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Canceled Batman Arkham Knight Follow-Up Concept Art Shows a Grizzled Bruce Wayne

Concept art from a long-canceled Batman Arkham Knight follow-up set to star Damian Wayne as the Dark Knight has surfaced online, giving us our best look yet at an aged Bruce.

Project Sabbath, as it was known, was in development at Batman Arkham Origins studio Warner Bros. Games Montreal after the launch of 2015's Arkham Knight, and would have featured two Batmen — father and son.

Ultimately, however, the project was canceled by Warner Bros. and WB Games Montreal instead shifted focus to launch 2022's poorly-received Gotham Knights, a game with no Batmen at all.

At the time, Sabbath was planned as Warner Bros' next big Batman game, while Rocksteady itself explored concepts featuring other characters. Of course, Rocksteady itself circled back to its version of Batman (sort of) in its next project, the ill-fated Suicide Squad: Kill the Justice League.

Images from a former WB Games Montreal artist who worked on the project have now popped up on Artstation, featuring a youthful-looking Damian, grizzled and bearded Bruce, plus concepts for Killer Croc and Huntress.

Whether this game would have been strictly part of the Arkhamverse canon has never been firmly established. On the one hand, some of the designs here — particularly a very different-looking Killer Croc — suggest this would have been something of a different take. That said, the same could be said of Poison Ivy's appearance in Suicide Squad: Kill the Justice League, which definitely was part of the Arkham-verse. And, of course, WB Games Montreal did make Batman Arkham Origins, a prequel that is considered canon to Rocksteady's core trilogy.

New concept art from WB Games Montréal's cancelled 2015 Damian Wayne game "Project Sabbath" has surfaced, shared by character artist Rodrigue Pralier. The pieces clearly show Damian, an older Bruce, Killer Croc, and Huntress. The style and character designs further support the… pic.twitter.com/aRwTD7caYE

— Batman Arkham Videos (@ArkhamVideos) June 22, 2025

This isn't the first time concept art from the game has hit the internet. Back in 2021, another former WB Games Montreal developer posted images of Damian Wayne in his Batsuit — a sleek outfit with red Bat signal emblazoned on his chest.

These designs also showed the same bearded older Bruce Wayne, although only inside his suit — meaning his newly-revealed face was obscured. Still, the designs suggest that, at some point, the older Bruce would still have suited up during his retirement.

"Project Sabbath", a canceled Damian Wayne Batman game at WB Games Montreal, apparently has another wave of concept art revealed - this time by concept artist Goran Bukvic. The images match how the game was first described years ago.

Credit to Reddit user thebananapeeler2. pic.twitter.com/TelAZeMVMj

— The Arkham Channel (@ArkhamChannel) November 9, 2021

After launching Gotham Knights and providing additional development help to Rocksteady on Suicide Squad: Kill the Justice League, WB Games Montreal was downsized in December 2024, with almost 100 jobs lost. Rocksteady's attempt at a co-op game featuring Batman side-characters was a flop, though the developer is now reportedly working on a single-player Batman game once again.

Maybe this will end up finally being the Bruce and Damian Wayne game fans have been waiting for?

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

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This $11 Iniu 10,000mAh 45W Power Bank Will Charge the Nintendo Switch 2 at Its Fastest Rate

If you're looking for an affordable power bank that will fast charge your brand new Nintendo Switch 2, Steam Deck, or Apple iPhone 16, then check out today's deal. Amazon has the Iniu 10,000mAh Power Bank with up to 45W of Power Delivery over USB Type-C for only $12.99 after you apply coupon code "HO2BSDT5". Iniu power banks have solid reviews and are less expensive than equivalent Anker models.

Iniu 10,000mAh 45W USB Power Bank for $12.99

This Iniu power bank holds a 10,000mAh, or 37Whr battery capacity. If you factor in 80% power efficiency, here are the approximate number of times you can fully recharge each gaming handheld:

  • Nintendo Switch (16Whr) about 1.9 times
  • Steam Deck (40Whr) about 0.74 times
  • Apple iPhone 16 (14Whr) about 2.1 times
  • Apple iPhone 16 Plus (18Whr) about 1.6 times
  • Nintendo Switch 2 (20Whr) about 1.5 times

The Iniu power bank has three output ports: one built-in 45W USB Type-C cable, one 45W USB Type-C port, and one USB Type-A port. The 45W of Power Delivery is enough to charge the Nintendo Switch (18W) and Steam Deck (40W) at their fastest rate. This power bank is also a solid choice for charging your Apple iPhone 16, since ChargerLAB has shown that the maximum charging rate caps at about 30W, even for the Pro Max model.

The built-in cable is a popular feature on newer and generally pricier power banks because you no longer have to bring along your own USB Type-C cable. When you're on the go, the USB plug can be clipped onto the power bank to form a handy little lanyard. The cable itself is quite sturdy with a respectable break strength of 44 pounds and the lanyard loop when clipped to the power bank itself has a break strength of 13 pounds.

For more options, check out our favorite portable power banks for traveling.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.

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Best PS5 and PlayStation Deals Today (June 2025)

Days of Play may be over with by now, but that doesn't mean there aren't still some great PlayStation deals to check out. From games to storage, we've searched the internet to find the best PS5 deals available at the moment. These include some great game deals, including discounts on Monster Hunter Wilds, Indiana Jones and the Great Circle – Premium Edition, and more. The PS5 Call of Duty: Black Ops 6 bundle is also still available at select retailers, but you'll want to be quick to grab it as it may not stay in stock much longer.

Alongside the previously mentioned deals, here are IGN's top picks for the best PlayStation deals today.

Best PS5 Video Game Deals

If you're looking to fill up your library with some new PS5 games, there are plenty of great discounts available at the moment. Woot's 'Video Game Super Sale!' is still going strong and features some very nice deals on Monster Hunter Wilds, Sniper Elite: Resistance, and more. The Premium Edition of Indiana Jones and the Great Circle has also received a discount at Amazon, and The Last of Us Part I is still on sale after Days of Play. These just scratch the surface of what's out there, though. You can see even more of our favorite video game deals above.

PS5 Call of Duty: Black Ops 6 Bundle

Days of Play may be over, but the Call of Duty: Black Ops 6 bundle can still be found at select retailers. The disc console bundle, which runs for $449.99, can still be found at Target right now, and the digital console bundle, which runs for $399.99, can still be bought from PS Direct. Who knows how much longer they'll stick around for, though, so act fast to pick them up!

Best PS5 SSD Deals

PS5 games continue to grow in size, and with SSD prices climbing, finding the right storage at a great price is more important than ever. We've listed our favorite deals just here, but you should ensure you're checking back here for more updates as often as possible, as new SSD deals pop up all the time.

Keep in mind that not all SSDs are compatible with the PS5. To ensure optimal performance on the best PS5 SSD, you'll need a PCIe Gen4 x4 M.2 drive with a minimum read speed of 5,500MB/s to match the console's internal storage.

Where to Buy: PSVR 2 Horizon Call of The Mountain Bundle

The PSVR2 Horizon: Call of the Mountain bundle is available to buy for $399.99. This package is a great value for everything you're getting (the PSVR2 headset and controllers alongside the Horizon: Call of The Mountain game), and pushes the PSVR2 as a strong contender against budget-friendly VR options like the Meta Quest, delivering a premium virtual reality experience without the eye-watering cost.

Sony also gave the PSVR2 a new lease of life by adding PC VR support, allowing owners of the second-generation headset to play PC VR games like Half-Life: Alyx, provided they have the Sony-made adapter.

Where to Buy: PlayStation Portal

The PlayStation Portal has come a long way since its launch. Initial skepticism surrounded the device, but over time it has proven itself as a handy companion for PS5 owners.

Despite stock challenges and surges in demand, a new feature is making the Portal even more appealing to potential buyers. Sony rolled out an update for the PlayStation Portal, currently in opt-in beta, allowing PlayStation Plus Premium subscribers to stream games from the cloud.

This means you can now enjoy a library of games on the go—even if you don’t own a PS5. The update adds another compelling reason to consider the PlayStation Portal.

How to Trade in Your Old PlayStation Consoles

If you're looking to trade in your old PlayStation consoles, you can do so at select retailers in-store and online. Often, the most widely available retailers are GameStop and Best Buy. However, you can also trade your used devices online at retailers such as Amazon and Microsoft.

Some retailers will offer you cash for your used goods, while others may provide you with a gift card that can be used in-store and online. This is a great way to offload your old gaming gear and get some money that you can put towards a newer console and games.

While trading devices in at retailers will often net you the lowest amount for your used consoles, there are also online marketplaces such as eBay, Craigslist, and OfferUp that may fetch higher prices, but you'll often be responsible for packing and shipping costs, or be required to meet someone in person for the transaction. The latter of which poses its own risks.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

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Walmart Just Revealed Its July Sales Event and It's Even Longer Than Amazon Prime Day

Just last week Amazon unveiled the dates for Prime Day 2025, set to be the longest one the retailer has ever had with four days of discounts. Naturally, Walmart has just announced its own competing sale that will last a full two days more.

The Walmart Deals event will take place in direct opposition to Amazon Prime Day this year by starting on the exact same day. Running from July 8 through July 13, this six-day sale promises "thousands of deals" across electronics, home goods, toys, and more.

While the official start date of the sale is listed as July 8, Walmart+ members will get access to the deals a day early. If you have a subscription to the service, you'll be able to browse the deals starting on July 7 at 7pm ET.

Will Walmart Deals Be as Good as Amazon Prime Day?

Although Prime Day was started by Amazon, Walmart has consistently had a pretty decent competing sale in the last few years. In terms of total discounts, Amazon still tends to have a wider range of deals, but Walmart will usually match prices on some of the bigger ticket items – things like Apple AirPods, iPads, and gaming consoles tend to have the same price reductions across every major retailer.

Where Walmart really differs from Amazon is with its own exclusive brands. In the same way Amazon always has the best discounts on Amazon devices, Walmart tends to have the best deals on brands mostly associated with Walmart. This includes things like Vizio TVs, which will likely be at their lowest prices since last Black Friday. Recently, this has also included Nintendo Switch consoles, games, and accessories as Amazon still hasn't fully started offering those items again.

It's worth comparing prices between Walmart and Amazon during these sales. Sometimes one retailer or the other will offer a bigger discount to try to snag your business. And if you already have a Walmart+ account, it will definitely be worth checking out those early access deals.

A Walmart+ subscription isn't required to shop

According to Walmart's press release, a Walmart+ subscription isn't required to access the sale. (Unlike the Prime Day sale, which includes many member-only discounts, anyone can shop the deals without paying for a monthly service.) The Walmart+ subscription does have a few benefits that may make it worth a try, though. For starters there's a 30-day free trial available for new subscribers, so you can test it out without having to pay anything up front. In addition to early access to this sale, you will also get early access to major product launches and restocks you may not find elsewhere. Walmart is offering this perk for the upcoming Switch 2 restock and has previously offered exclusive early preorders for popular Pokémon TCG expansions.

The other major perk of a subscription is that you'll get access to Paramount+ with your free trial. The free grocery delivery and shipping is nice, but being able to bundle it with a streaming service is a great way to save. For a full list of what the service can offer, take a look at our guide to Walmart+ and all its perks.

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Cyberpunk 2077's Next Big 2.3 Update Has Been Delayed Until The Team is 'Happy' — But CD Projekt Teases It's 'Aiming' For Something As Impressive As Update 2.2

Cyberpunk 2077's next big update — Update 2.3 — was due to release on Thursday June 26, but it's now indefinitely delayed as the team needs more time to ensure "we're happy with it."

While CD Projekt Red did not supply a revised release date at this time, it did tease that it expected this latest update to be "a scope similar to Update 2.2," which significantly expanded the game's customization options when it released towards the end of last year.

"We initially hoped to put Update 2.3 in your hands on June 26," CD Projekt Red wrote in a brief message on social media. "However, we'll need some more time to make sure we're happy with it — we're aiming for a scope similar to Update 2.2. We'll update you further as soon as we can! We appreciate your patience!"

"Turns out we're going to need more time with this one," added global community director, Marcin Momot. "Sorry for the wait and thanks for your patience, everyone!"

2.2 did not add a new game plus feature to Cyberpunk 2077, nor PlayStation 5 Pro support, but it did, however, let players change the colors of more cars in a more detailed way, with an upgraded vehicle customization user interface. It also improved the photo mode camera, adding in a drone setting, as well improved character creator options, too. You can read the full list of what was implemented in Update 2.2 here, and Update 2.2.1 here, too.

