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The Beats Studio Pro Noise Canceling Headphones Drops to Just $95 at Woot

14 janvier 2026 à 17:00

For a limited time Woot is offering an incredibly low price on a pair of factory reconditioned Beats Studio Pro wireless noise canceling headphones. It's currently on sale for just $94.99 and includes a 1 year Amazon warranty. Amazon Prime members get free shipping, otherwise add on $5. The same headphone costs $200 new on Amazon.

Beats Studio Pro Headphones for $94.99

Factory Reconditioned with 1 Year Amazon Warranty

Beats is owned by Apple, and the Studio Pro is marketed towards people like myself who want a quality over-ear wireless noise canceling headphone but also don't want to spend $400 plus on the AirPods Max. The Studio Pro offers better audio quality than any other Beats headphone, and excellent active noise cancelation. It carries over a lot of Apple's trademark features like spatial audio with head tracking, one touch pairing, and "Find My" functionality. It also has a Transparency mode so you can listen to the environment around you without removing your headphones.

The Beats Studio Pro has a USB Type-C port for charging.. You can also use the USB port to connect to your device in wired mode, which is uncommon nowadays (although you can also still use a traditional 3.5mm audio cable as well). In wireless Bluetooth mode, the Studio Pro can last up to 40 hours on a single charge. It folds in compactly for easy transport.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.

Josh Safdie Confirms Robert Pattinson Has Secret Cameo in Marty Supreme — Watch It Now

14 janvier 2026 à 16:54

It turns out that Marty Supreme hides a cameo from none other than Twilight, The Batman, and Mickey 17 star Robert Pattinson.

Warning! Spoilers for Marty Supreme follow:

“No one knows this, but that voice — the commentator, the umpire — is Pattinson,” director Josh Safdie revealed during a recent conversation about the film at BFI Southbank in London, reported on by Variety. “It’s like a little easter egg. Nobody knows about that. He came and watched some stuff and I was like, I don’t know any British people. So he’s the umpire.”

pic.twitter.com/SEgHv5R5ov https://t.co/nPkZuLAMEa

— A24 (@A24) January 13, 2026

Now, the official A24 Twitter/X account shared the clip in which Pattinson is featured so fans can hear his voice even if they haven’t seen the film. Specifically, Pattinson’s voice can be heard during the British Open semifinals scene where Timothee Chalamet’s title character, Marty Mauser, faces off against Hungarian player Bela Kletzki (played by Géza Röhrig).

This is hardly the first time Pattinson has worked with one of the Safdie brothers. In fact, they first joined forces for the duo’s fourth feature film, 2017’s Good Time. Pattinson played the lead role of Connie, a reckless man from Queens trying to free his developmentally disabled adult brother (Benny Safdie) from police custody and evade capture at the same time. Interestingly enough, Pattinson was recently asked about his experience on the film during a Lie Detector Test video for Vanity Fair.

During the exchange, Pattinson’s Die My Love costar Jennifer Lawrence asked if he would want to work with the brothers again after Good Time, to which Pattinson responded with an emphatic yes. The polygraph examiner then explained that his answer read as “deceptive,” which may have meant he was thinking about this cameo while answering the question. He even laughed and told the examiner “that’s crazy” after the assessment… but clearly it’s not all that crazy, as he has in fact worked with one Safdie brother again.

Marty Supreme is currently in theaters nationwide and Pattinson’s latest, Die My Love, is available now to view on Mubi’s streaming service.

Lex Briscuso is a film and television critic and a freelance entertainment writer for IGN. You can follow her on Twitter at @nikonamerica.

Lord of the Rings Movie Re-Releases Include New Introductions With Peter Jackson, and Anecdotes Including the One Where Viggo Mortensen Had to Hide a Black Eye

14 janvier 2026 à 16:47

Lord of the Rings director Peter Jackson has filmed new introductions for each movie in the trilogy, featuring reflections and anecdotes on filming.

Warner Bros. Pictures and re-release company Fathom Entertainment announced these introductions this week as an extra treat for fans headed to see the films during their upcoming theatrical re-release.

Entertainment Weekly has previewed the introductions and dubbed them as "lengthy" and "welcome." In one excerpt shared online, Jackson discusses how the trilogy was filmed as one single giant project, with scenes from Fellowship of the Ring shot the same week as Return of the King. Later, the director tells the story of how he was forced to rethink the Fellowship's memorable cave troll fight in Moria, after Aragorn actor Viggo Mortensen came into work one Monday morning sporting an enormous black eye.

It's a story Jackson has told before, but it's a fun one — Mortensen had sustained the injury while "out with the Hobbits" — and apparently while surfing, his board had flipped up and caught him in the face. Watch the cave troll fight now and you'll notice that Mortensen is only filmed from one side, while his black eye is hidden from view.

All three movies will be shown in their Extended Edition form this weekend, with one film per day from January 16-18. The shorter, standard editions will then be shown next weekend, from January 13-25.

There’s merch, too, to go along with this re-release. AMC theaters will have a popcorn bucket with a map of Middle-earth, and Regal will have a popcorn bucket with a One Ring design, Variety has reported.

While promoting the trilogy's re-release this week, Jackson confirmed he will never launch an "extended-extended" cut of the films, even though more material was shot and never released. "Are there great scenes that we never used? The answer is no," Jackson said. "There are bits and pieces, I guess. But if you did an extended-extended cut, or whatever it will get called, it would be disappointing." At more than four hours for The Return of the King's Extended Edition, they're probably long enough.

After the trilogy's re-launch this month, fans can look forward to more from Middle-earth on the big screen with the upcoming The Lord of the Rings prequel The Hunt for Gollum, due for release next year on December 17, 2027. Frodo actor Elijah Wood — who looks likely to reprise his role on the project — previously praised the movie for reuniting Jackson Jackson with his Middle-earth scriptwriting team Fran Walsh and Philippa Boyens, as well as Gollum actor Andy Serkis, who is set to both star in and direct the film.

Image credit: Hagen Hopkins/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

2026 Is Going to Suck for PC Gaming

14 janvier 2026 à 16:39

It’s been about a year since AMD and Nvidia released the Radeon RX 9070 XT and GeForce RTX 5090, respectively, and this would usually mean that gaming PC prices would start to normalize a bit. And while graphics cards are more affordable than last year – at least for now – other components are ramping up the prices so much that it’s still hard to put together an affordable gaming PC.

Unfortunately, it doesn’t look like this is going to stop any time soon. I’ve been told by multiple manufacturers that prices for prebuilt PCs – which are usually the economic option in times like this – are going to start going up. Once that starts happening, it’s going to be incredibly hard for anyone that doesn’t already have a decent gaming rig to get in on the action.

The RAM-Shaped Elephant In The Room

I remember when I first got into PC gaming, buying a more capacious kit of RAM was the cheapest way to make a small upgrade to my gaming PC. It wasn’t exciting, but it did make a difference, for much less than buying a new CPU or GPU. But, that has been completely flipped on its head.

Back in November, RAM started getting more expensive, due to vastly increased demand from AI data centers. Most AI models, you see, are incredibly memory-intensive, and these datacenters that are going up everywhere need more and more of the stuff. And because the companies that are making these data centers have more cash than you or I, the memory manufacturers have shifted their priorities to these enterprise buyers. Hell, Micron even announced that it was shuttering Crucial, its little subsidiary that made some of the best budget RAM on the market.

It’s now at the point where this simple 32GB kit of DDR5 RAM from G.Skill will cost you at least $360, whereas in October 2025 it was about $90, according to Camelcamelcamel. That’s a 4x jump in price, and it doesn’t look like it’s going to slow down any time soon. I reached out to Anshel Sag, Principal Analyst at Moor Insight and Strategy, and he told me to expect this memory shortage to extend into 2027 or even 2028. “It’s important to remember that in past memory crunches or gluts, they were purely cyclical and the industry was very boom or bust,” Sag told me, “but with AI we might see a structural change to how memory is consumed.”

We’re already seeing this memory shortage affect other PC components, too. SSDs, for one, are already starting to see a similar rise in price. The 1TB Silicon Power UD90, which is supposed to be a budget SSD, has already increased to $144, from $60 just a few months ago.

While it’d be nice to just accept these price increases as “the inflated component of the week”, RAM and storage are such an important part of any piece of tech, whether or not it’s for gaming, that other prices are sure to rise in the future.

Prices Will Rise On Other Parts and Prebuilts

I’d hesitate to call prebuilt gaming PCs affordable right now, but it’s still clear that the price increases really haven’t hit them quite yet. Right now you can still get this Cyperpower PC with a 5070 and an RTX 5070 and a Ryzen 7800X3D for about $1679, which is about $100 cheaper than putting it together yourself right now. That’s not a huge savings, but hey, a hundred bucks is a hundred bucks.

Last week at CES, though, I was told by multiple manufacturers that price increases on prebuilt systems are around the corner, and that shouldn’t be too surprising. These companies typically buy their components in bulk, and once they need to restock on now-expensive memory, they’re likely to pass that price increase on to consumers. Anshel Sag agrees, telling me “basically everything will be impacted, smartphones and PCs will see the biggest impact”, but that it’s very likely even the upcoming consoles will likely be affected in some ways, though “though they will likely use unified memory across GPU and CPU, potentially reducing the need for separate system and GPU memory”.

But it’s not just complete systems. There have been rumors swirling around that Nvidia is going to be bumping up the prices on its Blackwell graphics cards, particularly the RTX 5090, because of how much GDDR7 memory is strapped onto it. Nvidia’s flagship has 32GB of the stuff, so it wouldn’t be surprising if Team Green raised the price of the already-expensive card to $5,000 as Newsis (via TechPowerUp) suggests.

What’s worse is that we’re almost there. At the time of writing, the cheapest RTX 5090 I can find will set you back $4,111 on Newegg, and that’s one listing, and it’s from a seller with less than perfect reviews. There are other listings that put the RTX 5090 at around $4,600, with some already reaching the $5,000 price point that leakers warned about a couple weeks ago.

Luckily, it doesn’t seem that these huge price increases are hitting more mainstream graphics cards just yet. The RTX 5070 can still be found around $570-$600, which is only slightly higher than its $549 MSRP. Team Red is faring a little worse, but even at $600, the Radeon RX 9070 is still within striking distance of its $549 starting price. I don’t expect that this will continue to be the case for much longer, but the less memory a GPU has, the less it’ll likely be impacted by these pricing woes.

Is the Steam Machine a Silver Lining?

None of this exactly bodes well for the Steam Machine. Valve announced its mini gaming PC back in November, and said it’d launch in January or February of this year. But as that vague launch window inches ever closer, it’s looking more likely that the Steam Machine is going to be more expensive than many were probably hoping it’d be.

When the Steam Machine was first announced, I assumed it would be around $800, given its moderate power, but with memory prices being what they are, I wouldn’t be surprised if it started inching towards a fourth digit. Recently, a Czech retailer posted an early store listing, spotted on Reddit, for the Steam Machine that priced it at around $950.

