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Total War: Warhammer 40,000 Announced From Creative Assembly | The Game Awards 2025

12 décembre 2025 à 04:28

Creative Assembly has finally confirmed one of the worst-kept secrets in video games: Total War: Warhammer 40,000.

Confirmation comes from The Game Awards 2025, where Stranger Things star and self-confessed Warhammer fan David Harbour said said he was set to star in the strategy game.

The trailer includes a flashy cinematic showing Space Marine poster boys the Ultramarines killing orks - lots of orks. We then get a brief look at gameplay, showing the sheer scale of the action. It looks like we'll be able to campaign across multiple planets, shifting from war-torn battlefields to the galactic war. Based on the trailer, Total War: Warhammer 40,000 is set for release across PC and consoles.

Here's all the official information we have from Creative Assembly:

Total War’s award-winning fusion of turn-based strategy and colossal real-time battles descends into the grim, science-fantasy universe of Warhammer 40,000.

In the Era Indomitus, the galaxy is aflame with endless war, and every soul’s survival hangs by a thread. Take command of iconic factions, customise your war machine, and engage in devastating battles as you carve a bloody warpath across the stars.

Lead campaigns across the void with four radically distinct factions, each forged with their own unique array of lore-inspired gameplay features, devastating weaponry, apocalyptic war machines, and methods of warfare.

Space Marines: Genetically enhanced weapons of war, these warriors are few in number but near unmatched in power. Clad in sacred armour and wielding the Imperium’s most deadly weaponry, each strikes with devastating and unyielding precision.

Orks: Brutish hordes of destruction, they are unrelenting, countless and live for war. Storming the battlefield in endless mobs, they brandish unpredictable weapons and clanking war machines - all driven by the primal power of the WAAAGH!

Aeldari: An ancient and waning xenos race, who once ruled the stars, but now rail against their certain fate. Swift and elusive, they strike with psychic precision and elegant weaponry, exploiting weakness before vanishing into shadow.

Astra Militarum: The massed ranks of humanity’s largest fighting force are a bulwark of flesh and steel. Their legions of soldiers' march beneath the roar of battle-tanks and the thunder of artillery, grinding enemies into ruin with disciplined fury and sheer determination.

Step into battle with renowned sub-factions and warlords from the Warhammer 40,000 universe - or forge your own custom army with unparalleled set of customisation options that bring tabletop freedom to life.

Personalise Your Army: Name your warband, choose its sacred colours, and emblazon its regiments with an array of iconography that strikes fear into the hearts of enemies.

Modify Your Warriors: Tailor your faction’s combat philosophy for both campaign and battle, arming them with your own unique fusion of devastating tactical abilities, signature traits, and arcane wargear.

Wage war across a galactic sandbox where there is no peace, only war. Expand your empire turn by turn; capturing planets, upgrading fleets, and managing your war economy as you carve a path through the stars to dominance.

Fight to determine the fate of entire worlds. Conquer and develop strongholds, bombard enemies from orbit, and deploy your armies to the ground to engage in breathtaking real-time battles over planetary installations and regions.

And when the threat becomes too great, consider unleashing apocalyptic weaponry to erase entire planets from existence.

Command vast armies of battle-hardened warriors in brutal, tactical engagements across war-torn worlds featuring distinct biomes, battlefield types, and dynamic destruction.

Recruit from a deadly arsenal of faction-specific units, including powerful veterans, elite combat squads, towering walkers, and immense war machines. When the going gets tough, call in reinforcements to reignite your war effort.

Strategically deploy powerful abilities to dominate the flow of battle, from haphazard artillery bombardments to aerial strafing runs and laser-powered strikes. Every impact reshapes the terrain, creating new cover and fresh tactical opportunities.

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

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 Next Game From the Developer of The Ascent Is Called No Law — and It Looks a Bit Like Cyberpunk 2077 | The Game Awards 2025

12 décembre 2025 à 04:16

The developer of well-received top-down action game The Ascent has revealed its next game and a shift in perspective to first-person.

Neon Giant announced No Law at The Game Awards 2025 with a trailer that showed the move to first-person and a distinct Cyberpunk style. Indeed, at first glance, No Law looks a bit like CD Projekt’s own Cyberpunk 2077, although there are key differences.

No Law is an open world first-person shooter role-playing game with immersive sim elements, due out on PC, PlayStation 5, and Xbox Series X and S published by PUBG company Krafton. A release window has yet to be announced.

It’s set in a cyber-noire called Port Desire, and sees the player assume the role of Grey Harker, an ex-military veteran who left his war-torn life behind for a much more peaceful existence tending his plants. Unfortunately for him, trouble comes knocking, and he must lean on his black ops instincts to survive.

Neon Giant said to expect a rich story drenched in neon, colorful characters, and big choices to make. If you play through multiple times you’ll find alternate paths and new outcomes. You can mix things up with gameplay, too, focusing on stealth or going in guns blazing.

No Law is a single-player only game, with no multiplayer, and it has nothing to do with The Ascent, Neon Giant insisted. This is a new fictional world, and from the trailer you can see it’s a more grounded cyberpunk aesthetic, compared to the more sci-fi, alien-packed world of The Ascent.

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

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 Developers of No Law Know Everyone Will Compare It to Cyberpunk 2077, but There Are Important Differences

12 décembre 2025 à 04:15

Fresh from its reveal at The Game Awards 2025, first-person open world shooter RPG No Law is already raising eyebrows for looking a fair bit like CD Projekt’s Cyberpunk 2077. It turns out developer Neon Giant expected those comparisons, but are keen to point out important differences.

No Law is the next game from the developer of The Ascent, the well-received cyberpunk-themed twin-stick shooter that launched in 2021. No Law sees Neon Giant shift perspective not just in terms of the camera but tone, to a more grounded cyberpunk aesthetic that revolves around a single city. And based on the debut trailer, No Law is giving off big Cyberpunk 2077 vibes.

In an interview with IGN ahead of the announcement, co-founders and co-creative directors Tor Frick and Arcade Berg explained why Neon Giant went with a brand new game rather than, say, The Ascent 2, or even going for a first-person The Ascent follow-up. We talk about everything from the feel of the city to the combat, the impact of dialogue choices to the fun-looking kick attack.

IGN: How did you settle on this as a project, as well as a shift into first-person?

Tor Frick: Actually both me and Arcade, but also a big part of the team, we actually come from a first-person games background. And for us it was The Ascent that was the new and uncharted territory where we had never made a twin-stick shooter, anything like that before. So with this game we actually feel like we are going back to our roots and the things that we are more comfortable with as developers. So that's a huge part of it. We wanted to make something that the team is very passionate about and something that fits the individuals in the team. We have worked on a lot of first-person franchises through the years, a big chunk of the big ones, and for us, this is something that we just felt comfortable in trying to take on something more ambitious. We are familiar with making pretty high fidelity ambitious first-person games, especially single-player games. So for us it was a natural step. What do we want to do as a team? It was to take a first-person, single-player game and push that further.

I think also with the first-person perspective, a big reason for that as well is that, in The Ascent we focused a lot on the world-building and the lore and the mood, and we really like building games where you can immerse yourself in the world. That was something we really wanted to go a lot deeper with this game. Because in first-person you can actually appreciate all the little storytelling, and there's just a lot more stories to tell. And that's something that we missed with The Ascent a little bit, to be a little bit more intimate with everything. So that's a big reason as well.

IGN: I wonder if you were inspired by the incredible modding work that went on with The Ascent. I remember seeing footage of the game in first-person, and it looked incredible, almost like it was born to be that sort of thing. And I wonder if seeing that maybe played a part?

Arcade Berg: I don't think that changed it, but we were very happy when that happened. There was a lot of good buzz surrounding The Ascent for it. And the good thing is that when someone on the internet makes something, we don't have to be held responsible. But it was so much fun for us, that and photo mode are just two amazing things for the game and for us the studio, just seeing how much people care and how it got longevity thanks to that. Because The Ascent has a beginning, middle and end, it's not an ongoing live service product. So it's a lot of fun to see that people are still to this day posting stuff.

IGN: The Ascent was incredibly detailed. Based on the trailer for No Law, you’re doing the same thing here.

Tor Frick: Yeah, for sure. I think that's something we definitely wanted to push a lot in this game. We want the fidelity to be extremely high and the density to be extremely high. For us it's more important to have density than to have size. And that goes for everything, not just art assets but the game itself. We want to make something that feels intimate, both the small spaces you're in but also… it isn't a sprawling thing. It's a very intimate detail and high density world and game.

