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Game of Thrones TV Spinoffs in Development Include 'Some Sequels,' George R.R. Martin Teases

Several more Game of Thrones spinoff projects remain in development, creator George R.R. Martin has teased, including "some sequels."

Yesterday, HBO laid out a Marvel-style slate for the future of the Game of Thrones universe, and confirmed multiple upcoming seasons for both House of the Dragon and A Knight of the Seven Kingdoms due for release over the next three years.

Beyond those two shows, however, Martin has confirmed he's helping develop even more projects that are officially "in development" — including plans for multiple series set after Game of Thrones' controversial finale.

"Aside from The Knight of the Seven Kingdoms and House of the Dragon, there are other Game of Thrones spinoff projects in development," Martin said at an event attended by Los Siete Reinos. "Most are prequels. There are several in development, five or six series; and I'm not developing them alone, I'm working with other people. Yes, there are some sequels."

Of course, both of HBO's current Game of Thrones spinoffs are prequels, with House of the Dragon set two centuries before the events of its parent show. A Knight of the Seven Kingdoms is set roughly within the middle of the two, taking place around 100 years before.

Martin has previously discussed other potential spinoff ideas, including an Aegon the Conqueror show (around 300 years pre-Game of Thrones), a scrapped series centering on warrior queen Nymeria (who lived 1,000 years in the past), and yet another abandoned idea, entitled 10,000 Ships, which would have focused on a sea-faring city.

At the same time, the author has been more coy over plans for anything set after Game of Thrones' end — something he's still two books away from reaching himself.

Warning! Spoilers for Game of Thrones follow:

While Game of Thrones' final season is something of a bloodbath, numerous fan-favorite characters remain alive at its end — leaving the door open to several potential follow-ups. Indeed, Jon Snow actor Kit Harington previously confirmed he'd had discussions about returning for his own spinoff, though the idea was shelved after "a couple of years back and forth developing it."

Fans have long hoped for more from Arya Stark, last seen sailing off into the horizon in search of fresh adventures. Last December, Martin even mentioned a meeting between himself and actress Maisie Williams, and teased something as being in the works. "We also got together with Maisie Williams for pizza and pasta, and talked about... Well, no, better not get into that, do not want to jinx it," Martin said. "But it could be so much fun."

Of course, it's worth stressing that countless TV shows described as being in some stage of "development" never actually make it on-screen. HBO spent $30 million filming an entire pilot for its Naomi Watts-staring Game of Thrones prequel idea, before ultimately abandoning the project.

Photo by Craig Barritt/Getty Images for ReedPop.

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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The PlayStation Portal Gets a Rare Black Friday Discount as Part of PlayStation’s Massive Sale

PlayStation's big Black Friday sale has officially kicked off. If you've been hoping to grab some deals on PS5 games, hardware, or accessories, there's already plenty to look through. The company is even offering a $20 discount on the PlayStation Portal right now as part of its sale, which is a nice little treat for those who have had it on their wish list or have been looking to pick it up as a gift for someone else over the holidays.

This deal is available across a wide variety of retailers as well, from Amazon to Walmart to Best Buy to Target and, of course, at PlayStation Direct. No matter if you've had your eyes on the sleek Midnight Black model or the classic White version, now's a great time to make a move on it.

PlayStation Portal - Midnight Black

PlayStation Portal - White

If you're a bit on the fence about buying the PlayStation Portal, it's worth noting that we're big fans of it. Our 8/10 review from IGN's Seth Macy said it's, "the best PlayStation 5 Remote Play solution available." We even consider it one of the best gaming accessories for your PS5, so if it's your go-to platform, this device is well worth checking out.

On top of that, Sony recently enabled Cloud Streaming for everyone on this device, which allows owners to stream games without being connected to a PS5 console. Keep in mind that you need to be a PlayStation Plus Premium member to access the PS Portal's Cloud Streaming function. The good news on that front, though, is that PlayStation Plus is also discounted as part of its Black Friday sale. New players can sign up right now and score 33% off 12-month memberships.

For more from PlayStation's sale, check out our full breakdown of PlayStation's 2025 Black Friday sale to see everything available, from games to consoles, and more.

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

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Naruto Live-Action Movie Writer Doesn't Have Any Update on the Film's Status, Acknowleges Director's Busy MCU Schedule

What's going on with the live-action Naruto movie? We've heard nothing about it since its director was confirmed and its script was said to be done. You'd think that the writer of that script, The Mighty Nein showrunner Tasha Huo, would have an update, but alas, it sounds like she's waiting to find out more just like the rest of us.

In a recent interview with ScreenRant, Huo explained that she had “no new updates” on the progress of producing the film and that “I wish I did” have more news on that front. That said, she was still positive and said, alongside the fans, “I also can’t wait to see” what the adaptation has in store.

Huo, who is the showrunner for Tomb Raider: The Legend of Lara Croft, mainly cited Shang-Chi and the Legend of the Ten Rings director Destin Daniel Cretton’s Marvel schedule as the biggest issue here, but there’s no further updates on the status of the project as a result.

In 2024, Huo completed her latest draft of the script for the film, around the same time The Greatest Showman director Michael Gracey left the project to make way for Cretton.

Cretton is attached to a Shang-Chi sequel, and he cocreated and executive produced the upcoming Disney+ series Wonder Man. At the moment, he’s shooting Spider-Man: Brand New Day, which is set to be released in July 2026.

As of last year, the live-action Naruto movie was set to tell a “nuanced and special” story about the Hidden Leaf Village’s yellow-haired ninja in training. At the time, having handed the completed script to Cretton, Huo expressed confidence in the director, saying that his “very personal and relatable” style was one element of his films she enjoys.

Huo added that she felt Cretton would take Naruto’s story in a direction that avoids the franchise’s already large world.

“I think that’s such a cool choice because he’s going to be able to capture how nuanced and special Naruto is without getting distracted by the big world that it is, which I think could easily be done by someone who’s not a fan or someone who’s coming in for a cash payday," she said. "This is definitely a movie that comes at it from a love of who Naruto is and that character and his relationships."

