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Ubisoft Shuts Down Assassin's Creed: Rebellion Developer Halifax Studio Just Weeks After It Unionized

7 janvier 2026 à 16:42

Ubisoft has shut down its Halifax Studio, just weeks after 61 of its 71 workers voted to unionize.

The publisher shared this news in a statement to IGN today, confirming that 71 positions had been impacted and claiming this move was part of its wider two-year effort company-wide to "streamline operations, improve efficiency, and reduce costs." "We are committed to supporting all impacted team members during this transition with resources, including comprehensive severance packages and additional career assistance," the company added.

This comes three weeks after 61 of Ubisoft Halifax's employees voted to unionize with the Game & Media Workers Guild of Canada, which is itself part of CWA (Communications Workers of America) in Canada. The union was officially certified six months after employees announced their intentions to unionize, and after 74% of eligible employees consisting of producers, programmers, designers, artists, researchers, and testing voted in favor. It marked the first Ubisoft union in North America.

Ubisoft has claimed that the closure of Ubisoft Halifax is unrelated to the union, and is instead a part of its larger restructuring and cost-saving efforts, as well as declining revenues from Assassin's Creed: Rebellion, which will also be winding down operations as part of this decision. The publisher has been undergoing significant cuts, laying off employees in batches over the last few years, shutting down studios, and canceling multiple projects amid a series of disappointing releases and falling revenues. Last year, Ubisoft turned outside the company for assistance, creating a new business entity to manage Assassin's Creed, Far Cry, and Rainbow Six with a 25% stake from Tencent.

IGN reached out to Ubisoft Workers of Canada: Halifax and CWA for comment, and received the following: "We're devastated that this is happening, especially so soon after we unionized. We're looking into all avenues to fight for the rights of our members."

Ubisoft Halifax began as a branch of Longtail Studios, which was founded in New York City in 2003 by Ubisoft co-founder Gérard Guillemot, with branches in Quebec and Halifax being added in later years. It was best-known for its work on the Rocksmith series, as well as various early mobile and Nintendo DS games. In 2015, Ubisoft acquired Longtail and renamed it Ubisoft Halifax, putting it to work on mobile games such as Assassin's Creed Rebellion and Rainbow Six Mobile.

Two years ago, we told the story of a 2008-2009 unionization drive that took place at the Quebec Longtail studio that was ultimately unsuccessful due to what our sources claimed were fairly open union-busting efforts by its management, including mass layoffs attributed to economic conditions. Both Longtail Halifax and Quebec were ultimately folded into Ubisoft in subsequent years.

Photo Illustration by Mateusz Slodkowski/SOPA Images/LightRocket via Getty Images.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Stray Children: Why the Developer of the Game That Inspired Undertale Has Now Made a Game Inspired by Undertale

7 janvier 2026 à 10:52

In the fall of 2025, I had the great pleasure of attending Tokyo Game Show, a trip that also naturally included a few pit stops to meet local developers and see what they were up to. On the very last day of my trip, in the final hours just before I went to the airport, I arrived at what I desperately hoped was the Onion Games office. I was overburdened with two giant suitcases, in a foreign country, and unsure of exactly where it was. As I glanced up at the building where I thought I’d been directed to go, I caught a glimpse through a window of a silly-looking figure plastered on a wall: a man in an asparagus suit.

Yeah, that was it.

I lugged up a flight of stairs to a non-descript door where I tentatively knocked, and was shortly after greeted by James Wragg and Yoshiro Kimura. They welcomed me inside, and gracious invited me to sit down at a little round table covered in a red and white checked tablecloth. Kimura offered me some green tea from a large bottle. I was surrounded on all sides by bookcases of manga and a deluge of Onion Games memorabilia, more than I ever imagined existed for such a small studio.

What followed was genuinely one of the most warm and pleasant interviews I’ve ever conducted, but I’m going to need you to buckle up and bear with me for a bit to understand why. Kimura is a true industry veteran, a developer on games such as Romancing Saga 2 and 3, No More Heroes, and Little King’s Story, co-creator of Moon: Remix RPG Adventure, and now-head of Onion Games, which has created a long line of very silly games such as Million Onion Hotel and Black Bird, gained a little bit of fame globally for its Western localization of the classic Moon a few years ago, and just released a little RPG called Stray Children this year.

Stray Children is a game built upon some very, very specific DNA. To understand it, I really think you need to understand Moon, which originally came out in 1997 for the PlayStation 1, but only in Japan at the time. Moon is a goofy, esoteric RPG (Kimura will refer to it later in the interview as an “oddball” RPG) about a kid who gets sucked into a Dragon Quest-like video game, only to discover that the “hero” of the game is actually murdering innocent monsters. What follows is an upside down adventure where you follow the “hero” around, rescuing the souls of those monsters and doing good deeds to put the world right, raising your “Lv” or “Love” as you go.

Moon was a truly strange game both for its time and even now, as I discovered when I played its English localization for Nintendo Switch in 2020. Its characters follow a full seven-day-long Majora’s Mask like time schedule, instead of a soundtrack it has an in-game music player with tracks from various 90s Japanese underground bands, and its puzzles and ending are extremely difficult to sus out, even for a 90s game. It’s so out there, that Onion Games translated and printed the original manual that came with Moon and released it online, so new players wouldn’t be totally lost as to why there was a timer in the top corner of the screen and why they kept collapsing for seemingly no reason.

But strange as it is, I think Moon is truly wonderful, and I’m not the only one who loved it. Toby Fox helped bolster the game’s profile a bit when he cited it as a major inspiration for Undertale, and having played both games it’s extremely easy to see the crossover. Kimura and Fox have since met and talked about their respective games, a friendship that in turn seems to have inspired Kimura to make another RPG, which takes us to Stray Children.

At the time I conducted this interview, Kimura had just let me play the first, oh, five minutes of the game before its release. In those few minutes, a young boy with a dog-like face is visited at home by an older man, a stranger, who basically convinces him to leave his house at night and follow him to a subway station, through a secret passage, and into a room full of computer monitors. And that’s where we stopped.

