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Robert Duvall Dies: The Godfather and To Kill a Mockingbird Actor Was 95

16 février 2026 à 21:34

Legendary film and TV star Robert Duvall has died at 95.

The actor’s wife, Luciana Duvall, confirmed the news with a post on his official Facebook account. She states he passed “peacefully at home, surrounded by love and comfort” yesterday, February 15.

Duvall has remained one of the most recognizable faces in Hollywood since the ‘60s. One of his earliest, most memorable roles was Boo Radley in the beloved 1962 film adaptation of To Kill a Mockingbird. The years that followed saw him appear in television shows like The Untouchables, The Twilight Zone, The Outer Limits, The Fugitive, and many more. It wasn’t until the ‘70s that he became a more familiar name amongst the average movie fan, with movies like M*A*S*H and The Godfather.

In addition to showing up for The Godfather Part 2, Duvall has starred in classic films like Tender Mercies, Network, Apocalypse Now, and The Apostle. He also starred opposite Tommy Lee Jones in the acclaimed miniseries Lonesome Dove. More recently, movie fans could have caught him in projects like 2009’s Crazy Heart, 2018’s Widows, or 2022’s Hustle. With a Best Actor Oscar win for his role in Tender Mercies, as well as directing and producing credits on a number of movies through the decades, his impact on entertainment is difficult to overstate.

“To the world, he was an Academy Award-winning actor, a director, a storyteller,” Luciana Duvall said in her message. “To me, he was simply everything. His passion for his craft was matched only by his deep love for characters, a great meal, and holding court. For each of his many roles, Bob gave everything to his characters and to the truth of the human spirit they represented. In doing so, he leaves something lasting and unforgettable to us all. Thank you for the years of support you showed Bob and for giving us this time and privacy to celebrate the memories he leaves behind.”

No formal service will be held following Duvall’s passing, according to a statement sent by his representative (via ABC). The actor’s family has a request for those who wish to honor his memory.

“Instead, the family encourages those who wish to honor his memory to do so in a way that reflects the life he lived by watching a great film, telling a good story around a table with friends, or taking a drive in the countryside to appreciate the world's beauty,” the statement adds.

Photo by Nomi Ellenson/Getty Images.

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

The Massive 77" Samsung S90 4K QD-OLED TV Drops Below $1,500 for Presidents Day

Par : Eric Song
16 février 2026 à 20:50

Instead of paying for expensive sports tickets and fighting the crowds, why not put that money into a big, gorgeous TV set so you can watch from the comfort of your home. Woot - which is owned by Amazon - just kicked off the best high-end big-screen TV deal I've seen for Presidents Day.

Woot is currently offering the massive 77" Samsung S90D 4K OLED Smart TV for just $1,497.99. Shipping costs just $5, although if you're a Amazon Prime member then the fee is waived. This matches a similar deal I saw during Black Friday. Note that this is a brand new TV with a 1 year Samsung warranty.

77" Samsung S90D 4K OLED TV for $1,497.99

OLED TVs feature best-in-class image quality thanks to their near-infinite black level, near-infinite contrast ratio, and near-instantaneous response time. For most use cases, there isn't a better TV that you can get for the same price.

The S90D is Samsung's 2024 S90 series TV. This is a higher end model that's equipped with a quantum dot (QD) OLED panel, which is brighter and boasts a wider color gamut than traditional W-OLED panels like Samsung's lower end S85 series. It is a slightly older model than the current generation Samsung S90F that was released in 2025, but that TV currently costs $500 more and image quality is practically identical. It's comparable to LG's C-series OLED TVs.

OLED qualities aside, the Samsung S90D also has all the features you'd want in a gaming TV. It has a native 120Hz panel that can be pushed to as high as 144Hz as well as four total HDMI 2.1 ports for running 4K at 120Hz on a PS5 or Xbox Series X gaming console. The S90D also supports variable refresh rate and auto low latency mode

Is this a good TV for the Nintendo Switch 2?

Despite being a current generation console, the Nintendo Switch 2 has lax TV requirements compared to the PS5 or Xbox Series X. When the Switch is connected to its dock and a television, it is only capable of outputting a 4K resolution signal at up to 60 frames per second. It can go up to 120fps if the resolution drops to 1080p, but the data rate required for both these options is pretty much the same. Oddly, it doesn’t even get VRR when docked – that’s reserved for handheld mode only. The Switch 2 console, however, will still benefit greatly from the Samsung's gorgeous OLED panel.

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.

Best Buy’s Presidents Day Sale Is Live With Some Solid Tech and Gaming Deals

16 février 2026 à 20:45

The Best Buy has launched its annual store-wide mega sale for Presidents Day Sale. You can check out the whole sale here, or read on to see our picks for the best deals available right now. Pretty much every item category Best Buy sells has gotten the discount treatment, from TVs and video games to PC gaming and Apple products.

Let’s take a look.

Top Deals in Best Buy’s Presidents Day Sale

You can scroll through the catalog above to get a quick look at the items we suggest. If you're intereseted in partuclar product categories, keep on reading.

4K TVs

If your TV could use an upgrade, there are plenty to choose from in the sale. A big variety of sizes and price points have gotten discounts, from manufacturers like Samsung, LG, Insignia, and more.

Gaming Computers

As Sony and Microsoft continue to release their games on PC, PC gaming is looking more and more like the platform of the future. While gaming PC parts are getting more expensive thanks to the demands of AI centers, some terrific pre-built machines and gaming laptops can still be found at discount. If I were in the market, I’d buy sooner than later, because it doesn’t look like prices are going to stop going up anytime soon. For more powerful gaming rigs, check out the Alienware Presidents Day sale.

Video Games

A smattering of new console games are on sale right now, including Ubisoft PS5 games like Star Wars Outlaws and Avatar: Frontiers of Pandora - From the Ashes Edition. A bunch of accessories are also on sale, including everything from controllers and headsets to Switch 2 cases and screen protectors.

Apple Products

Famously, Apple almost never offers discounts on its products. Thankfully, those products are also available at other retailers that have no such qualms over dropping prices. Best Buy’s Presidents Day sale has discounts on every major category of Apple’s hardware, including MacBooks, iPads, Apple Watches, and even AirTags. Garb what you want before prices go back up.

For more general discounts, check out Amazon's Presidents Day sale. If you're in the market for a new gaming chair, Secretlab's sale is well worth a look as well.

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN's board game and LEGO coverage. You can follow him on Bluesky.

The iBuypower Presidents Day Sale Is Live, Save Up to $300 Off Ready-to-Ship Gaming PCs

Par : Eric Song
16 février 2026 à 20:40

iBuypower - one of the more popular and well known system builders on the market - has officially launched its Presidents Day Sale with a new coupon code "STARS" that offers up to $300 off in tiered savings on ready-to-ship and custom prebuilt gaming PCs. Unless you have a specific need, I highly recommend you go with one of iBuypower's ready-to-ship, or "RDY", gaming PC; they're usually less expensive and ship out more quickly than your standard system.

Apply coupon code "STARS" in cart to save:

  • $50 off over $999
  • $100 off over $1,499
  • $200 off over $2,499
  • $300 off over $3,499

The sale runs through this weekend and Presidents Day, and will expire at end of day on February 16. iBuypower offers free standard shipping on all configs, however can also get a slight discount by choosing a slower shipping service. All systems are covered by a three year labor and two year parts warranty. Below are the best deals sorted by GPU.

iBuypower Radeon RX 9070 XT Gaming PC for $1,899

The Element Pro is iBuypower's best prebuilt for 4K gaming priced under $2,000. It's equipped with an AMD Ryzen 7 7800X3D CPU, AMD Radeon RX 9070 XT 16GB GPU, 32GB of DDR5-6000MHz RAM, and a 2TB SSD.

The AMD Radeon RX 9070 XT is the only 2025 graphics card that we gave a 10/10 score. If you plan to game primarily on a 4K monitor, then this GPU is up to the task. Even though at MSRP it costs $150 less than the RTX 5070 Ti GPU, the 9070 XT can easily go head to head with it on several of the games we tested. By going with an AMD card, you do miss out on Nvidia's admittedly superior ray tracing performance, DLSS upscaling, and multi-frame gen, but you also save $400 compared to iBuypower's least expensive RTX 5070 Ti prebuilt.

iBuypower GeForce RTX 5070 Ti Gaming PC for $2,349

The best deal on an RTX 5070 Ti gaming PC at iBuypower also happens to be the coolest. The system is enclosed in a custom designed and officially licensed HYTE limited-edition Gundam-themed Y70 chassis with a built-in 14" 1100x3840 touchscreen display. The case alone sells for $500 on HYTE's website.

The system is equipped with an AMD Ryzen 9 9800X3D CPU, GeForce RTX 5070 Ti 16GB GPU, 32GB of DDR5-6000MHz RAM, and a 2TB SSD. The AMD Ryzen 7 9800X3D is one of the fastest gaming CPUs on the market, thanks to the 3D-V-Cache technology that's only found in AMD's X3D lineup. On Passmark, the 9800X3D has the second highest gaming score, trailing a mere 300 points behind the considerably pricier 9900X3D.

The RTX 5070 Ti offers the best bang for your buck amongst the new Nvidia Blackwell cards in terms of 4K gaming performance. It performs neck-and-neck with the previous generation RTX 4080 Super and pulls ahead in any game that supports multi-frame generation, especially with the recent DLSS 4.5 update. Since the RTX 5070 Ti GPU is non-existent as a standalone card, the only way to get one without paying a ridiculous markup is by getting a prebuilt computer.

iBuypower GeForce RTX 5070 Gaming PC for $1,749

The iBuypower Element is equipped with an AMD Ryzen 7 7800X3D CPU, GeForce RTX 5070 12GB GPU, 32GB of DDR5-5600MHz RAM, and a 2TB SSD. The 7800X3D might be a generation older, but it's still considered one of the best gaming CPUs you can get (it's within 1%-5% of the 9800X3D in gaming performance).

This system is a good fit for gamers who run QHD (2560x1440) or WQHD (3440x1440) monitors. The RTX 5070 performs a bit better than the RTX 4070 Super but with the added benefit of newer GDDR7 RAM and multi-frame generation. The 5070 is a superb card for 1080p or 1440p gaming, but it will also play most games just fine in 4K, especially if you're running older or less demanding games. I myself gamed on an RTX 3080 (which is inferior to the 5070) on a 4K monitor for years without any complaints until I finally upgraded last year.

iBuypower GeForce RTX 5060 Ti Gaming PC for $1,579

For comfortable 1080p gaming without overspending, the RTX 5060 Ti is the card you want. This system is equipped with an AMD Ryzen 7 9700X CPU, GeForce RTX 5060 Ti 16GB GPU, 32GB of DDR5-6000MHz RAM, and a 1TB SSD.