Naruto had humble beginnings, starting as a manga series by Masashi Kishimoto in 1999. Its popularity has ballooned since then, as the series has gone on to not only receive its anime adaptation of the same name but sequel shows like Naruto: Shippuden and Baruto, too. It’s also spawned a number of video games such as the Ultimate Ninja Storm series.

The franchise is considered one of the Big Three in the world of anime, meaning expectations for a film adaptation were high the moment it got off the ground. Kishimoto did at least give his blessing to see the Shang-Chi director bring Naruto to the big screen, going as far as to release a statement on the matter when the filmmaker’s involvement was revealed.

“When I heard of Destin’s attachment, it happened to be right after watching a blockbuster action film of his, and I thought he would be the perfect director for Naruto,” Kishimoto said at the time. “After enjoying his other films and understanding that his forte is in creating solid dramas about people, I became convinced that there is no other director for Naruto. In actually meeting Destin, I also found him to be an open-minded director who was willing to embrace my input, and felt strongly that we would be able to cooperate together in the production process. To put it simply, the live-action Naruto is bound to be a film with spectacular action and profound drama. I can’t help but be excited for it.”

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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Bring the Nostalgic Arcade Home for the Holidays With Dream Arcades’ New Black Friday Deals

Modern game consoles and handhelds just don’t offer the nostalgia that a great arcade cabinet can bring. From mashable buttons and a responsive joystick to a big display and a familiar form factor, they bring retro and even modern titles to life in a way that can’t be replicated. Whether an arcade machine lives in a game room, your living room, or even a break room at the office, it’ll be the focal point of any space, sure to bring countless hours of joy to kids of all ages.

If you’ve been considering an arcade machine, Dream Arcades has 22 years of experience and a reputation that you want when building the cabinet of your dreams. All your favorite classic arcade titles, from Pac-Man and Street Fighter II to Mortal Kombat and Dragon’s Lair, are available. In total, over 300 games are included with a Dream Arcades cabinet, and over 100,000 titles can be accessed using its Retro Reload software.

Save $100 and Get 75 Games Free for Black Friday

Now’s the time to grab your machine, as Dream Arcades has a great deal for Black Friday. You can score an additional $100 off a machine using the code Santa100. Even cabinets that have already been discounted are a part of the sale. That’s not all, as 75 additional games come with a cabinet for free, like golden era Activision titles, including Pitfall, River Raid, and H.E.R.O., along with IGT’s best casino slots. No one will be disappointed in receiving something from Dream Arcades this holiday season.

About Dream Arcades

Dream Arcades’ machines are made with top-quality craftsmanship, and you can opt to add custom artwork, LEDs, and other controls to them. Down the line, if you want to make your own customizations, its MAME arcade cabinets are easy to open up and add hardware. The Windows system that comes with each cabinet is pretty awesome. Not only does it let you access thousands of classic games from NEOGEO to Nintendo 64, but it can also play Steam and PC titles, as well as stream popular shows and movies from top streaming services.

Dream Arcades has numerous cabinet styles to choose from. Whether you’re after two-player units with massive screens, the classic retro look, a seated cocktail style option, or a smaller cabaret cabinet for tighter spaces, you're covered. Nothing beats playing these games as they were intended to be played. There are even a few claw machines and a Whack-A-Mole-style game in the lineup.

Danielle is a Tech freelance writer based in Los Angeles who spends her free time creating videos and geeking out over music history.

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Amid Concern Over Steam Machine Price, Former Xbox Exec Calls on Valve to 'Please Just Let Third-Parties Use SteamOS' to Make the Hardware With Different Configurations

A former Xbox executive has called on Valve to allow third-parties to use SteamOS to make their own Steam Machines, amid concern over the price of the next-gen living room PC.

The Steam Machine is a gaming-focused PC designed to be more accessible than a standard desktop PC, with a sleek, cube-like design and SteamOS on-board. We here at IGN have offered our thoughts on how much the Steam Machine will cost, suggesting it’ll probably be higher than people think. Chatter about pricing recently ramped up after Linus Sebastian of Linus Tech Tips suggested it wouldn’t follow a “console pricing model” of $500, after mentioning the figure in a meeting with Valve staff.

Now, Mike Ybarra, former President of Blizzard Entertainment and executive on Microsoft’s Windows and Xbox team, has urged Valve to open the door to next-gen Steam Machines from third-party companies, which, he said, would only increase Steam store revenue.

"Dear @valvesoftware," he said in a tweet, "please just let 3rd parties use SteamOS and make the HW with many different configurations. SteamOS will take off and your Store revenue will only go up.”

Ybarra’s comment was in response to the suggestion that Valve’s Steam Machine will likely cost above $750. We’ve suggested Steam Machine will cost $700-$800. To put that into perspective, the base PS5 with a disc drive currently costs $549.99, while the PS5 Digital Edition costs $499.99. The PS5 Pro, meanwhile, costs $749.99.

Presumably, if third-parties were able to get in on the action they might release cheaper alternatives. At least, that's what Ybarra is suggesting here. But it’s worth remembering that third-parties already can use SteamOS — just look at the Lenovo Legion Go S. Indeed, in an interview with IGN on Steam Machine, Valve sounded open to other hardware running SteamOS. It just comes down to other manufacturers investing in building the hardware.

And let's not forget that what Ybarra is asking Valve to do is exactly what it did do with the first iteration of Steam Machine a decade ago: third-party boxes running Valve's operating system. So, in theory anyone could have made a Steam Machine at any time over the last 10 years, but they... didn't.

Ybarra went on to urge Microsoft to get in on the SteamOS action, too, although admitted this is unlikely. “This is what Xbox should do, btw,” he said. “But they will likely be forced to push Windows with AI, co-pilot, teams, and more. They could do GREAT if they embraced SteamOS on HW.”