Having since played the full game, I know Stray Children is about that boy getting sucked into a video game world, just like in Moon, and what follows is a really incredible subversion of Moon, which was itself a subversion of RPG tropes. While it can stand alone, I guess, so many of Stray Children’s best moments are predicated on knowing Moon, which leads to it being a really niche experience that will probably confuse some people who stumble into it. But it’s the game Kimura wanted to make, without compromise, even in the moments where that lack of compromise became frustrating.

So with that background, here’s my interview with Yoshiro Kimura, conducted over green tea and surrounded by little decals of the asparagus man and cows and various other Onion Games mascots. This was mostly conducted in translation courtesy of Wragg, though there were a few points where Kimura stepped in and gave his answers directly in English. The interview has been very lightly edited for clarity.

Yoshiro Kimura: My name is Yoshiro Kimura, the Japanese game designer. I have been developing games for more than 25 years. If I calculate from when I was 12 years old, I was making a lot of games for myself also. And now I'm the boss of the company called Onion Games and Onion Games is already 10 years old, and I spend time making indie games.

So Stray Children clearly follows from Moon, and I know you've told the story of how you ended up revisiting Moon and bringing it to Switch and bringing it to English and the rest of the world for the first time. But what inspired you to start making Stray Children?

Kimura: I wanted to make an RPG. I was thinking about making an RPG from the day we started Onion Games, but developing an RPG requires a lot of hit points, a lot of experience. And when we started the company up, I did consider doing a Kickstarter to fund it, but I'm not that famous of a game creator, so I didn't think I would get the support. So instead we went the route of making smaller games first, like Million Onion Hotel, Dandy Dungeon, Black Bird. And we gained experience, leveled up to the point where I felt comfortable that we'd be able to, not just myself, but the team would be able to handle an RPG.

So regards to motivation for actually making Stray Children, there are several things that kickstarted the idea in my mind. Obviously one of them is Moon, but anyone who's played Moon would know a sequel to Moon isn't something that can be done. And I really like Moon myself as well, so I spent a long time thinking, "How can I make a game that has the same kind of feel, atmosphere, but without being directly connected to that game?" So once I got to the point where I could envisage the start and the end of this new story, that was when I knew we were ready to begin.

Even just from the first few minutes of Stray Children, it seems like you're exploring some of the same themes: like childhood, disconnection from adults and maybe the nature of what a video game actually is or can be. Is that fair to say?

Kimura: To answer that question, I'm going back to the motivation for making an RPG in the first place. Part of that was wanting to make an RPG, part of it was wanting to make something with the same feeling as Moon. So it goes back to memories of the games I played, my generation played, so the ‘80s, the ‘90s. Back then games that I played had a really strong influence on me. And seeing and hearing about new releases was a really exciting thing back then. That experience that I had in the past from games, I wanted to put that into Stray Children for the player to experience anew.

So for me, those games, they weren't console games so much back then, partly they were, but it was PC as well and some arcade. But if you imagine, back when I was a kid, I was living in the countryside. One day I came across this guy who lived locally and he had a C64 and PC, I don't know, '88, '98, whatever. So I'm seeing games like Ultima, Wizardry, some games on the C64, and it's just amazing seeing... It's so new to me. And also in the arcade I'm seeing Xevious from Namco, Mappy, that kind of stuff. And I loved these games and I wanted to put the feeling that I had back then into the game so the player can experience it through it.

You made Moon, oh my gosh, what, 25... More? Almost 30 years ago?

Kimura: Maybe 30 years ago.

RPGs have changed and evolved since then, so I'm curious if there's anything you've been playing in the last couple of years that has inspired you or made you think differently?

Kimura: It's a bit of an odd answer I suppose, but first recently, some stuff I've been playing anyway and I guess it has influenced me quite a lot, is I’ve been going through the first five Dragon Quest games again on Famicom and Super Famicom.

The original versions?

Kimura: The original, very hard one. And I don't know whether it's an inspiration, but I've certainly played recently, Odencat's Meg's Monster.

But when I talk about inspirations, I always end up with Undertale. But before I talk about that, I want to make sure that there's no misunderstanding. So I'm quite friendly with Toby Fox and when I answer I'm answering honestly, but I don't want it to seem like I'm trying to ride on the coattails, and don't want the press chasing him for comments.

But there is an element of influence from that and I think... So Toby, he plays my games right after release, sometimes before release. But I always ask him why, why he plays and why's he enjoying them? He said, "Because I like weird, oddball games," and I thought, "Oh, well, that's the same as me." So when I thought about Undertale, Undertale's kind of weird in many ways as well. And so in talking to Toby, because we've got this common interest, I feel relaxed, a sense of reassurance. Security. I feel at ease talking to him.

One of the things that has fascinated me about Moon and Undertale and Stray Children is it feels like they're part of a larger tradition of weird, oddball games that are all inspired by one another and in conversation with one another. I put the Mother games in there, Contact.

Kimura: Yume Nikki.

Yeah. There's a bunch of them that are all playing off some of the same themes. And it's been interesting to see the conversations publicly between you and Toby Fox, where two different generations of game developers are inspiring one another back and forth. And that's a really cool thing to see.

Kimura: It's like we're kind of pen friends almost or diary friends. All these creators.

I think all game creators share this kind of feeling, whether they share it with all other game creators or there's just the oddball game creators and the fighting game creators and the action game creators, but I think everybody's inspiring and inspired by their peers.

So who all is Onion Games? How big is the team? Is it people who have been with you for a long time? Do you have any newer developers?

Kimura: So from the core development people, there's seven including myself, and we've had some younger people join recently, but they've been with us for three years, so that's the shortest. Then there's people who've been with us from the start of Onion Games, we've been working together about 11 years. And there's one of the programmers was the programmer from Chulip, so that's a long time. But even longer than that, there's a coworker from my Square days, so I've known him for 30 years or so.

You mentioned earlier you don't use this office anymore. Is everyone remote?

