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Assassin's Creed Shadows Has Immortalized a Fan's Beloved Cat, Olive

17 septembre 2025 à 14:11

Olive, the beloved pet cat of an Assassin's Creed fan, can now be found and unlocked as a digital companion in Ubisoft's feudal Japan-set Shadows.

Yesterday's big Assassin's Creed Shadows update predominantly added support for the game's first expansion, Claws of Awaji. But for one fan, something even more important was added too.

Olive is the pet cat of Ropotopolous, an Assassin's Creed YouTuber whose channel icon shows his faithful feline dressed in Renaissance Assassin robes. Now, Olive can be found within Shadows itself, dressed in a similar costume — and good grief, it's one of the best things I've ever seen.

In a video announcing Olive's inclusion, Ropotopolous said that Ubisoft developers had worked with him to hide Olive (and her uncostumed brother Benjamin, a tabby) in a specific place with Shadows' world. There's even a riddle to follow in order to find them.

"Where nature's brushstrokes twist and rise / In form, it mirrors native guise / Neither shrine, nor gate, nor scroll, but guided faith from distant soul. / Above, her golden arms meet sky, beneath, the peaceful shadow lies. / Where westward teachings softly crept, inside, a Quiet Queen is kept."

Once located, petting Olive will add her to your hideout as a digital companion, ensuring her place in Assassin's Creed canon forever more.

"I think this is the single coolest achievement of my little YouTube career so far, immortalising my cat inside my favorite video game series forever," Ropotopolous said. "For now Olive is still young and healthy but it always breaks my heart to think about what a short time with our pets.

"When Olive's time finally comes it will be special for me to visit her likeness in my favorite video game series, and I'm honored for her digital spirit to be spread across the world in this secret scavenger hunt."

Currently, Olive is only visible to owners of the new Claws of Awaji expansion, though Ubisoft is working to add her for all players in an upcoming patch. A "generic" version of Olive, with white fur, is also available as part of the game's latest free Animus rewards — though this will take a bit of grinding to obtain.

This isn't the first tie Ubisoft has added a fan's pet into an Assassin's Creed game. A cat with fur markings that looked similar to the Assassin's Creed logo was added to Assassin's Creed Mirage as a tribute to a sadly-missed real-life moggie.

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

This Lorcana Set Isn't Legal Now, But Amazon Has Just Dropped a Huge Deal For Collectors

17 septembre 2025 à 14:00

Disney Lorcana’s latest set, Fabled, is here, and while some cards are already reaching high prices, there has been a bit of a price drop on prior sets - specifically, Ursula’s Return.

The set, which is over a year old now, was the fourth released, and contains 204 cards. Why am I mentioning this in 2025? Because Amazon has reduced a booster box considerably, netting you 24 packs for just $78.99 right now.

Save Big On This Lorcana Booster Box

For context, the box would usually set you back $143.99, meaning each pack would be worth around $6.

With this 45% discount, however, that’s $3.29 per pack, a significant saving. And, while the set is no longer legal for tournament play (all Year 1 sets have rotated out now), it’s still a great purchase for collectors or anyone with little Disney fans who want to crack open packs.

The set includes awesome cards like Jasmine, Desert Warrior from Aladdin, the Super Goof version of Goofy, and some deep cuts like Diablo, Devoted Herald - yes, that’s Maleficent’s raven.

Ariel, Sonic Warrior, Cinderella, Melody Weaver and Anna, True Hearted offer a nice trifecta of Princesses to find, too, and with each pack including 12 cards you’re getting 288 in total here.

If you’re looking for more from the set, the starter decks are also discounted. The first, an Encanto-themed one helmed by Mirabel and Bruno Madrigal, is just $11.98 and includes 60 cards and a bonus booster pack.

Alternatively, there’s the same 29% discount on this option, which includes Anna and Hercules as its included foil cards as well as another 58 others and that extra booster pack.

As a reminder, the set isn’t legal for competitive play anymore, but for collecting and learning to play, it’s a great deal.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay.

'I Don't Think It's Much of a Stretch for the Game to Go 30 Years' — The Elder Scrolls Online Developers Promise Big Changes Following Internal Shakeup

17 septembre 2025 à 13:31

The Elder Scrolls Online has been going for 11 years now, which is a huge achievement for any video game. But the developers at ZeniMax Online Studios have an ambition for it to last for at least another 20 years, and are openly talking about ESO being a 30+ year game. Can they manage it? After a recent shakeup at the Microsoft owned studio — and big layoffs that hit Bethesda hard — players are wondering what the future holds for their beloved game.