RTX 5060 Ti GPUs comes in two variants: an excellent 16GB model and a ridiculously lame 8GB model. Fortunately, this system is equipped with the 16GB model. The RTX 5060 Ti (16GB) is a great GPU for 1080p gaming. It outperforms the RTX 4060 Ti by about 20% (greater if the game supports DLSS 4.5). The 16GB of VRAM also allows this GPU to hold its own in 1440p gaming. Check out our RTX 5060 Ti review for more details.

iBuypower GeForce RTX 5080 Gaming PC for $2,499

If you're looking for a system that will run 4K games for at least a few years (and probably more) down the road, then the RTX 5080 is a good option for you. With this card, you can very easily skip the next generation of Nvidia GPUs. This system includes an Intel Core i9-14900KF CPU, RTX 5080 16GB CPU, 32GB of DDR5-6000MHz RAM, and a 2TB SSD.

The RTX 5080 is a powerhouse. It's one of the fastest cards on the market, bested only by the $2,000 RTX 5090 and the discontinued $1,600 RTX 4090. This is a phenomenal card for playing the latest, most demanding games in 4K resolution at high settings and ray tracing enabled. Check out our GeForce RTX 5080 review for our hands-on impressions.

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.

Save $1,400 Off the Alienware Area-51 Ryzen X3D Edition RTX 5090 Gaming PC for Presidents Day

Par : Eric Song
16 février 2026 à 19:40

If you're seeking chart-topping gaming performance, then Alienware's biggest and most powerful prebuilt should be high on your list. As part of a greater Dell Presidents Day Sale that started this week, the Alienware Area-51 AMD Ryzen X3D Edition RTX 5090 gaming PC has dropped in price from $5,650 down to $4,249.99 with free delivery. Prior to this sale, the lowest price I had seen for this exact configuration was $5,000.

Update: The price has dropped another $200 for Presidents Day.

Alienware Area-51 Ryzen Edition RTX 5090 Gaming PC

The Alienware Area-51 is Dell's flagship gaming PC. The product photos don't give it due justice; this is a big chassis that towers over the Aurora R16 model with superior build quality and a redesigned cooling system with even greater airflow. This is the only model that can be configured with the hot and power hungry GeForce RTX 5090 graphics card. The first wave of Area-51 systems featured Intel CPUs exclusively, with AMD X3D options only available since late November.

This $4,450 config is equipped with an AMD Ryzen 7 9800X3D CPU, GeForce RTX 5090 graphics card, 32GB of DDR5-6400MHz RAM, and a 1TB SSD. Additional system details include a 360mm all-in-one liquid cooling system for the CPU and a massive 1,500W 80Plus Platinum power supply that allows plenty of headroom for future upgrades.

AMD Ryzen 7 9800X3D is the best gaming CPU for most people

...but you can also upgrade to the 9950X3D for a reasonable price

The AMD Ryzen 7 9800X3D is considered to be one of the best gaming processors on the market and outperforms any Intel or AMD non-X3D chip in games thanks to AMD's 3D-V-Cache technology. It only has eight cores, but that makes no difference in gaming since most games can't utilize more than eight cores (if that) anyways. That's why its gaming performance is nearly identical to the pricier 9900X3d and 9950X3D.

Now if you regularly use your PC for non-gaming applications that actually do benefit from as many cores as possible, then you can upgrade to an AMD Ryzen 9 9950X3D 16-core processor, which doubles the core count while offering similar gaming performance, for an additional $250. That's actually very reasonable as far as CPU upgrades go; the difference in MSRP between a 9950X3D and 9980X3D is $220, so you're only paying an extra $30 for the upgrade.

The RTX 5090 is the most powerful graphics card ever

The Nvidia GeForce RTX 5090 has emerged as the most powerful consumer GPU on the market. Although with this generation Nvidia has prioritized software updates, AI features, and DLSS 4 technology to improve gameplay performance, the 5090 still boasts an impressive 25%-30% uplift over the RTX 4090 in hardware-based raster performance. If you want the absolute best performance for your gaming PC, there is literally no other option from any other brand.

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

The Alienware Presidents Day Sale Is Live and I've Picked Out the Best Deals on Gaming PCs and Laptops

Par : Eric Song
16 février 2026 à 23:35

The Dell Presidents Day Sale has officially kicked off. Traditionally, this has been Dell's best sale during the early part of the year to score a big discount on both Alienware gaming PCs and laptops. Prices on prebuilts have risen in 2026 because of the increased demand for RAM and GPUs, so if you're looking to upgrade now, you don't want to miss this opportunity to get a new system without an egregious markup. All systems ship free and include a one year warranty.

Alienware Aurora R16 RTX 5080 Gaming PC for $2,130

Dell is currently offering an Alienware Aurora R16 RTX 5080 gaming PC for $2,179.99 with free delivery after a $650 instant discount. This customizable system is equipped with an Intel Core Ultra 7 265F CPU, GeForce RTX 5080 GPU, 16GB of DDR5 RAM, and a 1TB SSD. It's cooled by a 240mm all-in-one liquid cooling system. The 1,000W power supply gives you headroom for upgrades down the road. If you're looking for a future-proof system, this RTX 5080 equipped PC should be powerful enough to set you up for 4K gaming for quite a while.

Alienware Area-51 RTX 5090 Gaming PC From $4,300

If you're seeking chart-topping gaming performance, then Alienware's biggest and most powerful prebuilt should be high on your list. As part of a greater Dell Presidents Day Sale that started this week, the Alienware Area-51 AMD Ryzen X3D Edition RTX 5090 gaming PC has dropped in price from $5,650 down to $4,249.99 with free delivery. Prior to this sale, the lowest price I had seen for this exact configuration was $5,000.

The Alienware Area-51 is Dell's flagship gaming PC. The product photos don't give it due justice; this is a big chassis that towers over the Aurora R16 model with superior build quality and a redesigned cooling system with even greater airflow. This is the only model that can be configured with the hot and power hungry GeForce RTX 5090 graphics card. The first wave of Area-51 systems featured Intel CPUs exclusively, with AMD X3D options only available since late November.

Alienware 16X Aurora Gaming Laptop From $1,499.99

The Alienware 16X Aurora gaming laptop is on sale at a reasonable price for the first time in 2026. Choose either the Intel Core Ultra 9 / RTX 5060 configuration for $1,499.99 ($470 discount) or the Intel Core Ultra 9 / RTX 5070 configuration for $1,899.99 ($470 discount). The Alienware 16X Aurora is the spiritual successor to the m16 laptop, featuring an all-aluminum build (top lid and chassis), high quality display, and powerful unthrottled discrete graphics.

Get a 24" Monitor for Just $63 With Any PC Purchase

The 24" Dell SE2425HM might not be the premier monitor you'd want to be using for gaming, but it's a good secondary or backup monitor to have on hand, especially for the price you can get it at. Purchase any PC and you can get an extra 30% off its current sale price of $89.99, dropping it to $62.99. Just make sure you add it to the same cart as your PC and you should see the discount automatically applied. The SE2425HM features a 1080p 100Hz IPS panel.

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

The Simpsons May Eventually End, But Will 'Never' Have a Series Finale, Showrunner Says

16 février 2026 à 19:25

The Simpsons showrunner Matt Selman has said the series will "never" air a finale episode, even if it did one day end.

Rather than a big farewell sendoff, Selman said The Simpsons would simply air a regular episode — noting that the show had recently parodied the idea of a big finale in its 36th season premiere (an episode named Bart's Birthday that featured numerous returning guest stars and sent up the finale of numerous other famous series).

"If the show ever did end, there's no finale — it would just be a regular episode that has the family in it," Selman told The Wrap, following the airing of its landmark 800th episode. "Probably a little Easter egg here and there, but no 'I'm going to miss this place'."

Selman continued by again voicing his view that The Simpsons exists outside of continuity or canon — even to the point that character deaths such as that of Marge Simpson don't matter (something that the series itself has demonstrated is not always the case, particularly prior to his tenure, and that was contradicted yet again recently by a fellow Simpsons exec who discussed the permanent death of Alice Glick.)

"The show isn't supposed to change," Selman continued on. "The characters reset every week. It's like Groundhog Day, but they don't know it — and they don't die that much."

The Simpsons' 800th episode includes a crossover with The Pitt, featuring various guest stars including Noah Wyle, plus Kevin Bacon and Boyz II Men. It also marks the occasion with a couch gag that finally pays off the fact that Homer gets hit by Marge's car at the beginning of every episode (since the series' opening credits were remade for HD).

pic.twitter.com/ZbtdvUd2In

— Out of Context Simpsons Couch Gags (@OOCCouchGags) February 16, 2026

How long can The Simpsons continue on for? The show has currently been renewed until its 40th season, which means it will remain on-air through until at least 2029. A second Simpsons movie is also on the way, set to debut on September 3, 2027.

Image credit: Rodin Eckenroth/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

There's a Whole Bunch of Disney Lorcana Cards on Sale at Amazon Today

16 février 2026 à 18:30

Amazon has some excellent deals on Disney Lorcana cards today, and in particular, you can currently pick up a Booster Display set of Azurite Sea for just $90.50. That's a significant 37% drop from the list price of $143.99, and one of the best deals we've ever seen on the booster set.

That includes 24 Packs with 12 cards in each, so that's a total of 288 cards, with each pack guaranteeing at least six common and three uncommon cards, alongside two cards of rare, super rare, or legendary rarity, and finally 1 randomly selected foil card amongst these.

But, it's also worth noting that this is a limited-time lightning deal at Amazon, and once it's gone, it's gone. At this price, I wouldn't be surprised if fans snap these up as soon as possible, as there's still plenty of trading potential in Azurite Sea.

Otherwise, there are loads of other great Lorcana deals to check out at Amazon this week as well. That includes the Gateway Board Game down to just $16.30 - 35% off, and it is basically the perfect way to start playing Lorcana, or even teach you and a friend how to start off on one of the most promising new TCGs in recent years.

My other favorite in the sale is on the Azurite Sea Stitch Collector's Gift Set, which includes six collector cards and four Booster packs of 12 additional game cards in each. That's down to just $33.94 right now, and another tidy drop from the $49.99 list price.

In other Disney Lorcana news, there is a brand new Gift Set and Collection Set up for preorder at Amazon today, featuring Scrooge McDuck and Stitch respectively.

Robert Anderson is IGN's Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

Why Do Gamers Invert Their Controls?

