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Give your computer a major boost with MS Windows 11 & Office 2021 from $14

Full Disclosure: This is a sponsored article Written by KeysOff If your digital life feels more demanding than ever, your operating system should help you stay ahead — not hold you back. That’s why upgrading to Microsoft Windows 11 Pro now is a smart move. It delivers a cleaner, faster, and more secure experience built … Continue reading Give your computer a major boost with MS Windows 11 & Office 2021 from $14

The post Give your computer a major boost with MS Windows 11 & Office 2021 from $14 appeared first on DSOGaming.

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Half-Life fans are going insane now that Half-Life 3 was not announced at The Games Award 2025

The dream is dead, everyone. After numerous leaks and rumors, the dream is, once again, dead. A lot of Half-Life fans were expecting Valve to announce Half-Life 3 before the TGA 2025 show. And when that did not happen, everyone was certain that HL3 would be announced at that event. So, was Half-Life 3 announced … Continue reading Half-Life fans are going insane now that Half-Life 3 was not announced at The Games Award 2025

The post Half-Life fans are going insane now that Half-Life 3 was not announced at The Games Award 2025 appeared first on DSOGaming.

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Official Nitro Deck 2 for Nintendo Switch 2 Now Available for Pre-Order

After tonight's TGAs Jack Guinchard, Global Brand Manager for CRKD appeared on the IGN post-show for a special segment showing off the Nitro Deck 2 for the new Nintendo Switch, which is now available for preorder. It's designed to let you customize your Nintendo Switch 2 experience, provide greater precisions, and make those long gaming sessions more comfortable.

"Unlike the original Nitro Deck or the Nitro Deck Plus where the console slid down into the deck, with the Nitro Deck 2 you have this new retractable locking mechanism where you pop the lock and it expands and retracts."

"Another main difference too is kind of the, it's more sculpted and refined. So it feels even more ergonomic in your hands. I mean, you can really feel the difference when it's in your hands. Also, the placement of that right thumbstick. With the original Nitro Deck, you had it either above or below the action buttons. With the Nitro Deck 2, we've offset it a bit. So, your thumb kind of rests more ergonomically for that kind of handheld experience that you would want from a Nitro Deck."

CRKD CaptiStick Technology promises that its capacitor-based Thumbsticks won't fall prey to magnetic interference and built to resist wear and tear for precise, drift-free gaming. You can still balme your Mario Kart losses on the controls though, we won't tell.

The Nitro Deck 2 is also fully compatible with the original Nintendo Switch and Switch OLED, and thanks to its Bluetooth connection you can use it for PC and mobile games too. The CRKD Companion App will make sure you have control over firmware updates, input tuning, and customization as well.

The Nitro Deck for the original Nintendo Switch came out in 2023, our our reviewer gave it an impressive 9.

"After sliding your Nintendo Switch into the Nitro Deck, it feels like an entirely different console. Not only is it much sturdier, but it’s a lot more comfortable to hold compared to the standard Joy-Con controller ergonomics," said Matthew Adler.

"The upside gained with a more durable shell, customizable back buttons, better ergonomics for handheld play, and a sturdier kickstand makes the Nitro Deck an easy recommendation for hardcore and casual gamers as it makes your Nintendo Switch feel practically like a new console. The added heft and weight certainly take getting used to compared to the stock Nintendo Switch, but the upgraded experience it provides in nearly every way is well worth your time."

Nitro Deck 2 is available for pre-order, along with an optional Nitro Deck 2 Hardshell Carry Case and two styles of D-Pad Packs, right now at CRKD's official website for $99.99.

Rachel Weber is the Senior Editorial Director of Games at IGN and an elder millennial. She's been a professional nerd since 2006 when she got her start on Official PlayStation Magazine in the UK, and has since worked for GamesIndustry.Biz, Rolling Stone and GamesRadar. She loves horror, horror movies, horror games, and French Bulldogs. Those extra wrinkles on her face are thanks to going time blind and staying up too late finishing every sidequest in RPGs like Fallout and Witcher 3.

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Super Mario Galaxy Movie Gets a Whopping 30 Seconds of New Footage at The Game Awards, Featuring Luigi | The Game Awards

We just saw more of the Super Mario Galaxy Movie at The Game Awards, albeit not much more. We were just treated to a whopping 30 seconds of new footage, featuring Luigi smacking Bowser Jr. in the face. Cool!

The trailer is just so, so brief but beautiful. Bowser Jr. has cornered Mario and Luigi in what looks like Peach's castle, and is threatening them with his paintbrush and demanding to get his father (Bowser, obviously) back. Bowser, we know from prior trailers, has been shrunk down and is now living in a miniature castle of his own inside Peach's castle, rather like a doll.

Luigi politely tries to introduce himself, but Bowser Jr. whaps Mario with his paintbrush in the form of a spikeball, sending him flying. The two fight for a moment, before Bowser Jr. has Mario on the ropes, and Luigi comes in with a knee strike, proving once again that he's more than just a timid guy with a vacuum cleaner.

The Super Mario Galaxy Movie isn't that far away. It's coming to theaters in the U.S. on April 3, 2026, and will star a returning cast of Chris Pratt as Mario, Anya Taylor-Joy as Princess Peach, Charlie Day as Luigi, Jack Black as Bowser, Keegan-Michael Key as Toad, and Kevin Michael Richardson as Kamek, with newcomers Brie Larson as Rosalina, and Benny Safdie as Bowser Jr. We've been told it will also feature some Nintendo characters that "are really deep cuts", but it remains to be seen just how deep Nintendo really will go (or what it even considers "deep").

You can catch up on everything announced at The Game Awards right here.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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Clair Obscur: Expedition 33 Storms The Game Awards, Wins Coveted Game of the Year 2025

Clair Obscur: Expedition 33 stormed The Game Awards 2025, winning all but two categories it was nominated in, including the main prize: Game of the Year.

Sandfall Interactive's much-loved RPG won Game of the Year ahead of Death Stranding 2: On the Beach, Donkey Kong Bananza, Hades 2, Hollow Knight: Silksong, and Kingdom Come: Deliverance 2.

Accepting the Game of the Year award to rapturous applause, director Guillaume Broche thanked the "incredible team" at Sandfall Interactive, most of whom were in attendance and in costume. Broche extended his thanks to the "unsung heroes" of the video game industry, "the people who make tutorials on YouTube on how to make a game, because we had no idea how to make a game before."

The Game of the Year award goes to Clair Obscur: Expedition 33! #TheGameAwards @expedition33 @sandfallgames @kepler_interact pic.twitter.com/s33D7xvdvq

— The Game Awards (@thegameawards) December 12, 2025

Broche went on to issue a personal thank you to Final Fantasy creator Hironobu Sakaguchi, "who inspired me to become a game dev." Broche ended his speech by announcing the shadow drop release of Clair Obscur DLC.

Clair Obscur also won Best Game Direction, Best Narrative, Best Art Direction, Best Score And Music, Best Independent Game, Best Debut Indie Game, and Best RPG. Jennifer English won Best Peformance for her role in the game.

