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Leon Kennedy's New Look for Resident Evil Requiem Makes Him a 'Hot Uncle' Heartthrob Among Japanese Fans

16 décembre 2025 à 12:05

The Resident Evil Requiem from The Game Awards finally confirmed that Leon S. Kennedy will return as the game’s second playable protagonist. Although he has aged a bit since we last saw him, Japanese fans have been taking to social media to praise Leon’s suave, older look.

Slated for a multiplatform release on February 27, 2026, Resident Evil Requiem is the ninth mainline title in Capcom’s survival horror series. It will introduce new main character Grace Ashcroft, an FBI analyst who is investigating a series of mysterious deaths that seem to be linked to Victor Gideon, a former Umbrella Corp. researcher. While it seems that Grace’s parts of the game will play more like typical survival horror, the new trailer, below, gave fans a peek at Leon’s more action-orientated zombie-battling gameplay, complete with chainsaw. “Grace’s gameplay style is based on Resident Evil 2, whereas Leon’s is based on Resident Evil 4,” director Akifumi Nakanishi revealed in a recent interview with Denfaminicogamer.

Although Leon has always had his fans, the D.S.O agent’s middle-aged incarnation is getting much praise from Japanese speaking users on X. He’s already being affectionately called ikeoji (literally, “hot uncle” — a cool and attractive older guy). “Leon’s gradually becoming a hot uncle” one user mused. Sharing some screenshots, another user chimed in with “Leon’s aging in a cool way.” Another user summed up: “Resident Evil 9’s Leon is too hot. He’s 49 in this (as of 2026)? He’s so suave."

Fans are also getting inspired to draw Leon’s new look. “Leon in Resi 9’s new trailer is too damn fine,” said one user, posting the following fan art. “He’s aging in such a wonderful way, while retaining his coolness. I’m really looking forward to meeting this Leon,” enthused another user. “He’s turning into a hot older guy, like Keanu Reeves!” said one commenter.

RE9新トレーラーのレオンが良すぎて。 pic.twitter.com/PIkrWuylo1

— □ (@dbox_2525) December 12, 2025

Other eagle-eyed trailer viewers have noticed that Leon seems to have some kind of rash on his neck, prompting concerns that he has been infected. While many seem to be enjoying middle-aged Leon’s looks, others are worried as to whether he should still be fighting off mutants at his age, with one person saying: “I love Leon, but they should let him rest.” In the previously mentioned Denfaminicogamer interview, Resident Evil Requiem’s director revealed that Leon has a “major secret” that will have significant implications (but he’s keeping quiet on what exactly that is).

コメントで教えてもらったけど
レオン..感染してるのかい?...#バイオハザードレクイエム pic.twitter.com/6GY05WqofY

— それいけジェットでやってみよう! (@neko_sougo) December 12, 2025

Legendary Japanese game developer Hideki Kamiya also weighed in on Leon’s new appearance and how some of Capcom’s beloved characters are getting long in the tooth. “Uncle Leon, at the very least, I would like for you to live happily in your old age,” Kamiya commented, sharing a timelapse of Leon’s aging face. In response, another user wrote that, although they were fine with game characters getting older, they hoped that Resident Evil and Devil May Cry characters could receive the happy ending they deserve. Replying to this, Kamiya mused: “Even if Dante became happy, won’t he always be poor?”

レオンおじさん…せめて老後は幸せに暮らして欲しい… https://t.co/EzsvnVHp54

— 神谷英樹🍀 Hideki Kamiya🍀 (@HidekiKamiya_X) December 12, 2025

Resident Evil Requiem’s devs have already revealed that switching between playing as Grace and Leon will be like “jumping into a cold bath after a hot sauna,” such is the contrast between the tense survival horror sneaking and Leon’s no-holds-barred action. According to director Akifumi Nakanishi, there will be an almost equal split between newcomer Grace and fan favorite Leon. "Although he’s a character who carries a lot on his shoulders, we took a lot of care in refining him into an 'ikeoji',” Nakanishi concluded. "The reactions to the trailer on that front have made us happy (laughs).”

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.

Arc Raiders Cold Snap Update Goes Live Alongside Big 1.7.0 Patch Notes

16 décembre 2025 à 11:02

Arc Raiders developer Embark Studios has released the Cold Snap update alongside lengthy patch notes for version 1.7.0 of the extraction shooter.

As announced, the headline gameplay change here is the Cold Snap map condition, but there’s also the start of the Flickering Flames event. Players also have the Expedition Departure Window to consider, the new free Raider Deck ‘Goalie’ coming on December 26, and new quests and items. We've got a full rundown of all the new content in the Cold Snap update as well as the gameplay changes.

But the focus here is on the just-released 1.7.0 patch. Highlights include Skill Tree Reset functionality, the addition of an option to toggle Aim Down Sights, Raider Tool customization, the Wallet now shows your Cred soft cap, the Aphelion blueprint drop moved from the Matriarch to Stella Montis, and various festive items “to get you into the holiday spirit.” It’s also worth noting an improved Stella Montis spawn distance to address the issue of players spawning too close to each other.

The patch notes, below (from the official Arc Raiders website), detail various balance changes alongside explanations from Embark Studios. And there are various fixes. Strap yourself in — this is a long one.

Arc Raiders Cold Snap update 1.7.0 Patch Notes:

Balance Changes

Weapons:

Bettina

Dev note: These changes aim to make the Bettina a bit less reliant on bringing a secondary weapon. The weapon should now be a bit more competent in PVP, without tipping the scales too much. Data shows that this weapon is still the highest performing PVE weapon at its rarity (Not counting the Hullcracker). The durability should also feel more in line with our other assault rifles.

  • Durability Burn Rate has been reduced from ~0.43% to ~0.17% per shot
    • In practice, it used to take about 12 full magazines to fully deplete durability, but now it takes 26 (also accounting for the increased magazine size).
  • Base Magazine Size has been increased from 20 to 22
  • Base Reload Time has been reduced from 5 to 4.5

Rattler

Dev note: Even though the Rattler isn't intended to compete with the Stitcher or Kettle at close ranges, it is receiving a minor buff to bring its PVP TTK at lower levels a bit closer to the Stitcher and Kettle. The weapon should remain in its intended role as a more deliberate weapon where players are expected to dip in and out of cover, fire in controlled bursts, and manage their reloads.

  • Base Magazine Size has been increased from 10 to 12

ARC:

Shredder

  • Reduced the amount of knockback applied by weapons. Increased movement speed and turning responsiveness.
  • Increased health of the Shredder's head to prevent cases where its head could be shot off, leading to unintended behavior.
  • Improved Shredder navigation to reduce getting stuck on corners, narrow spaces, and short obstacles.
  • Increased the speed at which the Shredder enters combat when taking damage and when in close proximity to players.
  • Increased the number of parts on the Shredder that can be individually destroyed.

Content and Bug Fixes

Achievements

  • Achievements are now enabled in the Epic store.

Animation

  • Fixed an issue where picking up a Field Crate with a Trigger ’Nade attached could cause the character to slide or move without input.
  • Fixed an issue where combining Snap Hook with ziplines or ladders could store momentum and propel the player long distances.
  • Fixed an issue where the running animation could appear incorrect after a small drop when over-encumbered.
  • Fixed interaction animations: interactions now end correctly when performing a dodge roll; interacting while holding items or deployables no longer causes arm twisting; updated crouch repair to use the correct animation.
  • Added physical based secondary movement to character skins and equipment.

