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January’s Humble Choice Lineup Is Live, Featuring Sonic Frontiers, Tomb Raider IV-VI Remastered and More

7 janvier 2026 à 17:33

The Humble Bundle January lineup has officially arrived to kick off 2026, and if you've been hoping to stock up on some new PC games to keep you busy, it's offering up a great selection. Leading the pack this month is Sonic Frontiers, Tomb Raider IV-VI Remastered, and Hunt: Showdown 1896, alongside five others and a free month of IGN Plus. All of these - which you can see in full list form below - can be yours to keep forever with a Humble Choice membership, which will set you back $14.99 per month.

Humble Choice January 2026 Game Lineup

It's not just the selection of games (which are delivered to you as Steam codes) each month you'll get with a Humble Choice membership, either. Those who sign up will also get up to 20% off select games in the Humble Store and 5% of your membership each month goes to a charity. For January, this donation will go to Gamers Outreach. And if you find the membership isn't working, you can skip a month you're not interested in or cancel at any point.

This month's lineup has quite a few fun options. Sonic Frontiers is a game we gave a 7/10 to, saying in our review that it's "a delightfully weird and experimental evolution of the Sonic games so many of us grew up with." Old-timey extraction shooter Hunt: Showdown 1896 is one that earned a 7.5 in its early access review from us, and Metal Slug Tactics came in with an 8/10 in our review, as it's "a meticulously crafted ode to an arcade classic that also introduces a handful of compelling innovations to the tactics genre." It's a nice variety to add to your library.

Through this membership, you'll also have a chance to test out IGN Plus for one month. With this, you'll be able to turn off ads across the site, get free games, and more. If it's something you've been interested in, this is a great opportunity to give it a try.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

Clair Obscur: Expedition 33 Developer Accepts Ending Criticism From Completionist Fans Who Levelled Up And Left Final Boss Battle 'Disappointed'

7 janvier 2026 à 17:28

The developer behind Clair Obscur: Expedition 33 has acknowledged leaving some completionist fans who wanted a "challenging" final boss fight "disappointed" at its difficulty.

Speaking to Edge magazine (via GamesRadar), Clair Obscur lead game designer Michel Nohra said he regretted not making it clearer that the game's final boss should be fought as soon as possible to experience the battle at its optimum level of challenge.

Nohra noted complaints from some completionist players who found themselves wanting more of tougher fight, having continued to level up by mopping up all the game's side content. But this was something Clair Obscur's team hadn't expected, Nohra explained, as they weren't sure if players would enjoy the game to the extent that they did.

"The only thing I regret is not making it clearer that if you want the intended difficulty for the boss, you have to go beat it now," Nohra said.

"Often, people don't want to finish the game, so they do all the side content before finishing it, because once the story is over, you're usually less motivated to do the side content. And that's something I underestimated, which made people that wanted a challenging end boss fight feel a bit disappointed. I don't regret doing it the way we did it, but [we could have] had more explanation about your choice [in Act 3]."

By way of an explanation, lead programmer Tom Guillermin said it had been "a surprise for us [that] people were doing every single thing there is to do in the game before going to the final dungeon," having previously been unsure how long players would stick around in the game's world once the ability to go beat the final boss became available. "We're happy about that," Guillermin added, "but we didn't see it coming."

For players seeking even tougher challenges, the game's final DLC added a fresh area full of the hardest fights in the game — and players have been having fun with their own creative ways to make these even harder. Last month, one intrepid expeditioner spent eight hours notching up 10,000 parries against one of the DLC's toughest new bosses in frankly ridiculous conditions.

As for Clair Obscur: Expedition 33's huge popularity and success, its recent sweep at The Game Awards 2025 speaks for itself. So what's next? Well, with work on Clair Obscur: Expedition 33 now complete, fans are already speculating what might come next, as the game's developer has teased that Clair Obscur was a "franchise name" and Expedition 33 was just one story within its universe. In the meantime, you can catch up on the full patch notes for Expedition 33's final update here.

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

The Best Disney Plus Deals and Bundles for January 2026

7 janvier 2026 à 16:52

Considering what it offers, Disney+ is one of the best streaming services on the block. From classic Disney animated films to the latest Marvel shows, Star Wars movies, and so much more, Disney+ puts an incredible range of high-quality viewing options at your fingertips. There's tons to watch, but after another round of price hikes, you might want to revisit your streaming subscriptions. We're here to help.

At the moment, one of the best Disney Plus bundle deals available is the massive Disney+, Hulu, and HBO Max streaming bundle. This starts at $19.99/month (after a recent price hike) to get you all three streaming services with ads. Bundles are definitely worth considering, especially following the news of Hulu eventually fully integrating into the Disney+ app.

How to Get the Disney Plus, Hulu, and HBO Max Streaming Bundle

Want a way to save on your Disney+ membership sooner rather than later? Bundles are a great, affordable way to go. Our top recommendation is the Disney+, Hulu, and HBO Max streaming bundle can be purchased through any of the three streaming services and starts at $19.99/month for the ad-supported tier or $32.99/month for ad-free access across the three platforms. If you currently own all three and want to cut down on costs, this is a great way to bundle them together and save big on what you'd pay for them separately per month – 42% on the ad-supported plan and 43% on the ad-free plan.

Every Other Disney+ Bundle Option

Beyond HBO Max, you can also choose to bundle Disney+ with just Hulu or the all-new ESPN Unlimited service. Here's the breakdown of all your bundle options:

  • Disney+, Hulu Bundle is $12.99/month and comes with subscriptions to Disney+ and Hulu. This plan lets you stream on multiple devices at once and comes with ad-supported versions of both services.
  • Disney+, Hulu Bundle Premium is $19.99/month and comes with Hulu and Disney+ with no ads. It also includes Disney+ Premium features like the ability to download shows to watch on the go.
  • Disney+, Hulu, ESPN Select Bundle adds ESPN Select (With Ads) to the mix alongside Disney+ (With Ads) and Hulu (With Ads), bumping up the price to $19.99/month. You can also download and watch select content on ESPN Select at this level.
  • Disney+, Hulu, ESPN Select Bundle Premium is $29.99/month and comes with ESPN Select (With Ads) and ad-free versions of Disney+ and Hulu. You can also download select content across all three streaming services.
  • Disney+, Hulu, ESPN Unlimited Bundle is $35.99/month and includes the new ESPN Unlimited service with live ESPN coverage as well as Hulu and Disney+ (With Ads).
  • Disney+, Hulu, ESPN Unlimited Bundle Premium is $44.99/month. The big difference here is you get the ad-free versions of Hulu and Disney+.

What About Standalone Disney+ Subscriptions?

Disney+ is available in a couple of different tiers. You can get the least expensive option (simply called Disney+) for $11.99/month, which gives you access to everything except the ability to download select shows to watch on the go. This tier is ad supported. If you want to get rid of ads and be able to download certain shows, you can spring for the $18.99/month or $189.99/year Disney+ Premium package.

What Is the Paid Sharing Plan on Disney Plus?

In an effort to crack down on password sharing, Disney has added a paid sharing plan for individuals outside of your household. Basically, anyone using your account that's not within your household will have to be added as an "Extra Member" to your account. This costs an additional $6.99/month for the ad-supported subscription and $9.99/month for the Premium ad-free plan, and only one Extra Member slot is available per account. You can learn more from Disney's paid sharing explainer here.

Disney+ Gift Cards

If you want to help someone out and give them a gift that will keep on giving, gifting a one-year Disney+ card is a great option. It provides all the great things Disney+ offers and it costs a fraction of what it would take to buy even a small sampling of those movies physically.

What Can You Watch on Disney+?

There is a bonkers array of shows and movies you can watch on Disney+. Highlights coming to Disney+ in January include new episodes of Phineas & Ferb, Percy Jackson Season 2, and all of the Indiana Jones movies. For new and potential subscribers, here's a deeper dive into what's available on the service:

Disney

On the Disney front, you have awesome classic movies like The Sword In The Stone, Robin Hood, 101 Dalmations, Hercules, and Sleeping Beauty, modern classics like The Princess & The Frog, Tangled, and Frozen, and a wide range of animated shows, including Phineas & Ferb.

You also gain access to a ton of vintage content like Escape to Witch Mountain, The Apple Dumpling Gang, Bedknobs and Broomsticks, The Computer Wore Tennis Shoes, The Love Bug, and a whole lot more. The Disney Junior section is home to absolutely top tier animated shows like Bluey (which, for my money, is worth the price of admission on its own).

There's way more on offer, too, including a ton of Muppet movies, new live-action films and adaptions (including the new Snow White), nature programs, documentaries, Pirates of the Caribbean, and musical programs featuring Taylor Swift (like her wildly popular The Eras Tour), Elton John, Ed Sheeran, and more.

Pixar

When it comes to computer generated films, Pixar stands alone. Kicking off the revolution with Toy Story, Pixar has consistently put out fantastic films, and they are all here. From the Toy Story series to Finding Nemo, Cars, and more recent hits like Inside Out 2, there is a ton to love.

Beyond even that, there are incredible shorts like Bao and Party Central, as well as a wide range of originals and series based on major films, such as Dory's Reef Cam, Forky Asks A Question, Cars On The Road, and more.

Marvel

The MCU has become a true juggernaut, and there are many viewers who subscribe to Disney+ purely for access to nearly the entire MCU lineup of films and shows.

Whether you are a fan of the blockbuster action films, you are an appreciator of the classic 90s runs of "Saturday morning" cartoons like X-Men, or you are currently vibing to the funky theme of the 1981 Spider-Man series, there is a ton of Marvel to enjoy on Disney+. And with new movies and shows being added to the MCU all the time, including most recently Thunderbolts* and Captain America: Brave New World, there is always more coming.

Star Wars

A long time ago, in a galaxy far, far away, there was a film that changed everything. The original Star Wars is a seminal sci-fi fantasy work that inspired generations of creators, but there is still nothing quite like that far away galaxy. Disney+ grants access to all things Star Wars, including the remastered versions of the original trilogy (hopefully some day they'll add the theatrical cuts, too), as well as the prequels and sequels.

You can also stay up-to-date on all the latest shows, including The Mandalorian and the critically-lauded Andor, which recently wrapped up its second and final season. There are also fantastic short series like Star Wars Visions, and longer-form series like The Clone Wars, The Bad Batch, Young Jedi Adventures, and a whole lot more.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.
Original story from Brian Barnett.

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.

Stranger Things 'Conformity Gate' Theory Turns Out to Be Nonsense, as Predicted — and Netflix's Flashy Trailer for Upcoming Projects Isn't Helping Fans Deal With It

7 janvier 2026 à 16:05

The Stranger Things 'Conformity Gate' theory has — as expected — turned out to be nonsense, leaving conspiracy theorists facing the cold, harsh reality that Season 5 really is the end of the show.