Arcade Berg: It's also fun because whilst there's a lot of stuff that is very reminiscent of The Ascent and there are things you'll recognize because we like them and it's the same guys making it, so you'll see a lot of that same DNA if you will, it's still a very fun challenge. Because while The Ascent is pure sci-fi, everything is designed to be in this arcology, right? This game is much more grounded. It's still cyberpunk, it's still high tech, it's still very cool. It's very important for us that everything you do in our games is still grounded within the fiction of that world. It always makes sense in that world. But in this city you are on the ground, there is vegetation, there is life, it's a different type of cyberpunk world. So there's again, creatively, things we now have to have different solutions for than what we chose to do in The Ascent.

So it's not that we are rehashing The Ascent’s world but now in first-person. It's a completely new setting. I think it's a very exciting setting. Hopefully players will agree when the game is out! But it's a lot of fun to just explore and immerse yourself in. So we've really gone to town with that one. So for example, we do the things you'd expect, we do have day night cycles, weather, living world, all of that. So you really can immerse yourself in the city and walk around and be amazed with the distinct difference of it being on a park street at night or maybe in a more lush, calmer area in the daytime, except that they're two different worlds but everything's hosted in this city.

IGN: Were you tempted to put the camera in first-person and make The Ascent 2 as a first-person game? Was it ever a debate internally?

Tor Frick: Not really. I think we settled on that we want to make something new pretty quickly, and that's because we are very keen that the world we create should fit the type of game we make, and the type of game we want to make did not a hundred percent align with the world of The ascent. So instead of trying to push The Ascent’s world into something it wasn't before, we prefer to make something new where we can do things, for example, that are more grounded in some cases, and mechanics that just wouldn't work. It needs to all work together. So we didn't want to change The Ascent into something else, so that's why.

Arcade Berg: Having said that, of course we loved The Ascent, and we did have a very, very brief discussion which basically was, if our goal is just to run a financially successful business, we should just start working on The Ascent 2 now. That's guaranteed success, money in the bank, that's what we should do. But again, that's not why we started the studio, right? It's like, no, we're here because we're creative people and right now we were probably a bit creatively spent on The Ascent. That's not the next thing we want to do. So we started with something completely different, which again is a risk. I think it's going to be a smash hit. I think people are going to love the game. I'm very proud of the game, but there's never any certainty. But what I think is also the best honestly for the fans and for even the non fans players out there is that we try and deliver a fun, creative and inspired game. One of the things that I really appreciated with the feedback that we got for The Ascent, which I haven't really seen in the same kind of vein with all the games we worked on previously in our career, was how people really read into there being some personality in the game, in the product. And that makes me very warm inside. I really hope we manage to do that now with this game as well, that people can say, I can feel this was created by people who cared. That's very, very important. And I think that sometimes can disappear, right?

IGN: It’s a cyberpunk game, but I’m sure people will compare it to Cyberpunk 2077. You must be bracing yourselves for that. That's a tough comparison. CD Projekt is hundreds of people spending years and years and years making a massive game. So how is it different not just in terms of mechanics and gameplay, but in terms of scope and tone?

Tor Frick: I think obviously every day we have to do that internally as well. Because we know what Cyberpunk is and we know people will compare us. But the game is very different and the world is very different. A lot of it is, it's just the mood and the tone. Cyberpunk is a big, sprawling experience. It's a mega city. And our game is a lot more intimate both when it comes to the gameplay mechanics but also the world. I think as people see more of the game that will be more apparent. It's hard to do in a short trailer like that. I think you need to see and feel the game more. It is more of an intimate experience, like the world is deep but not so grand. And the same thing with mechanics and the same thing with the story. It is very, very personal and very, very reactive around you as a player, rather than being set in this grand backdrop.

Arcade Berg: And I think also, we have been very conscious about what references we're using from fiction, whether that be books, comic books, movies, shows. We very seldom reference games because those games already exist. Of course we're aware of what's out in the market, we keep an eye on it. But creatively we are looking a lot at eighties, nineties action movies, or a certain mood there. We're looking at Hong Kong action scenes. We're looking at inspiring comic books, it could be American, it could be manga. Of course we have anime in there. But we're just looking at a lot of different pieces of fiction as far as inspiration goes and we're just trying to put all of that in here.

Something you saw in The Ascent as well, there is a slight tongue in cheek, right? We as creatives, we can't write grim dark angsty. That's not what we want. We want violence as a spectacle. We want you to have fun when you're playing a game. That's a very important feeling for us, to just have fun. There's a mood, there's a vibe, there's a certain feeling that hopefully fans of The Ascent will recognize even though the gameplay is completely different.

IGN: It’s described as first-person and RPG. So what makes it an RPG?

Arcade Berg: You're playing a written character. It's about a character named Grey Harker, but you invest your XP in the skills, you unlock the abilities, you kit out the character’s gear. You have some visual customization, but still it's of that character. We're not giving a blank sheet. So it's a lot about saying, well my guy, my version, I did this. And one of our development mantras we have is that if a hundred players play the game, they should have a hundred different user stories. When you and your colleagues meet and you talk about the game you were playing yesterday, it's like, oh, you did it that way? Oh, because for me this happened because I've done this other thing before. And it will all tie back into how you've been playing the game, what choices you've been making, both in pure gameplay and also in dialogue choices. And it ties back to, well I invested a lot in lock picking, that kind of thing, so I just went in. It's like, oh shit, yeah, no, I blew up the door. Both very valid. The player can never play the game wrong. That's something we're always saying. So it's that kind of development.

IGN: Can you shape the story through dialogue choice or is the story linear and you just have choices within it that affects certain things?

Tor Frick: The scope is a bit hard to describe, but yeah, it's a game that has a beginning and an end. It's not an ongoing thing, right? It's a narrative game. It has a beginning and an end. What happens in between there? The player can't play the game wrong. So a lot of what unfolds and how it unfolds is up to the player.

IGN: How impactful are those decisions you make in dialogue? How different can the experience be through something like that?

Arcade Berg: Extremely. So dialogue is not where we're putting all the gunpowder. I don't want to put out false pretenses. It's not dialogues the game. The dialogues are there to help build character, to help set up scenes to help you make certain decisions and choices and consequences or reactions. But that's not where our strengths lie. But they can carry a lot of weight, and there are things I want to tell you, but I'm not going to spoil it for anyone, right? There's going to be a lot of talk about certain things in this game, which I'm very excited for. So the consequences can go from minute to very, very large.

IGN: In the trailer we’re able to kick someone off a building, which looks like a lot of fun. How will the combat work?

Tor Frick: We really want to focus on the player having a lot of interesting tools to use at their disposal. So even though we have guns, you shoot them, they sound great, they feel great, we want there to be a lot more to it. We like that heavy type of action, same as in The Ascent where things should go boom in a very satisfying and loud way. But at the same time we want there to be a lot of tools and a lot of fun things for the players to experiment with. We want it to be very much a toolbox where players can… it's up to the player how to approach things. Some people will just go guns blazing with a revolver and SMG through the front door. Some people will do a very elaborate plan including all kinds of tools and gadgets, but it still ends up in explosions. Some people will play it and it'll be quiet as a mouse. So it is very much up to the player.

Arcade Berg: When you continue to play the game, the characters in the world will comment on the ways things played out. So if you are the ghost, right, if you are that tactical guy, people will say, clean work, man, well done! Or they're like, what the F just happened? We heard it from over here. We basically measure the impact you're having, the playstyle that you're choosing, how that is affecting everything. So we're not saying that one is better or worse or more right or preferred, but we're always trying to respond to the kind of character you're playing. So that is not always the same, well done soldier no matter what you did, because sometimes it wasn't that well done and sometimes you were very loud sometimes like, oh I didn't even realize you were done… perfect, because I'm stealth. So we really want to listen to that through the game to react to the way you've been playing. We think that's more fun than just the dialogue option.

IGN: Is kicking enemies a particularly important part of the combat?

Arcade Berg: It's one of many features you can choose to use, but what usually happens when we let people play a build when we have playtests, as soon as they find that button and they're in a city quickly, well everyone just goes like, boop! No, you can't play the game wrong, but you're kicking a lot of people right now!

No Law is in development for PC, PlayStation 5, and Xbox Series X and S.

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.

Diablo 4 Expansion Lord of Hatred Revealed, Adds Not 1 but 2 New Classes, Including the Paladin | The Game Awards 2025

12 décembre 2025 à 03:50

Blizzard has fully unveiled Diablo 4 expansion Lord of Hatred, confirming that it includes not one but two new classes, including the Paladin.