The only categories Clair Obscur was nominated in but failed to win were Best Audio Design, which went to EA's shooter, Battlefield 6, and Players’ Voice, which went to Wuthering Waves. Still, it's a remarkable result for the relatively small team at Sandfall Interactive, especially given Clair Obscur is its debut title.

Clair Obscur launched in April right up against Bethesda's The Elder Scrolls IV: Oblivion Remastered, with both games hitting Game Pass as day one releases. It was felt that Clair Obscur might struggle under those circumstances, but it enjoyed instant and significant popularity, and would go on to sell 5 million copies by October.

IGN's Clair Obscur: Expedition 33 review returned a 9/10. We said: "Wearing its inspirations on its sleeve, Clair Obscur: Expedition 33 paints itself into the pantheon of great RPGs with a brilliant combat system and a gripping, harrowing story."

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

Photo by Michael Tran / AFP via Getty Images.

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

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Clair Obscur: Expedition 33's DLC Is Out Now | The Game Awards

Clair Obscur: Expedition 33 just swept The Game Awards, winning a whopping 9 out of 11 of its nominations, including Game of the Year. In celebration, Sandfall Interactive took the stage to announce that its previously-announced DLC for the game is out...now. Right now!

We learned back in October that this update - which is free, by the way - was happening, we just didn't know when. At the time, Sandfall said it would include a new dungeon, enemies, bosses, and more, new language localizations, new costumes, and "even more surprises."

It also shared the following image at the time, which seems to hint at what story the DLC might cover...and we've got a few guesses from staring daggers at it, but we'll let you speculate yourselves. Or, just go play it now.

Following the news, Sandfall dropped a "Thank You" update trailer that seems to cover a little more of what to expect. There's a colorful new environment full of toys, balloons, and assorted bits and bobs that seems to be an Act 3 location, and comments from Verso about how "Kids have quite the imagination," suggesting that this has something to do with- okay, I don't want to spoil it. It's an Act 3 thing. If you get it, you get it. We get a look at a number of new fantastical enemies, some of which look pretty brutal, and several new costumes that seem to include Maelle in a top hat. There's also a sick photo mode that lets you get down to a granular level of detail.

The trailer concludes with a rather creepy-sounding clip of Esquie, and a quick glimpse of a boss fight - is that Simon, again?

Here's the full list of what the update includes, per Sandfall's press release:

  • A new, playable environment, taking the characters of Expedition 33 to 'Verso’s Drafts’ - a whimsical storybook adventure with ties to a young Verso. Players will encounter celebratory Gestrals, surprising new locations and an encounter with a sinister, powerful presence...
  • New music tracks by Lorien Testard, the award-winning composer behind the Clair Obscur: Expedition 33 soundtrack, which are also now available on digital streaming platforms. You can listen to the playlist on YouTube here.
  • Challenging boss battles for late-game players to overcome within the Endless Tower. Besting these powerful adversaries will reward players with powerful new Pictos, costumes and gear.
  • A much-requested official Photo Mode, allowing players to pause the action and commemorate their favorite moments from the game’s story and battles.
  • New text and UI game localizations into Czech, Ukrainian, Latin American Spanish, Turkish, Vietnamese, Thai and Indonesian, bringing the total number of supported languages to 19. 
  • Added FSR 4 support, including AMD temporal upscaling for sharper visuals and frame generation for smoother gameplay on compatible GPUs.
  • New Quality of Life improvements, other new features and further improvements to the game’s performance across platforms, including on handheld PC systems.

Sandfall creative director Guillaume Broche said when the update was first revealed that it was a "thank you" to fans for their support, a message which he echoed onstage tonight accepting Game of the Year on behalf of the beret-clad team in the audience.

Clair Obscur: Expedition 33 is fantastic, and we loved it, giving it a 9/10 and writing: "Wearing its inspirations on its sleeve, Clair Obscur: Expedition 33 paints itself into the pantheon of great RPGs with a brilliant combat system and a gripping, harrowing story." We're hopeful that its riotous success means more games in the same universe, as Broche has said that Clair Obscur was a "franchise name" and Expedition 33 was just one story in it.

You can catch up on everything announced at The Game Awards right here and see the full patch notes for the Expedition 33 update here.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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Mega Man: Dual Override Revealed by Capcom With First Gameplay Trailer and 2027 Launch Plans | The Game Awards 2025

As revealed at The Game Awards 2025, Capcom is bringing the Blue Bomber back with a new video game called Mega Man: Dual Override.

The first trailer for what will be the first new Mega Man game since 2018’s Mega Man 11 reveals a return to that classic 2D style that made the iconic hero famous. It’s unclear what other elements will return for Mega Man: Dual Override, with the footage mostly promising vibrant visuals and a promise to warp onto PC, Nintendo Switch, Switch 2, PlayStation 4, PlayStation 5, and Xbox consoles in 2027.

"Mega Man returns in 2027 with a brand-new entry in the classic action platforming series!" a description from Capcom says. "Override challenges and blast down legions of robots while springboarding across a new array of futuristic frontiers!"

With its release date as much as two years away, it shouldn't come as a surprise to hear that we know little else about Mega Man Dual Override at the moment. However, Capcom is giving die-hard fans the chance learn more about what some are already calling Mega Man 12 with the introduction of the Robot Master Design Contest.

The contest, which calls on fans to submit unique robot designs, will result in six winners, including one grand prize winner whose design will be turned into an enemy for Mega Man to fight. Those interested can check out the Mega Man: Dual Override website for more information.

While we wait for updates, be sure to check out everything announced at The Game Awards 2025. You can also read the full list of all of the night’s winners.

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

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Phantom Blade Zero Has a Release Date at Last | The Game Awards

Two and a half years after its reveal at a PlayStation showcase, Phantom Blade Zero now has a release date. It's September 9, 2026.

This news came alongside a brand new trailer for the game, which showed off more of the game's story and combat. We get a look at Phantom Blade's mysterious metal masked antagonist stealing a baby and doing some real flashy sword moves, followed by plenty of shots of the protagonist, seemingly a wanted man. He's got some pretty swanky moves himself, highlighting further how cool Phantom Blade's combat promises to be. There's also a young woman who gives the hero a good luck charm, then turns into a weird hollow monster or something. Lots going on here.

We've seen Phantom Blade a number of times since its original announcement, both in the form of trailers and hands-on previews. In our most recent look at it this past October, we found the game to be delightfully difficult, with our previewer saying, "It never felt cheap; it just demanded more from me. In just over an hour of play, I was easily ten times the player I was when I started. It’s a feeling of achievement that is reserved for the very best action games on the planet. If the rest is anything like what I played at TGS, I feel like there’s a real chance that Phantom Blade 0 might be one of those games."

Phantom Blade Zero is a wuxia action RPG by Chinese studio S-Game that follows Soul, an assassin framed for a murder trying to uncover the truth of what happened. It's coming out in September for PC and PlayStation.

You can catch up on everything announced at The Game Awards right here.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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Ace Combat 8: Wings of Theve Announced for PC and Consoles in First Trailer | The Game Awards 2025

Bandai Namco and Project Aces sped into The Game Awards 2025 to finally reveal Ace Combat 8: Wings of Theve as the next entry in the long-running flight simulator series.

