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Highguard uses Unreal Engine 5.3.2, does not suffer from stutters, NVIDIA RTX 5090 PC benchmarks

Wildlight Entertainment has just released its free-to-play PvP raid shooter, Highguard. Highguard is using Unreal Engine 5.3.2, and it does not suffer from any stutters. The game is buttery smooth, which is something that will please a lot of gamers who have been looking forward to it. In Highguard, players will ride, fight, and raid … Continue reading Highguard uses Unreal Engine 5.3.2, does not suffer from stutters, NVIDIA RTX 5090 PC benchmarks

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18 minutes of new gameplay footage from Resident Evil Requiem, featuring both Leon and Grace

YouTube’s ‘Punish’ has shared a video, showcasing 18 minutes of new gameplay footage from Resident Evil Requiem. This gameplay video features both Leon S. Kennedy and Grace Ashcroft. As such, it can give you a glimpse at the two different gameplay styles that this new RE game will have. Resident Evil Requiem will be a … Continue reading 18 minutes of new gameplay footage from Resident Evil Requiem, featuring both Leon and Grace

The post 18 minutes of new gameplay footage from Resident Evil Requiem, featuring both Leon and Grace appeared first on DSOGaming.

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Resident Evil Requiem Director Gives Definitive Response to Open World 'Speculation'

Capcom has responded to ongoing fan speculation about Resident Evil Requiem being an open world game with a definitive-sounding response.

Fan discussion and leaks around the game have long pointed to Requiem featuring more open exploration than in previous Resident Evil titles. This suggestion was fuelled further earlier this month by the release of a fresh gameplay snippet that included a look at a bustling city street, complete with pedestrians and traffic.

Now, however, Resident Evil Requiem director Koshi Nakanishi has stepped in to set the record straight, having seen the discussion online. In short, anyone hoping for an open world Resident Evil should reset their expectations.

"[The development team] did just want to make clear one point," Nakanishi told Game Informer. "They've seen some speculation of whether there's any open world elements in the game, and they just want to set the record straight that this isn't an open world game.

"The main concept behind this game is combining the very different gameplay of Grace and Leon into a cohesive package, and having those two gameplays represent the Resident Evil series, and I think when you play the game, you realize that, or you will find as well that the development team picked the best approach to do this."

In other words, what you should expect from this game is for Grace and Leon's portions to feel like how they've already been pitched, with Grace's focus on horror and Leon's focused on action, as an extension of the Resident Evil franchise's existing games.

In IGN's just-published Resident Evil Requiem final preview, we described Grace's gameplay sections as familiar to anyone who has played Resident Evil 2 or 7. Leon's gameplay sections, meanwhile, stirred up our muscle memory of playing Resident Evil 4. Neither of those games were open world, so it sounds like we shouldn't expect Requiem to be open world either.

"This year is the 30th anniversary of the Resident Evil series, so it feels like no coincidence that 2026’s Resident Evil Requiem is combining the best ideas of the saga into what appears to be a fantastically constructed tribute to everything that makes the series so great," IGN wrote. "Do you like tense survival horror? It’s here. Wanna go all guns blazing with intense action and a quip-obsessed hero? You get that too."

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

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Iconic Horror Villains Get a Fresh Look in Funko x WBD Mystery Pops! Series

What toy collector doesn't love a good blind box? Half the fun is not knowing exactly what you're getting. That's the thinking behind Funko's latest series of Funko Pop! figurines, which gives the blind box treatment to iconic horror movie villains like Pennywise the Dancing Clown, Annabelle, and The Exorcist's Regan.

Funko revealed first details about the Mystery Pop! line at the London Toy Fair today. The first Mystery Pop! line is a collaboration with Warner Bros. Discovery and focuses on horror villains from various WB films. While all of these characters have been tackled in Funko Pop! form before, this series features a brand-new, two-tone paint deco.

Check out the Mystery Pop! figurines in the slideshow gallery below:

The six characters included in the Mystery Pop! line are:

  • Pennywise
  • Regan
  • La Llorona
  • Annabelle
  • Pennywise Classic
  • The Nun

Again, fans won't know which figure they're getting until they open the outer packaging. Each figure also comes with an accompanying Pop! card, with a 1:72 chance of receiving a chase foil collector's card.

Funko will reveal more details about pricing and release date for the Mystery Pop! line in the months to come.

For more on the Funko Pop! line, check out the newest Stranger Things line and see where you can preorder the upcoming Tomb Raider figures.

