Arc Raiders' snap hook just got another use case as The Burnt Peanut shows off a new movement tech that lets players fly through the sky
Sony has released the first PlayStation 5 system update of the year, which includes several new firmware features.
The catchily-named Update 26.01-12.60.00 is available to download today and actually includes a couple of notable changes, beyond the usual vague improvements to performance and stability.
Today's headline addition is the ability to turn on read receipts for your messages, which you can opt into via your Settings menu. With this, you'll allow others to see you've read their DMs. Sony has said it's switching this feature on gradually even if you have the update installed — so don't be surpised if it still takes some time to show up.
Another new addition today is the ability to jump from Friends Activity directly into a game that a friend is playing.
Today also brings the first PlayStation 4 system update of the year. PS4 system software version 13.04 is available now, though includes no major changes. Full patch notes for the two console updates lie below.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Terraria 1.4.5 — dubbed the Bigger and Boulder Update — is finally here, and it's welcoming in thousands of new and returning players alike.
According to SteamDB, up until the new update, Terraria averaged around 20-30,000 players at any one time, with the occasional spike in interest when new content dropped over the years.
1.4.5, however, has seen one of the biggest spikes in over a decade, hitting a release day peak of almost 165,000 players on Valve's platform. This is second only to the release of Update 1.4 in May 2020, although that coincided with lockdown, of course, which gave millions of gamers around the world a little more time to play.
The true number of players will be even higher, given Terraria is also available on console and mobile, and 1.4.5 was released across platforms at the same time. The console and mobile makers do not make player numbers public.
"So, 'Bigger & Boulder!', why 'Bigger & Boulder' you ask? Beyond a good bit of additional content, a lot of effort with this update went into rounding out and expanding on existing experiences," developer Re-Logic said in a post on Steam. "Things like making inventory management and crafting easier than ever. We expanded upon secret world seeds - something that we feel greatly expands the replayability/freshness of the game - while also making them more accessible than ever before. We also had a focus on improving things like atmosphere on top of our continual polish/quality of life/balance efforts - which is getting harder and harder as Terraria gets bigger!
"Oh, and you might encounter some new boulders... or existing boulders in new ways. Don't say we didn't warn you!
"As always, we never share everything that is in each update - not even in the "full" changelog. Part of the fun is in the discovery! Good luck and happy adventuring, Terrarians!"
Terraria is pretty old at this point; IGN reviewed it 15 years ago(!), way back in 2011. Even then, though, we thought it was amazing, scoring it 9/10 and writing: "Though on the surface it looks like just another 'me too' indie game seeking to ride the coattails of Minecraft's success, Terraria expands on the familiar sandbox gameplay with a greater emphasis on combat and adventure that proves very satisfying. That's rare indeed."
We have the full — and very long! — rundown of the patch notes below, courtesy of the Terraria forum, but be very cautious, as there may be some unmarked spoilers here!
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.
A number of high-profile video game developers have defended Highguard amid an online backlash during the game’s launch.
The free-to-play “PvP raid shooter” was the big new game reveal at the end of last month’s The Game Awards, but developer Wildlight then went dark until the January 26 release date in a bid to channel the successful shadowdrop of Apex Legends back in 2019.
At launch, Highguard hit a peak of 97,249 concurrent users on Steam — a significant number for any new game launch on Valve’s platform — but at the same time Wildlight has had to contend with a “mostly negative” user review rating. Meanwhile, Steam concurrents have fallen, and Highguard has slipped out of the top 100 most-played games list on Valve's platform.
Chief among the criticisms from players is that the size of the map feels too big and empty for a 3v3 competitive shooter. You’re able to summon a mount to get about faster (the mounts are one aspect of Highguard that players seem to universally like), but some believe a 4v4, 5v5, or even 3v3v3 mode would have been a better fit.
There are also complaints about the resource-gathering phase of each map, which involves what some are calling boring mining and loot farming. The gist here is there is too much downtime and a lack of excitement, although players seem to be enjoying the raid phase of each match, where combat is concentrated. There is also criticism of the design of the playable characters, Highguard’s art direction, and a lack of content — as well as performance problems particularly on PC.
Through it all is a feeling that Highguard perhaps suffered from being the “one more thing” reveal at The Game Awards, where it might have better managed expectations in a slot earlier in the show. Wildlight staff have indicated they originally planned a true Apex Legends-style shadowdrop for Highguard, but The Game Awards chief Geoff Keighley asked the team about featuring it at the end of the show. Keighley has subsequently suffered a backlash of his own, with some feeling Highguard’ position in The Game Awards’ running order overly hyped the game.
Opening X this morning! pic.twitter.com/NQXGvOvjYL
— Geoff Keighley (@geoffkeighley) January 27, 2026
Now, developers from the likes of Baldur’s Gate 3 studio Larian as well as Fortnite maker Epic have hit out at the discourse surrounding Highguard, and the internet’s capacity to “hate” on video games at launch. Developers like Cliff Bleszinski of Gears of War fame, Epic executive Mark Rein, and Larian boss Swen Vincke spoke up against, in particular, negativity from critics.