It was with all this in mind that I sat down to chat with Nick Giacomini, who has taken over the ESO game director role from Rich Lambert, and Lambert himself, who is now studio-wide director, to discuss the past, present, and future of The Elder Scrolls Online. Rich is a true Elder Scrolls veteran, having joined Bethesda Game Studios in 2004 to work on Oblivion. He’s been working on ESO for an eye-watering 18 years, when you factor in the start of development. In fact, he was the second employee brought on the team after Matt Firor, the prior boss of ZeniMax Online Studios who stepped down amid the cancellation of the studio's unannounced MMO.

Now Nick is leading ESO, and there are big plans for change. At gamescom 2025, Nick and Rich told me they have a significant overhaul in mind, one that would not only modernize the visuals but its mechanics. Read on for all the details.

IGN: It'd be great to get both your takes on where ESO is at as we see it today, more than 10 years later. What is the health of the game? I'm sure you have a number of metrics to decide what that actually means.

Rich Lambert: I think we're in a really good spot overall in terms of health and players. But one of the bits of feedback that we've gotten over the years — and we've felt this internally as well — is we're a little formulaic, a little too predictable. Kind of with the chapter model that we're doing, it's one big thing every June and then there's smaller updates over time. And that has been very successful for us, very, very successful for us. But we needed to change. We needed to do something a little different. And that's what the whole idea of this seasonal model, this content pass model is, is to give the team a little bit more time to do different things, to react to player feedback more.

When we were doing the chapter model, it took 18 months to build a chapter. We were locked into that cycle and maybe we could get some things in. And now under this new model that Nick and team are working on, it gives the team a little bit more flexibility to do more of the smaller things, more of the quality of life things. And they're looking at things like, what does a zone even mean now? What does PVP look like now? Really going back in excruciating detail, looking over all of the things. What does progression look like? What does rewards look like? It's all to make sure that we are setting ourselves up for the future and continuing to build on the game.

Jo Burba, who's the new studio head, he sat the team down and was like, ‘this is a 30 year MMO.’ And we were like, ‘Okay.’ We get this, right? And that is a huge commitment, but it is something that's important to us because it's also important to the community.

Nick Giacomini: The game is 11-years-old now, which is just crazy. And the gaming industry, it's hard right now. It's always hard, but now more than ever. Competition is significant where the number of great games out there is so high. We are in a great place because we have an extremely passionate community and group of players, and that hasn't changed. But, player expectations have changed as new games have come out. We're looking to honor that legacy, honor the roots, because there is a lot that makes ESO so great that has resulted in the success that we've had for the last 11 years. So we want to stay true to that, but we're a little too formulaic and we're looking to evolve and change over the course of the next decade.

Rich Lambert: And change is also scary. Just in general, change is scary, but I think we've proven over the years we're not afraid to make big changes, big leaps, right? That's what ESO is over the years. The PC launch wasn't awesome. We worked on things. We released One Tamriel, which changed how everything worked and a lot of games started mimicking what we were doing. I think we've shown we can do that and we want to do that and it's time to do that again.

IGN: I'm a lapsed ESO player, which I imagine is part of your thinking about the future. Maybe ESO is starting to look a little bit dated from a visual point of view. Your game is 11 years old — are you having conversations about a potential graphical overhaul or mechanics overhaul to address how the game plays mechanically so it feels more modern?

Rich Lambert: Yes! All of the above! That's what I mean by painstakingly going through. And you've seen some of that in, what was it… 45, 46, we did the starter island revamp where we went through and we swapped out a bunch of assets in those older zones for newer ones that we had built over time. We changed the water. Our water has gone through a bunch of different iterations over time as we got better with the tools and technology. The renderer has been updated a few times.

But yeah, we're looking at all of those things. Look and feel of combat, that's been a big thing since launch, like combat feels floaty, it doesn't feel impactful. All of those things are going into what the team is looking at right now. And you'll start to see some of the fruits of that come out more and more over the next three or four updates, hopefully. Spoilers, sorry!