A trailer for the new high-octane installment arrives six years after the launch of Ace Combat 7, revealing a boatload of footage with near-photorealistic visuals as combat is once again taken to the skies. Project Aces refrained from announcing a release date but confirmed Ace Combat 8: Wings of Theve is currently planned to launch for PC via Steam, PlayStation 5, and Xbox Series X | S in 2026.

Bandai Namco says Ace Combat 8 will "once again break boundaries" for arcade flight sims thanks to the power of a new generation of gaming consoles. Real-world jets, first-person cinematics, and invelment weather are just a few of the features the publisher says players can expect.

"The announcement trailer gives the first taste of the game’s deep Campaign Mode," an official description for Ace Combat 8 says, "where players take on the role of an ace pilot in Strangereal, a world at war, rooted entirely in a fictitious universe but one where the weight of decisions, the pressure of command and the bonds forged in battle will feel all too real. With their nation Federation of Central Usea (FCU) occupied and its navy shattered, players enter the cockpit as the “Wings of Theve” – a legendary ace, a name tied to Theve, the capital of the FCU, and a symbol of hope for every citizen in their homeland.

"Joined by three new fighter pilots, theirs is a flight against odds versus the Republic of Sotoa to reclaim their lost homeland, eliminate the threat to their people, and carry the hope of every FCU citizen."

Bandai Namco says Ace Combat 8 will come with more features that "promise to make this an unforgettable sequel." Details regarding these features, including multiplayer information, will be revealed at a later date.

The Game Awards 2025 has been filled with announcements for some of the biggest names in video games. You can check up on everything announced while we wait for more updates, and you can read up on our running list of all of the night’s winners, too.

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

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Star Wars: Galactic Racer Announced, From Former Burnout and Need For Speed Developers | The Game Awards 2025 - IGN

A brand new Star Wars racing game has been announced, from the makers of Burnout and Need for Speed.

Star Wars: Galactic Racer is the first from Fuse Games, the studio founded in 2023 by former co-founders and lead developers at Criterion, the EA-owned veteran British outfit behind some of gaming's most beloved racers, such as Burnout Paradise and Need for Speed: Hot Pursuit.

With Criterion itself now gobbled up as part of Battlefield Studios, the team at Fuse Games has set its sights on a galaxy far, far away, for a rather different kind of racing experience that looks like a fresh take on Star Wars podracing, with landspeeders, speeder bikes, and other sci-fi vehicles.

Various race tracks were glimpsed in the debut trailer, including an area that looked a lot like the desert planet of Jakku, home to the Star Wars sequel trilogy's Rey. And indeed, the game is set after the Empire's fall.

"Star Wars: Galactic Racer is a runs-based, high-stakes reinvention of racing born in the lawless Outer Rim of the Star Wars galaxy," an official blurb reads. "With the Empire gone and the galaxy rebuilding, The Galactic League is formed: an underground, unsanctioned circuit where syndicates bankroll chaos and champions are forged. "No Force. No prophecy. Just skill, strategy, and the will to rise."

Announced tonight at The Game Awards 2025, the project will be published by Secret Mode, the newly-independent publisher that previously handled Still Wakes the Deep. As for a release date, we only know it's coming in 2026 for PC, PlayStation 5 and Xbox Series X/S.

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

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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Total War: Warhammer 40,000 Announced From Creative Assembly | The Game Awards 2025

Creative Assembly has finally confirmed one of the worst-kept secrets in video games: Total War: Warhammer 40,000.

Confirmation comes from The Game Awards 2025, where Stranger Things star and self-confessed Warhammer fan David Harbour said said he was set to star in the strategy game.

The trailer includes a flashy cinematic showing Space Marine poster boys the Ultramarines killing orks - lots of orks. We then get a brief look at gameplay, showing the sheer scale of the action. It looks like we'll be able to campaign across multiple planets, shifting from war-torn battlefields to the galactic war. Based on the trailer, Total War: Warhammer 40,000 is set for release across PC and consoles.

Here's all the official information we have from Creative Assembly:

Total War’s award-winning fusion of turn-based strategy and colossal real-time battles descends into the grim, science-fantasy universe of Warhammer 40,000.

In the Era Indomitus, the galaxy is aflame with endless war, and every soul’s survival hangs by a thread. Take command of iconic factions, customise your war machine, and engage in devastating battles as you carve a bloody warpath across the stars.

Lead campaigns across the void with four radically distinct factions, each forged with their own unique array of lore-inspired gameplay features, devastating weaponry, apocalyptic war machines, and methods of warfare.

Space Marines: Genetically enhanced weapons of war, these warriors are few in number but near unmatched in power. Clad in sacred armour and wielding the Imperium’s most deadly weaponry, each strikes with devastating and unyielding precision.

Orks: Brutish hordes of destruction, they are unrelenting, countless and live for war. Storming the battlefield in endless mobs, they brandish unpredictable weapons and clanking war machines - all driven by the primal power of the WAAAGH!

Aeldari: An ancient and waning xenos race, who once ruled the stars, but now rail against their certain fate. Swift and elusive, they strike with psychic precision and elegant weaponry, exploiting weakness before vanishing into shadow.

Astra Militarum: The massed ranks of humanity’s largest fighting force are a bulwark of flesh and steel. Their legions of soldiers' march beneath the roar of battle-tanks and the thunder of artillery, grinding enemies into ruin with disciplined fury and sheer determination.

Step into battle with renowned sub-factions and warlords from the Warhammer 40,000 universe - or forge your own custom army with unparalleled set of customisation options that bring tabletop freedom to life.

Personalise Your Army: Name your warband, choose its sacred colours, and emblazon its regiments with an array of iconography that strikes fear into the hearts of enemies.

Modify Your Warriors: Tailor your faction’s combat philosophy for both campaign and battle, arming them with your own unique fusion of devastating tactical abilities, signature traits, and arcane wargear.

Wage war across a galactic sandbox where there is no peace, only war. Expand your empire turn by turn; capturing planets, upgrading fleets, and managing your war economy as you carve a path through the stars to dominance.

Fight to determine the fate of entire worlds. Conquer and develop strongholds, bombard enemies from orbit, and deploy your armies to the ground to engage in breathtaking real-time battles over planetary installations and regions.

And when the threat becomes too great, consider unleashing apocalyptic weaponry to erase entire planets from existence.

Command vast armies of battle-hardened warriors in brutal, tactical engagements across war-torn worlds featuring distinct biomes, battlefield types, and dynamic destruction.

Recruit from a deadly arsenal of faction-specific units, including powerful veterans, elite combat squads, towering walkers, and immense war machines. When the going gets tough, call in reinforcements to reignite your war effort.

Strategically deploy powerful abilities to dominate the flow of battle, from haphazard artillery bombardments to aerial strafing runs and laser-powered strikes. Every impact reshapes the terrain, creating new cover and fresh tactical opportunities.

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

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 Next Game From the Developer of The Ascent Is Called No Law — and It Looks a Bit Like Cyberpunk 2077 | The Game Awards 2025

The developer of well-received top-down action game The Ascent has revealed its next game and a shift in perspective to first-person.

Neon Giant announced No Law at The Game Awards 2025 with a trailer that showed the move to first-person and a distinct Cyberpunk style. Indeed, at first glance, No Law looks a bit like CD Projekt’s own Cyberpunk 2077, although there are key differences.

