↩ Accueil

Vue lecture

Resident Evil Requiem Gameplay Snippet Shows Fresh Area That Sure Looks a Lot Like Resident Evil 1

New gameplay footage of Resident Evil Requiem has teased a glimpse at a fresh area in the game filled with classic zombies — and it all looks very Resident Evil 1.

The snippet comes from a special Resident Evil program that aired recently on Japanese TV, shared online by long-time Capcom leaker DuskGolem. Within the footage, we can see Requiem's lead character Grace Ashcroft approaching a staircase in a dimly-lit mansion, and taking aim at a shuffling zombie.

Ashcroft's shots miss, and the zombie lunges forward to grab the character. It looks like the undead enemy manages to gnaw her arm, before she eventually fights it off — only to find another zombie waiting for her down the corridor.

There was some new Resident Evil Requiem gameplay of a new area with Grace fighting a zombie in the Resident Evil special program that aired on Japanese television. pic.twitter.com/FToPeqi4HW

— AestheticGamer aka Dusk Golem (@AestheticGamer1) December 3, 2025

It's only a short clip, but fans are celebrating the classic Resident Evil vibe it gives off, and the setting for this gameplay segment which looks straight out of the Spencer Mansion. (It's definitely not, but still.)

Of course, another classic element expected to appear in Resident Evil Requiem is a certain fan-favorite Leon S. Kennedy, who has been named in persistent rumors and reports as secretly appearing in the game as a second playable character. Capcom has remained tight-lipped on the matter and refused to discuss Leon's involvement specifically, though recently gave its biggest hint yet when it acknowledged that other classic characters connected to the Raccoon City incident would indeed appear.

Capcom has specifically pitched Resident Evil Requiem as a return not just to the classic location of Raccoon City, but also to the series' "overarching narrative" begun 30 years ago, after more recent games such as Resident Evil 7 and Resident Evil Village focused on events set elsewhere, with fewer connections to past titles.

What has Capcom got in store? Time is beginning to run short for Capcom to reveal much more, as Resident Evil Requiem launches on February 27, 2026 for PC, PlayStation 5, Switch 2 and Xbox Series X/S.

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

  •  

'Joke's on Them' — No Man's Sky Creator Ridicules 'Extremely Similar' Once Human Premium Cosmetic Item, Says It Was Unfinished Anyway

No Man's Sky fans have claimed that an asset from the sci-fi sandbox game has been repurposed for sale in Once Human without permission — and now the boss of Hello Games has gotten involved.

This week, No Man's Sky fans on reddit flagged an "extremely similar" cosmetic item in Once Human that's now being sold within the post-apocalyptic surival title as a high-tier lootbox reward. The object, No Man's Sky's circular Base Teleport Module, looks to have been repurposed as some kind of sci-fi exercise bike, with the addition of a simple bicyle frame and a fresh paint job.

Now, the controversy has stretched beyond the realm of reddit and reached Sean Murray, the head of No Man's Sky developer Hello Games, after fans flagged their suspicions. Murray's response? One of amusement more than anything else, as he reacted to the asset's apparent use elsewhere.

"Jokes on them," Murray wrote in a post on X. "We forgot to LOD those rivets," he continued, referencing the lack of a lower quality model for the object when viewed from afar — something that could cause performance issues.

Posting about the similarities of the two objects on reddit, No Man's Sky fan Koyonaku noted that Only Human's version "isn’t earned through gameplay — it is obtainable only as the highest-tier reward from a premium lootbox, often at significant cost." This isn't the first time Only Human has been suspected of basing in-game assets on other games, either, the user alleged.

"This was brought up several days ago in the Once Human community, but the item is still being sold without clarification or adjustment," Koyonaku wrote. "There was also a similar past case involving icon resemblance to Rainbow Six, which was quietly replaced. I’m not here to start drama or accuse anyone of legal wrongdoing. But I do think there are times when staying silent lets things like this slide into being treated as normal."

IGN has contacted Only Human developer Starry Studio for comment.

Almost a decade on from launch, No Man's Sky recently celebrated its best-ever player numbers, following the launch of its Breach and Voyagers updates earlier this year. The Breach update lets players salvage wrecks, unlocking new ship building parts along the way, while Voyagers added multiplayer ship crew capabilities and skydiving, among many other features.