“I don’t like people s****ing on things others have created,” Vincke tweeted. “Putting something out into the world makes you vulnerable, and that alone deserves respect, even if you dislike the creation. It’s easy to destroy things, it’s a lot harder to build them. The best critics understand this. Even when they’re being critical, they do their best not to be hurtful."
Vincke went on to suggest a Metacritic-style scoring system for reviewers, based on how others evaluate their criticism. “I like to imagine it would encourage a bit more restraint,” he said. “The harsh words do real damage. You shouldn't have to grow callus on your soul just because you want to publish something.”
He continued: “And yes — I get that if people are charging money, you want to know if it's good or not. But reviewers can just say — I didn't enjoy it or I don't think it's well made or I don't think it's worth the money they are charging. That's enough. No need to get personal for the sake of some likes.“
And in a follow-up post, Vincke added: “What I'm trying to say is that most creative souls are sensitive souls and those sensitive souls are the ones that care the most. When they check out because they can't handle the vitriol, we all lose because what's left are those that don't care. The effect the words have on those sensitive souls may not be underestimated. You don't want them to lose their idealism and love of players.
“There's other ways of dealing with player exploitation. Not playing the games is probably the best one. You don't have to verbally hurt the people behind the game to express your disdain. If enough people stop playing the games that don't respect players, those in charge will get the message and change course soon. There's enough other games there.”
Cliff Bleszinski, whose own live service shooter LawBreakers was a commercial failure, leading to the closure of his studio, asked: “When did it become trendy to hate on a new game? Been seeing it more and more in recent years. It's exhausting.”
“It’s downright horrible,” Mark Rein, vice president and co-founder of Epic Games, commented. “Especially a FREE game from a new studio. Just so sad. This is a hobby for people, they should approach with joy not hatred.”
The reality is that Wildlight faces an uphill challenge turning online sentiment about its live service shooter around, and the studio will be particularly concerned by Highguard’s Steam user review rating, which remains ‘mostly negative.’ Currently, 37% of the 19,439 user reviews are positive; Wildlight plans to continue to update Highguard with various patches, and has announced its 2026 roadmap of content.
Meanwhile, Keighley responded to one person on social media who asked if he had a financial stake in Highguard’s success. “lol absolutely not,” he said.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Ubisoft's next change following last week's major company reorganization will be a price increase to its Just Dance+ service.
As Ubisoft tightens its belt across the company, its Just Dance+ streaming service will become more expensive whether you purchase access via a 1 Month Pass, 3 Month Pass or 12 Month Pass.
In a blog post to fans of its veteran music franchise, Ubisoft says it has re-examined the costs of running Just Dance+ over the past few months and come to the decision that price rises were necessary to ensure it remains "meaningful and sustainable for players."
As a result, a 1 Month Pass will increase in price from $3.99 to $4.99, while a 3 Month Pass will rise from $9.99 to $12.99. Finally, a year-long pass will cost $29.99, up from $24.99. These changes will be applied from April onwards.
"Just Dance+ is built around music, and that comes with some important truths," Ubisoft wrote. "Every song available in the service relies on licensing agreements that evolve over time, and these conditions directly affect what we can keep, renew, or add to the catalogue. Taking this into account, we’ve had to make a few adjustments to ensure the service can keep growing in the long run."
Upcoming content coming to Just Dance+ includes songs from the franchise's 2023 and 2024 Editions such as Toxic by Britney Spears, Drivers License by Olivia Rodrigo and Walking on Sunshine by Katrina & The Waves. A new Wonder Tales pack inspired by the Melosia Realms Danceverse will arrive this spring. Another new track, 360 by Charli XCX, will arrive later this year.
Last week, Ubisoft announced it had cancelled six games and delayed many more as part of a strategic review of its ongoing portfolio. Two of the company's development studios were confirmed to be closing, while layoffs were confirmed at three more. At the same time, Ubisoft confirmed more of its plan to carve up its portfolio into Creative Houses.
Just Dance will sit in the company's "Creative House 5" unit focused on family and casual gaming, which will see it sit alongside Uno, Hasbro, Idle Miner Tycoon, Ketchapp, Hungry Shark, and Invincible: Guarding the Globe.
"We went through a thorough review of projects across December [and] January, with the current market evolution in mind — which is consistently more selective," Ubisoft's chief financial officer Frederick Duguet told IGN at the time. "You've seen the last quarter showing a never-before-seen level of competition. Competition and selection is here to stay."
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Capcom has dropped another Monster Hunter Wilds patch that aims to improve optimization for "Steam-specific processes" and address the game's long-standing PC issues.
"After receiving user reports, our internal testing confirmed that CPU load could increase around the Support Desk at Base Camp or the Grand Hub," the developer wrote in the patch notes, below. "This is due to claimed content status check processes to notify the player if there is unclaimed content in the Support Desk, as indicated by an exclamation point (!)."