In the wake of Stranger Things Season 5’s divisive finale, the so-called ‘Conformity Gate’ theory spread like wildfire across social media, especially TikTok. It posits that the lengthy epilogue we saw in the final episode was an illusion created by villain Vecna, who remains alive and well.

Some fans spent a great deal of time and energy assembling “clues” that pointed to the shadowdrop of an “Episode 9” of Season 5 that would reveal the true ending today, January 7. Alas, that failed to materialize. It turns out that any “clues” pointing to something happening today were in fact related to Netflix making a song and dance of upcoming projects, with a flashy trailer teasing TV shows and movies to come in 2026.

The ‘What’s Next?’ tagline for this trailer is about what’s next for Netflix, not Stranger Things. And Millie Bobby Brown’s appearance in the promo as Enola Holmes for this year’s Enola Holmes 3 isn’t helping dismayed Stranger Things conspiracy theorists move on with their lives either.

"So is Chapter 9 coming or not for Stranger Things?" pic.twitter.com/kZnZ0s3DSN

— Hajedan | WolfSwap.app (@Hajedan) January 7, 2026

Mike & Eleven finally got their happy ending? pic.twitter.com/5cZmUu0dHR

— BOB (@bobussyy) January 7, 2026

Stranger Things fans rn holding onto their theory rn be like😭 pic.twitter.com/CmrK3ulFv9

— Hajedan | WolfSwap.app (@Hajedan) January 7, 2026

I swear to god if I see a single comment saying this confirms the secret finale of ST ... pic.twitter.com/arIPJ3vMeY

— Hajedan | WolfSwap.app (@Hajedan) January 7, 2026

So yes, Stranger Things is really done and dusted. And don’t expect a sequel either. The Duffer Brothers have ruled out a Stranger Things sequel that would check in on the characters years later, saying it would be “a gross cash grab.”

But all is not lost for Stranger Things fans. Netflix actually has two announced Stranger Things spinoffs in development, the first of which is Stranger Things: Tales From ’85, a new animated series due out at some point this year. This is set in the same universe between Seasons 2 and 3, and follows the original characters as they “fight new monsters and unravel a paranormal mystery terrorizing their town.” The second spinoff is an unnamed live-action series. And if you’re really desperate for more, there’s a making-of documentary due out on Netflix on January 12.

“The show ended guys. It’s over,” said one fan on the Stranger Things subreddit. “I understand you weren’t happy with the ending… I wasn’t either. But believing a secret episode is dropping just makes no sense. Not only that but the posts about it, which are nonstop and all I need at this point in the discussion of the ending and it clogs up all the space for actual discussion of the actual ending. If you want to play pretend with the ending there are several fan fiction websites to go to. I really hope today is the end of all the secret episode nonsense.”

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.

Upcoming 4K UHD and Blu-ray Release Dates

7 janvier 2026 à 16:00

Perhaps you've heard rumors about the death of physical media. Those rumors are greatly exaggerated. Tons of 4K UHD and Blu-ray movies and TV shows hit the shelves each month. And with all the streaming services raising their prices seemingly every other month, physical media keeps on looking better and better. Whether you want to watch your favorites regardless of what streaming services you subscribe to, or you just enjoy the act of collecting, it's good to know when the newest releases are coming out on 4K UHD and Blu-ray. Below, you'll find a full rundown of release dates and buy links for all the upcoming home releases you're likely to care about.

Biggest New and Upcoming 4K UHD and Blu-ray Releases

If you want a TL;DR of the biggest upcoming home movie and TV show releases, look no further than the list above. We keep it updated and change out the featured items regularly. Below, you'll find all the notable upcoming release sorted by release date.

January 2026 4K and Blu-ray Releases

January 6

  • Shameless: The Complete Series - Buy It
  • Under Siege (4K) - Buy It

January 13

January 20

  • Captain Blood (Criterion 4K) - Buy It
  • The Dead (Criterion 4K) - Buy It
  • End of Watch (4K) - Buy It
  • Knock Off (4K) - Buy It
  • Lionheart (4K) - Buy It
  • One Battle After Another - Buy It
  • Roofman - Buy It
  • Snakes on a Plane - Limited Edition (4K) - Buy It
  • Springsteen: Deliver Me From Nowhere - Buy It
  • Wicked: For Good - Buy It
  • Wicked 2-Film Collection - Buy It
  • The Woody Woodpecker & Friends Golden Age Collection - Buy It

January 27

  • Arcane League Of Legends: Season One (4K) - Buy It
  • Birth (Criterion 4K) - Buy It
  • Castlevania Nocturne: Season 2 - Buy It
  • Cheap Thrills (Limited Edition) - Buy It
  • The Garbage Pail Kids Movie (4K)- Buy It
  • Ordinary People (Blu-ray) - Buy It
  • World War Z (4K Steelbook) - Buy It

February 2026 4K and Blu-ray Releases

February 3

February 10

  • Cruel Intentions - 25th Anniversary - Buy It
  • Lawrence of Arabia (4K) - Buy It
  • Seven (4K) - Buy It
  • Westworld (1973) (4K) - Buy It

February 17

Februrary 24

  • The Man Who Wasn't There (Criterion 4K) - Buy It
  • Mimic (4K) - Buy It
  • Network (Criterion 4K) - Buy It
  • True Romance (4K) - Buy It

March 2026 4K and Blu-ray Releases

March 3

March 10

  • The Devil's Advocate - Collector's Edition (4K) - Buy It
  • Rango (4K) - Buy It

March 17

March 24

  • Hail, Caesar! (4K) - Buy It
  • Killers of the Flower Moon (Criterion 4K) - Buy It

March 31

  • Little Nicky (4K Steelbook) - Buy It
  • Outbreak - Collector's Edition (4K) - Buy It
  • Salem's Lot (4K) - Buy It

May 2026 4K and Blu-ray Releases

May 5

  • The Gilmore Girls: Complete Series - Buy It
  • IT: Welcome to Derry - Complete First Season - Buy It

TBA 4K and Blu-ray Releases

Want more release dates? Check out our mega-post of all the biggest video game release dates to see what's coming to consoles and PC this year and beyond.

What's the Difference Between 4K and Blu-ray?

The distinction between 4K and Blu-ray is mostly about resolution. A standard Blu-ray disc will usually offer 1080p resolution whereas a 4K disc will offer 2160p resolution. And while all Blu-ray players will be able to play those 1080p discs, not every machine is equipped for 4K.

Best 4K TVs

If you're looking to buy a new TV that will make your 4K movies shine, you'll definitely want to take a look at our favorites. Our tech editors have selected the best 4K TVs for gaming, which will also work great for movie-watching. And since both the PS5 and Xbox Series X have 4K Blu-ray play-back built in, you'll probably be doing plenty of gaming on them as well.

LG C5 OLED Smart Gaming TV

The LG G5 is currently our top pick for a gaming TV, but the price on those refelcts their quality. Which is to say they're really expensive. If you want a deal on a terrific TV in a more reasonable price range, you might want to consider picking an LG C3, which costs significantly less for the same size TV. Get the one that best fits your needs and your budget.

Chris Reed is a commerce editor and deals expert at IGN. You can follow him on Twitter @_chrislreed.

Cairn Preview: Face Beauty and Danger Atop the World’s Most Dangerous Mountain

7 janvier 2026 à 16:00

When asked why he wanted to climb Mt. Everest, famed British mountaineer George Mallory famously offered the simple reply, "Because it’s there.” After several hours playing through an exclusive, hands-on demo of Cairn, the upcoming climbing-survival sim from The Game Bakers, I’m beginning to understand what ol’ George was on about. My time on the mountain was filled with arduous climbs punctuated with periods of quiet reflection, life-or-death battles against the elements, and a combined sense of victory and wonder as I reached higher and higher. Tape those fingers, chalk your hands, and get ready to dig in; this climb will be a test of wits and endurance.

Get a Grip

I stand at the base of a stone wall as small cracks and ledges pockmark the surface. I tentatively reach up a hand to grab a chest-high hold, and begin to slowly hoist myself up the face of the cliff. I’m working slowly and cautiously through the day and into the night, fearful to make a wrong move and plunge to my death. There are a few tense moments as my arms begin to shake, a telltale-sign that they are ready to give out, but, with a carefully placed belay for safety, I make it to the top. There, under a canopy of stars, I see Mt. Kami in the distance, a towering and ferocious summit as yet untamed by mountaineers, and our goal on this climb.

The deliberate, highly-manual control of climbing reminds me a bit of Manual Samuel, or even QWOP, where the challenge lies in your ability to precisely control each limb. However, while games like that ratchet up the struggle as you fight with your intentionally obtuse and flailing character, in Cairn, Aava is your partner, and a highly skilled one. While the majority of control is in the player's hand, she makes the connection to the cliff itself, and seems to be smart about her grips. Place one of her hands on an outcropping and she will grab on, slide a leg towards a narrow crack and she will wedge her foot in as best she can. It feels like a 90-10 sharing of responsibility, and as I ascended up the face of Mount Kami, I couldn’t help but feel a level of trust with Aava that grew with each leg of the climb.

Maybe you can buy time by shaking out an exhausted hand or leg, but you will ultimately need to get to a firm and sustainable position, or risk losing hold entirely, and joining the untold number of climbers that never made it back from their attempt to scale Mount Kami.

There’s an ebb and flow to the climbing. Sometimes, clear hand and footholds make for a fast and controlled ascent. Often, though, the path isn’t so clear or friendly, and I have to make due with wedging a foot against a flat surface, or gripping around the outside corner of a rock, taking advantage of Aava’s crushing grip strength when there’s no edge to take hold of. These work temporarily, but exertion quickly expends energy. Small shakes in limbs giving way to tremors and audible sounds of distress indicate these grips are about to break. Maybe you can buy time by shaking out an exhausted hand or leg, but you will ultimately need to get to a firm and sustainable position, or risk losing hold entirely, and joining the untold number of climbers that never made it back from their attempt to scale Mount Kami.

A core promise of Cairn is that you can essentially climb anywhere, that all of the rock face is your playground. However, you don’t just stick to surfaces like a tree frog the way Link does in Breath of the Wild; picking your route is essential to ensure you have the cracks and other holds necessary to make headway. Calling the climbing a puzzle would be reductive, it’s more like a toybox filled with puzzles for you to choose from. There’s no yellow paint to mark the path, but you can pull the camera out for a wide view to help with the decision making (and enjoy the gorgeous vista while you are at it.) Sometimes it’s a straightforward choice, like a slower, but easier route, or a faster, but more challenging course. But often it’s more complex than that, with options that mix tough segments in different orders, or appear easy overall save for a section that doesn't have a clear path, and you’ll just need to figure it out when you get there.

