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Elden Ring Nightreign Patch 1.01.4 Released — Here Are All the Fixes, Tweaks, and Changes

2 juillet 2025 à 16:09

FromSoftware has just released Title Update 1.01.4 for Elden Ring: Nightreign and shared its full patch notes. So, let’s see what this new patch brings to the table. Patch 1.01.4 focuses on fixing some bugs and glitches. From what I can see, it does not have any balance tweaks or performance improvements. In other words, … Continue reading Elden Ring Nightreign Patch 1.01.4 Released — Here Are All the Fixes, Tweaks, and Changes

The post Elden Ring Nightreign Patch 1.01.4 Released — Here Are All the Fixes, Tweaks, and Changes appeared first on DSOGaming.

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

2 juillet 2025 à 14:45

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.

Subnautica 2 Developer's Entire Leadership Team Replaced in Shock Move Krafton Said 'Will Bring Renewed Energy and Momentum'

2 juillet 2025 à 14:16

Former Striking Distance CEO, Steve Papoutsis, is joining Subnautica 2 developer Unknown Worlds as CEO amid the shock announcement that the previous leadership team — Ted Gill, Charlie Cleveland, and Max McGuire — have been replaced "effective immediately."

Unknown Worlds owner Krafton, which is behind PUBG, failed to expand on why the leadership team had been gutted, but said while it "sought to keep the Unknown Worlds' co-founders and original creators of the Subnautica series involved in the game's development," it "wishes them well on their next endeavors."

Krafton insisted Papoutsis will "prioritize development momentum and delivering best possible fan experience" and "will bring renewed energy and momentum." It is unclear what the change means for the launch window of the game.

Cleveland and Mcguire founded the 24-year-old company, while Gill joined almost seven years ago as president before his promotion to CEO in August 2024. At the time of writing, all still list themselves as working at Unknown Worlds on LinkedIn, suggesting the change came suddenly and with little warning.

"There is nothing more important than the gamer experience. Given the anticipation around Subnautica 2, we owe our players nothing less than the best possible game, as soon as possible," said CH Kim, Krafton's CEO.

"We are thrilled Steve is joining us in our shared commitment at Krafton and Unknown Worlds to deliver Subnautica 2 as a more complete and satisfying entry in the series — one that truly lives up to player expectations."

Krafton acquired Unknown Worlds in October 2021. At the time, it said the Sabnautica studio would continue to operate as an independent outfit.

The new installment in the Subnautica series accommodates up to four players, taking them to an all-new planet, complete with new environments, flora, and fauna to discover. We still don't know when it's coming, but you'll be able to dive in sometime later in 2025 on PC and Xbox Series X and S, including on Game Pass for top-tier subscribers.

We thought predecessor Subnautica was amazing, awarding it a 9.1, writing: "Subnautica's a survival game with focus and an excellent sci-fi story, but its greatest achievement is its underwater horror." The last game in the series, Subnautica: Below Zero, similarly scored an impressive nine out of ten in its IGN review.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

As Ironheart's Finale Poses Big Questions for Several MCU Characters' Futures, Creator Says Major Antagonist's Reveal Was 'Not My Decision Alone'

2 juillet 2025 à 13:47

Ironheart creator Chinaka Hodge has said that the Disney+ show's introduction of a long-awaited and much-teased Marvel villain "was not my decision alone."

Indeed, rather than neatly wrap up Ironheart's storyline, the show's finale leaves numerous plot threads dangling, and feels surprisingly more connected to the rest of the MCU than some fans had been expecting.

Whether these storylines will be picked up elsewhere, in other MCU movies, Disney+ series, or even additional Ironheart seasons — something for which Chinaka now expresses hope — remains to be seen. Regardless, it's clear the show's characters, and that big villain in particular, are part of Marvel's wider plan.

Warning! Spoilers for Ironheart follow.

Speaking to Entertainment Weekly, Hodge was asked whether Ironheart's introduction of Mephisto — played, as had been rumored, by Borat's Sacha Baron Cohen — had been a mandate from Marvel.

"That's a really great question," Hodge said in response. "I wish I could answer it more plainly. It was not my decision alone. I was empowered by Marvel to make that decision... I don't know what will happen next with the character or with Sasha in the MCU. But as a fan, I'm really hoping to see him make lots of appearances."