The notes go on to confirm that this issue — which causes frames to drop only in the Base Camp and Grand Hub, depending upon if you have any "unclaimed content" — is "an unintended bug and will be resolved with this update."
Monster Hunter Wilds Title Update 4 — which ushered in a long list of gameplay and balance changes, as well as CPU/GPU improvements, load reduction, and the optimization of "PC-specific processes and addition of options and presets to reduce processing load" — arrived last month. Its development roadmap, detailed in December, hoped to address the myriad issues impacting the PC version.
"We'll follow this up in January with a PC-specific update with even more improvements, and are looking into further optimization for implementation in the February content update," the team explained at the time. "We're committed to making Monster Hunter Wilds a great experience for all players. Thank you for your patience and continued support."
However, last week, one player believed they had discovered that PC performance was dictated by the number of DLCs a user has. As de_Tylmarande explained it: "More DLC = more FPS." The tech-savvy Reddit user uncovered what they believed was a “bug in the code they need to fix” and shared their findings with the Monster Hunter subreddit. Shortly after sharing their theory, the redditor updated the post to report that Capcom had "replied," and was "already looking into and it will be fixed." Which is where Patch 1.040.03.01 comes in.
The developer now insists that "the number of DLCs you own does not affect" performance, but claimed content status check processes does. Applying the latest patch should, according to Capcom, resolve it, though.
"To further improve stability and performance across all platforms, additional improvements will be implemented in the Ver. 1.0.41 update on February 18," it said.
"I don’t have a direct comparison of my old settings on old vs new patch yet, but I can now run full ultra settings at 1440p and it drops to 55fps at worst, usually more like 65-80 though," reported one player. "Comparable to what I was getting with balanced FSR and minor settings optimization before. So basically enough of an improvement that I get a free resolution upgrade. I’d say I’m happy with it, very acceptable smooth 120fps with framegen and it looks incredible at full res. And the high res texture pack is finally fixed. 7600x/7900xt."
Conversely, someone else wrote: "Played for a bit. Framerate went from an avg of 45 to about 52 at 1080p with quality FSR with a mix of high, and medium settings. I played around a little more and moving most settings down didnt really impact things much IMO. I know some people are having a better experience, but the game still just doesn’t look good for the performance it’s asking. Hoping the other performance patch coming next month will help out further."
"Cool, they are updating the game to address the issues people have expressed concerns about since launch, I'm sure there are several people out there who have been waiting for fixes before hopping back on, I wish I had waited [because] at this point I'm a bit jaded and reluctant to even hop back on," added another player.
Here's the full patch notes, which you'll need to install if you wish to access DLC or online play:
Approx. 2.0 GB (With High Resolution Texture Pack: Approx. 31.0 GB total)
Note: Due to revisions to the High-Resolution Texture Pack, a re-download of approximately 31 GB will be required, resulting in an overall reduction of about 45 GB compared to the previous version.
Please update to the following driver versions to ensure the most stable experience possible.
– NVIDIA GeForce: 581.57 or newer
– AMD Radeon: 25.9.1 or 25.9.2
Note: Some issues have been identified with AMD Radeon drivers versions 25.10.2 and higher.
Note: This information is subject to change at any time due to factors such as NVIDIA and AMD support availability.
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.
A collectible statue apparently due for release alongside the unannounced Assassin's Creed: Black Flag remake has popped up online.
Ubisoft is yet to make its Assassin's Creed: Black Flag remake official, but the game's arrival has long been expected following a constant series of leaks. Now, fans have seemingly gotten a first look at merchandise for the game, in the shape of a new statue designed by collectible maker Pure Arts.
The lavish design features Black Flag hero Edward Kenway sat on a treasure chest that's spilling gold coins, leaning back against his ship's wheel, a cutlass and pistol in each hand. The statue is then topped off by a large billowing flag featuring the game's logo: the Assassin's Creed sigil with a skull in the middle.
⚠️ LEAK BLACK FLAG REMAKE ?
— j0nathan (@xj0nathan) January 27, 2026
Un gars sur Vinted vend une toute nouvelle figurine de Edward Kenway et prétend qu'elle sortirait cette année.
En sachant que le remake de Black Flag était censé sortir dans moins de 2 mois, serait-ce la figurine officielle du jeu ? pic.twitter.com/ctVWiavA6c
If Ubisoft has made any change to Kenway's character design for its remake, there's no evidence of it here. That said, any alteration to the now-iconic pirate assassin's look would have been a surprise.
What is curious, though, is how this statue has seemingly come to light. Unboxed and with no mention of its origins, the item was reportedly listed via used clothing resale app Vinted. Numerous fans spotted the item pop up, including notorious Assassin's Creed leaker j0nathon, who quickly realized this was not a statue that had been publicly released already.
The item's listing states that it is 35cm tall and features a 20cm width, and due for release in 2026. A detailed close-up of the statue's base shows logos for Ubisoft and Pure Arts, with a copyright mark registered for 2026.