ARC

  • Fixed an issue where deployables attached to enemies could cause them to launch or clip out of bounds when shot.
  • Missiles no longer reverse course after passing a target and can correctly track targets at different elevations.
  • Sentinel
    • Fixed a bug where the Sentinel laser did not reach the targeted player over greater distances.
  • Surveyor
    • Disabled vaulting onto ARC Surveyors to prevent unintended launches when they are moving.
  • Fixed an issue where Bombardier projectiles could shoot through the Matriarch shield from the outside.

Audio

  • Fixed an issue where Gas, Stun, and Impulse Mines did not play their trigger sound or switch their light to yellow when triggered by being shot.
  • Increased the number of simultaneous footstep sounds and increased their priority.
  • Fixed an issue where footsteps in metal stairs became very quiet when walking slowly.
  • Improved directional sound for ARC enemies.
  • Added sounds for sending and receiving text chat messages in the main menu.
  • Removed the unsettling "mom?" from Speranza cantina ambient sound.
  • Tweaked the loudness of announcements in various Main Menu screens.
  • Number of small audio bugfixes and polish.

Maps

  • Fixed an issue with spawning logic which could cause players who were reconnecting at the start of a session to spawn next to other players who had just joined.
  • Various collision, geometry, VFX and texture fixes that address gaps in terrain which made players fall through the map or walk inside geometry, stuck spots, camera clipping through walls, see-through geometry, floating objects, texture overlaps, etc.
  • Fixed an issue with the slope of the Raider Hatch that was too steep for downed raiders to crawl on top of it.
  • Security Lockers are now dynamically spawned across all maps instead of being statically placed.
  • Fixed Raider Caches not spawning during Prospecting Probes in some cases.
  • Fixed lootable containers and Supply Drops spawning inside terrain on The Dam and Blue Gate, ensuring they are accessible.
  • Fixed an issue where doors could appear closed for some players despite being open.
  • Electromagnetic Storm: Lightning strikes sometimes leave behind a valuable item.
  • Increased the number of possible Great Mullein spawn locations across all maps.
  • Dam Battlegrounds
    • Moved the Matriarch's spawn point in Dam Battlegrounds to an area that better plays to her strengths.
  • Spaceport
    • Adjusted the locked room protection area in Container Storage on Spaceport to not affect players outside the room.
  • Blue Gate
    • Locked Gate map condition has been added.
    • Adjusted map bounds near a ledge in Blue Gate to improve navigation and reduce abrupt out-of-bounds stops.
    • Improved tree LODs in Blue Gate to reduce overly dark visuals at distance.
    • Fixed the issue where loot would spawn outside the Locked Room in the Village.
    • Added props and visual cues to the final camp in the quest ‘A First Foothold’ to make objective locations easier to find.
  • Stella Montis
    • Increased some item and blueprint spawn rates in Stella Montis.
    • Some breachable containers on Stella Montis no longer drop Rubber Ducks when using the A Little Extra skill (sorry).
    • Adjusted window glass clarity in Stella Montis to improve visibility.

Miscellaneous

  • General crash fixes (including AMD crashes).
  • Added Skill Tree Reset functionality in exchange for Coins, 2,000 Coins per skill point.
  • Wallet now shows your Cred soft cap (800).
    • Dev note: We decided to implement a cap so that players won’t be able to fully unlock new Raider Decks by accumulating Cred and added more items to Shani’s store to purchase using Cred. We believe that the Raider Decks offer a rewarding experience to enjoy while players engage with the game, and a large Cred wallet undermines this goal. We will not be removing Cred that has been accumulated before the introduction of the soft cap.
  • Added Raider Tool customization.
  • Fixed a bug that caused players to spawn on servers without their gear and in default customization resulting in losing loadout items.
  • For ranks up to Daredevil I, leaderboards now have a 3x promotion zone for the top 5 players. New objectives have been added.
  • Fixed an issue where the tutorial door breach could be canceled, preventing the cutscene from playing and blocking progression.
  • Fixed an issue where players could continue breaching doors while downed.
  • Fixed an issue where accepting a Discord invite without having your account linked could fail to place you into the inviter’s party.
  • Fixed an issue that sometimes caused textures and meshes to flicker between higher and lower quality states.
  • Depth of field amount is now scaled correctly depending on your resolution scale.
  • Fixed an issue where returning to the game after alt-tabbing could prevent movement and ability inputs while camera controls still worked.
  • Improved input handling when the game window regains focus to avoid unexpected input mode switches.
  • Skill Tree
    • Effortless Roll skill now provides greater stamina cost reduction.
    • The Calming Stroll skill now applies while moving in ADS.

Movement

  • Fixed a traversal issue that blocked jumping/climbing in certain areas while crouched.
  • Fixed an issue where climbing ladders over open gaps could cause automatic detachment.
  • A slight stamina cost has been added for entering a slide.
  • Acceleration has been reduced when doing a dodge roll from a slide.