With so much added in Update 2.2, it'll be good news to fans to hear 2.3 will be similarly expansive.

"The Switch 2 might pack much better hardware than the original, but a game I’m still surprised to see running at all (much less pretty well) on a Nintendo system is Cyberpunk 2077," we wrote in our Nintendo Switch 2 Cyberpunk 2007 review update. "I spent a few days with CD Projekt Red’s latest port to get a feel for how it runs, how it holds up, and how the Switch 2’s fancy new mouse controls work when applied to a high-octane FPS. The answer across the board is impressive, and if you haven’t had the pleasure of exploring Night City before, this seems like a solid way to do so."

In case you missed it, yes, Cyberpunk 2077 sequel Cyberpunk 2 has officially entered pre-production. The studio made the announcement as part of its latest financial results last month, where it said the Phantom Liberty expansion for Cyberpunk 2077 had hit an impressive 10 million copies sold.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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Countdown Review

There’s a certain quaintness to Countdown, the new pulpy procedural on Prime Video. Everything about it feels recognizable – you’ve got the mile-high stakes, the peppy banter, the camaraderie in a tough job protecting the world from bad guys. In this case, the ensemble is a scrappy, interagency team-up with cops, DEA, FBI, and more coming together to avert catastrophe. Few other procedurals have the ambition to pull almost every law enforcement acronym into their lineup – though the upcoming Dick Wolf spin-off originally titled FBI: CIA sure tried – Countdown feels like an apex of the genre, pushing its core concepts to new, wildly unwieldy heights.

The “elite” task force kicks off when a Department of Homeland Security officer is killed in the middle of Los Angeles. This technically makes Countdown an ensemble series, with each member of the force having their own domain: hacking, field work, and so on. But if we have a central character, it’s Mark Meachum (Jensen Ackles), an LAPD officer who’s hiding a secret. He’s our point of view, and often far too riddled with cliches: suffice it to say he’s a cop who has an extremely specific reason (which I won’t spoil here) for putting his life on the line. As Meachum and colleagues pull at the curiosities around the murder they’ve been assembled to solve, they find that there’s a much larger, much more dangerous conspiracy at play. (Isn’t there always?) It's the sort of thing that could get way more than just a DHS officer killed.

Everything here is familiar, and none of that will bring much comfort. Countdown, for all its conventionality, is a cold show. The story moves fast, and the characters do too, which doesn’t leave space for personality. There’s a glossiness that isn’t particularly offensive but isn’t all that interesting either. Compare it to classics of the genre like 24 or Burn Notice, and there’s a distinct lack of flair to Countdown’s proceedings.

That same blandness spreads to the characters and the story: cheeky banter falls flat; it’s superficial filler, with no voice or personality behind it. Connections are forged, but they don’t feel all that meaningful. Even when they’re a bit harder won – like the one between Meachum and his DEA partner, Amber Oliveras (Jessica Camacho) that takes a couple episodes to spark – it’s mechanical, and their dialogue doesn’t have much heart or character.

Instead, every member on the task force speaks with the same tone. This isn’t an unheard of style for television, but there’s not a distinctive flair to the scripts either. This isn’t Gilmore Girls or Veronica Mars, where the heightened affectation paints a whole world; Countdown wants something closer to reality, but can’t imbue its characters with anything worth engaging with. There’s just not enough texture to each of their lives. When we finally see the house of team leader Nathan Blythe (Eric Dane), it’s played for a major reveal. But not once does it seem like Countdown cares about its characters enough to make any unseen home lives feel like a telling choice about who they are.

Given how much the show strives to be a sort of throwback, this seems like the missing link for the Countdown formula. Even the most repetitive procedurals like NCIS pull in viewers again and again because people like the characters; the things we see them do or the people they are outside of work is the reason to watch them solve crimes. By contrast, Countdown gives us nothing: As the team goes through the motions of a law-enforcement procedural, it all feels robotic. We get bonding scenes, action sequences, heartfelt monologues, and repeated commitments to protecting the greater good. But without room for the characters to exhale or let their hair down, it’s all far too rote.

Everything here is familiar, and none of that will bring much comfort.

Ultimately there’s not a lot to love about Countdown. You can get sucked into the conspiracy, twisting its way through Los Angeles with a cliffhanger deployed in the final moments of every episode. There’s also some excitement in the way that the team circles closer to the culprit through the tiny nuggets of information they track down. But for a manhunt story like this to work, there needs to be a bit more thrill to the chase. Otherwise, it’s just dull.

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Devil May Cry Showrunner Adi Shankar Reveals How Season 2 Will Be a 'Very Different Show'

Netflix’s Devil May Cry: The Animated Series may or may not have been your favorite recent adaptation, but series creator Adi Shankar recently revealed that Season 2 of the series is going to be entirely different from what we got in Season 1 — so if you didn’t vibe that much with the first season, it might be worth giving it a second try.

“Season 2 is a vvvvveryyyyy different show. Yes, Dante levels up,” the Dredd producer replied to a fan on Twitter on June 23. “His skills improve and you’ll see him embrace more of the iconic badassery fans of the game expect. That said, I'm still telling a story, and great characters don’t just win — they grow. What makes Dante compelling isn’t that he’s unstoppable — it’s that he learns and keeps getting stronger.”

That said, some fans in the replies expressed their displeasure with how the series, which is based on the Capcom game by the same name, has been going. One had particularly adept insight as to why some fans feel the series isn’t up to snuff.

Season 2 is a vvvvveryyyyy different show.

Yes, Dante levels up. His skills improve and you’ll see him embrace more of the iconic badassery fans of the game expect.

That said, I'm still telling a story, and great characters don’t just win — they grow.

What makes Dante… https://t.co/M20Ewp4Bu3

— Adi Shankar (@adishankarbrand) June 23, 2025

“It's not just that they grow. It's about how they grow. People aren't pissed because Dante isn’t instantly a badass,” the Twitter user explained. “They are upset because you fundamentally misunderstood the nature of his journey. And Lady's for that matter.”

However, one thing can’t be forgotten: the fact that Shankar’s version of the story isn’t actually set up to be canon, which allows him to get creative.

“Each franchise is a different beast,” he told another fan on Twitter of adapting games for the small screen. “It really depends on the IP. With Devil May Cry, there was already a deep and conflicting continuity across games/manga/etc — so going non-canon and creating my own AU gave me room to honor the spirit without getting trapped in the timeline gymnastics.”

Devil May Cry season 2 has yet to secure a release date, but the series was renewed for a second round back in April.

IGN's Devil May Cry Season 1 review returned an 8/10. We said: "Devil May Cry is a fun, if predictable, video game adaptation that boasts one of the best animated episodes of the year so far."

Lex Briscuso is a film and television critic and a freelance entertainment writer for IGN. You can follow her on Twitter at @nikonamerica.

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Death Stranding 2: On the Beach Global Release Times Confirmed

Kojima Productions has confirmed the global release times for Death Stranding 2: On the Beach, the sequel to Hideo Kojima's open-world delivery adventure game starring Norman Reedus.

While most people will be able to play from midnight local time this coming Thursday, June 26, Kojima Productions has confirmed that those who bought the digital deluxe edition are able to jump in two days early on Tuesday, June 24.

It's at this point that we normally add in a handy map, but Kojima Productions hasn't provided one this time. That said, you don't really need a satnav to navigate this release — the game will unlock for most at midnight local time.

IGN's Death Stranding 2 review returned a 9/10. We said: "Death Stranding 2: On the Beach is a triumphant sequel that emphatically delivers on the promise of its original."

Don't forget, Hideo Kojima is also working on a live-action Death Stranding film with A24, and we recently learned that a Death Stranding anime is in the works, too. He's also working on a PlayStation exclusive action espionage project called Physint, and called the upcoming Xbox-published OD "a game I have always wanted to make."

Death Stranding 2: On the Beach global release times — early access:

Tuesday, June 24, 2025

PDT (Los Angeles):

  • 12am midnight

CDT (Mexico City)

  • 12am midnight

CDT (Chicago):

  • 12am midnight

EDT (New York):

  • 12am midnight

CLT (Santiago):

  • 12am midnight

BRT (São Paulo):

  • 12am midnight

BST (London):

  • 12am midnight

CEST (Berlin):

  • 12am midnight

GST (Dubai):

  • 12am midnight

CST (Beijing)

  • 12am midnight

KST (Seoul)

  • 12am midnight

JST (Tokyo)

  • 12am midnight

AEST (Sydney)

  • 12am midnight

Death Stranding 2 global release times — standard access:

Thursday, June 26, 2025

PDT (Los Angeles):

  • 12am midnight

CDT (Mexico City):

  • 12am midnight

CDT (Chicago):

  • 12am midnight

EDT (New York):

  • 12am midnight

CLT (Santiago):

  • 12am midnight

BRT (São Paulo):

  • 12am midnight

BST (London):

  • 12am midnight

CEST (Berlin):

  • 12am midnight

GST (Dubai):

  • 12am midnight

CST (Beijing):

  • 12am midnight

KST (Seoul):

  • 12am midnight

JST (Tokyo):

  • 12am midnight

AEST (Sydney):

  • 12am midnight

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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Doom: The Dark Ages Limited Edition Xbox Controller Has Dropped to Just £58 at Amazon UK

Gaming deals have steadily been coming in since Amazon’s upcoming Prime Day was announced, and this bargain on DOOM: The Dark Ages Limited Edition Xbox Controller being available for £58.49 is a big one.

Launched in line with DOOM: The Dark Ages, this once-£74.99 controller is now 22% off. There’s no “limited time deal” sticker like on other Amazon offers, so we assume this is while stocks last.

After Microsoft increased prices on consoles & controllers back in May, the RRP for a special edition controller like DOOM: The Dark Ages went up to £74.99. This means that if you want to get a brand new unique controller without crippling your wallet as much, you have to look out for offers like this.

Among the various SE controllers for Xbox, this is one of the best-looking variants in recent memory. Fashioned into the style of the DOOM Slayer’s armour, with metallic accents and splashes of bloody red to boot, the controller even has leather-like rubberised grips for a more satisfying and performance-friendly feel.

With it being the latest model of Xbox Wireless Controller, this also works with PC, Xbox One, and Cloud-ready devices as well as the Series X|S. So, you don’t need to worry about compatibility issues if you don’t have the latest Xbox console to play other games like Indiana Jones and the Great Circle.

The Microsoft Store is the only other UK site where the DOOM Slayer controller is available, but that’s at the current £74.99 RRP. That makes this the best and only chance to add this one to your set-up for under £60.

Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.

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Death Stranding 2: On the Beach - Here’s What Comes in Each Edition

Death Stranding 2: On the Beach is coming exclusively for PS5 on June 24 — but only if you buy one of the more expensive editions. The standard edition releases June 26. Developed by Kojima Productions, IGN's review describes the game as "a sequel that triumphs in what it sets out to achieve, and a blockbuster fulfilment of what Death Stranding can (and should) be."

The Death Stranding sequel will be available in three editions: a standard edition available in physical or digital format (see it at Amazon), plus a digital deluxe edition and a collector’s edition that comes with a statue along with other goodies. Read on for pricing, availability, and details about what comes in each edition.

Death Stranding 2 - Standard Edition

If you can live without any of the digital and/or physical extras that come in the pricier versions of the game, or you want a physical copy of it, the standard edition is the way to go. It comes with the game itself, plus the digital preorder bonuses (see below for details on those).

Death Stranding 2 - Digital Deluxe Edition

The digital-only deluxe edition comes with a digital copy of the game itself, plus the following extras:

  • 48-hour Early Access to the game (June 24)
  • Machine Gun (MP Bullets) LV1 early unlock
  • Battle Skeleton: Gold (LV1, LV2, LV3)
  • Boost Skeleton: Gold (LV1, LV2, LV3)
  • Bokka Skeleton: Gold (LV1, LV2, LV3)
  • Quokka Patch
  • Chiral Feline Patch
  • Why Me? Patch

Death Stranding 2 Collector’s Edition

The Collector’s Edition is exclusive to the PlayStation Direct store. It costs $229.99 and comes with all sorts of cool stuff. Here’s what you get:

  • Full Game Digital Download
  • 48-hour Early Access to the game (June 24)
  • Collector’s Box
  • 15” Magellan Man Statue
  • 3” Dollman figurine
  • Art cards
  • Letter from Hideo Kojima
  • In-game items
    • Machine Gun (MP Bullets) LV1 early unlock
    • Battle Skeleton: Gold (LV1, LV2, LV3)
    • Boost Skeleton: Gold (LV1, LV2, LV3)
    • Bokka Skeleton: Gold (LV1, LV2, LV3)
    • Quokka Patch
    • Chiral Feline Patch
    • Why Me? Patch

Death Stranding 2 Preorder Bonus

Preorder Death Stranding 2, and you’ll receive the following in-game items:

  • Quokka Hologram
  • Battle Skeleton: Silver (LV1, LV2, LV3)
  • Boost Skeleton: Silver (LV1, LV2, LV3)
  • Bokka Skeleton: Silver (LV1, LV2, LV3)

DualSense Wireless Controller – Death Stranding 2: On the Beach Limited Edition

Also available now, exclusively through PlayStation Direct, is this Death Stranding 2-emblazoned PS5 DualSense controller. It features the Drawbridge logo and motto on the touchpad, plus some barcode-like designs on the grips. Grab it if you want it and you see it available, because once it's gone, it's gone.