Fortunately, Aava has more than just her physical prowess to assist with her climb. Climbot is her trusty robot companion, following close behind and carrying an end of Aava’s climbing rope. By driving a piton into the rock, she can build a belay, loop the rope through the piton to the bot, catching her if she falls, and allowing her to lean off the cliff to rest, or rappel down. There’s a limited supply, but once you reach a flat section, Climbot can collect the piton to use again. These are really handy for saving progress on long climbs, and can be literal life savers, especially if used before heading into particularly tricky sections. They do take a bit of time to set properly, though, which I learned the hard way when I realized too late that I was going to lose my grip and hadn’t secured myself to the mountain.

Live to Climb Another Day

I’ve reached the top of a few cliff faces now, and am growing more confident. I’m climbing faster, and reading the surface of the mountain more clearly, making better choices about which routes to take. As I near the top of another climb, I spot some scribbles on the wall, a drawing and message from a young climber who came this way. I pull myself up and prepare to make camp when another Climbot, similar to mine but badly damaged, drags itself into view before breaking down entirely. Its solo descent from some untold altitude, with no sign of its owner, tells the grim story of what likely transpired. A short while later, I come around a bend near a waterfall, and find the remains of a climber. Aava kneels down over her fallen comrade, telling them gently, “Sometimes you come for the mountain. Sometimes the mountain comes for you.”

Mt. Kami is a dangerous place, particularly for a solo climber. As you climb you face the ever-present threat of a deadly fall, but that’s not all the mountain has to throw at you. Cold weather can sap your strength and health, rain can erode your grip, while storms and nightfall rob you of visibility. You’ll also need to stay fed and hydrated to survive, and tend to physical wear and tear of Aava’s hands.

Thankfully, this mountain isn’t all sheer walls and rocky outcroppings. Long climbs are punctuated with terraces, flat areas part way up the mountain, and caves offering a respite from the ascent. Here, temporary campsites called Bivouacs offer a place to save and pitch your tent. Nestled in her shelter, Aava is protected from the elements, and can cook meals on her stove, sort through her pack, and catch up on some much-needed rest to restore her health. This is also a good time to prepare for what’s next by taping up bloody fingers and preparing warm food and drink to better endure dropping temperatures.

This is a long climb, and will take more resources than can fit in a single backpack. While you can occasionally grab edible plants mid-climb, it’s these terraces and caves where scavenging opportunities really present themselves. Streams, waterfalls, and ponds can refill your canteen, while local flora and fauna, like dandelions and fish, afford a chance to gather things to cook or eat. Bear-proof boxes or abandoned supplies might be right in front of you, other times you need to stray off the beaten path and explore.

Call of the Mountain

I’m now four days into this ascent, and I feel like I must be thousands of feet above where I started. I’m climbing extremely well now, finding narrow footholds and recognizing more ways to maintain my grip, but there’s something going on with Aava. I can’t quite put my finger on what, but there’s more to it than just trying to be the first to tame Mount Kami. Her agent has called a few times via Climbot, but she’s ignored him enough times that it seems less funny, more intentional. She was cheery enough following a message from friends with some well wishes, but when the smile faded, she looked more pained than pleased. I keep thinking back to a moment after Climbot plays back a message from Aava’s partner, some innocent updates about the going-ons back home. The way she turns to her mechanical companion, no offer of thanks or a smile, instead rebuking it with, “Happy now robot? You’ve ruined everything.” Something isn’t right, and I don’t know what.

We might see some other climbers on our ascent...

While Cairn seems to be about the journey and struggle of the climb, don’t take that to mean that story takes a back seat. The Game Bakers have been clear that we might see some other climbers on our ascent, and, while what I’ve seen has mostly been the focused solitude of one person’s fight against gravity, the bits of dialogue from Aava and audio playback from Climbot have contributed enough pieces to the narrative mosaic in my three hours or so that I’m starting to get a better sense of who Aava is, and that whatever is driving this death-defying climb is something she’s willing to risk her life for. But I don’t know why, and every time I pull myself farther up the mountain it’s with the hope that it’s pulling me a bit closer to finding out.

The same can be said for Mount Kami itself. These often sheer, jagged cliffs give off an unmistakable hostility, but the waterways and greenery give it an undeniable serenity at times too. There’s a complex identity and history to this mountain, one that’s uncovering the further I climb. At one point in my demo I came across cave-dwellings that had been carefully sculpted into multiple homes and common areas, with a few abandoned writings that helped understand the people who lived there, and a bit of their relationships with the adventurers who came through. Later, a covered shelf acting as a platform for some abandoned tents, with journals wondering about the presence of bears, gives me a sense of dread about why they are abandoned and what might be waiting ahead. A broken cable car and toppled-over vending machine (with some convenient snacks) help fill in the story told of a place that was once more accessible and open to the world, but has since become more closed off.

As my time with the Cairn demo comes to an end I find myself thinking more about Mount Kami, about how I could approach every area I climbed differently the next time, and what awaits farther up. I’m invested in the story, but just as intrigued in the idea of talking to friends about their routes and watching others take on the mountain, especially those brave enough to challenge the piton-less, permadeath Free-Solo difficulty. Fortunately, I won’t need to wait much longer to test the mountain again, Cairn plants its flag on PS5 and PC on January 29th.

Now Stranger Things Is Wrapped Up, We Have Our First Look at Millie Bobby Brown's Enola Holmes 3, Coming to Netflix This Year

7 janvier 2026 à 15:29

Netflix has provided a first look at Enola Holmes 3, the murder mystery sequel starring Millie Bobby Brown as Sherlock Holmes’ younger sister and Henry Cavill, who plays Sherlock Holmes himself.

Enola Holmes 3, due to hit Netflix this summer, sees detective Enola Holmes travel to Malta, where “personal and professional dreams collide on a case more tangled and treacherous than any she has faced before.”

“You’ll have to wait and see what brings her there — but once she’s arrived, Enola is flung into a nest of vipers,” Netflix said. “As the private detective juggles a new case and the next stages of her relationship with Tewkesbury (Louis Partridge), the game is truly afoot.”

The first-look photo, below, shows Tewkesbury down on one knee presenting Enola with a flower. The question is, will she say yes?

Enola Holmes 3 is directed by Philip Barantini, the filmmaker behind the hit one-take crime drama Adolescence. Enola Holmes and Enola Holmes 2 scribe Jack Thorne returns to write the script, based on The Enola Holmes Mysteries by Nancy Springer.

The cast of Enola Holmes 3 includes:

  • Millie Bobby Brown (Stranger Things, The Electric State) as Enola Holmes
  • Louis Partridge (Disclaimer, Jay Kelly) as Tewkesbury
  • Himesh Patel (Yesterday, Tenet) as Dr. John Watson
  • Henry Cavill (Mission: Impossible – Fallout, Man of Steel) as Sherlock Holmes
  • Helena Bonham Carter (The Crown, the Harry Potter series) as Eudoria Holmes
  • Sharon Duncan-Brewster (Dune, Ballerina) as Moriarty

Warning! Spoilers for Enola Holmes 2 follow.

The post-credit scene in Enola Holmes 2 introduces Dr. John Watson, Sherlock Holmes' famous companion, who is played by Himesh Patel. Enola, concerned about Sherlock's loneliness, arranges for Watson to visit him at 221b Baker Street, setting up their classic dynamic.

Netflix has previously stated that 76 million “households” watched Enola Holmes, which came out in 2020. The sequel hit Netflix in 2022.

Image credit: Netflix.

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.

Square Enix May Ban You For Posting Unmarked Spoilers of the 26-year-old JRPG, Dragon Quest 7 Reimagined

7 janvier 2026 à 15:05

If you think it's okay to share spoilers of a 26-year-old game, you may want to think again after Square Enix made it clear that anyone willfully spoiling Dragon Quest VII Reimagined may be "temporarily or permanently banned."

According to the company's usage policy, and reported by Automaton, anyone sharing details of the plot — be it from the demo, the original story, or the new story elements in the remake, which releases next month — must use spoiler tags. This means players cannot share images, videos, or even livestreams of any gameplay past the Malign Shrine: Throne Room's boss battle before the February 5, 2026 release date.

"No spoilers please," the publisher stressed. "In order not to spoil other players' enjoyment, you must mark all content that includes details of major plot developments with a clear spoiler warning.

"Please refrain from livestreaming or posting videos/images of gameplay after the boss battle in the Malign Shrine: Throne Room until February 5 2026."

While that may sound fair enough, don't forget that the digital deluxe edition provides players with two days' early access, which players and streamers won't be able to share their experience from before the release date. Anyone sharing images or videos should also attribute copyright to Armor Project, Bird Studio and Square Enix, and failure to adhere to any of these rules may result in temporary or permanent suspension of your game access.

"You must immediately comply with any request from Square Enix to remove Materials from any shared content, regardless of whether Square Enix provides a reason for the request," the notice adds. "Square Enix reserves the right to require or seek removal of any content incorporating the Materials that it deems to be inappropriate in its sole discretion. If you do not adhere to these Guidelines, Square Enix may, in addition to objecting to your use of the Materials, temporarily or permanently suspend you from using the Game."

Dragon Quest VII Reimagined is set to release on February 5 on PC, PS5, Xbox Series X/S, and both Nintendo Switch and Switch 2. Announced in September's Nintendo Direct, it lets you rediscover a tale of plucky companions brimming with joy and heartbreak as you discover the truth behind why your kingdom is the only remaining island in the world. The game features a new art style that blends diorama visuals with Akira Toriyama’s iconic character designs, as well as a streamlined main story.

"While many aspects of Dragon Quest VII Reimagined are still a mystery, all of those special little qualities and personalities that have kept this series going for almost 40 years are still on display," we wrote in IGN's Dragon Quest VII Reimagined preview, shared towards the end of last year.

"I am eager to see all that this new version has to offer and just how the removal of some story beats and addition of new ones impacts the overall campaign, along with what the new gameplay mechanics bring to the Dragon Quest DNA. 2026 may just be the year that the rest of the world really sees what has made Dragon Quest VII the best-selling entry over in Japan, giving it the stage to finally shine."

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.

Fallout 3’s Iconic Power Armor Finally Arrives in the TV Show – Plus 23 More Video Game Easter Eggs From the Latest Episode

7 janvier 2026 à 14:53

A major highlight of the Fallout TV show is seeing items from the video game being given live-action form, and the series' iconic power armour is certainly the highlight. But so far, we've only seen knights clad in the T-60 armour, first introduced in Fallout 4. That is, until this week. Fallout Season 2, Episode 4 finally gives physical form to what many would consider the iconic power armour: the T-45, which adorned the front cover of Fallout 3.