16 février 2026 à 18:30

In terms of sheer numbers, inverters vs. non-inverters is the biggest schism in the games community. Whenever the subject comes up, it always leads to some petty argument about how you tilt your head when you look around in real life vs. "No, up means up, you loser, your head is not a tiny aeroplane."

Look, maybe my head is a tiny aeroplane, and my brain is the pilot. And that's before we get to the fact that inverters are at a massive disadvantage in these matters because “invert” rhymes with “pervert”.

For one of these groups, it is merely a fact of life: whether nature or nurture, to those of us afflicted with the scourge of invertism – a stigma I have lived with for most of my life – pushing forward on a stick to look down comes just as naturally as walking or breathing.

There’s a lot of misconceptions about inverters, perpetuated by people on either side of the divide. That people who invert are outliers, that it’s some kind of "skill issue", that it doesn’t make sense to invert Y if you aren’t also going to invert X. That it’s easy to switch with a bit of practice. That it all depends on what your first game system was. But, according to researchers Jennifer Corbett and Jaap Munneke, who surveyed a big sample of gamers and subjected them to cognitive 3D spatial awareness testing, whether or not you played flight simulators as a child has absolutely no bearing whatsoever on your Y-axis praxis.

Though this study has gone some way to disproving these commonly held myths, it stops short of providing any real answers about why some people invert, and why others do not. Largely, I suspect, because that’s rather like trying to explain the briefs or boxers divide. There’s an unknowable number of factors to consider re: why someone would have a preference, and it doesn’t matter anyway because… well, it’s just underwear. It only matters to the individual concerned. It’s not like one day they’re going to stop making boxers.

Except, as the study sort of says if you actually read it, it’s not just a personal preference. Well, it is, but it’s one that’s massively dictated by how your brain happens to be wired and how it handles spatial awareness. Although with practice and perseverance, some people have found that they can unlearn their default and switch over - usually this is from inverting to not inverting - it’s kind of half-way between a personal preference and an accessibility issue. It’s a bit of both. And understanding it may well be crucial for important things beyond the realm of gaming, such as telesurgery or drone operation. All kinds of applications where the operator’s spatial awareness is being distorted by a non-standard field of view, the lack of a third dimension, input lag, frame drops, and more besides.

I dunno. I’m guessing. I’m not trying to get a research grant, so I’m not that invested in whether or not that’s a convincing pitch for how serious this issue is. What’s incredible about the study’s findings is that, and I’m quoting the researchers from an article in The Guardian here, “None of the reasons people gave us [for inverting controls] had anything to do with whether they actually inverted”. So, all of us are barking down the wrong tree, and it actually has more to do with how you process 3D space at a deep cognitive level.

This absolutely tracks with my own, limited, tiny sample size research. I took a poll of IGN Entertainment staff recently and found that, firstly, of the 35 people who responded to my survey, only seven of us are inverters. And of those seven, beyond the inverting, there wasn’t a single unifying factor apart from the fact that we’re all over 30. But most people at the company are over 30, so that hardly feels like a significant marker.

The one thing that seems to make you more likely to invert is whether or not you’re old enough to have been an active gamer in the late '90s or early 2000s.

I asked people to check which control scheme or device they first used, and it was a mix of control pad and joystick. Interestingly, no inverters mentioned mouse and keyboard, which may be significant: very few people seem to invert when using mouse look, which makes sense. I don’t, despite being a hard-wired inverter when it comes to anything with a stick. Essentially your crosshair just becomes a mouse pointer when you’re in the middle of a gunfight.

Some non-inverters did say that they sometimes invert for vehicle controls. But Eurogamer’s Alex Donaldson said anyone who inverts in FPS games is a pervert. It’s just a big mixture of anecdotes and scant few unifying factors in either group. The one thing that seems to make you more likely to invert is age – whether or not you’re old enough to have been an active gamer in the late '90s or early 2000s, and that certainly makes a lot of sense because that would roughly cover the heyday of the PS2 and Nintendo 64 which, as noted by some of my colleagues, had a lot of popular games where the camera was inverted by default. As IGN’s deputy guides editor Casey DeFreitas writes:

"I played way too many hours of both The Legend of Zelda: Ocarina of Time and Pokemon Snap on the Nintendo 64, and both of those games REQUIRED inverted vertical controls! You couldn't change it. I got used to it and then when I tried games that were default non-inverted, my aim was awful. I refuse to publish gameplay of mine if I can't invert the controls and have to aim, it looks like a baby grabbed the controller."

Lots of really big games from that time – huge, genre-defining games – shipped with inverted look. Goldeneye 007, another N64 classic and a pioneering first person shooter on consoles, had an inverted camera. GTA 3, the original PS2 release, notoriously came configured for inverted look without any way to change it. And people just had to deal with it because otherwise there’d be no GTA for them.

Many would count Timesplitters on the PS2 as their first encounter with modern twin stick controls, and this shipped with inverted Y by default without any way to change it, forcing a lot of people to just get on with it. Now, I think that’s an important part of the story here: the fact that back in the day, configuration options in console games, being able to tailor an experience to your own preferences and brain wiring, simply wasn’t a thing you could rely on. Most of the time you just had to accept whatever the developers shipped it with.

There was also no general consensus as to how 3D controls should work on a gamepad. It was the wild West. Conventions we take for granted now – left stick for movement and strafing, right stick for looking and turning – simply hadn’t been established, and it’s a bit difficult to pin down exactly when they were because these things tend to change slowly, like an abandoned chocolate bar melting on a dashboard.

Timesplitters certainly didn’t invent the modern control scheme – other console FPSes had it as an option years before it. Even Goldeneye 007 had a twin stick mode utilising two of the N64’s ridiculous controllers. Alien Resurrection on the PS1 had it, and interestingly copped a lot of flak from critics at the time who considered it unwieldy and unplayably difficult.

See, like all major technological and cultural innovations, it turns out a lot of people were stumbling around in the ball park of what became the accepted solution. Many people credit Halo: Combat Evolved with popularising the very concept of First Person Shooters on console (not inventing, but perfecting it), with its innovative sticky aiming that made the twin stick controls we still use today feel good and natural in the hands. And also pioneering the ingenious, diegetic method of determining the player’s inversion preference via the use of a tutorial that instructs you to look at specific lights and then simply asking you if the way the camera moved felt right or not, automatically inverting the controls if it didn't. It meant that both types of gamers were catered for in the most natural way possible. The rest is history.

Halo eliminating any configuration friction and simply working in whichever way was natural for the individual player probably went a long way toward establishing non-inverted camera controls as society’s default. Instinctively, for the majority of people, many playing these games for the first time in their formative years, up means up. This intuitive piece of Halo’s tutorial wasn’t just a cute way of bypassing menus, it was solving an accessibility problem that was widespread at the time because there were no standards, no hard conventions, about how these things were expected to work... largely because gaming is an industry where a bunch of nerds and computer science poindexters are making entertainment products for normal people who own Sony Bravia TVs and sleep in a big bed with their partner.

In the years since, platform holders have mandated the option of inverting Y alongside other toggles, and it’s basically not an issue any more unless you enjoy arguing about stupid shit with strangers on the internet. I can’t remember being negatively affected by my invertism since Beyond Good and Evil HD came out about 400,000 years ago. In fact, with every new generation, it becomes more of a standard practice to cater for as many preferences, impairments, or even disabilities as possible, with many huge mainstream games now including extensive options for fine-tuning everything from camera controls to high-contrast overlays for the severely colourblind.

I suspect it’s more or less impossible to determine exactly why some people invert and some people don’t. What I do know is that inverting is wildly misunderstood by non inverters, while the reverse isn’t the case at all. I’m not remotely confused as to why Up means Up. On paper, that’s perfectly intuitive. Up means down, patently, is not. And in microcosm, it’s a perfect, low-key example of why diversity matters in game development: you can’t just cater to what is considered “normal”, otherwise you risk alienating huge swathes of your potential audience. And that’s a hard, dispassionate business case for just having some consideration for people who aren’t necessarily the default character in life.

In the business, we call that subtext.

Is Henry Cavill Joining A Knight of the Seven Kingdoms? Dunk Actor Dunks on Fan Speculation Following Egg Tease

16 février 2026 à 18:23

A Knight of the Seven Kingdoms actor Peter Claffey, who plays Dunk, has been forced to clarify comments made by his young co-star which fans took as confirmation that The Witcher and Superman star Henry Cavill had secretly joined the series' cast.

Writing on Instagram, Claffey said that the apparent tease by Egg actor Dex Sol Ansell "had nothing to do with Henry Cavill coming into the show or the GOT universe (I wish!)" and that the whole thing had been a "complete misunderstanding."

The alleged slip-up happened during a filmed interview with the pair in which Claffey can be seen asking permission to discuss comparisons between the show and The Witcher, before his co-star then asks if he can mention something specific about Henry Cavill.

Peter Claffey (Dunk) clarifies that Henry Cavill will not be joining the Game of Thrones universe after online speculation:

“Just to clarify, the thing Dex was referring to in the interview had nothing to do with Henry Cavill coming into the show or the GOT universe (I wish!)… pic.twitter.com/RLWzfPlRVW

— westerosies (@westerosies) February 15, 2026

It takes a moment before Claffey seems to understand exactly what Sol Ansell is referring to, before he hurriedly replies: "No, no no no, god, no no no, don't say that," before he turns to the interviewer and says: "Sorry, you didn't hear that." You can watch the moment via the embed just above.

A Song of Ice and Fire fans had spent the weekend discussing the seemingly-confirmed fact that Cavill was joining the show, with many pointing to him playing the role of Daemon Blackfyre. Alas, that is seemingly not the case — unless is this deflection from Claffey. You would think, however, that Cavill was too busy right now to join, with work on Highlander ongoing and his plans to make Warhammer movies still in the offing.

Of course, all of this comes just days after Sol Ansell dropped an even bigger Knight of the Seven Kingdoms spoiler — for real this time. In a separate interview, he discussed story detail told to him by Game of Thrones star George R.R. Martin regarding the ultimate fate of the series' stars — and potentially the finale of the whole show. As he revealed this information, Claffey can be seen making frantic gestures, before he tries to play down what has just been said.

For more on A Knight of the Seven Kingdoms, check out IGN’s review of Season 1.

Image credit: Daniele Venturelli/Getty Images

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

The Weird Tales Graphic Novel Revives a Legendary Horror Magazine

16 février 2026 à 18:00

Dating all the way back to 1923, Weird Tales is easily one of the most iconic pulp magazines ever published. That venerable series is returning in a new form in 2026, as Monstrous Books aims to revive Weird Tales as an anthology graphic novel with some major creators attached.