Continuing, Hodge — who is listed as head writer on the series — said she herself had been "surprised by the ending just as much as the audience will be" in respect to where the show leaves its star. Ironheart's finale sees Riri Williams enter into a deal with Mephisto to resurrect her dead best friend, with the consequences of this bargain left unresolved.

The future of Anthony Ramos' villain The Hood, meanwhile, is also left up in the air. While defeated by Williams, we last see The Hood seeking "Supreme-like help" from some local magic-users, potentially setting up a crossover with Benedict Wong's Sorcerer Supreme down the line. (Could this have been planned as a set-up for Marvel's now on-hold Strange Academy series?)

And then there's Mephisto himself, who has clearly been introduced here with an eye to the popular character, and actor, recurring again somewhere in the future. (Once the MCU's multiversal shenanigans are over, could we see Mephisto hanging out with other magical characters, such as Wiccan, or even Blade?)

For now, Marvel has said nothing of any future plans for Ironheart as an ongoing series, or Riri Williams as a character — and, as of yet, actress Dominique Thorne is yet to get her Avengers: Doomsday call-up. Still, Hodge has said she remains hopeful Ironheart's story will continue via future seasons of the show.

"I'll keep it with you a buck, I'm hoping for all work in Hollywood right now," Hodge concluded. "Yes, a second season, a third season, a fourth season. Yes!"

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

Nexus Mods To Introduce Age Checks For UK and EU Users Wanting To Access Adult Content 

2 juillet 2025 à 13:42

Age verification will be coming into force for European and British modders using Nexus Mods.

Last month, Nexus Mods founder Robin "Dark0ne" Scott said that for both "my and the community's best interest," the "time has come to step back from the day-to-day running of the site."

However, these changes do not come at the behest of the new owners, but are part of the company's legal obligation to comply with the UK government's new Online Safety Act and the EU's Digital Services Act.

"Due to the Online Safety Act and Digital Services Act, we are required as a UK-based company to ensure we continue to remove illegal content and add additional restrictions to children’s access to certain adult content," the company explained.

"As a business, this leaves us with a choice: remove adult content for all UK and EU-based users, or make adjustments to our policy, including adding age verification for some adult content.

"Adult content is a core part of what makes Nexus Mods what it is; we don’t consider removing it a viable option. We are aware that some users may find the changes irritating; however, we are obligated to do this to ensure we can continue to host adult content legally."

We can expect more information when the finalized Adult Content Guidelines are ready, but the team said that in the meantime, it would be updating its terms of service "to include a clearer, more detailed definition of what counts as illegal content under UK law and how we protect children from harm whilst on the site."

"While this kind of content was already not allowed on the site, we’re tightening the language to be absolutely clear," Nexus said. "All users will be notified when the Terms of Service are updated."

Nexus will also be introducing automated detection for illegal or abusive content, with "any content of this nature immediately removed, and the user responsible will be banned and reported to the National Crime Agency."

We can also expect revised tags for adult content, an improved block and mute system, and better spam detections. Eventually, there'll be age verification checks for "the majority of adult content hosted on the site" for all UK and EU users, while users outside of Europe will "not be subject to age verification."

"The current approach to verifying you are above 18 years of age will remain the same unless we are legally required to change this to operate in your country," the team added.

In related news, Stellar Blade director and producer Kim Hyung Tae reportedly "fully supports" mods, which is just as well, really, as there are almost 600 of them listed on Nexus, covering everything from new skins to reshaders and VR to nail polish. There are also dozens more hidden from public display and categorized as "adult." Let's leave it at that, shall we?

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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

2 juillet 2025 à 13:31

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.

Outriders 2 Was Reportedly One Of People Can Fly's Canceled Projects

2 juillet 2025 à 13:12

One of the projects recently canceled by developer People Can Fly was Outriders 2, according to fresh reports.

The Polish studio best known for Outriders and Gears of War Judgment confirmed even more jobs were at risk at the beginning of June when it canceled two projects: Project Gemini and Project Bifrost.

While the statement issued by CEO Sebastian Wojciechowski at the time did not specify which publishers were involved with the canceled projects, PCF's own website confirmed Gemini was partnered with Square Enix, and Bifrost was a self-published project.

The cancelations led to the restructuring of internal teams and followed the April cancellation of Project Dagger, an action-adventure game originally set to co-developed and published with Take-Two Interactive before it pulled out in September 2022.

Now, a report from Thumb Wars corroborated by Insider Gaming claimed Project Gemini was, indeed, an Outriders sequel. The game was reportedly in the midst of recording motion capture when the project was canceled.