Kimura: So I'm the person most frequently here and one of the younger team members is often here as well. So I work here a lot. And sometimes people will come in, but generally speaking, when we're all together it's when we're drinking.

Are you working with the same composers or any of the same people who did the music for Moon?

Kimura: Yeah, basically it's the same composers. So Thelonious Monkees, which is comprised of [Hirofumi] Taniguchi-san, [Masanori] Adachi-san, and we've got [Keiichi] Sugiyami-san's doing the sound effects, so basically the same.

I interviewed them about how they composed Moon and got all those different artists together to do the Moon discs, the MDs is there anything like that in Stray Children?

Kimura: Not this time, we didn't do anything like that. That was something that we were able to do because of the team makeup of Moon itself. And I didn't think that doing the same thing again with Stray Children would have the same impact. So I wanted to go with just a straight, new composition to the game.

But we did use that, I forget what it was called in English, but the odd voice, the scrambled voice. The way we did it this time again is we got the fans of Onion Games to send in lots of... We've got fans all around the world, so speaking in their native languages, they sent us lots of voice clips and they all got mixed up and put back in. The Japanese version, I wasn't able to get it to a level that I was happy with. But with the international release, that will all be kind of like a director's cut of the odd voices.

So I saw just the very beginning of the game, but I've watched the trailers and so I have a little bit of a picture of what I'm in for, but what can you tell me about where this game goes? Especially, it seems like you're encountering people in some sort of... There's battles, but it's not a battle. What can you tell me about what's happening in Stray Children?

Kimura: That's actually the first time, in memory, that somebody's asked me that. And it's such an average and proper... Like a normal question, in a good way, that I haven't had the opportunity to answer. So give me a little time to get the elevator pitch ready.

[He thinks for a few moments.]

So it's an RPG, and as you saw with a player being sucked into the world of a video game in RPG, and in that world, as the title Stray Children suggests, there's a kingdom built by children and outside of that kingdom, outside of that land is where the adults, we call them The Olders, live. And you mentioned the battles, the battles... So underground, when you leave the safety of the children's land, there's these creatures living underground and that's where the battles occur. But in the battles, you can fight or you can talk to the enemy, these creatures. And it's completely up to the player how they approach that.

Is this a game where the outcomes could be impacted by how you interact with those creatures?

Kimura: That is down to the player and how they feel, how they react to the- So when talking about games, the way I feel about it is, I can tell you about the systems of the game and maybe how they work, but what occurs when you interact with those systems and the game's story, and how the game plays out, I would rather leave that up to the player to discover, to experience for themselves. Because I think that not knowing what you're getting when you go into the game gives a better experience to the player.

Moon's very funny and your other games are very funny. And I think humor is very difficult in video games sometimes, because at times games try very hard to be funny and it comes off as disingenuous. But I don't know, I'm curious how you approach making a game that is cheeky and silly and will make the player laugh? And especially when you have to then localize it because localizing humor is a whole different challenge in and of itself.

Kimura: So, it's a difficult one to answer actually. So I'm not necessarily, when I make games, I'm not looking to manipulate how the player's feeling. I'm not necessarily looking to make them laugh because some of the humor, it will make some people laugh, but for other people it might make them feel almost fear. And then I might make a scene that makes some people feel, "Oh, that's so sad," but other people would think, "That's cruel and horrible." You played the opening, right?

Yeah.

Kimura: So it opens with this: The player meets this guy and basically he takes him away somewhere and then the player gets sucked into this game world. It's kind of funny, but at the same time it's also kind of foreboding and the player's getting a sense of anticipation but also, "Look, what is happening here?" And that's what I'm going for, trying to just grasp the player and really draw their interest. And I think that's common to all my games. I'm not necessarily going for a certain feeling every time, just mixing things up.

So I get to thinking about what's good, bad, black, white, good versus evil, is there even a clear split? And I think a lot of it comes from the experiences I had and the adults I met when I was a kid and how I interpreted those experiences, those meetings. And so my games, they're based in fantasy worlds, but there's definitely a certain element of my past experiences in them as well. I don’t know quite what those are? I don't know because it's all mixed up inside, but I'm sure some of it is in there. And that's especially true of Stray Children.

This is a really, really personal game for you, then?

Kimura: Yeah. Yeah, it's personal, but it's also a piece of entertainment. So it is a product at the same time as being a piece of art, I guess.

What am I not asking you about that you wish journalists would ask you?

Kimura: Apart from what type of game is this?

Haha, yes.

Kimura: I don't know, to be honest. And the reason is, when I was at Marvelous Entertainment and I was a producer, if you asked me about this or if you asked me about the game, I would have a prepared answer. I could tell you what the sales points were from a marketing perspective, but I've been working on Stray Children for three years now and I can't say specific points that I like because I like it all so much. When you asked me that question earlier, I couldn't answer straight away, it's because, A, I haven't been asked but also, B, I don't have that clear answer anymore in my head. Not at all. But if you've got any questions, I'm an open book right now for answers.

I like prompting people I interview like this at the end because sometimes creators have something that's in their head that is preoccupying them or that they're very excited about or that they think about all the time, but it's not always something that's been shown or announced or obvious for someone to ask about. So it's okay if you don't have an answer, but I like asking just in case.

Kimura: Actually, yes, having answered that, now I think I realize what I wanted to say. When we live our lives, there's oftentimes when we want to clarify what is right and what is wrong, have everything black and white. But recently, especially recently, I've been thinking that maybe that's not a good idea, and to have things gray, have that lack of clarity, a lack of a clear dividing line between those two things is a good idea. And I've been trying to, in various ways, have that element part of the game. And I know I play games, I've been making for a long time, I know what the player expects what a normal game should be, the user-friendly experience. Maybe there should be a warning at the beginning, but I should say sorry, just that this game isn't that way and it is my intent to do that as well.