At The Game Awards 2025, Blizzard announced an April 28, 2026 release date for Lord of Hatred, which will see the Age of Hatred Saga, as Blizzard calls it, reach its climax. Campaign wise, players go up against eternal evil, Mephisto, but there’s a surprise return for Diablo 4 antagonist Lilith, who is back from the dead — shock horror! — after the events of the Diablo 4 campaign. Lord of Hatred adds the new region of Skovos, and there are significant gameplay changes, too.

The big news here is a pre-purchase of Lord of Hatred grants immediate access to the Paladin class, which is a fan-favorite from Diablo 2 and one of the most-requested classes for Diablo 4. Blizzard didn’t say what the mystery second class is.

Here’s the story setup:

In the aftermath of Vessel of Hatred, this next chapter drives players toward their final stand against Mephisto, whose deception and spreading influence threaten to twist Sanctuary into a world consumed by malice. As Hell’s legions surge and the ancient Pools of Creation draw Mephisto ever closer, the fate of humanity hangs by a thread. To stop him, the Wanderer must embrace an old foe long believed to be dead. Lilith returns, her prophetic last words echoing true, forcing a perilous alliance bound by necessity rather than trust. With time and allies running out, the Wanderer is in a desperate race to stop Mephisto before hatred reshapes the world forever.

The Paladin, as you’d expect, revolves around hammer and shield gameplay, and smites enemies with Holy Light power. The mystery second class “looms on the dark horizon,” Blizzard said, adding: “its power undeniable, its arrival poised to reshape the battlefield when Lord of Hatred launches in April.”

Skovos is the ancestral birthplace of the first civilization and the former home of Lilith and Inarius. It stands as Sanctuary’s oldest and most storied region. Now ruled by The Oracle and the Amazon Queen, this never-before-seen in-game land blends volcanic coasts, storm-lashed forests, and waterlogged ruins steeped in forgotten lore.

The expansion also reworks the Skill Trees to introduce new class-specific variants and expanded level caps, offering fresh buildcraft and strategic depth across all eight classes. There’s a new Loot Filter system to help you target desired gear more efficiently. Crafting is enhanced, with the return of the Horadric Cube. The new Talisman unlocks powerful set bonuses, expanding late-game customization.

Veteran players will be keen to know about the overhauled endgame, which you can tap into once you’ve finished the campaign. War Plans let players craft their own endgame progression path, selecting favored activities and layering strategic modifiers as they push toward high-value rewards. The Echoing Hatred stands as the Age of Hatred’s ultimate test: a relentless gauntlet of demonic hordes designed to challenge even the strongest builds. Meanwhile, for something completely different, the expansion adds Fishing!

Lord of Hatred includes the full Vessel of Hatred expansion, which players can access instantly via pre-purchase. Players who pre-purchase gain early access to the Paladin class, one extra Stash Tab, two more Character Slots, and three World of Warcraft décor items.

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

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.

'She's Going to Be a Pivotal Part of the Story' — Invincible VS Has a Completely Original Fighter Just for the Game

12 décembre 2025 à 03:37

Invincible VS has a character never before seen in Robert Kirkman’s superhero universe: Ella Mental.

Revealed at The Game Awards 2025 with gameplay footage, Ella Mental — voiced by Tierra Whack — joins established characters such as Omni-Man and Invincible to flesh out the roster of playable characters in the 3v3 tag fighter.

Ahead of her reveal, we got a chance to chat with not only Invincible series creator Robert Kirkman, but also several members of the development team at Quarter Up to find out some extra details about Ella Mental’s design, her playstyle, and some of the lessons that Quarter Up took away from their recent closed beta.

And be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

IGN: So to start, Robert, what can you tell us about this new character?

Robert Kirkman: Ella Mental is a completely original character to the game. We're coming in with a new corner of the Invincible Universe. The team reached out to Cory Walker and myself, wanting to see if it would be okay to add somebody new to the game to shake things up. And Cory and I took it as an opportunity to put the old creation hat back on and come up with something new for the Universe. And it's been pretty great. This team is really devoted to Invincible and is really committed to making sure that this game is an authentic experience on par with the television show and the comic book and any other kind of Invincible you would experience. And so to have a new character running around and being added to and fleshed out by them is really awesome and gratifying. And I think it just makes this game that much cooler.

IGN: So obviously this is going to be a character that's a part of this new story mode that you're making for Invincible VS. Can you tell us a little bit about what their role is going to be in that story mode?

Mike Rogers, narrative director: Yeah, we're not talking specific details in story mode just yet, but she will be appearing in the mode for sure. And you've seen a clip of how some of those characters interact with the principal Robot and Ella. And you'll have to wait and see exactly what the context, the wider context of all that is. But she's going to be a pretty pivotal part of the story and a pivotal part of the rest of the game too, because we've put a lot of love and effort into designing her kit and how she fights and what her personality's like and everything in between.

IGN: We can see in the trailer that she is voiced by Tierra Whack. Can you tell us a little bit about what it was like working with her? What was the casting process like?

Rogers: Working with Tierra was awesome. When we were trying to figure out how we were going to bring Ella to life and who would be the right person for her, Tierra was someone we thought of pretty early on. And we knew that Tierra was a big fan of the Invincible franchise. And I feel really lucky that she came aboard. She responded to the material really strongly. I think she identified with some of the stuff that we've written there and really, really brought a passion and a drive to the character. And I think that really helped heighten what we wrote and really bring this character that was so nascent to life.

And I'm really excited about all of her VO and how well it fits with what we envision for the character from the attacks to just like the conversations that they have. She's positive, she's energetic, but she's got this slight sardonic edge to her. And I think Tierra really brings that side of it to the character. So I couldn't be happier, and I think the whole team feels that way.

IGN: Speaking of those attacks, I know you can't really go into story details, but can you tell us a little bit about how she will play, what her play style is in the actual game?

Mike Willette, executive producer: Oh, a lot of mid-range, some long-range zoning, a lot of chargeable attacks, every element. There's stuff that she just does to manipulate space even in front of her so she can bring up earth to block attacks… it acts as a deterrent to trying to get in on her, and she can shatter it, and you can see part of that in the little glimpse of the video. But she uses water, fire, air, and earth to get around. We really wanted something different. So when we asked politely — begged Robert — like, "Hey, this would be a great idea to add a new character, and we'd love for something that's just different that we haven't really explored before that we think we could have some creative gameplay," Robert and Cory are like, "Oh, we'll get back to you," because it sounded really exciting.

And so as soon as we saw the concepts, we're like, ****, we know what we're going to do. So then we had to get creative and say like, "Oh, how do we solve this?" We're like, "What kind of attacks? What do we think we can pull off?" And that's when we go to Dan [Eder]. We're like, "Dan, what do you think for the art? What can we pull off?"

IGN: Robert, you mentioned something about putting the creative hat back on. What was that like coming back to the world of Invincible to create this new story for this game?

Kirkman: I feel like I've never left the world of Invincible just because I went right from the comic to the TV show. So it's just nice to do more. One fun aspect of Ella Mental is that she was backwards engineered to be in a video game. So when Cory [Walker] and I sat down, it was like, well, what are the deficiencies of the Invincible characters in the context of a video game? And we don't have a lot of projectile throwing characters, and we don't really have anybody that throws fireballs or hits people with rocks. And we have names that we kick around every now and then because a lot of Invincible names are like a normal name that fits inside a different word.

And so we'd just be sitting around hanging out and we'd be like, "Ella Mental, that's something we can do something with at some point in the future because it's like Elemental." And then the name Ella is in there. Look at that. That's how creative we are just to completely nail it down. And so we had that in our back pocket. And so it was like, "Oh, we can do something with this Ella Mental name and do some cool stuff with it."

IGN: Coming around to Dan, what was the process like of bringing this character to life in terms of from concept art to putting her in the game?

Dan Eder, art director: I think it was completely different from any other character because we didn't have any reference. Essentially, we got a sketch from Cory, which was amazing, by the way. And then we're like, "How do we make this work in our game? Just if we put her next to the rest of the roster, does she look like she belongs in the same universe?" And I think instantly the answer was yes, but there was still a lot of room to flesh her out in terms of general level of detail and facial features and certain readability related concerns when it comes to some of her elements and just overall color palette, that kind of stuff.

So the first thing we did was just try to extrapolate. We looked at the concept, and then we did our own version based on Cory's concept, which was a lot more in line with just the overall art style of the game, but it still kept it very, very authentic to the original design from Cory. I think over time she really evolved, both in terms of her features as well as once we got in those moves on the gameplay side, that really informed us on the visuals like, well, how much do we want to lean into the color palette for the elements and have that be represented in her eyes, for example, which glow based on the element that she's currently casting?