Last year, Pure Arts hinted it had something in the works for Black Flag, and suggested this would surface in the not-too-distant future as "there is something going on." Reports detailing the remake have since suggested that the game has gone through substantial changes to modernize its visuals and gear system in line with more recent franchise instalments. Another report has also claimed that the game will also no longer feature any content outside the Animus, with extra pirate missions added instead.
Perhaps the most notable confirmation of the project came from Edward Kenway's own voice actor, who initially teased the project before later suggesting he'd been told by Ubisoft in no uncertain terms to stop talking. Finally, last month, the game popped up on the PEGI European ratings board website revealing what looks to be its final title: Assassin's Creed Black Flag Resynced.
Ubisoft itself previously said it would release an unannounced game before the end of its current financial year on March 31, though this launch has now been delayed into the coming financial year (ending March 31, 2027) due to the company's major recent reshuffle of teams, projects and studios.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
If you’ve watched the latest episode of Game of Thrones spinoff A Knight of the Seven Kingdoms, you might have been left wondering, was that really Ser Arlan Pennytree actor Danny Webb in all his glory? It’s a question that’s been on the internet’s mind ever since Episode 2, titled Hard Salt Beef, was broadcast. Finally, we have a definitive answer.
Warning! Spoilers for A Knight of the Seven Kingdoms Episode 2, Hard Salt Beef, follow:
Following Episode 1’s surprise poop scene — which interrupted the famous Game of Thrones theme song no less — Episode 2 delivered another shock: a full frontal nude scene showing Ser Arlan Pennytree’s penis. And very well endowed the late Ser Arlan was, going by what viewers were treated to in the show.
The scene in question is a flashback to before Ser Arlan dies (one of the themes of the episode is Peter Claffey’s Dunk fondly remembering his former mentor as he bids to join a jousting tournament). The hedge knight emerges from a brothel, naked, to urinate — and he’s not shy about it either.
As you’d expect, Ser Arlan’s Dirk Diggler-esque manhood was a hot topic online, with some wondering if it was the real deal. Well, no, it wasn’t. And we have confirmation from the person who created it.
Prosthetic designer Waldo Mason took to Instagram to confirm a 10” prosthetic penis was created for Danny Webb to wear.
“Luckily, he was a consummate professional and was happy to work with us to make it as realistic as possible, coming in for fittings that culminated in a very intimate application process in a white tent in the Belfast countryside,” Mason continued.
“Because of the size we reinforced the contact area and edges with wig lace for minimal stretch under its weight and makeup designer [Pippa Woods] and [Lucille Harding] applied a knotted merkin, hiding any visible edges. It also contained tubing for urination, which we taped down the back of his leg.”
In an interview, showrunner Ira Parker told Entertainment Weekly he couldn’t remember if it was a prosthetic or not, joking: "I thought he just showed up on set that way.”
So why include it at all? “I felt bad for Ser Arlan at some point,” Parker explained. “He was the only person who's ever looked out for Dunk and really stuck with Dunk. And he died on a muddy road in the middle of nowhere, was buried without ceremony, and now Dunk is going around trying to find somebody who just even remembers him — people that he served for, people that he bled for, these knights and these lords. They can't even remember his name. I felt the need to give him his one special thing, to channel a little Boogie Nights, I suppose."
"I can't say it zips past you at 100 miles per hour because, you know, it's out there, but it's not the story that we're telling,” Parker continued. “It is just a flourish of the story that we're telling. It changes nothing else. In order to survive to be an Old Man Hedge Knight, you had to be made of solid f***ing iron. Those were tough days for anyone, let alone a fighting warrior who lives under trees in the 14th century. So, you know, he's a small guy and he's slim. I figured he's got something that helps him get through those really intense battles. He's got a certain energy about him, if you will."
Check out IGN’s A Knight of the Seven Kingdoms: Season 1, Episode 2 review to find out what we think.
Photograph by Steffan Hill/HBO.
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.
Capcom has just released the first major 2026 performance patch for the PC version of Monster Hunter Wilds. Moreover, the devs have acknowledged the DLC bug that can increase the CPU requirements in the camps. The January 28th Update, also known as Patch 1.040.03.01, brings several improvements to the Steam version of the game. First, … Continue reading Monster Hunter Wilds Got Its First Major 2026 Performance Patch →
The post Monster Hunter Wilds Got Its First Major 2026 Performance Patch appeared first on DSOGaming.
Bandai Namco has released CODE VEIN 2 to those who have pre-ordered its Deluxe version. As such, I’ve tried the game on my main PC gaming system and… well… things are not that great. Why? Let’s find out. For starters, I used an AMD Ryzen 9 7950X3D, 32GB of DDR5 at 6000Mhz, and an NVIDIA … Continue reading CODE VEIN 2 Shows PS3-Level Visuals in Some Areas Even on Max Settings →
The post CODE VEIN 2 Shows PS3-Level Visuals in Some Areas Even on Max Settings appeared first on DSOGaming.