Of course, that's not the only cool video game detail to appear in this week's episode. We’ve been digging into each and every episode and picking out everything we’ve noticed that relates to the source material. You can check out everything we found in episodes one, two, and three, and read on to see every video game easter egg and detail we spotted in episode four of Fallout Season 2, from the T-45 armour to boxes of mac and cheese, classic casinos, and a nod to V.A.T.S.

Characters and Factions

1. During the episode’s cold opener, we’re introduced to the People’s Liberation Army (PLA), the military forces of China’s Communist Party. The force was America’s enemy during the Sino-American War, a conflict that raged for more than a decade, starting in 2066 and only concluding with the nuclear apocalypse in 2077.

2. The PLA squad is butchered by a deathclaw, one of Fallout’s most iconic monsters. Deathclaws were genetically engineered by the US government, designed to be deployed as part of high-risk, search-and-destroy missions. This particular beast is a male, identified thanks to its fully grown horns. We see another deathclaw in the episode’s final moments, which again is a male, and its dark colouring may potentially point to it being an alpha – a notably long-lived deathclaw.

3. Lucy and The Ghoul bump into the Kings at the entrance to the New Vegas strip. In the show, they have succumbed to becoming feral ghouls, but in the game, set 15 years earlier, the Kings are a human faction of Elvis Presley impersonators. None of the street gang members actually know who Elvis was – their only understanding of the man they call “The King” is gleaned from their HQ, the King's School of Impersonation, located in the Freeside area of New Vegas.

4. When Chet looks through Steph’s belongings, he discovers that she is from the United States Annexed Territory of Canada, rather than being a US citizen. During the Sino-American War, the US annexed Canada as part of its military operations and exploited the country’s resources. The US eventually dissolved Canada as a sovereign nation, a move that naturally provoked tension and riots among the Canadian population.

Locations

5. The episode’s opening takes place on The Alaskan Front, the territory that was the stage for the Battle of Anchorage. A major part of the Sino-American War, the Chinese invasion and occupation of Anchorage saw the US use Canada as a tactical corridor to mobilise its forces and defend the territory – eventually leading to the annexing of Canada. A simulation of this pivotal battle is the basis for Fallout 3’s Operation: Anchorage DLC.

6. This week, we see the exterior of the soda factory that Thaddeus had taken over in the previous episode, and its massive bottle statue confirms that it is indeed the Sunset Sarsaparilla headquarters from New Vegas.

7. Lucy and The Ghoul’s interaction with the Kings takes place at The Strip North Gate, the northernmost entrance to the New Vegas strip. In the game, this is the main fast travel point for the strip itself. Entrance usually requires passing a credit check of 2,000 caps or having a passport, but that isn’t an issue for our duo in the show due to the distinct lack of security.

8. We don’t get to visit any major locations from New Vegas in this episode, but when Lucy and The Ghoul enter the strip, we can see the signs and facades of many iconic New Vegas buildings. There’s the Gomorrah Hotel and Casino, known for its prostitution and sleazy dealings, identified by the silhouettes of two women that flank its main logo sign.

9. The deathclaw emerges from Brimstone, the bar attached to the Gomorrah.

10. Then there’s The Tops Hotel and Casino, which is considered the most “classic” of New Vegas’ gambling offerings.

11. The Lucky 38 Resort and Casino, identified by its towering needle-like design that echoes the style of the real-life Strat building, was Mr. House’s headquarters on the New Vegas strip in the days before the nuclear apocalypse.

12. The Ultra-Luxe Las Vegas Resort is the strip’s most elite venue, home to a gourmet restaurant, and run, at least during the period of the New Vegas game, by the upper-class White Glove Society.

13. Vault 21 was, as its name suggests, a Vault-Tec subterranean nuclear shelter, and functioned akin to the other vaults we’ve seen for close to two centuries. After a deal with Mr. House, though, it was opened up to the public, converted into a hotel, and made part of the New Vegas strip.

Items and Iconography

14. In the opening flashback, Cooper Howard and Charlie Whiteknife are both wearing West Tek T-45 series power armor. This is the iconic power armor, featured on the front cover of Fallout 3 and available to wear across all of Bethesda’s games. As detailed in both Fallout lore and a conversation between Cooper and Bud Askins in season one, the T-45 featured numerous design flaws that made the otherwise powerful suit a liability.

15. Lucy is revived from her crucifixion ordeal via a drip of Buffout. This drug has been a mainstay of the video game series since the original Fallout, and is a steroid that increases strength, reflexes, and endurance. It’s typically dispensed in a bottle of 50 tablets, so this liquid drip version used in the show is a new format for the chemical.

16. You can spot a SPECIAL poster in the background of Reg’s inter-breeding social club. SPECIAL is the ruleset that governs player-made characters in the Fallout games (it is an acronym made up of the primary statistic: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck.) Variants of this poster can be seen in the games’ many vaults.

17. Norm’s gang of clueless Vault-Tec managers can be seen eating packets of Blamco Mac and Cheese, scavenged from an abandoned truck. Blamco’s cheesy packet pasta is a food source frequently found in the games.

18. As noted previously, when Lucy and The Ghoul arrive at the New Vegas strip’s North Gate, they encounter no security. In the game, the entrance is defended by five Securitron gatekeepers. By the events of the show, they have been destroyed – The Ghoul spots their shattered remains through his spyglass.

19. Lucy’s shootout with the ghoulified Kings ends with a stylish slow-motion shot, in which the camera follows a bullet on its journey to blasting a hole through a ghoul’s skull. This replicates the slo-mo cinematic kills of the games’ V.A.T.S mechanic.

20. Maximus can be seen using a laser pistol during his attempt to assassinate Quintus. It is the AER9 model, introduced in Fallout 4.

21. Quintus responds by pulling out a 10mm pistol, which is also based on the design featured in Fallout 4.

Music

22. The scene that depicts Reg’s snack-happy social club features “Rum and Coca-Cola” by the Andrews Sisters, recorded in 1944. The song has not featured in any Fallout game so far, although other Andrews Sisters songs have – namely “Civilization”, “Pistol Packin’ Mama”, and “Straighten Up and Fly Right.” If you do recognise this tune, it may be because you remember it from Mafia 2. Or your own house – maybe you’re into retro tunes beyond their use in video games.

23. Lucy’s shootout with the King ghouls is set to “Cocaine Blues” by Roy Hogsed, recorded in 1947. This has not been featured in the games, despite a Johnny Cash cover of the song being part of a (not very) “official” Fallout New Vegas playlist on Spotify.

24. The closing credits use the song “He’s a Demon, He’s a Devil, He’s a Doll” by Betty Hutton, released in 1950. You may recognise this one from Fallout 4, as its broadcast on Diamond City Radio.

And that’s everything we spotted in the fourth episode of season two of the Fallout TV show. Did we miss anything? Let us know in the comments. For more Fallout, check out our review of this episode, and stay tuned next week for all of episode five’s easter eggs.

Matt Purslow is IGN's Executive Editor of Features.

David Harbour Drops Out of Upcoming Movie From the Creator of Andor, Allegedly to Rest After Feeling ‘Overwhelmed’ by Stranger Things Wrap Up

7 janvier 2026 à 14:32

David Harbour has dropped out of an upcoming movie starring Pedro Pascal, Eva Victor, Olivia Wilde, and Matthew Lillard, allegedly to rest after feeling “overwhelmed” by the wrapping up of Netflix show Stranger Things.

Harbour, who plays Jim Hopper in Stranger Things, has exited Behemoth!, the drama from Rogue One writer and Andor creator Tony Gilroy, Variety confirmed.

Variety said “multiple insiders familiar with the project said Harbour was overwhelmed by the series wrap of Stranger Things — a monthslong episodic rollout and global water cooler moment with intense press scrutiny — and stepped away from the project to rest.”

It is not known who will now play David Harbour’s recast character.

Stranger Things came to an end on New Year’s Eve with a 2-hour finale that saw Hopper and the rest of the characters finally defeat Vecna. It closes the door on a show that began on Netflix nearly a decade ago, with the weight of expectation of a huge online fandom that has spent years digging through every detail.

In June last year, Harbour indicated that he was ready to be hanging up the badge. "You get to a certain point where you’re like, 'How much more story is there?' You’re having to play a lot of the same beat," Harbour told Scarlett Johansson during a conversation for Interview Magazine. "And there’s a feeling where you’re like, 'I want to take a risk. I want to do something that people haven’t seen me do before.' So yeah, after 10 years, it’s like, 'Okay.'"

Two years prior, Harbour said he didn’t want to be tied to the Netflix show forever, and even suggested he’d give up TV acting altogether once Stranger Things wrapped up.

He said: "It’s a funny position I’m in, which I never thought I would be in. The first year of Stranger Things, I remember having a discussion with a publicist and her saying: ‘maybe you don’t want to be associated with the show so much.'

"I was like, ‘Why? I love this show. I love the character.’ And I do love the show. And I do love the character. But I don’t want to be just that character. I don’t want to be just that guy."

Harbour compared himself to George Clooney during his time playing Doug Ross on medical drama series ER, saying the now incredibly successful and famous film star was once just "the guy from ER.”

"I'm trying to navigate some of that, and it’s tricky because you don’t want to s**t on the people that love you for this thing that you did that you also love," Harbour added.

"But at the same time, you kind of want to leave the nest. I got more in me. I got different stuff in me, and I want you guys to see that. I don’t want people yelling ‘Hopper’ on the street every five minutes the rest of my life."

In November, Harbour and Eleven actress Millie Bobby Brown appeared at a high-profile Stranger Things Season 5 red carpet premiere, posing together for a series of cosy photos but steering clear of media interviews.

At the same event, director Shawn Levy and Stranger Things co-creator Matt Duffer were both asked about the situation between the series' stars, following the publication just days earlier of a Daily Mail report that stated Brown had lodged "harassment and bullying" complaints against Harbour and had subsequently been accompanied by a personal assistant whenever on set.

Harbour plays Alexei Shostakov / Red Guardian in the Marvel Cinematic Universe, and starred in last year’s Thunderbolts*. He is set to reprise the role in Avengers: Doomsday, due out this December.

Photo by FREDERIC J. BROWN/AFP via Getty Images.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Logan Paul Says He'll Hand Deliver the Most Expensive Pokémon Card if You Buy It From Him at Auction — and the Price Is Already More Than $2 Million

7 janvier 2026 à 14:16

The most expensive Pokémon card in the world has been put up for sale by Logan Paul, the wrestler and influencer who previously paid $5.3 million for it.

Paul's mint condition, PSA 10-rated Pikachu Artist holds the Guinness World Record as the most expensive Pokémon trading card in existence — but it seems like the card could now be sold for an even higher amount.

