Trump pays tribute to Lou Holtz after legendary football coach's death


Un article signé GOODTECH.info
Utiliser de l’open source, c’est bien. Y contribuer, c’est encore mieux, et surtout bien plus rentable. C’est le message central du rapport ROI for Open Source Software Contribution, publié en février 2026 par la Linux Foundation. Avec des chiffres à […]
L’article Contribuer à l’open source rapporte entre 2 et 5 fois la mise, selon cette étude est apparu en premier sur Goodtech.

© Leonardo Fernandez Viloria / REUTERS
Un article signé GOODTECH.info
Le cloud souverain français Numspot se renforce au sommet. La société annonce la nomination de Sophie Papillon au poste de Chief Sales Officer, une recrue de poids venue de Cloudera où elle officiait comme Vice-Présidente France et Afrique du Nord. […]
L’article Sophie Papillon devient Chief Sales Officer de Numspot : cap sur l’Europe est apparu en premier sur Goodtech.
Un article signé GOODTECH.info
La distribution Linux immuable Nitrux franchit un cap majeur. La version 6.0.0, annoncée le 3 mars 2026, apporte trois nouveautés majeures aux utilisateurs avancés : un orchestrateur d’hyperviseur avec GPU passthrough, un mode de récupération au démarrage sans support externe, et […]
L’article Nitrux 6.0 : GPU passthrough, mode de récupération intégré et réécriture en C++ pour cette distribution Linux immuable est apparu en premier sur Goodtech.


Un article signé GOODTECH.info
Utiliser de l’open source, c’est bien. Y contribuer, c’est encore mieux, et surtout bien plus rentable. C’est le message central du rapport ROI for Open Source Software Contribution, publié en février 2026 par la Linux Foundation. Avec des chiffres à […]
L’article Contribuer à l’open source rapporte entre 2 et 5 fois la mise, selon cette étude est apparu en premier sur Goodtech.
Are you a huge fan of LEGO sets and yet consistently sticker-shocked by their exorbitant prices? Join the club. Fortunately, LEGO isn't the only interlocking brick company. Mould King, for example, is another very popular, highly-rated, and more affordable brand. Their sets use Gobricks, one of the best non-LEGO bricks on the market, similar to LEGO in durability, precision, and usability. Mould King does imitate several of LEGO's most popular sets, and it's also known to have "borrowed" user-created MOC designs (which, justifiably, might turn some away regardless of the deal quality), but they also produce original designs of their own, including some absolutely massive ones.
Most importantly, Mould King sets are much more reasonably priced than LEGO. Whereas a good LEGO "deal" might start at 10 cents per brick, a Mould King deal could cost half that or even less. Although Mould King sets are available on Amazon, AliExpress is actually where you want to look for deals. Mould King has an official AliExpress storefront that carries hundreds of its products at prices 30%-50% cheaper than Amazon. They also ship locally from a US warehouse with no tariffs or obnoxious wait times to worry about. If you're on the fence, I'd suggest picking up a more inexpensive model to try out. There's a good chance you won't be disappointed.
Mould King specializes in Technic-style vehicles, although they have also dabbled in themed sets like Star Wars (on a side note, if you're looking for military vehicles, check out Poland-based Cobi Bricks instead). Mould King sets are also aimed towards the older and more experienced builder crowd because of their high brick counts and challenging build techniques. I've picked out a few of the more interesting models currently available on AliExpress.
Mould King's best selling set on AliExpress is the 534-piece V8 Engine Assembly 10088, which includes a powered motor and rechargeable battery. This naturally aspirated engine features a transparent cylinder head that showcases the rotating pistons and crankshaft working in tandem, as well as little details like a crankshaft pulley, timing chain, and radiator fan. This isn't a big set, measuring 7.5"x5"x5", but small doesn't mean easy. In fact, it's usually quite the opposite because this is a relatively challenging build that will take a few hours to complete.
Moving down the list is one of Mould King's most physically imposing construction sets on AliExpress. The LTM 11200 mobile crane is comprised of a whopping 8,506 bricks. The truck portion measures 4 feet long and nearly 3 feet wide, and the crane can extend 5.5 feet tall! Motorized controls include rotating the superstructure, raising and lowering the counterweight and hook, manipulating the boom's height, tilting the operator cabin, and more. The immense scale of this build alone is worth the price tag and the motorization is icing on the cake, but if you're picking this up mainly for its playability, you might want to reconsider. According to user reports, the movements are slow and rough to say the least, because the motors are underpowered for the structure's massive size and hefty weight.
