Good news, Stardew Valley enthusiasts: the 1.7 update will make children 'a little more interesting' and add two new marriage candidates
If you just finished watching the finale of Fallout season two, hopefully, you hung around until the end for its post-credits scene. That’s because within it hides the blueprints for “Liberty Prime Alpha” — a name that will excite you if you’ve played the Fallout games, but may confuse you if you haven’t. Rest assured, though, because we’re here to tell you exactly why you should be eagerly anticipating its apparent arrival in Fallout’s third season.
To cut to the chase, Liberty Prime is a giant robot originally built by the United States Army in the years before the Great War that turned America into the wasteland it is today. A 40-foot-tall metal monster packed with extreme power, including highly destructive head-mounted energy cannons and a seemingly endless supply of throwable explosives, it's quite the weapon of mass destruction. Think the Iron Giant, but nowhere near as friendly.
Initially conceived in 2072 and planned for deployment against the communist forces of China in Alaska, Liberty Prime never actually made it into battle, despite being fully constructed, as a sufficient power source was never obtained. That doesn’t mean it would never see any action, though, as this colossus appears in both Fallout 3 and Fallout 4. Let’s take a look at what it got up to in those games, as well as theorise a little about how it could be deployed in season three of the show.
Liberty Prime would sit dormant for many, many years after the bombs dropped, until it was rediscovered in 2255 amongst the ruins of Washington, D.C., the setting of Fallout 3. For over 20 years, the Brotherhood of Steel worked away on restoring the war machine with mixed results, until its eventual revival in 2277. Its first taste of action would come in a battle against the Enclave, where it destroyed many of the shadowy faction’s forces as the Brotherhood laid claim to the fallen capital’s Jefferson Memorial.
The Brotherhood would repeat this tactic for another couple of weeks, with Liberty Prime too strong a foe for the Enclave to handle. But soon this tactic would prove predictable, and the giant robot would eventually be lured into a trap that would see orbital weapons descend upon it. Following its destruction, the Brotherhood attempted to rebuild it, but to no avail. Instead, its shattered remains would be left to rust deep in storage until the next person was bold enough to build it again.
A decade later, in 2287, someone would try to do exactly that. This time, a chapter of the Brotherhood headquartered in Boston decided that it needed the power of the walking superweapon to turn the tide in its battle for the Commonwealth. This effort would take many years to come to fruition, as Liberty Prime’s components had to be airlifted along America’s East Coast and pieced together in Massachusetts. Such a mammoth effort was required to combat the newly risen synth threat — an AI lifeform created by the scientific faction called the Institute.
A newly improved Liberty Prime MK II, packed with a laser capable of carving tunnels down into the earth and the ability to deploy mini nukes, then took to the streets of Boston. Depending on your actions at the end of Fallout 4, Liberty Prime can either be destroyed again or live to fight another day as it roams the Commonwealth in the service of the Brotherhood.
So, this brings up the curious case of how Liberty Prime will be deployed in the Fallout TV show. Set in 2296, nine years after Fallout 4, the show could directly tie into the events of the Brotherhood’s Boston bust-up by having Elder Quintus claim components for Liberty Prime from the Commonwealth. However, considering his civil war antics and the death of Paladin Harkness, it seems unlikely his Boston brothers will consider Quintus an ally anymore. It’s also worth considering that the blueprints are for “Liberty Prime Alpha”, which is presumably a model that pre-dates the MK II version deployed in Boston, and perhaps even the original robot created for the Alaskan front. It seems possible that we’ll be seeing a brand new version of the iconic robot, designed especially for the show.
Declaring himself “Quintus the Destroyer”, it seems like the Knights of San Fernando chapter will be on a nuclear warpath next season. But who will be in his crosshairs? Will his mission be to wipe out the other chapters, or will the violence see The Brotherhood put on a collision course with the New California Republic?. Will season three’s apparent Colorado location be the backdrop for their war? The potential imagery of a looming Liberty Prime walking a warpath towards Denver could well be on the horizon. A mile-high robot in the mile-high city? We wouldn’t say no.
Do you think we’ll see a fully rebuilt Liberty Prime in Fallout season three? Or do you think the showrunners have different plans for The Brotherhood’s iconic massive robot? Let us know in the comments!
Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.
AMD CEO Lisa Su has referenced a potential 2027 launch for Microsoft’s next-generation Xbox console during a company earnings call today, reported via PC Mag.
