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In the Wake of Xbox Layoffs, Founder of Dishonored and Prey Dev Arkane Slams Game Pass: 'Why Is No-One Talking About the Elephant in the Room?'

Hot on the heels of the layoffs that have swept through Xbox, the founder of Microsoft-owned Arkane Studios has hit out at Game Pass, whose subscription model he called “unsustainable.”

Raphael Colantonio, who founded the Dishonored and Prey developer and served as its president before leaving in 2017 to start Weird West maker WolfEye Studios, took to social media to ask: “Why is no-one talking about the elephant in the room? Cough cough (Gamepass).”

When asked to expand on his thoughts on Game Pass, which Weird West launched straight into as a day one title in March 2022, Colantonio said: “I think Gamepass is an unsustainable model that has been increasingly damaging the industry for a decade, subsidized by MS’s ‘infinite money,’ but at some point reality has to hit. I don’t think GP can co-exist with other models, they’ll either kill everyone else, or give up.”

Colantonio’s comment sparked a vociferous debate about the pros and cons of Game Pass in industry terms as well as for the customer. Microsoft's subscription service has been called many things over the years: the death of the video game industry; the savior of smaller developers who benefit greatly from payments made by Microsoft to secure their games; and everything in between. During the great Xbox FTC trial to decide the fate of Microsoft's $69 billion aquisition of Call of Duty maker Activision Blizzard, then PlayStation boss Jim Ryan claimed that he had talked to "all the publishers" and that, unanimously, they all hated Game Pass "because it is value destructive." He also said Microsoft "appears to be losing a lot of money on it."

Back in 2021, Xbox boss Phil Spencer countered Game Pass doomsayers, saying: "I know there's a lot of people that like to write [that] we're burning cash right now for some future pot of gold at the end. No. Game Pass is very, very sustainable right now as it sits. And it continues to grow."

That was four years ago. What about now, in the wake of cuts that have seen Rare's Everwild, the Perfect Dark reboot, and an unannounced MMO in the works at developer behind The Elder Scrolls Online all canceled?

Colantonio’s comments were backed by a number of industry peers, including the former VP of biz dev at Epic Games. Michael Douse, publishing director at Baldur’s Gate 3 developer Larian, said that the biggest concern right now revolves around what happens when all that money runs out. This, Douse added, is “one of the main economic reasons people I know haven't shifted to its business model. The infinite money thing never made any sense.”

(It’s worth noting that Baldur’s Gate 3 has so far not launched in Game Pass or PlayStation Plus.)

Colantonio then ridiculed Microsoft’s insistence that launching games into Game Pass did not impact sales, only to later admit the contrary.

Douse responded to to say he prefers the Sony way of doing things. Sony’s PlayStation Plus policy is to keep first-party games off the subscription service at launch, only adding them some time later. That’s why you won’t see this year’s Sony’s Ghost of Yotei launch straight into PS Plus, but you will see Call of Duty: Black Ops 7 as a day one Game Pass launch.

“The economics never made sense, but at the same time I do recognize that for smaller teams with new or riskier IPs it helped derisk,” Douse said. “Much prefer Sony's 'lifecycle management' strategy.”

"Yeah, the only way GP can co-exist without hurting everyone is for the back catalogue," Colantonio concluded.

Reports have indicated that Microsoft’s layoffs were more about the company’s high-profile push into AI than any failing with the gaming business, but Colantonio suggested this was “a bs excuse.”

He then went on to insist that “the maths don’t work for most publishers/devs nor for Xbox once they stop investing.”

Colantonio was also asked why Microsoft would continue to push Game Pass if it were unsustainable, even now, eight years after it launched. He responded to say that Game Pass isn’t profitable, Microsoft is still in the "customer acquisition phase", and the company hopes that one day, subscription revenue will make its significant investment pay off.

Colantonio explained that Game Pass on its own cannot be considered profitable because you need to factor in the billions of dollars Microsoft has spent acquiring content for the subscription service, and he includes Bethesda owner ZeniMax and Activision Blizzard in that equation. “It’s a spreadsheet trick where they don’t put that detail in a profit and loss section, but instead in the amortization over time,” he claimed.

Game Pass is of course an incredible deal for the gamer that lets subscribers dip in and out of a long list of games for a fraction of the cost of buying those games standalone. Game Pass is often said to be too good to be true because of how cheap it is relative to what it offers. When you throw in every game Microsoft has on its books as a day one Game Pass launch (Call of Duty included), the deal feels even better.

For Colantonio, though, the Game Pass deal is “too good.”

“What *might* happen once MS has won: the games will start to suck and your sub will go up,” he added. “Why? Because the current amazing deal you have is subsided by MS bleeding money into it with the hope they’ll kill the competition, but once they manage to do it, things will get real.”

He added: “... it’s a long game that involves throwing a tsunami at the entire ecosystem of the industry. Only the gamers like it because the offer is too good to be true, but eventually even gamers will hate it when they realize the effects on the games.”

Microsoft does not report on the success of Game Pass either way in financial terms. Indeed, its reporting on its gaming business is vague at best. In its last financial report (for the quarter ending March 31, 2025), Microsoft said Xbox content and services grew 8% year-over-year, which was in part due to growth in Xbox Game Pass. PC Game Pass revenue increased 45% year-over-year. But we don’t have an updated figure for how many subscribers Game Pass has, nor how much money it brings in.

In an April interview with Variety, Microsoft gaming boss Phil Spencer was asked how he views Game Pass’s ongoing role in the larger Xbox business. Spencer replied to say he thinks about Game Pass as “a healthy option for certain people,” but admitted “it’s not for everybody.”

“Our biggest areas of growth right now are PC and Cloud, which makes sense, since consoles, all up, are a good business, they’re an established business, but they’re not really a growing segment in gaming," he said.

"So we’ve got good growth on PC, we’ve got growth on Cloud, in terms of users and hours. And console continues to be a really healthy part of Game Pass. But there isn’t a unique need for Game Pass to be the only way for people to play. If everybody who’s a Game Pass subscriber instead decided to buy their games, that’s good for the business as well.

“For me, I look at Game Pass as a healthy option for certain people. It’s not for everybody. If you play one or two games a year, Game Pass probably isn’t the right business model for you, you should just buy those two games, and that would make total sense. But I want you to have the choice. So we remain focused on everything that’s on Game Pass is also available to buy. We’re making those games available to buy in more places.

“And I look at the overall hours of people who are playing on Xbox, playing our games, and that’s a number that continues to grow fairly substantially, and that’s really the metric I think about for success. And Game Pass has been an important part of that, but I don’t try to solve for Game Pass specifically on its own. It’s kind of part of the equation for Xbox finding new players.”

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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'Screw Them' — James Gunn Knows 'There Will Be Jerks Out There' Who Find His New Superman Offensive 'Just Because It Is About Kindness'

James Gunn has said he's well aware some people will take offense at his new Superman movie "just because it is about kindness."

Superman, which launches July 11 and kickstarts the rebooted DC Universe, is coming out "at a particular time when people are feeling a loss of hope in other people's goodness," Gunn told The Times in a new profile.

"I'm telling a story about a guy who is uniquely good, and that feels needed now because there is a meanness that has emerged due to cultural figures being mean online."

He added: "And I include myself in this. It is ad infinitum, millions of people having tantrums online. How are we supposed to get anywhere as a culture? We don't know what's real, and that is a really difficult place for the human brain to be. If I could press a button to make the internet disappear I'd consider it. And, no, I don't make films to change the world, but if a few people could be just a bit nicer after this it would make me happy."

The story of Superman the world famous superhero character is "the story of America," Gunn told the publication.

"An immigrant that came from other places and populated the country, but for me it is mostly a story that says basic human kindness is a value and is something we have lost."

Gunn then admitted his new Superman movie "plays differently" in different parts of the United States (The Times interviewer wondered how different it will play in New York and Kansas, for example). Gunn then said he expects some people will find his new Superman offensive, but he dismissed that reaction.

"But it's about human kindness and obviously there will be jerks out there who are just not kind and will take it as offensive just because it is about kindness. But screw them."

Gunn went on to say he's already seen a degree of backlash against his take on Superman, played by David Corenswet.

"We posted footage of David with a bunch of kids who were extras on set," Gunn said. "Kids love Superman — it's like when they see Santa. And David is high-fiving them, it was so beautiful, such a cute video. And then I saw people saying, 'Oh, great, we've got a Superman who's a pussy.' Are you kidding me? That's something you're going to attack? That little kids like this guy and he's kind?"

Gunn's comments here echo those he made in December last year, when he expressed hope that Superman would help "unify" fans amid an increasingly polarizing internet.

In a Q&A session attended by IGN at the time, Gunn touched on the message Superman, with "the simplicity of the morals and goodness and love" the character embodies, can convey upon its release.

"Listen, I do think that things have become really polarizing, and my life is just not that," Gunn said. "I also think that the internet has become polarizing and it's much more polarizing than life is. I live in rural Georgia and I have friends of all different political persuasions. I'm not a person that believes in cutting someone out because their politics are different than mine. And I think at the end of the day, most of us are trying to do our best, and most of us are making the best choices we can for ourselves and trying to do things compassionately.

"I know that's hard to believe in this time when everything is so black and white on the internet in terms of what's good and what's bad, what choices are good and what choices are bad.

"But I would hope that Superman does unify us a little bit because he is just about those core values that I think everyone believes in. Not everyone, but almost everyone believes in. And so hopefully this is outside of that realm of political discourse in that respect.

"And yeah, I do think that if we can focus on our humanity, which is what Superman is about as a character and as a movie, and focus on doing the best we can day-to-day, then it's a little bit healing, but not a lot."

The debut Superman trailer revealed Superman lying prone, battered, bruised, and bleeding after a battle with an unknown foe. Superman calls out to Krypto the Superdog for help, and upon his arrival asks him to take him home.

This sequence, Gunn said in last December's Q&A, reflects his desire for the Superman movie to act as a place "we can all go home" to.

"At the beginning of this trailer, Superman wants Krypto to take him home," Gunn said. "And I think that this is a place where we can all go home, to a character that we love, to the simplicity of the morals and goodness and love that Superman embodies as a character, and that we can all go home this summer to Superman. I think it's something that could be a good thing for us."

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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Jurassic World Rebirth Gets Off to Big Box Office Start, F1 Now Apple's Highest-Grossing Movie

Jurassic World Rebirth crossed the $300 million mark at the global box office with the close of the Fourth of July holiday weekend.

The Gareth Edwards-directed summer blockbuster starring Scarlett Johansson and Mahershala Ali, has a global tally of $318.318 million after five days on the market (it opened on Wednesday), with $147.3 million coming from North American theaters. That’s comfortably enough for Jurassic World Rebirth to be the number one film in the world right now, but its domestic box office is down compared to recent entries in the long-running franchise.

For example, 2015’s Jurassic World made a huge $258 million domestically during its first five days, 2018’s Jurassic World Fallen Kingdom did $181 million during the same period, and 2022’s Jurassic World Dominion took $172 million. However, putting a more positive spin on Jurassic World Rebirth, it enjoyed the second biggest international opening in the Jurassic franchise, behind only Jurassic World. The question is whether Rebirth will hit a billion dollars, as each film in the prior trilogy managed, and enjoys a big enough commercial success to convince Universal to power on with this intended new trilogy.

IGN’s Jurassic World Rebirth review returned a 5/10. We said: “For a movie that promises a “Rebirth,” the latest Jurassic World plays it frustratingly safe, falling back on the blueprint of the original film, but not shedding any of the problems with the more recent movies.”

If you’re wondering how Jurassic World Rebirth sets up a new trilogy, check out our Jurassic World Rebirth Ending Explained feature.

Meanwhile, F1: The Movie brought home another $82.4 million for a global total to date of $293.6 million. That makes it Apple’s highest-grossing movie ever after just two weekends, speeding ahead of Ridley Scott’s Napoleon, which managed $221.3 million in 2023.

If you’re wondering how Apple’s other movies have fared at the box office, Martin Scorsese’s Killers of the Flower Moon made $158 million, Argylle settled on a disappointing $96 million, and Fly Me to the Moon hit $42 million.

How To Train Your Dragon crossed $500 million at the global box office this weekend to hit $516.94 million. Disney’s Lilo & Stitch has inched closer to the one billion dollar mark with, and is now up to $972.7 million globally ($408.5 million domestic and $564.2 million international) after seven weekends in theaters. Pixar’s Elio, however, has grossed just $96.8 million globally after three weekends, cementing its launch disaster status.

Speaking of launch disasters, Blumhouse’s M3GAN 2.0’s shockingly bad performance continues, with just $30.687 million after two weekends. Earlier this week, Blumhouse boss Jason Blum opened up on what went wrong with M3GAN 2.0, admitting to a number of failings.