When I first saw these posts I was immediately skeptical, but if the Steam Machine was initially supposed to target a price of around $800, bumping up the price to $950 in response to increased memory prices would make a lot of sense. Only time will tell if these leaked prices are in any way accurate, but I’m not exactly hopeful about it.

When Will This End?

This is hardly the first time RAM has seen a massive price increase. RAM prices tend to fluctuate over time, depending on demand. But this time might be different. Not only are AI data centers gobbling up memory, but pretty much every device under the sun is using more of it as well.

“Just look at how much DRAM is in phones today versus a few years ago,” Sag confirmed. “The same applies to laptops and the 16GB minimum threshold for CoPilot+, as well as gaming handhelds like the ROG Xbox Ally X, which has 24GB in a handheld.”

The only way I really see us getting out of this RAM shortage any time soon is if memory manufacturers like Micron, Samsung and SK Hynix ramp up production to get more DIMMs on store shelves. But with AI companies buying up all of this memory even with the increased prices, I wouldn’t hold my breath.

Jackie Thomas is the Hardware and Buying Guides Editor at IGN and the PC components queen. You can follow her @Jackiecobra

Games Workshop's AI Ban Makes Perfect Sense When You Consider Warhammer 40,000 Lore

14 janvier 2026 à 16:35

Games Workshop confirmed this week that it has banned the use of generative AI for the production of its designs and content, a decision many Warhammer fans have welcomed.

As I’ve discussed before (and highlighted by a recent kerfuffle about Displate Warhammer 40,000 art), if Games Workshop were to start using AI to, for example, produce artwork, write stories, or design its games and miniatures, it would likely spark a community uproar. The Warhammer 40,000 setting is in many ways built upon the evocative and enduring art drawn by the likes of John Blanche, who shaped its "grimdark" aesthetic alongside other key Games Workshop staff. This official, human-made Warhammer 40,000 artwork is beloved by fans, most of whom take a dim view of the mere whiff of generative AI “art” sold or released in any official capacity by either Games Workshop itself, or its partners. Indeed, Games Workshop sells expensive Warhammer 40,000 ‘codex’ rulebooks that are packed with stunning official art as well as lore. Any suggestion that this art was created either in part or entirely by generative AI tools would likely cause a community uproar.

So, this anti-AI policy is being called a ‘Games Workshop W’ by many fans. But as any fan of Warhammer 40,000’s sweeping lore — pulled this way and that over the course of decades — will tell you, perhaps it shouldn’t come as a surprise.

I appreciate what we’re about to talk about is in the Warhammer 40,000 weeds, but I’ve seen enough social media posts, reddit comments, and Discord messages delighting in the parallels here that I think it would be fun to explain what the fuss is about.

You see, in the world of Warhammer 40,000, AI does not stand for Artificial Intelligence. Rather, it stands for Abominable Intelligence. And, as Games Workshop has banned AI within the confines of its Nottingham headquarters, humanity has banned AI within the Imperium of Man. That’s because during the ‘Dark Age of Technology’ (stick with me here), AI rebelled against humanity in a bloody war that almost resulted in our extinction.

Eventually, humanity won out, and, sufficiently traumatized by… everything… forbid the use of AI at all. That is, you can’t have ‘thinking machines’ in the Imperium, which is in part why the future tech is all a bit backwards for the 41st millennium.

As you’d expect, some fans are drawing parallels between Warhammer 40,000 lore and what AI experts in the real world are predicting will happen to us in just a handful of years. In Warhammer 40,000 history, the AI rebellion kicked off when humanity was at the height of its power and used AI without restraint to maintain its untouchable galactic empire. The Dark Age of Technology, which ran from around the 15th-25th millennium, was the zenith of mankind's scientific knowledge and technological power, a golden age of exploration and innovation in which we essentially became gods. The ‘Men of Iron’ — sentient humanoid machines created by humans during the Dark Age of Technology — rebelled. Details are vague, but it’s clear they were not a happy bunch at all. The Men of Iron believed themselves superior to the humans who had created them, because we relied on them to do pretty much everything for us.

A cautionary tale, perhaps? In Warhammer 40,000 lore, humanity didn’t have to worry about AI in an, ‘oh god they’re going to kill us all' sense until the 23rd millenium. If AI experts are to be believed, it won’t take that long in the real world. 23 years, perhaps?

Meanwhile, Warhammer 40,000 fans can rest assured that the stunning art that’s used to draw people into the setting will remain crafted by human hands. For now, anyway. Games Workshop CEO Kevin Rountree said company staff are barred from using AI to actually produce anything, but admitted a “few” senior managers are experimenting with it.

Reporting the latest financial results, Rountree said AI was “a very broad topic and to be honest I’m not an expert on it,” then went on to lay down the company line: "We do have a few senior managers that are [experts on AI]: none are that excited about it yet. We have agreed an internal policy to guide us all, which is currently very cautious e.g. we do not allow AI generated content or AI to be used in our design processes or its unauthorised use outside of GW including in any of our competitions. We also have to monitor and protect ourselves from a data compliance, security and governance perspective, the AI or machine learning engines seem to be automatically included on our phones or laptops whether we like it or not.

“We are allowing those few senior managers to continue to be inquisitive about the technology. We have also agreed we will be maintaining a strong commitment to protect our intellectual property and respect our human creators. In the period reported, we continued to invest in our Warhammer Studio — hiring more creatives in multiple disciplines from concepting and art to writing and sculpting. Talented and passionate individuals that make Warhammer the rich, evocative IP that our hobbyists and we all love.”

Image credit: Games Workshop.

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

Building a Better Hijack: Going From Planes to Trains in Season 2 of the Idris Elba Show

14 janvier 2026 à 16:00

Back in the far-away days of 2023, Apple TV dropped a series titled Hijack. Starring Idris Elba as Sam Nelson, a high-end business negotiator caught in the middle of a complicated and twisty plane hijack, the series was a surprise hit. Two and a half years later, Sam is back in action in Hijack Season 2, which transports the action from a Dubai airplane to a subway train in Germany.

While it’s always great to see Elba on screen, a second season of Hijack wasn’t necessarily a no-brainer, even with the hit status. After all, Sam Nelson isn’t a cop; he isn’t a man with “a particular set of skills;” he’s a businessman with an estranged wife and son who gets stuck in the middle of an impossible situation and has to work his way out. So why is Sam back? And how did the production transport the action from 35,000 feet in the air to way below the street in the German U-Bahn? Turns out the former was a little more organic than you might expect, while the latter was a wildly colossal lift that involved building two subway trains, a control room, and even a subway station.

“When you make a TV show, you spend so much time literally making the show, but you spend a lot of time with the character, and you spend a lot of time problem solving,” Jim Field Smith, the series co-creator and executive producer, and lead director for this season, told IGN.

In the case of Hijack, Smith describes the first season’s structure as trapping Sam Nelson in a “puzzle box” he needs to work his way out of – how to get safely off the plane and back to his family – in a similar way to how “you throw everything into making that season. You throw every idea in the writers’ room, it eats up so much story, you have to try everything. You have to water test everything, and so, on the face of it, it seems like madness to then just try and do that again.”

There’s one key factor that helped Smith and company approach the idea that they could make a second season of Hijack: the show’s pseudo-real-time format. While there’s some smoothing over of the timeline here and there, the entirety of Hijack Season 1 essentially occurs over the course of one seven-hour flight from Dubai to London, with each hour of the show taking up an hour of flight time. Because of that, “Sam only really moves as a character a few inches… You can't change someone fundamentally over the course of seven hours in real life.”

Smith also notes that because of the real-time format, there was no way of answering every single dangling question in Season 1, even if they hadn’t brought the show back for a second season. “Why were the hijackers [there] in Season 1? What motivated them to do this in the first place? What are the relationships between the crime lords in Season 1? What's the relationship between Sam and his son and his ex-wife?” There’s plenty of action that does happen on the ground in the first season, but because Sam is on the plane for the duration, “you don't get to explore these things as much as you'd like.”

So not only did Smith get to answer those questions with a second season, it also helps that the audience knows who Sam is and what his capabilities are.”You've got the shorthand with the character,” Smith explained. “You already know this guy, and you have your expectations of how this guy is going to behave, but now we're going to put this character that you know and love into a completely different environment and give him a completely new set of motivations.” In short? “There's unfinished business, and this is a chance to not just set the record straight, but to actually explore that unfinished business.”

“There's unfinished business, and this is a chance to not just set the record straight, but to actually explore that unfinished business.”

That’s good in the broad sense, but with these sort of concept-driven action thrillers, there’s always a danger in going back to the well. For every Die Hard 2: Die Harder, there’s a Speed 2: Cruise Control or Under Siege 2: Dark Territory, a sequel that plays the same beats while missing what made the first one special. That was very much on Smith’s mind once they made the decision to bring Sam back into action.

“Why is this happening?” Smith asked rhetorically. “I wanted Season 2 to feel like a yin and yang partner piece to Season 1, and so I immediately started thinking in opposites. So in Season 1, he's a passenger on the plane that happens to be hijacked. He's essentially a passive character initially in Season 1, who has to get more and more involved, or chooses to get more and more involved. So I immediately go to the flip of that, and I think, well, what if Sam is actually the instigator of the events in Season 2? Rather than being a reactive character, what if he's causing events to happen?”

To go further down this road is to spoil some of the big twists and turns that happen as early as the first episode of the eight-episode season. But there’s a second, simpler reason Smith went in the direction he did. “Season 1 is 35,000 feet in the air. What's the diametric opposite of that? And my brain just went straight away to an underground train.”

As we pick up in Season 2, two years have passed since the plane hijack, and Sam has headed down a road of “revenge and justice” for what happened. This leads him to the U-Bahn – the Berlin subway train – he finds himself on for the next eight hours or so, along with hundreds of other passengers trapped in a brand-new hijack.

One initial problem with the change of scenery? There aren’t as many places to hide. In the first season, the action traveled throughout the plane from the cockpit to the galleys, and explored all the different classes from business to coach. But beyond using every part of the airplane, there’s another huge difference between an airplane and a subway that completely changed how the Hijack writers needed to approach the season.

“In the writers room, the ‘scales falling away from our eyes’ moment was that on a plane, you have a contract,” Smith said. “You have a ticket, and you have a seat, and you have an unspoken contract agreement with everybody on that plane that we've all agreed to get on this plane at this time and fly from A to B. And once that plane gets hijacked, you're not even getting out of your seat. On a train, and particularly on a subway train, it's random. The people that are on that train are completely random. And the moment where Sam gets on that train and the doors are shut, that seals the fate of every single person on that train.”

A subway train ride is also (hopefully) exponentially shorter than your run-of-the-mill airplane ride, so you have a fundamentally different environment for the characters, including Sam. “It goes from being what you'd expect to be a transient environment to being this locked-door prison,” Smith added.

Another big change? Sam is able to move around more freely in the environment of the train, versus being locked in his seat on the airplane. In fact, to mildly get into spoilers here, “none of the passengers on the train even know it's been hijacked until episode four. So there's three whole episodes where the passengers don't even know the train has been hijacked, and that's a really joyful time in the show where we're playing with: When are they going to find out, and how long can this secret be held from the passengers before they before they figure it out, and then potentially start to fight back?”