“From a product standpoint, Valve is on-track to begin shipping its AMD-powered Steam Machine early this year, and development of Microsoft's next-gen Xbox featuring an AMD semi-custom SoC is progressing well to support a launch in 2027,” Su said.
A system-on-a-chip (or SoC) is an integrated circuit that essentially squeezes all (or most) of the components of a computer onto a single unit.
Su remarks came in the wake of news that AMD anticipates revenue related to semi-custom chip manufacturing – like those inside both the Xbox Series X|S and PlayStation 5 – will fall during 2026 by a “significant double-digit percentage.”
Microsoft confirmed its partnership with AMD on its next-generation Xbox project back in June, 2025.
“Announcing that we’re building the next-generation of Xbox first-party devices and cloud, including our future Xbox consoles, together with AMD,” Microsoft noted in a statement at the time, promising “next-level performance, cutting-edge graphics, breakthrough gameplay, and unmatched compatibility.”
There are few specifics available, but Microsoft has officially clarified that the next-generation Xbox would be “fully compatible” with users’ existing Xbox game library.
However, an unconfirmed report in October last year also alleged the next Xbox will arrive as a console/PC hybrid that can run Steam.
Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff.
For years, I've been singing the praises of the original Audeze Maxwell across my headset coverage here at IGN. So, when I caught wind of an updated version on the way with the Audeze Maxwell 2, I was as excited as I was curious – curious as to how the company could improve on the already stellar sound quality, and also for how it might address its few shortcomings. After using it as my primary headset for about two weeks, I'm a little disappointed that it didn't make any drastic changes, but that means it's at least still a fantastic headset. This means it's more accurate to look at the Maxwell 2 as a simple refresh rather than a brand-new headset. If you're still going strong with the original Maxwell or an equivalent high-end gaming headset, it won't be a major jump, but anyone in the market for a new top-tier option in the range of $300 and up, this is your new king.
Audeze did not stray far from the original design; the Maxwell 2 still rocks the heavy-set earcups that house its 90mm planar magnetic drivers, although they come with some minor changes. They no longer swivel inward the full 90 degrees to lay flat and instead stop at a 45-degree angle, and it’s good enough to rest the headset around your neck comfortably. The earcup covers can pop out if you twist them, which allows for custom designs. It also means both the mute toggle and power button are no longer on the outside of the earcups. Those are now along the border of the right earcup, but the mute toggle is just a tad harder to switch on and off since it's wedged into a dip. The left earcup has the usual suspects: volume dial, chat/game mix, 3.5mm jack, USB-C port, microphone jack, and Bluetooth button.
I'm a bit surprised that the Maxwell 2 largely reused the original headband design, where the leatherette strap hooks into notches built into the frame. It's still more difficult to adjust the fit than I'd like since the holes on the strap are very rigid – at least you know it'll lock into place. The noticeable change, however, is the width of the strap itself, which now covers more surface area atop your head. It helps alleviate pressure, and it's better for keeping the headset in place when you're moving your head. That's important for a headset as heavy as this (560g, up from the original's 490g).
The earpads have a slimmer profile which makes the space within for your ears noticeably larger, and can help them fit easier (and theoretically, help with a more spacious audio experience). However, you can feel a little more jostling of the headset when turning or walking around with these (compounded by the fact it's slightly heavier) – although I can say that the new strap design offsets this by making sure the headset doesn’t slide off so easily. Regardless, I wore the Maxwell 2 for sessions upwards of four hours at a time and didn't experience much discomfort, if at all. That's because the pads are still dense and plushy, and thanks to the lighter-than-usual clamp force, there wasn't much pressure around my ears. They also limited the sweatiness I tend to get from leatherette material. And since the earpads are magnetically attached, I anticipate being able to swap them out for aftermarket ones if you wish.
While there is no active noise cancelation (ANC) on this model, there is an ANC version planned in the future. Given this is a closed-back headset, it has decent noise isolation already. However, like the original, the microphone has active noise isolation to pick up your voice more accurately. While it's not an improvement, per se, it's leagues above what other gaming headsets do with either a higher noise gate or other forms of AI noise isolation, mainly because I didn't experience much clipping or digitization in my voice.