Train lovers, Mould King has a fabulous rendition of the famous Orient Express steam locomative. The set consists of 3,898 bricks and the locomotive itself measures about 4 feet long. It's fully motorized and even includes other powered extras like LED headlamps and a min-fogger to simulate steam. There's enough track here for the train to go in a circle. Builders have mentioned that it's compatible with standard tracks and the motor has enough torque to propel the train smoothly, but note that it is relatively fragile and requires wider turns than other similarly sized models.
It's doubtful LEGO will ever sell a 2,000-piece RC vehicle for under $100. Mould King's 1:8 scale dune buggy consists of 1,890 bricks, is fully motorized for remote control via smartphone app, and costs less than $90. It measures an impressive 18" long and is solidly built so that it can take a good tumble without falling apart. As per the norm with many of Mould King's bigger motorized sets, the motor is underpowered for the size and heft of the car, so although it works, don't expect it to pop a wheelie or tackle outdoor terrain.
Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.
Un article signé GOODTECH.info
Le cloud souverain français Numspot se renforce au sommet. La société annonce la nomination de Sophie Papillon au poste de Chief Sales Officer, une recrue de poids venue de Cloudera où elle officiait comme Vice-Présidente France et Afrique du Nord. […]
L’article Sophie Papillon devient Chief Sales Officer de Numspot : cap sur l’Europe est apparu en premier sur Goodtech.
Un article signé GOODTECH.info
La distribution Linux immuable Nitrux franchit un cap majeur. La version 6.0.0, annoncée le 3 mars 2026, apporte trois nouveautés majeures aux utilisateurs avancés : un orchestrateur d’hyperviseur avec GPU passthrough, un mode de récupération au démarrage sans support externe, et […]
L’article Nitrux 6.0 : GPU passthrough, mode de récupération intégré et réécriture en C++ pour cette distribution Linux immuable est apparu en premier sur Goodtech.
The National Videogame Museum (NVM) has announced the acquisition of a wildly rare and strange artifact of video game history: a Nintendo PlayStation.
And not just any Nintendo PlayStation. The oldest one, the "original development system" that was once used to prototype the strange collaboration system that ultimately never made it to release.
BREAKING: The NVM has acquired the mythical Nintendo Playstation! 🤯
— National Videogame Museum (@nvmusa) March 4, 2026
This Sony MSF-1 is the OLDEST known existing Nintendo Playstation hardware artifact, and is the original development system for Sony’s planned Super Nintendo CD attachment. It is the ONLY known unit to exist!… pic.twitter.com/9JQyCsFtxc
This comes from a Twitter/X post shared by the NVM yesterday, which included photos of the machine. "The NVM has acquired the mythical Nintendo Playstation!" it reads. "This Sony MSF-1 is the OLDEST known existing Nintendo Playstation hardware artifact, and is the original development system for Sony’s planned Super Nintendo CD attachment. It is the ONLY known unit to exist! One of the biggest 'What Ifs' of all time now lives here at the NVM!"
The Nintendo PlayStation was the strange product of an early 1990s partnership, led by Sony's Ken Kutaragi, between Sony and Nintendo to develop an attachment for the Super Nintendo that would play CD-ROMs. Only a few hundred prototypes were produced, before Nintendo's ongoing partnership with Phillips for a similar machine around the same time caused tensions, and the two split. Phillips and Nintendo's partnership for a CD-ROM attachment also fell apart sometime after, but Sony's work on the prototype helped spark the company's eventual development of the PlayStation 1.
A handful of the prototypes have popped up in various places over the years, and Kutaragi still has one as well. But this version at the NVM is even more special, as it's the original development system, and the only one of its kind. As a result, it looks quite distinct from the few other Nintendo PlayStations that we've seen – it's all function and no form, well before designers had gotten around to smoothing out those corners.
With the NVM acquiring this strange, rare relic, that hopefully means more people will have access to this bit of video game history. It will, hopefully, end up on display in the museum itself and well-cared for – an improvement after at least one prototype was found stashed and yellowing in a box of random items.
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
Sometimes, you go in blind on a new game. That’s how it was for me with Sword Art Online: Echoes of Aincrad. I’ll be honest with y’all: I’m not a Sword Art Online guy. I haven’t read the manga, seen the anime, theatrical films or live action adaptation, or played any of the games. My only knowledge of Sword Art Online is that the characters are trapped in an MMO, and if you die in the game, you die in real life. Dun dun dun! That’s a pretty compelling basis for a manga or an anime, but it’s particularly interesting as a video game set in a video game. As it turns out, not knowing much about Sword Art Online made me the perfect guy to sit down with Echoes of Aincrad because, well… it's a little different from what’s come before.