This review contains spoilers for Fallout Season 2, Episode 7, “The Handoff,” which is available to stream now on Prime Video.
When the easily flustered but incredibly principled Diane Welch (Martha Kelly) turned up for the second time back in Episode 5, I should have realised she was a vital part of the puzzle. By the conclusion of its first season, Fallout had made it clear that everything is connected, and so if a character turns up twice for seemingly no reason, there’s a reveal waiting in the wings. Even if I had put the pieces together, though, I don’t think I’d have foreseen that Welch would be Cooper’s direct line to the President of the United States (a fun small cameo for Clancy Brown). But the fact that Diane was able to help Cooper deliver Cold Fusion into (presumably very temporary) safe hands and save his marriage isn’t this week’s big surprise. No, even given 200 years to theorise, I’d never have guessed Diane’s severed head would turn up two centuries later, apparently functioning as the central processor for Hank’s brainwashing tech.
Lucy’s discovery in the heart of Vault-Tec’s Mojave vault poses multiple questions, not least of all why a gently spoken, staunchly anti-corporation congresswoman was considered the right candidate for this bizarre experiment. My other question, though, is why has Fallout become so reliant on bringing people from the past into its present-day wasteland? In Season 1, the reveal that Hank MacLean and Moldaver were survivors from before the bombs was a shocking twist. But in Season 2, that same twist keeps happening. Last week, we learned that Michael Emerson’s Dr. Wilzig was also from the beforetimes, and now this episode not only reveals that Diane’s head has been (somewhat) preserved for the entire duration of the apocalypse, but also reminds us (and reveals to her fellow vaulties) that Vault 32’s Overseer, Steph, is another member of the 200 Club. I do think Fallout has been incredibly strong at forming meaningful connections between the past and present, ensuring that each flashback feels genuinely essential rather than background reading. But this frequent return to the same concept – basically half the cast having been cryogenically frozen – does erode the uniqueness of The Ghoul’s position as the link between the old world and the new.
While I’m yet to be convinced we need another 200 year-old spanner in the works, Steph is at least an unusual case that allows this week’s cold open to dig into a darker corner of the lore. While we knew that she hailed from Vault 31 and was one of Bud's Buds, her story goes deeper than Vault-Tec conspiracy. As Chet discovered a couple of episodes ago, Steph is a citizen of Canada, which in Fallout’s alternate timeline was brutally annexed by the United States in an effort to build a tactical corridor to the frontlines in Alaska. Seeing this era from Steph’s desperate perspective provides a stark contrast against the Californian and Vegas “glamour” of Cooper’s sequences – this is the first time a soldier wearing power armour has been a genuinely terrifying sight. The scene effectively captures the eerie horror of the original Fallout game’s introduction, which depicted US troops as thugs that eagerly executed resisting Canadians.
That sort of oppression will understandably shape a person, and we now know that Steph has a centuries-spanning thirst for revenge. But how that fits into Fallout’s big picture is still unclear. Her escape from Canada and journey through the US does a great job of threading her needle through a number of established storylines, connecting her to Cooper, Hank, Bud, and potentially even Robert House. Everything is connected. We just don’t know why yet.
There’s also now the sense that all the other Vault storylines are about to spark into long overdue life. Now that Steph has coerced Betty into giving her Hank’s keepsake box, she’ll repay the “favour” by sharing her water supply – that’s the whole water chip storyline solved. But why was all this included? My money is on it all tying into Norm’s discovery of the Forced Evolutionary Virus. When that water starts flowing, I’m almost positive that really bad things will happen when folks start drinking.
(Side note: Norm has been in Barb’s old Vault-Tec office since Episode 4, and had the “luxury” of spending most of this episode unconscious. Moisés Arias really got the short end of the stick this year.)
Beneath New Vegas, Hank and Lucy attempt to make interesting points about factionalism. This has, of course, been an important part of the season, and is drawn directly from the video game. But Hank’s assertion that The Legion is just as bad as the “vaguely problematic” NCR feels like it’s from another version of the show; one in which the conflict between these two groups was front and centre, akin to The Brotherhood of Steel’s civil war, rather than the focus for a single episode. We really don’t know these groups very well, and neither does Lucy, which lessens the impact of deciding whether or not to brainwash them all. Still, I appreciate this being another space to explore Lucy’s personal ethics and question her own need to find non-violent solutions – just because there’s no bullets involved doesn’t mean you’ve found a peaceful solution.
Above ground, Maximus, Thaddeus, and The Ghoul team up to break into New Vegas. The New California Republic’s old gear store provides a great turning point for our nervous knight, as Maximus takes control of the NCR power armor. Designed especially for the show, this suit is admittedly a little goofy – like a salvaged T-45 with an enlarged Ranger helmet welded on top. But I love what it represents for Maximus: it lends him the strength he always wanted from being an armored Brotherhood of Steel knight, but its double-headed bear insignia represents the good fight of the NCR, his original people, rather than the prejudiced cruelty he was forced to carry out with the Brotherhood. Finally, Maximus has become the good man his father said he would, and he’s got the uniform to prove it.