IGN: Are you looking to improve how you talk to your community, making sure they understand what's happening?

Rich Lambert: We've always done that, but there's room to improve and that's one of the things that Nick is really interested in doing. It's really hard. It's funny, we were actually just talking about this as we were walking over this morning. Because Nick is new to this and being in the public, and he was like, ‘How do you handle the haters? I've already got the haters. How do you handle that?’ I'm like, ‘It's really hard.’ There's all kinds of memes on the internet where a dev opens the box to interact with the community and the community shuts them down and they go back in the box and say 'never again'. So it takes a really thick skin to do that, but it is really important, and that's something that Nick is really interested in doing.

Nick Giacomini: This is as much the players’ game as it's ours, and we do care deeply about what players say, what they think, how they interact. Without the players ESO is nothing. It's always been an important part of the development process and we want to make it even more so going forward. And we do want to communicate and let the players know that we are listening. We do care, because it's true. They're so important to us and they play an incredible part in this. And that is, again, one of the reasons that we are trying to shift to this new model, is to allow more of that, more opportunities to communicate, more opportunities to iterate and try things, get feedback and try to provide the game experience that players love and want and need from us.

This has never been about one person. I mean, while I'm here talking with you, happy to continue doing this of course, this isn’t my game. We have an incredibly talented team, an incredibly passionate team. And part of what's hopefully going to be changing over the course of the next year is our community is going to get to know certainly me, but more of the developers just generally and their areas of expertise, how they're thinking about things, and have that back and forth that's so important to creating a good game. So yeah, I expect there's going to be a lot of changes to come.

IGN: Do you have any idea when the community might get a roadmap? I know that they're clamoring for that, or is it too early to say at this point?

Rich Lambert: It’s probably a little bit too early. We do have a roadmap that we release at least once a quarter that's like, here's what is up now, here's the next two or three that are coming. And the two or three that are coming are a little bit less detailed. But that's one of the things that we're looking at. How do we make that a little bit better? I think a lot of that starts to get much easier in the new model because it's shorter development cycles, so you're a lot more sure of when something's going to hit. Whereas when it was the 18 month cycle, it's like, well, we're on track right now, but it's game development and something could happen.

The philosophy in the older days was we try not to share things with players until we are confident when they're going to land, because we don't want to promise something and people get excited and then by the way, that's delayed because ‘unforeseen circumstances.’ So it's that tightrope to walk. But we do want to try to improve that.

IGN: I love Elder Scrolls generally, and for me ESO would scratch that Elder Scrolls itch between mainline releases. Am I in isolation there?

Rich Lambert: I don’t think you are. We hear that a lot. It's really interesting over the years going to the various shows and community events, you hear that a lot, right? I can't tell you how many times I've answered the, ‘When's TES 6 coming?’ ‘What’s TES 6?’ ‘Tell me!’ And it’s like… That’s a different studio, right? But yes, people are super passionate about Elder Scrolls. For a lot of people, this has been their home because they love Elder Scrolls and they just want to play more of it, and we're able to provide that.

And actually, a lot of players play ESO like a single-player game. In the early days, at launch, we tried to walk this kind of tightrope where it was MMO and Elder Scrolls, and we didn't really hit either one particularly well. And when we decided we were going to make it Elder Scrolls first and then MMO second, that helped solve a lot of the problems. And we started to see the players coming in and saying, ‘Oh, you mean I can solo all of this stuff? Oh, I don't have to play with other players. They just happen to be there.’ And then you have these organic things that happen.

But there's a lot of people that play the game that way. And then there's a lot of people that just do housing or just PVP or just play the card game. We built on more systems to that over time, but at its core, a lot of players do play it like a single-player game.

IGN: I suppose you're benefiting from the absurd wait for The Elder Scrolls 6, aren't you?

Rich Lambert: And the Oblivion Remaster was another big thing. That came out and we were like, ‘Okay, that's going to hit our numbers for a while.’ And there was a small blip and then the numbers went up. Kind of like the Fallout show. We were like, ‘Wow, this is cool. Right?’ So yeah, it's interesting.

IGN: What do you put that down to? People getting back into Elder Scrolls with Oblivion Remastered and then…

Rich Lambert: … and then going, ‘Oh yeah, Elder Scrolls Online. Yeah! Let's go continue the Elder Scrolls thing. That was a great game, let’s go do this.’ I think! I don’t know for sure.