IGN can exclusively debut a new cover image from The Goon creator Eric Powell. Check it out below:

You can also see this cover alongside all the previously revealed preview art for Weird Tales Vol. 1 in the slideshow gallery below:

Weird Tales Vol. 1 is a hardcover graphic novel that features a mix of adaptations of classic Weird Tales stories and new stories. The adapted stories include:

  • Michael Avallone’s “The Man Who Walked on Air” — adapted by Robert Hack and David Avallone
  • Ray Bradbury’s “The Scythe” — adapted by J.K. Woodward and Jonathan Maberry.
  • Allison V. Harding’s “The Damp Man” — adapted by Marco Finnegan and Nancy A. Collins
  • Robert E. Howard’s “Skulls in the Stars” — adapted by Steve Niles
  • An original Lovecraft Mythos Story by Rodney Barnes with art by Lukas Ketner
  • C.L. Moore’s “Shambleau” — adapted by George Quadros and Blake Northcott
  • Anthony M. Rud’s “Ooze” — reimagined by Weird Tales president, director, and producer John Harlacher and Zac Atkinson

The original stories in this book include:

  • “Doctor Satan vs. Jules de Grandin” by James Aquilone and Dave Swartz
  • “The Cthulhu Project” by Richard Krepit and EV Cantada

“For the first time, the weird, the dark, and the wondrous stories that launched the careers of genre legends leap from the pages of the magazine into a stunning graphic novel experience,” said Aquilone in a statement. “Editor Jonathan Maberry and President John Harlacher have been doing exciting things since they resurrected Weird Tales in 2019. When it came time to assemble the contributors for the historic first graphic novel, we went big and bold. These stories are worthy of the great, pulp legacy of Weird Tales."

“When I was a young teen I got to know and be mentored by Ray Bradbury,” said Weird Tales Editor Jonathan Maberry. “His extraordinary kindness was matched by deep insights into the art and science of storytelling, and that has influenced every part of life and career. He would be delighted that I’m now the editor of Weird Tales Magazine, which he both loved and was published in early in his career. Adapting his powerful and empathetic story, 'Scythe' (Weird Tales, July 1943) is a joyful honor and I can’t help but think Ray would be delighted.”

The Kickstarter campaign for Weird Tales Vol. 1 is live now. The campaign includes various bonus tiers that include exclusive cover art, a Weird Tales challenge coin, T-shirts, and more.

In other comic book news, find out which series was selected as IGN's best comic book of 2025, and see which comics we're most excited for in 2026.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.

Star Wars: Galactic Racer Includes 'A Good Mix of Familiar Faces and New Characters,' Developer Says, Following Sebulba and Ben Quadinaros Reveals

16 février 2026 à 17:42

Star Wars: Galactic Racer developer Fuse Games has said its racing adventure will feature a "good mix" of new faces and classic characters from a galaxy far, far away, following the reveal of Phantom Menace returnee Ben Quadinaros.

Speaking to IGN as part of a wide-ranging interview on Star Wars: Galactic Racer's track-based design, story mode and innovative boost gameplay, creative director Kieran Crimmins teased that fans will be able to look forward to more characters from previous Star Wars movies and games joining the fray.

"There's going to be a good mix of familiar faces and new characters," Crimmins said. "Obviously we want to get that mix right, so no matter what kind of Star Wars media you've engaged with, whether it be a movie or game, there's a bunch of familiarity in there when it comes to the space. Otherwise it wouldn't feel like an authentic Star Wars experience.

"So there's both familiar faces and new characters," Crimmins continued, acknowledging Sebulba and Quadinaros. "We can't talk about who exactly they are just yet though, sorry."

Who else might appear? While less well known, it's possible that other participants seen in Episode 1's podrace might appear, alongside Sebulba and Quadinaros. The Boonta Eve Classic had 18 participants, though poor Ratts Tyerell died during the race, while Anakin Skywalker... well, we all know what happened to him.

"We've seen racing as an activity and as a sport in Star Wars has been around in many forms, right?" Fuse Games founder and CEO Matt Webster said at another point, going on to potentially hint at racers from other parts of Star Wars being included. "Episode 1's podracing we all know and love, Bad Batch's riot racing in Season 2 was just awesome. Star Wars Resistance has got the Aces and low-altitude starfighter racing."

Galactic Racer is set sometime after Return of the Jedi, so anyone could potentially put in an appearance. It seems unlikely we'll see Luke Skywalker, who was quite busy doing other things during this period, but who knows? He sure knows how to race a speeder bike across Endor.

Last week brought our best look yet at Star Wars: Galactic Racer, though we delve much deeper into its clever two-tier boost system, environmental effects, and how the game will let you nuture rivalries and interact with characters on foot in our big Star Wars: Galactic Racer interview that you can go read right now.

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

Wuthering Heights Hits, Well, Heights at the Global Box Office For the Opening Weekend of Emerald Fennell's Controversial Film

16 février 2026 à 17:31

Controversial or not, Emerald Fennell’s new adaptation of classic novel Wuthering Heights is hitting, well, heights at the box office for its opening weekend: a staggering $76 million globally.

The film, which stars Jacob Elordi and Margot Robbie in the iconic roles of Heathcliff and Cathy, managed to gross $34.8 million in the United States, which brings the worldwide total for the film’s debut to $76.8 million. Interestingly enough, though, those numbers do actually fall under the projections set for the film reported by Deadline. Warner Bros. expected the project to open to closer to $40 or $50 million domestically, but it still falls within their $70 to $80 million global projection.

That said, the movie’s opening weekend is technically a four-day one, with the day of this writing (Monday, February 16) being President’s Day — so there’s a chance that Wuthering Heights hits that initial domestic projection by the day’s end.

The competition is stacked right now at the box office with two other new releases on offer alongside Wuthering Heights: the animated kids comedy Goat, which is holding onto the second spot domestically under Fennell’s film, and Crime 101, a star-studded thriller that is also a literary adaptation, believe it or not, with a claim to the No. 3 slot at the box office.

There are several new and exciting titles coming in the next week, though — projects like Psycho Killer and How to Make a Killing — so those more recent additions might threaten a little of the profits of Wuthering Heights. But we won’t know until we see what happens at the box office next weekend.

Wuthering Heights was written and directed by Fennell, adapted from Emily Brontë’s 1847 novel of the same name. Alongside Elordi and Robbie, Hong Chau, Alison Oliver, and Ewan Mitchell star. It debuted in theaters in the United States and United Kingdom on February 13, just in time for Valentine’s Day.

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

'The Director's Cut Is the Movie We All Thought We Were Releasing' — Russell Crowe Responds to Robin Hood's 'Unfair' Comparisons to Gladiator, 16 Years Later

16 février 2026 à 17:25

Remember the 2010 Robin Hood movie? The one directed by Ridley Scott with Russell Crowe in the title role? It struggled at the box office and reportedly resulted in a loss during its theatrical release. Now, 16 years later, Crowe has discussed its various problems, which weren’t helped by comparisons to Scott and Crowe’s blockbuster Gladiator.

IGN’s Robin Hood movie returned a 5/10. We said: “Robin Hood isn't a bad movie. But it is a frustrating, deeply flawed and wholly unnecessary one. Its problems were all on paper and in conceptualization not necessarily in execution. The film ends on an obvious sequel note, but it's equally obvious that this installment is simply too mediocre to ever warrant a sequel. By stripping the story of its core mythology, this Robin Hood will leave you wondering how the hell this legend has managed to survive for so many centuries. Where's the merry in that?”

Crowe took to social media to respond to one fan who said Robin Hood received “unfair” comparisons to Gladiator, which had been released a decade prior. The Master and Commander and L.A. Confidential star said that 17 minutes were cut for the cinema release, and that the director’s cut “is the movie we all thought we were releasing.”

“The director's cut is the movie we all thought we were releasing,” Crowe said. “However, 17 minutes were cut for the cinema release. A minute is a long time on screen. Imagine any of your favourite movies with 17 minutes of the most emotional connective tissue removed… watch the director’s cut.

Then, responding to another fan who said they felt the movie was more than a Robin Hood origin story, Crowe agreed, confirming the plan was to tell the character’s story in three parts.

“That was the idea. To be told in three parts,” Crowe said. “When I started digging in to RH, I found the story and its roots in Greene Man mythology deeply interesting. The tale of Robin lasted hundreds of years, how? It was my idea to show that RH was a title, passed down, not one man.”

Crowe's Robin Hood didn't put Hollywood off from making other movies based on the character. Indeed, another is coming up. Last month we got the first trailer for The Death of Robin Hood, giving us our first look at Hugh Jackman, star of Deadpool & Wolverine, The Greatest Showman, and The Prestige, as the legendary archer.

Photo by Fotonoticias/WireImage.

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.

Disney Lorcana - Winterspell Preview: There's So Much to Look Forward to in This Snowy Set, Here's Why

16 février 2026 à 17:00

Disney Lorcana's 11th new set, Winterspell, is now available at local game stores and Disney Stores ahead of its wider launch on February 20 (see here for online orders). There is so much to look forward to in this snowy set, and the Lorcana team at Ravensburger sent us over Winterspell's Illuminier's Trove, its 24-pack Booster Box, and more to learn more and share what sets this expansion apart.

We'll start with what we got: the two items mentioned above, a Winterspell coffee mug, some cool stickers, a bag, and a promo Stitch - High Badness Level card inspired by his love of destroying things.

It feels only right to jump into the Illuminier's Trove first, which is a great place for beginners to start or those that like some fun collectibles. Alongside featuring some beautiful art of Stitch and Angel playing in the snow, this set includes 8 Booster packs, 1 storage box, 6 card dividers, 6 damage-counter dice, and 1 Spin-dial lore counter.

The Booster packs themselves feature either Angel, Darkwing Duck, or Tinkerbell, and each comes with 12 game cards. The card dividers are fun because they also give you a preview of which Disney films are heavily featured in this set, including Pocahontas, The Fox and the Hound, A Goofy Movie, Darkwing Duck, and Lilo and Stitch.

The packaging is all very well themed, and it matches the Booster Box in design as well, but it would have been fun if there was a special promo card or something else to enjoy! That being said, this is a really good way to jump into the world of Lorcana.

If you want to know which cards are the best to chase in Winterspell, we have you covered right here, but we also want to share that the top two chase cards are the Iconic rarities, which are Moana - Curious Explorer and Pocahontas - Peacekeeper.

Winterspell - Top Chase Cards So Far

Speaking of which, let's talk about what we got from the packs in the Illuminier's Trove and the Booster Box! All in all, we had 32 packs that contained a total of 384 cards. While we sadly didn't get any of the highest rarities - Iconic or Enchanted - we did luck out and get three Epic cards!