Before we dive into that, let’s take a quick step back and establish a few things first. Aside from a short section of the tutorial that we don’t want to spoil, I didn’t really see any of Echoes of Aincrad’s story. Instead, my time with Aincrad was spent doing a quest called The Lost Log. But that doesn’t mean I can’t talk about some of the narrative decisions this single-player action-RPG makes.
Maybe the biggest departure for the series is that, for the first time in its history, you’re not going to play as a pre-existing character who is part of the story. Instead, you’ll make your own. When I asked Sword Art Online Game Series Producer Yosuke Futami why they made the switch, he told me there were a couple reasons. First, most games in the series have been set in the middle of Sword Art Online’s story, which required players to have at least some working knowledge of the series. Echoes of Aincrad doesn’t, and Futami hopes that means that it will be more approachable for folks who aren’t already fans. Second, he’s hoping that by putting the player into the game world as their own character, they’ll be able to experience the story of being trapped in a death game themselves, not vicariously. Neat.
My journey started in The Town of Beginnings. I spent a little time running, getting a feel for the place, and finding some elven statues that taught me some of Aincrad’s lore. The Town of Beginnings feels like, well... a starting town in an MMO. It’s got that dense-yet-artificial feel of a town in a video game, which pulls double duty in a video game set in a video game because NPCs feeling like NPCs here is a feature, not a bug. The town also shows off how utterly gorgeous Echoes of Aincrad is. This is a good-looking video game. Like… damn.
After seeing the town, I teleported to a nearby terminal (you can teleport any time you’re in town), picked up a quest, and then teleported to my chest to change up my loadout and level up. You see, Echoes of Aincrad started me with a sword-and-board build, and I decided immediately that I would not be doing that because it just didn’t feel like me. I opted for a greatsword and some new gear instead, and spent my growth points to maximize what I wanted to do (meaning: hit things with a big sword).
One of the neat things Echoes of Aincrad does is reward you for hitting certain milestones as you level up – generally once you hit five point increments. Getting my Dex to 5, for instance, boosted my sword skill damage by 3%, while hitting 10 bumped that to 5%. It’s easy to play an RPG and feel like individual levels don’t do much to make you stronger, but every time I got a new level or hit a new milestone in my time with Echoes of Aincrad, I felt it – something Futami confirmed was intentional when I asked him about it. And in Echoes of Aincrad, you can reset your parameters whenever you want. That isn’t typical of Sword Art Online as a setting, but it makes Echoes of Aincrad more accessible to newcomers and encourages you to experiment with your build until you find something you like. If you ask me, that rules.
Once I was kitted out good and proper, it was time to go out into the world. Echoes of Aincrad is set in an MMO, but it’s a single-player game. When you go out, though, you’re not alone. You can select a companion to go with you. I had my choice of three: Iori, a healer: the tankier Wyzeman; and Argo, who operates in more of a utility/support role. I went with Wyzeman. Once we were in the field, how we proceeded was up to us. The map would tell us where we needed to go, but I could only see some of it. I’d have to unlock the rest as we traveled.
Our first enemies were wolves, boars, and kobolds, all perfect for getting used to Echoes of Aincrad’s combat system. A lot of what’s here is stuff you’ve seen before. You’ve got a guard, light and heavy attack chains that you can alternate between on the fly, special attacks, and your partner’s abilities (Iori’s, for instance, creates a circle that heals you if you stand in it). You’ll also open up additional attacks if you dodge at the right time or manage to parry, as you do, and some of them are pretty cinematic. Fancy.
What makes Echoes of Aincrad cool is how dangerous everything feels. Standard enemies can and will kill you if you’re not paying attention, especially early on, and they’re not exactly the forgive and forget type: they’ll follow you for a long time if you pick a fight with them. And they’re all different. Kobolds will block your attacks and retreat and try to blind you. If they do, the screen darkens and is filled with static. It’s a great effect that does exactly what it says: makes it a lot harder to see. Wolves, on the other hand, are nimble and aggressive and travel in packs. Boars are bruisers that you probably don’t wanna go toe to toe with directly, and there are these weird plants that attack from range with vines and can burrow under the ground. And that’s not even getting to the elite enemies, which are bigger, faster, and stronger and come with additional attacks.
By far the worst, though, were the wasps. They fly, they shoot poison, they hit pretty hard. Them boys is tough, so much so that I felt like San Andreas’s CJ whenever I saw one: “Aw, s***, here we go again.” Futami knows it, too. When I asked him about the enemies, and specifically mentioned the wasps, he nodded and said “Ah. Wasp” in English (the rest of our interview was conducted via a translator). Those are the words of a man who knows what he’s doing, what horrors he has unleashed on his digital world.