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

  •  

Elden Ring Nightreign Update 1.03 Out Now Ahead of The Forsaken Hollows DLC — Check Out the Patch Notes

FromSoftware is pushing out a new patch for Elden Ring Nightreign, introducing a raft of balance adjustments, bug fixes, and improvements ahead of The Forsaken Hollows DLC.

The Forsaken Hollows is Elden Ring Nightreign's first meaty, proper, named DLC. It drops tomorrow (December 4) and includes new bosses, new shifting earth, and new playable Nightfarers.

Today's patch adds support for the DLC, but it also adds a number of new features and important balance changes for all players. The patch notes, below, apply to all versions: PS4, PS5, Xbox One, Xbox Series X|S, and Steam.

Elden Ring Nightreign update 1.03 patch notes:

New features

  • Added support for The Forsaken Hollows.
    • If you own the DLC The Forsaken Hollows, it will be displayed in the lower right corner of the title screen.
  • Added a display of the currently equipped relics in the Character Selection menu.
    • You can check the effects of equipped relics by toggling the display.
  • Added a feature to set names when registering Relics presets in the Relic Rites menu.
  • Set names can be changed in the All Presets section.
  • The order of presets for each character can now be changed in the All Presets section of the Relic Rites menu.
    • In the Relic Rites menu, you can change the order of presets (but not the order of the character themselves) in the All Relics section.
  • Added Deep Large Scenic Flatstone to the Collector Signboard shop.
  • The map's layer display can now be toggled in the Results menu.
  • The relics equipped by each player can now be displayed in the Results menu.
    • Relics can only be displayed for sessions played in version 1.02 or later.
  • Players with a Personal Objective that requires defeating a specific target while Reliving a Remembrance can now embark on Expeditions with players whose Personal Objective does not require defeating a specific target.
    • Personal Objectives that do not require destroying the target will only appear for one player per Expedition.
  • The flask count will now be highlighted in the following situations:
  • When the flask count is at the maximum capacity,
  • When an enemy-induced effect that influences the flask is triggered.
  • The vertical position of the compass’ rune icon will now be displayed if the runes dropped upon death are significantly above or below the player character.
  • You can now highlight specific events that occur on a map layer that is on a different level from the character’s location in the map menu.
  • Adjusted the Dormant Power selection screen so that the HP gauge and other UI elements remain visible while the screen is displayed.
  • Adjusted the weapon lineup in Limveld's shops.
  • Added Fire Pots to the shop inventory inside the Spirit Shetler.
  • The target-lock on enemies that are behind when the tombstone summoned by Raider's Ultimate Art appears no longer gets released.

Balance Adjustments

In general, the trigger conditions of Relic effects that trigger with low HP, equipment passive effects, and special effects have been broadened.

Changes to Passive Effects and Special Effects
  • Added new Passive Effects:
    • Improved Melee Attack Power
    • Improved Dash Attacks
    • Improved Rolling Attacks
    • Increased the effect of the Passive Effect Improved Attack Power when Two-Handing.
    • Increased the effect of the Passive Effect Attack Up when Wielding Two Armaments.
    • Increased the effect of the Passive Effect Improved Chain Attack Finishers.
    • Increased the effect of the Passive Effect Improved Charge Attacks.
    • Increased the effect of the Passive Effect Improved Jump Attacks.
    • Increased the effect of the Passive Effect Improved Guard Counters.
    • Increased the effect of the Passive Effect Improved Skill Attack Power.
    • Increased the effect of the Passive Effect Physical Attack Up.
    • Broadened the trigger conditions and decreased the effectiveness of the Passive Effect Improved Damage Negation at Low HP.
    • Broadened the trigger conditions and decreased the effectiveness of the Talisman Blue-Feathered Branchsword.
Changes to Relic Effects
  • Increased the effect of Physical Attack Up.
  • Increased the effect of Improved Initial Standard Attack.
  • Increased the effect of Improved Critical Hits.
  • Increased the effect of Improved Guard Counters.
  • Increased the effect of Improved XXX Damage (excluding bow weapon types).
  • Increased the effect of Improved Attack Power with 3+ XX Equipped (excluding bow weapon types).
  • Broadened the trigger conditions and decreased the effectiveness of Improved Damage Negation at Low HP.
Other Changes
  • Reduced the FP consumption and increased the power of the Wrath of Gold Incantation.