A lot of video games over the years have tried to explore morality and as you say, in very black and white terms, where if you make certain decisions, you get a good ending and certain decisions you get a bad ending, and that's how it works. And even Undertale and Moon really worked that way, though I thought Moon's was…well, I got it wrong the first time. But I think now, especially in this oddball game space, there's a hunger to explore that a little more deeply and with more nuance. I'm experiencing that right now playing Deltarune, where I think the right and the wrong is a little less clear.

Kimura: It's pretty refreshing to speak about this. It's there, but I haven't really vocalized these things. I've been making this game for a long time, like three years, so every day it's like my life's energy is being sucked into this thing that I'm making. So at the end of every day I'm really just wiped out. And like you say, it is an odd game, so I need to be able to express in the marketing message from now... When we're going to release the English version, I need to be able to tell people all about it, but I just don't have the energy. I'm like, "This is a bit of a problem."

So up until now, with all the games we've done at Onion Games, once I've finished the game, I shift gears into this marketing mode, but this time I just haven't been able to, so it's a completely new experience.

Well, I imagine the smaller the game, the more personal it is to the people making it. And I imagine it's very challenging to have to sell what amounts to the contents of your heart.

Kimura: I've got really mixed feelings about it and it's kind of the same feeling about all of my games in some ways, and I think people who like my games would like this, and those that don't, won't. But this time around, the biggest difference is probably... Because the game was on Nintendo Direct, albeit in Japan, a lot more people probably know about it, than past games. So I think probably a lot more people will buy it, but I've been thinking about how some people think of games as a product and when you sell them, the more money you make the better. But I've recently been thinking about Stray Children that my strongest hope is that the people who buy it and play it will really love it. And if that's only a few people, then whatever. I really want it to reach the people that it should reach and the other people, if it doesn't reach them, then-

It is really a complex series of a mix of emotions, but to repeat what I said, I think that having it reach the people who will like it, will really resonate with, that's what I'm really looking for I think.

Post-Japan release, we've been polishing like crazy and everything is much improved, but at the same time I also realized that however much we were improve it, I can't please all of the people all the time. It's only ever going to please the people it's going to please.

[Translator pauses here and says, "I don't know how to translate this. Please do your best to make it into a comprehensive whole."] I haven't spoken to... I wouldn't say anybody, or that I haven't spoken to the media, but I'm half-feeling like when you get a bit tipsy and you start- So it's probably not your typical article that you'd write.

Well, I think you're better at selling your game than you think you are.

I turned off the recorder here, but I wanted to anecdotally include one last part of our conversation that occurred before Kimura sent me off with what turned out to be an excellent lunch recommendation, and has stuck with me since. As we were wrapping up, we got into a discussion about how overwhelming and oppressing the world feels nowadays, especially if you’re online or tuned into the news.

Kimura shared that in response to this feeling, he tries to focus on small joys. For instance, he says he’s recently discovered at his local convenience store a little apple pie, that only costs a couple hundred yen (a dollar, maybe almost two in USD). While the apple pie is meant for one, he’s figured out a specific way he likes to slice the pie into several pieces, and then he puts just one piece in the oven at home before he eats it so that the edges become golden and crispy.

In this way, he makes this very small joy last longer, and it tastes even better. That, he says, is how he’s trying to live his life right now.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Top Five Most-Played Games on PlayStation and Xbox in 2025 in the US Were the Same as in 2024

6 janvier 2026 à 21:05

2025 was bursting with really cool new game releases: Clair Obscur: Expedition 33, Hollow Knight: Silksong, Death Stranding 2, Ghost of Yōtei, Blue Prince, Donkey Kong Bananza, I could go on. And yet, it seems like the vast majority of players (at least in the US) spent most of their time playing the old hits on repeat, because the five most popular games on PlayStation last year were exactly the same as the year before.

This comes from Circana analyst Mat Piscatella, who shared on Bluesky today the top five most-played games in the US on PlayStation for 2025:

  1. Fortnite
  2. Call of Duty
  3. GTA V
  4. Roblox
  5. Minecraft

And for 2024:

  1. Fortnite
  2. Call of Duty
  3. GTA V
  4. Roblox
  5. Minecraft

(They're the same picture.)

The layout is different (I guess) on Xbox, with Minecraft and Roblox flipped for 2025, and a slightly more complicated order for 2024: Call of Duty at No. 1, then Fortnite, Minecraft, GTA V, Roblox. But uh, same five games.

It's a pretty damning indictment of the current state of the industry. As Piscatella said himself almost a year ago on the Kinda Funny Gamescast, this is a fairly recent trend. As he explains, the COVID-19 pandemic prompted a surge in the video game audience, with huge numbers of people playing games who never had before. As a result, many of the major gaming markets effectively reached a cap on how many new players they can obtain in future years, because everyone was already there.

On top of that, that capped audience is now playing a smaller number of games overall. Some of that is just because games are getting more expensive. More people are gravitating toward live service games they're already familiar with where they can spend smaller amounts of money for a fun experience on a platform they already own, rather than spend larger amounts of money to try new things on new platforms.

But some of that is simply a natural consequence of the rise of live service. As Piscatella continues to explain, the way the market used to work is that players would buy one big new game, spend all their time on that, then move onto the next one. But people just aren't buying new games anymore.

"If you take the top ten service games every month...on PlayStation and Xbox, seven out of every ten people that turn on their console will play at least one of those games every month, and in terms of total time they're taking, those ten games alone every month take up 40% of total playtime on the consoles."

Piscatella also shares that at the time, Circana expected 30% of people that play video games would not buy a video game in 2025 (the actual numbers for the full year haven't been released just yet). A further 18% would purchase a new game every six months or less frequently. Only 12% buy a game once a month, and 4% buy new games more often than that.

"So when we're talking about the developers and publishers who are being hurt the most, are the games that are really targeting this 16% of total players that are purchasing very frequently, while the vast majority of players are buying a game or two a year, and they're playing Fornite, Minecraft, and Roblox."

The result is that it's harder than ever for brand new games to break through, which has been a major part of the recent wave of layoffs, studio closures, project cancelations, and just general industry devasation that we've been reporting on primarily in the US industry for the last couple of years.