The Art of Death Stranding 2: On the Beach

Coming out a little later than the game is the hardcover book The Art of Death Stranding 2: On the Beach. You can preorder it now, with a release date of November 11.

What is Death Stranding 2: On the Beach?

Death Stranding 2: On the Beach is a direct sequel to the 2019 original. It takes place 11 months after the birth of the UCA, when the world has been connected, deliveries have been automated, and a new faction is rising up. I hesitate to describe what the game may or may not be, because it’s full of Kojima-level weirdness. You can watch the extensive trailer above to find out more about Death Stranding 2, which includes a Solid Snake-like character.

For more, be sure to check out our Death Stranding 2 hands-on preview, which is based on 30 hours of gameplay. That's a lot of gameplay.

Other Preorder Guides

Chris Reed is a deals expert and commerce editor for IGN. You can follow him on Bluesky @chrislreed.com.

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Donkey Kong Bananza Is Officially the Best-Selling Game on Amazon Right Now

It's official: Donkey Kong Bananza is the best-selling game on Amazon right now. Considering the wild popularity of the Switch 2, it only feels right that this highly anticipated game has been climbing Amazon's best seller charts.

At the time of publication, the game sits at 11th on the official Amazon chart, the highest of any single game currently, followed closely by the critically acclaimed Clair Obscur Expedition 33 (PS5), and only behind the usual mainstays of various Roblox, PlayStation, and Xbox gift cards.

Another Switch 2 product joining DK on the top sellers list is an affordable third-party screen protector set for Nintendo Switch 2, currently listed for just $8.99, and $4 off its $12.99 list price.

With Donkey Kong Banaza's July 17 release date on the horizon as well, Amazon recently opened up preorders for the game after breaking its long-standing freeze-out with Nintendo of America, and began listing first-party Nintendo games once again.

While the Switch 2 console is yet to be made available to purchase officially via the online retailer, this may signal that stock will become available in the near future.

The game itself isn't the only Donkey Kong-related item up for preorder right now, either. An adorable amiibo featuring the new duo of Donkey Kong and Pauline is also available to preorder. This is set to release on July 17 as well, so you can have both items ready to go on release day.

Our first hands-on preview of Donkey Kong Bananza found quite a lot to be excited about, too. IGN's Logan Plant said of the game that, "if you were disappointed the Nintendo Switch 2 Direct lacked a big, flashy 3D Mario, I'm here to tell you that Donkey Kong Bananza feels like the sequel to that formula we’ve been clamoring for, it just happens to star the giant monkey instead."

That means, if you're a Nintendo Switch 2 owner who is yet to place their order for DK's next adventure (alongside a young Pauline), now is the time to do it.

If you're looking for even more Switch 2 goodies to pick up, it's worth it to have a look at our breakdown of the best Nintendo Switch 2 deals. In there, you can find a wide variety of discounts on carrying cases, screen protectors, and more so you can stock up on items and accessories for your new console.

Or, if you're still trying to track down a console to buy, make sure to keep an eye on our buying page for the Nintendo Switch 2 for updates on restocks and availability.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

This article contains contributions by Robert Anderson.

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Pokémon TCG Mega Brave and Mega Symphonia Sets Announced, Closing Out The Scarlet and Violet Era

Just when you thought the Pokémon TCG had enough going on with Destined Rivals and Black Bolt and White Flare, in comes a brand new series altogether with the Mega Brave and Mega Symphonia sets.

Announced at Japan's Championship tournament, as reported by PokeBeach, the two new sets featuring Mega Lucario ex and Mega Gardevoir ex mark the popular trading card game stepping away from its Scarlet and Violet era. It will release on August 1, 2025, in Japan, and September 26 in English markets (with preorders also supposedly taking place on September 13).

Instead of the long-running Scarlet and Violet block, it will now focus on the Mega Evolutions from the upcoming Pokémon Legends: Z-A game.

Mega Brave and Mega Symphonia will contain 63 cards each, before secret rares are taken into account, and officially kick off the new Mega block of cards. Visually impressive full-art Pokémon and item cards were shown off as well. These include Rare Candy, Night Stretcher, Bulbasaur, Vulpix, and Inteleon.

Both sets have been reported to have a Pokémon Center Mega set, including 60 packs of cards amongst two boxes, a card storage box featuring the respective set’s cover Pokémon, four dividers, a deck box featuring Acerola or Lillie, and card sleeves featuring the same character. This has been priced at 12,800 yen (around $87 today), although the official US pricing hasn’t been revealed yet.

Better quality images of Bulbasaur, Vulpix & Inteleon AR's from Pokemon Mega Brave & Mega Symphonia pic.twitter.com/VTMqIui97d

— Magic Madhouse (@magicmadhouse) June 23, 2025

There will also be a Premium Trainer Box releasing at 6,350 yen in Japan (around $47), with the official US pricing also currently unknown. This will contain 20 packs, 10 of Mega Brave & Mega Symphonia each, 51 unique cards, a storage box, a Poison/Burn marker, damage counters and case, and a damage storage box.

As also shared by PokeBeach in early June, The Pokémon Company informed tournament organisers at the time that pre-release allocations will be even lower than usual, adding to the TCG’s continued problem of stock shortages.

For when we have more concrete details on preorders for the Pokémon TCG’s English versions of Mega Brave and Mega Symphonia in the US and UK, we’ll update this article so you can try and get a jump on them right away.

For more on Pokémon TCG, check out IGN's full release schedule for 2025 expansions, our Black Bolt and White Flare preorder guide, and our full breakdown on the most valuable cards you can still find in packs right now.

Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.

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Resurfaced BTS Return to Silent Hill Image Raises More Than a Few Eyebrows: 'Probably Fun to Watch Drunk'

An image from Christophe Gans' upcoming Silent Hill movie Return to Silent Hill has caused quite a stir — if not necessarily for the reasons its creators and Konami might have hoped.

The image making the rounds isn't new — it originates from an official behind-the-scenes video on the making of Return to Silent Hill released in May 2024.

But the image is getting a new lease on life after being shared by the Discussing Film X / Twitter account and receiving over 4 million views.

The images in the tweet, which are taken from a shot of a closing elevator door sliced down the middle to bring the characters appear closer together, show both James and Maria standing in a rusty lift, likely in Brookhaven Hospital.

James, with curly dark hair and a green leather jacket, is glowering across at Maria. Maria herself is standing with her eyes closed and her bare midriff lit up. She's wearing the original game's iconic outfit that was inspired by Christina Aguilera and, uh, a not-so-iconic, kinda-cheap-looking wig.

New look at the ‘RETURN TO SILENT HILL’ movie.

In theaters on January 23, 2026. pic.twitter.com/2FZXchKiby

— DiscussingFilm (@DiscussingFilm) June 22, 2025

It's not clear where, exactly, in the game's timeline this scene takes place, but Maria's face is notably shiny, suggesting she's either unwell or has recently exerted herself.

"This looks like some amateur YouTube fan video," said one commenter on social media. "Why is it so hard for film makers to nail the look from the game?" Another responded with: "This looks like fan fiction or the opening to a rip-off porno."

"Can smell it flopping from here," added another.

"Call me pessimistic, but I just can't see this being anything but hot garbage," said a commenter on Reddit. "Probably fun to watch drunk though."

"Every single image of this movie is comically bad and cheap," stated another unhappy fan. "Buckle up for a big disappointment, because it is coming like it or not."

"Wow man, chill, the trailer isn't even out yet," interjected a more optimistic fan. "Gans can do no wrong. Crying Freeman, Brotherhood of the Wolf, are all bangers. Silent Hill and Return to Silent Hill are just adaptations/anthologies with his artistic visuals, not shot for shot remakes. Just be grateful were getting any big budget Silent Hill movie period."

This comment made me snort-laugh and now I can't unsee it: "I thought that pic of James was Badger from Breaking Bad."

As this still comes from a behind-the-scenes video, fans are right to point out that these are pre-production images taken on set without any special effects, and may differ drastically to what the final product may look like.

The film's plot will feel familiar to anyone who played the original Silent Hill 2 or the 2024 Bloober remake. It follows "James (Jeremy Irvine), a man broken after being separated from his one true love (Hannah Emily Anderson). When a mysterious letter calls him back to Silent Hill in search of her, he finds a once-recognizable town transformed by an unknown evil" and "terrifying figures both familiar and new." It was unveiled in October 2022, but it took until May 2024 for us to get our first glimpse at Return to Silent Hill's version of Red Pyramid Thing — AKA Pyramid Head. It's out on January 23, 2026, and the folks behind the film think it'll be as true to the games as possible.

Gans' first Silent Hill movie, based loosely upon the first game, follows mother Rose as she searches for her missing daughter, Sharon, in a town where it snows during summer. Although the screenplay was written by Oscar-winner Roger Avary of Pulp Fiction fame, we thought Gans' first adaptation was a mediocre 5/10, writing: "So there we have it. Our worst fears realized yet again. The video game-to-film genre has endured more than a decade of mediocrity. Silent Hill is probably the smartest and best-looking video game adaptation yet, it just doesn't have much else going for it. After all, video games are about entertainment, and Silent Hill is a chore to sit through."

The second movie, Silent Hill: Revelation — which was directed by M.J. Bassett — was based loosely on sequel Silent Hill 3. That secured a less favorable 4.5 in our review: "Silent Hill Revelation 3D is an inferior sequel in every way, shape and form, a horror sequel that fails to either intrigue or scare, and one that just might have killed the franchise cold-dead."

Image credit: Silent Hill / YouTube.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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28 Years Later's Controversial Ending Is Dividing Fans, as Director Danny Boyle Explains Shocking Final Scene

28 Years Later fans are divided over the film's bizarre final moments, and the shocking reference to a UK figure that has prompted wider debate.

This finale comes as something of a coda for the movie, which by then has already wrapped up its main story. Indeed, this last sequence introduces a set of new characters due to star in the fim's upcoming sequel, 28 Years Later: The Bone Temple.

While designed to be a set-up for The Bone Temple, which was filmed back-to-back with its predecessor, fans have criticised the ending as having a jarringly different tone to the rest of the movie. It's this shift — from the emotional resolution of a key plotline to the "goofy" appearance of new characters — that has fans particularly split. Meanwhile, clear references to one of Britain's most notorious figures in recent history have raised eyebrows.

Warning! Spoilers for 28 Years Later follow.

28 Years Later ends with young hero Spike alone, about to be attacked by a group of infected. Suddenly, he is saved by the appearance of a bizarre gang of fighters who act like they are in Power Rangers while wearing costumes inspired by the late British DJ and TV presenter Jimmy Savile, a former figurehead in British culture later uncovered as the serial perpetrator of numerous sex crimes.

The leader of this gang, played by Skins star Jack O'Connell, portrays a character named Sir Jimmy Crystal. He is revealed to be the leader of a cult named the "Jimmies," whose followers also name themselves "Jimmy," and dress in tracksuits with platinum blond wigs.

Some fans have criticised the sequence, which introduces the group who fight with ninja-like tactics, as feeling too tonally different, and too abrupt a change after the rest of the film.

"The last scene with the Jimmy gang kinda took me outta the film," one fan wrote on reddit, in a lengthy thread on the film's ending. "It was just too goofy with the insane acrobatics. The rest of the movie feels very 'realistic' but then that shit is so goofy I thought it was gonna be a dream sequence. It definitely killed the tone."

Others, meanwhile, said it fit the theme of the overall series — and set up a dangerous new threat for hero Spike.