These are half-full art holo cards that remove the border on standard cards, and we got two Jiminy Cricket - Ghost of Christmas Past cards and one Goofy - Klutzy Skier. Just below Epic is Legendary, and we got 7 of those, including the Ohana Means Family Action card and three Tinker Bell - Snowflake Collector cards. These feature embossed images and can be holo or not, and the ones we got were. Elsewhere in the holo department, we got 1 Super Rare, 3 Rare, 8 Uncommon, and 16 Common.

I also wanted to discuss some of my other favorite cards I pulled, including the Do You Want To Build a Snowman? Song cards that we were able to exclusively reveal for Winterspell. I also loved the Mickey Mouse - Tiny Tim's Father card because it is just adorable and channels my love of being a parent. Oh, and I have to shout out the Pua - Disgruntled Pig card because it's just very funny and Pua is clearly missing the warmer weather.

I also want to give a special shout-out to the Snowball Fight Action card you can see in the image above, because it is also the puzzle you can get! You may find certain cards that look part of a puzzle in a Booster pack, and the ones in Winterspell create this card, which is pretty great!

There are also Lore cards to look out for that build out the universe of Lorcana. In the few I got, I learned about the ever-present snowball fight going on that sounds like a lot of fun, how we have to try Mrs. Cratchit's soup, and more about what's going on with Elsa and Anna.

For those unfamiliar, we had a chance to speak to the team at Lorcana and they shared a bit more about what's going on in on this set and these two sisters from Frozen.

"In Winterspell, we tell the story of a vine that’s growing out of control and sucking up flood ink," Jenna Giuffrida, co-lead on narrative design for Winterspell, shared with us. "In an effort to quell its growth, the Illumineers of the realm summon powerful glimmers to help deal with it. One of them, an Elsa glimmer, accidentally freezes the whole realm in her attempt to stop the vine."

Winterspell - Where to Buy

There is a lot to look forward to in Winterspell, and even more that's just on the horizon. Following Winterspell, Glimmers from Toy Story, The Incredibles, and Brave will join the roster in Wilds Unknown when it is reelased in local game stores on May 8 and everywhere else on May 15. And in th summer, Attack on the Vine! will arrive and features Glimmers of Monsters, Inc.'s Mike Wazowski and James P. Sullivan.

For more, check out how and where to preorder Winterspell, our first hands on with Winterspell that dives deeper into the implications for the competitive scene and the full release schedule for 2026.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst, Instagram, and TikTok, and listen to his show, Talking Disney Magic.

Should the God of War Trilogy Remake Bring Back the Sex Minigames?

16 février 2026 à 16:30

Last week, after years of hopeful speculation, Sony's Santa Monica Studio announced it will be remaking the original God of War trilogy. T.C. Carson, the original voice actor behind Kratos, stepped in front of the camera to reveal that the project is in the “very early” stages of development, and that we’ll have to wait a little longer for any of our questions to be answered. And there are a lot of questions.

Will this be a graphical facelift à la Bluepoint’s Demon’s Souls, or are we revisiting Greece with the Norse duology's controls and overhauled game design? If the latter, will Kratos have a companion accompanying him to Pandora’s Temple and the Isle of Fates? Will there be a blacksmith NPC popping up in expected places to provide armor and weapon upgrades? Will we be able to jump and fly, like in the original games? And what about those sex minigames?

That last one almost sounds like a joke, but fans who’ve brought them up seem to be deadly serious. “You better not edit out Aphrodite,” one of the top comments on the announcement video posted to the official PlayStation YouTube channel warns, referring to the particularly graphic minigame from God of War 3. “Do not censor original material,” reads one of the – as of the time I’m writing this article – 256 replies to that comment. “Dont ruin it.”

Fan fixation with these minigames makes sense, and not just because of the franchise’s initial target demographic. They are, for better or worse, as much a part of the Greek saga as the Blades of Chaos, appearing in every mainline title except for Ascension. Even the two handheld games, Chains of Olympus and Ghost of Sparta, have their own versions of them: one in Attica, while fighting off the Persians, the other at a brothel back in Sparta.

They’re also a product of their time, one when both gamers and game developers were overwhelmingly male, little if any thought was given to the way women were represented, and hack and slashers generally relished in all things lewd and bloody and pubescent. But times have since changed, and changed profoundly at that. Once taken for granted, today the minigames stand out like a sore thumb. They are perhaps the only aspect of the Greek saga I could envision its developers regret adding in, and hence it’s unclear whether they will return alongside the togas, sandals, and cyclopes.

Personally, I’d be surprised if they did. Santa Monica Studio seemed to have soured on the minigames as early as 2013, when the team working on Ascension decided not to include one – maybe in response to backlash, maybe out of post-orgasm clarity after visiting Aphrodite. In that game, Kratos’ obligatory trip to the bordello plays out in a cutscene, and the women there turn out to be an illusion created by one of the Furies.

The minigames help convey Kratos' downward spiral into sadism and nihilism.

At the same time – and, please, hear me out here – I do think there’s a place for them in the Greek games, at least in concept. More than a crude joke, I always found that they contributed to the saga’s story and themes. In the first God of War, the sex minigame – like that part where you burn the caged soldier to progress through Pandora’s Temple, or condemn the ship captain to his death after taking his key – adds a welcome sense of moral ambiguity. It demonstrates that Kratos is not a conventional hero, and suggests there’s more to his quest to kill Aries than the desire to avenge his family. If visions of his dear, dead wife haunt him so, how could he lie with other women? At least, that’s what went through my head when I encountered the minigame for the first time.

Both God of War 2 and the trilogy’s final entry make clear what the first game only insinuated: that Kratos’ vengeance is not a crusade for justice, but an excuse to kill and destroy for the sake of killing and destroying. In both games, the minigames help convey his downward spiral into sadism and nihilism. In God of War 3, for example, you enter Aphrodite’s chambers right after killing her husband, Hephaestus; a tragic, ultimately well-intentioned character who, up until this point, acted as your only ally, Athena and her ulterior motives notwithstanding. At every turn, the developers stress that Kratos cares for nothing except the gratification of his own, basest desires. At this point, lust and bloodshed are the only things he lives for, and that won’t change until he meets Faye and fathers Atreus.

The horniness of the Greek saga also feels somewhat appropriate when considering its source material. The ancient myths woven into Kratos’ world are full of sex, as is the Greco-Roman visual culture that inspired Santa Monica Studio’s talented concept artists. The goddess of love and beauty is not the only one with her nipples out: Kratos, Zeus, Hades – everyone, man and monster, is bare-legged and bare-chested, their bodily features every bit as sculpted as the marble statues at the MET.

Most importantly, perhaps, the minigames help bring home the Greek games’ meta-commentary – a commentary present throughout the trilogy but most pronounced in its concluding chapter, where Kratos is at his ugliest, meanest, and most pathetic, and the franchise’s cinematic endorphin rushes pivot from tasteful indulgence into nauseating overindulgence. Where impaling Aries was uncomplicatedly epic and triumphant, Kratos’ actions in God of War 3 hit differently. Brutalizing Poseidon’s and Hercules’ faces, ripping off Hades’ mask, cutting off Hermes’ legs, snapping Hera’s neck, beating Zeus until the screen becomes completely covered in blood – each “victory” leaves the player feeling a little uneasy, ashamed, hollow. Boss battles in the first God of War and its sequel made you feel like David taking down big, mean Goliath; no matter how brutal the finishing moves, your opponents had it coming. In God of War 3, you’re more like a playground bully, kicking another student when they’re down.

The minigame with Aphrodite also veers into garish over-indulgence, but to a slightly different effect. Instead of making you feel like a bully, you just feel like an idiot. I certainly did when, playing with a childhood friend, we just sat next to each other in awkward silence, going through the motions to get all the red orbs while keeping an ear out for my mom walking up and down the hallway. Very manly indeed.

Some might think that the Norse games walked back on the Greek saga’s abundance of sex and nudity because the gaming industry decided to chase inclusivity, and Barlog and his team tried to stay on the good side of a culture that considered the minigames offensive and misogynistic. This is not the case. First and foremost, the Norse saga walked back on these things because they play no part in this leg of Kratos’ story. Once again, his wife has died. But this time, he channels his grief into something more constructive: rather than destroying the world, he tries to be a better parent to his son.

For the remakes to succeed, they have to communicate – as effectively, if not more effectively, than the original trilogy – how Kratos ends up at the personal low-point from which the Norse games set off. If the sex minigames are in any way included, this is the purpose they should serve. If they’re removed on account of being tasteless – not unthinkable, as that was kind of their point – no matter. Surely, Santa Monica Studio can think of other, more respectful ways to convey Kratos’ downward spiral, and for players to go down that spiral along with him.

Tim Brinkhof is a freelance writer specializing in art and history. After studying journalism at NYU, he has gone on to write for Vox, Vulture, Slate, Polygon, GQ, Esquire and more.

Kingdom Come: Deliverance 2 Is Back to Its Lowest Price So Far at Amazon

16 février 2026 à 16:25

For PlayStation users, Amazon's been an excellent place to scoop up some new video games recently thanks to its big selection of discounted PS5 titles. At the moment, Kingdom Come: Deliverance 2 is among the many options on sale right now at the retailer, but it's not just its PS5 version that's dropped in price.

Both the PS5 and Xbox Series X versions are on sale at Amazon for $29.99 (50% off) and $29.60 (51% off), respectively. If this RPG - which we even awarded as a runner-up nominee in our awards list of the best RPGs of 2025 - has been on your wishlist, now is your chance to grab it at a great low price.

Save on Kingdom Come: Deliverance 2

This is a low price worth taking advantage of while it's still live, too. According to price tracker camelcamelcamel, the PS5 deal marks a return to its lowest price so far at the retailer, and it's a brand new low for the Xbox Series X version. No better time to grab it if you've been waiting for an exciting discount to appear.

As mentioned before, Kingdom Come: Deliverance 2 was among our favorite RPGs of 2025, earning a runner-up nomination on our awards list. IGN's Michael Higham said it's "an investment that pays back multiple times over in its 120-hour runtime. It’s a commitment - a slow-burn game you have to want to live in. But it’s also an action-packed cinematic adventure that proves to have an emotional range that the original didn’t."

Writer Leana Hafer's review at the time of release also said it's "Armed with excellent melee combat and an exceptional story," and called it "one part sequel and one part coronation, bringing a lot of the original's ideas to fruition." So why not add it to your library now while it's still on sale?