Microsoft, as everyone knows, has PC / console hybrid plans of its own. A recent report claimed the next Xbox will play PlayStation games released on PC via Steam. That means the likes of Sony Santa Monica’s God of War, Insomniac’s Spider-Man, and Sucker Punch’s Ghost of Tsushima and pretty much all other PC games will all be playable on the next-gen Xbox in an industry first.

Windows Central reported that while users of the next-gen Xbox can remain inside the Xbox ecosystem if they want, they can exit to Windows, where the console acts like a traditional Windows PC. That means having access to PlayStation games on Steam, and mouse and keyboard games from Blizzard's launcher, Battle.net (World of Warcraft), and Riot's launcher (League of Legends).

We’ve got plenty more on all Valve’s recent hardware announcements, and have a handy roundup so you don’t miss a thing. We went hands-on with Steam Machine and Steam Controller, and if you’re wondering about Steam Deck 2, we asked Valve about that as well.

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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The IGN Readers’ Top 25 Nintendo Games of All Time

Recently, IGN teamed up with Nintendo Life to rank the Top 100 Best Nintendo Games of All Time. But this celebration wasn't just about what we think: we also wanted to know what your list would be, too. This was calculated through our Face Off tool, which pits two games against each other until you’ve run through all of the permutations, and then places the games in order of their win percentage. So, following a face-off in which thousands of you voted — with your number one pick being involved in 21,405 duels — we’ve got a Top 25 based on the IGN audience’s opinion.

The games that appear in this list actually aren’t too different from the ones that make up our own top positions, albeit with quite a different order. You favour Super Mario and The Legend of Zelda series over most others. So much, in fact, that the top 10 is dominated entirely by these two Miyamoto creations.

What follows is the Top 25 as voted by IGN readers, with a handy comparison below that shows your picks alongside the IGN and Nintendo Life’s list.

25. Mario Kart 64 – 59.0% Win Rate

24. Super Mario Bros. – 59.2% Win Rate

23. Pokemon Yellow (Red/Blue) – 59.4% Win Rate

22. Donkey Kong Bananza – 61.2% Win Rate

21. Chrono Trigger – 61.2% Win Rate

20. GoldenEye 007 – 61.9% Win Rate

19. The Legend of Zelda: Link’s Awakening – 62.7% Win Rate

18. Super Metroid – 62.7% Win Rate

17. Super Smash Bros. Melee – 63.4% Win Rate

16. The Legend of Zelda: Twilight Princess – 65.3% Win Rate

15. Metroid Prime (+ Remastered) – 65.6% Win Rate

14. The Legend of Zelda: Majora’s Mask – 66.1% Win Rate

13. Mario Kart 8 Deluxe – 66.1% Win Rate

12. Super Mario Galaxy 2 – 66.8% Win Rate

11. Super Smash Bros. Ultimate – 66.9% Win Rate

10. Super Mario. Bros 3 – 67.9% Win Rate

9. The Legend of Zelda: The Wind Waker – 68.4% Win Rate

8. The Legend of Zelda: A Link to the Past – 69.0% Win Rate

7. Super Mario Galaxy – 69.6% Win Rate

6. Super Mario World – 70.5% Win Rate

5. Super Mario 64 – 70.5% Win Rate

4. Super Mario Odyssey – 71.3% Win Rate

3. The Legend of Zelda: Tears of the Kingdom – 73.2% Win Rate

2. The Legend of Zelda: Breath of the Wild – 77.1% Win Rate

1. The Legend of Zelda: Ocarina of Time – 77.5% Win Rate

So, that's what you voted as the 25 best Nintendo games ever, but how does it compare to IGN and Nintendo Life’s version? Well, there are a few notable differences. The IGN readers picked Mario Kart 64 as number 25 — a game that didn’t even make our Top 100 as one of our two Mario Kart entries. On the flip side, we had Tetris placed at 5, but it was all the way down at 33 in the public vote.

You can check out the table below to get a direct comparison between the top 25s. Which do you ultimately agree with more? Let us know in the comments below!

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

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Star Wars Fan Filmmaker Says Disney Stole His Work

A Star Wars fan filmmaker has accused Disney of directly copying a fight sequence he created, and re-using it shot-for-shot within an episode of Star Wars: Visions.

The sequence, including its fight choreography and camera angles, appears identical in a 12-second video posted to Instagram by fan Lorenz Hideyoshi, showing his unofficial work side-by-side with a clip from the Disney+ animated show.

"When Disney blatantly steals your action design," reads a caption on the video, which contrasts Visions' 2023 episode The Bandits of Golak with Hideyoshi's own Dark Jedi: A Star Wars Story, a short film he released in December 1999 via YouTube.

"I mean they already had a different weapons setup, but still managed to brute force (push) my choreo onto that action," Hideyoshi wrote. "Didn’t even change the camera angles."

"Why Disney?" he continued. "Is it because we made a non-profit tribute fan film of one of your IPs and now you feel justified in stealing from this pool of creative output? Maybe either a) pay your animators more or b) hire an action designer."

While Disney owns Star Wars maker LucasFilm, Visions is the work of numerous animation studios spread across the world, with this particular episode in particular made by Indian outlet 88 Pictures. IGN has contacted Disney for comment.

Last month, a third season of Star Wars: Visions was released on Disney+, adding a further nine stories to the anthology series. Each episode contains its own self-contained story set somewhere in the Star Wars universe, though the series is not treated as official canon.

"As a whole, Star Wars Visions Volume 3 is the animated series’ most uneven outing to date," IGN wrote in its review of the latest season, awarding it a 6/10.

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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Resident Evil Requiem Producer Teases Characters 'Involved in the Raccoon City Incident' Are in the Game

Resident Evil Requiem will feature classic characters connected to the Raccoon City incident, Capcom has now acknowledged — while stopping short of confirming exactly who.

Speculation is rife that floppy-haired fan-favorite Leon S. Kennedy will be back for Requiem, revisiting the city where he spent a fateful first day as a rookie police officer back in Resident Evil 2.

But, to date, Capcom has refused to discuss whether fans will reconnect with any familiar faces in Requiem, choosing instead to focus its marketing efforts on new protagonist Grace Ashcroft, daughter of Resident Evil Outbreak's Alyssa Ashcroft.