The Maxwell 2 also has simultaneous Bluetooth connectivity – well, sort of. Pairing to Bluetooth devices is straightforward and swapping to the 2.4GHz USB-C dongle is as well, but you can’t have them active simultaneously, which is a nice-to-have on high-end headsets. However, you can get audio through a wired USB-C connection and Bluetooth at the same time. Of course, it’s not as convenient as true simultaneous audio, but it is a decent option.
What is a notable improvement is the software. One of the odd things about the Maxwell was its Windows XP-era looking software that felt very outdated. While there isn't a whole lot to customize with the Maxwell 2, the updated app is easier to navigate visually, whether you're changing and saving EQ profiles or tweaking your microphone settings. At a time when software suites are getting increasingly bloated, I can appreciate how Audeze focuses on the essentials.
One of the big features of the original Maxwell is its long battery life, and I'm happy to report the Maxwell 2 is no slouch. Rated to last upward of 90 hours from a full charge, I used it as my primary headset for two full weeks about 8 hours a day, and only hit below 20% (according to the app) toward the end of week two. With all that weight, I sure hope it'd have a hefty battery at least, and it certainly does.
It's no surprise that the Maxwell 2 sounds absolutely fantastic, producing a similar sound profile to the original with its 90mm planar magnetic drivers. These remain some of the most sophisticated audio drivers for gaming headsets and set the foundation for its audiophile-type quality. The Maxwell 2 is tuned slightly differently, which was difficult to notice until multiple side-by-side listening tests – while the low-end bass isn't quite as prominent as the original Maxwell with the default EQ, you can simply replicate the more booming bass by bumping up the lower frequencies. It does highlight the clarity of the mids and highs, though, and they come out just a tad cleaner at louder volumes.
As per usual, I tested the Maxwell 2 in a suite of games I normally play; namely Counter-Strike 2 and Final Fantasy XIV. For the former, positional audio is of utmost importance and the headset performed admirably for identifying actions like footsteps, opponents reloading, gunfire in certain directions with great detail. And catching up on the latest raid series in FFXIV, the busy nature of eight players casting spells, boss attacks going off, and the awesome soundtrack blasting all at the same time wasn't grating at all. That's expected of a high-end gaming headset, but I'm still impressed with how the Maxwell 2 handles all of that wonderfully.
I also gave the headset a spin on PlayStation 5, which is recognized natively if you flip the dongle to PS5 mode. There aren't many console-unique features here, even with the Audeze brand being under Sony this time around, but Tempest 3D audio and easily tuning the headset on PS5 are good enough for me. Replaying through The Last of Us Part 2 really put the cinematic capabilities of the Maxwell 2 into perspective, with dialogue coming through sharply contrasted with the punch of gunfire – it's a theater-like experience strapped to your head, and it surpasses even the Sony InZone H9 II that I reviewed recently.
This review contains spoilers for Fallout Season 2, Episode 8, “The Strip,” which is available to stream now on Prime Video.
“You bet on hope and you lost,” says a digital, wrist-mounted Robert House as The Ghoul peers into the empty cryopods he believed his wife and daughter would be contained in. That may be true for the irradiated Cooper Howard, but it’s not for us: we bet our hopes on Season 2 of Fallout finding a way to bring all of its wild ideas together. And it did. Well, mostly. As credits roll and our attention turns to what awaits us beyond the Rocky Mountains in Colorado, a few errant threads are left dangling without satisfying conclusions. Was the entire Vault 31 story just set up for a third season? And what became of the warring Brotherhood of Steel clans? Yet, despite not offering the true sense of closure that the very best season finales offer, “The Strip” remains a great episode of Fallout that creates connections, answers questions, and caps off all the most important aspects of this eccentric trip to New Vegas.
Stetson hats off to showrunners Graham Wagner and Geneva Robertson-Dworet, who really did make it through the entire season without ever confirming a canon ending to Fallout: New Vegas. There is a cheeky nod – “Over the years my body became a target for wandering travellers with something to prove” does suggest that House’s withered husk of a body that survived through the centuries of apocalypse may have been killed by the Courier, but I’m pleased the show stops short of invalidating any individual playthrough. However, I do think House’s return feels thinly examined. We know he’s a genius, but how exactly did he achieve this artificial form that’s dependent on Cold Fusion? I’m surprised that the game’s Platinum Chip didn’t come into play here, retconned into some kind of AI survival data drive. Perhaps answers await in Season 3, as that flicking screen in the episode’s final moments certainly suggests we haven’t seen the last of Robert House…
While House’s return is a significant moment for Fallout lore, his role in this finale is more or less as a navigation tool for The Ghoul, who’s finally given access to Vault-Tec’s management vault. I expect some viewers will be frustrated that the journey to find The Ghoul’s family, which has been unfolding for two whole seasons now, ends in nothing but a postcard pointing to Colorado. But that line – “You bet on hope and you lost” – really does make clear that The Ghoul is now closer to reclaiming his identity as Cooper Howard than ever before. Hope is a symptom of humanity, and even this setback can't break it. Barb and Janey may not be in Vegas, but they are alive. Where? Well, that’s hopefully a question Season 3 will answer.