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

'This Is a Premium Experience. That Is the Transaction. Full Stop' — Crimson Desert Dev Rules Out Microtransactions or a Cosmetic Cash Shop

16 février 2026 à 16:00

The developer of Crimson Desert has confirmed that the upcoming open world action adventure game does not have a cosmetic cash shop or microtransactions of any kind.

Crimson Desert, due out March 19 priced $69.99, is set in a huge and seamless open world packed with enemies, NPCs, and all sorts of things to do. But one thing players won’t have to contend with is a cosmetic cash shop.

“I can say that definitively: there is not a cosmetic cash shop,” Will Powers, director of marketing at Pearl Abyss America, told weekly talk show Dropped Frames (via @Okami13_). “This is made to be a premium experience that you buy and you enjoy the world, and not something for microtransactions.

“It’s a monetization model. If you do free-to-play then you need to make up the revenue in a different way. This is a premium experience. That is the transaction. Full stop.”

So, that’s microtransactions ruled out, which is sure to go down well with gamers who are hoping for a traditional single-player experience from Crimson Desert. The game has been slowly gaining hype over recent years, but that’s ramped up significantly in the last few months as Pearl Abyss shared more gameplay footage.

Crimson Desert’s huge open world has been a topic of debate recently. Pywel is divided into five distinct regions: Hernand; Pailune; Demeniss; Delesyia; and the Crimson Desert itself. The main quest revolves around protagonist Kliff’s journey, but you’re free to explore the world in any order, taking faction-driven quests, large-scale battles, fortress sieges and smaller, character-focused missions.

Pearl Abyss confirmed that as the story progresses, two additional playable characters become available, each with unique combat styles, skills and weapons. Exploration is a big part of the game — you travel on horseback, climb terrain, glide across distances, and later access advanced traversal options such as a missile-firing mech and a dragon. You can even ride a bear.

Pearl Abyss said the world is filled with hidden treasures, ancient mechanisms, puzzles and points of interest “designed to reward curiosity and discovery.” As for combat, expect to face enemy soldiers, sorcerers, beasts and machines.

Powers has called Crimson Desert’s open world “absolutely massive,” bigger even than that of Bethesda’s Skyrim and Rockstar’s Red Dead Redemption 2.

Speaking on the Gaming Interviews YouTube channel, Powers said that describing the size of Crimson Desert’s world in terms of numbers doesn’t do it justice, because doing so fails to capture the scope and scale of the game. But he did go as far as to compare it to two of the biggest open-world games around.

"I don't think numbers really do it justice because, how big is that in terms of scope and scale?” he said. “But what we can say is that the world's at least twice as big as the open world, the playable area, of Skyrim. It's larger than the map of Red Dead Redemption 2."

Powers went on to insist that the size of Crimson Desert’s open world wouldn't determine its quality. Rather, what you actually do in it is the key factor. "The continent of Pywel is absolutely massive, but size doesn't really matter if there's nothing to do,” he said. “Open-world games are about doing things, having activities, having distractions. So we wanted to create a world that's not only massive, but is also incredibly interactive."

Last month, Powers said the developers were doubling down on the "optimization phase” in a bid to get performance as smooth as possible across all platforms ahead of Crimson Desert's release date.

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.

Barack Obama Clarifies Aliens Are 'Real' Comment After It Blows Up Online, Insists He Saw 'No Evidence' Extraterrestrials Have Made Contact While U.S. President

16 février 2026 à 15:37

Barack Obama has clarified a recent interview in which he said aliens are “real,” insisting he saw “no evidence” that extraterrestrials have made contact with us while he was U.S. President.

Obama set the internet alight over the weekend when he told American podcast host Brian Tyler Cohen that aliens are “real but I haven’t seen them” during a quickfire "lightning" round of questions.

"They're not being kept in Area 51,” he continued. “There's no underground facility unless there's this enormous conspiracy and they hid it from the president of the United States. Obama then admitted his first question after becoming President of the United States of America on November 4, 2008, was where are the aliens?

Now, Obama has issued a clarifying statement on Instagram, insisting he issued the comment with "the spirit of the speed round" of questions. He then expanded on his prior thoughts.

"I was trying to stick with the spirit of the speed round, but since it's gotten attention let me clarify," he said.

"Statistically, the universe is so vast that the odds are good there's life out there. But the distances between solar systems are so great that the chances we've been visited by aliens is low, and I saw no evidence during my presidency that extraterrestrials have made contact with us. Really!"

This isn’t the first time Obama has spoken about aliens, of course. In 2021 he told late night TV host James Corden that once he became President, he asked whether there was a lab "where we're keeping the alien specimens and space ship." "They did a little bit of research and the answer was no," he added. However, Obama acknowleged footage and records of objects in the skies "that we don't know exactly what they are."

In 2023, the U.S. Office of the Director of National Intelligence (ODNI) released a report detailing official sightings of Unidentified Aerial Phenomena (UAPs). Many of the phenomena continue to defy explanation, and were described as exhibiting “unusual flight characteristics or performance capabilities.” According to the report, UAP reporting was "increasing," which is "enabling a greater awareness of the airspace and an increased opportunity to resolve UAP events." As of August 2022 there had been 510 UAP reports.

The Pentagon’s public attitude toward sightings of UFOs — now rebranded as UAPs — has shifted dramatically in recent years. Notably, in April 2020, the government made a surprise move to declassify three videos captured by instruments aboard U.S. Navy aircraft, which, having previously been leaked to the public in 2017, depicted encounters with fast-moving unknown objects.

After the report was published, NASA Administrator Bill Nelson pledged that the agency would not conceal the existence of aliens, if they were discovered to be the cause of any UAP it is working to investigate.

Photo by Kyle Mazza/Anadolu 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.

The Big Star Wars: Galactic Racer Interview — Why It's Not Open World, How Its Story Mode Works, and When It's Set

16 février 2026 à 15:18

Following last week's Star Wars: Galactic Racer gameplay trailer reveal, I sat down with the game's makers for an in-depth chat revealing its new systems and story mode, and a proper discussion on why this marks the triumphant return of track-based racing, after so many open world games.

Galactic Racer is the first project from British studio Fuse Games, which was founded in 2023 by a core of former colleagues from Criterion, the beloved band behind Burnout and later Need for Speed titles, before it got gobbled up to become part of Battlefield Studios.

Now, as Fuse Games' team races towards a galaxy far, far away, I caught up with its CEO and founder Matt Webster, plus creative director Kieran Crimmins, for an intriguing chat on what's to come.

Obviously you've been announced for a little while now, but I've been looking forward to seeing more from the moment Fuse Games was announced, considering your long heritage at Criterion. And the game looks great, from what I've seen of it.

Matt Webster: Was it along the lines of what you imagined?

Well, I remember you did that GI interview and you were sort of hedging your bets on what genre of game you were going to be working on... And I was like, 'they're clearly making a racing game, I don't even know why they're pretending.'

Kieran Crimmins: [Laughs] We've made spaceship stuff before, so that was possible. It's not [what we're making] but possible. Who were we kidding!

Maybe you were working on another Battlefield game! But probably not.

Crimmins: [Laughs] Yeah, fair enough.

I had lots of questions about what kind of racer you guys were planning to make — open world or not, and we'll get onto that. But when you made that announcement about first setting up, did you have an outline of what you wanted to do? What was that journey like from leaving Criterion to the announcement of Star Wars?

Webster: We thought we were going really fast, but we're three years old now.

Crimmins: That's crazy isn't it, you've made whole games in that time before. [But] we've never set up studios in that time.

Webster: That is true. Where this comes from is, first of all, a shared love of racing and a shared love of Star Wars. But when there's a new studio, new team, new tech, new creative... every time there's new, you've got an element of risk. So when we're thinking about it at studio level going, 'well, okay, well how do you mitigate some of those risks?' We can mitigate tech risk by using Unreal or technologies that exist. We can mitigate people risk by working with some folks that we already know and we can mitigate some creative risk by playing in some things that we already know. So I guess it's a mixture of those two, but the more you think about it, you then say, 'okay, why hasn't there been a Star Wars racing game for so long?'

"We always play to our strengths..."

Crimmins: Yeah, I mean obviously we kicked around a bunch of concepts because that's good game making. You want to think about what you're doing. We always play to our strengths. We've got a certain sensibilities of how we like to make games. I'm sure if you've played any of what we've worked on that DNA is going to be present here, as it is in everything we do. And that's one of the things that the studio is based, that mutual understanding and long history of shared love for certain types of mechanics and experiences around thrilling, fast arcade racing games. [And then there was that] shared love for the Star Wars universe... we were like, 'oh my gosh, imagine all the things that we love but actually transferred into there as well as the heritage of the movies with podracing or all the racing experiences in there.

Anyway, when you put that together, it was fairly obvious that was probably going to be the best game we could make for our first game. It would just be the best game that we could make full stop. And then we took that to our partners in Lucasfilm, because we worked with them before, we know them, so we could say, 'Hey guys, what do you think of this thing?' And they basically said the same thing back to us where they were like, 'yeah, we are really excited about this stuff. We love that stuff that you doing. That absolutely makes sense for us.' And as soon as you have that kind of mutual excitement, it's like, we've got to make this happen.

It sounds like there was a sort of mutual appreciation there from Lucasfilm.

Webster: Well, we've got a shared history. I think our first [time on Star Wars was] when we were at Criterion, I remember the folks at DICE were like, 'we think it's an impossible mission, but if anyone can do it, you can,' and it was speeder bikes through Endor, just that fantasy. We've all got it in our heads. And so we just approached that as we would do delivering on any fantasies. Our previous fantasies used to be sports car fantasies. Well, the best way around the corner for me was always all four wheels smoking and sideways with a big smile on your face. We work on those levels, and as Kieran was saying earlier, there's that shared appreciation of the type of experience we want to do, but that history just means something.

And then through to the [Star Wars Battlefront Rogue One] X-Wing VR mission [a free VR add-on to Star Wars Battlefront], which was one of our most favorite things to do and was really wonderful. There's clearly an appreciation of the work and that goes a long way. So I think there's the meeting of those two things together, people with an understanding of how both sides work, a mutual respect of one another and a desire to go and execute on something that looks like a wonderful opportunity. It's a great starting point.

You mentioned a question there that I'd love to ask back to you, which is: why hasn't there been a Star Wars racer in so long? Is it that you guys weren't free, you were busy making Battlefield?

Webster: Maybe! I dunno, the obvious answers are only obvious once they exist, I suppose. For us at least, there's that thing of 'can we make a Star Wars racing game?' And then there's the 'okay, well what should we do?' Because I think we wanted to do things a little differently or we wanted to do something different, and that extends to what you are racing. Some of the mechanics inside racing we want to bring some fresh life into, as well as it being a Star Wars racing experience. I can't answer the question of how come no one else has thought about it? Maybe it's a question of timing. But once we had that, it was like, 'okay, how can we do something different with racing and Star Wars?'