No Law is an open world first-person shooter role-playing game with immersive sim elements, due out on PC, PlayStation 5, and Xbox Series X and S published by PUBG company Krafton. A release window has yet to be announced.

It’s set in a cyber-noire called Port Desire, and sees the player assume the role of Grey Harker, an ex-military veteran who left his war-torn life behind for a much more peaceful existence tending his plants. Unfortunately for him, trouble comes knocking, and he must lean on his black ops instincts to survive.

Neon Giant said to expect a rich story drenched in neon, colorful characters, and big choices to make. If you play through multiple times you’ll find alternate paths and new outcomes. You can mix things up with gameplay, too, focusing on stealth or going in guns blazing.

No Law is a single-player only game, with no multiplayer, and it has nothing to do with The Ascent, Neon Giant insisted. This is a new fictional world, and from the trailer you can see it’s a more grounded cyberpunk aesthetic, compared to the more sci-fi, alien-packed world of The Ascent.

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

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 Developers of No Law Know Everyone Will Compare It to Cyberpunk 2077, but There Are Important Differences

Fresh from its reveal at The Game Awards 2025, first-person open world shooter RPG No Law is already raising eyebrows for looking a fair bit like CD Projekt’s Cyberpunk 2077. It turns out developer Neon Giant expected those comparisons, but are keen to point out important differences.

No Law is the next game from the developer of The Ascent, the well-received cyberpunk-themed twin-stick shooter that launched in 2021. No Law sees Neon Giant shift perspective not just in terms of the camera but tone, to a more grounded cyberpunk aesthetic that revolves around a single city. And based on the debut trailer, No Law is giving off big Cyberpunk 2077 vibes.

In an interview with IGN ahead of the announcement, co-founders and co-creative directors Tor Frick and Arcade Berg explained why Neon Giant went with a brand new game rather than, say, The Ascent 2, or even going for a first-person The Ascent follow-up. We talk about everything from the feel of the city to the combat, the impact of dialogue choices to the fun-looking kick attack.

IGN: How did you settle on this as a project, as well as a shift into first-person?

Tor Frick: Actually both me and Arcade, but also a big part of the team, we actually come from a first-person games background. And for us it was The Ascent that was the new and uncharted territory where we had never made a twin-stick shooter, anything like that before. So with this game we actually feel like we are going back to our roots and the things that we are more comfortable with as developers. So that's a huge part of it. We wanted to make something that the team is very passionate about and something that fits the individuals in the team. We have worked on a lot of first-person franchises through the years, a big chunk of the big ones, and for us, this is something that we just felt comfortable in trying to take on something more ambitious. We are familiar with making pretty high fidelity ambitious first-person games, especially single-player games. So for us it was a natural step. What do we want to do as a team? It was to take a first-person, single-player game and push that further.

I think also with the first-person perspective, a big reason for that as well is that, in The Ascent we focused a lot on the world-building and the lore and the mood, and we really like building games where you can immerse yourself in the world. That was something we really wanted to go a lot deeper with this game. Because in first-person you can actually appreciate all the little storytelling, and there's just a lot more stories to tell. And that's something that we missed with The Ascent a little bit, to be a little bit more intimate with everything. So that's a big reason as well.

IGN: I wonder if you were inspired by the incredible modding work that went on with The Ascent. I remember seeing footage of the game in first-person, and it looked incredible, almost like it was born to be that sort of thing. And I wonder if seeing that maybe played a part?

Arcade Berg: I don't think that changed it, but we were very happy when that happened. There was a lot of good buzz surrounding The Ascent for it. And the good thing is that when someone on the internet makes something, we don't have to be held responsible. But it was so much fun for us, that and photo mode are just two amazing things for the game and for us the studio, just seeing how much people care and how it got longevity thanks to that. Because The Ascent has a beginning, middle and end, it's not an ongoing live service product. So it's a lot of fun to see that people are still to this day posting stuff.

IGN: The Ascent was incredibly detailed. Based on the trailer for No Law, you’re doing the same thing here.

Tor Frick: Yeah, for sure. I think that's something we definitely wanted to push a lot in this game. We want the fidelity to be extremely high and the density to be extremely high. For us it's more important to have density than to have size. And that goes for everything, not just art assets but the game itself. We want to make something that feels intimate, both the small spaces you're in but also… it isn't a sprawling thing. It's a very intimate detail and high density world and game.

Arcade Berg: It's also fun because whilst there's a lot of stuff that is very reminiscent of The Ascent and there are things you'll recognize because we like them and it's the same guys making it, so you'll see a lot of that same DNA if you will, it's still a very fun challenge. Because while The Ascent is pure sci-fi, everything is designed to be in this arcology, right? This game is much more grounded. It's still cyberpunk, it's still high tech, it's still very cool. It's very important for us that everything you do in our games is still grounded within the fiction of that world. It always makes sense in that world. But in this city you are on the ground, there is vegetation, there is life, it's a different type of cyberpunk world. So there's again, creatively, things we now have to have different solutions for than what we chose to do in The Ascent.

So it's not that we are rehashing The Ascent’s world but now in first-person. It's a completely new setting. I think it's a very exciting setting. Hopefully players will agree when the game is out! But it's a lot of fun to just explore and immerse yourself in. So we've really gone to town with that one. So for example, we do the things you'd expect, we do have day night cycles, weather, living world, all of that. So you really can immerse yourself in the city and walk around and be amazed with the distinct difference of it being on a park street at night or maybe in a more lush, calmer area in the daytime, except that they're two different worlds but everything's hosted in this city.

IGN: Were you tempted to put the camera in first-person and make The Ascent 2 as a first-person game? Was it ever a debate internally?

Tor Frick: Not really. I think we settled on that we want to make something new pretty quickly, and that's because we are very keen that the world we create should fit the type of game we make, and the type of game we want to make did not a hundred percent align with the world of The ascent. So instead of trying to push The Ascent’s world into something it wasn't before, we prefer to make something new where we can do things, for example, that are more grounded in some cases, and mechanics that just wouldn't work. It needs to all work together. So we didn't want to change The Ascent into something else, so that's why.

Arcade Berg: Having said that, of course we loved The Ascent, and we did have a very, very brief discussion which basically was, if our goal is just to run a financially successful business, we should just start working on The Ascent 2 now. That's guaranteed success, money in the bank, that's what we should do. But again, that's not why we started the studio, right? It's like, no, we're here because we're creative people and right now we were probably a bit creatively spent on The Ascent. That's not the next thing we want to do. So we started with something completely different, which again is a risk. I think it's going to be a smash hit. I think people are going to love the game. I'm very proud of the game, but there's never any certainty. But what I think is also the best honestly for the fans and for even the non fans players out there is that we try and deliver a fun, creative and inspired game. One of the things that I really appreciated with the feedback that we got for The Ascent, which I haven't really seen in the same kind of vein with all the games we worked on previously in our career, was how people really read into there being some personality in the game, in the product. And that makes me very warm inside. I really hope we manage to do that now with this game as well, that people can say, I can feel this was created by people who cared. That's very, very important. And I think that sometimes can disappear, right?