Piscatella concluded that Kinda Funny presentation with a sentence he's said to me many times, and continues to say: "The biggest competitor to any new video game is Fortnite."

Circana is expected to release its full report on US video game sales in 2025 later this month.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Reçu hier — 6 janvier 2026 3.3 🎲 Jeux English

Steven Spielberg's Disclosure Day Gets a Massive Mural Advertisement... in Downtown Kansas City

6 janvier 2026 à 17:57

Steven Spielberg and Universal Studios would like you to know that Disclosure Day is on the way, and they're letting you know about it with a massive, buildingside mural ad. But rather than setting it up in Hollywood, where these things usually appear, it's popped up in an unusual location: Kansas City, Missouri.

This was brought to my attention a week ago by u/KCLawgirl over on the Kansas City subreddit, and I strolled downtown to look for it today. It's been painted on the Mainmark building, at 1627 Main Street in the downtown Crossroads area. You can get a really good view of it from Walnut Street nearby, if you stand in the park between 16th and 17th, or you can just drive south down Main St.

The precense of such a billboard in Kansas City might not sound extraordinary, especially if you've seen the teaser for Spielberg's upcoming sci-fi thriller, which reveals it is set (at least in part) in Kansas City. But for Kansas City residents (hi), it is pretty weird, even a little cool! We almost never get big film ads like this here. I won't say never ever, because it's possible there have been some I missed, but some research into the recorded history of the Mainmark building suggests that this is a pretty rare thing. Many of the ads over the years have been for cell phone services, with occasional interruptions for local sports-politics such as the push for Kansas City to be a World Cup host city (which it is, this year) and a more recent one advocating for the Royals to move their stadium downtown.

I don't know that Disclosure Day is necessarily going to be a massive hit in Kansas City specifically, but I know that plenty of residents will be watching it like red-tailed hawks for any specific references to our fair city, or any slip-ups ala Ted Lasso referring to the airport as "KCI" and suggesting it might have direct flights to Heathrow (lol). Of course, the Kansas City bit of Ted Lasso Season 3 was filmed locally with more to come in Season 4, but it sounds like Disclosure Day was filmed in New Jersey. Rats.

Disclosure Day lands in theaters on June 12, 2026, and is created and directed by Steven Spielberg, and stars Emily Blunt (Oppenheimer, A Quiet Place), as well as Josh O’Connor (Challengers, The Crown), Colin Firth (The King’s Speech, Kingsman franchise), Eve Hewson (Bad Sisters, The Perfect Couple), and Colman Domingo (Sing Sing, Rustin). We think it has something to do with aliens? The trailer is mysterious and deliberately unclear in the interest of building suspense. Per the tagline: "if you found out we weren’t alone, if someone showed you, proved it to you, would that frighten you? This summer, the truth belongs to seven billion people.

"We are coming close to... Disclosure Day."

Will aliens descend on Kansas City? Will they land on the Missouri side or the Kansas side? Do they like BBQ? I, and many of my fellow Kansas City nerds, are waiting to find out.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Banana Castles, Frog Island, and Skinballs: Here Are Some of the Wacky Things Devs Do to Test Video Games

6 janvier 2026 à 13:01

Last year, I had the great pleasure of attending the Games Industry Conference (GIC) in Poznań, Wielkopolska, where I sat in on a number of talks about game development and craft. In one of those talks, given by Petr Nohejl, devops programmer for Warhorse Studios, I heard a fascinating anecdote that got me thinking about the silliness of video games, and the lengths testers go to in order to ensure they run smoothly for players.

Nohejl’s talk was about Kingdom Come: Deliverance II and the challenges faced by programmers trying to debug the game, resolve crashes, and deal with gameplay hitches. It was far deeper and more advanced than the bit I’m presenting here, and admittedly pretty over my head in terms of technical specifics, as I’m not a game developer myself. But at one point, he was talking about setting up simple, repeatable scenarios in-game that can be tested automatically, and gave the following example:

There are some test rotations, so you just spawn the player, you wait, you as I mentioned…and then the player rotates a few times. So it just loads up all the stuff, the streams. And we have these random rotations all around the maps. So the rotation test just like teleports and performs the rotation on thousands and thousands of places on the map. And then we have actually a heat map of the whole rotation test.

Essentially, Nohejl is describing what I am told is a quality assurance test where the player is spawned in, they spin around a few times in place, and that’s it. I am told by several individuals I spoke to with QA experience and expertise that this is a very common test and, to most QA professionals, probably pretty boring. But to me, who’d never considered the granular specifics of what went into testing games, it was hilarious.

In the wake of this discovery, I put out a call on social media and through various PR contacts for QA professionals to share their most ridiculous game testing stories: essentially, what’s the silliest thing they’ve had to do to test something in a game? What came back was a delightful flood of anecdotes ranging across AAA blockbusters to small indies, canvassing a decade or more of game development. I am now thrilled to share these stories with you in hopes that you find the goofy incidentals of QA testing as funny as I do.

Shootin’ the Breeze

“While testing Unreal II for Xbox, if we angled our gun upwards by 45 degrees and shot the assault rifle at the bridge strut as we walked across it, the game would consistently crash. We tested that stupid bridge for weeks.” -Ben Kosmina

“When I was on Overwatch I had to test to make sure that the materials on the various surfaces were set up properly for hit effects. For example, when shooting wood it would sound like wood was being impacted instead of metal. There are a LOT of materials and surfaces in the various levels, but I had access to the editor tools so I actually made a testing hero to help make things easier. It was basically Widowmaker with a 1s cooldown on her hookshot, Hanzo's wall climb ability, and an expanded magazine size so I could shoot more freely. I also gave myself like 10x movement speed and the ability to toggle the bullet sounds on and off so I could hear the impacts better. Then I proceeded to methodically run around every map shooting every unique material surface to make sure they were making the right noises. When I moved off the team I was chatting with one of my friends and he was saying he still used that hero for testing, which made my day.” -Andrew Buczacki

“[On] Anno 2070, I had to do a series of tests and videos for the USK rating board. Spent several days dropping nukes over and over, zooming in to the little people showing that it wasnt graphic. Had a whole video & Images folder of a mother with a baby buggy no-selling a direct nuke at different angles.” -Ruairí Rodinson, Rho Labyrinths studio head

Inventing a Guy

“Hello! The whole story is a bit more complicated. The NPC in Mental Refreshment [in The Outer Worlds 2] was actually my 1st encounter with a peeing NPC and I thought that, for some reason, the invisible collision is the intended behavior displayed by a urinating NPC. Then, some days later, I saw an NPC performing an unfamiliar animation.