While the armour represents Maximus’ personal growth, it sadly doesn’t guarantee a great punch-up with New Vegas’ resident deathclaws. The epic battle you’ve waited all season for is pretty clunky, and while the choreography would have sufficed for a regular brawl, it doesn’t stand up to the expectations set by the game’s challenging deathclaw standoffs.
Thankfully something more exciting awaits on the other side of the strip: The Ghoul activating Mr. House’s terminal and seeing the screen light up with his green-hued face. His existence in virtual form comes as no surprise – fans know he survived the bombings via unconventional means – but his survival into the here and now is a huge reveal. House’s fate was determined by players at the end of Fallout: New Vegas, so what is the show about to say about any kind of canon ending, especially since it's been so careful to avoid that so far? I think there’s more to this than cementing the “The House Always Wins” ending into Fallout lore, but regardless of what happens, interesting answers surely lie in next week’s big finale.
Warning: This review contains spoilers for Marvel’s Wonder Man. The first half focuses on the basics, but we get into full spoilers for the finale in the second half. You can also check out our spoiler-free review of the first episode.
Few would argue that the Marvel Cinematic Universe hasn’t been in a bit of a rut these last few years. But to their credit, Marvel has placed a renewed emphasis on quality over quantity of late. If you look at the MCU slate over the past year, it’s mostly been pretty solid - Thunderbolts*, The Fantastic Four: First Steps, Daredevil: Born Again, even Marvel Zombies. Wonder Man slides right in there as another strong addition to the Marvel mix. It may not add much of note to the larger Multiverse Saga, but it sure is entertaining.
In that sense, Wonder Man is a real proof-of-concept for the “Marvel Spotlight” branding. Like Echo before it, Wonder Man is specifically designed to be a smaller-scale, more character-focused, and more creator-driven outing for the MCU, and that’s exactly what it delivers. The stakes are pretty small as these things go, but you get a good, well-rounded portrait of the MCU’s newest superhero. The fact that he barely even qualifies for that title is one of the show’s charms. Wonder Man proves to be less another superhero origin story than it is a drama about a working-class stiff who just happens to have powers.
It’s a premise that really lives and dies on the strength of its lead actors. That’s where Wonder Man truly shines. Yahya Abdul-Mateen II and Ben Kingsley make for a winning pair as fellow struggling actors Simon Williams and Trevor Slattery, both of whom find themselves up for roles in Hollywood’s much-anticipated remake of the Wonder Man movie. Both Abdul-Mateen and Kingsley are strong performers individually, but it’s their chemistry together that carries the show forward from episode to episode. Simon and Trevor’s unlikely bromance is just that charming. One of the best scenes in the series comes early on, as the two frazzled thespians sit in Simon’s apartment and simply blow off steam by trading monologues. It’s a reminder that both men - the actors and their characters - have genuine talent.
Kingsley is a known quantity in the MCU at this point, as the series is continuing his arc from 2013’s Iron Man 3, 2014’s Marvel One-Shot: All Hail the King, and 2021’s Shang-Chi and the Legend of the Ten Rings. It might seem a bit random to suddenly thrust Trevor into the spotlight again after all these years, but he makes for a natural companion and occasional foil to Simon. And for a character who was mostly played for laughs before now, it’s nice to see a softer, more genuine side of Trevor Slattery.
As for Simon, Abdul-Mateen brings all the charisma, humor, and pathos to the role that the scripts demand. The series establishes a strong arc for Simon, painting him as a driven, passionate actor who’s constantly held back by his pathological fear of showing his true self. The fact that his true self is a superhuman with destructive ionic powers just further complicates matters. Abdul-Mateen deftly captures all sides of the character and makes us care about Simon’s rise from rags to riches and the difficult crossroads that comes next.
The only problem with having two such compelling main characters is that the rest of the cast struggles to emerge from their collective shadow. Most of the supporting characters are thinly defined and two-dimensional at best, whether it’s Simon’s mother (Shola Adewusi) and brother (Demetrius Grosse) or Wonder Man movie director Von Kovak (Zlatko Burić). Grosse’s Eric Williams is especially bizarre because this is a major Avengers villain in the comics, but here he’s little more than a sternly disapproving older brother figure. All the episodes clock in around the half-hour mark, and it’s hard not to wonder if the series might have benefited from a few extra minutes devoted to fleshing out these supporting characters a bit more.
Frankly, the two leads are strong enough that the series could probably work simply as a drama about two struggling actors, no MCU elements needed. But though Wonder Man definitely downplays the superheroics, it does benefit from them in the end. The early reveal that Trevor is working with Arian Moayed’s Agent Cleary and the Department of Damage Control to spy on Simon is a fun wrinkle that adds some extra tension to their shared journey. And it all pays off nicely in the end when Simon does finally reach the point where he has to choose between being a hero or simply playing one on the big screen.