Bug Fixes & improvements

  • Fixed a bug in the Augur invasion event where the character would not be properly teleported to the battle area against Augur if the player was performing a critical hit at the time of the teleportation trigger.
  • Mitigated an issue where Sites of Grace or Churches would not activate and Leveling Up and Adding Charges to Flask could not be performed under some conditions.
  • Fixed a bug where the range of Night's Tide differed from other players upon rejoining a session under some conditions.
  • Fixed a bug where Hammer weapons with the Prayerful Strike skill would not appear.
  • Fixed a bug where effects that heal or enhance allies did not apply to characters dodging or performing their Ultimate Art.
  • Fixed an issue where the weak points created by Ironeye's skill Marking would appear for some players and not others under some conditions.
  • Fixed a bug where Raider’s Retaliate skill would be canceled and the character would flinch when receiving some enemy attacks that deal no damage while the skill was active.
  • Fixed a bug where affinity residues spawned by Recluse's Elemental Defense passive ability would not appear when hit by some enemy attacks.
  • Fixed a bug where Stagger damage was not applied when parrying some enemy attacks with Executor.
  • Fixed a bug where the range of rolls to dodge some enemies' darkness-imbued attacks was different than intended.
  • Fixed a bug in Depths Relics where the effect Greenspill Crystal Tear in possession at start of expedition did not appear.
  • Fixed a bug in the expedition menu where the gauge indicating the Deep of Night rating was not displayed when performing Reduce Depth, resulting in the subsequent gauge not reflecting the rate correctly.
  • Fixed a bug in the Relic Rites menu where the icon indicating placement in other Vessels was not displayed correctly.
  • Fixed a bug in the Dormant Power selection screen where the UI indicating rarity was not displayed on equipment and item icons.
  • Fixed an issue where sorting by FP Consumption in the Sparring Equipment menu and Visual Codex menu of the Sparring Grounds, when displaying the list of Sorceries and Incantations, did not work correctly.
  • Fixed a bug in the Results menu and Victor's Record menu where the attributes added by Relics to each character's weapons during an Expedition were not correctly reflected.
  • Fixed a bug in the Results menu where the special effects held by other players were not recorded beyond a certain number.
  • Fixed an issue where, if a session was disbanded immediately after a player left, the message at the title screen confirming the return to that session would keep appearing even after selecting OK.
  • Fixed some graphical rendering issues.
  • Fixed an issue where some sound effects did not play correctly.
  • Corrected some text.
  • Made several other performance improvements and bug fixes.

Nightreign's ultra-hard difficulty mode, Deep of Night, released in September, having been discovered by dataminers back in August. That plus the duos mode was all we had for some time after Nightreign's release, which is why players had grown agitated at the lack of news or updates.

"When Elden Ring Nightreign is played exactly as it was designed to be played, it’s one of the finest examples of a three-player co-op game around," we wrote in IGN's 7/10 Elden Ring: Nightreign review. "But a lack of crossplay, duo matchmaking, and built-in communication tools makes it hard to create the conditions needed to have this kind of experience unless you’re bringing two real-life friends on every run."

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.

  •  

Someone Actually Just Escaped From Tarkov — and Now the Floodgates Are Open

Brace yourself: someone has finally actually Escape(d) from Tarkov.

As posted on Escape From Tarkov's Instagram feed, streamer Tigz has somehow actually managed to… well, escape, making them the first player to do so in the eight years the game has been live.

"Congratulations to Tigz on being the first to Escape From Tarkov," the post reads. "You survived. But at what cost."

Nikita Buyanov, director of the ultra hardcore extraction shooter, also celebrated the achievement, albeit confirming poor Tigz secured the "worst ending though… not cool."