UI

  • Added an option to toggle Aim Down Sights.
  • Added a new ‘Cinematic’ graphics setting to enhance visuals for high end PCs.
  • Fixed an issue where returning to the game after alt-tabbing could prevent movement and ability inputs while camera controls still worked.
  • Improved input handling when the game window regains focus to avoid unexpected input mode switches.
  • Codex
    • Improved accuracy of tracking damage dealt in player stats.
    • Field-crafted items now properly count toward Player Stats in the Codex.
    • Fixed missing sound in Codex Records.
    • Added a Codex section to rewatch previously seen videos.
  • Console
    • Updated PlayStation 5 controller button prompts with improved icons for Options and Share.
    • Fixed a crash when using Show Profile from the Player Info on Xbox.
  • Customization
    • You can now rotate your character in the customization screen. Also fixed an issue where the first equip could trigger an unintended unequip.
    • Added notifications in Character Customization to highlight recently unlocked items.
    • Fixed an issue where equipment customization items bought from the Loadout screen were not equipped after pressing Equip on the purchase screen.
  • End of round
    • Further reduced the frequency of the end of round feedback survey pop up.
    • Added an optional Round Feedback button on the final end-of-round screen to open a short post-match survey.
  • Expedition Project
    • Added a show/hide tooltip hint to the Raider Projects screens (Expedition and Seasonal).
    • Added 'Expeditions Completed' to Player Stats.
    • Added resource tracking for Expedition stages: Raider Projects now display required amounts and progress, with the tracker updating during rounds.
    • Added reward display to Raider Projects, showing the rewards for each goal and at Expedition completion.
    • Fixed an input conflict in Raider Projects where tracking a resource in Expeditions could also open the About Expeditions window; the on-screen prompt is now hidden while adding to Load Caravan.
  • Inventory
    • Fixed an issue where closing the right-click menu in the inventory could reset focus to a different slot when using a gamepad.
    • Fixed flickering in the inventory tooltip.
    • Opening the inventory during a breach now cancels the interaction to prevent a brief animation glitch.
    • Adjusted the inventory screen layout to prevent tooltips from appearing immediately upon opening.
    • Fixed an issue where the weapon slot right-click menu in the inventory would not appear after navigating from an empty attachment slot with a controller.
  • In-game
    • Fixed an issue where the climb prompt would not appear on a rooftop ladder in Blue Gate.
    • Resolved an issue where certain interaction icons could fail to appear during gameplay.
    • Fixed "revived" events not being counted.
    • Fixed an issue where the zipline interaction prompt could remain on a previously used zipline, preventing interaction with a new one; prompts now clear when out of range.
    • Quick equip item wheel now has a stable layout and no longer collapses items towards the top when there are empty slots in the inventory.
    • Updated in-game text across multiple languages based on localization review and player survey feedback.
    • Added a cancel prompt when preparing to throw grenades and other throwable items.
    • Fixed in-game input hints to match your current key bindings and show clear hold/toggle labels. Clarified binoculars hints when using aim toggle and updated hints for SnapHook and integrated binoculars to support aiming.
    • Tutorial hints now stay on screen briefly after you perform the suggested action to improve readability and avoid abrupt dismissals.
    • Fixed an issue where input hints could remain on screen after being downed.
    • HUD markers that are closer to the player now appear on top for improved legibility.
    • Fixed issue where items sometimes displayed the wrong icon.
    • Fixed issue where user hints were sometimes shown when spectating.
    • Strongroom racks and power stations now display a distinct color when full of carryables to indicate that it has been completed. Example: Ancient Fort Strongroom.
    • Fixed an issue where reconnecting to a match could leave your character in a broken state with incorrect HUD elements and a misplaced camera.
    • Slightly delayed the initial loot screen opening and the transition from opening to searching during interactions.
  • Main Menu
    • Added a Live Events carousel to the main menu and enabled click/hover interactions on the Raider Project overview.
    • Fixed an issue where the Weapon Upgrades tab would sometimes change location.
    • Resolved an issue where a Raider could pop in and out of the home screen background.
    • Installed workstations no longer appear in the workstation install view.
    • You can now navigate from on-screen notifications to the relevant screens, including jumping directly to learned recipes.
    • The Upgrade Weapon Tab now accurately displays the magazine size increase.
    • Fixed an issue where the map screen could become unresponsive when a live event was active.
    • When inspecting items, rotating will now hide UI only showing the item being inspected.
    • Free Raider Deck content now displays as “Free” instead of “0”.
    • Added a carousel to the Main Menu featuring Quests and a Raider Deck shortcut, with improved gamepad navigation within the widget.
    • Fixed an issue where the Scrappy screen allowed navigating to the quick navigation list when using a gamepad.
  • Quests
    • Made pickups on the ground show icons if they are part of quests or tracked, added quest icons to quest interactions and improved quest interaction style.
    • Fixed an issue where the notification could remain after accepting and claiming quests.
    • Accepting and completing quests is now shown as loading while awaiting a server response.
    • Fixed an issue where rapidly skipping through quest videos after completing the first Supply Depot quest could soft‑lock the UI, leaving the screen without a way to advance.
    • Updated interaction text for a quest objective to improve clarity.
    • Updated the names and descriptions of the Moisture Probe and EC Meter quest items in Unexpected Initiative.
    • Improved ping information for quest objectives, with clearer markers for Filtration System and Magnetic Decryptor interactions.
    • Adjusted colors of quest and tracking icons in in-game interaction hints for better clarity.
  • Settings
    • Added a new slider that allows players to tweak motion blur intensity.
    • Updated tooltips for effects and overall quality levels in the video settings with clearer descriptions.
    • Added labels that show whether an input action is ‘Hold’ or ‘Toggle’, displayed in parentheses.
    • Fixed an issue where the flash effect ignored the Invert Colors setting; the option is now available.
    • Fixed a crash in settings when rapidly adjusting sliders.
    • Now players will be guided to Windows settings for microphone permissions if needed.
    • Fixed a crash that could occur when opening the video settings.
    • Fixed an issue where some Options category screens continued responding to inputs after exiting.
  • Store
    • Players will no longer see error messages when canceling purchases in the store.
    • Newly added store products now show a new indication for improved discoverability.
  • Social
    • Fixed an issue where Discord friends could appear with an incorrect status after switching to Invisible and back to Online; their presence now refreshes correctly when they come back online.
    • Added a Party Join icon to the social interface for clearer party invitations and joins.
    • Fixed an issue where the Social right-click (context) menu could remain visible in the Home tab after rapidly opening and closing it with a gamepad; it now closes correctly and no longer stacks.
  • Tooltips
    • Fixed incorrect item tooltips of ARC stun duration.
    • Tooltips now reposition to remain fully visible at all resolutions.
    • Fixed tooltips showing 'Blueprint already learned' on completed goal rewards; tooltips now display correct reward information and only show 'Blueprint learned' for actual blueprints.
  • Trials
    • Trials objectives now clearly indicate when they offer bonus conditions, such as by Map Conditions.
    • Fixed an issue where the Trial rank icon could be missing on the Player Stats screen after starting the game.
    • Added a Trials popup that explains how ranking works and clarifies that the final rank is worldwide.
  • VOIP
    • Added Microphone Test functionality.
    • Added better automatic checks for problems with VOIP input & output devices.
    • Using the mouse thumb button for push-to-talk no longer triggers ‘Back’ in menus.
    • Fixed an issue where the voice chat status icon could incorrectly appear muted for party members at match start until someone spoke.
    • HUD no longer shows VOIP icons when voice chat is disabled; your own party VOIP icon now appears as disabled.

Utility

  • Increased loot value in Epic key card rooms to better reflect their rarity.
  • Expanded blueprint spawn locations to improve availability in areas that were underrepresented.
  • Moved the Aphelion blueprint drop from the Matriarch to Stella Montis.
  • Fixed a bug where players would sometimes become unable to perform any actions if they interacted with carriable objects while experiencing bad network conditions or were downed while holding a carriable object and then revived.
  • Fixed an issue where Deadline could deal damage through walls.
  • Fixed an issue where deployables attached to enemies or buildable structures could cause sudden launches or let enemies pass through the environment when shot.
  • Keys will no longer be removed from the safe pocket when using the Unload backpack.
  • Fixed an issue where cheater-compensation rewards could grant an integrated augment item.
  • Fixed bug where Flame Spray dealt too much damage to some ARC.
  • Fixed an issue where sticky throwables (Trigger 'Nade, Snap Blast Grenade, Lure Grenade) disappeared when thrown at trees.
  • Fixed a bug with incorrectly calculated deployment range for deployable items.
  • Fixed an issue where mines could not be triggered through damage before they were armed.
  • Playing an instrument now applies the ‘Vibing Status’ effect to nearby players.
  • Fix for Rubber Ducks not being able to be placed into the Trinket slot on an Augment.
  • Setting integrated binoculars and integrated shield charger weight to be 0.

Weapons

  • Tuned the amount of force applied to lighter ARC when using melee attacks.
  • Fixed an issue where stowed weapons would not appear on the first spawn.
  • Fixed an exploit allowing players to reload energy weapons without consuming ammo.
  • Aiming-down-sights now resumes if it was interrupted while the aim button is still held (e.g., after reloading or a stun).
  • Fixed an exploit that allowed shotguns to bypass the intended fire cooldown.

Quests

  • Fixed a bug in the ‘Greasing Her Palms’ quest that let players accidentally trigger an objective.
  • Made the quest item ESR Analyzer easier to find in Buried City.
  • Improved clarity of clues for the ‘Marked for Death’ quest.
  • Fixed an issue where quest videos could trigger multiple times.
  • Added interactions to find spare keys to several quests related to locked rooms.
  • Added unique quest items to the ‘Unexpected Initiative’ quest.
  • Fixed an issue where squad sharing incorrectly completed objectives that spawned quest specific items.