Now, in an interview with Well-Played, producer Masato Kumazawa has finally confirmed that "yes, there are going to be some characters from the past series to come in."

It's worth stating that Kumazawa is responding here to a question which asked specifically whether other Outbreak characters, as well as Alyssa, will show up in Requiem. But Kumazawa does then go on to mention characters "involved in the Raccoon City incident" generally will appear. Here's the full quote:

"I would say that yes, there are going to be some characters from the past series to come in, but don’t over-expect or hype it," Kumazawa teased. "We can’t promise you anything about that, but the only thing I can say is that there will be characters that have been involved in the Raccoon City incident involved in the game."

The debate around whether other characters — and specifically Leon — are in Requiem has dominated discussion of the game to date, though Capcom seems happy to keep the speculation going. While focusing on Grace Ashcroft in trailers and early gameplay previews, the publisher has never explicitly stated that she is the sole playable character.

In a separate interview published online this week, Kumazawa branded a specific fan image of Leon with an eyepatch as "fake news," and suggested it was the work of AI. But again, the producer stopped short of simply saying Leon isn't in the game — which, at this point, you'd think developers would simply state in order to manage expectations.

Resident Evil Requiem launches on February 27, 2026 for PC, PlayStation 5, Switch 2 and Xbox Series X/S. There's still plenty of time for more reveals.

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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Nioh 3 Gets Official PC System Requirements

KOEI Tecmo has just revealed the official PC system requirements for the next part in the Nioh series, Nioh 3. So, let’s see what you’ll need to run it. Nioh 3 is a dark samurai action RPG. In this game, you will battle powerful monsters called yokai. These enemies are tough and will challenge your … Continue reading Nioh 3 Gets Official PC System Requirements

The post Nioh 3 Gets Official PC System Requirements appeared first on DSOGaming.

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Brendan Fraser Reveals What Batgirl Movie Cancellation Says About the State of Hollywood

Remember when David Zaslav and Warner Bros. Discovery just completely cancelled and shelved the nearly completed Batgirl back in 2022? Oh, you can’t forget? Us neither. Now, The Mummy star Brendan Fraser has opened up about what he thinks the film’s cancellation means for the state of the industry.

Fraser played villain Firefly in the unreleased Batgirl film, a role he has said in the past was "great fun." Unfortunately, fans will never see it.

“A whole movie,” he remarked to Associated Press in a recent interview. “I mean, there were four floors of production in Glasgow. I was sneaking into the art department just to geek out.”

Fraser added: “The tragedy of that is that there’s a generation of little girls who don’t have a heroine to look up to and go, ‘She looks like me.’ I mean, Michael Keaton came back as Batman. The Batman! The product — I’m sorry, ‘content’ — is being commodified to the extent that it’s more valuable to burn it down and get the insurance on it than to give it a shot in the marketplace. I mean, with respect, we could blight itself.”

When Warner Bros. scrapped the film in 2022 as a tax write-off, it claimed the decision was due to cost-cutting measures enacted to protect the company’s bottom line. Naturally, this unprecedented choice caused major backlash in the industry, with gutted reactions from directors Adil El Arbi and Bilall Fallah, and star Leslie Grace. DC Studios co-CEO Peter Safran went on to claim in 2023 that the movie “was not releasable” and “would have hurt DC.”

The company went on to shelve Coyote vs. Acme the following year, but ultimately allowed the picture to be shopped around for new distribution, which will be handled by Ketchup Entertainment for a 2026 worldwide theatrical release.

"I got the chance to watch it, and it was a phenomenal film,” Jacob Scipio, one of the film’s stars, told The Direct last month. “Man, I'm really sad the world never got to see it. But you know, you never know. You never know.”

In August, Michael Keaton, who as Fraser mentioned reprised his role as Batman in Batgirl, admitted he was not all that bothered when the movie fell by the wayside. GQ asked Keaton whether he found the fate of Batgirl disappointing. The short answer was "no." He was unfazed by the cancellation but did admit to feeling bad for the movie's directors, Adil El Arbi and Bilall Fallah.

"No, I didn't care one way or another. Big, fun, nice check," Keaton said while, according to the outlet, rubbing his fingers together in a money gesture resembling the act of clutching dollar bills.

"I like those boys. They're nice guys," he added about Batgirl's directing duo. "I pull for them. I want them to succeed, and I think they felt very badly, and that made me feel bad. Me? I'm good."

Keaton, who many regard as the best live-action Batman, starred as the Dark Knight in Tim Burton's 1989 movie of the same name before returning for the 1992 sequel Batman Returns. He then dipped out of the franchise because Joel Schumacher had a new creative vision for the third film, leaving the role open for Val Kilmer.

However, Keaton didn't hang up the cape and cowl for good, as he returned to the role again in 2022's The Flash. Batgirl would have been next on the DCEU slate if Warner Bros. hadn't cancelled it, coming out ahead of Aquaman and the Lost Kingdom and Joker: Folie à Deux.

A set photo showed Grace and Keaton standing face-to-face in full costume in a scene that presumably played during the film's funeral screening, acting as a send-off for the movie before it got locked in the vault.

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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How Disneyland Wrote the Video Game Rule Book

The name “Disney” has been showing up in quite a lot of gaming-related headlines as of late. As part of its arms race with Netflix, the conglomerate announced plans to add AI-powered user-generated content and “game-like features” to Disney+. Last year, it acquired a $1.5 billion stake in Epic Games, adding yet another cash cow to its portfolio. That deal paved the way for Disneyland Game Rush, a Fortnite island released earlier this month to celebrate the theme park’s 70th birthday that features well-received minigames based on Space Mountain, Haunted Mansion, and other iconic rides.

These developments are more than a little surprising, not least because it’s been close to a decade since Disney pulled the plug on its own, in-house gaming initiatives. Disney Interactive Studios, lovingly remembered for its work with Square on Kingdom Hearts and that 1989 NES DuckTales platformer that inspired the bounce mechanic in Shovel Knight, closed down in 2016 following the cancellation of its flagship project, Disney Infinity. Asked why, Bob Iger – who was then nearing the end of his first stint as CEO – told shareholders that while the company was great at making movies and building theme parks, they weren’t nearly as skilled at designing games.