"Spike is fortunate to grow up in something of a structured society and when faced with his impending journey of manhood, leaves his toy Power Ranger behind, only to later encounter a gang of people who had society torn from them and never got to experience that journey for themselves," another fan argued. "They worship figures like Jimmy Savile and the Power Rangers because it's all they know of the world and thus have taken that on as their own personas."

On the inclusion of characters dressed like Jimmy Savile, fans have pointed out that the 28 Years Later series of films specifically diverged from real history at a point that Savile had yet to be unmasked as a prolific sex offender. The suggestion, therefore, is that Savile is being referenced as just another lasting memory of Britain's pre-virus culture — just as the film's opening includes classic children's show The Teletubbies.

In an interview with Business Insider, director Danny Boyle and writer Alex Garland both addressed the ending and why Savile was used. Their response, reproduced below in full, suggests that it was a deliberate decision to highlight how the past can be "misremembered" — presumably with Savile becoming a cult-like figure instead of the truth about his life being revealed, while audiences will know otherwise.

@eammonj94 Danny Boyle + Alex Garland explain Jack O’Connell’s spoilery role in 28 Years Later… #28YearsLater #EndingExplained #28YearsLaterEnding #28DaysLater #28WeeksLater #Horror #DannyBoyle #AlexGarland #AaronTaylorJohnson #JodieComer #AlfieWilliams #RalphFiennes #JackOConnell #Sinners #HorrorMovie #HorrorFilm #Film #Films #zombiemovie #FilmInterview #FilmTalk #JimmySavile #Cult #CultMovie #Press #Work #FilmTok #FilmTikTok #MovieTok #MovieTikTok ♬ original sound - Eammon Jacobs

"The whole film, and if we ever get to make it, the whole trilogy, is in some ways about looking back and looking forwards," Garland said, "and the relationship between looking forwards to better worlds or attempting to make better worlds, or trying to construct the world that you're in on the basis of old worlds, so there's sort of constrast or conflict between the two.

"And the thing about looking back is how selective memory is and that it cherry picks and it has amnesia, and crucially it also misremembers — and we are living in a time right now which is absolutely dominated by a misremembered past. And so it's that."

"He's as much to do with pop culture as he is to do with sportswear, to do with cricket, to do with the honors system," added Boyle. "It's all kind of twisting in this partial remembrance, clinging onto things and then recreating them as an image for followers."

"He's a kaleidoscope, isn't he, in a funny way," Garland concluded. "A sort of trippy, f**ked up kaleidoscope."

In other words, O'Connell's cult are the product of a warped sense of British culture and identity that exists almost three decades after the collapse of society as we know it. Exactly what will happen next, however, and how these characters will interact with the returning Cillian Murphy (whose character, of course, is also named Jim) remains to be seen.

Boyle previously told IGN that O'Connell's Sir Jimmy Crystal will play a "hugely significant figure" in next year's 28 Years Later: The Bone Temple, which is due to release on January 16, 2026.

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

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Huge Warhammer 40,000: Darktide Battle for Tertium Update Goes Live Alongside New Class, the Adeptus Arbites

Warhammer 40,000: Darktide developer Fatshark has released the Battle for Tertium update, with the new Adeptus Arbites class DLC also set to go live. Patch notes are below.

The Adeptus Arbites, Darktide’s first class DLC, goes live around 7am PDT / 4pm CEST time today, June 23, priced $11.99 / €11.99 across all platforms.

This comes alongside the free Battle for Tertium update. This reworks the core player experience “to provide a new clearer narrative focus, following the conflict of the Battle for Tertium,” Fatshark said.

Players will now experience a linear campaign with new mission debriefs and embedded cinematics. This new progression path is designed to “ease in new players and gradually unlock features that were previously gated by character level,” the studio added.

While previously each new player’s experience was completely random, the Battle for Tertium narrative presents maps, enemies, and characters in a specific order. This, Fatshark hopes, means players will discover all aspects of the game at a much better pace.

The story missions play the same as regular missions, except they have a tighter control over which enemies spawn. You might also hear some new VO lines during missions, Fatshark teased, and some brand new mission debrief cinematics when completing each mission.

Existing players with characters at level 10 or higher can choose to skip the story or play it from the beginning. Players who change their minds about playing the campaign can opt out by using the Personality Scourge at the Barber-Chirurgeon.

It’s worth noting that if you skip the story when you first log-in with this update, you cannot revert this decision. The only way to play the story after choosing to skip it is to create a new character. The option to replay story missions at any time is still in progress, Fatshark clarified.

Story wise, the Arbites’ arrival takes place after the events of the Battle for Tertium, so while you can absolutely play as an Arbites through the new campaign, some of the story scenes will not be addressed to your type of character. Fatshark suggests playing the Battle for Tertium for the first time with one of the core characters.

Elsewhere, there’s a new mission board system, which changes how you engage with missions and difficulties. Missions are no longer tied to a specific difficulty, allowing you to select a mission and then choose the difficulty you want. This will effectively increase the amount of mission options available for players of all difficulty levels.

Tied into this, the difficulty system has been overhauled. You now unlock new difficulties by completing missions rather than leveling up your characters. “You must prove your skills at your current maximum difficulty to unlock access to the next one,” Fatshark explained. “We intend to create a motivation for new players to master the game step by step, and for veteran players to feel assured that their teammates have earned the right to be there.”

You will make progress by playing missions at your current maximum difficulty. Completing missions advances your progress. Mission Failures reduce your progress slightly but you will never be demoted to a lower difficulty. Higher difficulties will require you to complete more missions to unlock them. For existing characters, your difficulty progression will be migrated based on their character level and completed missions.

Battle for Tertium is one of the most significant updates for Darktide yet, and comes as the co-op first-person Warhammer 40,000 game nears its third birthday. After a troubled launch, Fatshark has improved Darktide significantly, to the point now where it has a ‘mostly positive’ Steam user review rating.

Warhammer 40,000: Darktide Battle for Tertium update patch notes:

Quality of Life Changes

  • Increased maximum number of operatives to 8.
  • Increased maximum number of weapon loadouts to 8.
  • Added a total of ~900 new banter conversations, both between the original cast and Arbites.

Weapon Balance Changes & Tweaks

Catachan "Devil's Claw" Swords

This batch of changes for the Devil’s Claw swords aims at further reinforcing the crowd control and reliability of the family.

We increased the offensive properties of the Light attack profiles, while also significantly increasing the armour damage modifiers (“adm” from now on) of the Heavy Strikedown and Special Riposte profiles against specific armour types.

We improved the base Stamina statistic, reduced the minimum Block time (the amount of time that the Block stance must be maintained after performing the input) and allowed for most attacks and attack starts to be performed while sprinting. This will make the weapon snappier and more responsive in different situations.

Finally, we took a pass on all attacks to tweak active windows, ranges and hitboxes to be better aligned with their animations.

For the Mk I, we added a new Heavy Strikedown attack, only reached from Light 3. In turn, the Light 3 attack is now reachable also from the Push action, and has an increased baseline power multiplier.

These additions will grant additional options to a mark which was lacking in single target attacks.

For the Mk IV, we raised the power level multiplier of the Light 4 attack as it was very far into the attack chain and not particularly enticing.

For the Mk VII, we increased the power level multiplier of the Pushfollow and Light 3 attacks while also changing the possible combos after a Riposte attack.

Now after a successful Special Parry, the combo will chain into the Pushfollow attack instead of Light 3; as the Pushfollow attack still chains into Light 3, this will give the mark a new unique chain.

Detailed Changes - Catachan "Devil's Claw" Swords

Damage profiles

  • Light Vanguard
    • 1st target damage from {40, 80} to {60, 100}.

Dev Note: The change will also affect the Turtolsky Heavy Swords Special followup Light attacks.

  • Light Strikedown / Light Strikedown Stab
    • 1st target adm vs Maniac from 1 to 1.25.
    • 1st target damage from {100, 200} to {115, 230}.
    • 2nd target damage from {25,60} to {40,80}.

Dev Note: The changes will also affect the Turtolsky Heavy Swords Pushfollow attacks and the Maccabian Mk V Duelling Sword Light 3 attack.

  • Heavy Strikedown
    • 1st target adm vs Unarmoured from 1 to 1.1.
    • 1st target adm vs Unyielding from 0.75 to 1.25.
  • Riposte
    • 1st target adm vs Unarmoured from 1 to 1.25.
    • 1st target adm vs Unyielding from 1 to 1.25.
    • 1st target adm vs Carapace armour from 0.25 to 0.5.

All marks

  • Added Allowed during sprint to most attacks and attack starts.
  • Block minimum time from 0.3 to 0.225.
  • Stamina template update:
    • Base Stamina from 4 to 4.5.
  • Tweaked damage windows, hitboxes and ranges for several attacks.
  • Updated Inspect screen to correct some attack gestalt icons (visual only change).

Mk I

  • Added a new Heavy Strikedown attack with 540 power level multiplier .
    • This attack will chain only from Light 3.
  • Light 3 chains now to Light 2 / new Heavy Strikedown instead of Light 1 / Heavy 1.
  • Push chains now to Light 3 / Heavy 1 instead of Light 1 / Heavy 1.
  • Heavy 2 chain time to Start attack from 0.55 to 0.5.
  • Push chain time to Start attack from 0.35 to 0.3.
  • Added 545 power level multiplier to Light 3 (from default 500).
  • Added 535 power level multiplier to Pushfollow attack (from default 500).

Mk IV

  • Heavy 1 windup from secondary start from 0.56 to 0.46.
  • Added 550 power level multiplier to Light 4 (from default 500).

Mk VII

  • Pushfollow damage profile from Light Strikedown to Light Strikedown Stab.
  • Riposte chains now to Pushfollow / Heavy 1 instead of Light 3 / Heavy 1.
  • Added 535 power level multiplier to Light 3 (from default 500).
  • Added 525 power level multiplier to Pushfollow attack (from default 500).

Atrox Tactical Axes

While sporting overall good mobility, the Tactical Axes had only average Sprint values.

We significantly improved their Sprint profile, while also allowing for most attacks and attack starts to be performed while sprinting.

We also significantly raised the damage of the Special attacks and added a new profile for the Heavy Strikedowns with a vertical or uppercut direction, with increased damage and Carapace armour modifier.

Finally, we took a pass on all attacks to tweak active windows, ranges and hitboxes to be better aligned with their animations.

For the Mk II, we added a power level boost to the Light 3 attack, as it is further into the attack chain, and to both Special attacks, as they are slower compared to the other two marks.

For the Mk IV, we upgraded the damage profile for both Heavy attacks and slightly lowered their chain timings, as they are both performed in a vertical or uppercut direction.

For the Mk VII, we added a power level boost to all Light attacks, as they inflict a higher movement speed penalty compared to the Lights of the other marks, and changed the Heavy 2 profile to the new Heavy Strikedown.

Detailed Changes - Atrox Tactical Axes

Damage profiles

  • Light Assassin
    • Added 3rd target.
  • Heavy Strikedown (diagonal)
    • Adm vs Carapace armour from 0.25 to 0.3.
  • Added a new Heavy Strikedown profile for vertical and uppercut attacks, with the same. properties as Heavy Strikedown (diagonal) aside from:
    • 1st target damage from {100,200} to {115,230}.
    • 1st target adm vs Carapace armour from 0.3 to 0.5.
  • Special Stab
    • 1st target damage from {25,50} to {70,140}.
    • Removed Crit Chance bonus.
  • Special Strikedown
    • 1st target damage from {25,50} to {60,120}.
    • 1st target impact from {8,16} to {10,20}.
    • Removed Crit Chance bonus.

All marks

  • Sprint template from “default” to “assault”.
    • Forward acceleration from {0.15, 0.4} to {0.4, 0.8}.
    • Forward deceleration from 1.25 to 2.1.
    • Sprint speed modifier from {-0.5, 0.5} to {-0.25, 0.85}.
  • Increased action total time for most Heavy attacks.
    • This will make continuing the combo chain after the attacks more forgiving.
  • Added Allowed during sprint to most attacks and attack starts.
  • Tweaked damage windows, hitboxes and ranges for most attacks.
  • Buffer time for the Special input from 0.2 to 0.4.

Mk II

  • Added power level multiplier 515 to Light 3 (from default 500).
  • Added power level multiplier 550 to Special 1 and Special 2 (from default 500).

Mk IV

  • Changed damage profile of Heavy 1 and Heavy 2 from Heavy Strikedown (diagonal) to the new Heavy Strikedown (vertical/uppercut).
  • Lowered chain times to Start Attack and Special Attack from Heavy 1 and Heavy 2 from 0.5 to 0.4.
  • Added power level multiplier 515 to Heavy 2 (from default 500).