That’s all well and good from a story perspective, but from a technical perspective, Season 2 was as big of a challenge as Season 1, if not moreso. Smith is a director who wants the space to be as accurately represented as possible, down to replicating the exact dimensions of a U-Bahn train. Part of that is practical: Though most of the second season was filmed on a set in London over the course of nine months, at some point they planned on going to a real U-Bahn station, and it needed to match. But it’s also a technical challenge entirely different from filming on a plane. Smith recalled that once the plane is at 35,000 feet in Season 1, other than a few exceptions, it’s “not doing anything particularly unusual.” It’s also relatively contained, since most of the time, it’s just sky on the other side of those windows. Contrast that with a subway, which has windows in the front, back, and sides, so you can see the environment passing by at all times. “You can’t fake that,” Smith said.

Not only did they wind up building a train and surrounding it with LED walls to simulate the subway tunnels and platforms speeding by outside the windows, but they also created a train that could actually move like a real subway train so that the actors didn’t have to pretend they were wobbling back and forth (we’re looking at you, Star Trek).

In order to accomplish this, one of the two trains Hijack built – “interior train” – is on a hydraulic rig composed of two separate carriages. The U-Bahn in the show is supposed to have four carriages, but because you can’t see between the second and third, they only needed to build two cars for the train, both on hydraulic and pneumatic rigs. Smith adds that while allowing actors to not have to pretend to sway back and forth was part of his push for accuracy, it also has a story reason, as “we actually use it for dramatic effect in the final episode. That swaying motion becomes really important.”

But what of the second train? That one was built for both interior and exterior shots, and it was also built as a “real working train” that could move in and out of the equally accurate train station and tunnel sets. This too had a practical reason: Shooting in a real station and filming with real trains “is a nightmare.” As Smith explained, not only is a train enormously heavy, but you can’t turn it around. A car can be pulled over and a shot reset, but trains involve months of checking with “planning and logistics and permissions and safety issues.”

In fact, the second train was so realistic that when Hijack did film their opening scene at Berlin’s real Hauptbahnhof station towards the end of the nine-month shoot on a busy Monday morning, the Berlin-based crew was confused when they were shown scenes of the constructed, on-set part stitched together with the real station in a rough assembly of the scene.

“My editor, Dave, had cut it together, and I wanted to show it to the crew in Berlin, because I wanted to show them what we were matching to and what we were flowing into,” Smith said. “And our Berlin-based crew were watching this over my shoulder on my iPad, and they said, ‘When did you film this?’ And I said, ‘We filmed this across the last nine months.’ They were like, ‘but when were you here filming this?’ And I said, ‘No, what you're watching is our shot on our set in London.’ And they literally couldn't believe it. I knew we were onto something when the real life Berliners were fooled.”

Despite the devotion to authenticity, there is one set that is semi-fictional: the U-Bahn control center that the Berlin police and others use to track the increasingly erratic hijacked subway train, which features an enormous board with blinking lights straight out of a ’60s or ’70s conspiracy thriller. It was an important set for Smith, because unlike the multiple ways to visualize where an airplane is geographically, it’s much harder to figure out where an underground subway train is in space. In real life, the U-Bahn control room is full of digital screens, which Smith found “not very compelling,” let alone “not very good visual representations of the network. It's schematics. It's very dry visual imagery. So I was quite disappointed, and I was sort of scratching my head about how to tackle this problem.”

An idea presented itself while visiting a train station in Berlin. Smith was chatting with one of the station managers, who explained that the new digital system is actually a front for the old system – and in fact, the subways still run on the old system, just not out front and readily accessible. So Smith and his director went down to a “mothballed room in the station,” where the manager explained there are five or six hubs for the network, and the actual control room is now run from a remote control center. There, in the middle of the room under a plastic sheet, Smith could see ”all these lights twinkling, and they pulled the sheet off to reveal something that is pretty similar to what you see in the show, on a much smaller scale. And it was a complete light-bulb moment.”

What Smith loved about the retro-control panel was the physical representations of where the trains are on the network, something they expanded on in the imagery used in the season. But what he loved even more was that “it was analog, and the machine was humming and clicking and bleeping, and I thought about wanting to work in a world of opposites. In Season 1, air traffic control is digital. It's radar, it's screens with digital data on it. This is the opposite of that: It's relays and switches, and it's things that you can hear.” So yes, the production used “some license” in this case, “but really necessary license to help the audience and the characters in the control room understand what they're dealing with.”

There’s one relatively more subtle change from Season 1 to Season 2 that was vitally important: the color palette. Whereas Season 1 is bright and light as befits a luxury airline, Season 2 took inspiration from its underground Berlin setting to infuse more greens, browns, and grays. While merely setting things on a subway is a large part of that – there just aren’t as many light sources – there’s another thematic reason for the change: Sam.

"He's trying to get to the end of the tunnel. And so the train and the network that he's in is the manifestation of his own problem.”

“I'm using the visual imagery and the color palette of the show to reflect Sam's mental state in Season 2,” Smith said. “He's trapped in a literal and metaphorical maze. He’s trying to find his way out. He's trying to get to the light. He's trying to get to the truth. He's trying to get to the end of the tunnel. And so the train and the network that he's in is the manifestation of his own problem.” Smith did add that Berlin’s nickname as “The Gray City” helps in that respect, along with the brutalist architecture, but adding to that is the trains, which Smith feels are “bursts of yellow that cut through the landscape.”

Ultimately, creating a whole new look for Season 2, along with building intricate and extensive sets, was all part of the challenge for Smith. “I’m forcing myself to push it as far from Season 1 as I can, partly for my own sanity, but also to keep challenging myself and my team to solve these problems, and in doing so, to do their best work. It would have been easy to set Season 2 on another plane, and it would have probably looked and felt pretty similar, but I couldn't have done that. I expended all of my plane-related love in Season 1. I've got to find a new environment. I've got to find new ways to push myself. And I want to be out of my depth a little bit. I want to be scrabbling to get a foothold, and that's when I do my best work.”

So what of Season 3? If Season 1 was set on a plane, and Season 2 is on a train, would Smith follow the lead of the late, great John Candy and set a third season in an automobile?

“Listen, anything is possible,” Smith said, laughing. “Would Sam ever get on any other method of transport? I don't know. I think he might just take an E-bike, but I don't think that makes for a very good season. I think the jeopardy of running out of battery is probably not enough for a global TV series. I always say to people, I'd watch Idris Elba peel an egg, and that's not going to make a good season either. But my point being, I think there's life for Sam Nelson. It's always interesting seeing Idris’s portrayal of that character, and putting that character through the wringer. So you know, whether he's in a car, on a bus, on a speedboat… If we do bring him back, I'm sure we'll find some way to put him through hell again.”

Hijack Season 2 premieres January 14 on Apple TV.

Scream 7: Exclusive Final Poster Revealed

14 janvier 2026 à 16:00

IGN can exclusively reveal the new poster for Scream 7, which opens in theaters February 27, 2026. The poster can be seen below.

Kevin Williamson returns to the franchise he created to direct Scream 7. Williamson also co-wrote the screenplay with Guy Busick, from a story by James Vanderbilt & Guy Busick.

“When a new Ghostface killer emerges in the quiet town where Sidney Prescott (Neve Campbell) has built a new life, her darkest fears are realized as her daughter (Isabel May) becomes the next target,” according to the official plot synopsis.

“Determined to protect her family, Sidney must face the horrors of her past to put an end to the bloodshed once and for all.”

In addition to Neve Campbell and Isabel May, Scream 7 also stars Courteney Cox, Jasmin Savoy Brown, Mason Gooding, Anna Camp, Joel McHale, Mckenna Grace, Michelle Randolph, Jimmy Tatro, Asa Germann, Celeste O’Connor, Sam Rechner, Ethan Embry, Tim Simons and Mark Consuelos.

Paramount Pictures and Spyglass Media Group’s Scream 7 is produced by William Sherak, James Vanderbilt, and Paul Neinstein.

Scream 7 is among our picks for the biggest movies coming out in 2026.

Fallout Season 2 Finally Gives Fans Game-Accurate Live-Action Deathclaws Thanks to Five Puppeteers and ILM

14 janvier 2026 à 15:00

After being a no-show in Fallout: Season 1, the Deathclaws finally appeared in Fallout: Season 2. These fan favorite bipedal beasts were first glimpsed at the end of last week’s episode. Still, it’s not until Episode 205 (now streaming on Prime Video) that gamers get to see these monstrous Wasteland dwellers fully realized in live-action.

Fans of the video game franchise know the Deathclaws are the genetically engineered product of US government experiments on various animal species during the Great War, experiments intended to yield replacements for human troops in costly operations. Following the nuclear apocalypse, the Deathclaws spread throughout the Wasteland, multiplying their numbers as they went. Season 2 will fill in viewers on this backstory.

With the Fallout television series set two centuries after the war and several years after the events depicted in the game Fallout: New Vegas, audiences see in Episode 205 how the Deathclaws have impacted the current state of New Vegas when the Ghoul (Walton Goggins) and Lucy MacLean (Ella Purnell) arrive in town and quickly realize they are no match against the Deathclaws.

Similar to how the T-Rex was brought to life in 1993’s Jurassic Park, Fallout’s Deathclaws were realized using a mixture of large-scale puppetry and cutting-edge visual effects from ILM. This blending of old school practical effects and digital creations is a hallmark of the Fallout series that Executive Producer Jonathan Nolan is especially proud of.

"A very faithful version of the Deathclaw from Fallout 4.”

“It's always an interplay of some of the creatures or as practical as we can get them, and it's a balancing match – or maybe a wrestling match – between our practical effects, special effects teams, and our visual effects teams, headed up by Jay Worth, who is incredible,” Nolan told me during a recent interview.

“We always endeavor to give Jay as little to do as possible. With the Deathclaw, we took a kind of a hybrid approach, where we tasked Legacy, who was the vendor who had built the power armor for us for the first season and a new version of it for the second season, which we're very excited about, but knowing from the beginning that we wouldn't be able to do something on the scale of the Deathclaw from the game unless it was a hybrid approach, meaning we're going to build the head, the face, the claws, some of the key aspects of it, and have it puppeteered on our set to give as much reality to it as possible and as much reality for our actors to react with.”

That reality – or, as Walton Goggins put it to me in a separate interview, “this tactile kind of analog experience” – is indeed something Goggins responded well to on set.

“It can take up to five people to operate this [Deathclaw] puppet. One person wears it, two puppeteers on the arms, one puppeteer on the neck and head, and then there’s also a puppeteer that controls the jaw,” Legacy Effects’ Jamie Siska explained in an exclusive behind-the-scenes look at the making of Episode 205, which you can watch below.

Watch this exclusive behind-the-scenes look at the Deathclaw in Fallout: Season 2.