Nick Giacomini: We don’t know for sure, but we saw a lot of new and lapsed players come back very quickly after, and it continued actually for quite some time. It was pretty exciting.

IGN: How do you approach building on the Elder Scrolls canon in the context of the time period in which ESO is set, but also having to be mindful of other studios who are also building on the canon? In my mind it’s like that meme with the guy with all the string on the board.

Rich Lambert: You’re not far off! Seriously.

IGN: ESO is canon, which is part of the appeal. Internally is it a nightmare, or a lot of fun? Or a bit of both?

Rich Lambert: It's a bit of both. It's controlled chaos. Trying to dig through all of the different games and all of the lore and just all of the lore books, right? There are so, so many. It's fun. We actually have a person, a lore master. Their sole job is to do a lot of that stuff and try to make sure we're all on the same page.

But we also work really closely with Todd's BGS [Todd Howard, Bethesda Game Studios]. So whenever we're pitching new lore things, new story things, I sit down with them and I talk them through it. There's a negotiation that goes on. Perfect example, when we were doing Dark Brotherhood DLC, I worked on Oblivion with them in the way back days. And so I thought that I totally understood the Dark Brotherhood and all its ins and outs, and so we were really confident.

I went down to BGS, sat with Emil [Pagliarulo, Studio Design Director at Bethesda Game Studios] for a bit. I had a three page pitch, a story doc, like here's the things. And he was like, ‘Yeah, yeah, this is kind of cool. Let me think on this. There's a lot to digest.’ So the next day he gave me 10 pages of feedback on like, here's what you got, right, here's what you got wrong, here's how things could be improved. And so that's how it works.

When we were doing Elsweyr with dragons, there were no dragons in the Second Age. I was like, ‘Well, what if we did it like this?’ And they're like, ‘Okay, I can see that.’ And so it's just kind of that talking back and forth. They're really good about, ‘This can work in your game. You can do whatever you want mechanically and whatnot because your game is your game, but the lore, we need to kind of work through it and talk through it.’ And they've been really good about it over the years, and now they super trust us, which is great.

Nick Giacomini: The cool thing about the time period ESO is in is that it's not very well established in the lore, and so there are stories for us to flesh out. There's a lot that we get to create and explore. You asked if it was stressful or fun. It's fun to talk these things through and try to figure out what stories we want to tell and show our players. So it's a lot of fun.

Rich Lambert: We get that in ESO all the time. Like, ‘The map should be this way or the map should be that way, this game said the map was like this.’ And the beauty of Elder Scrolls and just the lore in general is it's told from multiple perspectives, right? There's no one major DM or omnipotent being that says this is the single source of truth. So there's lots of fudge factor in there, and lots of ways to play, and it's a really fun IP to dig into and play with.

IGN: You’ve talked about the idea of ESO being a 30+ year game, which would be incredible. What can you do to make that happen? How do you even begin to try and plan in a tangible way to set ESO up for that sort of longevity given how things change so quickly and so dramatically almost every month?

Rich Lambert: I think part of it is you just have to be willing to change and evolve, adapt. And that's Nick's mantra: iterate, go fast, don't be afraid to change, listen to players. But time goes really fast. When I think about it, 18 years has gone by in a blink. I would totally be lying to you today if I said I knew I would still be working on this game 18 years from when I started. That's kind of a hope. You're like, I want to work on this thing. I want to do this thing. I want it to be successful. But you don't ever go 18 years, 20 years successful.

And so I don't think it's much of a stretch for the game to go 30 years. If the fan base is passionate and if the developers are humble enough, I guess is the word I'm looking for, but want to support the community and want to interact with the community and deal with the community and understand that community is first, I think there's nothing stopping us from doing any of that stuff. I don't think it's a ridiculous statement personally.

Nick Giacomini: 11 years is already pretty incredible, that the game has achieved the level of success that it has for this amount of time. And to go another 20, that would be exactly like you said. It's a very short list of games that ever stayed relevant so long. So it's something that is mind boggling. You asked about tangible, it's hard because as you said, 11 years, the game is what used to be cutting edge in 2014. Player expectations have changed and a lot of great games have come out. And we have limited resources ourselves, so it's difficult.