And I think very quickly we landed on something that we all felt surprisingly, shockingly happy with very, very early on. Because I think when you design a new character, you don't expect it to be this smooth, not for me anyway, because again, there's so much room for error, which I feel like we dodged a lot of those traps that we could have fallen into with an original character that you'd expect. And I think players, when they get to experience this character for the first time, they're going to be shocked by how integrated she feels into the universe and how her interactions with other characters, as you saw with Robot and Rex and Mark in the trailer, those kinds of interactions are going to feel natural. And I think if you're not an Invincible fan, I wouldn't blame you for thinking she was part of the comics or the show because it feels that real.

IGN: Coming back to Robert, you also oversaw Telltale's The Walking Dead. And I know that this is a very different style of game compared to The Walking Dead, but I wonder, has the experience working on Invincible VS been similar at all?

Kirkman: I think it's been similar in that the team at Telltale was so plugged in and so dedicated that my overseeing was a few casual conversations. "This is what makes Walking Dead cool." And then going, "Hey, that looks really great. Hey, that looks really great. That's really working well." And the experience working with the Quarter Up team has been the same. We've talked early on about things, and I've worked with Mike and Helen Leigh on giving a few story points and things like that, but really it's just been a wealth of just sitting back and being like, "Oh my gosh, this is awesome. This is working great. This is looking great." Everything I've seen from Dan, the way the game is structured, it's all just terrific.

So myself, Cory Walker, Ryan Ottley, we really take it seriously that we are the stewards of this brand and we need to make sure that all things are authentic and that it's providing an additive experience for an Invincible fan. But with this one, we had to do very little because the team was just as dedicated to that as we were. And the talent behind this game really shows through and everything that you see from it. And it's been a really remarkable experience.

IGN: Were you a fighting game fan coming in, or has the process of working on this game gotten you more into the genre at all?

Kirkman: Yeah, I'm a huge fighting game fan. Street fighter, Mortal Kombat, Tekken, I love all those games. I still try to keep up, but I will say that sometimes I get a little lost in how complicated they can get and how much better everyone is than me. And I think that that's one of the things that this game tackles really well. You can sit down with this game and just have fun button mashing and be like, "Oh, I did some really cool combos. That looked really nice. I wish I knew how I did that." But at the same time, there's a lot of elements to the game that once you get into it and you're having a lot of fun, you can really dive deep and learn some really complicated things that are really impressive. And it's great that you can have both levels of play in the same game.

So it's really great. And honestly, an Invincible fighting game is almost the thing that I've always wanted out of Invincible more than a show or a movie or whatever. And so to finally have it and to have it be as good as this game is, is really a high watermark of my life, to be completely clear.

IGN: And then the final question for the Quarter Up crew, you recently had a closed alpha test period. Can you give some overall thoughts on how it went and what some of the main points of feedback you received from it were?

Willette: Oh, absolutely. It was a fantastic time. We got to play with so many people across different ecosystems, like whether they're playing on Xbox or PlayStation. Got to see people get really sweaty that quickly over three days. That was really impressive. So for us, it was really a network test, but it was also an opportunity to see how people interacted with the system, how much time it was taking them to acclimate to certain things that really separate our game from other games, which is really our Omni-Tag system. It's like the fluidity of tagging in and out. And the game is really about team and team-centric tactics.

So by day three, really seeing people capitalize on not just the active tag and assist system, but counter tags, assist breakers, when to use snaps, when not to, taking advantage of arena shifts, the people that found them and were using them a lot, and then just different nasty setups. So whether I was watching A FOxy Grampa or Mustard or Maximilian Dood or Diaphone or just all the other streams that we had going on and then just getting lots of feedback. So things that people wanted with trijumps or certain things that looped or things they wanted improved with motion inputs or just all these things that we've been taking in that feedback and we've been actively updating the game preparing for launch with this feedback in mind. So everything was fantastic from our perspective of just getting that many people into play and getting that quality feedback and just the good, the bad, the ugly, everything. It was a great, great experience.

The Game Awards 2025 trailer confirmed an Invincible VS release date of April 30, 2026 across Xbox Series X|S, PlayStation 5, and PC.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Tomb Raider: Catalyst Announced for 2027 and Tomb Raider 1 'Reimagining' Announced for 2026 | The Game Awards 2025

12 décembre 2025 à 03:31

The next-gen, Unreal Engine 5-built Tomb Raider that developer Crystal Dynamics announced three years ago now has an official name and release window. Lara Croft’s new adventure for PC, PS5, and Xbox Series X|S is titled Tomb Raider: Catalyst, and it will be released in 2027 and published by Amazon Game Studios.

The first trailer was showcased at the 2025 Game Awards. In it, we see the legendary adventurer (voiced by Alex Wilton Regan, who has appeared in Cyberpunk 2077, Mass Effect 3, and Dragon Age: Inquisition) wield her signature dual pistols as well as a new gadget: a wrist-mounted grappling hook of sorts that looks like it’ll be used in both traversal and combat.

Crystal Dynamics also gave us our first description of Catalyst’s story, saying it’s “set in the wake of a mythical cataclysm that has unleashed ancient secrets and awakened the mysterious forces that guard them. When the most notorious treasure hunters from around the world descend on the region, Lara races to uncover the truth buried beneath the fractured landscape and stop those who would use its power for their own gain. As the ancient world collides with the present, Lara must decide who to trust among rivals and allies to prevent a catastrophe and protect a secret that could reshape the future.”

But Catalyst wasn’t the only Tomb Raider-related announcement at this year’s Game Awards. Catalyst’s first trailer was immediately followed by a surprise announcement of Tomb Raider: Legacy of Atlantis, a “reimagining” of the original 1996 classic. It is due out for PC, PS5, and Xbox Series X|S sometime in 2026, as that’s when the franchise celebrates its 30th anniversary.

Crystal Dynamics and Amazon shied away from calling it a remake, seemingly to allow for story and gameplay changes. The reimagining is also being built in Unreal Engine 5, and it’s being led by developer Flying Wild Hog (Shadow Warrior) in partnership with Crystal Dynamics and Amazon. The trailer shows off more platforming than Catalyst’s trailer did, perhaps suggesting a more platforming-heavy focus for the reimagining and maybe a larger emphasis on action for the new game. We’ll need to see more of each game to know for sure. But one thing is definitely certain: the T-rex will look a heck of a lot better this time around, as you can already see in the trailer.

"This innovative new chapter with Tomb Raider: Catalyst, and the thoughtful reinvention of the series' roots with Tomb Raider: Legacy of Atlantis, perfectly exemplifies our commitment to supporting developers with bold creative visions," said Christoph Hartmann, VP of Amazon Game Studios. "We're focused on delivering rich, story-driven experiences that resonate with both longtime fans and newcomers, strengthening our dedication to high-quality gaming experiences."

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.

Debut Trailer for the Street Fighter Movie Shows Off Famous Special Moves and Even the Car Bonus Stage | The Game Awards 2025

12 décembre 2025 à 03:13

The Game Awards 2025 had a big Hollywood surprise: the debut trailer for the Street Fighter movie.

The trailer, below, shows off the film's many characters and their special moves, lifted straight out of Capcom's famous fighting game franchise. I spotted Guile (Cody Rhodes) perform his iconic flash kick, Zangief (Olivier Richters) taking his hapless opponent for a spin, and Ryu's back throw.

The cast of the movie - the entire cast! - took to the stage at The Game Awards to hype up the crowd and excitement of the film, due out in theaters on October 16, 2026. There was even room for a fun joke at rival fighting game franchise Mortal Kombat's expense.

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

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.

Control: Resonant Announced by Remedy for 2026 Release | The Game Awards 2025

12 décembre 2025 à 03:06

Remedy Entertainment has announced Control: Resonant, the follow-up to IGN’s 2019 Game of the Year, Control at the 2025 Game Awards. It’s due out in 2026 for PC, PS5, and Xbox Series X and S, and it aims to be anything but a straightforward sequel.

For starters, you’re not playing as Jesse Faden anymore. Instead, it’s seven years later and you’ll take control of her younger brother, Dylan. He was taken by the Federal Bureau of Control at age 10, ending up in a coma after being inflicted by The Hiss. And speaking of The Hiss, it’s escaped The Oldest House where the first Control was set, spilling out onto the streets of Manhattan and turning it into a very bizarre place (as you can see in the trailer), overrun and literally twisted and folded by supernatural forces.