On the other side of the horror spectrum, 28 Years Later now has a global total of $125.8 million. Mission: Impossible - The Final Reckoning hit $576.184 million after seven weeks, and Final Destination Bloodlines has a global tally of $284.8 million.

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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Mark Snow, Composer of Iconic The X-Files Theme, Dies Age 78

Celebrated TV series composer Mark Snow has died aged 78.

Snow, who grew up in Brooklyn, New York, is best-known for composing the iconic The X-Files theme tune, which became the soundtrack to the conspiracy theory-obsessed Nineties. With its spooky whistle that played alongside a title sequence that contained a number of creepy images, such as a stretchy face series creator Chris Carter specifically requested, Snow’s The X-Files is among the most recognisable in TV theme history.

But Snow also composed the entire series’ initial nine-season run from 1993 to 2001, returning for the revival in 2015. Six of Snow's 15 Emmy nominations were for the The X-Files episodes he scored.

Away from The X-Files, Snow composed for the likes of Smallville, Blue Bloods, The Twilight Zone, and Carter’s The X-Files follow-up Millennium. Snow returned to The X-Files for the revival in 2015. He passed away on Friday, July 4, at his home in Connecticut, according to The Hollywood Reporter.

Snow also worked on a number of video games, including 1998’s Urban Assault and The X-Files Game, and Sony Bend’s 2004 PlayStation 2 exclusive Syphon Filter: The Omega Strain. His final project was the 2020 X-Men film The New Mutants.

The instrumental The X Files was a hit single in the United Kingdom and peaked at number two on the UK Singles Chart in 1996. According to Variety, this amused Snow, who said: "Nothing really big happens in the song. It stays in A-minor, there’s no singing, drums or guitars, and it was a smash hit. That’s pretty wild."

Fellow TV and video game composer Bear McCreary (The Lord of the Rings: The Rings of Power, God of War) said Snow’s legacy “will forever be connected to his iconic work on The X-Files, but he also crafted memorable music for many other series.

“I chatted with him at length several times about our approaches to work and life. He was always charming and friendly.”

Mark Snow didn’t just score this scene—he scored the soul of The X-Files. Without his music, there’s no tension, no atmosphere, no catharsis. This near-kiss only works because of him. https://t.co/tzQSBqfZUL pic.twitter.com/CWJRN34KsY

— vaeh 💫 (@nochenev) July 4, 2025

Rest in Peace Mark Snow. He is known for some of the most iconic themes heard on TV, mostly with The X-Files.

However, I will always remember him for his theme to Millennium, one of the most haunting pieces of music ever. pic.twitter.com/6Vj60S3dYx

— Nate Pester (@nathanpester) July 4, 2025

Lance Henriksen, who starred in Millennium, took to social media to say: “I've lost an incredible friend. Rest well Mark and thank you.”

Composer Sean Callery said on Facebook: "Mark Snow, and one of the most wonderful and talented people I’ve ever known, has passed away. 33 years ago he began mentoring me as an artist. Who knew that I was also at the beginning of a deep friendship that would only grow and evolve over three decades along with our graying hair and tighter deadlines.

"I am so grateful to him for his sage counsel and his laugh-out-loud biting wit. My career got started by an act of generosity on his part 33 years ago – period, full stop. I love you my friend. There will never ever be another like you. I send love to Glynnis and all his children and grandchildren during this time."

Photo by Albert L. Ortega/WireImage.

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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[UPDATE] First Teaser Video for Cyberpunk: Edgerunners 2 Netflix Anime

UPDATE: CD Projekt has now released the first teaser video for Cyberpunk: Edgerunners 2. Check it out below:

David is dead. 💀 But Night City lives on. 🌆

Cyberpunk: Edgerunners 2 is in production. Coming to @Netflix when it’s ready. pic.twitter.com/n5GKc9pej8

— Cyberpunk: Edgerunners (@edgerunners) July 5, 2025

ORIGINAL STORY: CD Projekt has announced Cyberpunk: Edgerunners 2, a new Netflix anime series set in the world of its Cyberpunk 2077 video game.

The developer has reunited with studio Trigger, which created the first Edgerunners anime, for this follow-up, with Kai Ikarashi confirmed as director. Writer Bartosz Sztybor is showrunner, story writer, and producer.

There’s no trailer yet, but we do have a logo and poster art for Edgerunners 2, below. Expect a standalone 10-episode story described as “a raw chronicle of redemption and revenge.”

Here’s the official blurb: “when the world is blinded by spectacle, what extremes do you have to go to make your story matter?”

“David’s story might be over, but there’s plenty more to discover in Night City,” Sztybor said. “And to again have the legendary animation studio Trigger along for the ride makes us at CD Projekt Red so excited to introduce a raw, real chronicle of redemption and revenge, something unlike what we’ve done before.”

Kanno Ichigo (Promare, Cyberpunk: Edgerunners) is lead character designer, and Masahiko Otsuka (Gurren Lagann, Promare) is handling the screenplay adaptation.

Confirmation of Edgerunners 2 comes as little surprise given the success of the first season and last year's announcement from Netflix Animation that it had signed another collaboration with CD Projekt in the Cyberpunk universe with the teaser, below.

Netflix Animation 🤝 Cyberpunk 🤝 CD Projekt Red

Stay tuned... #GeekedWeek pic.twitter.com/NkZybCa7kt

— Netflix Geeked (@NetflixGeeked) September 20, 2024

Edgerunners debuted in September 2022 to acclaim from fans and critics alike. It even helped fuel more interest in Cyberpunk 2077, and fans called for a second season.

Cyberpunk: Edgerunners 2 as the title as opposed to Edgerunners Season 2 makes sense, too, given the original didn't exactly leave itself open for a story continuation. IGN’s Cyberpunk: Edgerunners review returned a 9/10. We said: “Cyberpunk: Edgerunners delivers a satisfying return to Night City that does a better job exploring why Mike Pondsmith’s famous location became so iconic in the first place.”

It’s a busy time in the world of Cyberpunk, with Cyberpunk 2 officially in pre-production. 96 of CD Projekt’s 730 developers were working on the sequel as of May. The majority of the staff (422) is working on The Witcher 4, which is in full production.

We know next to nothing about Cyberpunk 2, but Cyberpunk creator Mike Pondsmith has teased some previously unknown details.

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

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Death Stranding 2 Developer Hideo Kojima Says 'I'm the Same as Tom Cruise' — 'I Want to Keep Creating Things Until I Die'

Metal Gear and Death Stranding creator Hideo Kojima recently echoed Tom Cruise when talking about his future plans, declaring: "I want to keep creating things until I die."

Since starting out in the industry at Konami in 1986, Kojima has created a variety of games, including Snatcher, the innovative sunlight-based GBA title Boktai, and the infamous P.T. demo. In a recent interview centering around Kojima’s latest game Death Stranding 2: On the Beach, Game*Spark asked Kojima about his motivations and thoughts on why he continues to make games.

“I’m the same as Tom Cruise (laughs)," he said. "My life has been dedicated to creating things. That is my joy. I want to create for as long as my body and my brain keep working. I will think about (stopping) if it begins to inconvenience the people around me, but I want to keep creating things until I die.”

In likening himself to Cruise, Kojima is probably referring to the recent comments made by the actor at the premiere of Mission: Impossible - The Final Reckoning. On the red carpet, Cruise told The Hollywood Reporter that he will never stop making movies, even quipping that intends to keep making them into his 100s.

Talking of movies, in Kojima’s comment to Game*Spark, he didn't specify creating games, just creating. This suggests that Kojima is open to making something that is not a game in the future. In a recent video interview with French media outlet Brut, Kojima revealed that, depending on how Kojima Productions is doing after it has completed Microsoft game OD and Sony game Physint, he would like to make a movie.

With their long cutscenes and cinematic presentation, some have argued that many of Kojima’s games are already movie-like (we’ve even worked out exactly how much of each Kojima game is cutscenes). However, in the interview with Game*Spark, Kojima addresses this, explaining that even though his games are influenced by movies, he is always focused on making a game first and foremost.

"I grew up watching movies, so they influence the lighting, character modeling, direction and so on (when I make a game), but I am conscious of the fact that I am not making a movie, and my fundamental approach is to consider what can only be done in a game, including an odd sense of playfulness," he said.

Kojima’s playfulness is evident in some of the unexpected cameos and bizarre Easter eggs you can find in his games, especially if you mess about. Check out our list of the Death Stranding 2 Easter Eggs, cheats and secrets we’ve found so far, or find out about the strange things you can make Sam do in the hotsprings.

Of course, Kojima is associated with a movie: an adaptation of Death Stranding itself, which Norman Reedus has said he'd love to star in.

Photo by Phillip Faraone/Getty Images for Kojima Productions.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

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Warhammer 40,000: Space Marine 2's Siege Mode Is a Reminder Fighting Against Chaos Just Isn't as Fun as Mowing Down the Tyranids

With Warhammer 40,000: Space Marine 2’s Siege Mode in full swing, players are soldiering through waves of Thousand Sons and Tyranid forces as they bid to reach the highest level possible. But apart from frustrating connection issues and bugs that prevent progress, some players have a bigger problem: Chaos.

Siege Mode forces players to fight against waves of enemies from Space Marine 2’s two enemy factions: the Thousand Sons traitor legion, and the terrifying bug-like alien menace that is the Tyranids. There is no way to play against one faction only. Tyranid and Chaos waves will come separately.

That’s a problem for some Space Marine 2 players who feel like fighting the Tyranids is a lot more fun than playing against Chaos. A lot of this has to do with the different challenge each faction presents. The Tyranids are a swarm-type enemy type that packs the screen with a mix of smaller foes and much bigger, harder-hitting foes. There’s a bloody minded pleasure that comes from chewing through scores of Tyranid enemies as a Space Marine, sweeping your Power Sword through xenos flesh, parrying a strike that gives you a clean response, and — my personal favorite — punching those Tyranids in the face with my Power Fist.

In contrast, the Thousand Sons present a more measured challenge. You are, after all, going up against fellow Space Marines here and their daemonic forces; they’re supposed to be tough. When those Terminators spawn and spam their missile barrage, playing against Chaos can feel like pulling teeth. The Thousand Sons are less of a 'switch your brain off and cleave through it' proposition, and more of a, 'if Space Marine 2 wanted to be a bit like Elden Ring, it would probably go a little like this.'

The effect is more pronounced the harder the difficulty you play Space Marine 2. At the easier difficulties, Tyranids and Chaos are much of a muchness in terms of challenge. But ramp the difficulty up — which you need to do for certain levels of progression in Space Marine 2 — and Chaos become an absolute bloody nightmare, whereas the Tyranids often still feel manageable.

It’s not as simple as saying 'Tyranids easy, Chaos hard.' The Tyranids as a foe work brilliantly in terms of recreating the faction feel from the lore and the tabletop upon which Space Marine 2 is based. Similarly, the Thousand Sons work as they should, as a traitor legion fueled by warp magic. They’re different because they’re supposed to be.

Still, Space Marine 2 players — and this has been a thing in the PvE Operations mode ever since the game’s record-breaking launch in September last year — often pop online to say they much prefer to fight the Tyranids. Some are even saying they back out of Siege mode whenever they get a Chaos wave.

“Is there a way to play Siege mode with Tyranids only?” asked Think_Fan_5943 recently on the Space Marine subreddit. “I really hate fighting Chaos and being forced to fight them sucks and I usually just drop out when the enemy switches. You can choose Tyranids only missions if you don't like Chaos so why can't we choose which enemy we face in Siege mode?”

No-one expects the developers at Saber Interactive to release a Tyranid-only version of Siege Mode; if they did, perhaps the Chaos version wouldn't have enough players to form a healthy matchmaking pool, such is the preference for the Tyranids. It is what it is, I suppose. But the Tyranids vs Chaos debate in Space Marine 2 does spark fun conversations around the enemy factions we’re expecting to see in the already confirmed Space Marine 3.

What sort of challenge might the Necrons, which everyone expects will turn up, present the Ultramarines? Could a different type of traitor legion pose a more interesting challenge? What if the plague-ridden Death Guard were in the game, and players were forced to contend with skin-melting disease as well as bolter fire? And what if the Orks return after starring in Space Marine 1? Could they become the Tyranid-equivalent enemy faction everyone prefers to fight against?

For now, we’re left with the Tyranids and Chaos, and the ongoing challenge of having to contend with both in Siege mode whether we like it or not. Looking ahead, there’s a lot of exciting content coming to Space Marine 2. While Patch 9 will focus on balance changes only, Patch 10 adds a new Chaos vs Chaos PvP mode, the new Power Axe melee weapon, and the new Techmarine class. Check out all the Space Marine 2 Patch 10 details here.