IGN: It’s a cyberpunk game, but I’m sure people will compare it to Cyberpunk 2077. You must be bracing yourselves for that. That's a tough comparison. CD Projekt is hundreds of people spending years and years and years making a massive game. So how is it different not just in terms of mechanics and gameplay, but in terms of scope and tone?

Tor Frick: I think obviously every day we have to do that internally as well. Because we know what Cyberpunk is and we know people will compare us. But the game is very different and the world is very different. A lot of it is, it's just the mood and the tone. Cyberpunk is a big, sprawling experience. It's a mega city. And our game is a lot more intimate both when it comes to the gameplay mechanics but also the world. I think as people see more of the game that will be more apparent. It's hard to do in a short trailer like that. I think you need to see and feel the game more. It is more of an intimate experience, like the world is deep but not so grand. And the same thing with mechanics and the same thing with the story. It is very, very personal and very, very reactive around you as a player, rather than being set in this grand backdrop.

Arcade Berg: And I think also, we have been very conscious about what references we're using from fiction, whether that be books, comic books, movies, shows. We very seldom reference games because those games already exist. Of course we're aware of what's out in the market, we keep an eye on it. But creatively we are looking a lot at eighties, nineties action movies, or a certain mood there. We're looking at Hong Kong action scenes. We're looking at inspiring comic books, it could be American, it could be manga. Of course we have anime in there. But we're just looking at a lot of different pieces of fiction as far as inspiration goes and we're just trying to put all of that in here.

Something you saw in The Ascent as well, there is a slight tongue in cheek, right? We as creatives, we can't write grim dark angsty. That's not what we want. We want violence as a spectacle. We want you to have fun when you're playing a game. That's a very important feeling for us, to just have fun. There's a mood, there's a vibe, there's a certain feeling that hopefully fans of The Ascent will recognize even though the gameplay is completely different.

IGN: It’s described as first-person and RPG. So what makes it an RPG?

Arcade Berg: You're playing a written character. It's about a character named Grey Harker, but you invest your XP in the skills, you unlock the abilities, you kit out the character’s gear. You have some visual customization, but still it's of that character. We're not giving a blank sheet. So it's a lot about saying, well my guy, my version, I did this. And one of our development mantras we have is that if a hundred players play the game, they should have a hundred different user stories. When you and your colleagues meet and you talk about the game you were playing yesterday, it's like, oh, you did it that way? Oh, because for me this happened because I've done this other thing before. And it will all tie back into how you've been playing the game, what choices you've been making, both in pure gameplay and also in dialogue choices. And it ties back to, well I invested a lot in lock picking, that kind of thing, so I just went in. It's like, oh shit, yeah, no, I blew up the door. Both very valid. The player can never play the game wrong. That's something we're always saying. So it's that kind of development.

IGN: Can you shape the story through dialogue choice or is the story linear and you just have choices within it that affects certain things?

Tor Frick: The scope is a bit hard to describe, but yeah, it's a game that has a beginning and an end. It's not an ongoing thing, right? It's a narrative game. It has a beginning and an end. What happens in between there? The player can't play the game wrong. So a lot of what unfolds and how it unfolds is up to the player.

IGN: How impactful are those decisions you make in dialogue? How different can the experience be through something like that?

Arcade Berg: Extremely. So dialogue is not where we're putting all the gunpowder. I don't want to put out false pretenses. It's not dialogues the game. The dialogues are there to help build character, to help set up scenes to help you make certain decisions and choices and consequences or reactions. But that's not where our strengths lie. But they can carry a lot of weight, and there are things I want to tell you, but I'm not going to spoil it for anyone, right? There's going to be a lot of talk about certain things in this game, which I'm very excited for. So the consequences can go from minute to very, very large.

IGN: In the trailer we’re able to kick someone off a building, which looks like a lot of fun. How will the combat work?

Tor Frick: We really want to focus on the player having a lot of interesting tools to use at their disposal. So even though we have guns, you shoot them, they sound great, they feel great, we want there to be a lot more to it. We like that heavy type of action, same as in The Ascent where things should go boom in a very satisfying and loud way. But at the same time we want there to be a lot of tools and a lot of fun things for the players to experiment with. We want it to be very much a toolbox where players can… it's up to the player how to approach things. Some people will just go guns blazing with a revolver and SMG through the front door. Some people will do a very elaborate plan including all kinds of tools and gadgets, but it still ends up in explosions. Some people will play it and it'll be quiet as a mouse. So it is very much up to the player.

Arcade Berg: When you continue to play the game, the characters in the world will comment on the ways things played out. So if you are the ghost, right, if you are that tactical guy, people will say, clean work, man, well done! Or they're like, what the F just happened? We heard it from over here. We basically measure the impact you're having, the playstyle that you're choosing, how that is affecting everything. So we're not saying that one is better or worse or more right or preferred, but we're always trying to respond to the kind of character you're playing. So that is not always the same, well done soldier no matter what you did, because sometimes it wasn't that well done and sometimes you were very loud sometimes like, oh I didn't even realize you were done… perfect, because I'm stealth. So we really want to listen to that through the game to react to the way you've been playing. We think that's more fun than just the dialogue option.

IGN: Is kicking enemies a particularly important part of the combat?

Arcade Berg: It's one of many features you can choose to use, but what usually happens when we let people play a build when we have playtests, as soon as they find that button and they're in a city quickly, well everyone just goes like, boop! No, you can't play the game wrong, but you're kicking a lot of people right now!

No Law is in development for PC, PlayStation 5, and Xbox Series X and S.

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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Returnal Successor Saros Gets a New Trailer and Release Date | The Game Awards

As promised, Housemarque brought a new trailer for its Returnal follow-up, Saros, to The Game Awards today, and it included a release date of April 30, 2026.

The trailer certainly looked lovely, showing off some gorgeous and haunted landscapes, a lot of psychological trickery, flashy combat, and The Sun.

Saros was first announced at a State of Play earlier this year as a follow-up to Housemarque's 2021 roguelite shooter, Returnal. It's not a sequel per se, but it's clearly full of that game's DNA. It stars Rahul Kohli as Arjun Devraj, a man searching for answers on a strange, shifting planet. Creative director Gregory Louden called Saros the "ultimate evolution" of the Housemarque gameplay-first experience.

We saw a bit more of Saros in September at another State of Play, showing off new features such as "Second Chance" (essentially a free revive) and some of Arjun's weapons and capabilities, and more of Saros' setting, the hostile planet Carcosa.

We gave Returnal an 8/10 when it came out, saying that "its roguelike runs are too long and it needs a way to save in the middle of them, but Returnal's third-person shooter action, clever story, and atmosphere are excellent."

You can catch up on everything announced at The Game Awards today right here.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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Marvel Rivals Season 6 Trailer Confirms Deadpool as Next Playable Character | The Game Awards 2025

Marvel Rivals is halfway through Season 5, but that isn’t stopping NetEase Games from revealing Deadpool as the first playable hero for Season 6 at The Game Awards 2025.