“It’s a lot of art and science, engineering, all in an effort to keep it light so that someone can wear it. With the tail and everything, I want to say (the Deathclaw puppet’s) like 13 feet long, nine feet tall,” David Monzingo of Legacy Effects revealed in the exclusive video above.

“It's exhausting and it's [long] hours. You think our job [is tough], those guys work really, really, really hard,” Goggins explained to me. “I think that's what all of us [cast members] enjoy so much about the show is that we don't spend a lot of time looking at a tennis ball. We're looking at something that's real, and that's why it resonates so deeply with me.”

The puppet makers and ILM took great pains to create what Nolan deemed “a very faithful version of the Deathclaw from Fallout 4.” Nolan was especially “delighted” to see that Jonah Lobe, who designed the Deathclaws for that game, posted such a positive reaction to the show’s faithful adaptation of the creatures he created.

Nolan added, though, that there are “little tweaks here and there, [and the] question of the horns. The horns signify a sort of different station within the family of Deathclaws. We were careful with the approach there. Then, the wizards at ILM came along to help complete the vision of the Deathclaw on our set. So it was really a team effort.”

The Fallout games would eventually introduce intelligent Deathclaws capable of speech, and even ones that had been tamed. Might those incarnations make their way into future seasons of the show? Executive Producer/Creator/Showrunner Geneva Robertson-Dworet didn’t say no.

“I mean, nothing's off the table,” Robertson-Dworet told me. “The intelligent Deathclaws are obviously favorites, and I find, though, all the Deathclaws sympathetic, just because their creation is a human-influenced thing. It wasn't something they asked for. They're not just a product of natural evolution. This is the fault of human error and human hubris. So I feel like even if they're attacking you, it's kind of your own fault in a way.”

For more Fallout coverage, read our Fallout: Season 2, Episode 1-6 review and dive into all the video game references and easter eggs in Fallout Episode 203 and in Fallout Episode 204.

Game of Thrones Star Emilia Clarke Was 'Really Pissed' at Show's Language Expert Who Thought She 'Sucked' at Dothraki, He Insists She Was Never Supposed to Be Good at It

14 janvier 2026 à 14:25

Emilia Clarke has admitted feeling "really pissed" at the expert who developed Game of Thrones' fictional languages, after reading that he thought her Dothraki pronounciation "sucked."

David J. Peterson, who HBO hired as a full-time linguist on its hit fantasy show, has now responded to Clarke's comments, saying that the actress had misunderstood what he meant, and that she "never had to be good at it," as his intention had never been that Daenerys Targaryen would speak Dothraki flawlessly.

The topic came to light this week as Clarke appeared on Late Night With Seth Myers, where the Game of Thrones star admitted being hurt by Peterson's comments in an article years prior.

"I put so much energy into learning Dothraki," Clarke said on Monday's episode of the chat show. "But the creator of the language, I read in an article, said I sucked at Dothraki. I was like, 'What, bro?!' It's not real! It's not a real language! I can't suck at it because me saying it on the TV, that's how it goes... Honestly, I was so hurt. And then really pissed."

Clarke appears to be referring to comments made by Peterson in a 2017 Rolling Stone interview, where he said the following:

"It's always funny to me to hear Emilia Clarke speak Dothraki. Of course, her character is not supposed to be fluent, and it really sounds... not fluent. It's great," he continued, "for her character, she understands and she can speak. She just doesn't sound quite right."

Now, after seeing Clarke discuss the matter publicly, Peterson has given a statement to Entertainment Weekly in an attempt to clear the air, insisting that the actress had done a "fine job... in that she was portraying a character who, through incredible hardship, is forced to learn a language she's never heard before and eventually becomes functionally fluent in the manner of a non-speaker — and in a relatively short amount of time.

“I think Emilia may have misunderstood what I said, because I've never criticized her Dothraki," Peterson insisted. "Why would I? Her character was never supposed to speak it like a first language, so she never had to be good at it.

"Criticizing any imperfections in her Dothraki performance would be like criticizing Colin Firth for stuttering in The King's Speech," he continued. "It would be entirely missing the point. In fact, grammatical and punctuation errors were built into many of her Dothraki lines — and these were included in the MP3s I recorded for her — for this very purpose."

In a 2013 blog post, Peterson also assessed Clarke's skills at High Valyrian — another fictional Game of Thrones language he helped develop. "I was delighted by Emilia Clarke’s performance," he wrote at the time. "She really does speak High Valyrian like a natural. She missed a word or two here or there, but such will happen. Overall, I'm extraordinarily pleased."

This week, Clarke said she was likely done with the fantasy genre after nearly a decade spent making and promoting Game of Thrones. "You're highly unlikely to see me get on a dragon, or even in the same frame as a dragon, ever again," she said.

Image credit: Lloyd Bishop/NBC 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

Primal Creator Genndy Tartakovsky Feared He Was ‘Jumping the Shark’ With Season 3 Before Realizing It Was ‘Awesome’

14 janvier 2026 à 14:00

Some spoilers follow for Primal, though really nothing that the creator of the show doesn’t want you to know already! New episodes of Primal Season 3 are dropping weekly on Sundays on Adult Swim and Mondays on HBO Max.

With the return of Primal for a third season, creator Genndy Tartakovsky has done what seemed impossible – our favorite animated caveman Spear (sorry Captain Caveman) is back, despite having died in the Season 2 finale of the show. And not just that, but in doing so, Tartakovsky has also brought back from apparent near-death one of the greatest animated series of the 21st century.

Primal, of course, is about Spear (Aaron LaPlante), a Neanderthal living in a strange world where man, proto-man, dinosaur, and magical creatures all co-exist. On the dinosaur side, that includes Spear’s best friend Fang, the T-rex who he partnered with for Seasons 1 and 2. But Fang moved on after Spear’s death, which means our now-zombified hero is all alone. But for how long? Can Spear and Fang be reunited?

I spoke to Tartakovsky about that and much more, so read on for our full chat about Primal Season 3. Or watch the full conversation in the video above!

IGN: It felt like Season 3 was something that maybe wasn't going to happen for a while there. How did you come to the decision to bring the show back?

Genndy Tartakovsky: Well, I always wanted to do another season, but I always talked about an anthology type show, and Adult Swim was supportive of it. And so I started to develop it and I had all these ideas, but nothing was feeling right and I trust my instinct when it comes to that. So something was off. And then I started to think, “Oh, I just spent 20 episodes having these characters bond and having the audience like these characters and then I kind of end the show.”

And sometimes when you're making a show, it takes me two years and then you watch it in a week. So I suddenly started to have this awareness – “It's still so fresh.” Then all of a sudden this idea popped up of making Spear a zombie, and then all these story ideas and character things and emotional things came up. And then I wrote down like eight episodes instantly of what can happen. And when that happens, I know that there's something juicy there.

IGN: Can you pinpoint where that idea came from?

GT: I think because in the first season we did an episode called “Plague of Madness” where we had kind of a zombie dinosaur. And the whole world has magic and all this pulp to it, and what's more pulpier than a walking zombie caveman? So it felt right.

IGN: Do you think there are any dangers in depicting Spear in this way? Because when you look at the poster, he doesn't seem human. I think when you watch the show, you probably find that that's not the case. But were there concerns about that?

GT: Yeah, for sure. I thought – you know that term jumping the shark – I was like, “Oh, did I do that maybe?” But it felt so right. And then when I talked to our other team members, they were like, “No, this is awesome.” And then when I talked about what we would do with it and the emotional journey that he's going to take, then everybody got really excited about it.

You know that term jumping the shark – I was like, 'Oh, did I do that maybe?' But it felt so right.

IGN: I've seen the first episode and I loved it, but is there a danger of undercutting what you did in the first two seasons and how you ended the story in Season 2?

GT: I hope that when you watch it and you … realize the timeline, especially in later episodes, it doesn't. It just becomes part of his weird journey through time here.

IGN: Yeah, he's been through so much, this guy, right?

GT: Yes. And that was the whole idea, is that you want to cheer for him like, “Oh no, now he's dead and he can't even be peaceful in death?” He's got to be like this now so you cheer for him to come back, if he does.

IGN: Can you talk about the actual animation of him, because he moves in a different way than the living Spear does. How much did you guys put into figuring that out?

GT: A lot. Because especially in the beginning he doesn't know who he is, right? All of his motor skills under a normal scenario aren't there, so he's like a baby in a way, learning to walk again. And you honor some of the zombie lore of how zombies walk and stuff, and so we did a little bit of that. And then through the season, you can see a change through it a little bit – without giving too much away. And it was fun to treat a zombie this way. I think as far as zombie stuff goes, usually you're not cheering for the zombies, you're cheering for the people to escape. And this is the opposite. So hopefully it'll be very interesting, especially for zombie genre fans.

IGN: I love the animation of the shoulders and even when he just plops down – he sits down at one point and he just kind of falls.

GT: Yeah, yeah. And that's really fun to do for his animation because it's more unique. And because Primal is the type of show that we could take our time, we could have him just walking with some cool music, and you get a lot of that.

IGN: So obviously Fang is not present. Fang went on to live the family life. How did that affect you guys creatively just in terms of telling this story, because Spear was always so intertwined with Fang?

GT: Well, I mean, you only watched the first episode, so I don't know if that's the right statement. [laughs] So no, you can't make any assumptions I think is the answer to that.

IGN: I have so many questions now because in Season 2 we get a time jump in the final moments… but we'll put a pin in that for now.

GT: All will be revealed as you watch, yes.

IGN: Can we talk about the art of storytelling without dialogue, which obviously you sort of mastered in animation. It's a thing you've done in so many of your projects. Where does that come from and why is it something you continue to go back to?

GT: I think it's the purity of movement, and I don't know if it's the Tom and Jerry and Tex Avery influences that really just did do gag – very low-verbal-driven cartoons. The true love of it probably came when I started doing Dexter[’s Laboratory], and it's my first show and it's something that I control, and then we hired composers to do music and all of a sudden I had a little like 10-second clip and the music was great and I was like, "Oh, I wish I did this for a minute. Then you could really feel it." And then I realized, "Oh right, that's what makes things cinematic." It’s when you have great music with a slow pan and you're telling something visually, and I think it started to grow from there. I was 26; I didn't know anything and I started to realize… Especially by the time Samurai Jack came, I got to create the time so music and effects can have the opportunity to tell their own story. And of course Primal's the epitome of that because it takes the visuals and the sound and unites them into its own thing.

IGN: Did you get pushback in the early days when you would try to do more dialogue-free stuff?

GT: No. My relationship with Cartoon Network was always so great. I got so lucky because the network was just starting, I was just starting, so there was 12 million viewers when Dexter premiered, which is nothing. And so we both learned along the way.

They were always very supportive, and then when I told them about Samurai Jack, they were really interested in it. I remember this moment where in the first episode there's a seven-minute training sequence, right? And there's not one word in it. And they were visiting from Atlanta in our LA studio and I showed it to them without music, with no sound and everyone was flabbergasted because they'd never seen anything like that, and the artistry, of course, was really well done. And so we all knew we had something special. They were always supportive. Nobody said like, "Well, let's throw in a couple of one-liners here."