If you have a few million dollars spare to make a bid, Paul has said he'll add to the card's value by throwing in a bejeweled chain (which he says is worth another $75,000) and hand deliver it to the auction's ultimate winner. Paul wore the card and chain during his WWE debut at WrestleMania 38, and again for his bout against Anthony Joshua in Miami last month.

Whether all of this does ultimately add to the card's value or not, the sale via auction site Goldin has already attracted interest — with early bids up to $2.1 million and 39 days still to go.

Why is this card so expensive? Only 40 copies of the Pikachu Illustrator card were ever manufactured, and given away to winners of a 1998 Japanese fan contest. Of these, only one has been given the unsurpassable PSA 10 quality rating — and it's this card that Paul bought back in 2021 in an exchange for a lower-grade Pikachu Illustrator (valued at $1.275 million) alongside $4 million in cash.

In the ranks of expensive collectible card game sales, Paul's $5.3 million card stands several million higher than anything else, including a Magic: The Gathering Black Lotus sold in 2024 for $3 million in bitcoin. The only question now is how high this new auction reaches.

Cannily, Paul has set the sale to end next month, in the run-up to the 30th anniversary of the Pokémon franchise, when excitement around the brand will be at its peak. Fans are expecting a major announcement by The Pokémon Company, with new video games and a 10th generation of the franchise's creatures anticipated, alongside more details of the promising-looking Pokémon life simulation spin-off Pokémon Pokopia. Paul, meanwhile, is likely anticipating a healthy payday.

Image credit: Goldin, Bradlee Rutledge/WWE via Getty Images

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

The Duffer Brothers Rule Out Stranger Things Sequel That Checks in on the Characters Years Later, Say It Would Be ‘A Gross Cash Grab’

7 janvier 2026 à 13:58

Now Stranger Things has come to an end, fans are wondering what’s next from the wider Stranger Things universe. Some have speculated that a sequel of sorts could be in the works, one that checks in on the main characters maybe a decade after the events of the Season 5 finale.

But the Duffer brothers, co-creators and showrunners of Stranger Things, have ruled a sequel out, saying making such a thing would come across as a “gross cash grab.”

In an interview with The Hollywood Reporter, Matt Duffer explained why the Season 5 finale works as the definitive end for the story.

“Mike’s closing the basement door,” he said. “We’re closing the door on the story. That’s one reason we had the closing credits the way we did, because it was a way of saying: ‘this is finite. This is the end of their story. It’s the end of the story of Mike and Eleven and Joyce and Hopper. So, no, there’s no plan or intention to tell the story because it’s a coming-of age story. Ultimately, that’s what it’s supposed to be. That’s what the show always was. When he closes the door to the basement, he’s closing the door on his childhood and he’s moving onto adulthood.”

Matt Duffer went on to wonder out loud about the prospect of a sequel that revisits the characters years later, but ultimately ruled it out.

“I mean, I guess a sequel could be about a midlife crisis,” he said. “That just sounds really uninteresting! (Laughs.) Grandpa Hopper? I don’t know how that would read as anything but a gross cash grab to me. I wish I could talk a little bit more about the [live-action] spinoff, but I’m not allowed to yet. But Ross and I are really excited about exploring new characters and a new mythology, but still very much are interested in telling a story in the spirit of Stranger Things. It feels like with this final season, we finished saying everything we wanted to say about these characters, this story and the Upside Down.”

While details on the live-action Stranger Things spinoff are thin on the ground, we do know one thing about it: it will answer what’s inside the briefcase we see in the Season 5 finale, as well as other loose threads.

“The spinoff is going to delve into that and explain that, and you’re going to understand it,” Matt Duffer said of the briefcase rock. “But it’s a completely different mythology. So it’s not a deep exploration of the Mind Flayer or anything like that. It’s very fresh and very new, but yes, it will answer some of the loose threads that are remaining.”

The Duffer brothers are working on the spinoff as we speak, and described it as a “clean slate.”

“Completely new characters, new town, new world, new mythology,” Matt Duffer said, adding: “No common characters.”

Netflix actually has two announced Stranger Things spinoffs in development, the first of which is Stranger Things: Tales From ’85, a new animated series due out at some point this year. This is set in the same universe between Seasons 2 and 3, and follows the original characters as they “fight new monsters and unravel a paranormal mystery terrorizing their town.” The second spinoff, which the Duffer brothers are referring to above, is an unnamed live-action series. And if you’re really desperate for more, there’s a making-of documentary due out on Netflix on January 12.

Image credit: Netflix.

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.

Southern California Police Are Trying to Work Out if Multiple Burglaries Involving Trading Card Businesses Are Linked

7 janvier 2026 à 13:25

Southern California police are investigating a wave of similar burglaries involving trading card businesses in a bid to establish whether they are linked.

Thieves made off with thousands of dollars' worth of trading cards over the weekend, targeting a trading card store in Simi Valley, California, in the early hours of Sunday morning, January 4.

As reported by KTLA, the thieves targeted rare Pokémon and sports trading cards at Simi Sports Cards, making off with "almost every card" in just three minutes. You can see the robbery take place in the Instagram footage, below.

Owner Jake Miller said: “They took single cards from our show cases [after] busting them open. We have five display cases in here, and they were all full — almost every card was stolen. It’s several hundred cards, as well as some sealed boxes."

The store isn't certain of the exact amount taken, but Miller estimates it'll cost around $50,000 to put things right and upgrade the store's security systems.

"Card stores in greater Los Angeles and Ventura County are being hit RELENTLESSLY and we were once again victim this weekend," reads the Instagram post. "Sunday morning at 3:30am we were broken into by a group of 5 thieves who stole most of our singles inventory. Simi Valley was once known for law and order, what is happening?"

The Simi Valley Police Department said it was aware of similar burglaries involving trading card businesses that occurred over the weekend in surrounding communities. "SVPD Property Crimes Detectives are working closely with neighboring law enforcement agencies to determine whether these incidents may be connected," it said in a statement published online.

That's a reference to a man who reportedly purchased a rare Pokémon card "worth six figures" from a store in LA's Sawtelle neighborhood and, that same day, was tracked to his vehicle and robbed at gunpoint. It's unclear whether the two incidents are related, or indeed if either crime is connected to the same thieves who targeted a different store in Burbank just last month, stealing $100,000 in merchandise.

NEW: Burglars ransack card shop and steal $100,000 worth of rare Pokémon and sports cards

The owner believes the thieves knew exactly where the merchandise was and planned the job ahead of time

They got away with about $100,000 in merchandise

Police believe the same crew may… pic.twitter.com/zMIurJ86U9

— Unlimited L's (@unlimited_ls) December 6, 2025

This recent spate of thefts is just the latest example of how Pokémon cards are now considered high-value goods by thieves. In December 2024, it was reported that Japanese crime syndicates were now using Pokémon cards to launder money. And in the U.S., this is just the latest incident similar to many others over the past 12 months. Until Pokémon's popularity fades — and there's no sign it'll do that anytime soon, with a big new wave of games expected next year — it seems likely this will continue.

Anyone who may have information related to the burglary or who observed suspicious activity in the area is encouraged to contact the Simi Valley Police Department: 805-583-6950.

Image credit: Simi Sports Cards Instagram.

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.

LEGO Says Smart Brick Is 'Here to Stay,' and Responds to 'Questions and Concerns' Around Abandoning Non-Digital Play

7 janvier 2026 à 12:52

A day on from the official reveal of LEGO Smart Brick, the company has responded to concerns that its big announcement poses a risk to its core basis in physical play.

Speaking to IGN, LEGO exec Federico Begher, SVP of Product, New Business, said that the impending arrival of smart elements in LEGO sets was a huge moment for the company, and one it had been working towards for a long period. At the same time, however, Begher was keen to respond to some of the technology's less-enthused early reactions, which have questioned whether LEGO was risking its core principals as a physical toy company.

"It's a big part of the future," Begher told IGN. "[But] I mean, it's very important to be clear that this does not mean that we're leaving our core proposition behind, which is some of the questions and concerns I've heard, like, 'are you leaving what's been successful in the massive move into this?'"

A BBC News report on yesterday's Smart Brick announcement at the CES trade show in Las Vegas noted some "unease" among "play experts" at the unveiling of bricks and LEGO Minifigures with chips inside. Indeed, the article includes a quote from Josh Golin, executive director of children's wellbeing group Fairplay, who said he believed Smart Bricks could "undermine what was once great about Lego" and curtail the use of imagination during play.

"This is an addition, a complementary evolution," Begher continued, speaking to IGN. "We will still very much nurture and innovate and keep doing our core experience.

"Sometimes we compare it with the Minifigure," he added. "Back in the day, the Minifigure started small, it was in a few things, and then wherever there was roleplay, it made sense to have the Minifigure. And in that sense, we see that in a similar way where we say, wherever there's opportunity for this type of dimensional play, we will probably explore it. And that's kind of the thinking.

"It's not to say that it replaces anything. It's an added layer that's here to stay, that we believe in. It will be part of our System-in-Play, like the brick is, like the Minifigure is."

"It's an added layer that's here to stay."

LEGO says its range of Smart Play elements are designed to increase play potential, and unlock additional interactions with its bricks and Minifigures without the need for a screen. (A Parental Control app is available and will be used to update Smart Brick firmware as new sets arrive, though LEGO representatives were keen to make clear that play itself was entirely physical, and not a way to introduce any other form of digital interactivity.

"It's not what this is," Begher said. "We certainly see that [digital play] has its value and its role and we do have experiences that do that in gaming and so on. But it's not where this is taking us necessarily. It is screen-free and it's physical play. It's an acknowledgement that kids have always dreamed about this for their physical toys. And it's the moment where we are starting to be able to... the technologies exist and we realize we could be able to start to deliver that dream."

In hands-on demos, IGN was able to try out LEGO's upcoming Star Wars sets with Smart Play elements that will be used to launch the technology in March. These include an X-Wing set with a Smart Brick inside, which provides swooping engine noises as it detects the speed and direction of movement.

The Smart Brick itself is a sensor-packed 2x4 brick that is told to act as a certain thing by wirelessly connecting to Smart Tiles, tiny elements that essentially unlock a specific mode for the Brick to run. When told to be an X-Wing, the Smart Brick provides engine noises as it detects movement, illicits responses from a Smart Minifigure of Luke Skywalker or R2-D2 when seated in the cockpit, and can detect nearby weapons fire from a Smart Brick-infused TIE Fighter. The Smart Brick's ability to detect colors allows it to sense when other elements from the set are touched to it, such as a blue refuelling nozzle or green hammer, producing appropriate sounds.

Begher describes the development of Smart Play as iterative, with "pivoting" based on feedback from children and parents, but also learnings from previous LEGO projects such as its interactive Super Mario figures and Hidden Side range that featured extended play via an augmented reality smartphone app. From these, LEGO decided Smart Play needed to be fully physical and an integral part of LEGO's offering, "not something that's isolated and only exists in a corner of the portfolio."