The Marvel Rivals Deadpool reveal trailer doesn’t come with any gameplay, but it did come with the promise that the Merc with a Mouth will launch for the popular hero shooter alongside Season 6: Night at the Museum January 16, 2026. It’s the earliest NetEase has been ready to show off one of its new heroes, with its trailer highlighting Deadpool’s new voice and design, as well as some of the other elements players can expect next month.

"After Gambit's attempt to steal a prized artifact from the Collector's Museum, he and Rogue return to the scene of the crime in an attempt to escape," a description for Season 6 from NetEase says. "The Collector responds in the best way to avoid getting his hands dirty: by sending in his 'top professional' and also...
"Deadpool... and the Merc with a Mouth opens the doors on every cage within the Collection, turning the Museum into the greatest intergalactic disaster this timeline has ever seen. But there's a hunter on the horizon ready to put a stop to the antics."

If Deadpool will usher in Season 6, it looks like Else Bloodstone will help it keep its momentum. The Marvel sharpshooter shows up for a brief appearance toward the end of today's trailer, suggesting that she'll be the playable character introduced with Season 6.5 when it eventually launches.

Marvel Rivals Season 5 launched November 14 and is currently underway. The latest season introduced Gambit as its first playable hero, with Rogue joining the fight on PC and consoles tomorrow, December 12.

For all of tonight’s biggest highlights, you can check out everything announced at The Game Awards 2025. You can also keep up with our running list of all of the winners.

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

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'Every Limb Can Be Removed': Lords of the Fallen II Publisher Discusses Dismemberment, Lore and Learnings for the Sequel | The Game Awards 2025 - IGN

Lords of the Fallen II publisher CI Games has shown gameplay footage of its Soulslike sequel during The Game Awards 2025, featuring new character Omeuras and enemy limbs flying everywhere.

Ahead of tonight's showing, IGN asked CI Games for more detail on what we'd just seen, keen for more detail ahead of the game's launch at some point in 2026.

Most prominent in the trailer is Omeuras, who CI Games creative strategist Ryan Hill told IGN is one of the sequel's central characters. She's brought to life by Hannah Melbourne, who previously played Agrias Oaks in Final Fantasy Tactics, and The Sorceress in Path of Exile 2.

"With the sequel, we wanted to craft a narrative that's more accessible and character-driven, while still honouring the environmental storytelling that Soulslike fans love," Hill said. "Players who want to dive deep into the lore absolutely can, but we also want every player to reach the end of the game understanding the journey they've taken and the pivotal role they've played in shaping this world."

Another key focus in the trailer is Lords of the Fallen II's new dismemberment feature, which allows you to lop limbs off enemies like nobody's business. Lords of the Fallen has never been squeamish with its blood and guts, but its developers say they have heard the call from fans for even more.

"When we asked our community just how far we should push the gore in the next Lords of the Fallen, the answer was loud and unanimous: 'go all in'," Hill noted. "This is a game made by adults for adults, and we didn't want to dilute the brutality or intensity of that experience. Soulslikes thrive on challenge, and that rush you get when defeating an enemy is unlike anything else. Enhancing that moment with a dynamic dismemberment system takes the satisfaction to another level - instead of enemies simply ragdolling to the floor, players can literally tear them apart."

So, can every limb be removed? "Yes - every limb can be removed."

Tonight's showing for Lords of the Fallen 2 comes just hours after CI Games launched a final surprise update for its predecessor, capping off almost two years' of post-launch support that has helped turn player sentiment around. While those updates have been welcomed, CI Games said it had learnt from the experience, and been listening to fan feedback "from day one."

"The journey from launch to Lords of the Fallen Version 2.5 (released yesterday) was transformative for our team. Over 70 updates later, the game evolved substantially, and that evolution was driven directly by our relationship with the community. Those learnings shaped not only how we build, but how we listen," Hill concluded.

"For the sequel, we’ve been actively engaging our fast-growing community from day one, understanding exactly what they want from the next chapter. You can already see some of those requests reflected in our new gameplay reveal trailer: a more varied game world, more distinctive and memorable boss encounters, and a deeper, more meaningful Umbral realm experience."

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

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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Diablo 4 Expansion Lord of Hatred Revealed, Adds Not 1 but 2 New Classes, Including the Paladin | The Game Awards 2025

Blizzard has fully unveiled Diablo 4 expansion Lord of Hatred, confirming that it includes not one but two new classes, including the Paladin.

At The Game Awards 2025, Blizzard announced an April 28, 2026 release date for Lord of Hatred, which will see the Age of Hatred Saga, as Blizzard calls it, reach its climax. Campaign wise, players go up against eternal evil, Mephisto, but there’s a surprise return for Diablo 4 antagonist Lilith, who is back from the dead — shock horror! — after the events of the Diablo 4 campaign. Lord of Hatred adds the new region of Skovos, and there are significant gameplay changes, too.

The big news here is a pre-purchase of Lord of Hatred grants immediate access to the Paladin class, which is a fan-favorite from Diablo 2 and one of the most-requested classes for Diablo 4. Blizzard didn’t say what the mystery second class is.

Here’s the story setup:

In the aftermath of Vessel of Hatred, this next chapter drives players toward their final stand against Mephisto, whose deception and spreading influence threaten to twist Sanctuary into a world consumed by malice. As Hell’s legions surge and the ancient Pools of Creation draw Mephisto ever closer, the fate of humanity hangs by a thread. To stop him, the Wanderer must embrace an old foe long believed to be dead. Lilith returns, her prophetic last words echoing true, forcing a perilous alliance bound by necessity rather than trust. With time and allies running out, the Wanderer is in a desperate race to stop Mephisto before hatred reshapes the world forever.

The Paladin, as you’d expect, revolves around hammer and shield gameplay, and smites enemies with Holy Light power. The mystery second class “looms on the dark horizon,” Blizzard said, adding: “its power undeniable, its arrival poised to reshape the battlefield when Lord of Hatred launches in April.”

Skovos is the ancestral birthplace of the first civilization and the former home of Lilith and Inarius. It stands as Sanctuary’s oldest and most storied region. Now ruled by The Oracle and the Amazon Queen, this never-before-seen in-game land blends volcanic coasts, storm-lashed forests, and waterlogged ruins steeped in forgotten lore.

The expansion also reworks the Skill Trees to introduce new class-specific variants and expanded level caps, offering fresh buildcraft and strategic depth across all eight classes. There’s a new Loot Filter system to help you target desired gear more efficiently. Crafting is enhanced, with the return of the Horadric Cube. The new Talisman unlocks powerful set bonuses, expanding late-game customization.

Veteran players will be keen to know about the overhauled endgame, which you can tap into once you’ve finished the campaign. War Plans let players craft their own endgame progression path, selecting favored activities and layering strategic modifiers as they push toward high-value rewards. The Echoing Hatred stands as the Age of Hatred’s ultimate test: a relentless gauntlet of demonic hordes designed to challenge even the strongest builds. Meanwhile, for something completely different, the expansion adds Fishing!

Lord of Hatred includes the full Vessel of Hatred expansion, which players can access instantly via pre-purchase. Players who pre-purchase gain early access to the Paladin class, one extra Stash Tab, two more Character Slots, and three World of Warcraft décor items.