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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Microsoft Insists Every Game Shown at Its Xbox Showcase in June Is Safe — but What Were the No-Shows?

Amid the video game cancelations and studio closures that have come as a result of Microsoft’s devastating round of layoffs this week is concern about the fate of pretty much every Xbox game without a firm release date.

Microsoft games canceled as part of the cuts include Rare’s Everwild, an unannounced MMO from ZeniMax Online Studios, the developer of The Elder Scrolls Online, and the Perfect Dark Reboot. The latter's developer, The Initiative, was shut down. The team working on Blizzard’s mobile game Warcraft Rumble was laid off as new content ceased.

Meanwhile, external developers who were funded by Microsoft were also hit. Romero Games, the studio founded by Doom co-creator John Romero and Brenda Romero, has suffered significant layoffs and the future of its new shooter is in doubt.

That’s a lot to take in, but it begs the question: which Xbox Game Studios games remain? And which, if any, were quietly canceled?

In a memo sent to all Microsoft gaming staff and viewed by IGN this week, Matt Booty, head of Xbox Game Studios, said Microsoft still has "more than 40 projects in active development, continued momentum on titles shipping this fall, and a strong slate headed into 2026."

Additionally, a source told Variety that every game featured at the Xbox Games Showcase presentation in June is continuing on. So, what were those games, which we now assume are safe — at least for the time being?

Activision’s Call of Duty: Black Ops 7 was at the show, and is certain to come out later this year (despite the layoffs hitting its various developers). inXile game Clockwork Revolution starred at the show, so that’s safe. Obsidian’s Grounded 2 and The Outer Worlds 2 were at the show and we should assume are both safe. It's a similar deal for Double Fine’s Keeper, The Coalition’s Gears of War: Reloaded, Ninja Gaiden 4, and Indiana Jones and the Great Circle’s Order of the Giants DLC. Tony Hawk’s Pro Skater 3 + 4, and the ROG Xbox Ally, both at the show, will continue too. Despite the cancelation of Everwild, Rare’s Sea of Thieves continues with new updates.

At the end of the showcase, Xbox boss Phil Spencer teased Forza, Fable, Gears of War: E-Day, and a Halo: Combat Evolved remake for 2026. We assume since those games were mentioned, they’re safe, although it’s worth noting that the Forza mentioned by Spencer no doubt relates to the next Forza Horizon game from Playground, which is also making Fable. Turn 10, which makes the more sim-focused Forza games, was hit hard by the layoffs.

So, we know which games Microsoft still intends to release. But, given the events of this week, it’s now impossible to think about other Xbox games in the works without a degree of concern. Everwild and Perfect Dark were conspicuous by their absence at last month's show and both were canceled. What else failed to turn up?

Minecraft — remember Microsoft owns Minecraft! — remains huge and safe as houses, you feel. But what about Contraband from Just Cause developer Avalanche Studios? Where’s Undead Labs’ State of Decay 3? Ninja Theory’s Project Mara? Microsoft has a Hideo Kojima game, OD, on its books. Is that still happening? Toys for Bob, the Crash Bandicoot 4 developer and Call of Duty support studio that left the Xbox-owned Activision in February 2024, signed an agreement with Xbox directly to publish its next game. Is that still alive?

And what about Bethesda? ZOS’s MMO has fallen by the wayside, but surely Bethesda Game Studios' The Elder Scrolls VI and the next Fallout are fine. Starfield’s promised next expansion feels precarious, given Bethesda's radio silence on the game. And what about Blizzard? As of last year it was reportedly hard at work on a StarCraft shooter. Is that still the case?

It’s only when you run through what wasn’t at the Xbox Games Showcase last month that you realize what’s at stake here: Microsoft owns a huge number of development studios across the globe, from Bethesda to Blizzard and Activision to Halo. When Xbox suffers significant problems, a huge swathe of the video game industry and its developers do, too.

All eyes are on August's gamescom, where Microsoft is expected to show more of what is has coming down the line. Perhaps Phil Spencer will give fans a clear idea of what’s in the works from Xbox and what isn't as Microsoft's multiplatform push soldiers on. It is still planning to release a next-gen Xbox console, although we don't know when. Is the first-party Xbox handheld Spencer teased last year also still alive? Does Microsoft still plan to release its own gaming app store, despite the failure of Call of Duty Warzone Mobile, Warcraft Rumble, and this week's significant cuts to Candy Crush maker King?

In the short term, at least, the games we saw in June are still on the way. But the long term future of Xbox remains vague indeed.

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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Reservoir Dogs and Kill Bill Star Michael Madsen Dies Aged 67 From Cardiac Arrest

Michael Madsen, who starred in Quentin Tarantino movies Reservoir Dogs and Kill Bill, has died aged 67 from cardiac arrest.

NBC reported that Madsen was found dead at his Malibu home on Thursday morning, according to his manager Ron Smith.

"In the last two years Michael Madsen has been doing some incredible work with independent film including upcoming feature films Resurrection Road, Concessions and Cookbook for Southern Housewives, and was really looking forward to this next chapter in his life," managers Susan Ferris and Ron Smith, and publicist Liz Rodriguez said in a statement.

"Michael was also preparing to release a new book called Tears For My Father: Outlaw Thoughts and Poems, currently being edited. Michael Madsen was one of Hollywood’s most iconic actors, who will be missed by many.”

Madsen is best known for his collaborations with celebrated director Quentin Tarantino, first as the demented Mr. Blonde in 1992's Reservoir Dogs (Tarantino's directorial debut), then assassin Budd, the brother of Bill (David Carradine), in the Kill Bill films. He would later star in Tarantino's 2015 western The Hateful Eight and, most recently, 2019's Once Upon a Time in Hollywood.

Rest in peace to Michael Madsen.
I'd argue his work in this one scene from Reservoir Dogs birthed Tarantino's whole career. One of the greats. pic.twitter.com/5mYdhSRI9A

— Todd Spence (@Todd_Spence) July 3, 2025

Michael Madsen’s creative partnership w/ Quentin Tarantino was a once in a lifetime spark. His work in KILL BILL is phenomenal, layering that down-on-his-luck lout with pathos & sympathetic sadsack grit, building him out into a complex, dimensional character. #RIPMichaelMadsen pic.twitter.com/HU4qCYqVVV

— Courtney Howard (@Lulamaybelle) July 3, 2025

While those movies are considered masterpieces, Madsen also starred in less well-received films, such as 1995's Species and Uwe Boll's universally panned BloodRayne, which he later called "an abomination."

Born in Chicago, Madsen's first notable Hollywood role was in 1983's WarGames. Other films he starred in over the last 40 years include 1991's Thelma & Louise, family movie Free Willy, 1997's Donnie Brasco, 2002 Bond film Die Another Day, Sin City, and Scary Movie 4.

We are very sad to hear of the passing of Michael Madsen, who played NSA Chief Damian Falco in DIE ANOTHER DAY. Our thoughts are with his family and friends. pic.twitter.com/qbC37VUOmx

— James Bond (@007) July 3, 2025

Michael Madsen was a unique actor. Couldn’t take your eyes off of him. RIP. pic.twitter.com/jFczhk9GYq

— Elias Toufexis (@EliasToufexis) July 3, 2025

He also had a number of voice roles in video games, including Toni Cipriani in Rockstar's Grand Theft Auto 3, William Carver in Telltale's The Walking Dead, and Daud in Arkane's Dishonored series. In 2023, Madsen starred in co-op first-person shooter Crime Boss: Rockay City.

Photo by Paul Archuleta/WireImage.

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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Star Wars Actor Kenneth Colley, Who Played Admiral Piett in The Empire Strikes Back and Return of the Jedi, Has Died Aged 87 After Contracting Covid and Developing Pneumonia

Star Wars actor Kenneth Colley, who played Admiral Piett in The Empire Strikes Back and Return of the Jedi, has died aged 87.

Colley’s Admiral Piett was an imperial officer in command of Darth Vader's flagship. Nearly 30 years after Return of the Jedi's release, he reprised the role for 2012 animation Lego Star Wars: The Empire Strikes Out. Colley also played Jesus in the much-loved Monty Python's Life of Brian.

According to the BBC, Colley died peacefully at his home in Kent in the UK on Monday after contracting Covid and developing pneumonia.

His agent Julian Owen said in a statement: "Ken Colley was one of our finest character actors with a career spanning 60 years. Ken continually worked on stage, film and television playing a vast array of characters, from Jesus in Monty Python's Life of Brian to evil and eccentric characters in Ken Russell films, and the Duke of Vienna in Shakespeare's Measure for Measure for the BBC."

Colley had been admitted to hospital with an injured arm after a fall, but he quickly contracted Covid which developed into pneumonia, his agent explained.

According to the Daily Mail, Colley’s Star Wars character Piett wasn’t supposed to appear in Return of the Jedi, but then Star Wars custodian George Lucas added him because Lucasfilm had received “a lot of fan mail” about the character.

Colley also said he got the role for The Empire Strikes Back because director Irvin Kershner was “looking for someone that would frighten Hitler,” and he fit the bill.

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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MindsEye Dev's UK Workforce of Around 300 Receive At-Risk Emails as Former GTA Lead Leslie Benzies Finally Addresses Staff

Build A Rocket Boy, the Edinburgh, Scotland-based developer of MindsEye, has issued at-risk of redundancy emails to its around 300-strong UK workforce following the disastrous launch of the game.

Sources familiar with the goings on inside the embattled studio told IGN at-risk emails were also sent to staff at PlayFusion, which BARB acquired late 2024. PlayFusion, whose CEO Mark Gerhard became co-CEO of BARB as part of the buyout, is working on a different game — a fast-paced FPS called Ascendant which was meant to come out this year.

Last month, IGN reported that BARB had begun a redundancy process following the release of MindsEye. The standard 45-day consultation process kicked off on June 23, which according to UK law is triggered when an employer proposes 100 or more redundancies within a 90-day period. IGN understands Build A Rocket Boy currently has around 300 UK employees, with 200 abroad.

At the time, BARB issued a statement confirming the redundancy process, insisting the cuts will let the studio “focus on delivering ongoing updates and performance optimization for MindsEye, while also ensuring the long-term success of Build A Rocket Boy’s future ambitions.”

Soon after MindsEye launched, BARB said it was “heartbroken” over the issues players had faced with the game, and promised to release a series of patches to fix the significant performance problems, glitches, and AI behavior bugs. Rollout of these patches has begun.

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

On Steam, which does not paint the whole picture of MindsEye’s current popularity, the game hit a peak concurrent player count of 3,302 on launch, but had a 24-hour peak of just 46 players. At the time of this article’s publication, 26 people were playing on Steam, where MindsEye has a 'mostly negative' user review rating.

Story-driven action adventure game MindsEye was initially designed to be a part of Everywhere, the ‘Roblox for adults’ creation platform led by former Grand Theft Auto design chief Leslie Benzies. BARB eventually switched to focus on MindsEye, but it has so-far failed to do the business for the company.

Meanwhile, BARB sources told IGN that Benzies finally addressed staff following the release of MindsEye in a brief video call yesterday, July 2. According to two people present who asked not to be named in order to protect their careers, Benzies insisted BARB would bounce back and relaunch MindsEye, blaming the studio and the game’s struggles on internal and external saboteurs, among other things.

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

BARB sources told IGN that internally, there is a desire for a MindsEye redemption arc that would eventually see it become successful for the studio. But as staff face an anxious wait to discover their fate, there are serious questions over whether BARB will be able to fulfill its post-launch roadmap for content, including the promised multiplayer mode, on time.

Build A Rocket Boy declined to comment when contacted by IGN.

Earlier this week, BARB released MindsEye’s third post-release update on console, with a PC release to follow. “We’ve watched hundreds of hours of gameplay footage and reviewed player feedback across multiple channels to prioritize the most pressing issues and improve the experience for all our console players,” the studio said.

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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Sony-Published Helldivers 2 Gets Shock Release Date on Xbox Series X and S

Helldivers 2 is coming to Xbox Series X and S next month in a shock announcement that sees Sony publish a game on PlayStation's rival consoles.

Arrowhead’s explosive co-op third-person shooter launches on Xbox on August 26, 2025, a livestream confirmed. Remarkably, that's the same day Microsoft releases Gears of War: Reloaded on PlayStation 5.

In a post on Xbox Wire, Helldivers 2 Game Director Mikael Eriksson commented on what this launch means to the studio.