Much of The Ghoul’s share of this episode examines his more emotional side, including the flashbacks, which show how Cooper took the fall for his and Barb’s involvement in “un-American activities” in an effort to keep his family safe. It’s a shame, then, that very little is made of his reunion with Lucy, who has been so responsible for restoring his humanity. While he saves her from being brainwashed by Hank, the pair are given no real space to reconcile earlier events. Regardless of how they feel – guilty or validated – the finale passes by the opportunity for an emotionally challenging conversation.
Thankfully, Lucy does get her emotional moment, but it's with her actual father, not her surrogate one. After triggering his own brainwashing to prevent himself from spilling the beans on what his mind-control project has really been about, Hank becomes the parent Lucy always thought he was: kind, gentle, loving. There’s a Black Mirror quality to this; a bittersweet moment made possible only via a sinister technology. Both Kyle MacLachlan and Ella Purnell have been wonderful throughout this season, but these precious few seconds are among their best turns on the show so far.
Such a sad moment is instantly contrasted by the arrival of Maximus. His and Lucy’s embrace is truly genuine; a healing antidote to the synthetic love that Hank offered in all his forms. The hug is equally important to Maximus, who by this point has spent most of the episode being beaten to a pulp by deathclaws in a battle that lives up to the promise made by that tease in the credits of Season 1’s finale. After numerous false starts, we got there in the end.
Missiles rupture flesh and jaws are torn from skulls in a gory fight that successfully communicates the exhaustion and overwhelming odds of going toe-to-toe with the wasteland’s biggest bruisers. It’s seeing Maximus out of the armour, though, armed with nothing but a pole and wielding a roulette table as a shield, that really showcases his growth. He doesn’t need steel plating to defend the needy, because he’s finally become the good man his dad said he would. Of course, a pole is no match for a deathclaw, so thankfully the NCR turns up, Avengers: Endgame style, to save the day. While it’s satisfying to see Maximus reunited with his people, decades after the Shady Sands bombing tore them apart, the real joy here is the recreation of the slow-motion sniper shot from Fallout: New Vegas’s opening cinematic – it’s pure fan service, but I can’t deny that I genuinely gasped with glee.
Beyond the Strip, we catch up with Caesar’s Legion, which hasn’t been seen since the season’s third episode. Releasing a long-held pause button, we finally get to see the aftermath of the battle The Ghoul initiated between the Legion’s rival groups. Macaulay Culkin’s Lacerta Legate, now falsely crowned the one true Caesar, gets to make an incredibly good joke about taking control of Vegas and building Caesar’s Palace atop it. The NCR may have rid the strip of the deathclaws, but it seems like an even meaner beast is on the way.
You’ll have noticed by now that several paragraphs of this review have ended by looking ahead to Season 3. This is a very forward-facing finale, and while it does a lot of good work to establish groundwork for the future, it often does so at the expense of closure. After playing important roles early in the season, the NCR and Legion were largely pushed to the sides, and so a conflict that should have been key to this region of Fallout’s world was held on ice. Now, at a point where our characters’ missions in Vegas are complete – Lucy has dealt with her father, The Ghoul has “found” his family – that war is only just gearing up again, which will either keep us shackled to the Strip, or see its violence spill out into the wider wasteland. I’d like to be proven wrong, but I feel like what happens in New Vegas should stay contained to the season about New Vegas.
The biggest offender, though, is the story of the Vaults, which have effectively been a multi-episode tease for what awaits next season. There have been no consequences for Reg’s ridiculous, snack-happy Inbreeding Support Group. No resolution for Norm’s discovery of the Forced Evolutionary Virus. No link between Steph’s Canadian roots and her plans for the Vaults. None of the characters have undergone any meaningful growth, and none of them have arrived at an exciting destination. While there have definitely been interesting revelations – Hank’s connections to the Enclave and Steph’s triggering of the shadowy faction’s mystery “Phase Two” certainly make it clear that this story hasn’t been worthless – it’s been the most frustrating material to watch, and suffers greatly from having limited definition and no conclusion.