But even then, there are ways to deal with enemies. They can be stunned, opening them up to big damage. In the case of the wasps, I could knock them out of the air, which is where they’re strongest. If I stunned them, I could chop off their wings, preventing them from taking to the air and forcing them to fight on my terms. No matter what enemy I went up against (or how many times I saw them), it was always scary when a fight drew the attention of more baddies and exhilarating when I landed a big hit, nailed a dodge attack, or timed a team-up attack just so.
What I saw of the world was just as intriguing. In most RPGs, the worlds are something you navigate between combat encounters, but in Echoes of Aincrad, getting around is half the battle. Futami told me that they wanted the world itself to be like a dungeon, and I felt it when I was playing. Much of the time, I was figuring out how to get where I wanted to be from where I was, and what paths I’d need to take to get from one floating blue orb – which serve as places to rest and restore your potions, but also respawn enemies – to another, finding chests along the way. By far my favorite thing about the world was finding Arks. Defeating the mini-boss enemies sealed inside the Arks will open other seals scattered around the world, allowing you to get chests and other goodies.
One time, I opened up a cave, but it was too dark for me to see what was inside. Apparently, I didn’t have the right equipment to light the way; I guess I needed a Pokemon with flash or something. That could have been annoying, but I loved navigating Echoes of Aincrad’s world so much that it just made me want to come back later. There’s so much detail here, that even walking through mud is exciting because it would show up on my characters, something Futami said the team put a lot of effort into, and you can really get a sense of that as you play.
Searching for The Lost Log usually meant making the trip in chunks, fighting my way to the next orb, then going back to down to level up, equip new armor and weapons – and upgrade and slap new abilities on them, which sadly I can’t show – switching out my companion (I liked them all, but Iori quickly became my go-to because of her healing prowess), and so on. Each trip into the wild was an expedition, and I loved an excuse to try out new weapons and partner characters, which returning to the city provided.
My demo ended with a boss fight against a couple of the big, scary plants. It was a grand ol’ time, and fitting end to my time with Echoes of Aincrad. I came, I saw, I conquered, recovered The Lost Log, and left many a dead wasp in my wake. I’m still thinking about Echoes of Aincrad more than a week after playing it. About its world, about the characters, about the wasps. Even the metatextual stuff is fun. Remember Iori? She appears as a woman when I met her, but early on, Iori is a man, and Futami is eager to see what players make of that change. It’s particularly fitting for a video game. After all, who amongst us hasn’t played as a member of the opposite sex while exploring a fantasy world?
If Echoes of Aincrad can nail what it’s aiming for, it should be a chance for seasoned vets and newcomers alike to get into the Sword Art Online world. Me? I just wanna go back to that cave. Next time, I’ll make sure to bring a light.
Spoilers follow for Star Trek: Starfleet Academy Episode 9.
The penultimate episode of Star Trek: Starfleet Academy’s first season was a big one for many reasons, including that it was directed by Captain William Riker himself, Jonathan Frakes. Ahead of next week’s finale, we were able to talk to Frakes about the big reunion between Caleb (Sandro Rosta) and his mom Anisha (Tatiana Maslany), how he directs such a storied franchise, how he deals with fan community hate, and more.
Frakes is no stranger to the director’s chair, and he has numerous credits in the wider Star Trek universe, but that didn’t make stepping on the set of Star Trek: Starfleet Academy any less impressive.
“It was literally the biggest Star Trek set ever,” Frakes said. “And so that was a pretty daunting and funny way to shoot. It was also peppered with enormous movie stars, which we'd never had before, and some wonderful new actors who had barely been on screen. By the time I got to them in Episode 9, I benefited from all the many thousands of hours they had spent working together, finding themselves, finding their rhythms, and finding their music. Star Trek: Starfleet Academy was already a well-oiled machine.”
Beyond that, however, Frakes had what he calls a “secret weapon” for this episode, and that was the Tatiana Maslany. Having first appeared in the pilot episode, her return was a huge moment for the new series as we got to witness the long-awaited reunion of mother and son after 16 years.
We talked to Frakes about how he decided to shoot that scene, which features extreme close-ups of the pair, who are both masked and yet come to realize who one another are. Part of the inspiration to go with those close-ups came from the guidance of series co-showrunner Alex Kurtzman.
“As you probably remember from the pilot, [Kurtzman] shot in these wonderfully tight emotional close-ups, and I think he encouraged all of us to do the same,” Frakes said. “I embraced it because it was great for my episode.