“We know gamers have been asking for this for some time and we are so excited to bring more Helldivers into our game," he said. "We have so much more in store for the future months and years – and the more players we have the more stories we can tell! The fight for Super Earth has only just begun.”

Crossplay across all platforms is confirmed, which means PC, PlayStation, and Xbox players will be able to play together.

Helldivers 2 launched on PC and PS5 in February 2024 and was a rare live service smash hit for Sony. It is the fastest-selling PlayStation Studios game of all time, selling an incredible 12 million copies in 12 weeks.

While player numbers on Steam, which Valve makes public, remain healthy a year-and-a-half on from the record-breaking launch, the Xbox release will no-doubt boost the player pool even further.

Still, Helldivers 2's release on Xbox comes as a big surprise. Sony, typically, does not release PlayStation Studios games on Xbox, preferring instead to launch on PlayStation consoles only and, in an increasing number of cases, PC. MLB The Show, developed by Sony's San Diego Studio and published by Sony Interactive Entertainment, is an exception and does launch on Xbox, albiet under the MLB banner. Sony also recently released LEGO Horizon Adventures on Nintendo Switch, PS5, and PC.

Clearly, the once impenetrable walls of console exclusivity are coming down. Microsoft, which only yesterday made sweeping cuts to its gaming business as part of an eye-watering round of layoffs affecting over 9,000 staff, is all-in on PlayStation. The aforementioned Gears of War: Reloaded marks the once Xbox-exclusive series' debut on PlayStation, Hellblade 2 hits PS5 in August, and Obsidian's The Outer Worlds 2 releases on Sony's console in October.

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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Is There a Chance We'll See Superman, Batman, and Wonder Woman on the Big Screen Together in the Rebooted DCU? 'Of Course!' Says James Gunn — but Don't Hold Your Breath

With the upcoming launch of Superman, a new Batman movie in the works, and confirmation that a new Wonder Woman film is in development, the obvious next question is whether we’ll see the super trio team up in the rebooted DCU at some point. Based on comments from James Gunn, that sounds likely.

Speaking to Deadline on the red carpet for Superman, Gunn, who wrote and directed the film and is stewarding DC Studios alongside Peter Safran, was asked if there’s a chance fans will get to see Superman, Batman, and Wonder Woman on the big screen together.

Gunn’s response made it clear a teamup is on the cards: “Of course! Yeah!”

However, he qualified that statement by saying it won’t happen for some time: “But not in the next movie.” Presumably this is a reference to next year's Supergirl.

Deadline then followed up to ask if there were talks of it happening at some point in the next few years, and Gunn pushed back on the idea of formal talks happening at this point.

“You have to remember that all this stuff is talks in my head,” he said. “So there’s a lot of chatter in my head that does a lot of things. The DCU is chatter in my head, not talks.”

James Gunn discusses a reunion between Superman, Batman and Wonder Woman on the big screen: “Of course, yeah! But, not in the next movie” pic.twitter.com/RK8FhqOJfU

— Deadline (@DEADLINE) July 2, 2025

Clearly, Gunn is mentally at least preparing for all three characters to join forces eventually, but when that happens is anyone’s guess. While Superman has a release date, as do 2026's Supergirl and Clayface, other DCU projects seem rather nebulous. Chief among them is Batman, which Gunn himself recently called “my biggest issue in all of DC right now.”

In February, Gunn and Safran confirmed The Brave and the Bold will introduce a new Batman into the DCU, ruling out current Batman actor Robert Pattinson in the process. At the time, Safran and Gunn said Pattinson would play Batman in director Matt Reeves’ Batman universe, dubbed The Batman Epic Crime Saga, only. Pattinson played Batman in 2022’s The Batman, with The Batman - Part 2 confirmed to be in development.

However, last year The Batman Part 2 was delayed once again, this time to October 1, 2027. If this date stands, it will end up being five years between the world first seeing Robert Pattinson become the Dark Knight and again in its sequel.

And what does this mean for the timing of The Brave and the Bold? Gunn faces the potentially confusing situation of having two actors playing Batman in movies across two different DC universes.

As of February, The Brave and the Bold was said to be in “very active development,” and the story was “coming together very nicely.” But is The Flash director Andy Muschietti still directing? Gunn and Safran are developing the script, and will show it to Muschietti "when we have it in a place where we think it's ready to go... and see if it's a fit for him," Safran said earlier this year. "I'm very, very actively involved in that script," Gunn added, also earlier this year.

Speaking more recently on Batman, Gunn said he’s not actually writing The Brave and the Bold, but is working with an unnamed writer to “get it right.”

“Batman’s my biggest issue in all of DC right now, personally,” he said. “And it’s not — I’m not writing Batman, but I am working with the writer of Batman and trying to get it right, because he’s incredibly important to DC, as is Wonder Woman.

“So outside of the stuff that I’m doing in the projects that are actively going, our two priorities are finishing our Wonder Woman and our Batman scripts.”

Gunn then discussed in vague terms the kind of Batman he’s going for — or, perhaps it would be better to say the kind of Batman he's trying to avoid.

“Batman has to have a reason for existing, right? So Batman can’t just be ‘Oh, we’re making a Batman movie because Batman’s the biggest character in all of Warner Bros.,’ which he is. But because there’s a need for him in the DCU and a need that he’s not exactly the same as Matt’s Batman.

“But yet he’s not a campy Batman. I’m not interested in that. I’m not interested in a funny, campy Batman, really. So we’re dealing with that. I think I have a way in, by the way. I think I really know what it’s — I just am dealing with the writer to make sure that we can make it a reality.”

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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Blizzard Says Warcraft Rumble Won't Get Any New Content as Microsoft Layoffs Hit Development Team

As the full effect of Microsoft’s devastating round of layoffs becomes clearer, Blizzard has announced that mobile game Warcraft Rumble won’t get any new content, with its developers reporting they have been laid off.

Warcraft Rumble was a high-profile attempt by Blizzard to bring the Warcraft universe into the lucrative mobile space. Development began in 2016, with the game itself releasing in 2023 as a free-to-play tower defense RTS inspired by the likes of Clash of Clans. The PC version launched late last year.

In a blog post, Blizzard admitted Warcraft Rumble “struggled to find its footing relative to our ambition for its long-term success,” and that recent attempts to improve the popularity of the game weren’t enough to sustain development.

The news comes as part of a bloodbath at Microsoft that saw 4%, or just over 9,000 staff, cut from the company. While the majority of those layoffs were outside the gaming business, Xbox studios were hit hard. Rare’s Everwild, for example, was canceled, as was the Perfect Dark reboot. The Initiative was closed.

Elsewhere, Candy Crush maker King suffered significant layoffs, as did Bethesda’s European operations. An unannounced MMO from The Elder Scrolls Online developer, ZeniMax Online Studios, was canceled and its development team cut. Reports indicate Forza developer Turn 10 and various Call of Duty development studios suffered layoffs, too. Microsoft was forced to deny rumors that under fire Xbox boss Phil Spencer is set to retire after the release of the next-gen Xbox.

Alex Apple, client engineer at Blizzard, took to LinkedIn to say they had been laid off “along with the entire Warcraft Rumble team.” Other developers on the game reported similar.

In its blog post, Blizzard said Warcraft Rumble will remain playable but will only receive updates focused on regular, systemic in-game events and bug fixes.

Dear Warcraft Rumble Community,  
We have an important update on the future of Warcraft Rumble. After much deliberation, we’ve arrived at an extremely hard decision. Moving forward, we'll continue supporting Rumble with updates focused on regular, systemic in-game events and bug fixes, but no new content.  
Warcraft Rumble began development nine years ago as a love letter to Azeroth and launched back in 2023, reflecting input from enthusiastic players around the globe and the effort of a passionate team — some of whom continue to support Rumble or other Blizzard games, and some we’ve had to sadly part ways with. Since launch, Rumble has struggled to find its footing relative to our ambition for its long-term success, and for some time now the team has been listening to player feedback, refocusing in certain areas, and exploring different options. Some of that work showed signs of progress, but ultimately wasn’t enough to put the game on a path to sustainability.  
During this transition, we are focused on supporting our teammates. We’re deeply grateful to everyone at Blizzard and in the community for helping bring Warcraft Rumble to life and embracing the joy that makes this game so special. Your enthusiasm and feedback mean the world to us.
Fans of the game reacted with disappointment to the news, but there is little surprise given how the game has gone over the last two years. Most players are now waving goodbye to Warcraft Rumble and its community, while sending messages of support to the affected developers.

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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Warhammer 40,000: Space Marine 2 Hotfix 8.1 Addresses Crashes, Disconnects, and Rewards Problems in Response to Siege Mode Complaints

Warhammer 40,000: Space Marine 2 got its hotly anticipated Siege Mode update last week, and while fans are enjoying it, crashes and disconnects have marred the experience.

Siege Mode is Space Marine 2’s take on the classic video game Horde mode. It sees teams of three players fight against increasingly difficult waves of Tyranid and Chaos enemies for exclusive rewards.

Players have responded to Siege Mode and its accompanying Patch 8 well, and Space Marine 2 has seen a surge of players on Steam at least, where player data is public. But connection problems are on occasion ruining the experience, especially when they arrive deep into the waves.

Just yesterday, July 2, the complaints were continuing. “I feel incredibly f***ed,” said an exasperated Justusowesme on the Space Marine subreddit.

“I just spent almost three hours in a Siege round. FINALLY got some good brothers who know what they are doing. Most epic experience I had in a long time. So looking forward to the rewards and feeling of accomplished, finally beating it. BUT NO MID FIGHT LAST ROUND BEFORE EVAC THE SERVERS JUST GIVE UP. NO MONEY, NO EXP, NO SKINS AND NOT EVEN AN SATISFYING END TO THE GLORIOUS FIGHT THAT ME AND MY BROTHERS HAD. I had fun, yes but essentially I just got robbed almost three hours of progress. That feels so incredibly insulting, I can't man…

“Please anybody in charge I know you're working already on it, with great haste too probably... BUT STILL, BY THE EMPEROR, WHAT THE WARP.”

In response, Space Marine 2 developer Saber Interactive and publisher Focus Entertainment have released the 8.1 hotfix, which is now live on every platform. It fixes various crashes and connectivity issues, as well as a bug preventing the reward for completing 25 waves in Siege Mode to unlock.

The hope is this hotfix stamps out the Siege Mode problems reported by the likes of poor old Justusowesme like a Space Marine stomping on the head of a xenos, but it’s early days yet.

Looking ahead, there’s a lot of exciting content coming to Space Marine 2. While Patch 9 will focus on balance changes only, Patch 10 adds a new Chaos vs Chaos PvP mode, the new Power Axe melee weapon, and the new Techmarine class. Check out all the Space Marine 2 Patch 10 details here.

Warhammer 40,000: Space Marine 2 8.1 hotfix patch notes:

  • Fixed several crashes
  • Fixed several issues causing disconnects
  • Fixed Siege Mode rewards from wave 25+
  • Lots of small fixes to Siege Mode map geometry
  • Fixed bug that was causing random enemies to get stronger much faster in infinite waves, causing one shot deaths randomly (Note: enemies are still going to get stronger but it will be not random and more consistent)
  • Fixed a bug in Siege Mode that occurred when a player would join a game in progress, the game would not apply difficulty modifiers correctly.
  • Fixed a bug in UI that was causing inability to change colour presets
  • Minor localization fixes

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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Microsoft Insists Xbox Boss Phil Spencer Isn't Retiring 'Anytime Soon' in Response to Rumors Following Mass Layoffs

Microsoft has insisted Xbox boss Phil Spencer isn’t retiring “anytime soon,” amid rumors over the executive’s future at the company following yesterday’s mass layoffs.

Around 4%, or just over 9,000 staff, were cut across Microsoft, and while the majority of those layoffs were outside the gaming business, Xbox studios were hit hard. Rare’s Everwild, for example, was canceled, as was the Perfect Dark reboot. The Initiative was closed.

Elsewhere, Candy Crush maker King suffered significant layoffs, as did Bethesda’s European operations. An unannounced MMO from The Elder Scrolls Online developer, ZeniMax Online Studios, was canceled and its development team cut. Matt Firor, the veteran boss of ZOS, stepped down. Reports indicate Forza developer Turn 10 and various Call of Duty development studios suffered layoffs, too.

Amid the bloodbath, Call of Duty leaker @TheGhostOfHope claimed Spencer, who has come under fire for the layoffs that have plagued Microsoft’s gaming business ever since its $69 billion acquisition of Activision Blizzard, was set to retire from his role as CEO after the launch of the next generation Xbox, with current Xbox president Sarah Bond set to take his place.

However, Microsoft issued a statement to press that suggests Spencer will remain in his role for some time to come. Speaking to The Verge, Kari Perez, head of Xbox communications, said: “Phil is not retiring anytime soon.”