But the protagonist and setting aren’t the only significant departures for Control: Resonant. The style of combat differs as well. You won’t be wielding Jesse’s transforming Service Weapon. Instead, Dylan gets up close and personal with a crude, transforming melee weapon called the Aberrant, which will be augmented by Dylan’s supernatural special abilities. At first glance, it reminds me a bit of the lightsaber/Force powers combo in Respawns Jedi Fallen Order and Jedi Survivor games. I asked Remedy about the combat feel of Control: Resonant, and creative director Mikael Kasurinen told me: “Our combat is quite unique, and it has that Control DNA. It's push-forward, fast, and proactive. You master the combination of weapon blows and supernatural abilities, and chase enemies down. Dylan is nimble and light on his feet; movement is integral to our combat loop.

“Preparation is also crucial, creating a build that clicks with you; and a huge part of the experience is tactical thinking: How to combine shape-shifting melee attacks with supernatural abilities while in motion.

“There are intricacies to how you shape your character, and a lot of different progression systems that allow you to become more versatile, and stronger.”

So yes, you’ll be able to customize your builds. You’ll also encounter side quests and other factions to contend with. Meanwhile, enemies will have paranatural attacks, and they can traverse the environment as quickly as you can.

Remedy says that you don’t have to have played the first Control to understand the story here, and that the two games are, well… siblings.

"This is not a safe sequel," Kasurinen promises.

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.

Warlock: Dungeons and Dragons Is a New Single-Player Action-Adventure That Leans Into 'Expressive Magic' | The Game Awards 2025

12 décembre 2025 à 02:57

The Dungeons & Dragons franchise has been steadily making more attempts to expand into video games, and we're seeing that next effort with Warlock: Dungeons & Dragons, a new open-world single-player action-adventure that's all about wielding dark magic to battle foes.

Just revealed at The Game Awards 2025, Warlock: Dungeons & Dragons is the next project from developer Invoke Studios, the creators of Dungeons & Dragons: Dark Alliance. Set in the D&D universe, Warlock focuses on the adventures of the warrior Kaatri, who embraces newfound dark powers to unleash some otherworldly magic in her fight against the forces invading the land.

"Warlock is a third-person action-adventure game built around immersive, expressive magic where you use spellcraft to solve challenges and take down monsters — and you do it all in your own creative way across all facets of the game," said Jeff Hattem, creative lead at Invoke Studios.

​Prior to the reveal, we got an early look at Warlock: Dungeons & Dragons and learned from the developers about the game's approach to "immersive, expressive magic" in its third-person combat and exploration across a connected open world. In the CG trailer, we get to see a variety of foes, such as undead warriors and even a Beholder monster that has been the bane of many D&D veterans.

​According to the developers, the new action-adventure is all about stepping into the "warlock fantasy," and the main narrative will be leaning into the lore of the D&D universe to focus on the story of Kaati — played by Tricia Helfer of Battlestar Galactica fame — as she goes down the path of the warlock. As it goes with D&D, warlocks form bonds with otherworldly beings known as Patrons, and the relationship between Kaatri and her patron will be one of the campaign's core stories.

​The developers stated that the gameplay would lean into player agency, with players using Kaatri's abilities and magic to overcome challenges. Though the team would not say outright whether it has immersive-sim qualities, they pointed to their previous work on games like Watch Dogs, Deus Ex, and Far Cry for the type of experiences Warlock aims to channel.

That freeform nature is a critical part of the traditional tabletop experience. However, the devs were clear that this new action-adventure is not really a traditional RPG. They also believe that its player-agency-driven experience will serve as a solid entry point for newcomers to the D&D universe.

"We're not trying to simulate the tabletop RPG experience, so there is no dice-rolling in the game — we're trying to really deliver a video-game experience first," said Dominic Guay, studio lead at Invoke Studios. "If you are not familiar with Dungeons and Dragons, you are not going to feel friction, like in that you're missing details of the world. But if you are a fan of the universe, you are going to be really excited about what we are doing with the lore of the series for Warlock."

After we only got a look at the CG trailer, the developers stated that a larger gameplay reveal is set for later in summer 2026. For more on reveals from The Game Awards 2025, check out our roundup of all the announcements from the show.

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

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.

Exodus Resurfaces With 'Indiana Jones-Meets-Interstellar'-Type Adventure Vibe in New Trailer | The Game Awards 2025

12 décembre 2025 à 02:55

Even after two years since its reveal at The Game Awards 2023, Archetype Entertainment's sci-fi action-RPG Exodus is still something of a mystery. Set in an original sci-fi universe from Wizards of the Coast – of Dungeons & Dragons fame – Exodus focuses on the accelerated evolution of human and alien civilizations, with players deciding the fate of different factions and humanity within the warring galaxy. Also, Matthew McConaughey will play a pivotal character who will guide players on that journey.

Prior to the reveal of the newest trailer at The Game Awards 2025, we got an early look and learned from the devs how the time dilation system will influence the player's story, in what they refer to as an adventure that feels like "Indiana Jones meets Interstellar."

"We try to give players a lot of agency in everything they do. Our goal is to almost make them feel like co-authors in the story, and not just along for the ride," said Chris King, game director on Exodus. "When it comes to Jun's story, you basically make a ton of moral choices, and then you see them play out across multiple generations due to time dilation."

With sci-fi author Peter F. Hamilton working with Wizards of the Coast to build the history and lore of Exodus, along with developer Archetype Entertainment having many former-Bioware devs on board, it's certainly tapping into the same tone and scale of the much-loved Mass Effect series. But in Exodus, the developers aim to present player consequences in a different way, with time as a constant force.

Set in the Centauri Cluster in the far future, Exodus follows humanity as it struggles to survive in its new home, Lidon, after the collapse of Earth. With their new home world also collapsing, lone human scavenger Jun discovers they have the ability to control mysterious artifacts from a powerful alien force known as Celestials, which allows him to help give humanity a chance at survival. But over the course of their journey, Jun will first see the results of their choices, shaped by interstellar time dilation, forcing them to directly confront the positive and negative consequences in the ever-changing galaxy.

The latest trailer offers a clearer glimpse of the stakes driving Exodus' main story, which sees protagonist Jun explore the galaxy with their allies and encounter factions shaped by their choices – including some human factions that have evolved into alien-like races over generations. Much like the Mass Effect series from BioWare, Exodus leans into player choice, and this also includes options for players to customize Jun's appearance and gender to fit their type of story.

During the developer interviews, the creative team explained that, in addition to narrative choices, the core combat and traversal will also offer options, such as going all out with Jun's arsenal of weapons and celestial powers, or using more stealthy tactics to overcome rival factions and complete complex tasks.

According to Drew Karpyshyn, narrative director on Exodus and former BioWare writer on both the Mass Effect series and Star Wars: Knights of the Old Republic, the main story will show Jun's growth as an interstellar explorer and wielder of ancient alien technology tied to his lineage as a "Traveler."

"You begin the game as a lonely scavenger, but [Jun] has a connection to a powerful 'traveler' dynasty, and they also have access to some powerful alien tech, which only they can use," said Karpyshyn. "Over the course of the game, Jun reclaims their traveler heritage and becomes a champion, leader, and hero of the people, and ultimately, Jun is the only character able to stop the destruction of the human homeworld. I think people are really going to see the story of Jun when they get a chance to play it."

Exodus will also feature a variety of companion characters that can help in battle and help flesh out the story, and can even form some romances with. One particularly interesting companion from the trailer is an alien octopus who rides in a mech suit. Though this particular character is not romanceable, other allies will have opportunities to form deeper bonds in the story.

But one key character that is still something of an enigma is the ally played by Matthew McConaughey. Known as C.C. Orlev, he was once a legendary human explorer who went missing. Jun will eventually interact with Orlev, but only when they're needed the most. The trailer showed off a bit more of McConaughey's role in the game, and while it is a familiar wise elder type of archetype, it is still intriguing to see the actor make his video game debut with such an ambitious role.

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.

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.

Reçu hier — 11 décembre 2025

GTA 6 Developer Rockstar Claims Fired Employees Were Dismissed for Leaking 'Specific Game Features From Upcoming and Unannounced Titles,' Not Because They Were Trying to Unionize

11 décembre 2025 à 18:59

Rockstar has claimed the employees it recently fired were dismissed because they leaked game features for upcoming and unannounced titles in Discord, not because they were trying to unionize.

34 members of staff at Rockstar were dismissed, 31 in the UK and three in Canada, sparking protests outside the office of GTA 6 developer Rockstar North in Edinburgh, Scotland, and outside parent company Take-Two’s office in London. The Independent Workers Union of Great Britain (IWGB), which is representing the affected staff in the UK, has refuted Rockstar's claim that they were dismissed for leaking information, saying that workers "only communicated in private and legally-protected trade union channels."