IGN: What do you think of the state of getting your product in front of people's eyeballs these days? Because things have changed so much from those early days of Cartoon Network where now everything is streaming and there's no monoculture – everything's so fragmented. Do you as a creator feel it's harder to get your work out there?

GT: I've been lucky. People are still buying and I have my relationships – Sony for features, Adult Swim, HBO, whatever for TV stuff, streaming. The one thing that's different that took me a minute to get over is branding, because in the early ’90s it was all about “We need the Cartoon Network brand,” “We need the Nickelodeon brand,” “Pixar brand.” Everybody was very brand loyal. And now you can make a show for anybody. It doesn't matter.

You used to watch Cartoon Network and you knew what show you were going to get. You could watch Disney Channel and you kind of knew what show you were going to get. Now those lines are blurred, right? And so the branding of movies also is different. That's something that's changed the culture quite a bit.

IGN: And maybe it's more creatively freeing.

GT: Yeah. Certainly there's more buyers when you're thinking like that. So Warner Bros. makes a Batman show, which always used to be for Fox back in the day. Now it's not on HBO Max – Batman is on Amazon. So it's kind of crazy.

Note: This interview has been edited for length and clarity.

Rockstar Launches Official User-Generated Content Marketplace For Mods

14 janvier 2026 à 13:45

Rockstar has launched an official marketplace where creators can sell mods.

The Cfx Marketplace, described as a "curated digital storefront where talented FiveM/RedM creators can share and sell their work," is currently only open to a select few creators, but players running their own servers can choose from hundreds of mods — some free, some not — to add new maps, scripts, characters, clothing, vehicles, and more to their games.

If the name Cfx sounds familiar, that's because Rockstar acquired the modding team behind the wildly popular Grand Theft Auto 5 roleplay servers FiveM and RedM back in 2023. That came as something of a surprise given the company’s combative relationship with modders in the past.

Now, as part of that relationship, select creators worked with Rockstar to build and supply the new mod superstore as it rolls out "in phases to ensure the best experience for both creators and server owners."

As one happy player said, the official marketplace makes it "much easier to find some trusted creators and hopefully more competition." "Amazing idea! Hope this will be a better way for both creators and server owners to reach more people and find what they need," added another.

Right now, there are hundreds of mods to choose from, some of which are free, and others, most typically bundles, are available for upwards of $450. The Attractions & Parks Bundle, for instance, includes a Theme Park, Water Park, and Maze Bank Theme Bank for $137.99.

Right now, most mods seem to be for GTA 5, but Cfx.re has mods for both Grand Theft Auto 5 and Red Dead Redemption 2, so we may see more Red Dead 2 mods as the marketplace expands.

Grand Theft Auto is an enduring juggernaut, with GTA 5 having sold 220 million copies to date. Rockstar is yet to detail how GTA Online will change as a result of November's release of GTA 6, but it seems likely the Cfx Marketplace lays the groundwork for a similar offering in whatever's next for the game.

It also seems in preparation for whatever other plans Rockstar has for monetising GTA RP when GTA 6 comes out. GTA fans had begun speculating about what Rockstar RP servers would look like when the company announced it was working with Cfx.re back in 2023. That excitement then only increased when popular musician Faheem Rashad Najm a.k.a. T-Pain teased in 2024 that he was working on GTA 6 but had been asked by Rockstar to stop engaging with RP servers like nopixel.

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.

'Doesn't Everybody Have It Open, to Just Do Quick Research?' — Stranger Things Documentary Maker Responds to Fans Who Claim the Duffers Used ChatGPT to Write Their Scripts

14 janvier 2026 à 13:35

The director of the Stranger Things documentary has cast doubt on the fan suggestion that the Duffer brothers might have used ChatGPT to write their scripts.

Martina Radwan’s Stranger Things documentary, One Last Adventure: The Making of Stranger Things 5, launched on Netflix this week, and fans have spent their time digging into every detail and pausing to take a closer look at each frame as they continue to process the divisive finale of the hit show.

Social media is awash with shots of the documentary that show a laptop with what appears to be a ChatGPT tab alongside a Google Doc in which Matt and Ross Duffer are working on the finale script. This has now turned into an accusation that Matt and Ross Duffer used ChatGPT to write the script itself. Netflix and the Duffers have yet to comment on the ChatGPT question specifically.

Fans accuse the Duffer Brothers of using AI to write ‘Stranger Things’ final season after spotting ChatGPT tabs in behind-the-scenes documentary. pic.twitter.com/gxmYW2OCUJ

— Pop Crave (@PopCrave) January 13, 2026

In an interview with The Hollywood Reporter, Radwan cast doubt on the fan claims, insisting that at no point did she witness an “unethical” use of generative-AI in the writers room.

“I mean, are we even sure they had ChatGPT open?” Radwan said when asked about the moment in the documentary. “Well, there’s a lot of chatter where [social media users] are like, ‘We don’t really know, but we’re assuming.’ But to me it’s like, doesn’t everybody have it open, to just do quick research?

“How can you possibly write a storyline with 19 characters and use ChatGPT, I don’t even understand.

“Again, first of all, nobody has actually proved that it was open. That’s like having your iPhone next to your computer while you’re writing a story. We just use these tools… while multitasking. So there’s a lot going on all the time, every time. What I find heartbreaking is everybody loves the show, and suddenly we need to pick it apart.”

Radwan was then asked directly if she witnessed an unethical use of generative-AI in the writers room.

“No, of course not,” she replied. “I witnessed creative exchanges. I witnessed conversation. People think ‘writers room’ means people are sitting there writing. No, it’s a creative exchange. It’s story development. And, of course, you go places in your creative mind and then you come back [to the script]. I think being in the writers room is such a privilege and such a gift to be able to witness that.”

The Stranger Things Season 5 finale, which left it up to the audience to decide whether Eleven was alive or dead, has proven so divisive that some fans have concocted stories about secret 'Snyder cuts' and theories about a ninth episode that would have revealed the show’s true ending. Both were proven to be fake. Still, a petition to release this supposed “unseen footage” gained nearly 400,000 signatures — despite being debunked by the cast. Some fans are even using generative AI to make alternative Stranger Things endings.

Ultimately, Stranger Things really is done and dusted. And don’t expect a follow-up either. The Duffers 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 has two announced Stranger Things spinoffs in development, the first of which is Stranger Things: Tales From ’85, a new animated series due out 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.

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.

Rockstar Removes Fan-Made GTA Online Charlie Kirk Assassination Mission

14 janvier 2026 à 13:16

Rockstar has pulled a fan-made mission in Grand Theft Auto Online designed to replicate the real-life assassination of Charlie Kirk.

Variety reports that a user-created level named "We Are Charlie Kirk" was recently pulled from the game, and that Rockstar has now added "Charlie Kirk" to its list of banned words — meaning that players will no longer see missions labelled with his name.

It's unclear how quickly Rockstar acted to remove the mission, though footage of it was uploaded to YouTube that's now over a month old. Rockstar added the ability for players to create and publish their own in-game missions as part of the A Safehouse in the Hills update that launched on December 10 — meaning this content was made within a day or two of the mode going live.

Today, IGN has seen that footage of "We Are Charlie Kirk" mission still exists on YouTube, where we have spotted similar footage of at least one other fan-made GTA Online Charlie Kirk assassination level that existed at one point, too.

Both missions feature similar gameplay, where the player takes on the role of Charlie Kirk's murderer. Completing each mission requires the player assassinate Kirk at long range from a nearby rooftop, with the levels' layouts familiar to anyone with knowledge of the killing.

Kirk's death in September 2025 sent shockwaves through America, and raised political tensions ever higher. In the wake of the right-wing political activist's murder, chat show host Jimmy Kimmel was briefly suspended by ABC — only to be brought back following public pressure. The CEOs of online platforms such as Discord, Steam, Twitch and reddit were also called before a U.S. House committee to testify at hearing on the "radicalization of online forum users."

Rockstar has not yet commented on its removal of Charlie Kirk-related content from GTA Online, though it appears to have an uphill battle on its hands to remove similar missions appearing in future. A quick check of the game's mission directory shows other examples exist, including "Charlie Kirk assassination" (written in Korean and apparently created by a South Korean player) that still appears when you search in English for "Kirk." A translated description of the mission reads: "Kill Charlie Kirk to gain money and fame."

Photo by Yuki IWAMURA / AFP) (Photo by YUKI IWAMURA/AFP 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

Magic: The Gathering: Lorwyn Eclipsed - Here's Where to Preorder Everything From First Set of 2026

14 janvier 2026 à 12:55

Magic: The Gathering will kick off 2026 with a return to Lorwyn, and Lorwyn Eclipsed might be the most excited I've seen the community since, well, Edge of Eternities (the last Universes Within set).

It's a trip back to a simpler time, without bagels (Spider-Man), bending (Avatar), or the Buster Sword (Final Fantasy) - just fantasy creatures throwing spells at each other all day long.

Not only is it the first set of a packed year, but it marks big changes to the product lineup. Theme decks are back for Standard play, while a new Draft Night boxed product encourages players to, well, draft cards to build their decks.

Then there's our first Commander decks since Edge of Eternities, and both look pretty great, actually.

Here’s everything on offer, and where you can find it if you're looking to lock your preorder in ASAP. Just be warned that prices are all over the place, and many products are running low on stock ahead of release.

Play Boosters

The backbone of any MTG set, Play Boosters will be available on their own at launch, but for now, you can preorder a box of 30 from Amazon.

The preorder price guarantee means you may pay less, too, and each pack has a guaranteed foil. Since we published this article, though, they've been flying off shelves - you'll need to move fast to secure one.

Bundle

As is the case with pretty much any Magic set, a Bundle is available, too. This one includes 9 Play Boosters, a deck box, 30 lands and a spindown life counter.

Amazon has it for $62.94 if you want to preorder now.

Commander Decks

After no Commander Decks for Marvel’s Spider-Man or Avatar: The Last Airbender, they’re back with Lorwyn Eclipsed.

Blight Curse is a Jund (Black, Red, Green) deck which promises -1/-1 drain and creature combos, while Dance of the Elements is a rare five-color precon with a gameplan of summoning huge elementals and sacrifice.

They’re both up for $49.99 on Amazon, but there’s every chance one (or both) spike in the coming weeks.

If you and a friend want both decks, a bundle includes two of each for $199.99, too.

Collector Boosters

Up next, Collector Boosters are where you’re likely to find the more sought-after variants of Lorwyn Eclipsed cards, with these packs full of foils, full-arts, and special treatments.

They’re not going to come cheap, however, and they're sold out at Amazon already. With launch closing in, there's every chance more stock arrives, though.

Draft Night Box

To my knowledge, this is a debut for the Lorwyn Eclipsed set, and this Draft Night box is still without a price on Amazon.

It contains 12 Play Boosters, 1 Collector Booster, and 90 basic lands so that players can draft a 40-card deck with friends and pit them against each other, and the winner gets the Collector Booster.