Known Issues

  • Players with AMD Radeon RX 9060 XT will see a driver warning popup at startup despite being on the latest version that fixes a GPU crash that occurred when loading into The Blue Gate.
  • If you have more items than fit in your stash, the value of the items that don't fit is not included in the final departure screen, but is included when calculating your rewards.

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.

Dead Island 3 Due Out First Half of 2028, All Developers at Dambuster Studios Now Working on It

16 décembre 2025 à 10:36

We have new official information on Dead Island 3, which is not only now confirmed to be in development, but has a target release window.

In a financial report spotted by X / Twitter user @bogorad222, the Plaion-owned UK developer Dambuster Studios said its primary focus is now Dead Island 3. This is the first time we’ve heard Dead Island 3 mentioned in any official capacity, although the studio had teased it earlier this year.

Dambuster Studios' financial statements are out (as of March 2025)
The company employed 194 employees
Dead Island 3 is in development
The current predicted release window for the project is Q1/2 2028 pic.twitter.com/FOHOitH3nD

— Timur222 (@bogorad222) December 16, 2025

The report mentions that all Dambuster’s developers are now on Dead Island 3, and once the Luna and Mac versions of Dead Island 2 are complete all of Dambuster's QA team will also move over to Dead Island 3. As of the end of March 2025, Dambuster had 194 employees.

“Parts of the game are now in early production with feature, character, world and story design moving at pace,” the report continues. And here’s where things get really interesting: we even have a “current predicted release window” of Q1/2 2028. So, as things stand, Dead Island 3 is due out by the end of June 2028.

The existence of Dead Island 3 shouldn’t come as much of a surprise. In September, Dambuster posted the image, below, alongside the caption: “and the next outbreak is already brewing.”

“It's been 14 years since Dead Island first splattered onto the scene, stranding players in the blood-soaked paradise of Banoi,” the message continued.

“Since then, the zompocalypse has crawled from tropical shores to the sun-drenched chaos of HELL-A in Dead Island 2, where over 20 million Slayers have left nothing but carnage behind.

“This isn’t the final cut though. Dambuster Studios are already carving out what comes next. For now, the details stay under wraps, the outbreak is far from over…”

Based on the image, we can safely say Dead Island 3 will be set somewhere other than LA, which stands to reason. But where? Given the person shown in the image is hitching a ride, perhaps Vegas is a natural stopping off point. But really, it could be anywhere. After all, the first Dead Island was set on a fictional island chain in Oceania.

If Dead Island 3 does come out the first half of 2028, it’ll arrive five years after Dead Island 2, which itself suffered long periods of development hell before eventually enjoying significant success. Dead Island 2 was revealed at E3 2014 but soon went quiet before "mutual differences" separated Yager from Deep Silver. It was then moved to Sumo Digital before being shifted again in 2019 to its final home of Dambuster Studios. A new trailer and gameplay video was released on December 6, 2022, during a Dead Island 2 showcase that announced it was delayed once again, slipping 12 weeks to April 2023.

The question is, when will we get our first look at Dead Island 3? Perhaps 2026 will bring a teaser trailer.

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.

Hollow Knight: Silksong - Sea of Sorrow Expansion Revealed, Nintendo Switch 2 Edition of Original Hollow Knight Also in Development

16 décembre 2025 à 09:57

Hollow Knight: Silksong's first big expansion has been revealed by developer Team Cherry.

Teased for 2026, Hollow Knight: Silksong - Sea of Sorrow promises new areas, bosses, and tools as “Hornet’s adventures continue in our nautically themed expansion, coming free for all players next year.”

Further details are expected shortly before its launch, with no specific date given. This shouldn't come as too much of a surprise, as Silksong's initial release date wasn't announced until just a month before it dropped after one of gaming's most infamous drawn out affairs.

Alongside the announcement of the DLC, Team Cherry also revealed that a Nintendo Switch 2 Edition of the original Hollow Knight is in development. This improved version incorporates "all the updates and enhancements that Silksong received on the platform: high frame-rate modes, higher resolutions, and many additional graphical effects."

The even better news? If you already own Hollow Knight on Switch, you'll be able to upgrade to this new gen version for free.

The Australian studio will also be updating all current versions of the original Metroidvania soulslike and adding features and bug fixes. If you're playing on PC, some of those changes have already come into effect.

“PC players can experience many of those updates right now, via the public-beta branches on Steam and GOG, where they’ve just gone live,” a Team Cherry blog post states. “That includes full 16:10 and 21:9 aspect ratio support for those of you with Steam Decks or ultrawide monitors."

As part of the DLC announcement, Team Cherry said Hollow Knight: silksong had sold more than 7 million copies since going on sale in September, and had millions more playing on Xbox Game Pass.

"It’s a truly staggering number of players, more than we could have ever expected (enough to crash all of the storefronts!)," Team Cherry said. "Watching the community grow, seeing the amazing art, the mods, the unexpected strategies, and the support between players through the game’s challenges has been hugely rewarding for us here at home. Your continued enthusiasm remains a massive motivator as we work towards expanding the game even further."

Now seems like as good a time as any to get into both Hollow Knight games, then. IGN's Hollow Knight review returned a 9.4. We said: "Hollow Knight’s rich world and incredible depth of content will make you want to explore its caves for dozens of hours."

Similarly, IGN's Hollow Knight: Silksong review scored the game 9/10. We said: "Hollow Knight: Silksong is packed full of sharp platforming, enticing exploration, and nail-biting combat that's all unapologetically challenging in just the right way."

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

Reçu hier — 15 décembre 2025

Fallout Season 2 Prime Video Premiere Release Date Brought Forward in Surprise Move by Amazon

15 décembre 2025 à 17:18

Amazon has brought forward the Prime Video release date of Fallout Season 2 by a day in a surprise move.

Season 2 now debuts tomorrow, Tuesday, December 16, at 6pm PT / 9pm ET — one day earlier than previously announced. Confirmation comes direct from Las Vegas’ Exosphere of Sphere, tweeted by the official Fallout account, below.

Well, well, looks like Christmas came early on Sphere. The Fallout Season Two premiere, now arriving December 16 at 6 p.m. PT. pic.twitter.com/RHpSBBXJ6H

— FALLOUT⚡️ (@falloutonprime) December 15, 2025

To promote the launch of Season 2, the Sphere was turned into a post-apocalyptic snow globe featuring Fallout characters Lucy (Ella Purnell), Maximus (Aaron Moten), and The Ghoul (Walton Goggins), as well as a Deathclaw — one of the Fallout universe's most deadly monsters — attempting to break through the Exosphere itself.

The new season picks up in the aftermath of Season 1’s finale and travels through the wasteland of the Mojave to the post-apocalyptic city of New Vegas. The eight-episode season will now premiere tomorrow (or 2am on December 17 in the UK), with one episode rolling out weekly (on Wednesdays) until the season finale on February 4, 2026.

Fans of Obsidian's much-loved video game will be interested to hear that Season 2 takes a "fog of war" approach to how it juggles Fallout: New Vegas' various endings.

We've got plenty more on the Fallout TV show, including a Season 1 recap, below. We’ve also got an interview with Bethesda development boss Todd Howard, who has ruled out ever appearing on the show itself.