Mk VII

  • Changed damage profile of Heavy 2 from Heavy Strikedown (diagonal) to the new Heavy Strikedown (vertical/uppercut).
  • Added power level multiplier 550 to Light 1, Light 2, Light 3 (from default 500).

Shock Mauls

The Shock Mauls, while being dependable in inflicting stagger, were also below average in damage output and overall not very exciting.

We increased the damage against the 1st target on most profiles, with a particularly large bonus to the Heavy Strikedown and Special attacks.

We also enhanced the base Stamina and Dodge templates, and tweaked hitboxes and active windows of some attacks to better align with their animations.

For the attacks with an uppercut direction (Light 3 on the Mk Ia / Light 4 on the Mk III) we slightly delayed the start of the attack active window to make it easier to connect with weakspots.

Finally, for the Mk Ia, we added power level multipliers to the Light 3 and Light 4 attacks, to make them a more enticing combo alternative to just returning to Heavy 1.

Detailed Changes - Shock Mauls

Damage profiles

  • Light Strikedown
    • 1st target damage from {100,200} to {115,210}.
  • Light Vanguard
    • Cleave from “light” to “medium”.
      • From {3.0,6.0} to {4.0,9.0}.
    • 1st target damage from {100,150} to {110,165}.
  • Heavy Relentless
    • 1st target damage from {110,260} to {120,270}.
  • Heavy Strikedown
    • Cleave from “big” to “light”.
      • From {8.5,12.5} to {3.0,6.0}.
    • 1st target damage from {140,350} to {160,390}.
    • 4th target damage override removed (from 0 to {30,50}).
  • Light Relentless
    • adm vs Maniac from 0.8 to 0.75.
    • adm vs Carapace armour from 0.75 to 0.4.
    • 1st target damage from {80,150} to {90,165}.
  • Special attack
    • Sticky damage tick from {10,70} to {30,80}.
    • Stun damage tick from {40,50} to {50,65}.

All marks

  • Stamina template update:
    • Base Stamina from 4 to 4.5.
    • Sprint cost per second from {1.5, 0.5} to {1.25, 0.75}.
    • Inner angle Block cost from {1.5, 0.5} to {1.0, 0.5}.
  • Dodge template update:
    • Effective dodges limit from {3, 4}, to {3, 5}.
      • From 4 to 5 maximum effective dodges at high Mobility stat.
    • Dodge distance from {0.85, 1.0} to {0.9, 1.1}.
    • Dodge speed from {1.0, 1.2} to 1.0.

Mk Ia

  • Light 1 damage profile from Light Relentless to Light Vanguard.
  • Added power level multiplier 530 to Light 3 (from default 500).
  • Added power level multiplier 550 to Light 4 (from default 500).
  • Tweaked hitboxes for Light 3 and Light 4.
  • Tweaked damage windows for Light 4 to make it easier to connect with weak spots.

Mk III

  • Tweaked hitboxes and damage windows for Light 1 and Light 2.
  • Tweaked damage windows for Light 3 to make it easier to connect with weakspots.

Tigrus Heavy Eviscerators

The Eviscerator’s thunder was in part stolen by the Relic Blades, which have overall better cleave properties while also being no slouch in the single target department.

To give these iconic Zealot weapons a deserved bump, we tweaked most of the attack profiles: we removed the damage caps on secondary targets for the sweeping Vanguard/Relentless attacks, but also increased several armour modifier values, significantly improved the damage on the Heavy profiles and normalised most of the Special active profiles.

For the Mk III, we changed the chain times to key actions after the Heavy 1 attack to make it more responsive but less spammable with swap cancelling, slightly increased the speed of the Light 2 attack and added a power level multiplier to the Light 3 and Heavy 2 attacks.

Detailed Changes - Tigrus Heavy Eviscerators

Damage profiles

  • Light Strikedown
    • adm vs Maniac from 0.5 to 0.9.
    • adm vs Infested from 0.75 to 1.
    • Removed adm reduction on 1st target vs Carapace armour; from 0.1 to 0.25.
  • Light Vanguard/Relentless
    • Upped damage on secondary targets.
    • Removed damage cap after 4th target.
  • Heavy Vanguard
    • 1st target damage from {150,300} to {165,345}.
    • 1st target finesse multiplier from 0.5 to {0.4,1.0}.
    • Upped damage on secondary targets.
  • Heavy Strikedown
    • 1st target damage from {150,300} to {175,350}.
    • 1st target adm vs Carapace armour from 0.25 to 0.5.
    • 1st target finesse multiplier from 0.5 to {0.5, 1.0}.
  • Light Strikedown (Special active)
    • Removed damage overrides.
    • Removed finesse multiplier override.
  • Light Vanguard/Heavy Strikedown/Pushfollow (Special active)
    • Removed damage overrides.

All marks

  • Added 0.4s buffer time to the Unwield input.

Mk III

  • Heavy 1 chain to Unwield from 0 to 0.45.
  • Heavy 1 chain to Start attack from 0.6 to 0.45.
  • Heavy 1 chain to Block from 0.7 to 0.6.
  • Light 2 time scale from 0.85 to 0.9 (sped up).
  • Added power level multiplier 525 to Heavy 2 and Light 3 (from default 500).
  • Updated Heavy 2 and Pushfollow attack damage profiles on Special abort.

Mk XV

  • Updated Pushfollow attack damage profiles on Special active and Special abort.

Lucius Helbore Lasguns

The Helbore Lasguns suffered from a very long Wield action duration, making it hard to quickly swap to priority targets (especially accounting also for the charging shots).

While this behaviour was intended, it also became increasingly punishing as the enemy numbers grew in higher difficulties.

In this balancing pass we sped up the Wield action, walking the line of maintaining the cumbersome feeling while also allowing for the weapons to be easier to swap into.

Alongside this change, we improved some of the armour and Finesse modifiers for ranged shots, and extended the hitscan radius of the las projectiles*, to make it easier for the weapon to shine as a marksman tool.

* This will make the hitscan detection more generous and allow for shots that would have slightly missed the target to still be considered a hit.

For the Mk V, we slightly increased the camera zoom in ADS mode.

For the Mk IV, we increased the camera zoom in ADS mode to be equivalent as the Mk IIIa.

We also improved the speed and offensive properties of the Special Slash attack, to be more in line with the Special Stab used in the other marks.

Detailed Changes - Lucius Helbore Lasguns

Damage profiles

  • Near charged shot
    • adm vs Unarmoured from 1 to 1.1.
    • adm vs Maniac from 1 to 1.25.
    • adm vs Infested from 1 to 1.1.
  • Far charged shot
    • adm vs Unarmoured from 1 to 1.25.
    • adm vs Infested from 1 to 1.25.
  • All shots Finesse Boost
    • vs Carapace armour from 0.1 to 0.2.
    • vs Maniac from 0.25 to 0.35.
    • vs Unyielding from 0.25 to 0.3.
  • Special Slash
    • Added Ignore stagger reduction.
    • 1st target finesse multiplier from 0.75 to 1.

All Marks

  • Added time scale 1.5 to Wield action (sped up).
  • Added 0.05 radius to hitscan templates.
  • Buffer time for the Special input from 0.2 to 0.4.

Mk V

  • ADS Vertical Field of View from 65 to 55.

Mk IV

  • Chain from Special start to Special attack from 0.3 to 0.25.
  • Chain from Special attack to Special start from 0.7 to 0.645.
  • Tweaked Special attack hitbox and damage window.
  • ADS Vertical Field of View from 65 to 45.

Combat Shotguns

The Combat Shotguns have been in a spot where they are mostly used for their Special shells, while the normal shots felt underwhelming in most circumstances. They also suffered from long reload times relative to other weapons.

With this update we are trying to improve the overall usability without relying solely on the Special mechanic.

Along with increased base damage and reload speed, the Combat Shotgun family gets updated Sprint and Stamina templates, to enable a more mobile, close-range playstyle and not rely only on precision weak-spot shots.

We also significantly increased the ammo reserves for all marks.

Finally, we slightly increased the Cleave and Impact values to allow it to punch through lesser enemies.

For the Mk VII, we aligned the Finesse boost curve between hipfire and ADS modes.

For the Mk IX, we slightly extended the Near and Far effective ranges.

Detailed Changes - Combat Shotguns

All Marks

  • Sprint template from “killshot” to “assault”.
    • Sprint forward acceleration from {0.15, 0.4} to {0.4, 0.8}.
    • Sprint forward deceleration from 1.25 to 2.1.
    • Sprint sideway acceleration/deceleration from 5 to 7.
    • Sprint speed modifier from {0.5, 0.5} to {0.25, 0.85}.
  • Updated Stamina template
    • Stamina modifier from 2 to 4.
    • Sprint cost per second from {2, 1.5} to {1.5, 0.5}.
  • Increased Reload speed by around 10%
    • Affecting both regular and special shells.

Damage profiles

  • Zarona MK VI
    • Damage from {250, 500} to {300, 600}.
    • Cleave
      • Cleave attack From 0.01 to {2, 4}.
      • Cleave impact from 0.01 to {2, 4}.
    • Ammo reserve from {60, 80} to {70, 95}.
  • Agripinaa Mk VII
    • Damage from {200, 400} to {250, 480}.
    • Cleave
      • Cleave attack From 1.3 to 2.5.
      • Cleave impact from 1.3 to 2.5.
    • Ammo reserve from {75, 95} to {80, 105}.
    • Finesse boost curve shooting from HipFire increased to match ADS.
      • {0.6,1.2} to {1.25,2.5}.
  • Accatran Mk IX
    • Damage from {450, 700} to {550, 740}.
    • Cleave
      • Cleave attack From 2 to 3.5.
      • Cleave impact from 1 to 3.
    • Ranges
      • Close range from {6, 8} to {6, 11}.
      • Long range from {12, 16} to {12, 17}.
    • Ammo reserve from {45, 65} to {55, 85}.

Double-barreled Shotgun

To increase the reliability of the weapon against bigger targets, we increased the armour damage modifier against the Unyielding type at both Near and Far ranges.

Additionally, we slightly raised the ammo reserves to allow for more aggressive approaches.

Detailed Changes - Double-barreled Shotgun

Damage profiles

  • adm vs Unyielding
    • Near from 1.0 to 1.1.
    • Far from 0.5 to 0.65.
  • Ammo reserve increased from {40, 80} to {50, 90}.

Bug Fixes & Changes

Weapons and Blessings

  • Fixed an issue where the description for the 'Run n Gun' blessing was displaying incorrect prefixes.

Classes

Psyker

  • Fixed an issue where the Disrupt Destiny keystone sometimes failed to show stacks in the HUD.

Missions

Inter-Zone Void Sector Omega-12

Clandestium Gloriana

  • Fixed several places in Clandestium Gloriana where players could get out of bounds.
  • Rotated the door after the mid event in Clandestium Gloriana to avoid players getting trapped behind it when it opens.

UI/UX and Animation

  • Fixed an issue where an “additional objectives” string in the Penance menu would not localize correctly.

Miscellaneous

  • Deadzone options now apply to both sticks when playing on controller.

Cosmetics

  • Fixed clipping issue on the Zealot “Stygian Kantrael MK IVG Flak Helm” headgear.
  • Fixed clipping issue behind the arms on the Veteran “Stygian MK lll Flak vest” upper body.
  • Fixed longer hairstyles clipping issue with the Psyker “Stygian MK IV Psykana Collar with Rebreather” headgear.
  • Fixed an issue where the Psyker “Illius Pattern Battleshoud with Psykana Collar (Burn Sulphur)” headgear would remove the operative's eyebrows.
  • Fixed issues with the Veteran “Militarum Field Jacket” upper body clipping with “Militarum Type 47” lower body.
  • Fixed issues where the following Veteran headgear cosmetics would clip certain hairstyles
    • Ock's Blood Goggles
    • Tinker Zard's Superior High-vis Goggles
    • Chasm Railer Goggles
  • Fixed corrupted texture on Veteran “Vostroyan Hat with Tox Guard Face Mask (Mountain Snow)” headgear.
  • Fixed clipping issue on the Veteran “Stygian Mk I Armoured Fatigues” lowerbody.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

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These MTG Cards Have Spiked by Up to 2800% Thanks to New Final Fantasy Synergies

Final Fantasy’s Magic: The Gathering set has been a huge success, with fans getting to wield cardboard versions of iconic characters from the series. While the set is home to some fantastic chase cards all of its own, it’s also led to some price increases on cards that play nicely with the new Universes Beyond additions.