“On [Star Trek:] Discovery, we were encouraged to be cinematic in a different way, and to sort of shoot to thrill in many ways, but on this show, the intimacy was so important. And also, [Kurtzman] had gotten some lenses that were both anamorphic and spherical, and that defines the look of the show. I also had my favorite DP, Maya Bankovic, with me, so we were all in sync on how the show should look, and our episode lent itself right into that.”
Not surprisingly, the planning stage of shooting a Star Trek episode is hugely important to Frakes. Take for example the big confrontation between Caleb and his friends after Caleb has found his mother. This episode takes place at the end of the cadets’ first year at Starfleet Academy, and Caleb must now confront the impossible choice of either staying with his mom or leaving her again to follow his friends. We all know Caleb doesn’t really feel this way, but he tears into his friends as a way to cope with the fact that he is leaning towards family.
“The end of that scene was great,” Frakes said. “I blocked it purposely so it would look like he was working his way down the line. So I got them into the right position for his takedown, if you will, and then I was able to shoot over him to them, all the way. As we moved down the line, the camera would dolly over the actors and watch him go at them, and then the exact reverse camera would dolly over him and unload on them. When we get to Sam, he tries to unload on her, and there's that wonderful beat of, ’What the fuck is she going to do?’ and she throws herself on Caleb and calls, “Bullshit.” It's the writing. It's always in the writing.”
Another important piece of the puzzle Frakes had to work with was The Volume, which has famously been used to film The Mandalorian and much more. For those unfamiliar, The Volume is basically a group of very high-definition LED video walls that bring sets to life in new ways and help transport cast and crew into the worlds of the stories they are trying to tell.
“Working on The Volume is a whole different animal,” Frakes said. “It's an incredible filmmaking tool and has changed the making of TV and movies. But in terms of capturing multiple camera angles, which is essential for television, it is challenging.
“Not to get too much into the inside baseball of it, but the A camera, which is the first camera, determines the movement of the 30,000 LED lights that are on the wall. If you put a B camera next to it at a different size, that camera will not have the background in focus in the proper way. So you have to find another part of the forest, if you will, to put another camera.
“With all that being said, I think The Volume has made everything better. We spent years in front of a green screen and had to explain to people, ‘Well, there's a horrible Romulan ship that's invading you right there. There's a mad Bolian yelling at you.’ And they're little tape marks on a green screen. With The Volume, they're actually in the room with you. So it changed the game.”
Frakes has been making Star Trek of one kind or another for a very long time, so he has some experience when it comes to dealing with fandoms. He calls himself an “eternal optimist,” but is nonetheless surprised by how much hate Starfleet Academy has received in some quarters.
“I was prepared because when Next Gen came out almost 40 years ago, we were trolled,” he laughs. “Nobody wanted us. And this was pre-internet. But it’s still dimensionally more painful [today]… and the trolls are hiding, and the trolls are hating. … It's the first rule of the Constitution. I guess they're entitled to their opinion, but it surprises me how aggressively ‘anti’ they are with each new iteration of the show. And it continues to surprise me, and I try not to let it upset me.”
The finale of Star Trek: Starfleet Academy’s first season will premiere on Paramount+ on March 12, 2026. For more, check out our breakdown of the Star Trek timeline and the Starfleet Academy producers on the return of Cirroc Lofton as Jake Sisko.
What a day! We're still bustling through Resident Evil Requiem, Pokopia's out today, and on top of that, Slay the Spire 2 is out in early access. And in the shadows of these giant releases, Slay the Spire 2 is doing particularly well. As I type this, it's reached 177k concurrent players on Steam, and that number is still actively rising. That's a new record for a roguelike on the platform, just weeks after Mewgenics smashed the previous record.
As reported by Eurogamer back in February, previously, Hades 2 held the crown for the highest concurrent player count on Steam for a roguelike at 112k players. The weekend of its launch, Mewgenics managed to surpass it, reaching 115k concurrent players.
Slay the Spire 2 is currently the fourth most-played game on Steam right now, behind Counter-Strike 2, Dota 2, and Arc Raiders, and just ahead of Rust. It's even doing better (at the moment) than Resident Evil: Requiem, which at the time of this piece had around 115k concurrents (though its peak is at 344k, considerably higher). I'm almost tempted to sit here refreshing the page just to see if it can get past 200k before I publish.
That's a fantastic debut for this long-awaited sequel to the popular deckbuilder roguelike Slay the Spire which we called 'Amazing' at the time, and awarded a 9/10, saying: "Slay the Spire takes some of the best parts of deckbuilding games, roguelikes, and dungeon crawlers, and mixes them into a wholly new and extremely satisfying package." Slay the Spire 2 is currently only available on PC for its early access period, but it seems likely to get console versions once it's fully released.