Crimmins: Yeah, it's funny. I see it more like the time was right now rather than the time was wrong before. You're right we were on other projects, we were talking about other things and I'm sure there were other teams working other things, but it's that weird thing of both luck and timing. Whenever you make a video game, it's a mixture of so many elements. It's a little bit hard to get the lightning in the bottle, but when we did this brief and we got this together, we were like, 'this is the perfect time to make this thing.' And I believe we're the perfect studio to make it.

You mentioned wanting to do things in a Star Wars racer that haven't been done before. We got a look at gameplay last week but what more can you say about what you are doing, and also how people familiar with your past work might feel that DNA in this?

Webster: Well, you'll be the best judge of that. It should come through immediately what we're aiming for here in terms of the experience, [addressing] that in some ways HD players have been a little bit underserved by just some kickass track racing experiences. We love those types of games. We love making them, we love playing them, but we wanted to bring a modern view on what that experience could be. You touched on it a little bit earlier about open world, but we wanted to actually come back to tracks. There's a lot of great stuff about tracks in that I replay, my mastery of a circuit comes from replayability, and we definitely are leaning into that from a game structure perspective. That recognition and the repetition and the familiarity of racing circuits, gets you outside some of the compromises you might make when you do an open world racing game. We knew we wanted to come back into delivering that type of experience for a modern player at 4K 60 with just really super strong visuals in a galaxy far, far away.

But like I said, we want to do things differently. So how can we breed some innovation in racing? We're doing that in a couple of ways we can touch into. One is the mechanical boost system. Boost has been in and around racing games forever. Press the button, go fast, consume the boost, and you've got a sort of a tactical decision-making going on there. But we wanted to do something more. So we have a two-phase boost system. The second phase is something called a ramjet, which just goes really, really, really fast, but it's got a consequence too — it generates a load of heat, and if run it for too long, you're going to explode. So you've got consequence there. You've got a second phase of tactical decision making going on. And more importantly, it ties into Star Wars locations. So when we think about where we race in Star Wars, the locations are characters in amongst themselves.

"So we have a two-phase boost system..."

We all know them by name — Hoth, Endor, Jakku, Tatooine — and we really wanted to bring that in as an integral part of the game. So the environment has a tactical part to play in terms of your racing, and it plays its part in the ramjet. So in Lantaana — a lush, tropical rainforest vibe on an active volcano island planet — we've got rivers of lava and rivers of water, hot and cold. And so you have those decisions — the environmental heat helps get my ramjet up to operating temperature, but it's obviously going to get it hotter, quicker. I can also cool the ramjet, running it for longer over the colder water. And that's just a little example of a mechanical change that we're getting people thinking differently about [as they're making] their racing line choices at a second to second level.

Crimmins: Yeah, this is probably the first game we've made where the racing line can be that variable depending on the vehicle you're driving, the kind of build you've got within that vehicle, and the environment. This is a game where there isn't just one racing line, there's the one for your current situation, which means every time you attend the galactic tour it's a different experience and a different set of things that you're thinking about. There's quite a lot there and we're not talking about all of it now, but high level, we want to make an arcade racing experience that's richer than it's ever been before with more options and more things to do than ever before. I really think we've got some interesting stuff in this game that I've certainly never done in a video game, and I don't think I've seen it in other racing games either.

Webster: While not losing that essence of delivering a racing pilot fantasy from second one, [where you] pick up the path, have a great time, but because you'll know from our past and the way we go about engineering things, you've got a pretty high skill ceiling there for players that really want to drive for mastery so we can support a really broad range of play motivations.

You've given some great reasons for this to be a track racer, but I wanted to get your thoughts on open world racing, which you've got a lot of history with too. It was really interesting to see the debate about it going on last year — sparked by Mario Kart World, which obviously is a very different kind of racer — but I saw a lot of people come out and suggest there was a nostalgia for a track-based experience. Have you noticed that too? Did it help you feel more emboldened with your approach?

Crimmins: [Laughs] I didn't notice that, but I would say this... I did play all those games and felt all those things. I absolutely love making open world racers. I've made a bunch, there's plenty more in me, I look forward to doing some of those at some point. I absolutely love track based races, some of my favorite early games are track based racers, and I think there's wonderful experiences to be had there.

Has open world reached a point where it's just been done a lot?

Crimmins: I don't think it's as simple as that overall. I think there's great fun, innovation and things to do in both of those spaces. And I certainly, if I go to design a game or picture a game, I'm going to pick the version that does the thing that we want the best rather than I want this one or I want this one. In this game we really wanted something that was really replayable, something that really had that great replay loop, something that every time you replayed it, you felt like you got something new out of it.

It is weird, I can't remember who wrote it but there was an article about 'why aren't racing games like shooters, why is the innovation different?' I think it's because racers, you just need more stuff to do in the race in the second-to-second. We talked about the tactical layer of the ramjet system and how that works with the boost, but I think that goes across the board with the whole genre. It used to be a very, very innovative genre, but it's hard to push innovation in a space where your cognitive load is fairly small because you're in a kind of dynamic system of where you're moving around. Getting that right is a lot harder than other games. I just like to see really, really great experiences that really tighten focus. Then that's what we want to make here.

The reason we're a track-based racer is because we wanted to have that replayability loop that expands over time. All those benefits people learn in the tracks, the more they play, learning the handling, that familiarity getting them better rather than just a massive smorgasbord of a thing, which is a slightly different kind of 'play with the toys' experience. This is high consequence, high action, high replayability and something that creates player stories that you wouldn't have seen in other games. And I don't think we could do that if we would go in and say, okay, we're also going to do this open world thing. That's a whole set of different challenges.

Webster: You're right, and you can also say, well, this is the Galactic League, right? This is sport, and we've seen racing as an activity and as a sport in Star Wars has been around in many forms, right? Episode 1's podracing we all know and love, Bad Batch's riot racing in Season 2 was just awesome. Star Wars Resistance has got the Aces and low-altitude starfighter racing. Racing as a sport and activity is something that's inside Star Wars, and tracks lend themselves to that really well at an action level. And the other thing we realize more broadly is we are inside Star Wars. And Star Wars fans crave the characters and a story.

So we wanted to go there as well, in a way that frames the racing action. So, you play as a character who is racing, as opposed to it being a racing game. We've made plenty of racing games where you're just a faceless silhouette in a car. Now you're inhabiting Shade, you're a canonical new Star Wars character. You walk down one of the shots in the trailer, you're walking down the ramp of your starship, you're going into a paddock. And this is really interesting addition here where the paddock gives us a place, a low intensity space where we can get up close with our Star Wars stuff, we can move a narrative on, we can see characters inside there. It gives us a low intensity space as a counterpoint and a contrast to the super high intensity racing. And I think it's a really important distinction for us now as we call this a racing adventure.

In the trailer, we see Shade interacting with other characters in that area. So to be clear, it's not just a place for cutscenes between races. There is an area where you can walk around rather than drive around and interact with characters.

Crimmins: In those spaces, yeah, you can walk around, interact with characters, you can build rivalries, you can upgrade your plethora of skimmers and have some nice character moments as well, because as Matt said, this is the story of the Galactic Racing League and Shade coming to that and to tell that story, we needed some time with the characters as well.

It is funny, I wasn't thinking about it as a key innovation because it's kind of a no-brainer. This is a Star Wars racing game, and we wanted to have a proper single-player mode in there where we could actually tell a story in this world of what this Galactic Racing league is and immerse people in the authentic Star Wars world with both familiar characters and a plethora of new characters as well. We had to have a space where you're able to do that and we're a gameplay first studio, so we didn't want that to be a cut-scene space.

"We learned making Burnout: you can only spend so long with your eyes on stalks at 200 miles an hour — or in our case, 400 miles an hour"

We've shown podracers, but these things are like seven or eight meters long and they're enormous, but you don't really get that sense of scale unless you are walking around them as a character and looking around at all this beautiful detail that we built into them. That space serves so many purposes for us in terms of as an immersion space, as a lower intensity. We learned while making Burnout: there's only so long you can spend with your eyes on stalks at 200 miles an hour — or in our case, 400 miles an hour. You need a decompressed moment. And the paddock does a brilliant job of allowing us that mechanism for us to do all of those things.

I'm running out of time, but we've now seen Ben Quadinaros and Sebulba. Are there any more familiar faces in there?

Crimmins: There's going to be a good mix of familiar faces and new characters. Obviously we want to get that mix right, so no matter what kind of Star Wars media you've engaged with, whether it be a movie or game, there's a bunch of familiarity in there when it comes to the space. Otherwise it wouldn't feel like an authentic Star Wars experience.

Are you using any kind of season pass model?

Webster: No. This is a premium release, right? We have our campaign and we have arcade mode and we have multiplayer, and it's a self-contained thing. But what we also recognize is that the landscape of Star Wars evolves and changes over time and so do games as they go. So we see an opportunity for us to tap into more Star Wars or new Star Wars over time, but in terms of us outlining what we think post launch is going to look like, that's not something that we see. The only reason I say a blind no to it is, in my head, season pass is connected to free-to-play games, and that's not what we are making.

Crimmins: Our mindset right now is a premium release, to try and get an amazing experience out the box. Obviously we wouldn't close the door to doing something later, but that isn't what we are really thinking about right now. We just want it to be the very best game it can be, and we want it to be complete when it comes out.

People have been avidly working out when the game takes place in canon and according to Wookiepedia it's definitely after 5ABY because of the crashed Star Destroyers following the Battle of Jakku. How much are you playing into the established canon? We've already seen Sebulba — and I suppose that was a surprise to me that he'd made it through the events of the trilogy alive. Will we find out exactly when it's set or does that not really matter?

Webster: I don't think it really matters. As you say, you're on Jakku after the events of Return of the Jedi, the galactic civil war is over and that's where sport becomes a more interesting opportunity. I don't think we're ever specific about timeline beyond that.

I love Sebulba's beard, I just wanted to say.

Crimmins: Old Bulba!

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

Get an Exclusive Sneak Peek of The Art of Death Stranding 2: On the Beach

16 février 2026 à 15:00

Death Stranding 2: On the Beach is widely regarded as another masterpiece from Kojima Productions, with all the sweeping scope, drama, and weirdness fans have come to expect. Now those fans can delve even deeper into this unique world with the release of Titan Books' The Art of Death Stranding 2: On the Beach.