Not only that, while there's been a rapid price increase, none of these cards are overly expensive to buy standalone on the secondary market right now (maxing out at $15 at most). From card draw engines to Saga skippers, these are three of the best cards you can snap up right now, and what to use them for.

Harmonic Prodigy - Modern Horizons 2

Harmonic Prodigy has seen a significant price jump because it pairs so nicely with Vivi Ornitier, a great Commander option from the new set.

Aside from the Prowess, Harmonic Prodigy triggers abilities of a Shaman or Wizard a second time. Not only does that mean Vivi can grow in power and turn into a mana source, but it also means you can ping rivals for an extra point of damage, too.

It's up by +272.96% in the past year, and +131.78% this month, currently sitting at around $11.45 market value.

Barbara Wright - Universes Beyond: Doctor Who

Look, I have no interest in Doctor Who (but my editor does!). Still, even if you don’t like timey-wimey sci-fi shows, Barbara Wright is certainly now worth a look for any Final Fantasy decks you’re building.

Her History Teacher perk allows players to select a step on a Saga (including Final Fantasy Summons) and jump right to it. That means you can get to Bahamut’s Megaflare or Primal Odin’s Zantetsuken without delay. Sure, it’ll mean your Summons are gone sooner than they otherwise would be, but let's be honest, your opponents aren’t going to know what hit them.

She's up an unbelievable +4230% in the past year, +2835.71% in the past three months, and even +415.48% just this month. With market currently sitting at $4.58, she's still pretty affordable, but considering it was $0.15 in March 2025, that's some big stonking gains.

Danny Pink - Universes Beyond: Doctor Who

More Doctor Who? (Sigh) OK, but it’s still a great inclusion if you’re a big fan of drawing cards (and who isn’t?). He's up 189.84% just in the past few months, rising to $12.68 market value, up from $4.33 in March.

Danny Pink is a 4-cost 4/3 on his own, but he also gives other creatures +1/+1, which then allows for additional draw. If you’ve been keeping an eye on the latest batch of Commander Decks, you’ll know where this is going.

Put simply, Danny Pink gets out of hand quickly when used in the Counter Blitz precon deck. Its mix of additional counters, and its focus on proliferating said counters, means you can rack up a frankly obscene amount of card draw per turn.

Savor the Moment - Shadowmoor

Savor the Moment has more than doubled in price over the past week. Near the begining of June, it was around $6.40, but it has now surged to $20+. So what's happened? A blue sorcery from Shadowmoor, it Savor the Moment is one of the cheapest extra turn spells in Magic at just three mana, but it comes with a steep drawback. You skip your untap step, meaning no fresh mana and no attacking with tapped creatures.

Even so, the card’s stock is rising thanks to its synergy with Vivi Ornitier, one of the breakout commanders from the Final Fantasy crossover. Vivi’s powerful mana-generating ability helps offset Savor the Moment’s biggest weakness, turning what was once a risky play into a solid value move.

Flame of Anor - The Lord of the Rings: Tales of Middle-Earth

While Tidus is getting his time in the spotlight, Vivi Ornitier’s popularity is rising fast too (I even pulled one myself - hooray!). Flame of Anor is a standout for Wizard-based decks, offering three different effects and letting you choose two if you control a Wizard like Vivi.

Prices have crept up to around $3, with foil versions pushing past $4. Nothing wild yet, but it’s steadily up from its $2 baseline and still has room to grow.

Nether Traitor - Time Spiral: Remastered

Nether Traitor is in the midst of a spike that doesn't yet seem to have reached its peak. This is thanks to its latest synergy with Sephiroth, one of the most popular new commanders from Magic’s Final Fantasy crossover. The card’s ability to keep coming back from the graveyard whenever another creature dies makes it a natural fit for the deck.

Since flipping Sephiroth requires four death triggers in a single turn, Nether Traitor effectively reduces that burden, letting you get there with just three creatures instead of four. It’s a small edge, but one that’s clearly driving demand. Previously, Time Spiral copies of the card were valued at around $7.80, but since then they're gone up by 68% to a more substantial $13.10.

Tekuthal, Inquiry Dominus - All Will Be One

A perfect synergy for Tidus, Tekuthal, Inquiry Dominus is a Phyrexian Horror that honestly wouldn’t feel out of place in a Final Fantasy boss battle.

Its ability to double your proliferation effects fits right into Tidus’ gameplan, letting those counters pile up fast. Not long ago it was sitting at around $6... now it's climbed past $14!

Mesmeric Orb - Double Masters

If you’re in the mood to cause chaos in Commander, Mesmeric Orb is your guy. It plays beautifully with The Water Crystal from Final Fantasy, milling decks into oblivion, or with Fallout’s Mothman deck, stacking Rad counters at an alarming rate.

Either way, you’re looking at a game that might end faster than you can say “upkeep.” It’s jumped to $24, a $5 rise in just a week, and could still go higher.

Where Can I Buy Final Fantasy x Magic: The Gathering?

Final Fantasy x Magic: The Gathering cards can be found non-foil in both Play Boosters and Collector Boosters, with foil versions of the cards only available in Collector Boosters.

But, the best avenue to get the cards you want, without spending an absolute fortune, is by purchasing singles, so keep that in mind as well.

Whether you're here for FF6’s Terra, FF7’s Cloud, FF10’s Tidus, or FF14’s Warrior of Light, these sets are stacked with heroes and villains from across the series.

And that’s just the Commander Decks, the full release runs deep. If you managed to lock in a preorder before they vanished, congrats. Otherwise, check in with the links just above to bookmark or wishlist your favorite set in anticipation of any restocks soon.

Lloyd Coombes is Gaming Editor @ Daily Star. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay. He's also a tech, gaming, and fitness freelancer seen at Polygon, Eurogamer, Macworld, TechRadar, Tom’s Guide, IGN, and more.

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Daredevil Star Charlie Cox Says He Feels Like ‘A Total Fraud’ Whenever Someone Congratulates Him for Clair Obscur: Expedition 33’s Success: ‘I Was in a Studio for Four Hours, Maybe’

Charlie Cox’s name and voiceover work are attached to one of the front-runners for 2025 game of the year, but that hasn’t stopped the Daredevil star from feeling like “a total fraud” whenever he receives congratulations for Clair Obscur: Expedition 33’s success.

Clair Obscur: Expedition 33 is the debut title from French studio Sandfall Interactive, and it has outperformed all expectations. It sold an appropriate 3.3 million copies in 33 days, which is a wonderful return for a game everyone thought was going to get crushed by The Elder Scrolls IV: Oblivion Remastered.

Cox, who plays party member Gustave, is among Clair Obscur: Expedition 33’s star-studded cast, which also includes Jennifer English as Maelle, Ben Starr as Verso, and Andy Serkis as Renoir. But his actual work on the game only amounted to a single four-hour recording session, he admitted at 2025 Washington State Summer Con over the weekend.

As captured by the @charliefansite X / Twitter fansite in a post spotted by GamesRadar, Cox revealed that while he is delighted for Sandfall, he can’t take any credit for the game’s success.

“I don’t mean to minimize it in any way, and apparently the game is awesome,” he began. “I’m not a gamer, I have no idea, I haven’t played it. My agent asked me if I wanted to go and do a voiceover. I was in a studio for four hours, maybe. People keep saying how amazing it is and congratulations, and I feel like a total fraud. But I’m so thrilled for the company and that it did really well.”

Charlie Cox talks Clair Obscur Expedition 33! @expedition33

(Shy Charlie also makes an appearance🥹)#CharlieCox #Gustave #Expedition33 #ClairObscur #ClairObscurExpedition33 pic.twitter.com/GSdCvrvV0D

— charlie cox fansite (@charliefansite) June 22, 2025

Last week, Sandfall said it was "currently exploring a wide range of future improvements" to Clair Obscur: Expedition 33. In a social media post, the developer said these improvements — "from accessibility features to new content and all sorts of bits and bobs we're actively assessing" — will also include expanded localization options.

"While we don't have specific timelines or confirmed languages to share just yet," the team added, "we wanted to let you know that it's very much on our radar. Wheee!"

Cox, meanwhile, is busy with Disney+ show Daredevil: Born Again, which will get a Season 2. He played Matt Murdock / Daredevil in seven Marvel Cinematic Universe projects, starting with Netflix’s Daredevil (2015–2018). The question is, will he appear in next year’s Spider-Man: Brand New Day? Given his cameo in Spider-Man: No Way Home, perhaps he will. After all, fellow Netflix Marvel alumnus Jon Bernthal, who plays Punisher, is down to star alongside Tom Holland in the film.

Photo by Slaven Vlasic/Getty Images for Disney.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

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Death Stranding 2: On the Beach Review

Platypus semen. A giant, oily killer skull. A talking crash test dummy. A puppet soaking in a hot spring. Norman Reedus' nips. No, these aren't straightjacket blabberings due to another vicious bout of temporary madness; instead, they are just 10% of the bizarre things I've seen in Death Stranding 2: On the Beach. But it would be far too easy to dismiss Hideo Kojima's work as acts of weirdness alone. I think we should encourage such wild creativity, and be excited that someone is willing to show us things we'd never even thought of seeing. When viewed this way, Death Stranding 2 stands as an almighty achievement – a triumphant combination of complex sci-fi storytelling and thrillingly evolved stealth-action that impressively builds upon the experimental foundation of its predecessor. It's beautiful, horrific, nuanced, and crucially, a lot of fun. Simply put, it's everything I wanted Death Stranding to be.

I found the original Death Stranding alluring but uneven – an intriguing safe full of possibilities that I couldn't quite crack the code to. So with On the Beach, I couldn’t have been happier to find a sequel that triumphs in what it sets out to achieve, and a blockbuster fulfilment of what Death Stranding can (and should) be. It's more confident in both its storytelling and much-improved gameplay, removing a lot of the friction that previously existed in its systems. It also tells a more focused, affecting story that builds out the mythos of its post-apocalypse setting. If you weren't a fan of the first one, then I'm not sure it rewrites the book to an extent that would make you become one here (even though I’d urge you to give it a go). But if you found yourself, much like me, somewhat teetering on the fence, then you may well find yourself falling in love this time around.

The rhythm will be familiar to those who played the original. Reedus is back as Sam Porter Bridges, once again on a mission to make deliveries across treacherous terrain, often facing human and otherworldly threats along the path. It requires you to be prepared for what faces you on each mission by studying your map and packing accordingly. See a river too deep to walk through in your way? Bring along a ladder or two to cross it with. Spot a warning that BTs (the ghostly threats that stalk certain rainy spots) lurk in the area? Pack a few blood grenades to lob at them. It's this loop of preparation, overcoming both geographical and human/former-human hurdles, and reaching your goal that makes up much of Death Stranding 2's roughly 35-hour runtime when mainlining its story missions.

After a brief tutorial chapter in Mexico, Sam is given the goal of connecting Australia to the Chiral Network (the online system knitting civilization together after a near-world-ending event), much like he did with the USA in the original. Why is he doing that, and who is he doing it for? You'll have to find out yourself. This new continent offers a far greater variety of locations, as it shifts in its appearance and the challenge it presents with regularity. Sandstorms buffet Sam, making keeping balance all the more difficult while also decreasing visibility. Quakes can shift the floor beneath you and send cargo tumbling. And rivers can rise and grow in size if rain comes down with enough force. It further adds to the feeling of combating nature with this future tech, as the Earth itself seems to be fighting back against its increasingly digital future. Should we have connected? It's a resounding "no," it seems, from Mother Nature.

Should we have connected? It's a resounding "no," it seems, from Mother Nature. 

There’s no doubting film’s influence on this world either, and as a fan of “cinematic games”, I frankly can’t get enough of the artistry on show throughout, even when it may veer into overly referential territory. And those references are keenly on display: The stark landscapes and pioneering strides against the turmoil of nature in Nolan’s Interstellar. The tension-laced delivery of Friedkin’s Sorcerer. The unnerving energy of not knowing what digital ghosts lurk in the dark frames of Kiyoshi Kurosawa's Pulse. Screen-projected flickers of all of these bounce around my brain.

None of this is too different from the apparent cinematic influences of the original, but this time, the lens shifts focus more to action. The dangerous desert expanses of The Road Warrior are no doubt an inspiration, and the guest appearance of Mad Max’s creator, George Miller, is more than a mere coincidence. These are not just cinematic influences for the sake of it, as they inform and instruct Kojima’s approach to gameplay, too, and are reflected in an altogether more action-heavy evolution of the original Death Stranding’s template.