"Something that we started to figure out with things like Super Mario," Begher continued, "[was] the fact that it shouldn't be too prescriptive, there needs to be play triggers. At the end of the day, kids need to play with it however they want and they want to goof around. We're not going to tell them, use the X-Wing this way or that way, it's your X-Wing.

"That was another learning — for instance, in Super Mario where some of the levels were very prescriptive. If you didn't make Super Mario do this, nothing would happen. And the fact that even if you don't want to use interactive technology, this has to be a great build and it has to have to be a great play experience. So it's a great Lego set, even if you take the Smart Brick and put it aside."

As for where Smart Bricks will develop in the future, Begher remaind tight-lipped, though suggested its current implementation in the company's first sets was just "the tip of iceberg", with the technology future proofed for more complex uses. "There's much more that this can do that will come eventually," Begher teased. "We've had to decide how big is the launch, and how big is the leap at launch? It needs to be a fantastic experience that's new and exciting, but it can be a leap so big that understanding, education becomes a hurdle, right? We worked on striking the right balance and the roadmap thinking of this."

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

Locked Fallout TV Show Countdown Timer Coincides With Season 2 Finale — but Fans Are Hoping It Also Signals a Fallout 3 or New Vegas Remaster Shadowdrop

7 janvier 2026 à 12:50

There is a mysterious countdown timer on Amazon’s official website for its Fallout TV series that is set to unlock when the Season 2 finale comes out — but fans think it might also signal the shadowdrop of a Fallout 3 or New Vegas remaster.

The countdown is live now on a website designed to look like a Fallout map. On it are locations in the Fallout map style which, when accessed, lead you to behind-the-scenes information on the show. For example, The Vault 33 outer door, from which Lucy first steps foot into the wasteland, is on the south of the map. The Caswennan, the airship that serves as a soaring fortress for the Brotherhood of Steel, is to the east. And up there in the top right is the locked point of interest alongside the timer, which points to February 4.

That’s the day the Season 2 finale airs. So, it could just be pointing to a behind-the-scenes hub for the final episode. Perhaps it will reveal a teaser for Season 3, which is already confirmed. Or, as some Fallout fans hope, it will point to a Fallout video game remaster release.

Could Bethesda follow The Elder Scrolls IV: Oblivion Remastered and release a remaster of Fallout 3 or New Vegas? In a recent interview with IGN, Howard remained coy on the possibility.

We asked Howard if the success of The Elder Scrolls IV: Oblivion Remastered, which has seen over 4 million players since it shadowdropped last year, was a repeatable trick for a Fallout 3 Remastered. Howard kept his cards close to his chest, and reiterated a point he’s been making a lot in interviews lately.

“I will just say that the Oblivion Remaster, we're really, really pleased with how well it did, it was a very long project too, and not just in how it was received, the ability to shadowdrop it, and the response to doing that,” he said. “I like to do that with games as much as possible. I love the moment that you find out about a game.”

There was no mention made during the recent Fallout Day broadcast of a Fallout: New Vegas remaster, which some (including Danny Trejo!) had called on Bethesda to develop. Indeed, there were no new Fallout games announced at all. Find out everything announced during the Fallout Day broadcast here.

But there are all sorts of rumors floating around about potential Fallout remakes now that The Elder Scrolls IV: Oblivion Remastered is out the door (Fallout 3 Remastered was leaked back in 2023, but those plans may have changed). And we know Bethesda wants to eventually get to Fallout 5, albeit after The Elder Scrolls 6.

"There’s nothing to tease / preview they haven’t even begun filming yet," one fan said, discounting a Season 3 reveal for the countdown. "I know you guys are being cynical to avoid getting let down but there’s a chance this is actually something."

"Please be at least a Fallout 3 remaster as beautiful as Oblivion," added another fan. "Give us something please. I know it will be 20 years before we see another new Fallout."

The last mainline Fallout game was Fallout 4, which was released in 2015. DLC content for the entry was steadily released for PC and consoles over the next year, and in 2018, Bethesda launched its multiplayer-centered offshoot, Fallout 76. While fans flocked to the West Virginia-set open-world RPG over time (and after a rocky launch), it wasn’t until the premiere of Prime Video’s Fallout TV show that the Bethesda series leveled up in terms of attention.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

The Stranger Things Final Battle Against the Mind Flayer Was Inspired by Baldur's Gate 3 — Larian Boss Responds

7 janvier 2026 à 12:18

The Stranger Things final battle was inspired by Baldur’s Gate 3, the Duffer Brothers have revealed.

Warning! Spoilers for Stranger Things Season 5, Episode 8, The Rightside Up, follow:

In the finale, our heroes travel to The Abyss for a final showdown against Vecna, whose base of operations turns out to be the Mind Flayer itself. The final battle involves our heroes taking on the Mind Flayer from various positions and using various weapons, while a smaller strike team heads inside to face off against Vecna himself and rescue the kidnapped children.

It turns out Matt Duffer, co-creator and co-showrunner of Stranger Things, was playing Baldur’s Gate 3 when he and his brother, Ross Duffer, were working out how the final battle would go down, and Larian’s much-loved party-based role-playing game influenced how it would play out.

In an interview with Variety, Matt Duffer pointed to D&D and Baldur’s Gate 3 (Baldur’s Gate 3 is of course an official D&D video game, using its rules for combat and set in its universe).

“We were thinking about D&D, and I was playing Baldur’s Gate 3 at the time, and we felt it was very important that the only way for them to defeat it was for the entire party to work together,” Matt Duffer explained.

“Everyone had fully realized — either through self-acceptance or they’ve resolved all their various issues — moving into that final battle, they’re absolutely primed. They’re the ultimate team, and it’s the party working all together to defeat this thing. And they each have their own individual skills, right? And that’s where I go back to Dungeons & Dragons, and something like Baldur’s Gate. Because that’s how you take down these monsters that seem otherwise unstoppable. Lots of video game references were applied to that final battle.”

In Baldur’s Gate 3, players control not only their created character, but its now-famous companion characters in combat. The likes of Shadowheart, the half-elf Cleric, Astarion, the high elven Rogue, and Karlach, the Tiefling Barbarian, all bring different skills to the table, and finding ways to make the most of them in tough boss fights is part of the fun.

Similarly, the heroes of Stranger Things bring their own skills to bear in the final battle. Eleven (Millie Bobby Brown) uses her powers to carve a path inside the Mind Flayer and battle Vecna. Meanwhile, Dustin (Gaten Matarazzo) suggests the others spread out, flank it on all sides, “Just chip away at its hit points.”

Nancy Wheeler (Natalia Dyer), doing her best Rambo impression, uses her gun skills to get the Mind Flayer’s attention, while the rest of the team ambush it from above. Jonathan Byers (Charlie Heaton) uses a flame thrower, while others throw molotov cocktails and other bombs. Steve and Dustin strike from below using melee weapons. Then Will comes in with his powers to help finish the job.

Following the Duffer Brothers’ revelation, Larian boss Swen Vincke took to social media to say, “That’s pretty cool.” Larian publishing director Michael Douse added: “Damn now I really should watch Stranger Things…”

Still, some fans have taken issue with the Stranger Things final battle, wondering where all the Demogorgons were when Vecna needed them most. The Duffer Brothers have an explanation for that. We’ve also got the first details on the live-action spinoff, an explainer on the Stranger Things 'Conformity Gate' theory, which is currently doing the rounds on social media, and Sadie Sink's interpretation of Eleven's ending.

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.

Call of Duty: Black Ops 7 and Warzone Season 1 Reloaded Global Release Times and Details Confirmed

7 janvier 2026 à 11:39

With Call of Duty: Black Ops 7 Season 1 Reloaded just around the corner, we're starting to get a better idea of what to expect when the new update goes live on January 8.

Although we don't yet have all the details, we should expect four multiplayer maps for Black Ops 7 at launch, plus new POIs on Haven's Hollow Resurgence and Verdansk maps in Warzone. There's also some updates for Zombies, including the Astra Malorum Round-Based Zombies map and Exit 115 Survival map, plus "reward-filled weekly challenges," new weapons, modes, camos, events, and more.

While pre-load is not live yet across all platforms, it is available for players on Battle.net, where it looks like it's a 175GB download (redownloading the game), although that will depend on what game modes you have/want installed. On Xbox, the download looks to be around 170GB, so whatever you're playing on, it may be worth double-checking how much space you have ahead of time.

Call of Duty: Black Ops 7 Season 1 Reloaded start times:

Depending on where you are in the world, Season 1 Reloaded is set to go live on:

Thursday, January 8, 2026:

PST (San Francisco):

  • 9am

CST (Mexico City):

  • 11am

EST (New York):

  • 12pm

GMT (London):

  • 5pm

CET (Paris):

  • 6pm

Friday, January 9, 2026

JST (Tokyo):

  • 1am

CST (Beijing):

  • 1am

AEST (Sydney):

  • 4am

NZST (Wellington):

  • 6am

Maps

Players will fight across a suite of new core Multiplayer maps with Season 1 Reloaded, including the high-rise, neon-soaked rooftops of Yakei alongside the return of two of the most iconic maps in Black Ops history: Meltdown and Fringe.

Zombies, on the other hand, will see the Zarya Cosmodrome location from Ashes of the Damned become a Survival map, and a Directed mode has been added to the Astra Malorum map, so buddies can now jump and help each other complete the main story quest.

Campaign

Two new world events have been confirmed, but we only have details of one: the Wraith Wing world event. This advanced Guild aircraft appears to have cloning capabilities with lethal consequences as this squadron seems hell bent on eliminating as many JSOC Operators as it can. Disable it, fire at the exposed aircraft, and down that bird.

Weapons

So far, we only know of two new weapons unlocking in Season 1 Reloaded:

  • Hawker HX (Sniper rifle, FKA Ballista sniper)
  • Sturmwolf 45 (submachine gun, FKA UMP45)

Fallout Collab

Okie dokie - stay focused, stay alive ☢️@FalloutonPrime is coming to Call of Duty in Season 01 Reloaded 💥 pic.twitter.com/uyFl3mRDkG

— Call of Duty (@CallofDuty) December 17, 2025

Yes, it's true — Microsoft is bringing two of its hottest gaming franchises together for a Fallout Season 2 and Call of Duty: Black Ops 7 crossover event. While details remain sparse, we've seen a brief video teaser which shows silhouettes of Fallout TV series characters The Ghoul, Lucy, and Maximus in the smoke of war, with bullets whizzing by in the background.

"Okie dokie — stay focused, stay alive," the text on the post reads. "[Fallout TV show] is coming to Call of Duty in Season 01 Reloaded."

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.