“I curiously walked up to him and, to my great surprise, he was peeing! At that moment the confusion started. ‘Why does the game let me get so close to him?’ ‘I couldn't even dream of coming this close to the other peeing NPC!’ And so, the investigation has begun.

“After bothering a few other innocent pissing NPCs it turned out that my fundamental assumption that NPCs are supposed to be shielded while relieving themselves was wrong! I dutifully reported the excessive collision on the mentally refreshed subject and now the User can peacefully watch him do his business from up close.” -Aleksander Gozdzicki, FQA Tester, QLOC, The Outer Worlds 2

“So I was a programmer rather than QA, but I remember having to get creative when I was testing some of my code on Kinect. I had some code that was meant to detect someone making air guitar motions, and I had to shove my hoodie up my T-shirt in order to check that it would work with pregnant people.

“When testing the 'new user' Kinect login sequence we had to wear carnival masks to stop it from recognizing us.” -Tim Aidley

“On Saints Row we had a debug npc named Skinballs (lol) that was literally just four spheres wrapped in different shades of skin texture so we could test lighting for different skin tones during development…teams need to plan for that kind of testing with intentionality, and not enough do.” -Elizabeth Zelle

“My favorite example of this was ‘The Carwash’ on Mortal Kombat (X? 11?) where a T-posed character would slowly move through a series of particle emitters, each one causing a specific type of damage - cuts, stabs, burns, gashes, ice, etc. so we could test damage models on characters.” -Daanish Syed, former Netherrealm Artist

“We used placeholder characters earlier in Sunderfolk’s development whilst character art was still pending. One in particular was a free character model from Adobe’s Mixamo site called ‘Brute’ which was essentially a large oily barbarian. He was regularly used to fill in the board and for cinematics to see how animations look and function. Affectionately named Oily Man, we still use him in-engine for hero spawn indicators in the encounter designer. Oily Man lives on!” -Ali Tirmizi, Sunderfolk QA Lead at Secret Door

WoW!

Andrew Buczacki graciously supplied me with a number of anecdotes from his time on World of Warcraft, which I’ve included all as one chunk for the WoW fans in the room:

“When testing the final boss of the Icecrown raid in Wrath of the Lich King, we had a bug where Frostmourne (the Lich King's sword) didn't appear in cinematic on a specific hardware configuration. They mobilized the entire QA floor for WoW to test every permutation of graphics setting, resolution, etc. to see if it was happening anywhere else. By the end of the testing day we had all watched the cinematic (and seen most of the raid fight), to the point where many of us had memorized the monologues and the cinematic. You'd randomly hear "Bolvar!" for months after.

“Also on that fight, I was assigned a hotfix where one of the AoEs the boss did was supposed to expand 15% faster. There were no good precise measuring tools so my friend and I set up a ridiculous testing contraption involving engineering smoke flares, a hunter pet, and liberal use of in-game cheats. At the end we were able to verify that it was at least expanding faster, although I argue we got a degree of precision that probably wasn't necessary by the end.

“Old time WoW fans may remember that over the course of a few patches the shoulderpads on some race/gender combos (male Orcs most notably) shrunk. This was eventually caught and fixed, but to make sure it didn't happen again one of the tests my team ran was to look at a fixed gallery of character models wearing various equipment on the current version and the newest build. We had an automated script that would log in and take pictures from fixed angles and equip the same things so we could compare screenshots to make sure that everything stayed the same size.

“Once I had to test and verify that the ‘Win a loot roll with a 100’ achievement was working. To do this I went to Onyxia's Lair (a popular sandbox for QA), and after not winning the lottery and winning loot with a 100 on Onyxia I spawned in about 100 raid bosses at once with god mode on. Then I used super powerful AoE cheat spells to kill them all and began the laborious process of looting and rolling on all of them. The achievement totally worked, by the way.”

CAN you pet the dog?

“So here's something that I'm pretty sure most people don't ever think about: Testing "Can you Pet the dog?" in games. Like, it's a feature a lot of people look for and adore in video games, but I don't think your every day average person realizes that, as cute as it is, it took people HOURS upon HOURS to get it right haha. So in Demonschool for instance, when you pet the dog, you'll get unique dialogue per interaction. The dog can also be found on different maps and depending on the date and how many times you've pet him, he might move to different locations. If you sit there and let Faye pet the dog, the camera will (very) slowly zoom in to give the player a better view of it.

“At one point in development, we came to find out of that one of the random softlocks we were encountering was actually tied to the adorable, lovable action of petting the dog. This meant that we had to spend HOURS testing every possible variable of petting the dog. Every location it showed up in, every dialogue string attached to it, every date it was available to pet. We'd skip petting it certain days and in certain locations to try to mix up where it appeared in the game on different dates to see if THAT was causing the issue. We had to make sure that the slow camera zoom was working on each and every map that the dog can appear on, and every VERSION of those maps (day, evening, and night).