Others would beg to differ. While it’s true that Disney has never managed to compete with Nintendo, Ubisoft, or Electronic Arts, its influence on games as a medium might well be greater than all of these three companies combined. To understand how the company was able to leave a mark on the one part of the entertainment industry it couldn’t conquer, you need to go where Fortnite has gone: to Disneyland.

When Don Carson quit his job as a senior designer at Walt Disney Imagineering – the research and development group in charge of creating new rides for Disney’s theme parks – he filled up some of his spare time playing video games. To his surprise, his new hobby heavily reminded him of his old job, so heavily that he felt compelled to write a long and – in due time – widely-read article for Game Developer (formerly Gamasutra) about what people working in one industry could learn from those working in the other.

Carson’s article was originally published in 2000, when 3D games like Wolfenstein, Doom, and Quake III Arena were all the rage and the industry found itself on the cusp of a revolution. “The ability to create virtual worlds is relatively new to us,” reads one particularly nostalgic line. “With the growing popularity of multiplayer games and the promise of higher band widths, I relish the day I can meet friends and explore these worlds together.”

Despite its age, the article’s central argument – that gaming and themed entertainment “are not that far apart” – still rings true today, perhaps even more so than it did 25 years ago. Sure enough, the two have more in common than you’d think. Both can be described as immersive experiences where people move through a carefully constructed space that responds to their presence. More importantly, both are born from the same design philosophy – one Carson boils down to the following question: “How do I draw my audience into my imagined world and make them want to stay?”

How do I draw my audience into my imagined world and make them want to stay?

All too often, the answers point to the original Disneyland. Prior to its opening in 1955, most theme parks were disappointingly light on theming. As one the world’s leading providers of escapism, Walt Disney did not merely want to distract guests with thrills and frights – he wanted to transport them to a different reality. To sell this fantasy, Disneyland turned its ride vehicles into boats, spaceships, and teacups, covered up tracks and scaffolding, and made sure that each of its major attractions told a story that incorporated the rider. When you get on the Cyclone at Coney Island, you are you, riding the Cyclone at Coney Island. Not so in Disneyland. On the Jungle Cruise, you’re a tourist exploring the tropics. On Peter Pan’s Flight, you’re placed in the shoes of its titular character, soaring over London and Neverland. The list goes on.

Video games have traveled down a similar road, enhancing raw experience with increasingly immersive theming. While some of the first-ever arcade games – think Pong and Pacman – took place in geometric voids, subsequent titles mapped their gameplay loops onto more clearly defined locations and situations, from Donkey Kong’s construction site to the roads and rivers of Frogger.

This transition repeated itself when gaming veered into the third dimension. While large parts of Super Mario 64 played out in liminal spaces, levels in Super Mario Sunshine – released 6 years later, in 2002 – are all part of a single, interconnected, fully realized setting: Delfino Island. Echoing Disneyland’s ride design (Tokyo Disneyland, featuring many of the same attractions found in LA, opened in 1983,) Sunshine not only fleshes out the environments, but also serves up a more ambitious narrative. No more saving Princess Peach from Bowser because game. This time, Mario is going vacation, is framed for a crime, and has to clear his name to earn back his freedom.

Disneyland’s influence on games is most evident when it comes to level design. To help guests find their way around the park – and encourage exploration on their own terms – Walt Disney envisioned a hub-and-spoke layout, with various lands connected to a central vocal point: Sleeping Beauty’s Castle. As mentioned in this Game Developers Conference (GDC) talk from 2022 – which covers the same ground as Carson’s article – Uncle Walt famously referred to the castle and other tall structures scattered throughout the park as “weenies,” because they lured guests from one area to another in the same way that he himself used hot dog wieners to lure his poodle around the house.

If you’re familiar with Mark Brown’s popular YouTube channel Game Maker’s Toolkit, you may know that weenies have worked their way into the language of video game design as well. They’re especially common in the open-world genre, where they help players orient themselves and guide them towards worthwhile content scattered throughout the sprawling sandbox environment. In this sense, structures like the Erdtree and Minor Erdtrees in Elden Ring function as the digital equivalent of Mount Kilimanjaro in Animal Kingdom or Spaceship Earth in EPCOT. The Legend of Zelda: Breath of the Wild and Tears of the Kingdom are filled with various types of weenies, from shrines and Sheikah Towers to the Divine Beasts and – of course – Hyrule Castle itself. One game that particularly resembles Disneyland in outline is 2018’s God of War, where Midgard’s centrally located Lake of Nine (complete with a Jörmungandr-weenie) opens up into several branching paths, some leading to other realms.

Walt Disney envisioned a hub-and-spoke layout, with various lands connected to a central vocal point.

These similarities do not imply that developing a game is functionally identical to designing a ride or an entire theme park. On the contrary, each industry works under unique constraints and pressures. Ideas for new attractions have to consider things like safety and carrying capacity. Short ride times, large vehicles, and efficient loading areas keep wait times low and guest experience positive. Another important distinction concerns user experience. While games can be enjoyed in isolation, theme park rides are made for large groups. Unlike with games, where no two play-throughs are exactly alike, most attractions offer a near-identical experience to every rider, every time they ride. Customization and personalization, standard features in games, are largely unattainable in attractions.

Still, while some of the details are different, the big picture is anything but. Whether you work at Universal Studios or Sony Santa Monica, your day-to-day job will see you navigating the same challenge: meeting economic and logistical demands without compromising the immersive quality of the final product.

Rarely does this balancing act succeed without something breaking. When Disneyland opened, it quickly became clear that the quaint, narrow streets of its opening area – a traditional American town loosely based on Walt Disney’s birthplace of Marceline, Missouri – had to be widened in order to accommodate the large summertime crowds: an imperative that completely went against Disney’s original vision.

