Outer Worlds 2 Looks to Expand the Gunplay and Combat While Sticking to Its RPG Roots | IGN Live 2025

Marcus Morgan, Obsidian's VP of Operations, came by IGN Live to discuss The Outer Worlds 2 in the lead up to its much-anticipated October 29 release date, including its Flaws system, a new ice planet that has become one of his favorites, a goo pistol, and more.

Morgan began by sharing that the sequel is digging deeper into the RPG aspects, remarking, “Obsidian is rooted in RPGs. We wanted to evolve with Outer Worlds.” He's not even comfortable calling The Outer Worlds 2 part RPG, part FPS. Instead, he stressed he would "only ever call it an RPG."

However, the team heard a lot of feedback that fans wanted gunplay and combat to evolve, so there will be plenty of new weapons to look forward to, including some that are science-based. Morgan also described “a melee weapon that, if you hit it to the beat, it amplifies the damage.” These new additions are meant to add to the experience while retaining the RPG core.

“One of my favorite weapons is the goo pistol," Morgan added while joking he doesn't condone littering in real life. "You take this biomass canister and you dump the goo into the gun and you chuck the canister away."

Morgan also wants to let those who have never played the first Outer Worlds to know that they won't get lost in this sequel, noting, “We’re moving to a brand new colony, Arcadia. with a brand new set of characters.” He described the Earth Directorate, the organization you are part of, as “sort of the space rangers of the universe. You’re there to protect against the tyrannies of capitalism, authoritarianism and various aspects of extreme religions with certain group."

Morgan was also particularly excited by Outer Worlds 2’s Flaws system, saying it was a way to take the usual idea of leveling up and putting a humorous spin on it. For example, one of these flaws is “The Sungazer Flaw - if you stare at the sun for too long you can regain health but the world is blurred out.” Another is for those who never run out of ammo as you'll do more damage. If you do let it run down, however, you'll be penalized with a debuff for a bit." He described the Flaws as “A fun way to integrate progression with levity.”

As for the Psychopath Perk, Morgan remarked, “One great thing in Outer Worlds 1 is you could kill every single person, and we brought it back in Outer Worlds 2. And you'll get a perk if you do that. Also, you can finish a quest even if you kill the quest giver.” On the other hand, “You can be a pacifist if you choose. You can talk your way through the entire game [without killing anyone]. You’ve got the entire spectrum.”

When it came to bugs, Morgan noted “We’re already in our bug fixing mode. This is probably the earliest we’ve been in that mode.”

Among the new planets in The Outer Worlds 2, Morgan revealed, “One of my favorites is a planet called Cloister. It’s a giant ice planet you go to because there’s a super computer trying to solve a big calculation.” He elaborated by saying the computer is connected to one of the game’s groups of religious fanatics who believe they can predict the future using math. In this case, the super computer and the immense energy (and resulting heat) it takes to power it are on Cloister to keep it cool, and Morgan said “I loved the nuance of why we created the ice world.”

Lastly, Morgan mentioned the first game’s Dumb mode and how they are leaning into those sorts of options again for Outer Worlds 2. They’ve also integrated their dialogue system into the title screen, and Morgan explained that as you load up the game “You might hear prompts like ‘Hey, you seem to be dying a lot. Should you lower your difficulty?’”

The Outer Worlds 2 will be released on October 29, 2025, and it will officially be Microsoft's first $80 game.

For more, check out our hands-on preview of The Outer Worlds 2 and the incredible Moon Man Statue and artbook from Dark Horse for the game.

  •  

Anno 117: Pax Romana Release Date Revealed

Anno 117: Pax Romana will officially be released on PC, PS5, and Xbox Series X/S on November 13, 2025.

This latest entry in the beloved Anno series is finally taking players to Rome and allowing them to become a governor in charge of, among other things, encouraging economic growth, expanding their empire through war, leading a rebellion, uniting the different people in the region under one banner, and much more.

We were able to get our hands on Anno 117: Pax Romana in May and said, "I can already see myself losing dozens of hours to Anno 117: Pax Romana. Much of what made Anno 1800 such a great time has been deftly carried over here, while the building-specific bonuses and dedicated research tree are each smart innovations that, deployed wisely, can supercharge your economy."

Anno 117 takes place, unsurprisingly, in 117 AD and sets you loose in the uncharted territories of the Roman Empire with two provinces - Latium and Albion - under your control. The choice is up to you in how you rule and expand, and the fate of an empire will be up to you.

We had the chance to speak to creative director Manuel Reinher and brand director Haye Anderson about why this is the most exciting time to be or become a fan of the series and why this really is an Anno for the modern age."

"We want to tell the untold story of how it was to govern Roman provinces," Reinher said, "During that era, there was over 200 years of peace and it was the time after a big conquest. And we are talking an empire of people from three continents that accounted for almost 20% of the world's population. So, the story we are trying to tell is how did the Romans manage to stabilize this?"