Congratulations to @RealTigz on being the first to Escape from Tarkov. You survived. But at what cost. pic.twitter.com/nd4lSWIZIb

— Escape from Tarkov (@tarkov) December 1, 2025

To be fair to other players, escape was only possible since the 1.0 version of the game went live last month, ushering in the crucial final map, Terminal. Nonetheless, it's an incredible accomplishment that took over two weeks to conquer.

For those wanting proof (or just want to see a master at work), you can watch Tigz escape in real-time on his YouTube channel (skip to around 43 minutes). "Thanks for all the love guys and much love to all the haters as well," Tigaz posted to X/Twitter, appending a love heart emoji.

AlexPerch — the first one to complete "Didn't Escape" storyline ending.

He escaped from Tarkov but did not escape from himself.#EscapefromTarkov pic.twitter.com/ktnEaixb4R

— Escape from Tarkov (@tarkov) December 3, 2025

He's not the only MVP getting noticed by developer Battlestate Games, though. Earlier today, December 3, Escape from Tarkov's socials also revealed AlexPerch as the first to complete the Didn't Escape storyline ending, although the developer stressed: "He escaped from Tarkov but did not escape from himself." XinChongg has similarly been immortalized as "one of the first to escape from Tarkov in PvP," and Tsukinogi has just been announced as "the first who escaped with best ending in PvE."

#EscapefromTarkov @nikgeneburn One of the first to escape from Tarkov in PvP. The grind was fun! Thank you, @bstategames, for the awesome game! pic.twitter.com/4eXRncU6tw

— ViiReX (@ViiReX2) December 2, 2025

The first who escaped with best ending in PvE - Tsukinogi pic.twitter.com/kPje8s7RNS

— Nikita Buyanov (@nikgeneburn) December 3, 2025

Escape from Tarkov finally launched on Steam in 1.0 form last month, but with it came a 'mixed' user review rating. Buyanov later apologized to players for what he called a "rough" release, saying the team was "willing to continue fighting" to "finally crack the performance problems." Multiple patches have been released, the latest of which arrived on Monday.

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.

  •  

James Cameron Insists 'I'm Not Negative About Generative AI,' but He Still Blocked It From Being Used in the Making of Avatar: Fire and Ash

James Cameron has told audiences that no generative AI was used in the making of the upcoming special effects-heavy sci-fi action film, Avatar: Fire and Ash.

The Oscar-winning writer and director told ComicBook.com that he has banned generative AI from being used for all Avatar films, insisting he would never “replace actors.”

“I’m not negative about generative AI,” Cameron began. “I just wanted to point out we don’t use it on the Avatar films. We honor and celebrate actors. We don’t replace actors. That’s going to find its level. I think Hollywood will be self-policing on that. We’ll find our way through that. But we can only find our way through it as artists if we exist. So it’s the existential threat from big AI that worries me more than all that stuff.”

Cameron has talked about generative AI multiple times in the past, but now he’s out promoting Avatar: Fire and Ash’s release later this month, he’s being asked about the tech and its impact on filmmaking more and more.

Earlier this week, Cameron issued strong words on the potential for entire characters to be created with generative AI, saying it’s “horrifying to me.” Speaking to CBS News, Cameron described the process of turning real-life actors into digital characters for the Avatar films, citing performance capture as a crucial component.

"For years, there was this sense that, 'Oh, they're doing something strange with computers and they're replacing actors,' when in fact, once you really drill down and you see what we're doing, it's a celebration of the actor-director moment," he said.

"Now, go to the other end of the spectrum, and you've got generative AI, where they can make up a character," he continued. "They can make up an actor. They can make up a performance from scratch with a text prompt. It's like, no. That's horrifying to me. That's the opposite. That's exactly what we're not doing."

Cameron’s comments come as filmmakers and studios grapple with the future of AI performances, with AI-generated “actress” Tilly Norwood recently sparking the ire of SAG-AFTRA. Speaking to Broadcast International in July, creator Eline Van der Velden said she wanted Tilly Norwood “to be the next Scarlett Johansson or Natalie Portman.”

But it's the threat of "big AI" that worries Cameron more. Earlier this year, the Terminator and Titanic director spoke about the dangers of artificial intelligence, particularly as it relates to weapons systems and getting into what he calls a “nuclear arms race” with AI.