Likewise, Carson – who after his Imagineering days ended up going into game development himself – recalls a time when he’d sunk weeks into programming realistic-looking flames for an Indiana Jones-style game, only for his colleagues to ramp up their flickering animations to unrealistic speeds. “When I complained,” he writes, “the programmer proudly argued (…) that ‘gamers’ should appreciate the visual effect of a high frame rate over the realism of my environments.”

If the video game industry’s indebtedness to Disneyland’s theme park design was already evident during the arcade era, this relationship has only deepened over time. Already in the late ‘90s, Carson observed that “we can visit and explore worlds on our computer screens that are increasingly dramatic and realistic” – so dramatic and realistic that he had on more than one occasion “been blown to bits because I dared hesitate to admire a beautiful piece of virtual architecture.” Just as Disneyland made it all but necessary for theme parks to conceal the machinery of their own attractions behind mock-up space stations and plywood mountains, so too did the gaming industry arrive at a point where we expect developers to cover up the artificiality of their games by means of organic level design, invisible walls, and hidden loading screens.

Games also bear a closer resemblance to theme park rides in that playing them has become an increasingly social experience. That moment Carson dreamt about, when you could meet friends and explore digital worlds as you would the real one, didn’t take long to arrive. Within just a few years, online play – from browser games like Habbo Hotel to multi-player shooters like Call of Duty and Battlefield – had become the backbone of the industry, paving the way for our current live service era. At present, even purely single-player experiences are plugged into globe-spanning networks thanks to vibrant fan communities on Reddit, YouTube, TikTok, and other platforms.

Now, after decades of theme parks influencing games, the relationship appears to be reversing. While the gaming industry continues to boom, the world of themed entertainment is currently struggling due to mounting costs and decreased attendance. To stay with the times, ride designers are increasingly working with and learning from game developers. From Los Angeles and Florida to Paris and Tokyo, more and more theme parks are adding digital, interactive, AI-assisted elements to their attractions, blending the distinction between rides and games. Smuggler’s Run, the Millenium Falcon simulator at Disney’s Galaxy’s Edge park, is built in Unreal Engine and its next iteration will feature branching pathways to allow player choice. Then there’s the various Mario Kart attractions at Super Nintendo World, where riders wear augmented reality headgear that project virtual elements onto the physical ride itself, or Web Slingers: A Spider-Man Adventure at Disney California Adventure, which uses motion tracking technology to allow riders to shoot their own webs. Before long, we might just see Fortnite show up inside Disneyland, rather than the other way around.

Tim Brinkhof is a freelance writer specializing in art and history. After studying journalism at NYU, he has gone on to write for Vox, Vulture, Slate, Polygon, GQ, Esquire and more.

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Tides of Annihilation: Extended Cut of the New Boss Fight Trailer + New Screenshots

You may have already seen the latest Tides of Annihilation boss fight gameplay trailer from yesterday's Xbox Partner Preview showcase, but we've got an extended version of it that adds 19 extra seconds at the beginning. Check out that extended cut above as well as exclusive new screenshots in the gallery below.

This battle pits protagonist Gwendolyn fights against a powerful shape-shifting witch named Tyronoe. Gwendolyn is assisted in the fighting by the spear-wielding Sir Lamorak, a Knight of the Roundtable. The trailer also gives us a peek at the combat system called the Dual Frontline Battle System, as you will be able to control both Gwendolyn and Lamorak. We also get a glimpse at a story element with Tyronoe's creation of a mirror-like Folded Realm.

The developers tell IGN, "Through her quest for the Holy Grail, Gwendolyn will be able to find several knights to summon and command in the game, including notable Knights of the Roundtable from Arthurian mythology. More details including the number and names of Knights will be disclosed in the future, please stay tuned!"

If you missed the announcement trailer, catch it now. It's also worth taking a look at the 11-minute-long extended gameplay walkthrough. Tides of Annihilation will be available on PC, Xbox Series X/S, and PlayStation 5 (PS5).

Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.

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Everything We Know About Kill Bill: The Whole Bloody Affair

This article contains spoilers for the entire Kill Bill saga in all its variations.

Kill Bill: Vol.1 (2003) and Kill Bill: Vol. 2 (2004) are modern action classics. Writer/director Quentin Tarantino originally conceived the two films as a single 10-chapter epic, but executive producer Harvey Weinstein suggested splitting Kill Bill in half to make it more marketable, and Tarantino complied, rationalizing that a 4-hour-plus pulp epic might be too "pretentious." To many Tarantino fans and film nerds, however, this concession was a missed opportunity at greatness. For over two decades, the original, unedited Kill Bill has never seen a wide, mainstream release for a general audience… until now.

On December 5, 2025, Kill Bill: The Whole Bloody Affair will debut in theaters. It restores the Kill Bill project to a single uncut film as Tarantino originally intended, and it adds about seven and a half minutes of never-before-seen animated footage. Tarantino hasn't officially announced what this new footage is, but based on trailers and past interviews with Tarantino, we think we know.

Here is everything we know about Kill Bill: The Whole Bloody Affair, including the newly extended running time, the unseen anime sequence, and the extra scenes and edits that you're also likely to see.

Why You Need to See Kill Bill: The Whole Bloody Affair in Theaters

Watching the two volumes sequentially will not have the same emotional effect, because when Tarantino separated Kill Bill into two volumes, he recut and filmed additional footage and audio as a workaround so that the two halves could stand alone.

The Whole Bloody Affair rolls back those eleventh-hour changes. It repurposes scenes, reorders them, or deletes them entirely to create a more coherent narrative, and it adds details – new scenes, extended scenes, alternate takes, and uncensored bits of violence – to the overarching events of the story. So while it's still the Kill Bill you know and love, the film will hit harder and build to its climax better than you remembered.

The History of the Whole Bloody Affair

Although this is the first time that TWBA is receiving a wide release, Tarantino has occasionally screened an earlier version of the combined edit for a limited audience. He first debuted TWBA at Cannes in 2006, screened that Cannes print at the New Beverly Cinema in LA (which he owns) in March-April 2011, and on other occasions since then. In the summer of 2025, he screened the Cannes print, complete with French subtitles, at the Vista Theater in LA (which he also owns).