'Losing Steam' — 3 Months After Launch, It's Time for a Check-in With Battlefield 6 and Its Community

7 janvier 2026 à 11:30

Recent Battlefield 6 Steam reviews have fallen to 'Mixed,' with players pointing to bugs, “aggressive monetization,” and generative AI content as player numbers dwindle amid the long wait for Season 2.

Battlefield 6 took off with the strongest start the EA FPS franchise had seen in years when it launched for PC, PlayStation 5, and Xbox Series X and S on October 10. Although the time since has seen Battlefield Studios’ new installment fall out of (and back into) favor with fans, the rough patch it currently finds itself in is undeniably its longest yet.

Just as Battlefield 6 clawed its way to general positivity following the mid-November launch of its Season 1: California Resistance update, December saw the start of an influx of new negative Steam reviews and a continued decline in concurrent player numbers on Valve's platform. That’s at least partly thanks to the release of the final Season 1 chapter, Winter Offensive, which focused on limited-time, snowy versions of existing multiplayer maps, but it wasn’t the lack of new locations driving this downward trend.

The December 9 1.1.3.0 update’s Ice Lock event and Ice Climbing Axe melee weapon came side-by-side with a glitchy main menu, game-breaking stuttering issues, and a subtle (and unintentional) infantry movement nerf. BF Studios was quick to deliver on its promises to fix many of the issues plaguing players across PC and consoles despite the impending holiday break, but Winter Offensive has since proven to be the last crack in the steadily weakening dam keeping displeased Battlefield 6 fans at bay.

Losing Steam

Complaints related to Winter Offensive, compounded with longtime desires to see things like bigger Conquest maps, additional grounded skins, and other highly requested features, resulted in the beginning of the general decline in favorability, including for those on Steam. December 10, one day after the update’s launch, saw 652 negative reviews and 474 positive reviews logged in English. That’s a shift from the previous trend, which had seen favorable scores outweighing the negative each day.

The weeks leading to this point saw Battlefield 6 boasting “Mostly Positive” reviews in nearly all languages (save for Simplified Chinese, which has remained at “Mostly Negative” since late October). SteamDB’s user tracker has all reviews reaching positivity of 69.8% from December 2 – December 8, with that number since falling to 68.4%.

Steam considers games with 70% positive ratings to have 'Mostly Positive' reviews, meaning Battlefield 6 was on the verge of reclaiming the blue label before losing momentum with Winter Offensive. Now, its total reviews in all languages remain 'Mixed' since first falling to the mustard-yellow zone with the launch of REDSEC in late October. Valve’s digital storefront shares that just 53% of the 17,331 reviews of the last 30 days are positive, meaning the latest user responses aren’t just 'Mixed' – they’re approaching 'Mostly Negative.'

Seeing Red

“I have to be honest,” one negative review posted January 1 says, “I can't believe how hard my opinion on this game flipped from first week of release to now.”

Of the more than 95,000 negative Battlefield 6 Steam reviews, most players’ critiques seem to fall into only a few categories. Calls for larger Conquest maps, bug fixes, and stable gunplay have existed since October and never stopped showing up across message boards. Recent reviews, meanwhile, turn their sights to Winter Offensive and monetization within Battlefield 6. The premium game has been lambasted for its pop-up windows since launch, but with the December update seemingly doing more harm than good out of the gate, pricey microtransactions are stinging a little more than usual.

“Pay $70 just to get ads for battle passes shoved in your face before you even make it to the main menu,” one Steam user said.

Battlefield 6 has lost around 80% of its playerbase since its incredibly successful launch in October.

What went wrong? 🤔 pic.twitter.com/zBltAI52uz

— QNDZY (@QNDZYcom) December 31, 2025

Another talking point tanking Battlefield 6 Steam scores involves the controversy surrounding EA and BF Studios’ suspected, undisclosed use of generative AI. Fans latched to what appeared to be a sticker featuring an M4A1 with two barrels around December 20, resulting in another uptick in negative reviews. Players have continued taking to the Steam reviews section to fight back against the use of generative AI in the weeks since.

“Again,” one negative review says, “a lot of good faith I felt with this game, the reason I don’t recommend it now, and have no intention of coming back, is the use of generative AI.”

“Needs a Generative AI Disclosure on the store page,” another popular review adds. “The new stuff they've been adding is literally AI artwork. Garbage.”

Multi billion dollar company EA selling AI generated slop in their store (Battlefield 6) pic.twitter.com/AFgOYIo6fV

— Pirat_Nation 🔴 (@Pirat_Nation) December 23, 2025

Despite AI controversies and never-ending discussions about what is and isn’t a “grounded” skin, one of the more interesting trends among many negative reviews may explain why the Battlefield 6 community is so intense: for all of its faults, there are still people who really like this game. While there are certainly posts with only a few hours of gameplay on record, many of the most popular reviews are from players who have not only logged hundreds of hours in the new Battlefield game but continued to play it in recent weeks.

“You know how a game being almost good is in a sense way worse than it just actually being bad?” another review said. “Yeah that's Battlefield 6.”

“The gameplay is back, but EA just robbed us (again),” another review adds. “Rating: 2/5 stars (5/5 for gameplay, 0/5 for business practices).”

In Need of Reinforcements

Players across different channels on X/Twitter, the official EA forums, TikTok, and more have gone back and forth when it comes to their feelings regarding the state of Battlefield 6. That’s changed in recent weeks as controversial updates continue to mount, with steadily declining player counts on Steam only adding fuel to the fire.

At the time of this story’s publication, the EA shooter had reached a 24-hour peak of slightly more than 90,000 concurrent players, and it’s hard not to compare the number to the all-time peak of 747,440 players it reached at launch. Compare and contrast to Embark Studios' Arc Raiders, whose Steam player count has shown remarkable resilience since its launch at the end of October. One of the ongoing narratives is that both Call of Duty and Battlefield have suffered in the face of stiff competition from the cheaper Arc Raiders, which saw a peak concurrent player count of 352,000 on Steam on January 6.

While Battlefield 6 struggles to keep up its momentum, at least on PC, there is one community that some believe has remained unwaveringly critical of every last skin, map, and mode since October.

Battlefield 6 is still great Reddit is just miserable..#Battlefield6 #BF6 pic.twitter.com/ep1m4wOgO0

— Battlefield Intel (@BattlefieldInte) October 27, 2025

Many have viewed Reddit as a hub for harsher criticism for several months, especially when it comes to the r/Battlefield subreddit. The subsection of the community, which has raked in nearly 1.5 million users, has attracted the attention of those looking to call out EA and BF Studios for some of the more egregious problems with Battlefield 6 for months. Post-launch discourse on the social media platform got so heated, so quickly, that some fans felt compelled to spin off a positivity-minded offshoot called r/LowSodiumBattlefield. It currently brings in 93,000 weekly visitors, with its all-time top post calling r/Battlefield a “complete cesspool of karma farming and whining.”

Still, regardless of its actual relevance among players offline or online, r/Battlefield remains one of the most popular places to talk about Battlefield 6. As PC player numbers and ratings fall, the pocket of the Battlefield 6 community is at odds with itself. While some argue that Season 2 will be a “make or break” moment, others are using the space to re-introduce the “bait and switch” accusations against EA that originally began shortly after launch.

“BF6 was a blatant bait and switch from the more grounded beta,” a December 10 Steam review the Reddit community recently latched onto says, “now the COD-ification has been started.”

The same review, which is positioned as one of Battlefield 6’s all-time “most helpful” negative Steam reviews, calls out the shooter for being “aggressively monetized,” demanding challenges, lack of persistent servers, issues related to hit registration, and much more. They are criticisms shared between wide sections of the Battlefield 6 community, regardless of whether they left positive or negative ratings.

I think this is one thing we can all agree on.

Battlefield 6 Season 2's maps have to be solid additions to the game. I've seen the the BF community's consensus on the launch maps slowly degrade from beta, to launch, to now. The maps are a top issue for many.

— Enders (@EndersFPS) December 29, 2025

One thing is certain: Season 2 presents an opportunity for EA and BF Studios to retake the ground it's lost not only in the last month but since launch, too. The team has spent the months since its October release publishing updates large and small as it attempts to keep up with player feedback, so we should have a better idea of what the future holds when Season 2 is revealed in the near future.

In the meantime, you can read about why some believe Battlefield 6 will still likely emerge above Call of Duty: Black Ops 7 as the best-selling game of 2025. You can also learn about how some fans helped steer BF Studios away from vibrant skins with an update to one particularly controversial infantry outfit.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

'The Game Isn't About Shooting Other Players' — Arc Raiders Dev Explains Why It Won't Add Additional PvP Mechanics Like Leaderboards

7 janvier 2026 à 10:53

Amid the debate about Arc Raiders players who focus on the PvP aspect of the game and little else, the boss of Embark Studios has made the developer’s position clear: this is not a game about killing other players, and it doesn’t want to “foster” that type of gameplay.

Arc Raiders is a multiplayer extraction adventure in which players scavenge the remnants of a devastated world, but the main threats are Arc’s machines and, as Embark Studios puts it, “the unpredictable choices of fellow survivors.”

Arc Raiders’ player versus environment versus player gameplay has resulted in a number of viral clips showing how friendly encounters can quickly devolve into a fight to the last. Yes, you can play solo or in parties up to three, working as a team to progress through the game. However, other players are a constant threat. This has sparked a vociferous debate within the community about the etiquette that has formed in-game, with a retired pro gamer going viral for relentlessly killing casual Arc Raiders players.

Meanwhile, Embark recently confirmed that Arc Raiders does indeed feature ‘aggression-based matchmaking.’ This means that if you’re big into PvP, you’ll be matched up with players who are like-minded. Similarly, if you prefer PvE, you’ll be matchmade with players who tend to avoid conflict with other players.

But according to Patrick Söderlund, CEO of Embark Studios, the developer won’t add a PvP leaderboard or other systems that promote PvP, because that’s not what Arc Raiders is about.

In a recent interview / video playthrough of the game with Games Beat, Söderlund explained the studio’s position.

“We've had several discussions about Nemesis systems and all types of things,” he said. “I don't know where the team are on them right now. I think one of the beauties of this game is the fact that we don't have those leaderboards and it's not competitive.

“We don't want to necessarily foster that type of gameplay. The game isn't about shooting other players. You can do that if you want to, but the ethos of the game has never been to go in and shoot players. It's a part that we use to craft tension.”

Söderlund revealed that Arc Raiders spent quite a bit of time during development not having other players at all. But Embark added other players into the game, supported by subtle signaling so you know players were about, to create this important element of tension.

“The game was without other players for a long time,” Söderlund said. “And yes, there were instances where the game was fun and there were areas where it worked quite well. But also the minute you added other players and then use subtle ways of signaling — you don't know how many players are on the server, you don't know how many players have died, you don’t know how many players are around you — but we signal to you that there are other players. You hear them shooting. That's why audio is a very important part of this game. You hear them encountering Arc and other players. You see the raider flares as they go down.