Snakes and Ladders

What initially presents itself as a pretty rudimentary style of stealth gameplay, mainly consisting of crouching in tall grass and performing silent takedowns, rapidly reveals its layers as your arsenal grows. For example, there’s the introduction of a game-changing tranquiliser sniper rifle, which is something I found super satisfying to pick bandits off with. It may never truly become the stealth-action playground of creativity that Metal Gear Solid V: The Phantom Pain is. But it frequently evokes that same feeling in brief moments, delighting me each time it does. Death Stranding 2 offers a lot more flexibility in your approach compared to the original Death Stranding, making its combat much more engaging as a result. And you’ll need to become accustomed to a variety of approaches as well, because there’s no avoiding confrontation and the many forms it takes this time around.

I never tired of launching my little drone friend Dollman into the air and using him as a portable eye in the sky as I scoped out enemy outposts, marking and identifying my prey. They never notice the small puppet floating above them, which might be a little unbelievable, but also makes me feel like I’m getting away with murder. Enemies develop as you progress, and knowing which are armoured, which have higher mobility, and what ammo type they’re vulnerable to adds variables to encounters, meaning you can't always rely on the same rinse-and-repeat tactics. That being said, if you're a decent enough shot with a sniper rifle, you can clear out most bases before enemies have time to reach you. Crucially, it's just as fun when it goes wrong as when it goes right, though.

There's a playfulness in Death Stranding 2’s approach to combat that just wasn't present in the original.

There's a satisfaction in a perfectly planned attack going smoothly as you pick off each guard with a tranq dart, but a thrill when one shot goes awry and you're made to scramble, juggling your arsenal as enemies descend upon your position. Shooting the driver of an on-rushing vehicle before stealing it to run over his friend is always fun, as is dancing around them in a machine gun-turreted off-roader of your own design. Overall, there's a playfulness in Death Stranding 2’s approach to combat that just wasn't present in the original’s simpler, less imaginative system. It brings a dash of power fantasy to the mix, adding to the fun and making it a wholly more enjoyable game to play.

Enemy AI may still not be the sharpest, but it does enable some of that "playing with your food" energy that's always welcome. I played on the normal difficulty and never really found any fight a challenge until things cranked up a little towards the end. This lack of friction is deliberate, though, with the increased toolset, including many different gun and grenade types of varying loudness, allowing you to get through its story at a good pace. This isn't Sam's first rodeo, so when he’s setting out on a continent-spanning trek this time, Death Stranding 2 reflects that by making you feel like a more powerful Porter Bridges. This is a journey, not something that asks you to replay sections if you do something wrong or walk into “mission failed” screens unless you really, really mess up. In fact, even boss battles can be skipped entirely if that particular challenge isn't what you're here for. This isn’t something I'd recommend, though, as they offer some of the most striking spectacles Death Stranding 2 has to offer – a giant tentacle mech is an early favourite, but there are many more monstrosities following later that I'll keep hidden here.

Your action chops are also firmly put to the test in the sections that have you face off against newcomer Neil, played with a subtle intensity by Italian actor Luca Marinelli. Scrambling around gorgeous architecture to find new weapons in a series of tense shootouts and adding your own flashes and bangs to the fireworks display backdropping these showdowns is a thrill. They're particularly stunning stages full of flame and beauty that made me feel I was briefly being taken away to a different game. But those lashings of cinematic style are painted across each encounter, and the many, many cutscenes that bookend them. Having time slow down after dispatching an enemy is not only very helpful when faced with multiple threats, but adds a slick layer of style to each gunfight. No aspect of Death Stranding 2 is left untouched by its blockbuster aspirations.

But as both elements and entities fight against you with more vigor this time around, you're in turn given new abilities to combat them with. Unlike the first game’s relatively barebones character progression, now skill points can be used to unlock fresh tools and boost your stats sheet. Death Stranding 2 is by no means an RPG, but it does offer greater and much-appreciated variety when it comes to building out how you want your Sam to play. Want to be a sneaky Sam? Invest in the ability to cover your tracks by scrubbing out your footprints. Want to be shooty Sam? Augment his arsenal so it packs a heavier punch. Or perhaps you fancy yourself a budding meteorologist and just want to accurately analyse the weather and know what BT-infested spots to steer clear of. You'll ultimately be treading the same set of missions as every other player, but the ways you can choose to approach each one are far more varied this time around.

From coffin hoverboards to homing missile mechanical dogs, there really is no shortage of creativity on show.

These perks can also be freely plugged in and out (reminiscent of how Nier Automata's fantastic chip system functions) and offer great flexibility, further enhancing your freedom when preparing for specific types of missions. Upgrades get unlocked in accordance with how you’ve been playing; if you take a combat-heavy approach, you’ll be rewarded with new skills like a semi-automated lock-on ability for your guns. Find yourself dishing out likes to other players' items you see, such as a helpful cargo catapult? You’ll unlock a perk that increases the number of other people’s online constructions, like bridges and generators, that appear in your world. It’s a nice touch that further makes Death Stranding 2 feel like an experience that is in step with you, and another indication of its formerly rough edges being sanded down for a much more enjoyable time.

On top of perks, there is also no shortage of new gadgetry and weaponry available to Sam. Completing side missions and increasing your star ranking with each of the outposts dotted around the map unlocks these options at a consistently good rhythm, as well as some that open up when you complete certain story events. The blood boomerang is particularly effective against BTs, for example, but comes at the cost of draining your lifeforce with every hurl of it. And the tools get weirder and wilder from there, coming at such a regularity that you'll be moving on from one shiny toy of destruction or subterfuge to the next with each mission. From coffin hoverboards to homing missile mechanical dogs, there really is no shortage of creativity on show.

But it isn’t just in combat that these accessories have their uses either, because no matter how much Death Stranding 2 has cranked up the action this time around, it is still fundamentally about porting cargo from one location to another across Australia. That vast expanse naturally leads to new delivery systems. Yes, turns out there really is nothing on Earth like a genuine, bona fide, electrified six-car monorail. This new structure is a godsend when it comes to a handful of missions that require shipping hundreds of kilos of chemical materials over a rocky coastline, but it does call on quite the combined construction job between you and the online community.

That being said, I did settle on travelling on foot as little as possible quite quickly. On the Beach is very kind in that it gives you a vehicle very early on this time around, especially when compared to the many hours it took to fire up an engine in the original. I therefore made many of my long-haul treks via a custom off-roader equipped with a handy auto-pick-up tool for loose cargo that I nursed for much of my playthrough. It served me incredibly well, and I had a fantastic time treating most of my playtime like a post-apocalyptic rally racer, albeit at slower speeds.

It just feels like some of the original Death Stranding’s friction has been removed

Again, it just feels like some of the original Death Stranding’s friction has been removed, and for the better, with the decision to introduce this helpful equipment early as opposed to it being held hostage for many, many hours. I do still think that managing the cargo on these trips is a bit of a pain, though. Inventory systems and menus have been streamlined a bit but are still fiddly, and I spent a little more time than I'd have liked scrolling through them over my few dozen hours.

The missions themselves are incredibly moreish, though, with that “just one more job” itch that I always had to scratch. There’s a great sense of forward momentum which aids this sensation hugely, with backtracking, thankfully, a rarity in the sequel. Whether it's recovering a lost kangaroo for some Scottish popstars or delivering a pizza to a VTuber, you never quite know what’s around the corner. Varied mission conditions also keep things fresh; these range from having to complete orders within a set time limit or being extra careful with fragile cargo. Again, these parameters force you to adjust how you prepare for each mission and ensure that you can’t just use the same toolset and methods on every run.

It's this consistent drive alongside a drip-feed of new equipment that makes the whole experience more rewarding. The overall structure of Death Stranding 2’s campaign is leaps and bounds above what came before, and whether it's unleashing bullets into a teleporting mech or gently navigating a river, it all feels intertwined beautifully and serves the complex sci-fi story it aims to tell to fantastic effect.

Life's a Beach

Set 11 months after the events of the original, On the Beach’s twisting tale begins with Sam attempting to settle into a quiet life off the grid with baby Lou but, inevitably, that dream is swiftly ended. Where it goes from there, I won’t even dare to spoil, but I guarantee that you won’t see even half of its reveals coming.

I can say, though, that there’s an ongoing trend of viscosity throughout. Tar, sludge, oil, blood – you’ll wade through it all. But it's also thick with intrigue, as the secrets continue to be uncovered in a flurry of ideas so dense I’d struggle to point to its like elsewhere. The themes it tackles are multifold. Some focus on a more personal level, and others are global. The latter is a treatise on modern life and how technology infests every part of it. It’s a strong story of how increased existence in the digital world eats away at our souls as humans, as physical interactions – especially in a post-COVID environment – became all the more precious. I can’t help but feel that Kojima is bristling with thoughts about how art and individual expression can never be replaced by artificial intelligence, no matter how it's forced upon us.

These are themes Kojima has been writing about for decades now, but still remain frustratingly topical.

And then there’s commentary on gun culture and our world's obsession with building bigger and better weapons. These are, of course, themes Kojima has been writing about for decades now – all the way back to the original Metal Gear Solid in 1998 – but still remain frustratingly topical and worthy of continued commentary on in a modern context. It's a credit to the storytelling that all of these concepts shine through, without getting too bogged down or obscured by the sci-fi trappings they could so easily sink into.

But Death Stranding 2 doesn’t only look outwards. It’s as introspective as any of Kojima's work to date. Metal Gear Solid always looked at geopolitical and nuclear issues on a wide scale, and the original Death Stranding challenged our ability to truly connect as humans in a digital age – a stark reality when faced with the pandemic it pre-empted by mere months. But On the Beach asks questions about the issues posed in that original text. It's self-analytical, but rarely gazes at its navel, delivering a knockout story that works on many levels.

The theme of connectivity, fittingly, weaves each disparate part together by exploring not only how we connect to each other, but with our own pasts as well. What we choose to hold onto, and what we choose to let go. I don't think it's any coincidence that Neil resembles Solid Snake, a character whom Kojima has had to make peace with cutting ties with ever since his departure from Konami a decade ago. Death Stranding 2 almost feels like a funeral for his beloved bandana operative.

While the cast of characters may be as subtly named as referring to me as Simon Reviewman, they do all possess nuanced personalities that reveal themselves at frequent junctures in the story. Small idiosyncrasies, such as face twitches upon revelations being heard or the faintest of tear drops falling down a cheek, really bring a level of depth to these people that their stunningly realised faces deserve. The motion and performance-capture technology is simply astounding, allowing for every pore and reflex of the actors to make their way onto the screen.

Norman Reedus continues his stoic portrayal of Sam Porter Bridges and anchors the story with a calm, centered approach. I do still find Sam a fairly impenetrable character to connect with on an emotional level, though, as he again serves as a vehicle for the story rather than the personal heart of it. He's given more range to work in this time around, but his not-too-high, not-too-low performance again allows for the supporting cast to shine. Lea Seydoux beguiles as Fragile, a layered character that the French actress elevates even further. Elle Fanning is fantastic as the enigmatic Tomorrow, and the mysterious Red Samurai is dripping with cool. It’s the kind of sleek style we've come to expect from artist Yoji Shinkawa ever since Psyborg Ninja first dashed onto the screen in 1998. He’s a master character designer on top of his game, and Death Stranding 2 really gives him the opportunity to cook again and again.

Troy Baker returns as Higgs, who pretty much steals every scene he enters.

I also have a soft spot for the aforementioned Dollman, who makes the journey a little less lonely by accompanying you at all times on your utility belt. He’s effectively a version of God of War’s Mimir, but instead of funny retellings of myths and legend, we're treated to high school-level interpretations of the themes of Moby Dick and occasionally telling you that you stink. The standout performer this time around, though, has to be Troy Baker's return as Higgs, who pretty much steals every scene he enters. He’s been given license to bring an even more operatic edge to the character this time around, complete with a chilling mask and crimson electric guitar to match. A Reddie Van Halen, if you will.

It’s a big role in every way, and matches the grandeur of the story being told, but in truth, there’s not a single poor performance to be found within the cast, each being given moments to shine in both loud and quiet pockets. For as much cargo as there is being lugged around this world, it's the emotional baggage of the characters that weighs the heaviest, and that pressure builds and builds until its jaw-dropping final few hours, of which I can safely say I’ve never seen anything quite like before.