It could also be said that the Brotherhood of Steel’s story has been left without any kind of closure, as the show completely abandoned the faction’s civil war just as it ignited. I’m less concerned about this, as the Brotherhood’s actions were always complimentary to Maximus’ journey rather than a key plot in their own right, and the complete breakdown of Quintus’ alliance ultimately felt like a conclusion to simmering tensions rather than the start of something bigger. However, this season’s post-credits scene does promise Quintus will be back with a bang: The reveal that he’s in possession of the blueprints to Liberty Prime no doubt had an army of Fallout fans leaping from their seats. Considering the show’s track record in bringing the games’ icons to life, I can’t wait to see this gargantuan robot stride across the battlefields of Season 3.
Sales usually flatten everything into the same beige promise of value. This one does the opposite. It exposes which games were always quietly confident and which ones needed a price correction before they made sense. I only identify and highlight the actually buyable, my friends. Scroll downwards to reap the benefits of a glorious life spent video gaming (and not much else). No regrets.
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In retro news, I’m using the explosion of a faux Camaro to light 27 candles on a cake baked for Rush 2: Extreme Racing USA. This N64 cult classic expanded on its predecessor, San Francisco Rush, with more tracks, wild shortcuts, and exaggerated physics that typically turned me or my split-screen multiplaying pal into a twisted, burning wreck.
I remember this fondly for its stunt-heavy, exploratory courses and some fully sick unlockables (think: an F1 race car, a Mountain Dew dragster, and a fricken Rocket on Wheels). Oh, and a gaming mag once taught me a button combo to change the colour of the horizon fog. That's gotta be the most N64 cheat code ever.
Aussie birthdays for notable games.
- Rush 2: Extreme Racing USA (N64) 1999. eBay
- MechAssault 2: Lone Wolf (XB) 2005. eBay
- Dante's Inferno (PS3,X360) 2010. eBay
- Yoshi's Woolly World (3DS) 2012. eBay
Or gift a Nintendo eShop Card.
Xbox One
Or just invest in an Xbox Card.
PS4
Or purchase a PS Store Card.
Or just get a Steam Wallet Card
Adam Mathew is a passionate connoisseur, a lifelong game critic, and an Aussie deals wrangler who genuinely wants to hook you up with stuff that's worth playing (but also cheap). He plays practically everything, sometimes on YouTube.
Within the first three missions of Menace, I am talking to my squads of snappy space marines as if they are action figures on my bedroom floor. "Fan out and move up. Good shooting! That was clean, girl." My roommates are probably used to me talking to myself when I'm playing video games at this point, but it speaks to how engrossed I got in this turn-based interplanetary war that I was already developing that kind of relationship with it. There's a lot still missing from the Early Access release. But the tactical, bug-blasting fun is already dialed in.
Probably the biggest way in which it's obvious that this is an Early Access game is the overall lack of context. I know that I'm a Major on a military ship that suffered some kind of FTL drive accident that destroyed many systems and most of the crew, leaving me as the senior commanding officer. I know that we've wound up in an area of space called the Wayback that is home to a handful of interesting, competing human factions and also a species of giant alien bugs. It's not all that difficult to get a grasp of the basics.
But I'm not actually sure why we're here, what the original mission was, what kind of faction we're representing, or what the Wayback even is. Why is it called that? How long have these other humans been here? There are references to some kind of in-game lore encyclopedia, but it doesn't seem to have been implemented yet. At the end of the day, none of this really gets in the way of my ability to shoot at things. But it does make the early game feel a bit aimless, and I find the setting interesting enough that I'd like to know more.
It's not like Menace completely doesn't care about story, either. There is clearly something brewing here, as unfinished as it is, with tension between the Wayback factions and the marines playing out in voice-acted cutscenes every few operations. It's just unclear where it's going or what I'm ultimately building up to other than harder missions, better gear, and upgrading my ship. In about 35 hours, I didn't run into anything that seemed especially like the main plot. There is a steady escalation of stakes and difficulty, though, which at least does a good job of helping me feel like I'm not just spinning my wheels.