Meanwhile, Amazon has pulled its AI-powered Fallout Season 1 recap after fans noticed it made significant errors ahead of the launch of Season 2. To date, Fallout Season 1 has amassed more than 100 million viewers worldwide, ranking among Prime Video's top three most-watched titles ever.

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.

One Battle After Another Finally Has Its HBO Max Streaming Release Date

15 décembre 2025 à 17:10

One Battle After Another hits HBO Max on December 19, Warner Bros. has announced.

Paul Thomas Anderson’s comedy action thriller starring Leonardo DiCaprio hits the streaming service just shy of three months after it launched in theaters. The film will debut on HBO linear a day later, on December 20 at 8pm ET.

One Battle After Another leads the Golden Globes this year with nine nominations, including Best Picture – Musical/Comedy, and also features Golden Globe nominees Teyana Taylor and Chase Infiniti. It is expected to be in the mix for Best Picture at the Oscars.

The movie is set to be released on Blu-ray, DVD, and 4K UHD on January 20, 2026. Plus, fans can look forward to a collectable steelbook in 4k UHD in the spring, which will include exclusive special features curated and produced by Anderson himself.

The streaming release date comes after One Battle After Another made $204 million at the global box office ($71 million domestic, $133 million international). That’s enough to make it the highest-grossing film of director Paul Thomas Anderson’s career, overtaking There Will Be Blood's $76.4 million haul back in 2007. But the bad news is that One Battle After Another reportedly needed around $300 million to break even theatrically.

Still, the film has all sorts of awards buzz about it, and it has its streaming run to help boost HBO Max. IGN's One Battle After Another review returned a 10/10. We said: "Paul Thomas Anderson and Leonardo DiCaprio finally team up, and the result is a 10/10 masterpiece."

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.

Todd Howard Explains Why He Has Turned Down All the Offers to Cameo in the Fallout TV Show So Far

15 décembre 2025 à 15:44

Bethesda development chief Todd Howard has officially ruled out appearing on the Fallout TV show even in cameo form, insisting he’s better behind the camera than in front of it.

Ever since the Fallout TV series was announced, fans of the Fallout video games have wondered whether Howard might appear in, for example, a random Vault dweller, a ghoul, or some other cameo.

But he failed to appear in Season 1, and in a recent interview with Howard AND 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), we asked the Bethesda boss if he’ll appear in the Fallout show at any point in the future.

The answer was a clear no.

“They've offered me a whole bunch, even in Season 1. I was going to be in the sort of Dr. Strangelove Vault-Tec room, where they're talking all the experiments, and some other things. I think I'm best behind the camera.”

That’s a reference to the scene in Fallout Season 1 set in the Vault-Tec boardroom. It’s a key flashback in Episode 8 that showed Vault-Tec executives, including Barb Howard, conspiring with other corporate heads to divide up the vault experiments. Incidentally, this is also the scene in which the executives agree to stage the Great War to ensure societal control and study human behavior in confined, often cruel, experiments, setting the stage for the post-apocalyptic setting fans know and love.

So Howard doesn’t even want to show up as someone The Ghoul takes out?

“I said no to all of them so far,” he replied.

That's good restraint, we pointed out. “I don't want to distract. Everyone goes, ‘oh, there's Todd!’”

Then, when we asked Howard if he didn’t fancy being the Stan Lee of Bethesda and showing up in everything, he replied: “Not at this time.”

That’s that then — no Todd Howard in Fallout. But we do know a lot about what to expect from Fallout Season 2. The new season picks up in the aftermath of Season 1’s finale and travels through the wasteland of the Mojave to the post-apocalyptic city of New Vegas. The eight-episode season will premiere on December 17, with one episode rolling out weekly until the season finale on February 4, 2026. Fans of Obsidian's much-loved video game will be interested to hear that Season 2 takes a "fog of war" approach to how it juggles Fallout: New Vegas' various endings.

Meanwhile, in the same interview with IGN, Howard said Fallout is the franchise “that we’re doing the most in right now,” and was coy when asked about the potential return to New Vegas or a Fallout 3 Remaster while fans wait for Fallout 5.

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.

Arc Raiders Cold Snap Survival Mechanics Fully Detailed — Here's Everything You Need to Know

15 décembre 2025 à 15:00

Arc Raiders developer Embark Studios has fully detailed the game’s Cold Snap update and its new cold-weather survival mechanics.

The update, out December 16, adds the new Cold Snap map condition, which is a winter variant across Dam Battlegrounds, Buried City, Spaceport, and The Blue Gate maps. Cold Snap adds cold-weather survival mechanics fueled by snowstorms across Speranza. Snowfall reduces visibility, lakes freeze over, and the open surface becomes even more dangerous. Exposure to extreme cold causes frostbite, thus encouraging new strategies around healing items, loadouts, and indoor shelter.

Arc Raiders Cold Snap gameplay changes, from Embark Studios:

  • Environmental Hazard: Cold, harsh weather introduces new risks for raiders who remain outdoors too long. Players must watch out for frostbite, a creeping condition that slowly drains their health bar.
  • Shelter Mechanics: To prevent frostbite, raiders will need to adapt their tactics as the cold gradually seeps into their bones. Raiders must rethink their loadouts, ensuring they can heal themselves or their teammates and plan their extractions with care, finding shelter if needed.
  • Visual Overhaul: Frost buildup, frozen lakes, snow accumulation and more across Dam Battlegrounds, Buried City, Spaceport and The Blue Gate maps.

Elsewhere, unique loot and rewards are available through the Flickering Flames event and Candleberry Banquet project.

Flickering Flames Event: An act of endurance and patience that tests Raiders’ survival skills during the Cold Snap. Raiders can unlock rewards across 25 levels, including new gear, customizations elements and Raider Tokens by earning Merits, which are automatically gained from XP in rounds. To activate the event, Raiders must have played five rounds of the game.

Candleberry Banquet Project: A new project that brings Raiders together to feel the fragile warmth that shines through the frigid cold. Raiders can earn rewards by scavenging unique items topside and collecting Candleberries. It features five stages, each revealing a new scene on the banquet table. Completing stages grants rewards such as cosmetic items, Raider Tokens and Merits, with Merits contributing progress in the Flickering Flames event.

Starting December 26, the Goalie Raider deck will be included in the base game. The new deck includes new items and feats for players to complete, offering rewards such as Raider tokens, cosmetic items and more. These include a hockey-inspired Raider outfit in several color variants, along with a hockey stick Raider tool.

And finally, the Expedition Project Raider Reset lets players restart their journey with certain buffs, advantages, and rewards. The Expedition Project will provide Raiders with an opportunity to undergo a reset, bringing a new raider and a new story for the player. This optional reset is unlocked by collecting key materials to build a Caravan for the existing Raider then signing up for the departure during the Expedition window. By departing, players will reset their character progress for a new Arc Raiders journey with exclusive buffs, advantages and rewards that carry over.

In a blog post, Embark explained why it’s doing the seasonal reset. “Progression wipes are a notoriously difficult thing to balance in online multiplayer games — we get that,” the developer said. “Mandatory global wipes have some obvious benefits: heavily invested players get to re-experience the initial grind once again and, for a time, the playing field is levelled. The optional Expedition Project is our solution to some of the problems that inevitably arise with mandatory wipes — specifically, by respecting your time investment in the game. We want to offer you the choice:

“Not completed as much as you’d like? Keep on raiding, building, and growing. Ready for a new challenge and to grind once again? Depart on the Expedition, and receive buffs, rewards, and bragging rights.”