IGN can exclusively reveal a new preview of The Art of Death Stranding 2 ahead of the book's release. Check it out in the slideshow gallery below:

The Art of Death Stranding 2: On the Beach is a 240-page hardcover book featuring concept art from the game. The book offers a closer look at character designs, equipment, locations, and creatures from the game, with plenty of pieces from acclaimed artist Yoji Shinkawa.

Here's the official summary for the book:

The official art book for the action video game DEATH STRANDING 2: ON THE BEACH, from legendary game creator Hideo Kojima, including artwork by acclaimed artist Yoji Shinkawa.

With DEATH STRANDING 2: ON THE BEACH, step by step, legendary game creator Hideo Kojima changes the world once again. Embark on an inspiring mission of human connection beyond the UCA. Sam—with companions by his side—sets out on a new journey to save humanity from extinction. Join them as they traverse a world beset by otherworldly enemies and obstacles.

The Art of Death Stranding 2: On the Beach is packed with hundreds of pieces of concept art for the characters, equipment, locations and creatures featured in the game, as well as early and unused concepts, including artwork by character and mechanical design director, acclaimed artist Yoji Shinkawa.

The Art of Death Stranding 2: On the Beach is priced at $50 and will be released on February 17, 2026. You can preorder a copy on Amazon.

In other Death Stranding 2, we learned at Sony's State of Play event that the game will be hitting the PC in March 2026. Check out everything announced at State of Play.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.

Castlevania Veteran Koji Igarashi Vows to Finish Making Bloodstained: The Scarlet Engagement to Honor Deceased Director Shutaro Ida's Vision

16 février 2026 à 14:40

Shutaro Ida has passed away aged 52 after a one-and-a-half year battle against pancreatic cancer. The news was announced by his family via a statement on Ida’s official X account on February 15. Longtime colleague Koji Igarashi has vowed to finish the designer and director’s upcoming metroidvania Bloodstained: The Scarlet Engagement, the sequel to 2019’s Castlevania-infused Bloodstained: Ritual of the Night.

Shutaro Ida (sometimes romanized as Shutaro Iida) worked at Konami from 1996 to 2015, mainly as a programmer. His biggest contribution was to the Castlevania series. Starting with the GBA title Castlevania: Aria of Sorrow and PS2 game Castlevania: Lament of Innocence, Ida played a key role in bringing the gothic action games into the sixth and seventh console generations, even directing Castlevania: Harmony of Despair on Xbox 360 and PS3. He was also a lead programmer on Metal Gear Solid V: Ground Zeroes and The Phantom Pain.

Upon the invitation of former Castlevania series producer Koji “Iga” Igarashi, Ida joined ArtPlay, the indie dev company Igarashi co-founded. There, Ida designed and directed the crowdfunded game Bloodstained: Ritual of the Night, with Igarashi as producer. The game was well-received, and widely seen as a spiritual successor to the Castlevania series. In our review, we gave it 8.8, noting it “plays and feels almost exactly like the legendary Castlevania: Symphony of the Night.”

Reflecting upon two decades of making games with Ida, Igarashi noted in his tribute: “I’ve been working with him ever since Castlevania: Aria of Sorrow. It’s not an exaggeration to say that many games hailed as masterpieces would not have succeeded without his contributions. His talent was exceptional.”

“I feel that Bloodstained: Ritual of the Night’s success was also in a large part down to his incredible support," Igarashi continued. "Looking back, he’s been supporting me for over 20 years. He was the kind of person who always thought about games, tackling game development like he was burning his life away. I hope he can rest peacefully now as he was always running at full throttle.”

Ida’s final game, Bloodstained: The Scarlet Engagement is still in development and is due out later this year. Igarashi described it as an invaluable work that Ida poured himself into. “We will take on his aspirations for the game and see that it is properly completed, so as not to disappoint him.”

Ida last tweeted back on January 30, saying that he felt the end was near as he was getting weaker each day. He finished with a simple request: “Please love Bloodstained 2 and all the games I made.”

The statement from Ida’s family echoed this sentiment: “Shutaro’s adventures in this world have come to an end, but his creations remain. We would be happy if people could continue to enjoy the games he made.”

Image credit: Bloodstained: The Scarlet Engagement YouTube channel.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

'Let Us All Send This Poor Girl Positive Vibes' — Arthur Morgan Actor Roger Clark Reveals Cameo Apology Request From Man Who Deleted Fiancé's Red Dead Redemption 2 Save File

16 février 2026 à 14:06

Arthur Morgan actor Roger Clark has revealed a Cameo apology request from a man who deleted his fiancé's Red Dead Redemption 2 save file.

Clark said that while he really enjoys sending messages to fans on Cameo, he sometimes encounters particularly special ones. Posting a screenshot of one such recent request to X / Twitter, Clark wrote: "I really am blown away by the support you guys show me on Cameo. Thank you for liking my shoutouts. I enjoy them all, but it's ones like these below that I live for. Let us all send this poor girl positive vibes. At least her man knows what he did."

For the 'occasion,' the Cameo requester wrote: "apology for deleting Red Dead saved game." In the instructions for Roger Clark, they added: "I just deleted my fiancé's saved game in Red Dead Redemption 2 by accident. She was having so much fun and made every ethical decision, had about [two-thirds] completed. Can you say some words of support for this devastating loss and let her know I am sorry?"

I really am blown away by the support you guys show me on cameo. Thank you for liking my shout outs. I enjoy them all but it’s ones like these below that I live for. Let us all send this poor girl positive vibes. At least her man knows what he did. @cameo #cameo #rdr2 pic.twitter.com/U0nHM2pLVT

— Roger Clark (@rclark98) February 12, 2026

Understandably, Clark didn't show us his Cameo video response itself, although I'll admit that I wish he had!

The replies to Clark's tweet are a mix of disbelief and empathy. Some are wondering how the save file was deleted in the first place. Others are saying a Cameo from Arthur Morgan himself will surely ease the pain. "I think if someone deleted my 100% save file with everything unlocked and every piece of clothing bought, camp completed, map and journal drawings all there, dreamcatchers murals bones exotics and cards, a shout out from Roger Clark might heal the pain," said one fan.

Be sure to check out IGN's big interview with Roger Clark on Arthur Morgan and Red Dead Redemption 2 to find out just how life-changing the iconic role was.

Meanwhile, Red Dead Redemption 2 fans recently made progress towards solving the game's newly-discovered spiderweb mystery, and now believe they've reached its final clue following a major new discovery within Rockstar's epic cowboy sequel, dubbed the biggest uncovering of hidden content in years.

An intricately-placed breadcrumb trail of spiderwebs was found and plotted, leading to a further set of marked telegraph poles. These then pointed to a collection of guitars within the game's Fort Wallace location, where the trail temporarily went cold. Now, however, fans have pushed forwards — to what seems like a final clue beyond the edge of Red Dead Redemption 2's map.

Photo by Roy Rochlin/Getty Images for ReedPop.

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.

Sony Reportedly Considering Pushing Back PS6 Release to 2028 or Even 2029 Amid AI-Fueled Chip Crisis

16 février 2026 à 13:46

The AI-fueled chip crisis has reportedly upended Sony and Nintendo’s console plans, and may cause a delay to the release of the PlayStation 6 and a price rise for the Switch 2.

Memory is in high demand because companies like Nvidia and Google require so much of it for their AI chips, with a recent CNBC report pointing out that these companies "are the first ones in line for the components." This will likely push up RAM prices and have a knock-on impact on both console retail prices and availability.

As part of a sweeping Bloomberg report on the impact of the ongoing shortage of memory chips, its sources indicated two crucial points on PlayStation and Switch.

The first is that Sony is now reportedly considering pushing back the debut of the PS6 to 2028 or even 2029, which it described would be a “major upset” to the company’s plans. Meanwhile, Nintendo is reported to be considering raising the price of the Switch 2 this year. Neither company has issued a comment in response to the report.

But would Nintendo actually go through with a Switch 2 price rise so soon after its launch? Nintendo president Shuntaro Furukawa recently addressed the possibility of a Switch 2 price rise caused by rising prices for components and the potential impact on profitability on the hardware, saying in vague terms that he didn't think there would be any impact any time soon. “We do not disclose details regarding individual components, but we can say that we are working to secure stable supplies of memory components by holding discussions from a long-term perspective with our business partners,” Furukawa explained.

“As a result, the recent rise in memory prices did not have a significant impact on hardware profitability in the third quarter. In addition, we do not expect any significant impact in the fourth quarter. However, if this rise in component prices lasts longer than expected and runs through the next fiscal year and beyond, it may put pressure on profitability. If the situation deteriorates significantly, we will carefully assess market trends and respond.

“As for any future change in the price of Nintendo Switch 2 hardware, no decision has been made at this time. Any decision to change the price will be determined comprehensively, taking into consideration not only profitability, but also other factors like the platform’s installed base, sales trends, and the market environment.”

Furukawa was then asked if Nintendo would consider selling the Switch 2 at a loss in a bid to expand the console’s install base. “The current rise in memory prices is happening at a pace that exceeds our expectations,” he said. “In general, the profitability of hardware tends to improve with economies of scale, and we want to continue to reduce costs as much as possible through mass production of Nintendo Switch 2 hardware.

“With regard to not selling hardware at a loss, what we are focusing on is profitability on a global basis. There are various external factors, such as fluctuations in exchange rates, but looking at the global picture, we have traditionally tried to avoid situations where individual units are sold at a loss as much as possible.

“It is difficult to predict the changes in the external environment that are currently taking place, but I think it is not an appropriate approach to be excessively influenced by short-term trends. The second and third years for Nintendo Switch 2 are very important, and if we can expand the hardware installed base, we can use that as a basis to greatly expand software sales. We will take this into account when making business decisions and flexibly consider various options.”

Also earlier this month, Sony waved away concern about potential further PlayStation 5 price rises as a result of the rising cost of memory, insisting it’s already in a position to secure the minimum quantity necessary to manage the year-end selling season of its next fiscal year.

“Going forward, we intend to further negotiate with various suppliers to secure enough supply to meet the demand of our customers,” Lin Tao, Sony’s chief financial officer, said. “Given the stage of our console cycle, our hardware sales strategy can be adjusted flexibly and we intend to minimize the impact of the increased memory cost on this segment going forward by prioritizing monetization of the install base to date and striving to further expand our software and network service revenue.”

In January, an analyst report suggested that Sony may push the launch of the PS6 beyond 2028 and lengthen the PS5 lifecycle. David Gibson, senior analyst at MST international who focuses on game and tech companies, predicted that “rising memory prices will not impact short-term performance thanks to Sony’s existing inventory.” However, he noted that increased memory costs could become an issue for Sony in the next fiscal year (ending in March 2027), saying “Sony might pass future cost increases onto consumers.”

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

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