As a squad-based tactics game, man, I really like Menace. The pacing and action economy are so cleverly crafted to encourage you to play in more active and interesting ways. You can't just set everyone on ov erwatch and creep forward, for example, which is a rut I tend to fall into in similar games. There aren't a lot of passive or reactive abilities, so victory comes from making proactive choices. Moving up the field requires thinking about who still has turns left to spend, and how you can make sure your advance elements have adequate support if they run into trouble.
Suppression is a huge deal, at least when fighting other humans, and this adds a feeling of authenticity to every firefight. In actual warfare, they say hundreds of rounds get fired for every one that hits a target, and that's exactly how Menace works. It's often far more important to keep every enemy in line-of-sight pinned down than it is to inflict casualti es. That gives your second wave safety and freedom of movement to either charge in or flank and win the fight, and this creates a constantly engaging tactical loop. Your own squads who get suppressed will have their action points and accuracy penalized, but will also hunker down or hit the deck intelligently depending on the amount of heat they're under, further making them feel like real soldiers.
This blends nicely with the fact that every squad is led by a named character you can recruit, level up, and customize. They all have distinct personalities and backstories along with a unique ability that defines them. There's sort of an over-the-top Jagged Alliance vibe, though a bit less goofy. Jacques, a private security contractor I hired from the Wayback, can regain action points when he's under heavy fire, so he thrives at the tip of the spear. Marta begins every mission with a major debuff that turns into a strong buff the more turns that pass, making her a clutch asset for closing out a long mission.
And unlike in, say, XCOM, these flagship characters only die if their entire squad is wiped out and you can't get anyone over to them to render medical aid, so it doesn't feel like playing a little bit risky will rob you of your beloved blorbos. On the othe=r hand, accompanying each of them (excluding vehicle drivers, which are their own thing) are up to eight renameable squadmates with no dialogue or special abilities. And these guys are… kind of expendable.
Manpower is a limited resource you have to manage on the strategic level, so you can't just go throwing background extras into the meat grinder all the time. But especially as you get more advanced medical facilities online that can rehabilitate casualties, the grunts kind of become a wager you can afford to risk by making aggressive plays. And this is such a clever way of getting me to command more actively and break out of my usual, turtle playstyle.
Encountering the alien bugs changes things up quite a bit. They're much harder to suppress, though heavy losses can force them to flee. And especially later on, some of them are so heavily-armored that your standard assault rifles are all but useless. They don't really take cover, and a lot of them only have melee attacks. But simply holding your ground and grinding them down at range isn't always an option. Having to switch up my gear and my thinking depending on what I was fighting, in addition to the wide variety of mission types, made me come up with new tactics constantly.
Squad customization is also deep and satisfying. There is no standard currency in the Wayback, so all gear is either a mission reward or purchased using the barter system on the black market. But even once you do build up enough scrap bombs and alien guts to trade for the best stuff available, there's a supply budget on each mission that takes into account every piece of equipment and keeps you from simply buying your way to victory. I think this could use some tuning, since it currently feels like the missions are getting harder a bit faster than my supply budget is increasing. It's almost there. Maybe just a nudge is all it needs.
It seems like a lot of thought has gone into the various veterancy upgrades squads can earn from promotions, as well. They're pretty well-balanced, feeling powerful enough to be meaningful but not so game-changing as to trivialize combat on their own, like increasing evasion based on how many tiles you moved. Each has a clear role in mind, and almost none feel like they wouldn't be at least situationally useful. It's an area of progression where I can really tell developer Overhype Studios has a strong footing in what works and what doesn't about this genre.
The strategic layer is not quite as well-developed yet. There are a few different things you can buy with the components gained from completing each multi-mission operation. You have ship upgrades like the med bay and the recruiting office for managing manpower, along with armaments that can be deployed from orbit a limited number of times per mission. Then you have loyalty tracks with each of the three major Wayback factions that can unlock their unique buildings, which can do things like give you an extra chance at post-mission loot or allow you to call in supplies in the middle of a mission.
They can be neat, but still feel a bit limited in both scope and depth. It's a good first iteration, but this is for sure somewhere I'd like to see more love given to over the course of Early Access. There are also only three planets so far, which can start to feel a little samey after a while. More are in the works. Technical bugs have been relatively sparse, though my main file is afflicted by a fairly annoying one right now where my manpower counter seems to be permanently broken.