Last month, the IWGB said 220 letters signed by staff at Rockstar were delivered to management at the company demanding the fired employees were immediately reinstated. All the employees who signed the letters are members of the IWGB, it said.

In a new statement provided to IGN, a Rockstar Games spokesperson said:

“Rockstar Games took action against a small group of individuals, across the UK and internationally, who distributed and discussed confidential information (including specific game features from upcoming and unannounced titles) in a public forum, in breach of company policy and their legal obligations. Claims that these dismissals were linked to union membership or activities are entirely false and misleading.”

Rockstar’s statement comes after UK Prime Minister Sir Keir Starmer called the case “deeply concerning," and pledged that ministers would investigate.

The layoffs, which took place at the end of October, were raised in the UK's Parliament during this week’s session of Prime Minister's Questions by Rockstar North's local MP Chris Murray.

"The video games company Rockstar in my constituency last month fired 31 employees without providing evidence or union representation," Murray told the Prime Minister. "The [Independent Workers Union of Great Britain] IWGB alleges union busting. Having met Rockstar they failed to reassure me they are following employment law and I share concerns about union busting.

"Given this government is responsible for the biggest increase in workers rights in a generation," Murray continued, "does the Prime Minister agree all companies regardless of profit size must follow UK employment law and all workers have the right to join a union?"

"It's a deeply concerning case," Starmer replied. "Every worker has the right to join a trade union and we're determined to strengthen workers rights and ensure they don't face unfair consequences for being part of a union. Our ministers will look into the particular case that he [Murray] raises and will keep him updated."

IGN has contacted the IWGB for further comment.

In a statement sent to IGN this week, MP Chris Murray shared eyebrow-raising detail of his attempts to discuss the matter with Rockstar itself, including a joint meeting alongside fellow Edinburgh MPs Tracy Gilbert and Scott Arthur at Rockstar North's offices which began with a standoff over the need to sign a non-disclosure agreement (NDA).

"The meeting began with us as MPs refused entry unless an NDA was signed, a request they eventually withdrew after it being made clear this would not be signed," Murray said.

He continued: "The meeting only entrenched my concerns about the process Rockstar used to dismiss so many of their staff members. I was not assured their process paid robust attention to UK employment law, I was not convinced that this course of action was necessary, and alarmingly, I did not leave informed on exactly what these 31 people had done to warrant their immediate dismissal."

As for Rockstar's now-former staff, the IWGB has formally taken up their case and filed legal claims against Rockstar Games, alleging that their dismissal constituted "trade union victimisation and blacklisting." The first step on this legal journey will see the IWGB's claim examined by a tribunal who will determine whether the ex-employees are eligible for any interim relief. IGN recently questioned Take-Two CEO Strauss Zelnick on the matter, who answered by defending the company's culture and saying that Take-Two was "incredibly proud of our labor relations."

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.

Debut Supergirl Trailer Has Big Guardians of the Galaxy Vibes — and a Very Brief Look at Jason Momoa's Lobo

11 décembre 2025 à 18:02

DC Studios has released the debut Supergirl movie trailer, which has big Guardians of the Galaxy vibes and offers a very brief look at Jason Momoa’s Lobo.

The trailer kicks off with a hungover Supergirl, played by House of the Dragon star Milly Alcock, waking up in a messy apartment as Krypto the Superdog — last seen causing havoc in Superman — urinates on a copy of The Daily Planet. Given Krypto is urinating directly on a picture of a heroic-looking Superman on the Planet’s front page, we can infer that Supergirl is a very different movie from the outset, and Supergirl herself is nothing like her cousin.

Next, a rickety spaceship lands on some alien planet to pick Supergirl up. We see Kara Zor-El celebrating her 23rd birthday by getting drunk in some alien bar. There’s a flashback to the destruction of Krypton, which Kara witnessed first hand. Eve Ridley’s Ruthye Marye Knoll — Supergirl’s sidekick — asks what it was like.

Kara ends up on another alien planet, this one packed with goons who seem desperate to kill her. Supergirl fights her way out of trouble alongside Ruthye Marye Knoll. There are shots of more spaceships, a very sad Kara stroking an unusually downbeat Krypto, and a blink and you’ll miss it look at Jason Momoa’s Lobo, cigar lighting up his face in a single shot. There’s very little to go on here, but from what we can see Momoa — who played Aquaman in the Zack Snyder’s DCEU — is perfectly cast as Lobo. We then see Supergirl suit up for more overpowered action, flying into the sky and beating up scores of bad guys.

And that’s that. Check out IGN's article, Supergirl: Who's Who in the New DC Movie Trailer, to find out more.

IGN attended a press conference in which DC Studios co-CEO James Gunn, Milly Alcock, and director Craig Gillespie talked enthusiastically about Supergirl, due out June 26, 2026. During the conference, Gunn insisted Supergirl was a completely different move than Superman, before Gillespie confirmed it takes place entirely in space.

“They are so different in tone,” Gillespie said. “And to be able to really lean into it and embrace it… and plus… are we allowed to say this? The whole movie takes place in outer space.”

Gunn added: “The outer space thing's a big part of it because it is a space fantasy.”

Supergirl is heavily inspired by Tom King and Bilquis Evely's comic, Woman of Tomorrow, which features a very different Supergirl than audiences are perhaps accustomed to. In July, Gunn said the DC Universe version of Supergirl is “a total mess.”

As revealed in this summer’s DCU kickstarter Superman, Supergirl got drunk on a planet bathed in the light of a red sun (it’s impossible for Superman or any Kryptonian to get drunk on Earth due to the empowering effects of our yellow sun). But beyond this, clearly Supergirl is suffering from mental health issues that are driving her to drink, the result of a very different upbringing compared to her cousin’s.

“I mean, I think as we learn, she's had a completely different background from Superman,” Gunn continued. “A much more difficult background. He's had this wonderful upbringing by these two parents that loved him and were very healthy. And her background was much different than that. And she's ended up different than her cousin.”

“In our story, we have Superman who was sent to Earth and raised by incredibly loving parents,” Gunn has explained. “Kara was on Krypton. She was on a piece of Krypton that drifted away from the planet and she lived there for the first 14 years of her life in a horrible situation where she watched everyone around her die. So, she’s a much harsher and more f***ed up Supergirl than you’ve been used to thus far.”

Recently, Gunn has called Supergirl a “space fantasy” — and said it will have a different tone than Superman. It’s more like Gunn’s own Guardians of the Galaxy, he’s said. For more, check out IGN’s article, Superman Introduces the Girl of Steel: Here's Why This Version of Supergirl Is So Different.

Supergirl also promises to continue the House of El subplot from Superman as she celebrates her 21st birthday by traveling across the galaxy with her dog, Krypto (last seen being a very bad boy in Superman). We know Lobo is in the movie, played by Jason Momoa, but not much else.

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.

'This Honestly Might Be the Best Piece of Evidence We Have for a Release Date' — Fans Think The Elder Scrolls 6 Is Out in 2027 Because of a Speech Skill in a Live-Action Skyrim Trailer

11 décembre 2025 à 14:33

As the wait for The Elder Scrolls 6 goes on, some fans believe developer Bethesda teased its release year in a live-action Skyrim trailer.

Earlier this week, Bethesda shadow-dropped Skyrim on Nintendo Switch 2, and in doing so released a live-action comedy trailer that saw a bad Santa enlist the help of two of his elves.

The trailer, below, shows one of the elves raising their speech level to 27 after suggesting Skyrim launch on Switch 2, with their overall character level progress working towards 20. Why pick 20 and 27 specifically? Because The Elder Scrolls 6 is coming out in 2027, some fans are now saying.

“This honestly might be the best piece of evidence we have for a release date,” one fan said. “Those are very specific numbers and I don’t think they would use those numbers by accident.” “My god we’ve gotten so desperate,” countered another.

They are oddly specific numbers though, and you’d like to think Bethesda knew what it was doing by choosing them, rather than rolling the dice and coming up with random numbers. This is The Elder Scrolls 6 we’re talking about — it’s one of the most anticipated video games currently in development. Fans want — need! — to know when it’s coming out, and so anything like this was always going to set them off.

But is 2027 a likely release year? Last month, Bethesda chief Todd Howard said The Elder Scrolls 6 wouldn’t be out for some time yet despite being announced over seven years ago. In an interview with GQ magazine to celebrate the release of Fallout 4 Anniversary Edition, Howard said The Elder Scrolls 6 is “still a long way off.” He added: “I’m preaching patience. I don’t want fans to feel anxious.”