We recently redid the tutorial zones to try to make onboarding better for players. To your point about lapsed players, we recently did the Hero's Return to ensure that lapsed players have a better onboarding experience because it can be overwhelming. We are updating things — we can’t get into super detail about that — but we're updating visuals that are going to make the game feel more modern. And we have to balance that against creating new and exciting things and trying to ensure that we're changing things. And we're doing all of that right now. We're taking a hard look at zones. Traditionally, the zones looked more similar this last few years. And that's a point of feedback we hear often.

So what can we change? What can we do that's more exciting? Let's stay true to our roots, because we have a core group of players that love this game. But what can we do that they will love too? And that is going to be exciting and new. PVP Vengeance is a good example of that. We're looking at that really across the board.

It comes back to the players and ensuring that we continue to do the best that we can listen to the players. And a lot of it ultimately comes down to trust. When there's so many different games, so many different things that players can invest their precious free time, that's the most valuable thing that anyone can get. And there's so many different ways. It comes down to trust. And a lot of that comes down to can we do right by the players? Are we listening to them? Are we providing them what we need? And since we have such a diverse group of players, how do we hit all these different layer types to ensure that ESO continues to be a home for them and a place they want to return to.

Rich Lambert: All that and make sure the technology's up to date. We made a lot of decisions in 2007 when we started building the game that, looking back on, maybe we shouldn't have done that. Hindsight's always… and I wouldn't change any of that. We wouldn't be where we are today if we didn't have all those stumbles and learnings. But technology has to change as well. We're updating the game, modernizing it, but there's also all of the technologies on the backend that have to be updated and changed as well. So yeah, it's a huge, huge undertaking.

IGN: Well, you’re nearly halfway to 30!

Rich Lambert: I know, right? It's crazy!

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.

The Elder Scrolls Online Devs Know Their MMO Is Scratching That Elder Scrolls Itch While Fans Wait for The Elder Scrolls 6 to Come Out

17 septembre 2025 à 13:31

As the long, long wait for The Elder Scrolls 6 goes on, the developers of MMO The Elder Scrolls Online have seen players take to their game to scratch their Elder Scrolls itch. In fact, they even saw a player bump following the release of The Elder Scrolls 4: Oblivion Remastered.

Remarkably, The Elder Scrolls V: Skyrim came out nearly 14 years ago, in November 2011. Its sequel, Skyrim, was officially announced with a teaser trailer at E3 2018 an eye-watering eight years ago. Yes, Skyrim has released on multiple platforms in the years in-between (so many in fact that it’s become a Bethesda meme), but there’s a tangible clamouring for a fresh Elder Scrolls experience.

Enter, The Elder Scrolls Online.

ESO launched in 2014 and struggled at first, but 11 years later it’s still here and continues to receive updates. The development team at ZeniMax Online Studios have survived multiple rounds of Microsoft layoffs, game shutdowns and studio closures, and recently reshuffled the game’s leadership team to help it survive another 20 years. A significant overhaul is planned.

In an interview with IGN at gamescom 2025, ESO game director Nick Giacomini and studio-wide director Rich Lambert said they’ve seen plenty of anecdotal evidence that suggests Elder Scrolls fans are playing ESO as a single-player game to help fill the void while they wait for The Elder Scrolls 6 to come out.

“We hear that a lot,” Lambert said. “It's really interesting over the years going to the various shows and community events, you hear that a lot, right? I can't tell you how many times I've answered the, ‘When's TES 6 coming?’ ‘What’s TES 6?’ ‘Tell me!’ And it’s like… That’s a different studio, right? But yes, people are super passionate about Elder Scrolls. For a lot of people, this has been their home because they love Elder Scrolls and they just want to play more of it, and we're able to provide that.”

According to Lambert, a lot of ESO players play the MMO like a single-player game, which it is well suited to after the developer tweaked how the game worked following its troubled launch.

“In the early days, at launch, we tried to walk this kind of tightrope where it was MMO and Elder Scrolls, and we didn't really hit either one particularly well,” Lambert explained.

“And when we decided we were going to make it Elder Scrolls first and then MMO second, that helped solve a lot of the problems. And we started to see the players coming in and saying, ‘Oh, you mean I can solo all of this stuff? Oh, I don't have to play with other players. They just happen to be there.’ And then you have these organic things that happen.