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst, Instagram, and TikTok, and listen to his show, Talking Disney Magic.

  •  

007: First Light Isn’t Part of the James Bond Film Canon

We’ve finally gotten our first look at IO Interactive’s new James Bond game: 007: First Light. It’s an origin story of the infamous spy, showing how he “earned the number” of 007.

So far, everything we’ve seen has been cinematic and story-focused, so there are still plenty of questions lingering about how First Light will play, and who exactly this new Bond will be. Fortunately, I was able to sit down with IO Interactive CEO Hakan Abrak at an IO Interactive event this weekend and grill him on everything Bond. While he wouldn’t tell me who they had cast as the new Bond (the internet thinks it’s Patrick Gibson, but Abrak says they’re “waiting a bit” to reveal the cast), he did confirm that 007: First Light isn’t part of the film canon; it’s a “standalone, reimagined interpretation.”

“I think from the get-go that was extremely important for us that we will be able to put our fingerprints on this,” Abrak said. “This is the first game we are making that is not our IP. IO is a creative house that's created five original IPs and we are doing the sixth IP on the Fantasy Project [literally codenamed Project Fantasy] we're working on as well. So we have to pour something of ourselves into what we do.

“...It was such a huge opportunity to take such a beloved franchise and then a privilege to be able to pour our originality into that. And our take was, well, we wanted to reimagine his becoming story. We wanted to reimagine a coming-of-age, this young man with all his quirkiness and optimism, his wits and his personality. Getting introduced to these intrigues and espionage, this harsh world of dog-eats-dog and how he fares and how he manages that with his inner values.”

But even if the story itself is creating its own canon independent from the movies, that doesn’t mean IO Interactive isn’t taking cues from the film Bond. For one, Abrak said he got “some insight” into how film Bonds are typically cast and what the film directors usually look for. But ultimately, IO Interactive was left to its own devices as to how it wanted to proceed on selecting a new Bond. And it did end up picking a real actor.

“It was a blank slate, which is a huge privilege, that we can cast these people or try to 3D-model something," he said. "Is it going to be an actor, or not, and what do we do? So that was really, really daunting. I tell you this, it took a long time, and we've been through a few models to figure out what we wanted. But I think the process was chaotic, to be honest. I mean the process was feeling it, trying some things out, feeling the emotional... And it's not necessarily huge A/B tests out there with a lot of agencies and whatnot. It was very important for us to feel his warmth or charm, his quirkiness and all these things. But then we found someone and we’re really, really happy about it today.”

We’ll be publishing our full interview with Abrak later this week, including discussion of not just 007: First Light, but also the future of the Hitman franchise and upcoming IO Interactive-published game MindsEye. We’ll keep waiting to hear more about 007: First Light, including gameplay, sometime soon. It launches in 2026 for PC, PlayStation 5, Xbox Series X and S, and Nintendo Switch 2.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

  •  

The Outer Worlds 2 Is Microsoft's First Confirmed $80 Game

Microsoft has confirmed The Outer Worlds 2 costs $79.99 in the U.S. — it's the first Xbox Game Studios game to make the jump.

The Steam page for Obsidian’s role-playing sequel revealed the $80 figure for the standard edition. Microsoft had confirmed it would follow Nintendo’s lead and make the jump with its games in time for the holiday season. It seems The Outer Worlds 2 will kick off this new Xbox video game pricing structure when it comes out on October 29, 2025, but it's worth noting that as an Xbox Game Studios title, it will of course launch straight into the Game Pass subscription service on day one.

Explaining the price-hike decision in May, Microsoft told IGN: “We understand that these changes are challenging, and they were made with careful consideration given market conditions and the rising cost of development. Looking ahead, we continue to focus on offering more ways to play more games across any screen and ensuring value for Xbox players.”

Much of the industry has been discussing and gradually implementing price increases in recent years, with AAA game prices jumping from $60 to $70 in just the last five years, and Nintendo going with $80 for Switch 2 exclusive Mario Kart World and some other Switch 2 Edition games.

Last month, Gearbox chief Randy Pitchford sparked a backlash in responding to a fan who had expressed concern about the prospect of paying $80 for Borderlands 4, saying: “if you’re a real fan, you’ll find a way to make it happen.”

During a recent PAX East panel, Pitchford offered his thoughts on video game pricing. "On one level, we've got a competitive marketplace where the people that make those choices want to sell as many units as possible and they want to be careful about people that are price-sensitive," he said. "There are some folks who don't want to see prices go up, even the ones deciding what the prices are.

"There's other folks accepting the reality that game budgets are increasing, and there's tariffs for the retail packaging. It's getting gnarly out there, you guys. Borderlands 4 has more than twice the development budget than Borderlands 3. More than twice. So the truth is, I don't know what the price is going to be.”