Square Enix declined to comment when contacted by IGN. People Can Fly had yet to reply.

The company similarly "scaled down" development when it laid off 120 workers at the end of last year. It is currently working with PUBG maker Krafton and Sony on Project Echo and Delta, respectively, and Microsoft on Gears of War: E-Day.

IGN's Outriders review returned a 7/10. We said: "Outriders' blend of wickedly fun sci-fi shooting and looting is well worth enduring its lackluster story and rough edges." PCF's most recent release is Bullestorm VR, an updated version of the classic shooter for Meta Quest and PSVR 2.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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

2 juillet 2025 à 12:43

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.

As Nintendo's Ability to Ban Switch 2 Consoles From Online Services Sparks Headlines, Brazil's Consumer Rights Watchdog Issues Legal Challenge

2 juillet 2025 à 12:33

Nintendo's ability to ban Switch 2 consoles from accessing all online features has come under fire from Brazil's consumer rights watchdog, which has now launched a legal challenge.

Brazilian authorities have argued that Nintendo's recently-updated user agreement, which grants the company the ability to vastly limit any Switch 2 console's functionality, violates users' rights to access services they have paid for.

Procon-SP, Sao Paulo's office of Brazil's public Consumer Protection and Defence Program, has now requested that Nintendo ditch this clause from its user agreement.

In a statement, Procon-SP said it had already lodged a complaint with Nintendo of America, and that the Mario maker had now appointed a legal team to look at the issue.

Reports of Switch 2 consoles being banned from accessing online services have repeatedly surfaced since the platform's launch last month. Users impacted by the issue have suggested the bans are tied to the usage of flash memory cards, and specifically the MIG Switch device, which can enable game piracy.

But at least one user has now reported buying a second-hand Switch 2 from a major retailer with the ban in place — prompting fears that more banned consoles will end up in the hands of new owners. And, according to accounts from users with banned consoles, Nintendo customer support has said the block is permanent.

Switch 2 consoles impacted by a ban will display the error code 2124-4508 when attempting to access any online functions. Impacted consoles are unable to download and play any digital games or Game-Key cartridges, access system updates or game updates, play using online multiplayer, communicate using GameChat, or use any Nintendo Switch Online functionality, including the subscription's retro game catalogues.

These are key system features that users have undoubtedly expected to be able to make use of, and in particular — as appears to be Procon-SP's main argument here — those features users have additionally paid a Nintendo Switch Online subscription fee to access.

IGN has previously contacted Nintendo to ask for more detail on the bans, but did not receive a response.

Procon-SP's statement concludes by noting that Nintendo of America has said it will respond to the complaint within 20 days. In the meantime, impacted users in Brazil are encouraged to report their bans via the Procon-SP website.

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

Ready or Not Review-Bombed on Steam as PC Players Claim Shooter Was 'Censored' to Satisfy Console Makers

2 juillet 2025 à 12:10

Ready or Not, the tactical first-person shooter from VOID Interactive, is being review-bombed on Steam due to changes made to the game to secure its release on consoles.

In a statement posted to Steam, VOID said it had to adjust levels of gore, nudity, violence, and the "mistreatment of children" ahead of the July 15 console release, and rather than "maintaining multiple versions with different assets and mechanics" that would "increase the likelihood of bugs," some aspects of the PC version have also been revised.

"Throughout this console port process, we've done our utmost to only make changes when they are flagged as absolutely required by our first-party partners, and any changes aim to remain faithful to the original tonality of the game, so there is no reason to be alarmed," the development team insisted.

"Our age rating as it stands for console is ESRB M-rating, PEGI 18, and USK 18 to give an idea. Still, there are other game content requirements that console platforms have in order to exist on their systems, and a portion of these changes will be visible on the PC version."

That said, it admitted that if the change required was, for example, "just a texture swap," VOID could keep the original intent on the PC version, but "if the change involved transforming an entire asset (like adding clothing to a character model) this was less feasible."

Some of the changes outlined by the team include preventing players from dismembering enemies once they're dead — although you can continue to shoot off limbs when they're alive — dialing down torture and nudity, and an animation change where a child is now portrayed "unconscious/sleeping, instead of the previously convulsive animation from before that had a violent appearance."

"The changes with the console version are small enough that most people here wouldn't notice if we didn't say anything, but we want to be transparent," VOID added. "It's largely just evidence and nudity that's altered, and the texture changes don't affect the PC version."