It’s worth noting that the language used in Microsoft’s rebuttal is vague and does not directly address the claim. “Anytime soon,” is an undefined period of time. Does “soon” mean this year? Next year? 2027?

Microsoft is reportedly set to release its next-gen Xbox in 2027, although those plans may change. What we do know is that Spencer has overseen a series of devastating cuts since pushing the Activision Blizzard buyout through the courts. Microsoft laid off 1,900 staff in January 2024, then made further cuts just a few months later when it closed Redfall developer Arkane Austin and Hi-Fi Rush developer Tango Gameworks. In September 2024, Microsoft cut a further 650 staff from its gaming business. And in May this year, Microsoft cut an eye-watering 6,000 staff, or 3% of its entire workforce.

Speaking to IGN in June 2024, Xbox boss Phil Spencer said: "I have to run a sustainable business inside the company and grow, and that means sometimes I have to make hard decisions that frankly are not decisions I love, but decisions that somebody needs to go make."

Where does Microsoft go from here? All games shown during the June 2025 gaming showcase are reportedly safe for now, as are the studios making them. The company has announced a strong presence at gamescom in August, where it is expected to show off its upcoming slate.

Image credit: Victor J. Blue/Bloomberg 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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Unannounced MMO From The Elder Scrolls Online Dev Canceled, Veteran Studio Head Steps Down Amid Microsoft Layoffs

Matt Firor, boss of The Elder Scrolls Online developer ZeniMax Online Studios, has stepped down amid the cancellation of the studio’s unannounced MMO.

Sources close to the project told IGN that this MMO was a brand new IP unrelated to both Fallout and The Elder Scrolls, and that it had a sizeable team behind it. This team is now cut as part of the layoffs hitting Microsoft today.

In a memo to staff verified by IGN, Jill Braff, head of studio for Bethesda and ZeniMax, named Joseph Burba as Firor’s replacement as the new studio director for ZOS.

Dear Team,
Building on Matt’s note below, I first want to take a moment to acknowledge the changes happening today across Microsoft Gaming, including Bethesda/ZeniMax. Saying goodbye to talented colleagues and friends is painful. These individuals have contributed meaningfully to our studios, our games, and our culture. I want to thank them for the contributions they have made that shaped our journey as a team and as a company.
Today is a day to support one another. Please know we are working closely with impacted employees to ensure they are treated with respect and have our full support during these difficult times. If you have any questions or concerns, please contact your manager or HR support team.
I also want to share today that Matt Firor has decided to step down from his role as the head of ZeniMax Online Studios, effective July 14. I want to offer heartfelt thanks to Matt for his incredible leadership of ZOS over the last 18 years. As a driving force behind the success of The Elder Scrolls Online, Matt has grown the game into one of the most enduring and beloved MMOs in the industry.
I’m pleased to announce that Joseph (“Jo”) Burba will be taking over for Matt Firor as the new Studio Director for ZOS. With over 20 years in the industry, his extensive experience in live service multiplayer titles, and a strong background in various roles across ZOS the past thirteen years, Jo is well-prepared to lead the team into its next chapter.
Matt, Jo, and I will work together to finalize our transition plan – more to come soon. In the meantime, please join me in wishing Matt all the best and congratulating Jo on his new role.
Thank you to all of you for your dedication to Bethesda/ZeniMax, our community, and to each other.
Jill

The reference to Matt’s note here is the prior memo Matt Booty, head of Xbox Game Studios, sent to Microsoft gaming staff today confirming the cancelation of Rare's Everwild and the Perfect Dark reboot, as well as the closure of Xbox studio The Initiative. Booty also mentioned the cancelation of "several unannounced projects" - the ZOS MMO was one of them.

IGN has reviewed Booty's memo and published it in full, below:

Following Phil’s note, I want to share more about the changes to the Studios business units.
We have made the decision to stop development of Perfect Dark and Everwild as well as wind down several unannounced projects across our portfolio. As part of this, we are closing one of our studios, The Initiative. These decisions, along with other changes across our teams, reflect a broader effort to adjust priorities and focus resources to set up our teams for greater success within a changing industry landscape. We did not make these choices lightly, as each project and team represent years of effort, imagination, and commitment.
Our overall portfolio strategy is unchanged: build games that excite our players, continue to grow our biggest franchises, and create new stories, worlds, and characters. We have more than 40 projects in active development, continued momentum on titles shipping this fall, and a strong slate headed into 2026.
For those directly affected, we are working closely with HR and studio leadership to provide support, including severance, career transition assistance, and where possible, opportunities to explore roles on other teams.
To everyone across our studios: thank you. Your creativity and resilience continue to define who we are. I believe in the strength of our teams and the direction we're taking on the path ahead.

- Matt

Microsoft has made a huge number of cuts to its gaming business since acquiring Activision Blizzard for $69 billion. It laid off 1,900 staff in January 2024, then made further cuts just a few months later when it closed Redfall developer Arkane Austin and Hi-Fi Rush developer Tango Gameworks. In September 2024, Microsoft cut a further 650 staff from its gaming business. And in May this year, Microsoft cut an eye-watering 6,000 staff, or 3% of its entire workforce. Today's round of layoffs is the fourth to hit Microsoft's gaming business in 18 months.

Speaking to IGN in June 2024, Xbox boss Phil Spencer said: "I have to run a sustainable business inside the company and grow, and that means sometimes I have to make hard decisions that frankly are not decisions I love, but decisions that somebody needs to go make."

The cuts come hot on the heels of Microsoft's confirmation that it plans to release next-gen Xbox consoles, and has a strong presence at video game show gamescom.

Photo by Christian Petersen/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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Perfect Dark Reboot Canceled and Xbox Developer The Initiative Closed as Part of Devastating Microsoft Layoffs

The troubled Perfect Dark reboot is canceled and Xbox studio The Initiative has shut down amid devastating layoffs sweeping across Microsoft today, sources have told IGN.

Perfect Dark's demise comes as part of what is fast becoming a bloodbath at Microsoft, with reports suggesting over 9,000 staff at the company are set to lose their jobs. Sources have told IGN that Rare’s Everwild is canceled as layoffs hit the legendary UK studio. Candy Crush maker King is also hit hard, as is Bethesda’s London office.

In a memo sent to all Microsoft gaming staff and viewed by IGN, Matt Booty, head of Xbox Game Studios, confirmed Everwild and Perfect Dark's cancelation and said the company was winding down several unnanounced projects.

Following Phil’s note, I want to share more about the changes to the Studios business units.
We have made the decision to stop development of Perfect Dark and Everwild as well as wind down several unannounced projects across our portfolio. As part of this, we are closing one of our studios, The Initiative. These decisions, along with other changes across our teams, reflect a broader effort to adjust priorities and focus resources to set up our teams for greater success within a changing industry landscape. We did not make these choices lightly, as each project and team represent years of effort, imagination, and commitment.
Our overall portfolio strategy is unchanged: build games that excite our players, continue to grow our biggest franchises, and create new stories, worlds, and characters. We have more than 40 projects in active development, continued momentum on titles shipping this fall, and a strong slate headed into 2026.
For those directly affected, we are working closely with HR and studio leadership to provide support, including severance, career transition assistance, and where possible, opportunities to explore roles on other teams.
To everyone across our studios: thank you. Your creativity and resilience continue to define who we are. I believe in the strength of our teams and the direction we're taking on the path ahead.
- Matt

Perfect Dark was conspicuous by its absence during Microsoft's June 2025 showcase, having starred a year earlier with a flashy new trailer. It featured a look at gameplay for the first-person shooter, as well as the welcome return of protagonist Joanna Dark.

The Initiative was a studio spun up by Xbox in 2018 to steer Perfect Dark towards release, with Tomb Raider developer Crystal Dynamics brought in to support. Perfect Dark first debuted on the N64 back in 2000, developed by Rare, which has survived today's cull.

In a memo to staff sent today and reviewed by IGN, Xbox boss Phil Spencer failed to confirm specifics, telling staff “any organizational shifts will be shared by your team leaders in the coming days.”

The following message from Phil Spencer was shared to all gaming staff today:

Today we are sharing decisions that will impact colleagues across our organization. To position Gaming for enduring success and allow us to focus on strategic growth areas, we will end or decrease work in certain areas of the business and follow Microsoft’s lead in removing layers of management to increase agility and effectiveness. Out of respect for those impacted today, the specifics of today’s notifications and any organizational shifts will be shared by your team leaders in the coming days.
I recognize that these changes come at a time when we have more players, games, and gaming hours than ever before. Our platform, hardware, and game roadmap have never looked stronger. The success we're seeing currently is based on tough decisions we've made previously. We must make choices now for continued success in future years and a key part of that strategy is the discipline to prioritize the strongest opportunities. We will protect what is thriving and concentrate effort on areas with the greatest potential, while delivering on the expectations the company has for our business. This focused approach means we can deliver exceptional games and experiences for players for generations to come.
Prioritizing our opportunities is essential, but that does not lessen the significance of this moment. Simply put, we would not be where we are today without the time, energy, and creativity of those whose roles are impacted. These decisions are not a reflection of the talent, creativity, and dedication of the people involved. Our momentum is not accidental — it is the result of years of dedicated effort from our teams.
HR is working directly with impacted employees to provide severance plan benefits (aligned with local laws), including pay, healthcare coverage, and job placement resources to support their transition. Employees whose roles were eliminated are encouraged to explore open positions across Microsoft Gaming, where their applications will be given priority review.
Thank you to everyone who has shaped our culture, our products, and our community. We will move forward with deep appreciation and respect for all who have contributed to this journey.
Phil

Microsoft has made a huge number of cuts to its gaming business since acquiring Activision Blizzard for $69 billion. It laid off 1,900 staff in January 2024, then made further cuts just a few months later when it closed Redfall developer Arkane Austin and Hi-Fi Rush developer Tango Gameworks. In September 2024, Microsoft cut a further 650 staff from its gaming business. And in May this year, Microsoft cut an eye-watering 6,000 staff, or 3% of its entire workforce. Today's round of layoffs is the fourth to hit Microsoft's gaming business in 18 months.

Speaking to IGN in June 2024, Xbox boss Phil Spencer said: "I have to run a sustainable business inside the company and grow, and that means sometimes I have to make hard decisions that frankly are not decisions I love, but decisions that somebody needs to go make."

The cuts come hot on the heels of Microsoft's confirmation that it plans to release next-gen Xbox consoles, and has a strong presence at video game show gamescom.

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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Blumhouse Boss Gets Candid on Disastrous M3GAN 2.0 Box Office: ‘We All Thought M3GAN Was Like Superman’

Blumhouse boss Jason Blum has opened up on the disastrous launch of M3GAN 2.0, admitting to a number of failings.

M3GAN 2.0 saw $10.2 million domestically and just $6.958 million internationally during its launch weekend, which suggests the first M3GAN movie, released in December 2022, may have been a lightning in a bottle moment with its eventual $180 million global haul.

IGN’s M3GAN 2.0 review returned a 6/10. We said: “M3GAN 2.0 hotswaps horror for sci-fi/action to mixed results, but M3GAN’s absolutely heinous wit and killer moves leave her, and not the new genres, the star of the show.”

But why did M3GAN 2.0 flop so hard? CEO of Blumhouse Productions, Jason Blum, appeared on the latest episode of The Town with Matthew Belloni podcast to reveal his early thoughts.

“I’ve been in pain all weekend long and I’ve been thinking about all this stuff way too much,” Blum began in the 20-minute chat. “If Blumhouse is in a slump, I’d like to tell that story. I don’t want other people telling that story.”

Blum revealed that 10 weeks before launch, M3GAN 2.0 was tracking to open to $45 million, "and we were seriously talking about how amazing it would be for the little movie M3gan to outgross F1.” But those predictions went downhill fast. With eight weeks to go it was 40, at six weeks it was 35, and four weeks 30. “The first movie did $32 million,” Blum said. “We had an in, we thought we’d do maybe 20% less than the first movie, so 30 was good. International, same thing.”

He continued: “Five days before opening, it goes from 30 to 20. That’s Monday. So then I was upset. Thursday, we were really at 20, maybe 19, and I was in a death spiral of depression. Wake up Monday morning and it’s 10.”

This is where Blum got into the weeds on M3GAN 2.0’s opening weekend.

“We all thought M3GAN was like Superman,” he said. “We could do anything to her. We could change genres. We could put her into summer. We could make her look different. We could turn her from a bad guy into a good guy. And we classically overthought how powerful people’s engagement was really with her.

“We decided to genre swap. The audience was not ready to genre swap. People wanted more M3GAN just like she is.”