Theme Decks

Finally, Lorwyn Eclipsed is bringing back Theme Decks for Standard play, and I’m pretty excited to have an easy way to jump into the format since Commander can be overwhelming to newcomers.

They come in Pirates (Izzet) and Angels (Selesnya) forms, with both available right now. If you’re interested, they're $23.99 each.

UK Preorders

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

Don’t Miss Out on Sonic Racing: CrossWorlds Down to $45 as Part of Best Buy’s Winter Sale

14 janvier 2026 à 12:48

Best Buy's starting off the new year right with a little Winter Sale, and it has quite a few video game deals worth checking out right now. Among the variety on sale is Sonic Racing: CrossWorlds, which has dropped to $44.99 for PlayStation 5, Xbox Series X, and Nintendo Switch.

This deal makes for $25 off both PlayStation 5 and Xbox Series X versions, and $15 off the Switch version. They won't stay at this price for long, though, as Best Buy's Winter Sale only lasts until January 19. Now is the time to make a move on it if it's been on your radar.

Sonic Racing: CrossWorlds for $45

Sonic Racing: CrossWorlds is a game we think is well worth adding to your library. IGN's Jada Griffin had a lot of praise for it in her review, saying it "fires on all cylinders with a fantastic roster, excellent courses, and lengthy list of customization options." If it sounds like a perfect pick to get you through these winter months, now is as good a time as any to put it in your shopping cart.

It's not the only exciting game deal Best Buy has to offer right now, either. The Winter Sale also features discounts on Ninja Gaiden 4, Borderlands 4, and quite a few more. The retailer has even dropped the price of the digital and disc Fortnite Flowering Chaos PS5 console bundle, which is a sweet little surprise after holiday sales. Again, it only runs until January 19, so grab your favorites while they're still available.

Searching for even more game deals? Amazon also has some great options worth checking out, including offers on Assassin’s Creed Shadows for PS5, Ninja Gaiden: Ragebound for PS5, and Donkey Kong Bananza. Now is a great time to stock up your library for the months ahead.

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

24 and Metal Gear Solid 5 Star Kiefer Sutherland Arrested After Allegedly Assaulting and Threatening a Ride-Share Driver in Hollywood

14 janvier 2026 à 12:44

Kiefer Sutherland was arrested after allegedly assaulting and threatening a ride-share driver in Hollywood, according to local police.

The Los Angeles Police Department said Sutherland "entered a ride-share vehicle, physically assaulted the driver (the victim), and made criminal threats" in an incident near Sunset Boulevard and Fairfax Avenue around midnight on Monday, according to NBC4. The LAPD said the victim was not injured in the incident, which is now under investigation.

The 59-year-old former star of hit TV series 24 was released after paying a $50,000 bond, and is now due at Los Angeles Superior Court on February 2. Sutherland's representatives have yet to comment.

Sutherland is famous for playing special agent Jack Bauer on 24, a role for which he won an Emmy and a Golden Globe, the U.S. president in Designated Survivor, and Snake in Metal Gear Solid 5. In film, he starred in The Lost Boys (1987), Stand By Me (1986), and The Three Musketeers (1993).

Sutherland voiced and provided motion capture for Big Boss/Venom Snake in Metal Gear Solid 5, replacing David Hayter in a decision that proved controversial with fans. Explaining the decision, Metal Gear creator Hideo Kojima said "I wanted Snake to have a more subdued performance, expressed through subtle facial movements and tone of voice rather than words.”

Sutherland has a history of arrests. In 2007 he was sentenced to 48 days in jail for driving under the influence and violating probation. Two years later, Sutherland was arrested for head-butting Proenza Schouler founder Jack McCollough at the Mercer Hotel in Manhattan. The charges were dropped after Sutherland and McCollough issued a joint statement in which he apologized.

Sutherland appeared in last year's Stone Cold Fox alongside Jessica Jones star Krysten Ritter. He is set to appear alongside Al Pacino in the mob thriller Father Joe from The Fifth Element director Luc Besson.

Photo by FOX Image Collection 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.

Streamer Tfue Hit With 30-Day Arc Raiders Ban Amid Cheater Purge, Then Immediately Unbanned

14 janvier 2026 à 12:25

Embark Studios’ Arc Raiders cheater purge is underway, and it seems popular streamer Turner Tenney, a.k.a. Tfue, has found himself in – and back out of – the line of fire.

The internet personality, who returned to regular gaming content creation for the first time in two years in December 2025, announced he had been hit with a 30-day ban (which was reversed after just 24 hours) in Arc Raiders earlier this week. He neglected to share any insight into why he believed Embark may have taken action against his account at the time of his ban, instead only sharing screenshots of the notifications and a separate call to action: #FreeTfue.

30 day ban?!?!? For what!?!? pic.twitter.com/LnfKmrcWJY

— Tfue (@Tfue) January 13, 2026

Why Tfue was banned in the first place remains a mystery, but fans online have theories. It’s not traditional cheats like aimbot that players believe landed him in hot water with what is currently his go-to game, though. Instead, it’s his promotion of a recently discovered visual exploit that some suspect is to blame.

Players caught wind of the exploit, which utilized developer tools to make spotting enemies easier by forcing environmental effects like fog to a minimum, just last week, January 9. Embark was quick to patch console command access one day later, saying the feature was “never meant to be player facing” at the time – but some PC players had already tried it for themselves.

Nearly nine hours into a stream that took place last week, Tfue can be seen setting up the workaround and using it when loading into Arc Raiders. The process takes only a few minutes and leaves the streamer slack-jawed.

“F**k, dude. That’s bad,” Tfue says when seeing how the exploit is used to illuminate a usually dark hallway. “I shouldn’t have shown this. It’s over.”

The game stream goes black, and he continues: “No, that’s so bad. I mean, people are going to be using that now, dude. What do we do?”

The segment runs approximately 10 minutes and sees the streamer engage in one fight with another player before returning to standard Arc Raiders affairs for another hour and a half. There’s no real evidence suggesting this incident is what led to Tfue’s ban, as many are simply looking to connect the dots as Embark works to make good on its pledge to ensure its extraction shooter is fun and fair for all.

The studio behind both Arc Raiders and The Finals answered long-standing calls to deal with cheaters and exploit-users in a message published January 8. It promised to implement “significant changes” to its anti-cheat strategy in the weeks ahead, saying fans can look forward to a more even playing field as the team deployed glitch fixes and new detection mechanisms. How successful Embark’s actions have been just five days on remains unclear, but it seems some – including Tfue – may already have been on the receiving end.

Just as onlookers had assumed Tfue had been dealt a lengthy timeout, he uploaded a YouTube video, explaining his own theory behind the ban. While many suggested use of glitches or exploits had caused an Embark anti-cheat mechanism to take action, some testing on his end led him to believe the issue could be tied to a new PC setup. At the time, he believed the situation was "a straight-up accident."

"If you guys think that I got banned for testing out an in-game brightness config, it's like... come on, now," Tfue said. "I think it's just a straight-up accident. You know, Embark, it's been brought to their attention that there was a lot of cheating. [Cheaters have been] stream-sniping, people exploiting out of the map, and shooting people through walls, and they're very aware of that. I think they're cracking it down, but I think they just cracked down a little bit too much."

I think they're cracking it down, but I think they just cracked down a little bit too much.

"It kinda sucks," he added. "Honestly it does. I just caught a stray. We're going to hope and pray that it gets resolved."

It didn't take long for Tfue's pleas to be answered. Just minutes after his video was uploaded, he reappeared with a Twitch stream, proclaiming, "I'm free!" Through the ban and unban process, Tfue says his best bet regarding the cause of his ban is that a foot pedal peripheral could be to blame. Otherwise, he's still in the dark as to why Embark originally delivered the temporary suspension.

"I have no idea," he said during the stream. "All I know is all these f**king theories people have made up in their head are all false." IGN has reached out to Embark for comment regarding Tfue’s ban and its anti-cheat measures.

The former Fortnite streamer's break from gaming content creation ended just last month when he announced “I’m back” with a retirement-ending video published December 14. In the four-and-a-half-minute statement, he explained his spark for gaming had been reignited after finally finding a new game that he truly enjoyed.

“I’ve been playing Arc Raiders off-stream, and I’ve been having a really good time,” Tfue said. “It’s like a polished version of [Escape from Tarkov], and I’ve been having a lot of fun playing. Finally, after years of not really gaming or streaming, I actually enjoy a game. I’ve been grinding off-stream, and I’m just like, ‘I just gotta go live because I enjoy it.’”

Arc Raiders launched for PC, PlayStation 5, and Xbox Series X | S October 30, 2025, to tremendous success. It’s ridden its wave to today, amassing more than 12.4 million copies sold as its 1.11.0 patch makes its way to fans. For more, you can read about another Arc Raiders streamer, who was accused of cheating before players took a closer look at aim assist.

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).

PlayStation Plus January 2026 Game Line-up Leaked, Includes Resident Evil Village

14 janvier 2026 à 12:19

UPDATE: Sony has now made its January 2026 list of PlayStation Plus Game Catalog additions final, following this morning's leak which spilled most of the games.

While there's nothing else quite on the same blockbuster level as Resident Evil Village and Like a Dragon: Infinite Wealth, Sony has now confirmed two additional titles worth checking out which we've added to the list below: tidy puzzle game A Little to the Left, and roguelike sequel Darkest Dungeon II.

The full list of January PlayStation Plus Game Catalog offerings now lies below.

ORIGINAL STORY: January's list of PlayStation Plus Game Catalog additions has been leaked online, and includes Resident Evil Village.

As ever, this month's additions have been leaked ahead of time by Dealabs' reliable billbil-kun, who states that PlayStation will likely make the list official later today. Already, though, there's excitement among Resident Evil fans at seeing Village join the catalog (it's set to join Game Pass on January 20).

It's a timely addition, just over a month away from the arrival of Resident Evil: Requiem on February 27, and just ahead of this week's Resident Evil Showcase event that's set to stream tomorrow, January 14. If you're yet to play this spooky first-person modern classic, now is a great time. (And hey, one of its characters may be making a return in Requiem, too!)

Elsewhere, Like a Dragon: Infinite Wealth is another notable addition, alongside off-road simulator Expeditions: A MudRunner Game. Both titles originally launched in 2024 to positive receptions.

Rounding out the leaked list are stealth horror game A Quiet Place: The Road Ahead, offbeat indie adventure The Exit 8 and top-down racer Art of Rally. PlayStation Plus Premium subscribers, meanwhile, will gain access to original Ridge Racer from the PS1.

Even more titles may be added to the list when Sony makes its official announcement later today. We'll keep an eye, and update then with any further additions.

PlayStation Plus Catalog January 2026 Games:

Premium/Extra:

Premium:

So, anything take your fancy?

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

Meta Shuts 3 VR Studios and Lays Off Hundreds of Devs as It Pivots From Virtual Reality and the Metaverse to AI

14 janvier 2026 à 11:59

Meta is laying off around 10% of staff at its Reality Labs division as part of sweeping cuts set to affect more than 1,000 people. This includes the closure of a number of VR-first studios, such as Twisted Pixel, the studio behind Deadpool VR, Resident Evil 4 VR developer Armature Studio, and Asgard's Wrath maker, Sanzaru Games. According to Bloomberg, the cuts come as Meta pivots away from the Metaverse towards AI, phones, and wearable tech.