Positive reviews and reactions from those screenings have circulated online for years, so we know most of the changes that we'll be seeing this December.

Big Changes

Plotwise, two TWBA changes have a heavy impact on the story. The first change is that in the Cannes cut, the audience doesn't learn the Big Twist – that The Bride's daughter is still alive – until the very end of the movie. We find out at the same time the Bride finds out. When Tarantino split the films in 2003, Tarantino moved this twist to the end of Vol. 1 so that the first film would have a cliffhanger leading into Vol. 2. By restoring the twist to the very end of TWBA, Tarantino creates a more shocking, emotionally impactful payoff.

As for the second change: Remember the head-on car footage that opened Vol. 2, where the Bride is monologuing directly at the camera in black and white? In the Cannes print, that sequence is missing entirely; Chapter 5 ends, there's an intermission, and Chapter 6 picks up immediately afterward. This makes sense because Kill Bill is no longer two separate films, and thus, the black-and-white recap is no longer necessary.

Interestingly, the most recent TWBA trailer contains a clip of this car scene, which implies that it's still the movie. In the original screenplay, Tarantino planned this sequence for the beginning of the film, after the Bride's shooting and before the title sequence. Could Tarantino have moved this scene to the beginning of TWBA instead of cutting it completely? I guess we'll see.

More Gore

The most prominent change that Americans will notice in TWBA is that the House of Blue Leaves fight sequence, which was once in black and white, is now in color. So in TWBA, you'll see The Bride slicing through the Crazy 88 in all its gory red glory, the way Japanese audiences originally watched it.

The reason why Tarantino made this sequence black and white in America was to better appeal to American audiences. It's a common misconception that Tarantino changed the sequence to dodge the MPAA's NC-17 rating; instead, he did it as a preemptive move in response to American sensitivities, because he felt the American press would focus on the red blood to the exclusion of everything else, whereas audiences abroad would not.

Everything Else We Know

The following changes were apparent in the Cannes cut, and they will likely carry over to the final TWBA cut in December 2025. This is an incomplete list of the major differences; it doesn't account for all the changes that are likely on the way, given the extended running time of the new cut (more on that later):

  • The opening black title screen with the ‘Klingon proverb,’ "Revenge is a dish best served cold," has been replaced with a dedication to Japanese director Kinji Fukasaku (Battle Royale).
  • The O-Ren anime sequence is more graphic and shows more of Boss Matsumoto's disembowelment.
  • The House of Blue Leaves sequence contains some alternate takes that show more dismemberment and graphic moves, including a finger throat punch. You’ll also see additional footage of the young Yakuza boy losing his mask, which sets up the spanking at the end of the sequence.
  • Sofie Fatale loses both her arms on-screen, whereas the second dismemberment is only implied in the original Vol. 1 cut.

The Unseen Anime Sequence

Here's the part that Tarantino devotees are waiting for. Distributor Lionsgate announced that TWBA will include a seven-and-a-half-minute anime sequence that's never been seen before; the Cannes cut, which up until now has been the definitive version of Kill Bill, did not include this new sequence either. So we'll all be seeing it for the first time on December 5.

There's lots of online speculation as to what this sequence could be, but based on prior interviews, we pretty much know. In fact, Tarantino himself alluded to it at San Diego Comic-Con in 2014, discussing his creative partnership with Production I.G. (the Japanese anime studio that did the original O-Ren sequence):

"Originally back when Kill Bill was going to be one movie, I wrote an even longer anime sequence. In the movie, you see [O-Ren] kill Boss Matsumoto. But then there was that long-haired guy? The big, big, big sequence was her fighting that guy."

That guy, known to fans as Pretty Riki, was speculated by some people to be Bill back in 2003; this confirms, officially, that Pretty Riki and Bill are different people. As for the sequence itself, Production I.G. never made it for Vol.1 because it couldn't deliver the animation on such a tight schedule. But over a decade later, the animators changed their minds:

"Later, when Production I.G. heard that we were talking about doing Kill Bill: The Whole Bloody Affair? They still had the script. So without even being commissioned to do it, they just did it. They just did it and they go, "We're just going to do it and we'll pay for it ourselves, and it's going to be so great that you're going to have to use it."

In the trailer, we see a shot of Pretty Riki bleeding in an elevator and one of a young O-Ren dropping a grenade, so it's safe to say that the new seven-and-a-half-minute anime footage is probably that sequence. During the same Comic-Con interview, Tarantino said we'd see the sequence in 2015, but that never happened. Better late than never!

The Whole Bloody Runtime

The Cannes cut clocked in at 248 minutes (4 hours, 8 minutes). Kill Bill: The Whole Bloody Affair weighs in at a whopping 281 minutes (4 hours and 41 minutes), which includes a 10-15 minute intermission. Something isn't adding up if you do the math, which is great news.

We're not sure if the Cannes cut running time includes the intermission, but let's say for argument's sake that it does; that means the new TWBA is 33 minutes longer. If you subtract that seven-and-a-half-minute anime sequence, we're left with 25 and a half minutes unaccounted for. Is there a completely new and as-yet unannounced scene or chapter?

If the Cannes cut running time doesn't include the intermission (the most likely explanation), then its running time would be 263 minutes (4 hours, 23 minutes), making TWBA 18 minutes longer. Take out the anime sequence and we're left with 10 and a half minutes.

Intriguing, isn’t it? What else does the new TWBA cut contain to account for the discrepancy in the running time? We'll all know for sure on December 5 when Kill Bill: The Whole Bloody Affair hits theaters. And definitely see it in theaters! Tarantino is on record numerous times as saying that he wants to keep TWBA a cinematic experience. Since he now owns the movie outright, this is not an "I'll catch it on streaming some other time" kind of deal; there's a good chance you'll have to wait a while before you can see it (in theaters) again!