This is a reference to M3GAN 2.0 being less of a thriller horror, like the first film, and more of an action comedy. Clearly, this didn’t work.

“The second thing is, we thought she could live in the summer,” Blum continued. “We thought, we’re going from a little horror movie to a tentpole."

Again, this release window change didn't work.

“When you genre switch, your execution has to be A+," Blum said. "We did get a higher cinema score on this M3GAN than our last M3GAN. The few who saw it really liked it. The critics were mixed, a little worse than the first M3GAN.”

Blum then suggested the shorter amount of time director Gerard Johnstone had to turn around the second film for its summer release compared to the first was a contributing factor.

“We got too excited by M3GAN, and you know, she didn’t work,” Blum concluded. “That’s what happened.”

So, what happens now? Blum said he’s not suffering an existential crisis about Blumhouse or the movie business, but confirmed the company is taking a look at its slate, and expressed a belief that there is too much horror doing the rounds at the moment.

“We’re used to a market that can absorb 12-15 horror movies where you get these singles and doubles,” he said. “I think that’s gone. It might come back, who knows? But for right now, I don’t think the market can absorb much more than there is, for sure.”

Another response is to make Blumhouse movies more of a theatrical event in order to break through, which in turn requires increased budgets. Blum pointed to the upcoming Five Nights at Freddy’s sequel as an example of this.

“I’m not existential about it,” he added. “But at the same time you can’t cover your ears. You have to say, I think we should look at the slate. I think we are gonna look at the slate. Did we make too many movies this year? And are all our movies theatrical events? That’s a different filter than we used a year ago. If we kept using the same filter then it would be an existential crisis because I think we’d be out of business.”

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.

  •  

Rare’s Everwild Reportedly Canceled as Microsoft Layoffs Sweep Across Xbox

Microsoft has reportedly canceled long in development Rare game, Everwild, as layoffs confirmed today sweep across Xbox.

IGN reported on the cuts, revealed a memo sent to staff by Xbox boss Phil Spencer and reviewed by IGN. Reports indicate over 9,000 staff across Microsoft may be hit, with Candy Crush developer King and Bethesda both hit hard.

VGC was first to report the Everwild news, which IGN sources have corroborated. IGN has asked Microsoft for comment.

In the memo, Spencer failed to confirm specifics, telling staff “any organizational shifts will be shared by your team leaders in the coming days.”

The following message from Phil Spencer was shared to all gaming staff today:

Today we are sharing decisions that will impact colleagues across our organization. To position Gaming for enduring success and allow us to focus on strategic growth areas, we will end or decrease work in certain areas of the business and follow Microsoft’s lead in removing layers of management to increase agility and effectiveness. Out of respect for those impacted today, the specifics of today’s notifications and any organizational shifts will be shared by your team leaders in the coming days.
I recognize that these changes come at a time when we have more players, games, and gaming hours than ever before. Our platform, hardware, and game roadmap have never looked stronger. The success we're seeing currently is based on tough decisions we've made previously. We must make choices now for continued success in future years and a key part of that strategy is the discipline to prioritize the strongest opportunities. We will protect what is thriving and concentrate effort on areas with the greatest potential, while delivering on the expectations the company has for our business. This focused approach means we can deliver exceptional games and experiences for players for generations to come.
Prioritizing our opportunities is essential, but that does not lessen the significance of this moment. Simply put, we would not be where we are today without the time, energy, and creativity of those whose roles are impacted. These decisions are not a reflection of the talent, creativity, and dedication of the people involved. Our momentum is not accidental — it is the result of years of dedicated effort from our teams.
HR is working directly with impacted employees to provide severance plan benefits (aligned with local laws), including pay, healthcare coverage, and job placement resources to support their transition. Employees whose roles were eliminated are encouraged to explore open positions across Microsoft Gaming, where their applications will be given priority review.
Thank you to everyone who has shaped our culture, our products, and our community. We will move forward with deep appreciation and respect for all who have contributed to this journey.
Phil

In February, Spencer issued an update on Everwild following repeated no-shows at various Xbox livestreams since its 2019 announcement.

In an interview with XboxEra, Spencer listed Everwild as one of the games yet to come out that he was excited for, adding he’d recently visited Rare, which runs live service pirate adventure game Sea of Thieves, to get a look at Everwild and the progress the developers were making.

“Yeah, State of Decay is just one of the franchises I love back from the original one, so that one stays on the board. I do think the work that Double Fine’s doing and how Tim [Schafer] kind of solicits feedback from the team. And the other one, I’ll say because I was recently out at Rare. It’s nice to see the team with Everwild and the progress that they’re making.”

Spencer said Microsoft had been able to give the developers of those games (State of Decay, the next game from Double Fine, and Everwild) time while still having a packed schedule of releases (bolstered, obviously, by the acquisitions of Bethesda and Activision Blizzard).

“We can give those teams time,” Spencer said. “And next week I’m going to be up in Vancouver with the Coalition [Gears of War developer] — and how fun is that?”

Everwild had faced concern amid reboot reports and the exit of creative director Simon Woodroffe in 2020. Rare filled the director's chair with veteran designer Gregg Mayles, who previously worked on Donkey Kong Country, Banjo-Kazooie, Viva Pinata, and Sea of Thieves.

What was Everwilds? Reports indicated it was a third-person adventure game with god game elements, but given how long it was in development, that may have changed. The last Everwilds trailer, released in July 2020, carried the following description: “Everwild is a brand new IP from Rare. A unique and unforgettable experience await in a natural and magical world.”

Microsoft has made a huge number of cuts to its gaming business since acquiring Activision Blizzard for $69 billion. It laid off 1,900 staff in January 2024, then made further cuts just a few months later when it closed Redfall developer Arkane Austin and Hi-Fi Rush developer Tango Gameworks. In September 2024, Microsoft cut a further 650 staff from its gaming business. And in May this year, Microsoft cut an eye-watering 6,000 staff, or 3% of its entire workforce. Today's round of layoffs is the fourth to hit Microsoft's gaming business in 18 months.

Speaking to IGN in June 2024, Xbox boss Phil Spencer said: "I have to run a sustainable business inside the company and grow, and that means sometimes I have to make hard decisions that frankly are not decisions I love, but decisions that somebody needs to go make."

The cuts come hot on the heels of Microsoft's confirmation that it plans to release next-gen Xbox consoles, and has a strong presence at video game show gamescom.

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.

  •  

Microsoft Makes Significant Layoffs Across Gaming Division, Xbox Boss Phil Spencer Confirms in Memo to Staff

Microsoft has today made significant layoffs to its gaming division, per a memo sent to staff by Xbox boss Phil Spencer and reviewed by IGN.

A source told IGN that Candy Crush developer King was hit hard, but the layoffs affect other parts of the gaming business. IGN understands parts of Microsoft-owned Bethesda, including its London office, were also affected by the cuts. Rare's long-in-development Xbox game Everwild was canceled as part of the round of layoffs.

The gaming layoffs come as part of an eye-watering round of cuts across Microsoft that amount to 4%, or roughly 9,100 of employees, losing their jobs. Microsoft has over 228,000 employees worldwide.

In the memo, Spencer failed to confirm specifics, telling staff “any organizational shifts will be shared by your team leaders in the coming days.”

The following message from Phil Spencer was shared to all gaming staff today:

Today we are sharing decisions that will impact colleagues across our organization. To position Gaming for enduring success and allow us to focus on strategic growth areas, we will end or decrease work in certain areas of the business and follow Microsoft’s lead in removing layers of management to increase agility and effectiveness. Out of respect for those impacted today, the specifics of today’s notifications and any organizational shifts will be shared by your team leaders in the coming days.
I recognize that these changes come at a time when we have more players, games, and gaming hours than ever before. Our platform, hardware, and game roadmap have never looked stronger. The success we're seeing currently is based on tough decisions we've made previously. We must make choices now for continued success in future years and a key part of that strategy is the discipline to prioritize the strongest opportunities. We will protect what is thriving and concentrate effort on areas with the greatest potential, while delivering on the expectations the company has for our business. This focused approach means we can deliver exceptional games and experiences for players for generations to come.
Prioritizing our opportunities is essential, but that does not lessen the significance of this moment. Simply put, we would not be where we are today without the time, energy, and creativity of those whose roles are impacted. These decisions are not a reflection of the talent, creativity, and dedication of the people involved. Our momentum is not accidental — it is the result of years of dedicated effort from our teams.
HR is working directly with impacted employees to provide severance plan benefits (aligned with local laws), including pay, healthcare coverage, and job placement resources to support their transition. Employees whose roles were eliminated are encouraged to explore open positions across Microsoft Gaming, where their applications will be given priority review.
Thank you to everyone who has shaped our culture, our products, and our community. We will move forward with deep appreciation and respect for all who have contributed to this journey.
Phil

Microsoft staff who wish to remain anonymous to protect their careers told IGN that employees had braced themselves for the layoffs, fearing the worst.

Microsoft has made a huge number of cuts to its gaming business since acquiring Activision Blizzard for $69 billion. It laid off 1,900 staff in January 2024, then made further cuts just a few months later when it closed Redfall developer Arkane Austin and Hi-Fi Rush developer Tango Gameworks. In September 2024, Microsoft cut a further 650 staff from its gaming business. And in May this year, Microsoft cut an eye-watering 6,000 staff, or 3% of its entire workforce. Today's round of layoffs is the fourth to hit Microsoft's gaming business in 18 months.

Speaking to IGN in June 2024, Xbox boss Phil Spencer said: "I have to run a sustainable business inside the company and grow, and that means sometimes I have to make hard decisions that frankly are not decisions I love, but decisions that somebody needs to go make."

The cuts come hot on the heels of Microsoft's confirmation that it plans to release next-gen Xbox consoles, and has a strong presence at video game show gamescom.

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.

  •  

Idris Elba Reveals Why He Refuses to Watch The Wire: 'There Was a Part of Me That Died With That Character'

Idris Elba shot to fame while playing Stringer Bell in The Wire, the realistic crime drama considered by some to be the best TV series of all time. But to this day the Marvel, DC, and Sonic the Hedgehog star hasn’t watched it — and it sounds like he never will.

But why? You’d think Elba would be proud to watch The Wire, given its critical acclaim (and that impressive American accent that even had the show’s producers fooled for a while). In a recent interview with Amy Poehler’s Good Hang podcast, the British star insisted he was proud of the show, but still couldn’t bring himself to watch it, admitting: "I feel a little bit outside the club."

"If I'm really honest, I didn't watch The Wire," Elba said. "I didn't watch it. And I feel bad. It's not that I'm not a fan of it — I was there. I made a show that was, you know, so intense and so real, so important, even though we didn't realize — I didn't realize — the importance of the show while making it."

Elba continued: "I didn't participate in its celebration as a viewer, as a fan. And so I feel a little bit outside of the club."

Elba then said he won’t watch The Wire and can't even celebrate it, over 20 years later. "I felt the presence of it, all my life since The Wire, in terms of its impact," he explained. "And I also was there making it. So to me, it was almost a bit like I was Stringer Bell. I'm not Stringer Bell, but I also feel like when Stringer Bell died, there was a part of me that died with that character. It's weird for me to go back and watch it."

"I don't like being overly conscious of what my performance is like, because it makes me conscious about doing it," Elba concluded. "I like being in it rather than watching it."

While Idris Elba can’t bring himself to watch The Wire, which ran from 2002 to 2004, his career skyrocketed off the back of his performance in it. He went on to play Heimdall in Kenneth Branagh's film Thor (2011), and reprised the role in subsequent MCU movies. He made the switch to the DC Universe by playing Bloodsport in James Gunn's The Suicide Squad (2021). And more recently, Elba has played Knuckles in the blockbuster Sonic the Hedgehog films.

Elba has plenty coming up, too, including the role of Duncan, Man-At-Arms in Amazon Prime's He-Man movie Masters Of The Universe.

Photo by Jamie McCarthy/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.

  •  

Blue Protocol: Star Resonance — Bokura Founder Roy Answers the Community’s Biggest Questions

On May 15, 2025, fans got the surprise they’d been waiting for: Blue Protocol: Star Resonance, the long-anticipated anime MMORPG from Shanghai Bokura Network Technology, is officially coming to the West via publisher A Plus in 2025. The news followed hot on the heels of the game’s Chinese beta, and the hype hasn’t stopped building since.

To keep the momentum going — and true to its community-driven development ethos — Bokura extended a rare opportunity to the game’s largest English-speaking fan hub, Star Resonance Database. Through a series of curated questions sourced from the Discord server, players got the chance to directly engage with the team behind the game.