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
It's now been three months since Elden Ring: Nightreign received its paid Forsaken Hollows DLC, which added two new Nightfarers, a new map, two new end bosses and a bundle of other new bosses, enemies, and events. And players are starting to get real antsy, wondering when, if ever, another update will arrive...or at least when they're going to finally get Everdark Heolstor.
Multiple popular Reddit posts this week have expressed frustration at not just no updates, but no news of future updates, coming out of FromSoftware for Nightreign since Forsaken Hollows. As u/Chance_Drive_5906 put it, "It has now been three months since the DLC came out. The last piece of content we got for Nightreign. I think it's safe to say we aren't getting anything else and Fromsoft has moved on. The last patch for this game came out almost two months ago as well, so I'm not sure we'll even see any further balance updates." The comments below are full of individuals expressing wishes for anything: a cheap DLC pack containing a new nightfarer, some new weapons, a boss, just something.
What players seem to want most is Everdark Heolstor. Heolstor is the alternative name for the Nightlord, the effective "final boss" of Nightreign. You can battle him normally, of course, but there's no Everdark variant. Everdark variants are super-powered up versions of existing bosses that become available to challenge three at a time, and rotate in and out every few weeks. So for instance, today is the last day for Gnoster, Caligo, and Libra's Everdark forms, which means that tomorrow three different bosses' Everdark forms will be available to fight. Everdark bosses give more powerful rewards than regular bosses, but they're much harder to beat, with additional phases to their fights and far more punishing attacks. Currently, only Heolstar and the Dreglord, the final boss of the Forsaken Hollows DLC, are missing Everdark forms, leading fans to speculate that they'll eventually be added. One fan wanted to see Everdark Heolstor so much, they took their request to an AEW show.
But apart from Everdark Heolstor, most fans are just hopeful for a crumb of confirmation that more content for Nightreign is on the way. Nightreign is a somewhat unusual game in that it's clearly intended to be played as a long-term, ongoing, cooperative experience. But unlike most other AAA games of that category, it's a premium-priced experience, and doesn't get updates on a weekly or monthly basis to keep free-to-play players spending money on microtransactions. The result is almost certainly a healthier experience for everyone, but it does mean that at a certain point, the adventuring starts to get a bit repetitive. And that's even with the Deep of Night addition, which essentially offers an "endless" mode of increasing difficulty and more powerful rewards.
Elden Ring: Nightreign's most recent update was on January 15, but it was just a balance patch. At the end of those patch notes, Bandai Namco concludes with the line, "Further updates will be distributed in the future for you to continue to enjoy ELDEN RING NIGHTREIGN more comfortably." Some fans are so hungry for more Nightreign, they're clinging to that line as a sign there's more to come, even though it's likely nothing more than a promise to keep patching as needed.
Will there eventually be another content update for Nightreign? Truly, no one knows but FromSoftware and Bandai Namco. Nightreign is certainly a game that could take continued updates in the form of new Nightfarers, new bosses, and new maps. But given how weird an experiment Nightreign was to begin with, it wouldn't be shocking for FromSoftware to move on and focus its energies on its next multiplayer project, Duskbloods.
Personally, I'd just settle for some more outfits to spend my Murk on. Can I get a Ranni outfit for the Recluse, please?
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
Après plus d'un an d'attente, Erica est enfin de retour sur TF1 ! Et le moins que l'on puisse dire, c'est que les deux premiers épisodes de la saison 2 ont été riches en émotions pour les téléspectateurs. Ils ont ainsi assisté au mariage d'Erica et de Patrick (Grégory Fitoussi) dans le chaos le…
Article original publié sur AlloCiné
Frozen Ever After at Walt Disney World just got a major upgrade as the Audio-Animatronics figures of Elsa, Anna, and Kristoff have been given new faces that make them feel as if they jumped off the screen and into EPCOT. To learn more, we spoke with Ken Ricci, Executive Creative Development at Walt Disney Imagineering, about how the team brought this vision to life and why they chose now to update this beloved attraction for the first time in forever.
Ricci and I sat down in a lounge above Frozen Ever After to chat for a few minutes after I had the chance to check out these new upgrades for myself, and I am delighted to report that they do make a huge difference. I still believe the original designs were very impressive in their own right, but these feel so much more true to the films and, in my opinion, will withstand the test of time much better.
For those unfamiliar, Frozen Ever After opened on June 21, 2016, replacing the Maelstrom attraction in the Norway Pavilion at EPCOT's World Showcase. It was a groundbreaking moment in Disney history for many reasons, including being the first attraction to feature all-electric Audio-Animatronics and the first to combine electric motors and 3D printing. They also used rear-projection mapping to bring their faces to life, which was the main item addressed with these new updates.