You can understand why patience might be difficult for some fans though. In January this year, The Elder Scrolls 6 announcement became as old as predecessor Skyrim was when The Elder Scrolls 6 was announced. Skyrim was released on November 11, 2011, and The Elder Scrolls 6 was revealed on June 10, 2018 — 2,403 days afterwards. It is now seven-and-a-half years since the announcement, and we’re no closer, it seems, to the release of the game.

When the six-year anniversary of The Elder Scrolls 6 announcement arrived in June last year, even Todd Howard paused to say, "oh wow, that has been a while." The Elder Scrolls 6 is at least in production, with Bethesda confirming it had entered "early development" in August 2023 and "early builds" were available in March 2024.

In the GQ article, Howard once again admitted that it has taken too long to get The Elder Scrolls 6 out the door, but did tease a The Elder Scrolls 4: Oblivion Remastered-style shadowdrop — without confirming anything.

“I do like to have a break between them, where it isn’t like a ‘plus one’ sequel,” Howard said of making The Elder Scrolls games again. “I think it’s also good for an audience to have a break — The Elder Scrolls has been too long, let’s be clear. But we wanted to do something new with Starfield. We needed a creative reset.” Bethesda is currently playtesting The Elder Scrolls 6, Howard revealed.

“I like to just announce stuff and release it,” Howard continued. “My perfect version — and I’m not saying this is going to happen — is that it's going to be a while and then, one day, the game will just appear.” The Oblivion Remastered shadowdrop was “a test run,” Howard teased. “It worked out well.”

As for what Bethesda has going on right now, hundreds of people are working on Fallout, Howard said, across Fallout 76 “and some other things we're doing, but The Elder Scrolls 6 is the everyday thing.”

Earlier this year it was confirmed that The Elder Scrolls 6 will include a character designed in memory of a much-missed fan after a remarkable charity campaign that raised more than $85,000 for Make-A-Wish.

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.

Arrowhead Boss Casually Reveals That a Helldivers 2 Roguelite Mode Is in the Works, and It 'Changes the Game Fundamentally'

11 décembre 2025 à 13:10

Helldivers 2 developer Arrowhead is working on a roguelite mode, the studio’s boss has revealed, although there's no guarantee it will actually come out.

Arrowhead CCO and Helldivers 2 creative director, Johan Pilestedt, responded to a fan on social media to say “we have a prototype of a roguelite mode — it changes the game fundamentally!”

That casual reveal has already set fans of the explosive co-op action shooter into overdrive imagining how a roguelite mode would work in the game, which revolves around open and shut missions restricted by time limits.

“Going to be us defending the Evac from endless patrols but the bird never shows up,” suggested one fan. “Wave complete. Choose a booster to add: Reinforcement budget, flexible budget, discount budget (reinforcing multiple teammates takes up only one call in),” suggested another. And here’s another take: “I think it would be cool to add that… a mission that has no helldiver limit, or no time limit with a limited amount of reinforcements… and just defend a fort from wave after wave of enemies, and we get rewarded based off of how many waves of enemies we can eliminate before time runs out, or the amount of reinforcements runs out…”

It’s worth pointing out that Pilestedt has only so far confirmed that a prototype for this mode has been built, so it may never come to fruition. But given Pilestedt mentioned it in a post on social media — already viewed over 120,000 times — you’d like to think the developers are confident it will eventually see the light of day.

Clearly, Arrowhead will continue to update the game for some time to come. Helldivers 2 is just coming off its big 5.0.0 patch as well as its jungle-themed Python Commandos Warbond, which adds a number of fan-requested weapons including a minigun. In September, the studio’s CEO confirmed Helldivers 3 is not in any plan developer Arrowhead has right now, saying that instead it wants Helldivers 2 to keep going for years and years, like veteran MMO RuneScape. And then there’s the Helldivers 2 movie, which is picking up steam.

In a subsequent tweet, Pilestedt posted a picture of a meeting with the Helldivers 2 directors to discuss the game's next four arcs, which one fan joked would take a few years to work through. Of course there will be plenty more coming to the game in between.

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.

Eagle-Eyed Total War Fan Spots What Looks Like a Leak for Creative Assembly's Much-Rumored Total War: Warhammer 40,000, With The Game Awards Announcement Just Hours Away

11 décembre 2025 à 12:24

Creative Assembly has confirmed it has a new Total War video game set to be announced at The Game Awards, but what is it? Warhammer 40,000 fans think they know — and one eagle-eyed viewer even spotted what looks like concrete evidence.

The Sega-owned strategy specialist behind Total War: Warhammer (the fantasy version of Games Workshop's much-loved tabletop setting) is rumored to be working on a Warhammer 40,000 and a Star Wars take on its long-running Total War series, and it looks like the Warhammer 40,000 game will finally get announced at The Game Awards tonight.

Redditor Knavbot took to the Total War subreddit to point to a blink-and-you’ll miss it reference to 40K in Creative Assembly’s recent showcase livestream (the one where the developer announced Total War: Medieval 3). I really do mean blink-and-you'll miss it because the files labeled 40k are incredibly hard to spot. I had to slow the video right down at the 32:42 mark and freeze-frame to see them, but yes, they are there:

Here are the relevant file names in the video:

  • 40k_outfield_sheet_01_base_colour
  • 40k_outfield_sheet_01_material_map
  • 40k_outfield_sheet_01_normal

This apparent 40k leak appeared during the part of the showcase where Creative Assembly talked about its new game engine, which will help bring its games to consoles for the first time. Assuming this is all leading to a Total War: Warhammer 40,000 announcement, we can assume the game will release for PC as well as PlayStation 5 and Xbox Series X and S.

In truth, the announcement won’t come as much of a surprise for many Warhammer 40,000 fans given the sheer volume of rumors floating around Creative Assembly and the Games Workshop community in recent months. But until the game is announced, we should point out that the Total War reveal at The Game Awards could be something else entirely.

Warhammer 40,000 video game leaks have a history of coming from file names shown in videos. The appearance of Dark Angels Primarch Lion El'Jonson in upcoming RTS Dawn of War 4 was leaked via file names in a video. Developer King Art Games recently admitted to IGN in an interview that this was an accident. Perhaps Creative Assembly knew what it was doing here! Perhaps not.

Check out all our The Game Awards predictions and roundup of leaks right here.

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.

Bethesda Chief Todd Howard Says Fallout Is the Franchise 'That We're Doing the Most in Right Now,' Coy on Potential Return to New Vegas or a Fallout 3 Remaster While Fans Wait for Fallout 5

11 décembre 2025 à 11:26

The Elder Scrolls 6 may be the next big brand new video game announced by Bethesda to be in the works, but Fallout is the franchise the studio is doing the most in right now, Todd Howard has told IGN.

Fallout Season 2 is set to hit Prime Video this month, and while Bethesda has a new Fallout: New Vegas bundle, there’s no word yet on a Fallout remaster or a Fallout: New Vegas 2 to capitalize on the surge of interest in the franchise.

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

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

The last we heard on Fallout 5, by the way, was back in June 2024, when Todd Howard said he wasn’t interested in rushing it out the door. Fast forward a year and a half, and IGN had the chance to quiz Todd Howard on all things Fallout, alongside Kevin Beatty, Head of Product for Samsung Gaming, Interactive Experiences, and Emerging Tech (Bethesda and Xbox recently announced a partnership with Amazon and Samsung to stream Season 1 for free on Samsung TV Plus ahead of Season 2). In the interview, Howard remained coy when asked directly about a number of unannounced projects, but did offer a tantalizing tease that should get Fallout fans excited.

We started by asking Howard if the explosive success of the Fallout TV show had caused Bethesda to alter its plans for new Fallout games, either creatively or timeline-wise. Howard denied that, saying Bethesda already had a plan for the Fallout games it wanted to make.

“No, it hasn't,” he replied. “We had a plan for the games we were going to make. The TV show was part obviously of our Fallout plan as far as a franchise. And in a lot of ways, I view it as an entry, as a game entry. Games are one lens into the world, the TV show is another lens into the world.

“The one thing it has led us to do is people are coming back to the games that are already available. So, you're seeing record numbers again back in Fallout 4, from the first season, again, in this season. Fallout 76 obviously is a game that we've continued to update for the last seven years. So that's probably the one where we really see engaged audiences.

“So, the one thing it's made us do is lean into that. We know that we have an audience there in that game in particular. And the Burning Springs update that just came out, and having Walton Goggins in the game is The Ghoul, just there's some really, really good opportunities there.”