“So what ultimately should be a fun, cute little easter egg that pretty much every random player enjoys seeing in a game, ended up becoming hours and hours of work behind the scenes to make sure it worked just right and wouldn't softlock the game for everyone haha. And after tons of hours and hundreds of pets, we can now all happily pet the dog without issue!” -AJ McGucken, lead QA at Ysbryd Games

Make Some Noise

“One time when I was doing audio for god of war, we had put a sound of a frog croaking on the frog asset. Well, one of the level designers took that frog and COVERED an island in them. So I had to make a JIRA ticket to kill frog island.” -Shayna Moon, senior technical producer

“Off the top of my head, I found a bug working on New Super Mario for Wii that was at the start screen. The game shows the title and plays a little song. At the end of the song, it transitions to "demo" footage of Mario &co jumping around. If you press start, you are taken to the starting menus (new game, load game, options etc) IN THEORY, but if you happen to press start at the EXACT moment between the two states of the start screen, the game instead hard locks and must be force-restarted.

“So, every day we got a new build, I had to regress this bug by sitting at the start screen and trying to press start at exactly the right moment. If it didn't lock, I had to back out and try again. It was extremely tedious and difficult to get right, proving a negative. Another tester was a little better at the timing than me so we would do this together every morning, just pushing start, for hours, like the world's worst rhythm game.” -Anonymous

In addition to all the anecdotes I received for this piece, I also conducted an interview with Camden Stoddard, audio director at Double Fine working on Keeper. Stoddard chatted with me about the complex process he went through to get Twig, the bird, to sound exactly right, which included a lot of strange testing practices.

The emotional bond between Twig and the Lighthouse in Keeper was critical to the game, so Stoddard spent a lot of time testing different things to get the communication between the two just right. He tried actual bird sounds and recordings and libraries. He tried using a foghorn with the Lighthouse, "which no matter what you do, a foghorn doesn't get that emotional," he said. So he muted the Lighthouse, which worked out better, but there was still the matter of the bird, Twig. I'll let Stoddard take it from here:

"I wasn't reaching it with the recordings of birds. So I just started studying how a bird talks, and it turns out their larynx is unique in nature. They have two. They have an avian larynx where they have a lower one called a syrinx. And basically, that means that their pitch control and their pattern control is ridiculous. They can just do things that most animals cannot with their voice.

"So I started thinking about that. I'm like, 'Well, okay, this bird is way beyond the emotional tone of an actual bird. So we need a human performance here. So how do I make a human sound like a bird?' So I just started fooling around with my own voice, and I wound up finding this software that was meant for electronic music. It was from an electronic group in Europe.

"And I had used it before, but what was interesting about it is a lot of things you can adjust, pitch and things like that, but this, you could adjust the harmonics trail. That was what was interesting. And as soon as I put my voice through it and I started messing around with it, I became a bird. My voice just started sounding like a bird, which made a lot of sense.

"So I started experimenting with, I would do the performance as the bird. I started studying how birds communicate, and then I started thinking about, "Okay. Well, if I can have the sound of the bird, but I can have the emotional punctuation and pattern that we want emotionally, then I think we got it nailed." So over about two years, I finally got how to do Twig. And the hard part on me was, the best way to do Twig was to inhale while I was doing the sound and not exhale, because when you inhale, your larynx becomes much more raw and kind of nonhuman-sounding. So if I inhale, you're like... You get this crazy range that you're not used to. And once I manipulated that, that's where Twig came from.

"So then all of a sudden, I became like an actor, and I had to figure out these heavy, heavy scenes, which I hadn't counted on, because it's a very emotional game. There's some heights of anger and sadness and surprise and true existentialism in the end. It's wild. So I not only had to go to the limits of my sound design know-how, I had to figure out how to make this bird very emotional and really care about this lighthouse."

Below is a recording shared with us by Stoddard showing the three-step transformation of his voice from his own bird sounds to the final sounds used in the game. It uses a Granelli SM57 dynamic microphone going through an Avalon 737sp preamp, and various software to edit it, including a combo of Eventide 910 and 949 harmonizers (software) and Manipulator by Polyverse (software). It was all recorded in Pro Tools.

Climb Every Mountain, Drop Every Weapon

"When working on the Mr. X Nightmare DLC for Streets of Rage 4, the team noticed that sometimes, when a player dropped their weapon, it would fall through the floor. We had to drop all the weapons to identify the issue, which turned out to be specific to a single weapon... the swordfish! Perhaps it's a new type of flying fish?" -Laura Peitavi, lead senior QA, Streets of Rage 4 DLC.

"In NINJA GAIDEN: Ragebound, the player character (Kenji) can climb up walls. However, when attempting to grab a wall with a small surface, he would often assume an unnatural position where it appears that he is supporting his entire body weight with a single arm. The level designers at The Game Kitchen could set an "is climbable" property for each wall in the Unity game engine, but there was no way to set this property to false automatically for every short wall found in the game. Therefore, Dotemu's entire QA team had to attempt to grab every single wall in the game in order to find which ones could lead to animation issues so that The Game Kitchen could alter the properties of the problematic walls." -James Petit, QA analyst - Ninja Gaiden Ragebound

A Castle Made of WHAT

“Back in 2022, well before we announced Wildgate, ‘Banana Castle’ was the nickname we gave to this example project that we sent to external vendors so they could help us identify performance bottlenecks in our physics simulation, without revealing what we were actually working on. Using stock Unreal assets, we glued these models together to test our in-game physics.” - Grant Mark, Wildgate technical director at Moonshot

“I had a test level [in The Outer Worlds 2] that was a tower where each room was a different physical material, which meant that some of the rooms had walls/ceilings/floors made entirely of hair or skin.

“Different ‘physical materials’ will have different sound/visual effects depending on the material. For example, if you fire a bullet at a concrete floor, the decal (a bullet hole), the impact VFX (sparks flying or whatever) and the sound effects will be different than if you had fired at the ground on a sandy beach. Footsteps also make different sounds when walking around on these different materials. In addition to things like concrete and sand, we also have physical materials for hair and skin (so that they can have the appropriate response to being shot at or whatever).

“If I wanted to quickly verify that these effects were working correctly it was useful to be able to load into this test level, teleport to the room with the physical material I was looking for, and then I could test for all of these material-specific features by shooting the walls and walking around on the floors and such.” -Josh Ledford, QA analyst, Obsidian for The Outer Worlds 2

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Original Magic: The Gathering Art Director Wanted the TCG to 'Celebrate Female Empowerment' With Its Card Art

5 janvier 2026 à 22:38

The original art director of Magic: The Gathering, Jesper Myrfors, has once again taken to social media to offer some interesting behind-the-scenes insight into the early days of the game, this time explaining his efforts to ensure Magic "celebrated female empowerment along with male empowerment" through a simple rule: "No babe art!"