"We're always looking at smoothing out our Audio-Animatronics figures' profiles, how they move, and how we can make them more human-like and realistic," Ricci told me. "That's something that's very, very much a passion of ours, as our goal is to hide the fact that their robots."
That is obviously easier said than done, but the 10 years since Frozen Ever After first opened provided the team with a unique opportunity to make this change much more quickly than would have been possible for an original project
Since its debut, Frozen Ever After has opened at both Hong Kong Disneyland and Tokyo DisneySea. Furthermore, the fourth Frozen Ever After is about to welcome guests on March 29 when it opens alongside World of Frozen at Disneyland Paris' Disney Adventure World.
And yes, that's where you'll be able to see the way-too-adorable next-generation robotic figure of Olaf, who will literally be walking, talking, and interacting with guests around World of Frozen.
Hong Kong Disneyland's Frozen Ever After was actually the inspiration for EPCOT's upgrade, as that's where these advancements in these Audio-Animatronics figures were first seen. This was a huge deal because they were able to bring over the data and learnings from these other Frozen Ever Afters to save tons of time when upgrading EPCOT's.
"When we're updating an attraction, It's very important to us to minimize the amount of time it has to be down," Ricci said. "We did a lot of work on the backend to make sure we could port these heads over from Hong Kong without having to reanimate the figures. In order to do that, we had to match the kinematics of the figures exactly to Hong Kong, and that's the mechanical vibrations.
"We also updated the show control processors on the cabinets overnight, even before we started the downtime, and we had to update the wrists on Anna and Elsa just to make sure those motors and designs were the same as Hong Kong. At that point, it was just an exercise of porting that show data over from Hong Kong and tuning the motors to accept that show data so we didn't have to reanimate it."
This meant there was no need to adjust the animation frame by frame to ensure the dialogue was in sync with the movements of the figures, as that was already done for Hong Kong Disneyland! And yes, that original animation did come from Walt Disney Animation Studios, it just had to be "tweaked to work within the mechanical limitations of a robot."
The result is an attraction that feels brand-new and exciting in a lot of ways, even if much of it remains the same. However, there were some other updates made to Frozen Ever After that help make it feel just right.
"Guests will now notice that the scenes are brighter," Ricci said. "When you had the projected faces, we relied on UV black light for the scenes. With these new articulated heads, we changed over to white light in the scenes for their faces and we really punched up the paint. Since we were down, we also went back to all the black light scenes and punched up all the snow, refocused those lights, and we changed out any lighting fixtures that were due for an upgrade."
It's all about these little changes that add up to something truly spectacular, and another one of these is reminiscent of a big part of the Walt Disney Audio-Animatronics figure for Walt Disney - A Magical Life.
"You get that glisten in their eyes now because it's a 3D printed eye with glaze, and it now looks like a real eye that has that little shine from the light," Ricci said. "And if you look at Anna in the scene where she's with Kristoff and Sven, she's just got this emotion on her face that she never had before. And it's very sincere and it connects to you. And that's something you didn't have before with the projected faces. Now, she has that little extra something special in her look."
I can confirm that this totally works for Frozen Ever After as well as it did for Walt Disney - A Magical Life. It's hard to overstate how the seemingly smallest changes can make a world of difference when trying to recapture what makes us human and transport us into the world of the stories we hold closest to our hearts.
"My favorite thing about this now is I always feel as though Elsa just walked out of the film when you're there seeing her do her 'Let It Go' moment," Ricci said, which sums up these changes perfectly.
What I love most about this too is that this wasn't an upgrade that needed to happen. Frozen Ever After consistently has some of the highest wait times at Walt Disney World and it's really not that old. Despite that, the team at Imagineering love these properties and attractions as much as we do, and are always looking at ways they can make experiences for guests around the world even better.
And yes, Frozen Ever After is back open and guests can check out these new updates right now, and we'd love to know what you think!
Oh, and as much as we love the new and shiny, it's also very important that some things never change. So, don't forget to say hi to the adorable puffins near the end that are still exclusive to EPCOT and trace back to Norway's Maelstrom.
For more, check out the latest news on Frozen 3, all the details on the opening World of Frozen and Disney Adventure World at Disneyland Paris, and everything else to look forward to at Walt Disney World in 2026.
Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst, Instagram, and TikTok, and listen to his show, Talking Disney Magic.
Hot off the zombified heels of Resident Evil Requiem, a brand-new Capcom Spotlight has arrived with updates on Street Fighter 6, Monster Hunter Stories 3: Twisted Reflection, Onimusha: Way of the Sword, Pragmata, and much more.