Roy, Bokura’s founder and seasoned game producer — who’s been a driving force behind MMO titles like Dragon Nest Mobile and Ragnarok Origin: Love at First Sight — answered the community’s most burning questions, and didn’t hold back.

Q1: MMOs nowadays try to cater to every type of player (PvE, PvP, roleplayers, casuals, hardcore, etc.), but this often leads to a lack of proper direction and focus, resulting in none of the content reaching its full potential. In the case of Star Resonance, who is the main target audience, and which content areas will you primarily focus on?

A: Many members of our team, including myself, are anime enthusiasts. Combined with my years of experience as an MMO producer, I’ve always dreamed of creating an MMO with a distinct anime aesthetic. We know this is an ambitious vision because today’s market lacks games that truly cater to both anime enthusiasts and traditional MMO players. That’s exactly who we’re building this game for: players who, like us, love deep MMO experiences and vibrant anime-style worlds.

The game’s core gameplay will focus on a PvE battle and casual gameplay hybrid model. That said, as we continue updating the game and gathering player feedback, we may expand into other areas in the future.

Q2: Monetization is one of the biggest concerns for Western players compared to the Eastern player base. Generally, players don’t want others to gain an unreasonable progression advantage by spending money. Specifically, the Chinese beta test revealed that the game has a premium to in-game currency conversion system without any daily or weekly restrictions, similar to many recently criticized MMOs in the West. Are you planning to adjust this for the Western community? If so, what is your current approach?

A: As mentioned earlier, our game focuses on a PvE battle and casual gameplay hybrid model, so we certainly don't want a P2W environment here. While we do offer pay-for-convenience options (like currency conversion), none of these provide exclusive advantages. All progression items can be earned through gameplay, and the Trading Center ensures that even paid boosts indirectly benefit the broader community by circulating resources.

These systems are designed to help players with limited playtime or those joining later to catch up, rather than creating an imbalanced situation. We believe this approach will create a relatively balanced gameplay experience, fostering a fair ecosystem and a healthier in-game economy. We also recognize that players may want to support the development team through these optional purchases, allowing us to continue creating more high-quality content for everyone.

Q3: Content is another critical factor in MMOs. What kind of vertical progression-related content can casual and hardcore players currently expect to engage in Blue Protocol: Star Resonance?

A: We believe combat and progression are the heart of the MMO experience, so we’ve designed these systems to cater to all types of players. Through extensive iteration, we’ve created a battle system that’s easy to pick up for newcomers but deep enough to challenge veterans.

For hardcore players, we’ve built a robust PvE ecosystem — from class customization to dungeons and open-world encounters. As players grow stronger, they’ll test their skills in high-stakes battles, including five-player dungeons and 20-player raids, all while earning exciting rewards. Each season will introduce fresh content like new classes, dungeons, and PvE modes to keep the experience dynamic.

For casual players, we’re crafting a relaxed, social playground with features like house-building, life skills, fishing, etc. And we are also planning seasonal events for social play. Over time, we’ll add more social mini-games, aiming to create a vibrant world that feels like a shared amusement park for everyone.

Our goal is to create a playground where every player, whether competitive or casual, can find their own adventure.

Q4: Many MMOs tend to introduce more and more systems over time. This often leads to a high barrier of entry to the game and overwhelms the active player base. To avoid this, it is much simpler to expand the currently existing systems (e.g., adding skills, expanding talent trees, etc.) instead of adding new ones. What is your design philosophy when considering the future development of the game?

A: We’re intentional about keeping progression systems streamlined. Our philosophy is simple: Whether you’re a new player just starting out or a veteran returning after a break, we want you to jump back in effortlessly, without cramming a ton of new mechanics. That’s why we focus on expanding existing systems — adding depth, new goals, and fresh twists — rather than piling on entirely new mechanics. Long-term, this keeps the experience fresh but familiar, ensuring that players always have meaningful ways to grow without feeling overwhelmed.

Q5: MMOs often face the issue of mandatory progression-related content being too grindy, difficult, or time-consuming for the majority of the player base. Easing the difficulty for progression-related content, adding social-focused content for after progression, and including optional but challenging content for those seeking a challenge seem to be effective solutions. What is your current stance on this, and how do you plan to address it?

A: Making core progression both enjoyable and accessible has always been one of our top priorities. We’re adopting a seasonal approach. Not only to introduce fresh content but also to revitalize existing activities with thematic updates, ensuring even veteran players find new excitement in familiar gameplay. We’re also deeply committed to enhancing social experiences. Social interaction is the heart of our game, and every piece of content is designed to bring players together. After all, the most memorable moments often emerge from player-driven interactions. To foster this, we’re building a more diverse game ecosystem that caters to different playstyles — whether it’s PvE, casual gameplay, or relaxed social activities. For example, we’ve invested significant effort into developing the housing system. While it was not available in the test server yet, we’ll continue expanding it through seasonal updates, enriching its depth, variety, and overall appeal to strengthen player connections. By consistently refining and expanding content this way, we aim to create a vibrant, inclusive world where every player finds their place.

Q6: The community would love to see the game include content that enriches exploration, similar to timed or dynamic events present in other MMOs. These are unscheduled events that randomly appear throughout the world while bringing the community together. Are there any plans for such content?

A: As fellow MMO players, we absolutely love dynamic events like these. They’re a fantastic way to encourage exploration and spontaneous player interaction. However, with our current development resources, we’re prioritizing refining the game’s core experience first. That said, we’re actively evaluating the potential for unscheduled world events and similar content in future updates. Stay tuned for more details as we expand the game’s horizons!

Q7: Undoubtedly, the game’s player base will include many anime enthusiasts. Can we expect collaborations with anime franchises in the future?

A: Absolutely! As an anime-inspired MMO, our game naturally aligns with anime and manga IPs. We are also excited about future collaborations and are confident about the BPSR’s potential in this aspect. The real question is: Which IP should we team up with first? Our community team will soon launch surveys to gather your voices and preferences because we want these partnerships to reflect what you truly love. Stay tuned, your dream crossover might be closer than you think!

Q8: Currently, direct player-to-player trading is not possible, and gear cannot be traded in the auction house. However, the shared warehouse system allows players to have a shared space with a limited number of friends for trading, which is especially beneficial for the life skill profession aspect of the game. Unfortunately, only a limited number of life skill materials can be placed in the shared warehouse. Do you plan to address this limitation?

A: At the current stage, we’re not planning to lift these restrictions. Past experience showed that allowing ability-enhancing items in shared storage led to players feeling forced to create multiple alternate accounts. That's why we've limited such items while still maintaining a system where friends can share resources. We want to encourage cooperation without creating pressure to grind on alts.

Q9: The current life skill system heavily favors players who have the time to create and play alternate characters, as life skill energy is character-specific. Most casual players don’t have the time or interest in creating alternate characters. How do you plan to address this and similar issues related to this in the future?

A: We actually do not encourage multi-character gameplay — our shared storage system is intentionally designed this way to avoid grinding on alts. We hope the players create alternate characters to experience different character body types and genders, not optimization for the main character.

We've reworked the Life Skill system to optimize the experience for casual players and players who are dedicated to Life Skills. Here’s what we’ve done so far:

  1. Make energy only affect trade
  2. Allow free gathering/crafting without energy cost
  3. Add more recipes so dedicated Life Skill players won't hit progression walls

Q10: The auto-combo system currently allows players to stand in place and attack nearby monsters with skills in random order. This does not include auto-pathing or full auto-combat, which is great. However, the MMO audience in the West strongly dislikes automated combat systems and is concerned about this feature being expanded, potentially trivializing combat and breaking immersion if many players are seen AFK-farming simple monsters. Do you plan to adjust this system for the Western audience to avoid these issues?

A: Our vision is to create a fun world for players to explore, so we've implemented auto-combat and auto-pathfinding in a very careful way. We want the auto function to solely reduce meaningless grind time in low-difficulty areas without compromising core gameplay. For a long-term MMO, some convenience features are necessary for players to handle relatively repetitive and low-difficulty features. Additionally, we've strictly controlled the rewards from monster grinding, which will minimize the impact of players' AFK farming.

Q11: Regarding the Western server structure, will it be split into regions, or can we expect a single mega-server where everyone can play together?

A: We’ve heard much feedback on this matter, and we completely agree that players should play together. While physical distance creates technical challenges, we're actively working toward a mega-server solution and hope to deliver satisfying results.

Q12: Which languages will be supported at the game’s release, and do you intend to support more languages in the future?

A: At launch, we'll support English localization with Japanese VO. We're currently working hard on localization QA to ensure Western players get the best first impression. Additional languages may come based on player feedback — we welcome your suggestions!

Q13: Will a housing system be available at the game’s release? If so, what features can players expect?

A: We have good news for those who love to decorate their places: the housing system will be available at launch! Players can claim their own homestead at no additional cost, which consists of two parts: an island and a house, both exclusively for the player's use. Players can invite up to four friends to cohabitate (five people total) and manage the house together. The system offers high freedom of customization. Things like building partition walls, arranging furnishings, and more will be possible. The house also includes farming features where grown crops can be sold to merchants for housing currency to be exchanged for furniture and other items. Additionally, some furniture can be crafted through life skills.

Q14: The website already shows the silhouette of a class using a guitar, which might be available at release. Do you plan to add more classes to the game? If so, at what intervals?

A: Correct! The Guitarist class will also be available at launch. They also come with two styles: One has more DPS abilities that make it easier to play solo in the open world. The other one specializes in support with strong healing and buffing abilities.

As for future classes, we surely have plans to add more classes post-launch. Stay tuned for updates!

Q15: You recently revealed that the game will have controller support. Does this mean there are plans to release the game on consoles in the future? Will it be playable on the Steam Deck?

A: We're implementing controller support starting with mainstream models, with plans to expand compatibility. Regarding consoles and Steam Deck, while we have nothing certain to announce yet, I’ll say we are open to all possibilities!

Q16: Based on the Chinese beta test, it seemed that character customization options, as well as the variety of costumes and accessories in the game, were very limited. Can we expect more options in these areas for the Western release? If so, what additional options can players look forward to?

A: We'll continuously add more outfits and cosmetics, including mix-and-match pieces, to allow players to express themselves as they want. While the core customization categories will remain the same, we will add more options for players to choose from: more eye shapes, hairstyles, etc.

Q17: Are there any plans to make a character creator available before the game’s release, allowing players to take their time creating a character in advance?

A: We also believe this is a good idea, and a character creation code system on the client side has been developed. The function needs to be tested, but I’ll say it is very possible that players can see it at launch.

Q18: The community is eager to test and play the game in the West as soon as possible. Can you provide any hints/teasers about future tests or the release date?

A: We're preparing the beta for global now. Having seen CN players enjoy two tests, we know fans all over the world are excited to try BPSR. While I can't share exact dates yet, the wait won't be much longer.

Q19: Can we expect more regular opportunities like this, both before and after the game’s release, for the community to provide feedback and ask questions? Additionally, will there be future developer live streams for the Western audience in English or with subtitles?

A: Yes. We have developer talks for English fans planned. Other programs, like developer live streams, are also possible. Stay tuned for more!

Blue Protocol: Star Resonance launches in 2025 for iOS, Android, and PC via Steam and the Epic Games Store.

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

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Death Stranding 2: Why Is Sam Singing and Dancing in the Hotspring? Hideo Kojima's Nostalgic Japanese Comedy Legends Easter Egg Explained

Since Death Stranding 2: On the Beach released last week, players have been discovering various unexpected collaborations and Easter eggs in the game. Some of these rely on specific knowledge of cultural phenomena. If you have taken Dollman for a relaxing soak with Sam in the hotsprings already, you may have stumbled across a Japanese comedy tribute that has delivered a nostalgia hit to many players in Japan, but may be unfamiliar to overseas audiences.

Lugging cargo across Death Stranding 2’s vast Mexican and Australian open worlds is back-breaking work for everyone’s favorite porter Sam. Waiting to be discovered in hidden locations, Ghost of Tsushima-style, are hotsprings. These not only give you a chance to make Norman Reedus take off his kit again, but also reward the player with various buffs. If it wasn't amusing enough that putting a bucket on Sam’s head while in the hotspring allows him to fast travel, the hotsprings also hold other secrets. If you take Dollman for a dip and ask him to sing, he will turn into Japanese comedian Cha Kato. He will then start belting out a catchy tune, with a bemused Sam doing a dance along with him. This song and dance is from the long-running Japanese comedy show “8ji da yo! Zennin shuugou! (It's 8 o'clock! Everyone gather round!)." Naturally, Dollman starts serenading you at 8pm in-game time, adding an extra detail to this tribute.