In a Facebook post over the weekend, Myrfors spoke at length about his intentions for inclusivity in card art, and his efforts to hire women artists for the game. He says he wanted to ensure that Magic was appealing to women and men, particularly in the midst of a wider gaming environment that was often "less appealing for women" in no small part due to portrayals of female characters as "window dressing".

Here's how Myrfors put it:

When I was art directing Magic, one of my rules was "No babe art!" That is no artwork that shows a scantily clad woman in a subservient or weak position. I really did want Magic to appeal to a broader group than traditional fantasy. My gaming groups had included women for years, I saw the things about gaming that made it less appealing for women first hand. I also firmly believe that women have a bigger role in fantasy than window dressing. I made a point of hiring a lot of women artists on the game because I wanted magic to have it's own look and I figured in a male dominated industry, the voices that are not as often heard would provide that look easily. While we leaned on tropes I wanted to avoid clichés. I wanted this to be a world that celebrated female empowerment along with male empowerment and not just portray women as damsels who needed rescuing.
Was this "Woke?" If you think so you are probably an idiot. Seriously, get help.
This game was meant for all people. I did not want to just create another male power fantasy. There is nothing wrong with male power fantasies. They are fantasies. People are allowed to have fantasies. I grew up reading the Conan books and I enjoyed them greatly but I wanted a bigger audience. I wanted an inclusive power fantasy that did not favor a single sex. If the word "inclusive" sounds "woke" to you I once again suggest that you may be an idiot. I have had female friends my entire life, they have always been included in what I am doing. This was normal for me, not "woke". "Woke" is a term weak men use derogatorily to hide the fact that they see inclusion of anyone other than themselves as a state of victimhood. It's frankly embarrassing. We all see your weakness for what it is, you are not fooling anyone but yourselves.

Myrfors goes on to acknowledge that the No Babe Art rule was not 100% enforced, referencing the infamous example of Earthbind:

And it's worth noting this is far from the only example of the type of art Myrfors was trying to avoid that made it into Magic over the years. The sets he worked on mostly avoid the tropes Myrfors was cautious of, if not entirely, and some of the more salacious cards were drawn by women, and masculine and feminine bodies are both depicted. Myrfors is clear that he has "no problem with scantily clad women" and just didn't want the subject matter to "flood" Magic: The Gathering. "It's crazy to me that one of the secrets to Magic's success was as obvious and simple as 'hire talented women'," he concluded. Five of the 25 artists who worked on Magic's first release of cards were women.

Myrfors' efforts early on didn't magically turn Magic into a perfectly-inclusive space. Since Myrfors departed Wizards, there have admittedly been a number of cards that do fall into the "babes" category (here's just one example, combined with its transformation, and here's another). It was notable enough that in 2018, designer Mark Rosewater announced that Wizard was moving away from both scantily clad women and men, as it “would make a subset of players feel uncomfortable to play it.” Prior to that in 2015, Rosewater shared that the gender breakdown of the game at the time was 62% male and 38% female. And women have historically reported feeling underrepresented and alienated in the community, particularly at larger competitive events and regular playgroups.

Myrfors has been speaking a lot on Facebook over the last few months about the creation of the original art for Magic: The Gathering, including a breakdown on the design of the backs of the cards, and borders for differently colored cards. He's also spoken publicly on other aspects of the game's art design in recent months, including an explanation of the game's original brown packaging and the thought process behind The Dark set, for which he was also director. Myrfors departed Wizards of the Coast in 2000.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Reçu — 5 janvier 2026 3.3 🎲 Jeux English

Former ZeniMax Online Founder Confirms He Resigned Because Xbox Killed Project Blackbird

5 janvier 2026 à 19:56

Matt Firor, the former studio head and founder of ZeniMax Online Studios, has confirmed his resignation from the company as a direct result of the cancelation of the studio's unannounced game, Project Blackbird.

In a LinkedIn post today, Firor reflected on the last year and confirmed his departure back in July, which had already been rumored after he stepped down from his leadership role last year. "Project Blackbird was the game I had waited my entire career to create, and having it canceled led to my resignation. My heart and thoughts are always with the impacted team members, many of whom I had worked 20+ years with, and all of whom were the most dedicated, amazingly talented group of developers in the industry."

Firor also made clear he is not involved in any of the projects that have been started by former ZeniMax Online members who were laid off from the company around this time. He added that he is advising some of them "informally" and confirmed they were "in good hands."

He concluded by stating that while he doesn't know what he'll do next, he's currently both advising some projects and startups unofficially, as well as investing in some small teams. "But I have not yet seriously contemplated spinning up a new development studio."

Project Blackbird was an unannounced MMORPG that was in development at ZeniMax Online Studios, but was canceled by Xbox in the summer of 2025 as a part of the layoff of hundreds of individuals at Xbox Game Studios, and thousands Microsoft-wide. Blackbird would have been a brand new, sci-fi IP that had been in development since 2018. In July, sources speaking to IGN told us that the project was going well and was about to move into full production with Xbox's approval to scale up the team. Blackbird's cancelation led to the layoffs of every member of the team.

Firor founded ZeniMax Online Studios under ZeniMax Media in 2007 after 10 years at Mythic Entertainment, where he was a founding employee. There, he oversaw the creation of The Elder Scrolls Online, which launched in 2014 and continues to be supported, with the most recent major expansion Gold Road releasing in January 2024. Firor was also in charge when parent company ZeniMax Media was acquired by Microsoft in 2021.

Following the cancelation of Blackbird, ZeniMax Online Studios remains in operation, continuing work on The Elder Scrolls Online under the leadership of Joseph Burba, a 13-year veteran of the studio.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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