Note: The remainder of this review gets into full spoilers for the final episode of Wonder Man!
Again, Wonder Man is a fairly low-stakes show as far as MCU series go. The two burning questions fueling the plot are “Will Simon and Trevor get their big break?” and “Will Trevor betray Simon for his own personal gain?” That all comes to a head nicely in the penultimate episode, “Kathy Friedman,” where the two newly minted stars have their friendship torpedoed by the titular, meddling reporter.
It’s interesting how writer/co-creator Andrew Guest opts to resolve that conflict in Episode 8, “Yucca Valley.” There, we get the pivotal sequence where Trevor opts to revive his Mandarin persona to take the blame for the explosion Simon caused at the studio. It’s a funny little development, but also a very fitting way of bringing the character full circle. He’s finally learned to take responsibility for his mistakes and use his most famous role for good. Trevor is hauled off to a DODC prison, and Simon gets to maintain his secret and enjoy being a movie star.
Upon first viewing, it’s a little strange seeing things resolve themselves so quickly into Episode 8, making what follows feel at first like an extended epilogue. It’s only very late in the game, when it becomes clear what Simon is up to with his sudden foray into method acting, that everything falls into place. Simon uses the power of acting to con his way into the DODC prison and break Trevor out. The bromance endures.
As odd as the structure of this episode is, this feels like a very necessary twist for Simon’s story. Up till that point, he had never truly succeeded in opening up and embracing that side of himself he worked so hard to suppress. Even when earning the Wonder Man role, he completely bungled the soul-baring improv challenge and only succeeded by virtue of reading his lines really, really well. The character needed to do something to show he’s finally at peace with himself and his powers, and that’s what we get in the final scene.
The nice thing is that the ending leaves the door completely open for more Wonder Man and his faithful sidekick, Trevor Slattery. What becomes of this dynamic duo? Does Simon make an honest go at being a superhero? Does he go back to the acting grind? Do he and Trevor become fugitives on the run? Do we get a more comics-accurate take on the character in Season 2? Who knows?
There’s no guarantee we’ll ever see these characters again in the MCU. But, then again, plenty of people thought the same thing about the post-Iron Man 3 Trevor Slattery or Tim Blake Nelson’s Samuel Sterns. You really never know with this shared universe.
I do wonder if Wonder Man will wind up setting the tone for the MCU going forward in one regard. The idea that the Department of Damage Control is aggressively rounding up rogue superhumans could be an important plot point. They may be having trouble filling their prisons now, but what happens when more mutants start appearing on the scene post-Secret Wars? Is this a taste of things to come? Food for thought.
Anker is offering a huge discount on one of its biggest and most powerful TSA-friendly travel-sized power banks. From now until February 1, you can pick up an Anker Prime 27,650mAh 250W USB Power Bank through Anker's official eBay store for just $98.99 with free shipping after a 46% off coupon code "ANKR26JANSALE". This is for a brand new, not used item. Anker's eBay store has nearly 270,000 feedback with a stellar 99.7% positive rating.
The Anker Prime is a hefty power bank, measuring 6.4"x2"x2.2" and weighing in at 1.5lbs. It has two USB Type-C ports and one USB Type-A port. Each USB Type C port supports up to 140W of Power Delivery or a combined total of 240W (140W + 100W) if you're running both simultaneously. That's powerful enough to charge even the current Apple MacBook Pro 16" laptop, which accepts up to 140W of charging. In terms of gaming handhelds, the Steam Deck supports up to 38W of charging, the Asus ROG Ally X and Xbox Ally X up to 100W, and the Nintendo Switch up to 18W. Basically, that means the Anker Prime can easily charge all three gaming handhelds at their maximum rate. The USB Type-A port supports up to 65W, although it drops to 18W if you're using the other ports at the same time.
A 27,650mAh battery equates to a 99.5Whr capacity. An 80% power efficiency rating (which is about standard for power banks) gives you about 80Whr of available charge. That's enough juice to charge the Asus ROG Xbox Ally X, which has an 80Whr battery, from completely empty to completely full. Other handhelds can be charged more than once.
TSA states that power banks must be under 100Whr in capacity for carry-on (check-in is not allowed under any circumstances). This Anker Prime is just barely under that at 99.5Whr, but that is the nominal rating and in real-world testing, it will always be below that. You might get checked simply because the Prime 27,650mAh is a hefty-looking power bank, but you shouldn't have any problems getting it cleared.
Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.
The Wrecking Crew streams globally beginning Wednesday, January 28, on Prime Video.
Dave Bautista and Jason Momoa carry the weight of a buddy cop blow-'em-up on their formidable shoulders in director Ángel Manuel Soto's The Wrecking Crew - a slightly higher-grade action film that'll tease you with fresh concepts and funny banter while simultaneously deflating you with by-the-numbers tropes and twists. The Wrecking Crew leverages the combined beef of its two superhero leads for an '80s/'90s-style throwback adventure, but it's only half successful, and every joke that actually lands shines a sad spotlight on all the other lines that are flat and uninspired. It's a step forward, step backwards situation.