Given The Outer Worlds 2 costs $80, we can assume the just-announced Call of Duty: Black Ops 7 will too, although it doesn’t have a release date yet. 2026’s Gears of War: E-Day, the new Fable, and the next Forza will surely also cost $80.

For more, check out everything announced at Xbox Games Showcase June 2025.

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 Outer Worlds 2 Gets Incredible Moon Man Statue and Artbook From Dark Horse | IGN Live 2025

Dark Horse is releasing a new line of collectibles based on Obsidian Entertainment's The Outer Worlds 2. As revealed during the Xbox Games Showcase 2025 stream, the first entries in that lineup include an artbook called The Art of The Outer Worlds 2 and a really cool statue of the iconic mascot Moon Man.

IGN can exclusively debut the first images of The Outer Worlds 2: Moon Man Statue, which is being released through Dark Horse Direct. Check them out in the slideshow gallery below:

The Outer Worlds 2: Moon Man Statue depicts the Spacer's Choice mascot riding atop a rocketship. The statue features a light-up LED exhaust and oversized, glowing head. The statue measures 10” tall, 5” wide, and 3.75” deep.

The statue is priced at $159.99 and is limited to just 500 units worldwide. It's exclusive to the Dark Horse Direct website.

As for The Art of The Outer Worlds 2, this hardcover tome features 192 pages of behind-the-scenes artwork and developer commentary, covering the numerous environments, creatures, and weapons from the game. The book is priced at $54.99 and will be released on December 16 in bookstores and December 17 in comic shops.

Both iterms are available for preorder on the Dark Horse Direct website. Those who opt to preorder both the statue and book will receive a 10% discount.

In related news, Microsoft has finally revealed the release date for The Outer Worlds 2. The game hits consoles and PC on October 29. Be sure to check out everything announced at the Xbox Games 2025 Showcase.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.

  •  

Microsoft Didn't Show Gears of War: E-Day at Xbox Games Showcase 2025, But Promises It's Out Next Year

If you were tuning into Xbox Games Showcase 2025 hoping to see Gears of War: E-Day, you may have been left disappointed. Today's show was light on Microsoft's biggest franchises — with nothing from Forza, Halo or the upcoming Fable reboot.

Instead, Xbox boss Phil Spencer promised that 2026 would be the year Gears of War: E-Day arrives, alongside the next Forza game, as the Xbox brand celebrates its 25th anniversary.

The next chapter in Xbox's veteran Gears of War series was formally announced a year ago, at the Xbox Games Showcase 2024. E-Day will be a prequel set 14 years before the original Gears of War game, and an origin story for classic heroes Marcus Fenix and Dominic Santiago, voiced once again by John DiMiaggio and Carlos Ferro.

"Gears of War: E-Day is not just our next major game; it's a return to what makes Gears of War games special and authentic," Coalition studio boss Mike Crump said previously. Earlier this year, Bulletstorm and Gears of War: Judgment studio People Can Fly was announced as a co-developer on E-Day, alongside Xbox's own studio The Coalition.

Until next year, fans have Gears of War: Reloaded, a remake of the series' original title, to look forward to, which launches for PC, Xbox Series X/S — and, for the first time, PlayStation 5 — on August 26.

Today's Xbox Games Showcase also featured a tease by Phil Spencer of a long-awaited return for Halo, with potentially a remaster of the series' original title. For more, check out everything announced at Xbox Games Showcase June 2025.

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

  •  

Xbox Boss Phil Spencer Teases Return of Halo in 2026 — and It’s Reportedly a Halo: Combat Evolved Remaster

Microsoft is reportedly set to release a Halo: Combat Evolved remaster in 2026.

During the Xbox Games Showcase 2025, Microsoft gaming boss Phil Spencer teased a number of new games coming out next year, including the new Fable, the next Forza, Gears of War: E-Day, and "the return of a classic that’s been with us since the beginning."

While that’s an obvious tease for Halo, The Verge reporter Mark Warren has said it specifically relates to a Halo: Combat Evolved remaster.

here's Xbox chief Phil Spencer announcing Gears of War: E-Day for 2026, and in the same year "the next Forza" and a tease of a Halo CE remaster pic.twitter.com/tTueF3YQcR

— Tom Warren (@tomwarren) June 8, 2025

Warren had reported on the existence of this game before, which is apparently under consideration for release on rival platforms including PlayStation 5. Of course, Microsoft remastered Halo CE with 2011’s Halo: Combat Evolved Anniversary, which was made a part of Halo: The Master Chief Collection.

This is not a brand new Halo game, then, which we know Halo Studios, which used to be called 343 Industries, is using Unreal Engine 5 to build. In 2024, Halo Studios released a seven-minute video showcasing the results of Project Foundry — an experimental project designed to show a Halo game built using the Unreal Engine. While it's not much more than a tech demo, it offered a glimpse at a fresh beginning for Xbox's flagship franchise in the wake of 2021's Halo Infinite.

For more, check out everything announced at Xbox Games Showcase June 2025.

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.

  •