Broadcast on Saturday nights from 1969 to 1985, with plenty of repeats and related programmes after that, this show and its rhythmic “Ba-ban-Ba-ban-ban-ban” ending theme song would be instantly recognizable to most Japanese players, likely triggering nostalgic childhood memories, especially for those of Kojima’s generation.

The programme was led by The Drifters comedy troupe, and featured a mixture of sketches and musical performances, with different popular singers guest starring in each episode. (As a side note, the late Ken Shimura is probably the best known member of The Drifters outside Japan, with some of his sketches, like the English teacher one, later finding fame on the internet.)

The Drifters’ humor, often leaning into slapstick spiced with the occasional crude joke, became popular with children too. As a family-oriented show, the version of the theme song played at the end often encouraged children to start getting ready for bed. Not content with just one version of the iconic theme, Death Stranding 2 also varies the lyrics depending on which hotspring Sam is in.

This may seem like a rather random Easter egg at first glance, but the name of the theme song is “Ii yu da na” (literally, “It’s good hot water, isn’t it?”) and is about enjoying hotsprings. The original version was recorded by Duke Aces in the mid-60s and would later be covered by The Drifters for 8ji da yo! in 1969.

👍🙏🫶😍🙇🏻🎮 pic.twitter.com/GJPhYdzzsu

— 小島秀夫 (@Kojima_Hideo) June 26, 2025

On June 27, Hideo Kojima himself vaguely hinted at Cha Kato’s cameo in Death Stranding 2 by posting the above photo of him and the comedian on X, with a simple emoji caption. Unlike the mixed reception to Death Stranding 2’s VTuber collaboration, comments on The Drifters’ Easter egg from Japanese fans have been overwhelmingly positive (as reported by Japanese news site Game*Spark). Comments like “The Drifters are Japan’s treasure” and appreciation for the surprise tribute abound. Some even expressed hopes that Kojima would find a way to add The Drifter’s famous Hige Dance into a game too. Others were concerned that overseas players wouldn’t understand the reference, but it seems that this cameo could generate renewed interest in this aspect of Showa-era Japanese pop culture.

Kojima also has surprises in store for players who gaze at the starry night sky while soaking in the hotspring. In a recent interview with Game*Spark, Kojima was asked about Easter eggs and cameos, saying “I put all these things in. The staff go ‘huh?’ and give me a blank stare when I ask them ‘Please add this!’. In the hotspring at night, you can see a very beautiful sky if you look up. Please have fun zooming in on it as various things will appear. Some people might be a little surprised.”Indeed, as pointed out by users on Reddit, you can see Kojima himself in the stars. At least it is less creepy than his ghost, which you could snap a photo of back in MGS2.

Check out our Death Stranding 2: On the Beach guide for a full main story walkthrough, complete with checkmarks to track your exact progress, plus guides for Sub-Orders, Standard Orders, and Aid Requests — plus even more secrets and a cheat code! If you’re just jumping into the game, we have plenty of tips for what to do first, how to survive in combat, and how to make it through Brutal difficulty if you’re playing on the most challenging setting.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

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Elden Ring Nightreign Patch 1.01.4 Out Now, but Don't Expect Much From It

FromSoftware has released a new patch for Elden Ring Nightreign, although it focuses on bug fixes and not new features or balance changes.

Highlights for update 1.01.4 — available now for Elden Ring Nightreign across all platforms — include the weapon type now being displayed in each Armament Information menu, a bug fix for matchmaking failing after two players joined and left your team at the same time, and achievement-related problems.

There's also a fix for an exploit that let playable characters revive from a near-death state without being defeated during the battle with the third-day boss after leaving a session and returning from the title screen. Patch notes are below.

The patch does not add the much-wanted duos mode, which FromSoftware has said is on the way. The developer has promised further updates are set to be released as the developer’s first live service game takes shape.

Meanwhile, FromSoftware announced that the Everdark Sovereign version of the Sentient Pest will land in Limveld at 6pm PDT today, July 7.

We’ve got plenty of Nightreign tips and tricks to help you take down all the eight Nightlord Bosses, and if you’re wondering how to unlock the two locked Nightfarer Classes, check out How to Unlock the Revenant and How to Unlock the Duchess, plus How to Change Characters.

Elden Ring Nightreign update 1.01.4 patch notes:

Bug Fixes

  • The Weapon Type will now be displayed in each Armament Information menu.
  • Fixed a bug where matchmaking would continually fail after two players joined and left your team at the same time.
  • Fixed a bug where the acquisition of the gesture “It's Raining!” through Multiplayer would not register properly.

Note: You can obtain the gesture by meeting the conditions, even if you have met them before.

  • Fixed a bug where playable characters might revive from a near-death state without being defeated during the battle with the third-day boss after leaving a session and returning from the title screen.
  • Fixed a bug where the background music in the Recluse Remembrance would not play properly when certain conditions were met.
  • Fixed a bug where quitting the game incorrectly immediately after fulfilling the clearing conditions of the “Shifting Earth: Crater”, the “The Crater” achievement would not be awarded despite clearing the area.

Note: Even if you have already earned the achievement, meeting the “Crater” clear conditions will award you with the clearing credit again.

  • Fixed several other instances of bugs.

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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New Horus Heresy Book Era of Ruin Gets Warhammer 40,000 Lore Fans Talking With Tantalizing Insight Into the Carrion Emperor and the Golden Throne's True Nature

A new Horus Heresy book has left Warhammer 40,000 lore fans debating the true nature of the carrion Emperor and the Golden Throne — and the possibility that two classic pieces of early art work may well offer a canon look into the setting.

Era of Ruin (the special edition of which forced Warhammer.com offline when preorders went online) is an anthology of short stories designed to bookend the Horus Heresy, the galaxy-spanning civil war between loyalist and traitor Space Marines that occurred 10,000 years before the current Warhammer 40,000 setting. The Horus Heresy saw the Emperor finally defeat his Chaos-fueled primarch son, Horus Lupercal, and save the Imperium of Man from destruction, but at a terrible cost: the near-death Master of Mankind was interred upon the Golden Throne as a carrion Emperor sustained by the daily sacrifice of thousands of psykers.

The iconic art of the God-Emperor by John Blanche, below, is seared into every Warhammer 40,000 lore fan’s mind. This is how the Emperor looks in the 41st millennium: grim, dark, and barely there at all.

But is this actually how the Emperor looks in the setting? Era of Ruin’s final short story, The Carrion Lord of the Imperium by Aaron Dembski-Bowden, is also its most interesting. It suggests the image of the God-Emperor we see in John Blanche’s art is just that in the setting: an image.

Towards the end of The Carrion Lord of the Imperium, Diocletian Coros, a Prefect of the Legio Custodesan (the Emperor’s ultra powerful and ultra loyal bodyguard), visits the Emperor at some non-specific time seemingly centuries after the end of the Horus Heresy. It’s here things get spicy:

“Through the doors, the secret doors, the one behind those renowned gateways decorated in trappings of glory,” the passage reads. “Past the graven image of the Immortal Emperor: a skull-faced warlock on a mighty throne, eternally alive on the edge of death, imposing in His majesty.

“Through that final door, which opens only to droplets of a tribune's blood, and whose impenetrable locks take an hour to unseal.”

Let’s stop there for a second. Here, The Carrion Lord of the Imperium suggests the image fans have of the Emperor on the Golden Throne, that image informed by John Blanche's art, is the “graven image” described in the book. It is an image in real life, and an image in the Warhammer 40,000 setting. It is propaganda. And not even propaganda for humans, who we’re told haven’t been down this far inside the Palace for generations. It is propaganda for us, the audience, and all but the most special of characters within the setting.

Which begs the question: if this image isn’t of the actual Emperor, what does the Emperor actually look like? Let’s continue:

“Inside the innermost sanctum, where the architecture of the walls is uncomfortably organic, strangely spinal. Diocletian approaches the Golden Throne, such as it is, and his kindred — naked but for their cloaks, loincloths, and black helms — move aside in his honour.

“He ascends the steps. Slowly. Not without reverence, but without the abject worship expected by the people of the Imperium. They would be horrified by its absence; but then, everything about this place would horrify them. It's why they will never be allowed to know of it.

“At long last, Diocletian stands before his king.

“He looks past the hanging wires that resemble intestines, and the clicking, ticking life-support engines, and the preservative mist sprayed in the air in nine-second intervals. He looks past the blood bags and vitae-packets linked intravenously to the thing on the throne, which is just a chair compared to the great and grand artworks: a throne without the capital T that makes it both a curse and the salvation of the species.

“He looks at the revenant husk of something that was somehow once, somehow still is, a man. Something that shouldn't be alive, and arguably isn't by any mortal measure. Something tortured by its own impossible continuation — physically starved and psychically bloated on the feast of souls it's forced to devour every day of its endless and agonising existence.

“Or is it forced? Maybe it craves this. Maybe it hungers.”

There’s more to this final section of the book, but there’s no need to run through it. We have what we need: the Emperor described here is very different to the Emperor in the John Blanche art ("a throne without the capital T"). We hear of Adeptus Custodes wearing black helms guarding the Emperor, “hanging wires that resemble intestines,” blood bags and preservative mist.

Some fans believe this passage describes a very early piece of Warhammer 40,000 art found within the 1987 Rogue Trader rulebook (the 1st Edition of the Warhammer 40,000 core rulebook). It shows the Emperor in a different light, complete with blood bag, mist, wires that resemble intestines, and those Custodes with the black helms.

It’s safe to say Warhammer 40,000 lore fans are loving every word of this short story. Not only does it reference two classic depictions of the Emperor — potentially even dragging them both into the canon — but it’s all very grim-dark in the way 40K should be. If this passage means what fans think it means, Era of Ruin makes a 28-year-old piece of Warhammer 40,000 art not only relevant to the setting in 2025, but part of an explosive revelation about the true nature of the Emperor himself.

Indeed, the legendary John Blanche has spoken of this before in interviews, revealing his art was never meant to depict the "real" Emperor, rather it was meant to show an image of the Emperor pilgrims who had made their way to Terra would gaze upon as they arrived at what they thought was the God of Mankind's throne. The "real" Emperor, Blanche believes, is kept in a glass tube behind this facade, connected to all kinds of machinery. And so in turn Warhammer 40,000 fans have been hoodwinked.

Black Library author Dan Abnett, who is behind some of the key Warhammer 40,000 lore and novels, has expressed a similar idea in interviews, and even called into question the existence of a throne room at all.

Whatever Games Workshop’s big plan for the Emperor (some believe he is sort of waking up), what fans can safely say is Era of Ruin offers perhaps the clearest depiction yet of the true nature of the Golden Throne and the carrion Emperor within it. Even better, it brings into the setting classic pieces of early Warhammer 40,000 art, now revived and relevant as Warhammer 40,000 looks even further into the future.

Image credit: Games Workshop.

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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Villain Specialist David Dastmalchian Is Set to Play M. Bison in the Upcoming Live-Action Street Fighter Movie

David Dastmalchian is set to play M. Bison in the upcoming live-action Street Fighter movie.

Deadline reports that Dastmalchian, who played Thomas Schiff in The Dark Knight, Kurt and Veb in the Ant-Man franchise, Abra Kadabra in the CW's The Flash, and Polka-Dot Man in The Suicide Squad, has secured his biggest role to date, playing Street Fighter’s veteran dictator bad guy.

M. Bison was of course played by the late Raúl Juliá in the infamous 1994 Street Fighter film, which also starred Jean-Claude Van Damme as Colonel Guile and Kylie Minogue as Cammy.

Legendary declined to comment.

In Capcom's Street Fighter video games, M. Bison runs Shadaloo, the criminal organization behind most of the bad things that happen in the ongoing storyline. M. Bison himself is typically an ultra powerful final boss character who wields Psycho Power to destroy any who get in his way. He was rock hard in Street Fighter 2, although has calmed down a bit in the years since.

The Street Fighter movie cast is starting to take shape, with many of the key roles now announced. Rapper Curtis Jackson, aka 50 Cent, is set to play boxer Balrog, Aquaman star Jason Momoa is Blanka, Noah Centineo is Ken, WWE superstar Roman Reigns is Akuma, and Andrew Koji is Ryu. Callina Liang is Chun-Li. Guile is yet to be cast (perhaps the hair is proving to be a sticking point). The movie itself is set for launch on March 20, 2026.

Hollywood’s pursuit of video game adaptations has seen enormous success, with the likes of A Minecraft Movie and The Super Mario Bros. Movie bringing in hundreds of millions of dollars at the box office, so it's no surprise to see Legendary take Street Fighter on. The hope is it outperforms the 1994 effort, which is considered by many to be among the worst video game films of all time.

Photo by Michael Buckner/Variety via Getty Images.

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

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