And now, some PC players are letting VOID know how they feel about it.

"Do not buy this game. Do not support a company like VOID Interactive. The game wasn’t perfect initially, but now they are choosing to censor it," said one. "They made their money from you — the PC players on Steam — and now, out of sheer greed, they’re appeasing console market regulators by censoring the game to meet their demands."

"PLEASE DO NOT BUY THIS GAME!!!" insisted another. "There is NO REASON for them to be censoring ANY of its content AT ALL. The censorship is BS PROPAGANDA because they're too damn LAZY to do actual work and separate PC/console!!! I DID NOT PAY FOR AN 18+ GAME JUST FOR IT TO BE CENSORED!!!"

While Ready or Not retains a 'very positive' overall user review rating on Steam, recent reviews are 'mixed' as a result of the flood of negative comments. VOID has yet to respond publicly to the complaints. IGN has asked for comment.

Ready or Not was briefly hauled offline in 2022 after a takedown request was issued due to a trademark dispute. The issue related to a level that depicted a mass shooting at a nightclub called Prysm that was released on the anniversary of the Pulse nightclub shooting.

VOID Interactive parted ways with publisher Team17 one day after the developer shared it would have a school shooting level.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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

2 juillet 2025 à 11:49

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.

First Dune: Awakening Patch Released & Fully Detailed

2 juillet 2025 à 12:49

Funcom has just released the first post-launch patch for its new open-world survival and crafting Dune game, Dune: Awakening. So, let’s see what this first patch brings to the table. From what I can see, Patch 1.1.10.00 is a big update. In total, it has around 300 tweaks, fixes, and improvements. It has both technical … Continue reading First Dune: Awakening Patch Released & Fully Detailed

The post First Dune: Awakening Patch Released & Fully Detailed appeared first on DSOGaming.

Stellar Blade Title Update 1.2.0 Released, Full Patch Notes

2 juillet 2025 à 12:14

Shift Up has just released Title Update 1.2.0 for the PC version of Stellar Blade and shared its full patch notes. So, let’s see what this new update brings to the table. Patch 1.2.0 unlocks the Hard Mode from the start of the game. Hard Mode is also unlocked for Boss Challenge. The update also … Continue reading Stellar Blade Title Update 1.2.0 Released, Full Patch Notes

The post Stellar Blade Title Update 1.2.0 Released, Full Patch Notes appeared first on DSOGaming.

Buffy the Vampire Slayer Star 'Hopeful' for Reboot Role After 'Unjust' End in Original Series

2 juillet 2025 à 10:46

Charisma Carpenter, star of Buffy the Vampire Slayer and its spin-off Angel, has said she's hopeful of a role in the franchise's upcoming reboot, despite her character Cordelia's untimely demise.

Last month, Buffy herself, Sarah Michelle Gellar, said she was keen for the reboot to feature a mix of new and returning characters, including those who were no longer alive at the end of the franchise's original TV run.

Now, speaking to IGN as she launches a new podcast, Carpenter has expressed a strong desire to return and said it would be "poetic" to rejoin the series under its new creative team, after an "unjust" end to her character in Angel's final season.

"I am so excited for fans, and I know it will be fantastic because of who's involved," Carpenter said of the reboot, which is being spearheaded by a team that includes Gellar and Oscar-winning Nomadland director Chloé Zhao, with no involvement from original Buffy creator Joss Whedon. "To see this actually happen for the fans makes me thrilled. I am so hopeful to be included, for Cordelia to be a part of this new iteration."

Carpenter's character was a series regular on Buffy through its third season, before crossing over to Angel. But after several seasons as a lead on the spin-off, Carpenter was written out as a series regular, and only guest starred once in Angel's final run, in an episode that saw Cordelia given a bittersweet goodbye.

"I don't know really what to make of it," Carpenter says of the suggestion that Cordelia was one of the franchise's fallen characters that could now return — not that death ever proved particularly problematic for actors popping back into the franchise.

"I'm sure there are caveats — Cordelia died on Angel not on Buffy," Carpenter continued, "I don't know what that means for Cordelia specifically — but I'm hopeful that it includes Cordelia obviously, it would be a dream to be included, and it would just be so poetic for that to occur, and for it to occur with this group.

"These writers are wildly creative, I'm sure they could figure it out if they wanted to, if it was a fan thing, where if there was a thirst or craving or need for Cordelia to be there, I'm sure with one hell of a creative team they have leading the writers room, it would be possible."