Cameron’s thoughts on the cost of making Avatar movies flared up again last week, when he said that if Avatar: Fire and Ash doesn’t make enough money to justify Avatar 4 and 5, he’s ready to walk away from the franchise.

The special effects-heavy Avatar films cost a huge amount of money to produce, but they have historically made billions of dollars at the box office. Avatar: Fire and Ash, due out in December, is expected to follow suit — and the pressure is on it to deliver for Disney so director James Cameron can realize his vision and release Avatar 4 and 5 over the next six years.

Avatar 4 is down for release on December 21, 2029, with Avatar 5 due out December 19, 2031. Cameron, now 71, would be close to 80 years old by the time it all wraps up.

Avatar remains the highest-grossing movie of all time (not adjusted for inflation), and has earned a staggering $2.9 billion across several theatrical runs. (Avengers: Endgame overtook Avatar for a brief period, before Avatar then stole its crown back via a fresh re-release.) 2022 sequel Avatar: The Way of Water earned $2.3 billion, meanwhile, cementing it as the third-highest grossing film of all time — just ahead of Cameron's own Titanic, which floats on $2.2 billion.

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.

  •  

'Of Course We're Not Going to Stop Here' — Monster Hunter Developers Talk About the Future of the Series at PlayStation Awards

At the PlayStation Partner Awards 2025 Japan Asia held in Tokyo on December 3, Monster Hunter Wilds won the Grand Award and the User's Choice Award.

In an interview held before the award ceremony, Ryozo Tsujimoto, the producer of this work, and Yuya Tokuda, the director, answered questions from local media. IGN Japan was in attendance.

When Monster Hunter Wilds was first released on February 28, some players left harsh feedback, but Tokuda said the team worked to improve the game by taking advantage of that feedback.

"Immediately after the release, we apologized for the inconvenience caused by the volume of content and the difficulty level. Despite this, we were delighted to receive various awards, including Users' Choice awards. We would like to thank all the players who have given their opinions and spoken warm words even in this situation. The development team was able to turn everyone's feedback into an asset and work on the update with all our strength, and I think the result was also the reason why players voted for us," said Tokuda.

"Monster Hunter has the characteristics of a title that gets regular updates, but player opinions were very helpful during the update process, and in order to make Monster Hunter Wilds better, the fans’ voices gave us power. There are still updates left to come, so we will continue to do our best," added Tsujimoto.

The Monster Hunter series celebrated its 20th anniversary last year. The franchise was a hit in Japan, and after the release of Monster Hunter: World in 2018, it grew into a literal monster title overseas. According to Tokuda, the Monster Hunter Wilds team were more aware than ever of being accepted by newcomers or those who had trouble beating the games.

"We analyzed what kind of places beginners were stuck in, including Monster Hunter: World. We have worked on these points in turn to make it easier for new users to clear hurdles such as being able to reach certain monsters or to craft certain types of armor. In addition, we have tried to adopt as many new elements as possible that are beneficial for both beginners and existing users, such as Focus Mode. This time, as a result of making the game easy to beat even for new players and players who could not clear it before, I think the difficulty curve was a little lacking for existing users,” said Tokuda.

Tokuda said the team has focused on creating more difficult content with each update.

"If you beat the game immediately after its release and stopped playing, I would appreciate it if you could pick it up again," said Tokuda.

Monster Hunter Wilds still has updates to come, but Tsujimoto also talked a little about the future of the series.

"Of course, we don’t intend to stop the series here. We plan to continue, and we want to let more people play. In addition, I would like to think about things beyond the games so that we can further expand the potential of the Monster Hunter IP," said Tsujimoto.

From Tsujimoto's remarks, it seems we can continue to look forward to new games and more in the Monster Hunter series.

Tsujimoto was also asked where Monster Hunter stands within the overall catalog of Capcom IP, which he answered diplomatically.

"Capcom is a company with various IPs, and every IP is very important. I'm in charge of Monster Hunter now, that’s all I can comment on, but as Capcom, we want to expand all our IPs,” he said.

Capcom is scheduled to release Resident Evil Requiem, Onimusha Way of the Sword, and Pragmata in 2026.

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.