Arc Raiders Cold Snap update release times:

Embark Studios launches Cold Snap on Tuesday, December 16, at 10.30am CET / 9.30am UK time / 1.30am PT / 4.30am ET.

Cold Snap includes limited-time events and elements running from Tuesday, December 16 until Tuesday, January 13, 2026 at 10.30am CET / 9.30am UK time / 1.30am PT / 4.30am ET.

Cold Snap is the last update listed as part of Arc Raiders' 2025 content roadmap, and Embark has yet to outline what's coming in 2026. Arc Raiders sold over 4 million copies worldwide within two weeks of launch, cementing its commercial success. Nexon also revealed that the extraction shooter had reached a huge concurrent count of 700,000 players across all platforms. It's done so well it crossed over into the world of South Park with a surprise appearance that was put together in just a few days. Cementing its success, Arc Raiders won Best Multiplayer at last week’s The Game Awards.

IGN's Arc Raiders review, returned a 9/10. We said: "With polished gunplay and an irresistible grind, Arc Raiders sets a new standard for extraction shooters."

If this has tempted you into jumping into Arc Raiders, check out our guide to the best settings, find out what skills we recommend unlocking first, and see how to earn loot by delivering field depot crates.

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.

Stranger Things Season 5 Volume 2 Trailer Teases Shock Reveals, Insists Everything We've Ever Assumed About the Upside Down Has Been 'Dead Wrong'

15 décembre 2025 à 14:40

The first trailer for Stranger Things Season 5 Volume 2 has teased shock reveals for the Netflix show and answers to questions fans have been asking for years.

Warning! Spoilers for Stranger Things Season 5 Volume 1 follow:

The trailer picks up in the aftermath of the catastrophic events of Vol. 1 and the awakening of Will’s powers. Will (Noah Schnapp) and his mother, Joyce (Winona Ryder), have a heart to heart in which she reassures him the battle against Vecna (Jamie Campbell Bower) isn’t over.

Everything we have ever assumed about the upside down has been dead wrong.

Volume 2 of the final season of Stranger Things arrives Dec. 25th at 5pm PT. pic.twitter.com/GIbx0SErFD

— sƃuᴉɥʇ ɹǝƃuɐɹʇs (@Stranger_Things) December 15, 2025

Meanwhile, Holly (Nell Fisher) and Max (Sadie Sink) are trying to escape what we believe to be Vecna’s 1950s fantasy world, and they’re walking through strange doors to do it.

Then we get what I think is the killer quote from the trailer, which comes from Dustin (Gaten Matarazzo): “this whole time, everything we’ve ever assumed about the Upside Down has been dead wrong.”

Dustin and Steve (Joe Keery) are then seen looking at some sort of red, potentially dimensional mass that is whirling around above them. Whatever this is, it seems key to understanding the true nature of the Upside Down, which Stranger Things co-creators Ross and Matt Duffer have promised to explain in this fifth and final episode.

Elsewhere, Eleven (Millie Bobby Brown) calls on Kali/Eight (Linnea Berthelsen), who she rescued from captivity by the military in Vol. 1, to help her find and kill Vecna. We see shots of Vecna / Henry Creel in various states as the central characters become increasingly distressed. Briefly, we see Will use his new powers again, as evidenced by his eyes turning all white as they did at the end of Vol. 1. Clearly, this is all gearing up for a big final showdown.

Ross Duffer took to Instagram last week to outline what to expect from Vol. 2. Episode 5, titled Shock Jock, picks up moments after the end of Sorcerer. Frank Darabont directed this one, although Duffer said Shock Jock is “far darker, and far scarier” than Darabont's previous episode, Turnbow Trap.

Episode 6 is called Escape from Camazotz, which was directed by Shawn Levy. “It’s the biggest episode of the three,” Duffer said, “and the performances make us cry every time we watch it.” It sounds like we might get a character death in this one. And based on the name, the episode will revolve around Holly and Max’s attempt to break free from the mind prison created by Vecna.

And finally, Episode 7 is called The Bridge, which the Duffer brothers co-directed with Levy. “Don’t want to say too much, but aside from the finale, it’s probably the most emotional chapter of the season,” Ross Duffer teased. More character deaths, perhaps?

Even with this trailer, we have a number of lingering burning questions. We see some sort of power wave fly across the sky of the Upside Down. What is its purpose? Is Vecna actually the ultimate villainous power in Stranger Things, or is it the Mind Flayer? And, as the trailer teases, what is the Upside Down really?

Where this is all going in Volume 2 is a matter of intense speculation among fans — and something we here at IGN have discussed ourselves (check out our article, Stranger Things Season 5: Our Biggest Burning Questions After Episodes 1-4, to find out more).

Stranger Things Season 5 debuts on Netflix in three parts. The first four episodes arrived for the Thanksgiving holiday on November 26. The next three episodes premiere on Christmas Day, and the series finale will debut on the streamer and in over 350 theaters nationwide on New Year’s Eve.

Stranger Things Season 5 release dates:

  • VOL 1 - November 26, 5pm PT
  • VOL 2 - Christmas, 5pm PT
  • THE FINALE - New Year’s Eve, 5pm PT

We’ve got plenty more on Stranger Things, including Ross Duffer’s call to arms for fans to turn off “garbage” TV settings before watching Season 5. And be sure to check out our Stranger Things: Season 5, Vol. 1 spoiler review.

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.

James Cameron Gets Technical When Asked to Respond to Criticism of His Use of 3D and High Frame Rate in Avatar: Fire and Ash

15 décembre 2025 à 14:33

James Cameron has dismissed criticism of 3D and high frame rate in his Avatar movies, pointing to their enormous box office success as evidence that audiences don’t mind it, and explaining why he likes the tech.

Ahead of the release of the third Avatar movie, Fire and Ash, Discussing Film asked Cameron if he’s bothered by negative feedback to the CGI-heavy franchise’s use of 3D and associated high frame rate.

“I think $2.3 billion says you might be wrong on that,” Cameron replied. “Well, that’s the argument from authority. But the argument from artistic is: I happen to like it, and it’s my movie.”

The special effects-heavy Avatar films cost a huge amount of money to produce, but they have historically made billions of dollars at the box office. Avatar remains the highest-grossing movie of all time (not adjusted for inflation), and has earned a staggering $2.9 billion across several theatrical runs. (Avengers: Endgame overtook Avatar for a brief period, before Avatar then stole its crown back via a fresh re-release.) 2022 sequel Avatar: The Way of Water earned $2.3 billion, meanwhile, cementing it as the third-highest grossing film of all time — just ahead of Cameron's own Titanic, which floats on $2.2 billion.

Avatar: Fire and Ash is expected to follow suit — and the pressure is on it to deliver for Disney so director James Cameron can realize his vision and release Avatar 4 and 5 over the next six years. But Cameron has sounded words of caution recently. Speaking on The Town with Matthew Belloni podcast, Cameron admitted he was feeling nervous about Avatar: Fire and Ash’s box office performance, and was mindful of the “forces” working against theatrical releases in 2025.

Expanding on his point about 3D and high frame rate, Cameron got technical, saying he likes the high frame rate to “smooth out” the 3D experience.