Carpenter has returned to the franchise previously, via an Audible spin-off series that starred the actress as an alternate universe version of her character, with Cordelia now a vampire slayer. That series reunited Carpenter with various other Buffy actors and their characters — many of whom are also now dead — including Emma Caulfield Ford's fan-favorite ex-demon Anya (dead), Amber Benson's beloved witch Tara (dead), Anthony Head's Giles (alive, though killed and revived in spin-off comics), plus James Marster's Spike and Juliet Landau's Drusilla (undead).

"Listen, you're not gonna get an argument out of me," Carpenter continued, when IGN suggested there has to be a way for her to return. "Because the way it went down for her was just — without using inflammatory language — just was not... she was built up so big, she'd grown so much, she'd had this remarkable journey, and for her to go out the way that she did just felt so unjust."

Cordelia has one of the most transformative arcs in the Buffy canon, from a self-centered high school queen to a strong, caring ally able to receive godlike visions from the series' mysterious Powers That Be. But her storyline in Angel's fourth season proved controversial with fans, as Cordelia is possessed and impregnated by the deity Jasmine, then unceremoniously left in a coma. Her subsequent return as a special guest star, in Angel's 100th episode, is a strong send-off, but all too brief.

Carpenter has previously had much to say about her exit, but fans will be able to get her thoughts on both Buffy the Vampire Slayer and Angel afresh as part of the actress' new Patreon podcast show, The Bitch Is Back, whose title references a particularly rousing speech by Cordelia in first season Angel episode Rm w/a Vu. Fans can watch the first episode now via YouTube, with future episodes available on Patreon via subscription. Carpenter plans to record a podcast for every Buffy and Angel episode — of which there are over 250 — in viewing order, with the two series' interlinked as originally broadcast to take advantage of their crossover episodes.

I used to be a lot more demure, a lot more of a people-pleaser, a lot less outspoken, a lot smaller. Cordelia has informed who I am in a very big way.

"We'll be at this a while," Carpenter said of the podcast, which has been in the planning stages for several years. "I think it's about 254 episodes and then who knows, you know... maybe with the reboot I'll cover that too? I'm all about the Buffyverse and want to support all of it. I devoted so much time and energy to both shows, it's such a giant part of my life, my formative time as a woman, it makes sense to keep the shows alive, to keep Cordelia — who has shaped who I am today — in the forefront of this fandom. It's always been my goal to maintain that relationship.

"I know a lot of actors often want to distance themselves from a particular character who might have helped their career get to a certain level, and they just want to move on from that and never talk about their character again — and I don't subscribe to that way of thinking at all, I want to lean in, because [Cordelia]'s inspired me.

"I'm 1,000% who I am today because of that character," Carpenter continued. "I used to be a lot more demure, a lot more of a people-pleaser, a lot less outspoken, a lot smaller. Cordelia has informed who I am in a very big way. She brought out, in me, a side I didn't know existed, but that's what happens when you play a character for nearly 10 years."

The Bitch is Back's first episode covers the initial episode of Buffy Season 1, Welcome to the Hellmouth, with co-star Julie Benz (Darla) as a guest. Together, the pair discuss how they were both hired for the show, its unique language and — as is very Cordelia — its 1990s fashion. There's also discussion of how the series, now almost 30 years old, subverted genre tropes of the time, in a way that still feels fresh.

"I think the show resonates with fans today because of its universal themes," Carpenter said, when asked why there's clearly still fresh appetite for Buffy now. "I think there's a big bad world out there and [you get] to watch this group of kids navigate the harshness of high school in conjunction with the realities of a hard world, grounded in reality like having a parent who doesn't understand you, or unrequited love, or having to make difficult decisions about friendships, or feeling like an outcast who doesn't belong.

"This show speaks to the empowerment of being different. Being an outsider is kind of great, it empowers that, it allows space and room for people to be different and not all be the same, and to let your freak flag fly. Diversity of personality and style of being should be praised. That's what makes life interesting, and I think those themes resonate on a core level, still.

"And it does feel like a big bad world out there more than ever," Carpenter concluded, "and I can't think of a better time to be bringing this podcast out to provide more comfort and to try to satiate what seems to be an insatiable thirst for Buffy and Angel."

Photo credit: Bryan Bedder/Getty Images for ReedPop.

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

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

2 juillet 2025 à 10:44

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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