We've gathered all the biggest moments and reveals right here to ensure you don't miss a thing, and we'd love to know what your favorite part of the show was!
While we still don't have a release date beyond 2026, Capcom gave us our best look yet at Onimusha: Way of the Sword in a brand-new overview trailer.
Onimusha: Way of the Sword stars a lone samurai named Miyamoto Musashi, and the game is set in 17th Century Edo-Period Kyoto. Way of the Sword will take us through iconic locales like Kiyomizu-dera Temple as Musashi fights back against the Genma ravaging the land and forges a new fate.
Musashi will run into other characters throughout his journey, including his old rival, Sasaki Ganryu, and he'll need to use all his skills and his Oni Gauntlet if he hopes to succeed.
Street Fighter 6 is gearing up to welcome Alex to its roster on March 17, and fans will be delighted to know that Kenny Omega provided some of the motion capture for the fighter. It was also revealed that JAMProject had contributed a new BGM track to the game called 'Go! Alex! Hope is Born!'.
Capcom also discussed the Alex Arrives! Fighting Pass and Outfit 4 for Elena and Dee Jay (which will be included in the Swimsuit Series!).
Capcom kicked off its Capcom Spotlight presentation by sharing a brand-new look at Pragmata. However, the biggest news may be that it moved its release date up from April 24 to April 17, meaning you'll be able to jump into Hugh and Diana's sci-fi adventure a week early!
We also got another look at Pragmata's Deluxe Edition, which includes the Shelter Variety Pack. That pack features additional costumes, rare digital artwork viewable in game, and more. You can also pre-order the game to get Hugh Outfit - Neo Bushido and Diana Outfit - Neo Kunoichi.
Monster Hunter Stories 3: Twisted Reflection will be released on March 13, 2026, and Capcom shared its launch trailer again and revealed some new details, as well as an overview of the story of the game.
Twisted Reflection takes place when Azuria and Vemeril are locked in conflict and the Crystal Encroachment is at their door, and there are twin Rathalos for the first time in forever but only one rider.
Capcom also talked about bonus features, including receiving layered armor for those who have saved data from other Monster Hunter games. Monster Hunter Stories save data will get players the Hakum Rider Outfit, Monster Hunter Stories 2: Wings of Ruin the Mahana Rider Outfit, Monster Hunter Ride the Kamura Garb, and Monster Hunter Wilds the Hope Layered Armor Set.
Speaking of outfits, linking your platform with a Capcom ID will net you the Catcom Works Outfit for Rudy.
There will also be free DLC that will launch at launch, including the Accessory: Gold Circlet and Layered Armor for Simon: Wind Wyvern's Friend, the latter of which changes his appearance to the Legiana Armor theme.
For a limited bonus, those who pre-order the game or purchase a physical copy will get the Layered Armor for Eleanor: Skyscale Queen
Street Fighter: The Movie is set to be released in theaters on October 16, 2026, and today's Capcom Spotlight shared some fun behind-the-scenes footage of the film that will be shows at Capcom Cup 12.
In celebration of 30 years of Resident Evil, Capcom revealed a bit of how it will be celebrating this milestone, in addition to the already released Resident Evil Requiem. These festivities include a new collaboration with Universal Studios Japan that will be inspired by Requiem itself, a new Resident Evil 2 arcade game, Resident Evil 30th Anniversary Concerts -Symphony of Legacy-, and the 30th anniversary set known as Resident Evil Generation Pack (Resident Evil 7, 8, and 9!).
Capcom gave us a glimpse into the online features of Mega Man Star Force Legacy Collection. Players will be able to use saved data to use and edit their decks. Players will also be able to select multiple titles when searching for online matches.
There will be Casual Match, Ranked Match, and Friend Match, along with other features like Trading and Brother List. Speaking of the Brother List, this has been updated to allow players to include 100 Brothers instead of 6.
In the lead-up to Mega Man: Dual Override, Capcom held a contest for its community to help design a boss in the upcoming title. There were 10,000 entries, Capcom picked the best 20, and the community chose the six winners with their votes.
The development team noticed that many of the designs were similar to the actual bosses that will be featured in the game, and Capcom took that opportunity to tease the seven bosses with a silhouetted picture of them all together.
As for the winners, they included Cleanser Man, Sweeper Woman, Recycle Man, Cactus Man, Juggle Man, and Valve Man. However, only one will make its way to Mega Man: Dual Override, but we'll have to wait a bit longer to find out who that is.
Capcom Cup 12 & Street Fighter League: World Championship 2025 are nearly here and Capcom revealed what will be happening on each day of the event, and you can check it out below;
Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst, Instagram, and TikTok, and listen to his show, Talking Disney Magic.