“We have a lot of different neurons that do a lot of difficult things,” he said. “But we have dedicated neurons for parallax. So when people say they get eye strain watching 3D, it’s not eye strain, it’s brain strain. Because we integrate into a stereoscopic perception of the world in our visual cortex. Those parallax sensitive neurons can’t fire if the vertical edges of things are jumping. The brain can’t process that. So if we’re having a stroboscopic effect that’s degrading the 3D experience then we’ll use high frame rate. It interpolates to a level that we actually can process 3D, and then that brain strain goes away.”

On the issue of Avatar's box office, Cameron admitted he was “absolutely” ready to walk away from Avatar if Fire and Ash flops. “I’ve been in Avatar land for 20 years,” he said. “Actually 30 years because I wrote it in ‘95, but I wasn’t working continuously on it for those first 10 years. Yeah, absolutely, sure. If this is where it ends, cool.” But Disney reportedly has a plan to encourage repeat viewings of Avatar: Fire and Ash in theaters — and it involves four different Avengers: Doomsday trailers.

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.

In the Wake of Divinity's Gruesome Reveal Trailer, Larian Publishing Director Says It's Not Trying to Shock the Audience, Rather Treat Them 'With a Level of Intellectual Respect'

15 décembre 2025 à 13:07

Larian publishing director Michael Douse has explained the studio’s thinking in the wake of the gruesome reveal trailer for Divinity, the Baldur’s Gate 3 studio’s next big role-playing game.

Divinity was announced at The Game Awards with a CG trailer that features extreme gore and sex. It begins with medieval fantasy villagers preparing for a ritual sacrifice, which involves burning a man alive. The villagers celebrate the occasion by playing music and dancing, laughing and chatting, feasting and drinking. At one point, someone throws up into animal feed. A mother and child look on with anticipation.

The burning of the man begins, and here things get very gory indeed. As his flesh tears and he screams in pain, some of the villagers are seen having sex. Others whip themselves. There’s more vomiting. Everyone seems thrilled, but as the burning man dies, something goes horribly wrong.

Disgusting wounds appear on the man. As his arm rips off we get a quick cut to an extreme closeup of someone eating meat. More sex. More vomiting. More pigs eating the vomit. And then the burning man explodes in a shower of gore. Something terrible is pouring out of his body. This, clearly, is not what was supposed to happen, and the villagers flee in terror. In the aftermath we see the statue Geoff Keighley has teased ahead of The Game Awards itself. It has not gone well for the villagers, but the pigs look like they're still having a good time mopping up.

It’s fair to say the trailer has sparked a great deal of debate. While some have praised the studio for not holding back when it comes to its dark themes (something Baldur’s Gate 3 won plaudits for), others have said the trailer goes too far. Indeed some have accused Larian of "pushing the morale line" with the trailer, labeling it “gore porn.”

Now, Douse has explained what Larian was going for here. In a tweet response to illustrator and YouTuber Kala Elizabeth, who had praised the studio for refusing to “hold back or sanitize stories to make them more palatable,” Douse said the Divinity trailer wasn’t about shocking the audience, rather “treating the audience with a level of intellectual respect.”

“The phrase ‘treating the audience with a level of intellectual respect’ came up a lot in planning,” he said. “It isn’t about trying to shock them, it's about trying to match their powers of comprehension so that it resonates. We know people are capable of appreciating a three dimensional world.”

This appears to have gone down well with Larian's fans. "I love this," Elizabeth replied. "As someone who plays durge, evil and renegade options I'm sad that more games don't seem to push that nuance and trust the audience anymore. Can't wait to see what y'all do next."

There’s still a great deal we don’t know about Divinity, of course, but fans think they’ve worked out who the burning man in the trailer is supposed to be. Larian has said Divinity is its next “major” game after Baldur’s Gate 3, and it is set in the world of Rivellon. Here’s the tagline: “the gods are silent. Rivellon bleeds. New powers stir.”

“Built by the team who brought you Baldur's Gate 3, Larian Studios unchains its ambitions to bring you an RPG with greater breadth and depth than ever before,” reads the official blurb.

While Divinity is a brand new game that doesn’t require experience with previous Larian titles, those who’ve played Divinity: Original Sin and Divinity: Original Sin 2 will be able to enjoy “greater understanding and continuity,” Larian added.

Swen Vincke, founder and game director of Larian Studios, said: “Despite our long history with the series, this is our first game entitled Divinity. We’re ready to bring everything we’ve done previously into one place. This marks the beginning of something with more breadth, depth, and intimacy than anything we’ve created before. We’ve been building toward this moment ever since we took our fate into our own hands. This is the Divinity we’ve always wanted to make and you're going to have loads of fun with it.”

Be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full. And if you’re wondering what all this Divinity business is about, check out our handy explainer 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.

Disney's Zootopia 2 Becomes Third Movie of 2025 to Make Over $1 Billion at the Box Office

14 décembre 2025 à 22:40

Disney’s animated blockbuster Zootopia 2 has overtaken the live-action Lilo & Stitch movie to become the highest-grossing Hollywood release of 2025 and just the third film to make over $1 billion at the global box office.

After three weekends, Zootopia 2 has now made $1.13 billion worldwide, with the majority of that money made internationally (specifically, in China). The domestic haul is now up to $259 million, and the international total is at an incredible $877.7 million. Lilo & Stitch ended its theatrical run earlier this year with $1.03 billion worldwide. But Zootopia 2 still has some way to go before it catches up with the biggest movie of 2025, Ne Zha 2, which made an eye-watering $1.9 billion theatrically. Disney has now had five billion-dollar releases since 2013: Frozen; Frozen 2; Moana 2; Zootopia; and Zootopia 2.

IGN's Zootopia 2 review returned an 8/10. We said: "Zootopia 2 sends ZPD’s first ever bunny-fox detective duo back onto the case of some of the weightiest issues we face as a society, and they brought all the animal puns with them."

Meanwhile, undeterred by a mauling from critics, Five Nights at Freddy’s 2 has made $174 million after two weekends in theaters. While the sequel seems unlikely to match its predecessor’s $292 million global box office haul back in 2023, it’s a clear hit for Blumhouse, which, according to Variety, spent just $36 million on the horror film. IGN’s Five Nights at Freddy's 2 review returned a 3/10. We said: “Five Nights at Freddy's 2 gives sequels, video game adaptations, and gateway horror movies a bad name.”

Wicked: For Good is now on $468 million globally (it looks like ending its theatrical run a decent way behind 2024’s Wicked, which hit an impressive $758 million globally), Now You See Me, Now You Don't is on $214 million, and The Running Man is up to $68 million (more here on The Running Man’s box office stumble). And finally, James L. Brooks’ Ella McKay made just $2.1 million domestically during its opening weekend.

As the year nears its end, one final blockbuster is set to hit theaters: James Cameron’s Avatar: Fire and Ash. It’s another crucial release for Disney, which is reportedly releasing four different Avengers: Doomsday trailers to push fans into seeing it multiple times at theaters.

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

Disney Reportedly Sending Theaters 4 Different Avengers: Doomsday Trailers to Push Fans to See Avatar: Fire and Ash Multiple Times

14 décembre 2025 à 00:35

Disney reportedly has a plan to encourage repeat viewings of Avatar: Fire and Ash in theaters — and it involves four different Avengers: Doomsday trailers.