Battlefield 6 players aren't happy after EA and Battlefield Studios' changes to two of its most controversial cosmetics failed to live up to expectations.
Following promises to address fan feedback last week, the Battlefield community was quick to see how update 1.1.3.6 adjusted the Objective Ace skin and Winter Warning sticker when the patch went live this morning. The problem is the changes are almost too small to notice.
The ‘Objective Ace’ Battlefield 6 Skin with the similar #CallofDuty Ghosts Logo has been UPDATED 👀
— DETONATED (@DETONATEDcom) February 3, 2026
Before and After: pic.twitter.com/sFwugNbNoL
Let’s first take a look at Objective Ace. The skin drew criticism through Season 1 when players noticed it bore a striking resemblance to the Call of Duty: Ghosts logo, with both sharing even a few finer details, such as cracks and paint streaks. The Assault skin also caught flak related to the large white armor piece located on its chest.
The updated version of the cosmetic received the more noticeable facelift of the two impacted, with its updated look now featuring new details and a slimmer design overall. Still, it’s not enough for the players who were expecting more significant changes.
“[I] think the damage has already been done,” one player commented.
“Why did they copy COD in the first place?” another added.
AI Sticker Before VS After Patch #Battlefield6 pic.twitter.com/Srfjhp7ZHj
— Battlefield Intel (@BattlefieldInte) February 3, 2026
The Winter Warning sticker, on the other hand, was the center of controversy when players noticed details that suggested it may have been created using generative AI. Battlefield 6 update 1.1.3.6 seems to have brought no change to its design, with its soldier finger placement and double-barreled M4A1 still plainly in view despite being two of the bigger talking points amongst fans.
It’s been cause for concern for those who feel EA and BF Studios may have misled fans. However, the developers have since stepped in to say the timing relayed in last week’s patch notes, which promised to adjust Winter Warning with the February 3 update, was “incorrect.”
“The latest update notes communicated that a change would be made for the Winter Warning Player Card Sticker to bring it more in line with Battlefield’s visual identity,” a message shared today says. “This timing was incorrect. Winter Warning will be updated when Season 2 launches on February 17th.”
It’s unclear what the new version of the sticker will look like when it launches with Season 2 in about two weeks. For now, players have taken to social media to call attention to both the delay and the relatively small changes to the cosmetics.
"Show what ur doing with it," one fan suggested.
"Stop using AI generated Art and cosmetics and we will trust this statement and future ones," another added.
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Battlefield 6 saw a strong start when it released October 10, 2025, for PC, PlayStation 5, and Xbox Series X|S but has faced backlash in recent weeks as players hope for fundamental changes to how BF Studios is handling post-launch content. The fallout from a disappointing end to Season 1 reached a boiling point in early January, with the team eventually announcing that Season 2 had been delayed.
Following an extended Season 1, Season 2 will launch February 17. Players got a first look at its new map, Contaminated, a few weeks ago, and more content (including the return of a Battlefield 4 map) is in the works for the future.
Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
There's no need to pay $500 for the Bowflex SelectTech adjustable dumbbells when there are equally well-built options at a much lower price point. For a limited time, FED Fitness is offering its own DB1 Adjustable Dumbbells (52.5 pounds each or 105 pounds total) for just $296.40 with free delivery after you stack 20% off coupon code "NEWYEARSSP20" and 5% coupon code "IGN". This is a great price for a complete dumbbell package with a solid 3 year warranty.
Each FED Fitness DB1 dumbbell is adjustable from 5 pounds all the way up to 52.5 pounds. The adjustmet mechanism works very similary to the Bowflex SelectTech series; you turn a dial in 2.5 or 5 pound increments, which locks in a specific combination of plates that add up to the desired weight. Unlike traditional free weights that take up a decent chunk of space, these adjustable dumbbells are neatly contained in a compact package that measures just 16" square.
The build quality and materials is what you'd expect from a good, solid pair of dumbbells. Nearly the entire dumbbell is made of a tough steel alloy. The handle is rubber coated to eliminate slippage. The plates are hexagonal shaped so they won't roll around when you put them down. The adjustment dial and locking mechanisms have loud clicks for easy feedback. FED Fitness backs these dumbbells up with a 30-day money back return policy and a 3 year warranty.
Free weights are a great choice for anyone who wants to work out at home but is limited on space. A pair of dumbbells is all the equipment you need to get access to a wide range of exercises that can target just about every muscle in your upper and lower body. Supplement your free weight exercises with cardio and other workouts that use your own body weight as resistance (like pushups, burpees, or squats) and you may never need to purchase more equipment.
Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.
Not everyone is the DIY type. If you're in the market for a prebuilt gaming PC, Dell is one of the best brands we'd recommend. Alienware desktops and laptops feature solid build quality, top-of-the-line gaming performance, excellent cooling (further improved on the newer models), aggressive styling, and pricing that is very competitive with other pre-built options. Best of all, there are plenty of sales that happen throughout the year, so it's not difficult to grab one of these computers at considerably less than their retail price.
Alienware's newest mainstream gaming laptop is dubbed the "Alienware Aurora" and it replaces the previous generation's x16 and m16 series of laptops. It comes in two models: the 16 and 16X. The 16 is the more economical model, but gamers should definitely opt for the higher-end 16X model. If you're looking for build quality and performance on par with the previous generation m16, then the 16X is its spiritual successor. It features an anodized aluminum lid and base, a higher quality display, a more powerful CPU, and a GPU that isn't throttled for maximum gaming performance.
The Aurora R16 is Alienware's bread and butter gaming PC. It can be equipped with an Nvidia RTX 5060 graphics card all the way up to an RTX 5080 and the prices for Cyber Monday are extremely competitive with other brands. For example, currently Alienware has the least expensive prebuilt RTX 5080 gaming PC that I've found anywhere. Most of these systems are customizable, however it's not difficult to upgrade your own RAM and storage yourself.
If you're seeking the absolute best of the best in PC gaming performance, look no further. Dell unveiled the new Alienware Area-51 gaming PC at CES 2025. The chassis is a super-sized upgrade to the Aurora R16 system with aesthetic and cooling redesigns. The internal components have been refreshed with a new motherboard, faster RAM, and bigger power supply to accommodate the new generation of CPUs and GPUs. With a high-end system like this, it's only fitting that it be equipped with an RTX 5080 or RTX 5090 graphics card, so these are the configurations I've listed here. Note that Dell Outlet refurbished PCs come with the same warranty as buying new.
The Area-51 is Alienware's new flagship gaming laptop for 2025. It features an anodized aluminum shell for both the lid and bottom chassis with a gorgeous iridescent finish. The frame is made of a durable and lightweight magnesium alloy. Cooling has been upgraded with generous amounts of copper and a new thermal interface material to better transfer heat away from your hottest components as well as more fans and bigger cutouts for greater airflow. Dell claims that the laptop can handle a higher power ceiling of up to 240W TDP without raising acoustics.
Design-wise, the Area 51 has a sleeker, more contoured shape compared to previous models, with rounded edges and soft corners replacing the traditional squared off design. The hinges are internally positioned so that they're near invisible. There's a transparent window on the undercarriage to show off the internal components. As befits an Alienware laptop, there's plenty of RGB illunimation, although most of it can be turned off if you want your laptop to be a bit more subtle.
Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.
The CEO of Take-Two Interactive has denied ongoing rumors that Grand Theft Auto 6 will be a digital-only release upon its initial launch.
This comes from Variety, which spoke to CEO Strauss Zelnick today ahead of the company's Q3 2026 earnings release. When asked if subsidiary Rockstar would delay the release of physical copies of GTA 6 until 2027 to avoid leaks, he replied, "That's not the plan."
Rumors of such a physical delay emerged late last month, when an alleged insider industry source shared that Take-Two had no plans for a physical edition of the game at release due to concerns about physical copies falling into hands early and leaking online.
Notably, the report suggests that physical copies could be delayed into 2027, or delayed just a few weeks, which would make Zelnick's answer somewhat unclear. IGN reached out to Take-Two to get more clarity on what his statement meant, and was informed that Zelnick's statement was denying any delay plan at all, not just a move to 2027 specifically.
GTA 6 is still set for release on November 18, 2026, a date that Zelnick reaffirmed confidently to us today, alongside plans for Rockstar to spin up its marketing machine this summer. The game has already suffered from multiple leaks, both of development footage and of its first trailer, alongside a number of AI-generated fake leaks. We also spoke to Zelnick today about Google Genie ahead of the company's Q3 earnings report, in which Take-Two announced it had brought in net bookings of $1.76 billion for the quarter, and that it's raising its expectations for the year to have net bookings between $6.65 billion to $6.7 billion.
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.