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

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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Forest 3 Confirmed by Endnight as Sons of the Forest Follow-Up With First Trailer | The Game Awards 2025

Endnight Games showed up for The Game Awards 2025 with what may be one of the most unexpected announcements of the night: Forest 3 is coming.

A trailer for the latest in its line of popular survival games revealed a visual style unlike anything the series has seen so far. It’s a lot to digest, as first-person gameplay footage showed off lots of sci-fi technology, what seems to be a shoulder-mounted crane, one crashed spaceship, and many new, dangerous environments to explore.

Now for a completely unexpected world premiere. Here’s Forest 3! #TheGameAwards pic.twitter.com/kKiF7b4rAS

— The Game Awards (@thegameawards) December 12, 2025

As holgram chess and futuristic doors fade into the background, it's only toward the end of the Forst 3 reveal trailer that we see some of that misty horror atmosphere fans have come to love the series for. The monsters in this new world seems to be just as strange, too, with that giant Lovecraftian beast being the most intimidating of the bunch.

It's unclear how Forest 3 will pick up where Sons of the Forest left off or how its new sci-fi spin will affect gameplay. One thing is for sure, though: Endnight definitely has more tricks up its sleeves.

Endnight began its survival series with The Forest in 2018 and followed it up with Sons of the Forest in 2024. With the studio's last game still so fresh in our minds, it's no surprise to see the team keeping their cards close to their chest when it comes to Forest 3. A release date and platforms have not be announced, but we can likely expect to see Forest 3 come to PC.

IGN gave Sons of the Forest a 9/10 review upon its 1.0 launch last year. At the time, we said, "Sons of the Forest takes everything its predecessor did well and does it a little bit better." It's unclear if Forest 3 will launch in eary access as its predecessors did.

For more from The Game Awards 2025, you can check out everything announced at The Game Awards 2025. You can also keep up with IGN’s running list of all of the winners.

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

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'She's Going to Be a Pivotal Part of the Story' — Invincible VS Has a Completely Original Fighter Just for the Game

Invincible VS has a character never before seen in Robert Kirkman’s superhero universe: Ella Mental.

Revealed at The Game Awards 2025 with gameplay footage, Ella Mental — voiced by Tierra Whack — joins established characters such as Omni-Man and Invincible to flesh out the roster of playable characters in the 3v3 tag fighter.

Ahead of her reveal, we got a chance to chat with not only Invincible series creator Robert Kirkman, but also several members of the development team at Quarter Up to find out some extra details about Ella Mental’s design, her playstyle, and some of the lessons that Quarter Up took away from their recent closed beta.

And be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

IGN: So to start, Robert, what can you tell us about this new character?

Robert Kirkman: Ella Mental is a completely original character to the game. We're coming in with a new corner of the Invincible Universe. The team reached out to Cory Walker and myself, wanting to see if it would be okay to add somebody new to the game to shake things up. And Cory and I took it as an opportunity to put the old creation hat back on and come up with something new for the Universe. And it's been pretty great. This team is really devoted to Invincible and is really committed to making sure that this game is an authentic experience on par with the television show and the comic book and any other kind of Invincible you would experience. And so to have a new character running around and being added to and fleshed out by them is really awesome and gratifying. And I think it just makes this game that much cooler.

IGN: So obviously this is going to be a character that's a part of this new story mode that you're making for Invincible VS. Can you tell us a little bit about what their role is going to be in that story mode?

Mike Rogers, narrative director: Yeah, we're not talking specific details in story mode just yet, but she will be appearing in the mode for sure. And you've seen a clip of how some of those characters interact with the principal Robot and Ella. And you'll have to wait and see exactly what the context, the wider context of all that is. But she's going to be a pretty pivotal part of the story and a pivotal part of the rest of the game too, because we've put a lot of love and effort into designing her kit and how she fights and what her personality's like and everything in between.

IGN: We can see in the trailer that she is voiced by Tierra Whack. Can you tell us a little bit about what it was like working with her? What was the casting process like?

Rogers: Working with Tierra was awesome. When we were trying to figure out how we were going to bring Ella to life and who would be the right person for her, Tierra was someone we thought of pretty early on. And we knew that Tierra was a big fan of the Invincible franchise. And I feel really lucky that she came aboard. She responded to the material really strongly. I think she identified with some of the stuff that we've written there and really, really brought a passion and a drive to the character. And I think that really helped heighten what we wrote and really bring this character that was so nascent to life.

And I'm really excited about all of her VO and how well it fits with what we envision for the character from the attacks to just like the conversations that they have. She's positive, she's energetic, but she's got this slight sardonic edge to her. And I think Tierra really brings that side of it to the character. So I couldn't be happier, and I think the whole team feels that way.

IGN: Speaking of those attacks, I know you can't really go into story details, but can you tell us a little bit about how she will play, what her play style is in the actual game?

Mike Willette, executive producer: Oh, a lot of mid-range, some long-range zoning, a lot of chargeable attacks, every element. There's stuff that she just does to manipulate space even in front of her so she can bring up earth to block attacks… it acts as a deterrent to trying to get in on her, and she can shatter it, and you can see part of that in the little glimpse of the video. But she uses water, fire, air, and earth to get around. We really wanted something different. So when we asked politely — begged Robert — like, "Hey, this would be a great idea to add a new character, and we'd love for something that's just different that we haven't really explored before that we think we could have some creative gameplay," Robert and Cory are like, "Oh, we'll get back to you," because it sounded really exciting.

And so as soon as we saw the concepts, we're like, ****, we know what we're going to do. So then we had to get creative and say like, "Oh, how do we solve this?" We're like, "What kind of attacks? What do we think we can pull off?" And that's when we go to Dan [Eder]. We're like, "Dan, what do you think for the art? What can we pull off?"

IGN: Robert, you mentioned something about putting the creative hat back on. What was that like coming back to the world of Invincible to create this new story for this game?

Kirkman: I feel like I've never left the world of Invincible just because I went right from the comic to the TV show. So it's just nice to do more. One fun aspect of Ella Mental is that she was backwards engineered to be in a video game. So when Cory [Walker] and I sat down, it was like, well, what are the deficiencies of the Invincible characters in the context of a video game? And we don't have a lot of projectile throwing characters, and we don't really have anybody that throws fireballs or hits people with rocks. And we have names that we kick around every now and then because a lot of Invincible names are like a normal name that fits inside a different word.

And so we'd just be sitting around hanging out and we'd be like, "Ella Mental, that's something we can do something with at some point in the future because it's like Elemental." And then the name Ella is in there. Look at that. That's how creative we are just to completely nail it down. And so we had that in our back pocket. And so it was like, "Oh, we can do something with this Ella Mental name and do some cool stuff with it."

IGN: Coming around to Dan, what was the process like of bringing this character to life in terms of from concept art to putting her in the game?

Dan Eder, art director: I think it was completely different from any other character because we didn't have any reference. Essentially, we got a sketch from Cory, which was amazing, by the way. And then we're like, "How do we make this work in our game? Just if we put her next to the rest of the roster, does she look like she belongs in the same universe?" And I think instantly the answer was yes, but there was still a lot of room to flesh her out in terms of general level of detail and facial features and certain readability related concerns when it comes to some of her elements and just overall color palette, that kind of stuff.