“At one point — it was funny — I came back into a playtest and the raider flares were gone. I'm like, ‘Why did you remove those?’ And they're like, ‘Well, well…’ So I just said, ‘Just bring them back.’ They're such an iconic part of this game.

“And they also signal to other players that action is happening somewhere. It makes it feel populated in an important way. And you also know that there could be a downed raider somewhere. Should I go there? Should I take the risk and go there to see whether I can find something, or have they been brought back to life? There's a tension element in that that's very important.”

Söderlund went on to suggest that private game servers are “absolutely something we could consider.” Private servers are something fans have been wondering about ever since Arc Raiders came out last year. Their addition would, theoretically at least, allow those who are big into PvP to perhaps create servers where that’s the focus.

For now, though, Arc Raiders won’t shake your hand for your player-killing exploits, or give you the chance for online glory through leaderboards. The emphasis here is PvE — with a dash of PvP thrown in.

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.

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.

Hyperkin and GameSir Teamed Up To Create a Transforming Gamepad for Switch 2, Tablets, Phones and PC

7 janvier 2026 à 10:07

Hyperkin and GameSir have each made great controllers for PC, consoles and mobiles, but for CES 2026 they've teamed up for the first time to create a fascinating transforming controller: the X5 Alteron.

The idea combines two recent trends: a Backbone-style expanding frame that can adapt to Switch consoles, tablets and mobiles, and swappable button and stick modules, like those pioneered by Thrustmaster in their eSwap controllers. The number of replacement modules is also extensive, with the marketing video for the X5 Alteron showing off controls that resemble the Xbox, PlayStation, Switch, N64 and more.

The novel combination actually makes a lot of sense, as you very well may prefer to swap between a native Nintendo-style layout for playing on Switch or Switch 2, hop onto an N64 layout to play old games on Nintendo Switch Online, crack out a fight pad layout for Tekken and then a more standard Xbox or PlayStation control scheme for iOS, Android or PC gaming. Whatever you're playing, the Alteron ought to be able to adapt.

The controller is equipped to last longer than your standard Switch or Switch 2 Joy-Con too, with capacitive sticks that aren't susceptible to stick drift and Hall Effect (or mouse-click-style) triggers. Customizable back buttons and tactile membrane face buttons are also included. For connectivity, lower-latency 2.4GHz wireless is the default option, with Bluetooth available also; charging is handled via USB-C, though there's no word on battery life.

Pricing isn't yet available, but expect a controller that replaces multiple other controllers to be a relatively pricey affair. For context, Thrustmaster's eSwap controller costs $150+, and I'd expect a similar price range for this - and extra control modules may cost extra, too. The X5 Alteron will be released later in 2026.

Fallout Season 2, Episode 4 Review

7 janvier 2026 à 09:00

This review contains spoilers for Fallout Season 2, Episode 4, “The Demon in the Snow,” which is available to stream now on Prime Video.

Deathclaws are one of Fallout’s most famous monsters, but many mistakenly believe they’re a type of mutant created by the immense radiation of the apocalypse. The truth is that they were actually developed by the US government years before the bombs dropped, envisioned as brutal replacements for regular soldiers. However, as the Fallout wiki explains, “to date there has been no official sources confirming that the government carried out their original goal of deploying the deathclaws into military combat prior to 2077.”

Well, that description now needs updating, because Fallout Season 2’s fourth episode reveals that the US very much did deploy deathclaws onto the battlefield. In the fantastic Alaskan Front-set (quite literally) cold opener, we see Cooper Howard witness the ferocity of this warped project first-hand. Shot as a horror sequence rather than an action scene, the butchering of a People’s Liberation Army squad is an effective introduction to the creature fans have been waiting a season-and-a-half to see. And while there’s surely more to come in later episodes, this brief introduction already suggests the effects team have nailed this iconic beast. The computer-rendered model conveys its impressive heft, but - as is so frequently the case - it’s the close-up shots of its animatronic head, with slowly blinking eyes and snarling jaws, that create the most chilling effect.

It’s not just the appearance of the deathclaw that makes this opener so effective, though. There’s the joy of seeing the old T-45 armour brought to life through yet another excellent piece of practical design, its malfunctioning systems harking back to Cooper’s complaints to Bud in Season 1 and Vault-Tec’s general “profit over people” ethos. And then there’s Goggins, who conveys not just the fear of coming face-to-face with a genuine monster, but the terror of realising how the entire PLA force was defeated. It’s unclear if Cooper understands that the deathclaws have been deployed by his own masters, but he certainly knows his men in their faulty power suits didn’t win the day. This all works as terrifying foreshadowing for the episode’s cliffhanger, in which Lucy and The Ghoul – equipped with just a few guns and the clothes on their backs – come face to face with a deathclaw on the New Vegas strip. They face utterly impossible odds.

Thankfully, the duo is able to have plenty of fun this week before being confronted by walking death. After her horrible ordeal at the hands of the Legion, Lucy has been nursed back to health by the NCR. But while two days on a constant drip of Buffout steroids may perk you up, it's a highly addictive drug – something almost every Fallout player has had to deal with in their hours of play. What results is a fun narrative riff on the games’ addiction mechanic, with Lucy now loosened up to the idea of blowing a few holes in people. The Venn diagram of her and The Ghoul slightly overlaps, even if it’s not a result of her own choices.

Of course, Lucy’s targets are not human. “I’m good for heads, they’re just ghouls, right?” But these aren’t any old ghouls. Once again, we have another nod to New Vegas’ factions, this time the Kings – a tribe of Elvis impersonators. But, as with the NCR and the Legion, it’s been over a decade since we last saw them, and the wasteland is nothing if not terribly unkind to its people. The Kings have all become feral ghouls, a nice method to both convey the progression of time and turn them into gory fodder for Season 2’s most spectacular action scene so far. It’s filled with great little flourishes, from the slick, rhythmic editing to the way bodies spin and buckle as wounds burst open. The slow-motion shot that concludes the fight is a fantastic nod to the games’ V.A.T.S. mechanic – no wonder it was used as one of the key images in the season’s teaser trailer.

Following last week’s “don’t thank me yet” comment from The Ghoul, there’s no sign yet that his saving of Lucy was fuelled by ulterior motives. If anything, he seems genuinely happy to be in her company. I’m pleased the writing team are content to leave things a little uneasy here rather than immediately launching into any kind of betrayal, as that nervous tension helps with steady escalation and plot pacing.

The start of the Brotherhood's civil war feels big and momentous, akin to how Game of Thrones’ gradually heating tinder box plotlines would suddenly catch alight. 

The same can’t be said of the stories unfolding in vaults 32 and 33. After being reintroduced in the premiere, we’ve had to wait until the season’s halfway point to return underground, which contributes to the sense that these events are less important than anything happening on the surface. This chapter does attempt to counter that, though, by brewing a mystery in the tunnels. Reg’s absurd in-breeding club is draining 33’s resources, and Betty is forced to ask Steph for 32’s help. Their conversation is entirely contextless breadcrumbs – What is the experiment? What is in the keepsake box? Who is Steph really? – but despite the lack of significant developments, all this does lend purpose to a storyline that previously felt inconsequential. I suspect we’ll have to wait another couple of episodes to push forward with this mystery, but hopefully satisfying answers come with our next visit to these steel corridors.

Thankfully, the events surrounding the Brotherhood of Steel is more than able to make up for that lack of satisfaction. Maximus attempts to assassinate Quintus, the chapter elders turn on each other, and full civil war is all systems go. There are stabbings, shootouts, and flaming airships falling out of the sky – it all feels big and momentous, akin to how Game of Thrones’ gradually heating tinder box plotlines would suddenly catch alight.

The prelude to this civil war has certainly been the heavier, more serious side of Fallout’s second season, but I think this week’s eruption proves that it was worth establishing a distinct tone for Maximus’ story. There’s a real sense of excitement and grand significance here that’s absent elsewhere, something emphasised by Ramin Djawadi’s excellent score. That’s not to say there’s no laughs to be had, of course: the drama is balanced by Thaddeus’ hapless attempts to impersonate Paladin Harkness, with the massive power armour suit used to create great moments of physical comedy – I particularly love the image of a massive knight holding a tiny lunch tray.

While these events spell large-scale disaster for the Brotherhood, this episode’s writer – genre TV veteran Jane Espenson – takes great care in ensuring that it all folds into Maximus’ character arc. As he holds Quintus at gunpoint, he admits that “I don’t choose to do the things I have to do, they just keep happening.” It’s a great vocalisation of Maximus’ complete lack of agency in his own life.

But while Maximus may feel like things are entirely out of his control, he is finally making the right choices. After abandoning his assassination attempt, Maximus confesses his failure to Dane (Xelia Mendes-Jones), who tells him, “You don’t have to apologise for not killing.” It’s an interesting moment for a show that has so far spent a lot of time wrestling with the fact that some deaths are necessary, and a good reminder that there’s still space for uncompromised morals in the blasted remains of America. And now that Maximus has the Cold Fusion device, it’s all on him and his sense of morality to make choices that will not just impact him, but the entire wasteland.

The Delightful Astro Bot for PS5 Is Back to Its Best Price at Amazon and Walmart

7 janvier 2026 à 08:50

Looking for a fun game to jump into this January? Both Amazon and Walmart have dropped the wonderful Astro Bot for PS5 back to its lowest price yet of $39.97, which is the same price we saw during Black Friday sales. That's an excellent little treat for PlayStation users to start 2026 off with, saving you 33% off its full price of $59.99.

Score Astro Bot for $40

If you enjoyed playing Astro's Playroom, which came pre-installed on PS5 consoles, this full-length adventure is sure to put a smile on your face during these winter months. It's one we absolutely adored, with IGN's Simon Cardy saying in his review that it's, "A collection of endlessly inventive levels and fantastically fun abilities, it delivers joy in spades, never once becoming even remotely dull or repetitive."

Our reviewer wasn't the only one who had high praise for this game, though. Astro Bot actually took home Game of the Year back in 2024 at the Game Awards, won Best Game at the BAFTA Game Awards, and even took home one of IGN's top prizes as the best PlayStation game of 2024. See? It's absolutely worth adding to your collection, especially while it's still on sale. And it may not stay this low for much longer, so now is a great time to scoop it up.

Astro Bot isn't the only game to receive a nice discount to kick off the new year, either. If you're stocking up after the holidays, we've also spied some great deals on Kingdom Come: Deliverance 2 and Battlefield 6 recently. To see even more gaming deals available right now, check out our breakdown of the best deals of the day for other options that have caught our eye recently.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

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