  •  

New The Witcher 3 Mod Fixes 5,750 Bugs, Restores Cut Content

Modder ‘MerseyRockoff’ has released a new mod for The Witcher 3: Next-Gen that fixes around 5,750 bugs. Moreover, it restores content that was cut from the game. Brothers in Arms is a huge collection of 5,750 bug fixes and restored content for The Witcher 3. It covers the whole main story and both expansion packs. … Continue reading New The Witcher 3 Mod Fixes 5,750 Bugs, Restores Cut Content

The post New The Witcher 3 Mod Fixes 5,750 Bugs, Restores Cut Content appeared first on DSOGaming.

  •  

New Final Fantasy 7 Remake Mods Allow You To Play As Two Of The Game’s Bosses

Final Fantasy 7 fans, here is something for you today. Modder ‘DOD3NieR’ has released two mods that allow you to play as two of the game’s bosses. These bosses are Dune and Rufus. Both of them come with their unique moves and skills, making them really fun to play. For those who don’t know, Dyne … Continue reading New Final Fantasy 7 Remake Mods Allow You To Play As Two Of The Game’s Bosses

The post New Final Fantasy 7 Remake Mods Allow You To Play As Two Of The Game’s Bosses appeared first on DSOGaming.

  •  

Nintendo Has Replaced Samus' Voice Actor For Metroid Prime 4, So It's No Longer Mass Effect's Jennifer Hale Doing the Grunts

Legendary voice actress Jennifer Hale has been replaced as the voice of Samus in Metroid Prime 4, the new game's credits have revealed.

Numerous actors have voiced Samus over the years, though Hale had been the artist behind most of the bounty hunter's grunts and cries in Metroid Prime 1, 2 and 3 (with some additional work from a second artist, Vanessa Marshall).

Many fans had assumed Hale would return as Samus in Nintendo's long-awaited new Prime game, but Nintendo Life has now reported on Metroid Prime 4's credits, which list that Erin Yvette has taken on the role of Samus.

If you're playing Metroid Prime 4 and think Samus' grunts sound familiar, Yvette previously voiced Snow White in The Wolf Among Us, Alex in Oxenfree, and can currently be heard as Blonde Blazer in Dispatch.

The past few years have seen Nintendo replace many of its previous regular voice actors, including the veteran voice of Mario and Luigi, Charles Martinet. Princess Peach and Toad voice actress Samantha Kelly, meanwhile, discovered her 18-year tenure as the Super Mario characters was over on Nintendo Switch 2 launch day — when Mario Kart World released without her in it. Takashi Nagasako, who previously voiced Donkey Kong for 21 years, has also been replaced as of the Switch 2's launch.

IGN recently caught up with Hale and discussed her past work as Samus, and questioned whether she had recorded any new material for Metroid Prime 4 over the course of its lengthy development.

"I don't know," Hale told IGN. "I have no recollection of recording it or signing a contract, so it could be no. When we work, this is the thing, everything's under a code name, so they would've called it Sasquatch or Pineapple or Cookie Jar. And 'okay, I'm going to do Cookie Jar.' And then when you get to the session they'll tell you, but it stays in your brain for so much shorter a time. It doesn't stick as much."

While Hale's work as Samus is limited to the famously silent bounty hunter's range of grunts, she said she still had a full voice for the character in her mind while performing the role.

"I like to have identified a character's way of speaking before I do grunting for them, because how you grunt is different to how I grunt, to how anyone else grunts," Hale explained. "It's very specific. If you are a civilian and you're grunting, you're like... [makes surprised grunt noise] because it's all surprising and it's all new. If you've done it a million times, you're like [makes short grunt noise], because you've gone under fire 1,800 times and you're used to it."

Hale has voiced a string of famous video game characters over the years, including Ratchet and Clank's Rivet, Metal Gear Solid's Naomi Hunter, and BioShock Infinite's Rosalind Lutece. But it's for her role in Mass Effect that she remains perhaps known. Speaking to IGN, Hale said she hadn't been asked to return for Mass Effect 5 yet, but "would be there before they finish the sentence" if BioWare got in touch.

"Not all of Prime 4’s additions work, but this is still an excellent comeback," IGN wrote in our Metroid Prime 4 review, scoring the game an 8/10.

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

  •