So the first thing we did was just try to extrapolate. We looked at the concept, and then we did our own version based on Cory's concept, which was a lot more in line with just the overall art style of the game, but it still kept it very, very authentic to the original design from Cory. I think over time she really evolved, both in terms of her features as well as once we got in those moves on the gameplay side, that really informed us on the visuals like, well, how much do we want to lean into the color palette for the elements and have that be represented in her eyes, for example, which glow based on the element that she's currently casting?

And I think very quickly we landed on something that we all felt surprisingly, shockingly happy with very, very early on. Because I think when you design a new character, you don't expect it to be this smooth, not for me anyway, because again, there's so much room for error, which I feel like we dodged a lot of those traps that we could have fallen into with an original character that you'd expect. And I think players, when they get to experience this character for the first time, they're going to be shocked by how integrated she feels into the universe and how her interactions with other characters, as you saw with Robot and Rex and Mark in the trailer, those kinds of interactions are going to feel natural. And I think if you're not an Invincible fan, I wouldn't blame you for thinking she was part of the comics or the show because it feels that real.

IGN: Coming back to Robert, you also oversaw Telltale's The Walking Dead. And I know that this is a very different style of game compared to The Walking Dead, but I wonder, has the experience working on Invincible VS been similar at all?

Kirkman: I think it's been similar in that the team at Telltale was so plugged in and so dedicated that my overseeing was a few casual conversations. "This is what makes Walking Dead cool." And then going, "Hey, that looks really great. Hey, that looks really great. That's really working well." And the experience working with the Quarter Up team has been the same. We've talked early on about things, and I've worked with Mike and Helen Leigh on giving a few story points and things like that, but really it's just been a wealth of just sitting back and being like, "Oh my gosh, this is awesome. This is working great. This is looking great." Everything I've seen from Dan, the way the game is structured, it's all just terrific.

So myself, Cory Walker, Ryan Ottley, we really take it seriously that we are the stewards of this brand and we need to make sure that all things are authentic and that it's providing an additive experience for an Invincible fan. But with this one, we had to do very little because the team was just as dedicated to that as we were. And the talent behind this game really shows through and everything that you see from it. And it's been a really remarkable experience.

IGN: Were you a fighting game fan coming in, or has the process of working on this game gotten you more into the genre at all?

Kirkman: Yeah, I'm a huge fighting game fan. Street fighter, Mortal Kombat, Tekken, I love all those games. I still try to keep up, but I will say that sometimes I get a little lost in how complicated they can get and how much better everyone is than me. And I think that that's one of the things that this game tackles really well. You can sit down with this game and just have fun button mashing and be like, "Oh, I did some really cool combos. That looked really nice. I wish I knew how I did that." But at the same time, there's a lot of elements to the game that once you get into it and you're having a lot of fun, you can really dive deep and learn some really complicated things that are really impressive. And it's great that you can have both levels of play in the same game.

So it's really great. And honestly, an Invincible fighting game is almost the thing that I've always wanted out of Invincible more than a show or a movie or whatever. And so to finally have it and to have it be as good as this game is, is really a high watermark of my life, to be completely clear.

IGN: And then the final question for the Quarter Up crew, you recently had a closed alpha test period. Can you give some overall thoughts on how it went and what some of the main points of feedback you received from it were?

Willette: Oh, absolutely. It was a fantastic time. We got to play with so many people across different ecosystems, like whether they're playing on Xbox or PlayStation. Got to see people get really sweaty that quickly over three days. That was really impressive. So for us, it was really a network test, but it was also an opportunity to see how people interacted with the system, how much time it was taking them to acclimate to certain things that really separate our game from other games, which is really our Omni-Tag system. It's like the fluidity of tagging in and out. And the game is really about team and team-centric tactics.

So by day three, really seeing people capitalize on not just the active tag and assist system, but counter tags, assist breakers, when to use snaps, when not to, taking advantage of arena shifts, the people that found them and were using them a lot, and then just different nasty setups. So whether I was watching A FOxy Grampa or Mustard or Maximilian Dood or Diaphone or just all the other streams that we had going on and then just getting lots of feedback. So things that people wanted with trijumps or certain things that looped or things they wanted improved with motion inputs or just all these things that we've been taking in that feedback and we've been actively updating the game preparing for launch with this feedback in mind. So everything was fantastic from our perspective of just getting that many people into play and getting that quality feedback and just the good, the bad, the ugly, everything. It was a great, great experience.

The Game Awards 2025 trailer confirmed an Invincible VS release date of April 30, 2026 across Xbox Series X|S, PlayStation 5, and PC.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

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Tomb Raider: Catalyst Announced for 2027 and Tomb Raider 1 'Reimagining' Announced for 2026 | The Game Awards 2025

The next-gen, Unreal Engine 5-built Tomb Raider that developer Crystal Dynamics announced three years ago now has an official name and release window. Lara Croft’s new adventure for PC, PS5, and Xbox Series X|S is titled Tomb Raider: Catalyst, and it will be released in 2027 and published by Amazon Game Studios.

The first trailer was showcased at the 2025 Game Awards. In it, we see the legendary adventurer (voiced by Alex Wilton Regan, who has appeared in Cyberpunk 2077, Mass Effect 3, and Dragon Age: Inquisition) wield her signature dual pistols as well as a new gadget: a wrist-mounted grappling hook of sorts that looks like it’ll be used in both traversal and combat.

Crystal Dynamics also gave us our first description of Catalyst’s story, saying it’s “set in the wake of a mythical cataclysm that has unleashed ancient secrets and awakened the mysterious forces that guard them. When the most notorious treasure hunters from around the world descend on the region, Lara races to uncover the truth buried beneath the fractured landscape and stop those who would use its power for their own gain. As the ancient world collides with the present, Lara must decide who to trust among rivals and allies to prevent a catastrophe and protect a secret that could reshape the future.”

But Catalyst wasn’t the only Tomb Raider-related announcement at this year’s Game Awards. Catalyst’s first trailer was immediately followed by a surprise announcement of Tomb Raider: Legacy of Atlantis, a “reimagining” of the original 1996 classic. It is due out for PC, PS5, and Xbox Series X|S sometime in 2026, as that’s when the franchise celebrates its 30th anniversary.

Crystal Dynamics and Amazon shied away from calling it a remake, seemingly to allow for story and gameplay changes. The reimagining is also being built in Unreal Engine 5, and it’s being led by developer Flying Wild Hog (Shadow Warrior) in partnership with Crystal Dynamics and Amazon. The trailer shows off more platforming than Catalyst’s trailer did, perhaps suggesting a more platforming-heavy focus for the reimagining and maybe a larger emphasis on action for the new game. We’ll need to see more of each game to know for sure. But one thing is definitely certain: the T-rex will look a heck of a lot better this time around, as you can already see in the trailer.

"This innovative new chapter with Tomb Raider: Catalyst, and the thoughtful reinvention of the series' roots with Tomb Raider: Legacy of Atlantis, perfectly exemplifies our commitment to supporting developers with bold creative visions," said Christoph Hartmann, VP of Amazon Game Studios. "We're focused on delivering rich, story-driven experiences that resonate with both longtime fans and newcomers, strengthening our dedication to high-quality gaming experiences."

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

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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