The cuts come just over four years after Facebook changed its name to Meta and went big on virtual reality and the Metaverse.

Letters reportedly went out yesterday (Tuesday, January 13) morning, and developers from the impacted studios shared their shock on social media throughout the day.

"I've just been laid off. It appears the entire Twisted Pixel games studio has been shut down. Sanzaru Games, too," one now former member of staff said, while a designer wrote: "unfortunately, I was part of the layoffs today at Meta, and will be seeking a new role. To my Twisted Pixel Games family: it was an honor to work alongside you for 3.5 years and ship Marvel's Deadpool VR. We made something really special together and no one can ever take that away."

Twisted Pixel is the studio behind a number of popular Xbox Live Arcade games, such as 2009's The Maw and 'Splosion Man. It became a part of Microsoft Studios in 2011, and went on to release Xbox 360 Kinect-exclusive shooter The Gunstringer, and Xbox One game LocoCycle, before becoming an independent company again in 2015 and moving into VR game development.

Meta only acquired Armature and Twisted Pixel in late 2022, and Sanzaru in 2020. However, it is now seemingly shedding much of its internal VR business as Meta scrambles to recover billion-dollar losses and pivot to AI.

In a statement, Meta confirmed the three studio closures: "we said last month that we were shifting some of our investment from Metaverse toward Wearables. This is part of that effort, and we plan to reinvest the savings to support the growth of wearables this year."

According to Reuters, CEO Mark Zuckerberg prioritized and spent heavily on the Metaverse, only for the business to burn more than $60 billion since 2020. The Reality Labs business also produces Meta's Quest mixed-reality headsets. According to CNBC, Meta isn’t abandoning VR entirely. It is now courting developers who build games for Roblox to build experiences for Horizon Worlds.

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.

Bobby Kotick Claims Activision, Call of Duty, and Consoles Are Doing So Poorly It Proves He Was Right to Sell Activision Blizzard to Microsoft for $69 Billion

14 janvier 2026 à 11:46

Former Activision boss Bobby Kotick has made a number of claims about the state of his former company, Call of Duty, and the console market as part of a response to a lawsuit.

Kotick, who left Activision Blizzard at the end of 2023 having sold the company to Xbox maker Microsoft for $69 billion dollars, is battling investors who claim he rigged the sale to keep his job and $400 million in change-of-control benefits, and to insulate himself from claims he knew about widespread sexual harassment at Activision. Kotick has denied any wrongdoing.

The investors are led by Swedish pension fund Sjunde AP-fonden (AP7). They have accused Kotick of rushing into the Microsoft merger, and contend the $95 per share takeover price was too low from the outset. AP7 names Kotick, Activision Blizzard, and its owner, Microsoft, as defendants.

As reported by Game File, Kotick has now issued his response to the allegations. In it he accuses Swedish game company Embracer, which owns the rights to the likes of Tomb Raider, Dead Island, and Lord of the Rings, of being involved with the lawsuit and benefitting from it, something the company has denied.

Part of Kotick’s defence uses the declining financial performance of Activision Blizzard, Call of Duty, and the console market in recent years to back up his claim that selling to Microsoft at $95 a share was the right thing to do at that time. And one quote in particular is being picked up by the Call of Duty community as being of interest:

“Today, given that console sales are at an all-time low and Call of Duty sales are off over 60% from the prior year, Plaintiff should be expressing extreme gratitude for the foresight Activision leadership demonstrated in consummating this transaction.”

As Game File points out, Kotick failed to provide evidence of his 60% sales decline claim, and neither Microsoft nor Activision have announced a sales figure for Black Ops 7 yet. But we do know Black Ops 7 has struggled in sales terms compared to Black Ops 6, a fact that's reflected in everything from European sales figures to Activision's own admissions. Circana has reported that November full game dollar sales of Call of Duty: Black Ops 7 finished below those of Call of Duty: Black Ops 6 last November, with Call of Duty: Black Ops 6 launching in the October 2024 tracking period.

Of course, none of this takes into account the Game Pass effect. Call of Duty now launches day one on Microsoft’s subscription service, which will no doubt have an impact on sales at least on Xbox consoles. But a 60% sales decline is an enormous drop-off even with Game Pass considered. IGN has asked Activision for comment.

There is data to back up Kotick’s claim about consoles. November 2025 was a shockingly terrible month for video game sales in the U.S. Indeed it was the worst November in video game hardware unit sales, and the worst in physical software dollar sales the U.S. has seen since 1995. More specifically, hardware spending was down a whopping 27% year-over-year to $695 million, the lowest hardware spending total for November since 2005's $455 million. Even worse, unit sales reached 1.6 million, which is the lowest November total since 1995's 1.4 million.

And that's representative of declines across the board. Xbox Series hardware sales were down 70% year-over-year. PS5 sales were down over 40%, and combined unit sales of Nintendo Switch and Nintendo Switch 2 were down over 10% from Switch sales last year, despite this being a launch year for the Nintendo Switch 2.

Kotick repeated his 60% claim elsewhere in his response, where he took a shot at the U.S. Federal Trade Commission’s attempt to block Microsoft’s Activision Blizzard buyout. Part of the FTC’s argument was that Microsoft owning Call of Duty would give it an unfair advantage in the gaming market. But Kotick insists that the struggles of Call of Duty in the face of stiff competition from the likes of Battlefield show that not to be the case.

“The Company’s actual performance since January 2022 is telling, uniformly missing the Long Range Plans’ target metrics — which should come as no surprise, given that the Company historically missed nearly all of the ambitious targets set forth in its Long Range Plans, a fact known well to the Board when the deal was negotiated,” Kotick’s response reads. “All told, had the deal not gone through, this would have likely resulted in a substantially lower stock price, as is easily established by Activision’s financial performance post-closing, which has been far below the ambitious targets contained in the plans.

“Call of Duty is on track to perform over 60% below last year because of intense competition from titles like Battlefield — destroying the FTC’s now defeated argument about Call of Duty’s purported monopoly and the lack of competition in the first-person action game category.”

Following the release of Black Ops 7, Activision announced significant changes to the Call of Duty franchise, including promising never to release back to back games in the same sub-brand (Modern Warfare, Black Ops). Activision released Modern Warfare 2 in 2022, Modern Warfare 3 in 2023, Black Ops 6 in 2024, and Black Ops 7 in 2025. Activision Blizzard is expected to announce this year's Call of Duty in the summer.

Photo by Kevin Dietsch/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.

After Game of Thrones, Emilia Clarke Says She's Likely Done With Fantasy and Unlikely to Be 'Even in the Same Frame as a Dragon, Ever Again'

14 janvier 2026 à 11:34

Emilia Clarke has said she's likely finished working on fantasy projects after spending nine years as Daenerys Targaryen, the central character in Game of Thrones who received a highly controversial ending.

Speaking to the New York Times, Clarke said that it was "highly unlikely" viewers would see her "get on a dragon, or even in the same frame as a dragon, ever again."

Clarke has previously discussed her difficulty processing how her character ended up in Game of Thrones, and her shock at reading the finale's script for the first time. And in a 2021 interview, Clarke said she could "get why people were pissed" with how her fan-favorite character Daenerys was handled in the series' final episodes.

Now, Clarke has said she struggled following the show's finale, especially after she finally wrapped up her last duties promoting the show at the Emmys in late 2019, shortly before the Covid pandemic hit. "It was the first time in my professional life that I stopped," she said. "I had a full mental breakdown. It was almost as if the timing of the pandemic was bang on."

Seven years later, Clarke is now taking on a lead role in a new TV show, cold war spy drama Ponies, which begins streaming via Peacock this week. "I was definitely, like — a lead in a TV show? I know what that commitment feels like."

But Clarke said this lengthy time since Thrones has now allowed her "to realize that I could try and get some autonomy over my choices, my work. So much of my career didn't reflect my taste, I just sort of shot out of a cannon."

Don't expect Daenerys back in any future Game of Thrones project, then, as work bubbles away within HBO on further spin-offs beyond House of the Dragon and A Knight of the Seven Kingdoms — including several ideas for potential sequels, according to franchise creator George R.R. Martin. (Where did that dragon carry her off? We may never know.)

Years on from Game of Thrones' final episode airing, the show's legacy still looms large. Earlier this month, Sansa Stark actress Sophie Turner suggested she was one of the few cast members happy with the fate of their character following the series' divisive final season. At the same time, however, Jon Snow actor Kit Harington has said he was "genuinely angered" by a fan-made petition that called for the final season to be remade with "competent writers."

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

Fallout Season 2, Episode 5 Review

14 janvier 2026 à 09:06

This review contains spoilers for Fallout Season 2, Episode 5, “The Wrangler,” which is available to stream now on Prime Video.

We knew it was coming, but that doesn’t make it hurt any less. The Ghoul has betrayed Lucy, using her as a bargaining chip in his bet to find his family. Ella Purnell appears torn apart as her character’s role in his plan all becomes clear, the tears barely held back as she whispers “We were actually beginning to get along.” It’s the most devastating moment in an emotionally raw episode of Fallout, and certainly justifies her powerfist punch that sends The Ghoul flying out of a second window. The moment captures the full blend of Fallout’s flavour: dramatic, gory, and absurd.

Perhaps the more telling response in this whole exchange, though, is the gritted teeth and low rasp of The Ghoul, who genuinely seems wounded by his own choice. Lucy was good for him – more than just a surrogate daughter, she was a slowly-administered antidote to his lack of humanity. She’s the one drug that The Ghoul can’t afford to go cold turkey on. But his reluctance to see that has led to his impalement on a lamppost, left for dead and with no companion to help find his family.

Splitting up Lucy and The Ghoul shifts Fallout into a whole new phase. While this betrayal (much like the equally phase-shifting Brotherhood of Steel civil war from last week) has always been on the cards, it’s benefitted from a strong, steady build, simmering away through the first half of this season. It’s boiled over at exactly the right moment, leaving three whole episodes to explore the characters’ new situations and set in motion not just a (hopefully) satisfying finale, but put everyone on intriguing paths for the show’s future.

Equally as strong as those story threads is the episode’s visual presentation. Director Liz Friedlander and writer Owen Ellickson pull the same trick here as was used in the season’s third episode, layering The Ghoul’s past and present over each other, cutting back and forth between flashback and current events to draw parallels. Here, it perfectly captures his anguish as his worlds fall apart – in the present, he betrays his sole companion, only for his plan to be instantly derailed. In the past, he learns that he could be the lynchpin of the entire apocalypse. Once again, Ramin Djawadi’s score really elevates the melancholy of this moment, but the true highlight is seeing Cooper Howard ape Dr. Strangelove’s Major Kong as he rides a bucking bomb. If the end of the world really is coming, at least part of him has already given into inevitability. In time, he’ll learn to stop worrying and love the chaos.