Amid intense speculation that Avengers: Doomsday will finally get its debut trailer this month a full year before its December 18, 2026 release date, The Hollywood Reporter said Disney plans to roll out four different Avengers: Doomsday trailers over the course of four weeks, with each enjoying a run in theaters for seven days before being replaced by the next. And it’s all — allegedly — designed to get bums on seats for Avatar: Fire and Ash.

Avatar: Fire and Ash has a December 19 release date, so if THR is right about this, we’ll have our first Avengers: Doomsday trailer in just a few days. Marvel declined to comment.

Rumors had swirled around online about the Avengers: Doomsday trailer being tied to Avatar: Fire and Ash in some way, but this would certainly be a unique rollout. Now, fans are speculating about how this might work. Some are suggesting each trailer will revolve around a different superhero team (The Avengers, The New Avengers / Thunderbolts, The Fantastic Four, The X-Men). But it could be a lot less interesting than that and the trailer may simply be ever so slightly changed week-on-week, with a few extra shots here and there.

Avatar: Fire and Ash is of course a crucial release for Disney. The special effects-heavy Avatar films cost a huge amount of money to produce, but they have historically made billions of dollars at the box office. Avatar: Fire and Ash is expected to follow suit — and the pressure is on it to deliver for Disney so director James Cameron can realize his vision and release Avatar 4 and 5 over the next six years.

But Cameron has sounded words of caution recently. Speaking on The Town with Matthew Belloni podcast, Cameron admitted he was feeling nervous about Avatar: Fire and Ash’s box office performance, and was mindful of the “forces” working against theatrical releases in 2025.

There’s the potential for “sequelitis,” Cameron noted. "People tend to dismiss sequels unless it’s the third Lord of the Rings film and you want to see what happens to everybody, which in my mind this is — this is the culmination of a story arc, but that may not be how the public sees it.” And there’s the “one-two punch” of streaming and Covid, which means fewer people are going to the movies — 75% of the number in 2019, Cameron suggested.

When pressed on how much Avatar: Fire and Ash cost to make, Cameron wouldn’t be drawn into divulging a figure, only suggesting it was a lot of money, and so the movie will have to make a lot of money to turn a profit. “It is one metric f**k ton of money, which means we have to make two metric f**k tons of money to make a profit,” he said. “I have no doubt in my mind that this movie will make money. The question is, does it make enough money to justify doing it again?”

Well, one way to help with that is to show four different Avengers: Doomsday trailers ahead of screenings of Avatar: Fire and Ash for a month!

On the issue of Avatar's box office, Cameron admitted he was “absolutely” ready to walk away from Avatar if Fire and Ash flops. “I’ve been in Avatar land for 20 years,” he said. “Actually 30 years because I wrote it in ‘95, but I wasn’t working continuously on it for those first 10 years. Yeah, absolutely, sure. If this is where it ends, cool.”

As for Avatar: Doomsday, last week a listing for a trailer popped up on the Korean Ratings Board with a runtime of 1 minute and 25 seconds. It sounds like it won't be long until we finally get a sense of what to expect from the film.

Photo by Jesse Grant/Getty Images for Disney.

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.

Peter Greene, Who Played Villains Zed in Pulp Fiction and Dorian in The Mask, Dies Aged 60

13 décembre 2025 à 23:35

Actor Peter Greene has died aged 60.

His manager, Gregg Edwards, confirmed to NBC News that Greene was found dead inside his Lower East Side apartment in New York City on Friday, December 12. The cause of death is unknown at this time.

The Daily News reported that Greene was found in his apartment after neighbors reported hearing Christmas music playing inside for several days. According to the Daily News, police indicated his death did not appear to be suspicious, with an autopsy scheduled.

Greene was best known for playing villains, perhaps most famously sadistic security guard Zed in Quentin Tarantino’s 1994 movie Pulp Fiction, and antagonist Dorian Tyrell in Jim Carrey’s 1994 comedy, The Mask.

But he played villains in many other movies, such as Bryan Singer’s 1995 crime thriller The Usual Suspects, Judgment Night, Under Siege 2: Dark Territory, Training Day, and The Bounty Hunter. More recently, Greene played Uncle Charlie in John Wick prequel spinoff TV show The Continental.

Edwards told NBC News: “Nobody played a bad guy better than Peter. But he also had, you know, a gentle side that most people never saw, and a heart as big as gold.”

Edwards told the Daily News that Greene was set to star in a movie with Mickey Rourke that was due to start filming next year called Mascots, and had two other potential projects in the works. He called Greene's death "a shock."

Photo by Paul Bruinooge/Patrick McMullan 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.

'I'm Not Getting Any Younger!' Star Wars: Fate of the Old Republic Director Casey Hudson Insists the Game Will Launch Before 2030

13 décembre 2025 à 22:56

In the wake of Star Wars: Fate of the Old Republic’s big announcement at The Game Awards, you might have seen social media posts saying the game won't be out until 2030. Director Casey Hudson has now stepped in to address those posts, insisting the game will be out before then.

Star Wars: Fate of the Old Republic is in development at Edmonton, Alberta-based developer Arcanaut Studios, which Hudson and his partners only founded in July. It stole the show at The Game Awards with a flashy, tantalising CG trailer that contained no gameplay. But fans are particularly excited because Star Wars: Fate of the Old Republic is billed as the spiritual successor to the much-loved Star Wars: Knights of the Old Republic, which Hudson directed while at BioWare.

So where did all the “not till 2030” posts come from? It seems a social media comment from Bloomberg reporter Jason Schreier, in which he called a 2030 release window an “optimistic guess” based on the fact the studio was founded this year, ended up being framed elsewhere online as “Star Wars: Fate of the Old Republic may not release until at least 2030.”

Now, Hudson himself has stepped in. “Don’t worry about the ‘not till 2030’ rumors,” Hudson tweeted. “Game will be out before then. I’m not getting any younger!”

Star Wars: Fate of the Old Republic is in “early development,” so it still feels a fair while away. But based on Hudson’s comment, it will launch at some point in 2029 at the latest, which is four years away. In that time, Hudson will need to build out his new studio (almost certainly a factor in announcing the game so early), which will be a huge effort all on its own, as well as build what is expected to be a high quality AAA game with huge fan expectations.

Details are thin on the ground, but we do have some top-line information as well as enthusiasm from LucasFilm Games, which is collaborating with Arcanaut Studios on the project. Obviously Star Wars: Fate of the Old Republic is set in the Old Republic era, given its name. It’s a “narrative-driven single-player action RPG” where you “step into the role of a Force user on a journey through a galaxy on the edge of rebirth.” We’re told players can expect an experience “where every decision deepens their journey toward light or darkness.” It sounds a lot like KOTOR, and while it may end up feeling a lot like KOTOR, Star Wars: Fate of the Old Republic is a completely new and different story that will introduce new characters.

“We’re still early in development, with many challenges ahead,” Hudson said in a blog post on StarWars.com. “I’m grateful to have enjoyed the support of KOTOR fans for many years, and I look forward to embarking upon this journey together, sharing more of what we’re doing as soon as we can!”

Despite Hudson’s comment reassuring fans, there is some debate about whether Star Wars: Fate of the Old Republic will end up missing the current generation of consoles and end up launching on the PlayStation 6 and the next Xbox, as well as PC. Time will tell.

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.

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