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Here's Every PS5 Game Already On Sale for Black Friday 2025

PlayStation's 2025 Black Friday sale is already live, running through to December 1. As part of the sale, a whole bunch of brilliant games have already been discounted across all major retailers.

For the uninitiated, Black Friday deals tend to go live a week early these days, so while Black Friday isn't until Nov. 28, we've already got all the best discounts on PS5 games to check out.

To make things a little easier for you, I've gathered up all my top picks and split them across the latest and greatest hits for 2025, and then the rest of the gems that have featured across the PS5's almost five-year life cycle.

2025 PS5 Games on Sale for Black Friday

Standout offers for 2025 PS5 games include a 2025 Game of the Year nominee, Death Stranding 2, for $49.99. That's $20 off, and matches the best deal on the game so far this year.

There's also $20 discounts on big Konami hits like Metal Gear Solid Delta: Snake Eater, and Silent Hill f, both also down to $49.99 from $69.99. Both of these can be found in Best Buy's Black Friday sales.

I love to sing the praises of Kingdom Come Deliverance 2 as well, and that's just hit its lowest price ever as part of the Black Friday sales. It's just $30 at Amazon right now, a huge $40 in savings.

There's plenty more new games to check out in the sales as well, like Assassin's Creed Shadows for $34.99, Battlefield 6 for $59.45, EA Sports FC 26 for $29.99, Borderlands 4 for $47.99, and more.

It's also worth noting that not every deal is live yet, and we can see new offers go live all the way through to Black Friday proper on November 28.

More PS5 Game Deals for Black Friday

There's some big discounts on first party PlayStation games in the sale as well, especially from the past few years. My top pick is Game of the Year 2024 winner, Astro Bot, for $39.99, which is endless amounts of fun.

You can also pick up Helldivers 2, Spider-Man 2, The Last of Us 1 and 2, all for $29.99. Stellar Blade is down to $39.99, and you can even pick up Horizon Forbidden West for just $19.99.

There's also games like Final Fantasy's 1-6 Pixel Collection for $39.99, which has dropped to its lowest price ever, and Dragon Quest 3 HD-2D Remake for $34.99.

Other standout offers in the PlayStation 2025 Black Friday sale include $100 off PS5 consoles and PlayStation VR2 bundles, $20 off DualSense Controllers and PlayStation Portal, and up to 33% off PlayStation Plus memberships.

There are plenty more games on sale that we haven't mentioned either, so be sure to check out the full PS5 sales pages at retailers like Amazon as well.

Are you planning to pick up anything in PlayStation's Black Friday sale?

Let us know in the comments, and stick with IGN as we continue to update you daily on the best Black Friday deals for 2025.

Should You Wait for Black Friday on November 28?

Black Friday deals are more confusing than ever these days. Most retailers spend November teasing limited-time offers, but the reality is that the deepest discounts rarely show up until about a week before what I like to call “Black Friday proper.” Early deals can be tempting, but they often don’t beat the prices that land closer to the main event.

Having tracked PlayStation sales for six years, one thing is clear: once a PlayStation deal hits, it usually stays put for the duration of the sale. That means the prices you see now for consoles, controllers, and games are very likely the ones you’ll see through to December. If you’ve been holding out for a good deal, there’s no need to wait any longer.

These offers are solid, reliable, and unlikely to get any better. Go ahead and grab the what you’ve had your eye on, there’s no risk of Black Friday regret, only the satisfaction of scoring exactly what you wanted at a price that finally makes sense.

Robert Anderson is Senior Commerce Editor and IGN's resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.

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Fans Believe Homer Simpsons' Nipples Point to Fortnite Policy Change

This week, Fortnite players got their first glimpse at something never seen in the game before: nipples. Specifically, Homer Simpsons' nipples. And big ones too, at that.

Yes, an upcoming Fortnite model will feature a giant-sized version of Homer wearing just his underpants, with everything else (including his nipples) on show. Why is this such a big deal to Fortnite's faithful? Well, it's because the game has refused to depict any kind of areola previously.

While never publicly stated, Fortnite developer Epic Games has seemingly mandated that its battle royale should be nipple-less. The apparent rule was first discussed among fans all the way back in 2019, when the game's high-profile Travis Scott concert (and his purchasable in-game skin) both showed the rapper with a smooth, nip-free chest.

Since then, numerous Fortnite-original characters and a whole parade of other famous figures have appeared in the game shirtless, but also nipple-less. A non-exhaustive list includes God of War's Kratos, Avatar: The Last Airbender's Aang, WWE's John Cena, Dragonball Z's Goku, and Marvel superheroes such as Drax and The Hulk.

IGN has often asked Epic Games if it would like to comment on the lack of nipples in Fortnite, but has never received an official, on-the-record response.

Curiously, we've noted that Fortnite's nipple-free decree also extends to Fortnite's third-party modes. Earlier this year, Philips launched Body Royale, a promotional mode designed to highlight its latest OneBlade shaver. On Philips' website, photos for the product depict its use across all types of body hair, by male models who definitely have nipples in real life.

But within Fortnite, in Body Royale, the action plays out against the backdrop of an in-game model who is distinctly nipple-less. Did Philips have to remove the nipples at Epic Games' request, in order to get this experience in the game? (Philips has also not responded to IGN's requests for comment.)

Now, Homer Simpson looks set to change all of that. But why? Is there something about Homer's design that allows his nipples — nothing more than a pair of black dots — on his animated body? It seems unlikely — other cel-shaded characters have still been nipple-less before.

Does The Simpsons come with its own set of brand rules that require nipples and supercede Epic Games' own? Or perhaps there's something specific here about the fact that nearly-naked Homer's in-game appearance has to match up with the same design shown in The Simpsons' accompanying Fortnite crossover Disney+ shorts.

Alternatively, fans say, this could all point to something of a wider policy change within Epic Games. As Fortnite shifts to its new Chapter Seven era and collaborates with Quentin Tarantino, perhaps now is the time to ease this particular restriction. After nipples, what's next? If Epic Games ever acknowledges this, we'll let you know.

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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