While I love how it ends, I do wish it started a little thicker and faster. It's so full of mystery that going a couple of hours of deliveries before finding out the next big nugget of the main plot can feel a little agonising. Multiple hours can go by without seeing key characters, and there are a handful of instances when your home base ship is grounded and you need to complete some deliveries before it can get on the move again. These do hinder momentum at times, but never bring things completely to a halt.

Those parts are quickly forgotten, though, because On the Beach does go to some legitimately batshit places, as well as some classic Kojima fourth-wall-breaking antics – and I frankly couldn’t get enough of that. Its willingness to show us things we simply haven't seen before is something I appreciate so much, because when big creative swings are taken with a budget of equal magnitude behind them, there's nothing else that hits quite the same when they land.

A word of warning that this very much is a sequel, though, and while On the Beach does provide a short story recap, I’d recommend hunting down a more fully fleshed out one if you’re in need of a catch-up or jumping in fresh here. And if it does all ever get a little too confusing, the introduction of Death Stranding 2’s Corpus acts as a handy tool to catch you up on terminology or the story so far. It's effectively a sexy-sounding glossary that works in a similar way to how Final Fantasy 16's Active Time Lore did, and a quick method of reminding yourself what a Stillmother or Extinction Event is when someone casually drops it into conversation like it isn’t from some alien language.

Few blockbuster-scale games allow for moments of reflection like this.

You could be mistaken for thinking that this version of Australia is another planet, though. Whether it be the ludicrously oversized moon seemingly about to engulf you or the red desert conjuring images of Mars, there’s something transcendental about the whole experience. It’s just fundamentally therapeutic driving across the outback as the sun comes up. Few blockbuster-scale games allow for moments of reflection like this, and they really do add up to a journey that begs to be savoured.

Those visual treats are supported by music that is once again arranged to sensational effect throughout – whether it be Woodkid’s haunting vocals hanging over a lonely mountain or Ludvig Forssell’s beautiful BBs Theme playing at precisely the moments it should. One slice of Low Roar particularly moved me near the story's conclusion as it accompanied a long drive towards fate, and is further proof that Death Stranding 2 feels like a delicately curated vision.

But of course, no game of anywhere near this scale is all one man's doing, and credit should go to all of the Kojima Productions team for pulling off such a feat, whether it be in art direction, sound design, or the vastly improved combat mechanics. It also ran flawlessly in performance mode on my PS5 Pro, and Guerrilla Games deserves praise for the Decima Engine that Death Stranding 2 runs on. It’s a technical feat that allows for the artistry to shine through as intended.

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Co-Op Climbing Game Peak Takes Steam by Storm, Reaches Summit of Top Sellers Chart

Peak, a co-op climbing game from the team behind Another Crab's Treasure, is taking Steam by storm, selling 1 million copies in just six days.

According to Steam's official top-selling games chart, which sorts games by revenue on Valve's platform, Peak is ahead of the likes of Dune: Awakening, Stellar Blade, and Elden Ring Nightreign, albeit at a significantly lower price.

Peak hit an impressive... peak concurrent player figure of 102,799 yesterday, June 23, which was enough to make it one of the most-played games on Steam over the weekend.

"Why did this stupid jam game sell more copies than Another Crab's Treasure?" posited a facetious post by developer Aggo Crab on Bluesky. "I'm gonna crash out." A follow up tweet, however, thanked players with a heart emoji.

why did this stupid jam game sell more copies than another crabs treasure im gonna crash out pic.twitter.com/n7KJ7RPLl8

— AGGRO CRAB 💥 (@AggroCrabGames) June 22, 2025

Perhaps unsurprisingly, then, Aggro Crab team spent the weekend working on a patch for the newly released game, including a better lobby, a reminder to sprint when almost out of stamina, as well as addressing a crash on AMD hardware.

"It was the stupid grass," the team revealed after it rolled out the fix. "We got rid of it. Turns out touching grass is BAD."

Peak is a co-op climbing game where "the slightest mistake can spell your doom." Either solo or as a group of lost nature scouts, your only hope of rescue from a mysterious island is to scale the mountain at its center.

We had a good time with Aggro Crab's prior game, Another Crab's Treasure, awarding it 8/10 in our review, writing: "Another Crab’s Treasure throws out dark themes and gratuitous violence in favor of talking cartoon crabs, and I love it."

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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Don't Expect Zelda, Animal Crossing or Other Nintendo Franchises to Pop Up in Mario Kart World, Producer Suggests — 'It Would Have Seemed Incongruous'

Nintendo looks set to keep Mario Kart World's focus firmly on the Mushroom Kingdom — so don't expect the return of cameos from Zelda, Splatoon or Animal Crossing.

Whereas Mario Kart 8 welcomed Link, Zelda, Isabelle and the Inklings to its character roster, the even longer cast list found in Mario Kart World lacks any faces from outside the Mario universe. Even the ability to race as your Mii, a staple since Mario Kart Wii, is also gone.

Now, Nintendo has addressed its U-turn on characters from beyond the Mushroom Kingdom's borders, and noted that it was a deliberate choice to keep Mario Kart World's, er, world, from feeling "incongruous".

"As developers, it would have seemed incongruous to us to add characters from other games to this universe," Mario Kart World producer Kosuke Yabuki told Ouest-France. "And it didn't seem necessary to us, given everything we could already do with Mario."

When asked specifically whether Yabuki had considered adding characters from another of one of his Nintendo projects, Arms, the producer replied: "Absolutely not!"

"We inevitably wonder how the players will perceive this casting," Yabuki concluded. "But there are so many characters and so many costumes that every player is sure to find what they are looking for."

While the lack of characters from other Nintendo games might seem like a backstep for the franchise, it's perhaps not a surprise to see Mario Kart World take this route considering its firm foundation as an open-world rendition of the Mushroom Kingdom.

From Peach's Castle to Bowser's Fortress, Mario Kart World's open map is designed to make you feel like you're on a roadtrip through Mario's backyard. Explaining why Samus or Tom Nook was suddenly there in this scenario becomes more difficult.

Likewise with tracks focused on non-Mario areas. Mario Kart 8 offered areas themed around Hyrule, and courses that paid tribute to F-Zero and Excitebike. It's hard to see how something similar could work in Mario Kart World.

And then there's the wider focus for Nintendo — which through its Super Nintendo Land theme park and Super Mario Bros. Movie is creating a more discrete identity for its beloved and lucrative Mario characters to stand apart from other franchises.

Take, for instance, the example of the company's movie efforts, with an animated Mario sequel in development that's not expected to relate in any way to its live-action film plans to adapt The Legend of Zelda.

Nintendo fans hoping for a big Switch 2 crossover title still have the hope of a new Super Smash Bros. — though creator Masahiro Sakurai is currently busy building a new Kirby game instead.

Check out our Mario Kart World guide and learn how to unlock every hidden Mario Kart World character, plus how Kamek Unlocks work - you’ll need them to unlock NPC Drivers. We’ve also got a guide to all the Mario Kart World food scattered across the open world and where to find it, which will help you get all the Mario Kart World outfits and costumes permanently.

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

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Project Brutality V0.3.1 for Classic Doom Is Available for Download

Doom fans, here is something for you today. The Project Brutality Dev Team has released a new version of its mod, Project Brutality, that you can download right now. Project Brutality is a fast and intense mod that makes classic Doom even more exciting. It first started as a small add-on for Brutal Doom but … Continue reading Project Brutality V0.3.1 for Classic Doom Is Available for Download

The post Project Brutality V0.3.1 for Classic Doom Is Available for Download appeared first on DSOGaming.

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MindsEye Developer Build a Rocket Boy Begins Layoff Process Amid Disastrous Launch, Studio Sources Say

Build A Rocket Boy has told staff a redundancy process has begun amid the disastrous launch of MindsEye. The cuts could affect over 100 employees, studio sources have told IGN.

One person, who asked to remain anonymous in order to protect their career, told IGN there’s no word yet on exactly how many staff are affected, but the standard 45-day consultation process starts today, June 23, which according to UK law is triggered when an employer proposes 100 or more redundancies within a 90-day period. IGN understands Build A Rocket Boy currently has around 300 UK employees, with around 200 abroad.

IGN has asked Build A Rocket Boy for comment.

Staff now face an anxious wait to find out whether they will be affected. Meanwhile, there are serious questions over whether Build A Rocket Boy will be able to fulfill its post-launch roadmap for content, including the promised multiplayer mode, on time.

Last week, Build A Rocket Boy said it was “heartbroken” over the issues players had faced with the recently released game, and promised to issue a series of patches to fix the significant performance problems, glitches, and AI behavior issues. Rollout of these patches has begun.

All the while, MindsEye’s troubled launch saw the developer cancel sponsored streams, and reports of players securing refunds, even from the normally stubborn Sony.

On Steam, which does not paint the whole picture of MindsEye’s current popularity, the game hit a peak concurrent player count of 3,302 on launch, but had a 24-hour peak of just 130 players. At the time of this article’s publication, 52 people were playing on Steam, with a mostly negative’ user review rating.

MindsEye was initially a part of Everywhere, the ‘Roblox for adults’ game creation platform led by former Grand Theft Auto design chief Leslie Benzies. Build A Rocket Boy, based in Edinburgh, Scotland, eventually switched to focus on MindsEye, its story-driven action adventure game, but it has so-far failed to do the business for the company.

In an email to staff reviewed by IGN, co-CEO Mark Gerhard insisted the studio remained committed to MindsEye, but pointed to a shift from an intense development and launch phase to a sustainable post-launch support phase.

Gerhard had hit the headlines ahead of MindsEye's launch for claiming there was a "concerted effort" by some to "trash the game and the studio," suggesting people were being paid or using spam bots to post negative comments. The boss of publisher IO Interactive, which makes the Hitman games, subsequently issued a denial.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

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Avengers: Doomsday Set Photos Suggest Unexpected Return of a Defenders Character, as Marvel Pays King Charles Millions for Windsor Location Shoot

Marvel is reportedly paying King Charles "millions" to shoot Avengers: Doomsday on the grounds of UK royal residence Windsor Castle — where the latest set photos suggest the return of another surprise Marvel character.

Construction work has begun within Windsor's parkland on several Avengers: Doomsday sets, including one named as "Annie Reynolds' House" in planning permission documents submitted to a local council. Annie is the mother of Thunderbolts*/New Avengers' Bob Reynolds, suggesting we'll see more childhood flashbacks to this location, revealing more of Sentry/The Void's childhood.

Now, The Irish Sun reports that a second set is named "Luke Cage's House" — a name Marvel fans haven't heard in a good few years. The bulletproof Harlem hero was last seen in 2018, during the second (and final) season of his Netflix TV series that shared a universe with Daredevil, Jessica Jones, and Iron Fist. Cage crossed over with those other shows for team-up series The Defenders, a small-screen version of The Avengers, before Netflix cancelled all of its Marvel line-up when rival streaming service Disney+ was announced.

Marvel is known for its secrecy, with productions typically listed under codenames and key scenes (such as Avengers Endgame's funeral) shot with even the actors involved sometimes unaware of what is going on. And yet while this could still be some kind of elaborate decoy, fans are trying to work out what's going on, and why Luke Cage might be returning.

Photos of the "Luke Cage's House" location show a classic rural-style U.S. house painted mustard yellow. While the setting does not appear to be Harlem, fans have pointed to the colour as being the same shade associated with the character during his Netflix run.

New look at the 1960s-style ‘Luke Cage’ house on the ‘AVENGERS: DOOMSDAY’ set!

Captain Marvel’s ship will soon be built and attached to the set.

(via: https://t.co/3jACkZkvS3) pic.twitter.com/rs1TzWAHnV

— Avengers Updates (@AvengersUpdated) June 22, 2025

In the past few years, Marvel has begun reintegrating The Defenders back into the MCU, via guest appearances from Charlie Cox as Daredevil in various projects before the launch of Disney+ reboot Daredevil: Born Again, and the reappearance of Jessica Jones (Krysten Ritter) in the show's next season. Daredevil spin-off character The Punisher is also getting a TV special, after which he will then reportedly appear opposite Tom Holland in Spider-Man: Brand New Day.

The exact amount paid to King Charles in order to use Windsor's grounds is unclear, though it is estimated to be in the millions. Windsor's official land owner — Crown Estates — frequently uses money from film productions to help pay for pay for the upkeep of its land, though also pays the King a quarter of its profits each year.

Could Charles himself make a cameo? Sadly, it seems unlikely. The King is understood to be holidaying in Scotland at Balmoral in early August, when the sets are due to be used.

Photo by Max Mumby/Indigo/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

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