"There's a lot of people that play the game that way. And then there's a lot of people that just do housing or just PVP or just play the card game. We built on more systems to that over time, but at its core, a lot of players do play it like a single-player game.”

Bethesda released Oblivion Remastered earlier this year and it proved to be hugely popular. You’d think, then, that its release would have negatively impacted ESO’s player numbers. It did, for a while, Lambert revealed, but then player numbers were boosted after those who finished Oblivion Remastered were left hungry for more Elder Scrolls.

“The Oblivion Remaster was another big thing,” Lambert said. “That came out and we were like, ‘Okay, that's going to hit our numbers for a while.’ And there was a small blip and then the numbers went up. Kind of like the Fallout show. We were like, ‘Wow, this is cool. Right?’ So yeah, it's interesting."

Nick Giacomini added: “we saw a lot of new and lapsed players come back very quickly after [Oblivion Remastered], and it continued actually for quite some time. It was pretty exciting.”

So, ESO continues to benefit from the wait for The Elder Scrolls 6, but what’s the latest on the hugely anticipated game? The studio confirmed The Elder Scrolls 6 had entered "early development" in August 2023, and "early builds" were available in March 2024. The six year anniversary of the announcement arrived in June last year and even Bethesda development chief Todd Howard paused to say, "oh wow, that has been a while."

In January this year, The Elder Scrolls 6’s June 10, 2018 announcement became as old as predecessor Skyrim was when The Elder Scrolls 6 was announced.

The Elder Scrolls 6 was thought to be set for 2028 at the earliest, presumably on the next-generation of consoles as well as PC. If it does launch then, it’ll do so an incredible 17 years after Skyrim.

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.

X-Men Star Alan Cumming Appears to Tease Halle Berry Return as Storm in Avengers: Doomsday

17 septembre 2025 à 13:18

X-Men star Alan Cumming is once again teasing details of Avengers: Doomsday, including a potential return for Halle Berry's Storm.

During an Entertainment Tonight interview, the Traitors host was asked whether Berry was also returning for Marvel's upcoming Avengers: Doomsday, alongside Cumming and a swathe of other actors from past X-Men films.

"Well... maybe she does," Cumming teased, laughing. "But honestly, I'm the last person to ask," he quickly added.

This isn't the first (or second) time that Cumming has teased Avengers: Doomsday details that Marvel might have otherwise kept under wraps. Last month, the actor revealed he shot "the entire film in isolation" and said he had now wrapped up his scenes early to go off and film the next season of The Traitors.

Back in May, the ever-chatty Cumming sparked speculation around Doomsday's plot by saying he had filmed a fight sequence battling Reed Richards actor Pedro Pascal — something he later attempted to walk back by suggesting he was now unsure. ("I broke the internet by mentioning something once," Cumming said last month, "but honestly, I might have got it wrong.")

Alan Cumming when asked if Halle Berry will be reprising her role as Storm for ‘AVENGERS: DOOMSDAY’

“Well… maybe she does.”

(via @etnow) pic.twitter.com/IGjf4IsHMx

— Avengers Updates (@AvengersUpdated) September 16, 2025

Avengers: Doomsday will see the return of numerous X-Men actors from 20th Century Fox's older mutant movies. Cumming is expected to share screen time with Patrick Stewart's Professor X, Kelsey Grammer's Beast, James Marsden's Cyclops, Rebecca Romijn's Mystique, Ian McKellen's Magneto — and potentially other cast members that Cumming is yet to tease.

Berry played Ororo Munroe, better known as Storm, in 2000's X-Men, before returning for X2, X-Men: The Last Stand and X-Men: Days of Future Past. Berry herself has previously cast doubt on her return in Doomsday, and addressed whether should be part of a second big chair reveal. "Well, keep waiting," she told a reporter, when asked if her name would be shown. "It's not gonna be there."

Doomsday is expected to offer fans a final farewell for the old X-Men cast, ahead of Marvel's own upcoming reboot. Following the events of Avengers: Secret Wars, MCU boss Kevin Feige has said that a semi-rebooted timeline will see a new, younger X-Men team come to the fore, in a fresh X-Men movie set to be directed by Thunderbolts*/The New Avengers' Jake Schreier. Here's hoping Cumming gets invited back for that to tell us all more.

Image credit: Raymond Hall/GC Images.

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

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