Momoa beams brightest here as the hot mess/bull-in-a-china-shop half-brother of disciplined, rigid Bautista, who feels a tad underserved with the straight-man role. Bautista's James is the Roger Murtaugh-type family man, if Roger was a decorated, dry Navy SEAL. Which makes sense as a counterpoint for Lobo-in-real-life Momoa, but it also makes the film feel unbalanced as Momoa's Johnny is given so much fun flare, numerous clever fight scenes, and the movie's best one-liners. It's no wonder that Vin Diesel, reportedly, allegedly, was rumored to resent Momoa for out-classing him in Fast X. The former Aquaman star oozes that rogue, rascally Riggs charisma that these types of movies need.
Bautista is no slouch, but he's very much the quiet(er) storm here. There are moments when the two find their squabbling sibling rhythm and the story comes alive, but again there are many recycled elements dragging the whole operation down - like the entire reveal of the villains and their nefarious scheme, which feels tacked on to the point of being incidental. And perhaps that's the point: keeping intact the rote action-movie building blocks. Adhering to the familiar mold even when more interesting elements loom large.
I'm giving The Wrecking Crew the benefit of the doubt, but truthfully writer Jonathan Tropper has given us much better pulp (Banshee, Warrior, Your Friends & Neighbors). That being said, there is a Yakuza fight scene near the beginning that feels like a rad reminder to rewatch Banshee. It's actually such a lively brawl that it makes you hopeful that the rest of the movie will match it, but only parts of it do.
Writer/director Shane Black helped pioneer the action-comedy mismatched-duo genre decades ago, but even he was able to grow the genre from his own foundations with the likes of Kiss Kiss Bang Bang and The Nice Guys. The Wrecking Crew doesn't need to be The Nice Guys, or even a meta-examination of the genre, but it does need a little more confidence to flex (which sounds silly, given the leads). Arguably though, the most important element here is the heroes and their specific dynamic and that, smartly, is The Wrecking Crew's strength.
Momoa's Johnny, an Oklahoma cop who just lost his job and gal (the invaluable Morena Baccarin) because he's an amusing garbage dump of a dude, returns to his Hawaiian home to attend the funeral of his deadbeat P.I. dad - who, unlike his cranky older bro James (Bautista), he knows was murdered. Johnny's homecoming is physically violent and emotionally tumultuous as he and James deal with their dad's last case, the dirt he dug up, and their own deeply harbored resentments toward each other.
Eventually, the mystery switches gears into a massive murderfest with tons of explosions and an uncomfortable amount of collateral damage. Once the dirty deeds are figured out and the brotherly bothers are sorted, The Wrecking Crew plays out in fairly predictable ways. You'll know who the traitor is. You'll have heard the villain's dialogue before in various other films. And you'll wonder why Johnny and James aren't immediately incarcerated after every incident. But also... you know, Momoa rips a guy's arm off. The Wrecking Crew contains multitudes.
This is a moderate recommendation, for those who may still be hunkered down at home this week, safe from the snow, and want a partially brainless blast to make things loud in your living room. It's what Siskel and Ebert would categorize as slight thumbs up. The Wrecking Crew has strong leads (advantage to Momoa) and fun support - like Baccarin, Jacob Batalon, and Frankie Adams - while also delivering on hyperviolence and spectacle. It's a shame that it's too by-the-book most of the time, with only flashes of inventiveness here and there.
I have a pretty simple rule with sales now. If a discount does not meaningfully change how much I would enjoy a game, it does not matter. What you want is the moment where price and quality finally meet in the middle and quietly agree to stop wasting your time.
That is what this list is built around. Games that were already good, now cheap enough to recommend without qualifiers. Get some.
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In retro news, I'm celebrating the 26th bday of Gran Turismo 2, two PS One discs that I played the absolute scratch 'n' sniff off of. (For real—rubbing the label of my launch edition CD-ROMs would cause an "authentic pit stop smell" of petrol and oil.) Aromarrific gimmicks aside, GT2 was brilliant for more practical reasons, like more cars (650) and more tracks (27 plus rallying). Also, due to this being the first GT to include real-life courses, this is the first time I fell in love[/hate] with Laguna Seca's corkscrew. God, how I loved getting awkwardly airborne off it in a Suzuki V6 Escudo.
Aussie birthdays for notable games.
- Gran Turismo 2 (PS) 2000. eBay
- Dead Space: Extraction (PS3) 2011. eBay
Or gift a Nintendo eShop Card.
Xbox One
Or just invest in an Xbox Card.
PS4
Or purchase a PS Store Card.
Or just get a Steam Wallet Card
Adam Mathew is a passionate connoisseur, a lifelong game critic, and an Aussie deals wrangler who genuinely wants to hook you up with stuff that's worth playing (but also cheap). He plays practically everything, sometimes on YouTube.