We then asked Howard if Bethesda being owned by Microsoft had made it likely that the company might partner with, for example, Obsidian, developer of the original Fallout: New Vegas, or Wasteland developer inXile — both of which are Xbox studios — on a new Fallout: New Vegas game while fans wait for Fallout 5.

Again, Howard was coy in his response. “We've had a long-term plan for Fallout, and so I wish I could talk about all those today,” he said. “I'll just say this, it's the franchise that we're doing the most in right now.”

That cryptic tease at the end will be of interest to The Elder Scrolls fans patiently waiting for The Elder Scrolls 6 to come out. While that game is clearly of a big focus internally at Bethesda, it’s interesting to learn that there’s a lot more going on for Fallout.

And finally on this topic, we asked Howard if the success of The Elder Scrolls IV: Oblivion Remastered, which has seen over 4 million players since it shadow-dropped earlier this year, was a repeatable trick for a Fallout 3 Remastered. Howard once again kept his cards close to his chest, and reiterated a point he’s been making a lot in interviews lately.

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

Howard continued: “And I like to think about when somebody presses play, what is in their head? What do they think? What is their expectation? What's their excitement level? What do they think about the thing they're about to play? And so, I like to back up from that moment with how we talk about it, and sometimes there are big gaps.”

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

Photo by Gilbert Flores/Variety 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.

Reçu avant avant-hier

'Era of Ruinin' Scalps' — Games Workshop Revives Special Edition Horus Heresy Book After Scalpers Brought Down Warhammer.com — and This Time Fans Actually Have a Chance of Buying It

10 décembre 2025 à 18:56

Games Workshop has revived the Siege of Terra: End of Ruin special edition book after scalpers descended upon its pre-orders, forcing Warhammer.com itself offline.

In June, Games Workshop pulled its own website, Warhammer.com, offline after scalpers caused chaos during the launch of pre-orders for the Siege of Terra: End of Ruin special edition book.

Siege of Terra: End of Ruin is an anthology of short stories set during the aftermath of the Siege of Terra and the Horus Heresy. For the uninitiated, the Horus Heresy is the Space Marine civil war that took place 10,000 years before the current Warhammer 40,000 setting. It is the foundation of 40K’s grimdark universe, and reveals how the carrion Emperor ended up on the Golden Throne.

Siege of Terra: End of Ruin was a hugely exciting release for 40K lore fans, but its special edition is even more enticing. It features a leather-effect cover with gold foil details, gilt page edges, and a metal emblem of a ruined Imperial eagle.

Games Workshop had signaled the special edition would be available “strictly while stocks last,” and that it would go on sale at 10am UK time on June 10. It also told fans it planned to use a queue system “to ensure fair distribution.” Unfortunately, this queue system caused chaos, with fans desperate to pre-order the book unable to make progress. Amid frantic messages of complaint across social media, Discords, and subreddits, Warhammer.com suddenly… stopped. It was offline, and no-one knew why.

Eventually, Games Workshop issued a statement on the debacle — a rare event in of itself — to say it had brought Warhammer.com offline because it had noticed scalpers were bypassing its systems. “Scalpers attempted to use bots to bypass our normal safeguards,” Games Workshop said. “Our eagle-eyed Tech Priests caught this happening in real-time, so we pulled Warhammer.com offline.”

At the time, Games Workshop promised Siege of Terra: End of Ruin would return, but half a year went by without any news. Now, Games Workshop has announced plans to sell the special edition once again — but with one key chance that has already got real fans excited.

In a post on Warhammer Community, Games Workshop said the special edition of Era of Ruin is being made available this coming weekend as a “guaranteed stock run.” Order it between Saturday and 8am UK time on Christmas Eve, and “you’ll be on the list to receive a copy of this sumptuous edition capping off the Siege of Terra series.”

This means the special edition is a “guaranteed stock product,” with Games Workshop printing the books based on demand. As a result, production and delivery can take up to 180 days.

Reaction to the news among fans is hugely positive, with some declaring it a win for real fans of the Warhammer 40,000 setting and a big L for scalpers. “Era of Ruinin’ Scalps,” declared one fan on the Black Library subreddit. “It’s the best decision they could make,” said another. “The secondhand market is 95% scalpers.” Another fan added: “Print on demand, what sweet words to read!” “Do I need this book? Absolutely not. Will I be purchasing so they see how positive this move is? Absolutely,” declared another fan.

Some are now hoping Games Workshop uses this release method for all its special editions going forward. “I’m totally cool with waiting a bit of time to get my copy if print on demand is an option moving forward,” said one hopeful. “It’s about freaking time. I’ve been saying this for five years. It’s about time they did something sensible,” added another.

“This is REALLY great news, HUGE win by GW and BL. And here I thought we weren't going to have anything for Christmas, this is the best present. And I hope they see the potential of this kind of order, it could literally change everything. Really really pleasantly surprised.”

Games Workshop has suffered pre-order problems for years now, and special edition book launches are often plagued by scalpers who go on to sell the products at hugely inflated prices. Fans are now crossing their fingers this new method of selling books actually gets them into the hands of real fans.

Image credit: Games Workshop.

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

Avatar: The Last Airbender Season 2 Gets Debut Trailer and First Look Photos, Hits Netflix in 2026

10 décembre 2025 à 15:30

Netflix has released the debut trailer for Avatar: The Last Airbender Season 2 alongside first look photos, confirming a 2026 release window.

The teaser for the live-action series showcases fan-favorite Earthbender, Toph (Miya Cech), the newest member of Team Avatar that includes Aang (Gordon Cormier), Katara (Kiawentiio), and Sokka (Ian Ousley).

Welcome to the Earth Kingdom.

AVATAR: THE LAST AIRBENDER Season 2 is coming in 2026. pic.twitter.com/94av2BPOFF

— puɐlǝɹI ⅋ ʞꓵ xᴉlɟʇǝN (@NetflixUK) December 10, 2025

Avatar: The Last Airbender is a live-action reimagining of the beloved Nickelodeon animated series. It follows Aang, the young Avatar, as he learns to master the four elements (Water, Earth, Fire, Air) to restore balance to a world threatened by the Fire Nation. In Season 2, after a bittersweet victory saving the Northern Water Tribe from the invading Fire Nation, Avatar Aang, Katara, and Sokka regroup and set off on a mission to convince the elusive Earth King to aid in their battle against fearsome Fire Lord Ozai.

Christine Boylan (Poker Face, Once Upon a Time) serves as executive producer and writer. Jabbar Raisani (Lost in Space, Stranger Things) is executive producer and director, alongside directors Anu Menon, Amit Gupta and Hiromi Kamata.

Season 1 of Avatar: The Last Airbender made its Netflix debut on February 22, 2024 and, according to the streamer, was the number one English TV show with 41.1 million views in just the first 11 days. The series was number one in 76 countries and in the top 10 in 92. Just a month later, Netflix announced that Avatar: The Last Airbender had been renewed for Seasons 2 and 3, which will conclude the story.

“We’re looking forward to working with all of our actors again and digging into the deeper, more complicated relationships that develop as their journey continues in Season 2,” executive producers Christine Boylan and Jabbar Raisani said. “We are going to show the real-world versions of iconic scenes from the original, and explore some of the stories that the animation didn’t. Mainly, we’re looking forward to seeing our gang all together again.”

New cast members rounding out the Season 2 line-up include:

  • Terry Chen (Lucky Star, Jessica Jones, House of Cards) as Jeong Jeong
  • Dolly de Leon (Triangle of Sadness, Between the Temples, Ghostlight) as Lo and Li
  • Lily Gao (Blue Sun Palace, Twisted Metal, Slip) as Ursa
  • Madison Hu (The Brothers Sun, The Boogeyman) as Fei
  • Dichen Lachman (Severance, Jurassic World: Dominion, Kingdom of the Planet of the Apes) as Yangchen

Also announced are two new cast members joining in Season 3: Jon Jon Briones (Ratched, Hadestown, The Last Voyage of the Demeter) as Piandao, and Tantoo Cardinal (Dances with Wolves, Legends of the Fall, Killers of the Flower Moon) as Hama.

IGN’s Avatar: The Last Airbender review returned a 7/10. We said: “The live-action Avatar: The Last Airbender series enriches the original story with meaningful new material, but its breakneck pacing, exposition-heavy dialogue, and hit-or-miss effects aren’t precisely in balance.”

For more, check out IGN’s recent feature, I Hope Netflix's Avatar: The Last Airbender Gets the Chance to Be Better, as well as Avatar: The Last Airbender's Biggest Changes From the Animated Series.

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

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