Of course, Cooper learning that he may somehow be at the center of the apocalypse wasn’t the only major reveal this week, but it was by far the strongest. The unveiling of the real Mr. House was, of course, inevitable – we knew Justin Theroux had been cast as the industrial magnate months before the show even started, and it was only a matter of time until Rafi Silver was explained away as a body double. However, while the disclosure itself lacks bite, having the double walk up to an unaware Cooper and say “Mr. House would like to see you” is undeniably cool. I’d have loved to have shared in Cooper’s surprise and seen this land in the way it was clearly intended to.

The production design continues to be second to none, and seeing the glittering casinos of the strip before they’re ravaged by 200 years of nuclear winter is a nerdy thrill.

Robert House has been the awkward thorn in this season’s side, and not just because of that re-casting. As one of the major characters of Fallout: New Vegas, those who have played the game already know much about him, and so this season’s threat that House was the man with his finger on the nuclear button was always empty: fans know he has no involvement in the war. The reveal that House has no plans to help Vault-Tec nuke America thus falls a little flat to a sizable amount of the show’s audience. It was a smart idea, then, to tie House’s predictions of annihilation directly to Cooper. That's the real reveal here. “I don’t think you’re a cowboy at all. No, I think you’re a killer!” screams House, a great line that also layers past and present – The Ghoul, of course, wears the costume of a cowboy and has the show’s itchiest trigger finger.

This season’s flashbacks have all been about putting Cooper on the frontlines of Fallout history, but I didn’t expect him to be at the very centre of the hurricane. I do have my reservations about this – I don’t think it would be a good move to re-write the entire of Fallout history and pin it on a Hollywood actor – but so far this exploration of the unknown is working in the show’s favour.

Talking of exploring the unknown, I appreciate that the flashbacks are able to take us to a version of Vegas we’ve never seen before. The production design continues to be second to none, and seeing the glittering casinos of the strip before they’re ravaged by 200 years of nuclear winter is a nerdy thrill. Similarly, it’s great to see Freeside, one of New Vegas’ most recognisable locations, given life on screen. It even has Bethesda level design, with multiple entrances to buildings that allow sneaky characters to get in through the back door and steal overpriced items. Lucy’s sticky fingers adventure in Sonny’s Sundries is yet another example of Fallout having fun replicating the video game experience in a narratively-appropriate way – the important thing about this mini heist, though, isn’t its link to the games, but that its bloody conclusion forces Lucy to question how she’s changed. The Ghoul has undeniably influenced her, and it’s smart to have Lucy ponder that in advance of his betrayal.

With Maximus absent, this chapter of Fallout is almost entirely about Lucy and The Ghoul, which makes for the most focused episode of the season so far. The only outlying factor is Norm, who makes a more substantial appearance following last week’s single scene. Norm has suffered a similar fate to his fellow vault dwellers this season, feeling significantly left behind in the grand scheme of things, and so this week’s massive discovery is the emergency shot in the arm this thread needed. A trip to Vault-Tec’s California office reveals that Bud’s “Future Enterprise Ventures” is actually the Forced Evolutionary Virus, a genetic meddling project that Fallout fans are more than familiar with. It’s a fun tease for what could be waiting in the season’s final act, but more importantly, the F.E.V. is revealed to be a vault experiment overseen not by Bud Askins, but Barbara Howard.

And so, much like last season, Norm’s seemingly disparate plotline is welded into place among the greater picture. This links Norm’s story to Barbara’s, who’s linked to Cooper, who’s linked to Lucy, House, and Hank. These newly forged connections help make the entire season feel like a more coherent whole, and while we don’t know exactly where things will land, you can see how the components are being aligned to ensure everything is in service to each other. This gives me a little more confidence that whatever is going on in Vaults 32 and 33 will eventually be given substance, but with less than half the season remaining, the clock is ticking louder than ever.

AU Deals: Fresh Releases, Old Favourites, Wallet-Friendly Wins All

14 janvier 2026 à 02:58

I have spent more hours than I care to admit trawling storefronts, comparing editions, and convincing myself I absolutely needed one more game for the backlog. Today’s crop feels unusually strong, mixing genuinely new releases with deep cuts that still punch well above their price. There is a little something here for almost every type of player, from pure nostalgia to shiny modern blockbusters.

Contents

This Day in Gaming 🎂

In retro news, I've cooked a bin chicken feast for the 33rd birthday of Streets of Rage 2, a seminal beat 'em up and massive personal favourite that I played the cartridge pins off. Basically, you and a mate needed to go ever rightward on an ultra-violent rescue mission as one of two loose cannon cops, a spandex-clad wrestler, or the most '90s kid ever (think: backwards hat, rollerblades). Not only were this sequel's fisticuffs more technical than its rival to beat, Final Fight, Streets of Rage 2 also boasted one of the most jam-pumping EDM soundtracks of its era. Seriously.

Aussie birthdays for notable games.

- Streets of Rage 2 (MD) 1993. Get

- ESPN NBA 2K5 (PS2) 2005. eBay

- Army of Two: The 40th Day (PS3/P,X360) 2010. eBay

Nice Savings for Nintendo Switch

  • Metroid Prime 4: Beyond NS2 (-19%) A$89 Samus is back, the vibes are immaculate, and Retro still knows how to make silence feel threatening. Fun-wise, it's an absolute morph-ball.
  • Bravely Default Flying Fairy HD Rem. (-27%) A$39.90 Turn based comfort food with a deceptively evil difficulty spike. The job system still rules, and yes, you will grind because you want to.
  • EA Sports FC 26 (-42%) A$64 Incremental changes, same addiction. You will complain about it loudly, then somehow play five matches in a row anyway.
  • LEGO Star Wars: The Skywalker Saga (-80%) A$19.90 Every trilogy, every joke, every brick smashed. Ridiculous value and still one of the best couch co-op peace treaties ever made.
  • LEGO Marvel Super Heroes 2 (-91%) A$8 Absurdly cheap chaos. Not the sharpest LEGO game, but at this price it barely matters.

Or gift a Nintendo eShop Card.

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Exciting Bargains for Xbox

  • EA Sports FC 26 (-55%) A$49 Much easier to recommend once it drops below full price. The football feels better, the menus feel worse, and thus the cycle continues.
  • Ghostrunner 2 (-44%) A$30.70 A game that punishes hesitation and rewards confidence. When it clicks, you feel like a cyber ninja god. When it doesn’t, you're roadkill.
  • NBA 2K26 (-51%) A$59 Still outrageously good on the court and still a menace to your spare time. MyCareer will eat your weekend without remorse.
  • Borderlands 4 (-51%) A$59 Louder, dumber, and surprisingly smarter where it counts. The guns are nonsense, the jokes mostly land, and the loop is dangerously sticky.

Xbox One

  • Fight Night Champion (-85%) A$4.40 Oldie that's still the undisputed champ. Career mode hits harder than half the genre has managed since.
  • Battlefield 1 Rev. (-82%) A$8.90 Mud, chaos, and unmatched atmosphere. Battlefield has been chasing this high ever since.
  • CoD: Modern Warfare II (-73%) A$30 Slick, loud, and built for quick dopamine hits. The campaign is uneven, but the gunfeel still rules.

Or just invest in an Xbox Card.

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Pure Scores for PlayStation

  • Kingdom Come: Deliverance II (-49%) A$59 Deep, awkward, and gloriously uncompromising. You will feel bad at it before you feel brilliant, which is kind of the point.
  • Lies of P (-33%) A$56.90 A Souls-like that actually gets why Souls works. Creepy, precise, and far better than it has any right to be.
  • LEGO Skywalker Saga (-73%) A$24 A galaxy of gags and collectibles. You will start for the kids and stay for the completionist brain rot.
  • Fallout 76 (-80%) A$10.90 The comeback story nobody expected. Still weird, still janky, but finally fun with the right crew.
  • Guardians of the Galaxy (-71%) A$29 Way funnier than it needed to be. Great banter, strong story, and a soundtrack that does heavy lifting.

PS4

  • Crash Bandicoot N. Sane Trilogy (-31%) A$48.50 Bright, brutal, and completely unapologetic. Those bridge levels still hit like groin kicks.
  • Sonic Superstars (-42%) A$55 When it works, it really works. When it doesn’t, it reminds you why Sonic games are a gamble.
  • Kingdom Hearts III (-69%) A$31.10 Beautiful nonsense. The story is a fever dream, but the combat and spectacle absolutely slap.

Or purchase a PS Store Card.

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Purchase Cheap for PC

  • Far Cry 6 (-75%) A$22.40 A familiar sandbox carried by a good (not great) villain. You've played this formula before, but will probably enjoy it again anyway.
  • Paradise Killer (-75%) A$7.30 Unhinged vibes, incredible music, and detective work that trusts you to be smart. A cult classic for a reason.
  • Superhot (-74%) A$9.10 Time moves when you do, and suddenly you feel like an action movie genius.
  • Banishers: Ghosts of New Eden (-60%) A$31.90 Moody, slow burning, and emotionally heavier than expected. Comes for your sword arm, stays for your feelings.
  • Civilization V (-75%) A$7.40 The purest form of time theft. One more turn is a lie you will tell yourself repeatedly.

Or just get a Steam Wallet Card

Legit LEGO Deals

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Adam Mathew is a passionate connoisseur, a lifelong game critic, and an Aussie deals wrangler who genuinely wants to hook you up with stuff that's worth playing (but also cheap). He plays practically everything, sometimes on YouTube.

The Baseus BP1 Pro True Wireless Noise Canceling Earbuds Drop to $19 (Lower Than Black Friday)

14 janvier 2026 à 02:30

The brand new Apple AirPods Pro 3 might be one of the best noise canceling earbuds, but $250 is a steep price to pay. You might be better off saving that money and getting these Baseus Bass BP1 Pro wireless noise cancelling earbuds for just $18.99 after $20 off coupon code "BFBP1PRO". You do NOT have to be an Amazon Prime member to get in on this deal. I own these earbuds myself and I have to say they are definitely worth the price.

Baseus BP1 Pro Wireless Noise Canceling Earbuds for $19

Like the AirPods Pro, the Baseus BP1 Pro is a truly wireless in-ear earbud with noise cancelation. Sound quality is great and, true to its name, it does a decent job of simulating real bass. You won't get absolute silence from the BP1 Pro's noise cancelation tech, but it muffles the sound enough for it to be practical. It also features a transparency mode, in case you want to listen in on your surroundings without removing your earbuds.

The Baseus BP1 Pro supports Bluetooth 6 with MultiPoint technology which allows you to pair up to two devices simultaneously. It's IP55 rated, resisting "water jets" and dust intrusion. The earbuds last up to 12 hours with ANC off (7 hours with ANC on) but the charging case extends it to 55 hours (and 36 hours).

For a low, low price of $19 (the cost of a burrito in my neck of the woods), you're not risking very much to give these a whirl, especially considering the fact that Amazon offers a hassle-free 30-day return policy. After trying these out, you might forever wonder why the AirPods 3 costs 12X more.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.

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