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

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Razer Raiju V3 Pro Review: A Top-End PS5 and PC Controller Only Limited by Sony Restrictions

The Raiju V3 Pro is one of those rare PlayStation-layout controllers that also works brilliantly on PC, augmented with modern tech like drift-resistant TMR joysticks, Hall Effect triggers, six extra buttons and polling rates up to 2000Hz. After a month with the Raiju V3 Pro, completing Clair Obscur: Expedition 33, the latest MechWarrior 5: Clans DLC and a long-running F1 23 campaign, I'm happy to call it: this is the best symmetric controller I've ever tested.

Design and Features

The Raiju V3 Pro's matte black plastic shell outwardly resembles the DualSense, but conceals a multitude of features – some intended for competitive gamers and plenty of others that benefit everyone. The most obvious example of the latter are the Raiju's advanced thumbsticks: unlike the similarly premium Sony DualSense Edge, the Raiju uses TMR (tunneling magnetoresistance) sensors. This tech has just gone mainstream in the last couple of years, and has both longevity (anti-drift) and precision (no dead zone) benefits over traditional potentiometer-based alternatives, making them a natural choice for a $220 gamepad that you'll want to use for years to get your money's worth.

The stick caps are also swappable, with a taller concave cap and a same-size convex cap awaiting you in the included carry case. That same case also includes a minute screwdriver for installing or removing the four rear buttons, which come attached by default and are labeled M3 to M6. These back paddles, plus two additional clicky M1 and M2 keys hiding out near the shoulder buttons, can all be remapped using the Synapse software on PC or the Razer Controller iOS/Android app. There's also an additional button below the PlayStation button to swap between profiles quickly without software.

The regular face buttons are also interesting, with what Razer calls 'mecha-tactile' switches - essentially clicky, short-threw variants of a traditional membrane button under a PBT cap. These give each button and d-pad direction a pleasing amount of tactile and audible feedback when pressed, while the short travel distance is nicely calibrated to feel immediate without making accidental presses too easy.

The same fine-tuning is evident on the Hall Effect triggers, which are also more durable than their potentiometer-based forebears. A trigger lock on each side allows you to swap the full travel distance for a short and snappy digital input with a mouse click – ideal for timing-dependent games like Elden Ring or Clair Obscur: Expedition 33. The d-pad is also customizable, with four-way and eight-way modes, plus four SOCD settings that let you choose what happens when two opposing directions are held at the same time, whether that's prioritising the first or last input, cancelling the inputs or recognising both simultaneously.

Moving deeper down, into the guts of the controller, there's a high-end microcontroller that allows for a maximum polling rate of 2000Hz when wired to a PC. For a wireless PC connection to the included 2.4GHz USB dongle, the maximum is 500Hz, while on PlayStation 5, it's 250Hz – a platform limitation, Razer tells me. Higher polling rates cut down input latency, though genres like fighting games and shooters will feel the difference most readily.

Gaming and Performance

With its comfortable grips, TMR sticks and familiar layout, adapting to the Raiju V3 Pro was the work of a moment, but I really came to appreciate it while playing through Clair Obscur: Expedition 33. The Raiju V3 Pro carried me through the end game and its increasingly challenging optional content, proving more comfortable for timing parries than the keyboard-and-mouse setup I was using before. Being able to lock the triggers helped for executing Gradient Parries or quickly setting off at a run, and even aiming for moving weak points using the left thumbstick was easier than I expected.

F1 23 was a sterner test of the analogue triggers and thumb sticks, which the Raiju V3 passed with precision, and I appreciated having extra buttons on-hand for changing brake bias or differential settings without taking my eyes off the next corner. MechWarrior 5: Clans is another game that has more functionality than can easily be mapped to a default controller, so having a conveniently-placed rear button to quickly enable a MASC boost or change weapon control groups often came in useful. I found aiming a challenge here versus my usual mouse-and-keyboard, but setting the deadzone to 3% in Synapse and opting for a taller stick cap made things easier.

While most of my testing took place on PC, I also dug out the PlayStation 5 to get some impressions there. The Raiju V3 Pro can't wake the console from sleep, nor can its software be run on the PlayStation directly – that luxury is only afforded to Sony's own DualSense Edge. Similarly, there's no counterpart to the DualSense's adaptive triggers, which means games that heavily rely on haptic feedback, like Astro's Playroom, fall flat. In every other sense though, the Raiju V3 Pro felt as hooked-up and comfortable on PlayStation as it did on PC, whether I was flying through intersections in Grand Theft Auto 5 or gunning down adversaries in Battlefield 6's Redsec battle royale mode.

Battery life for the Raiju V3 Pro is rated at 36 hours, which felt accurate – getting the platinum in Clair Obscur: Expedition 33 only took two charges, and the rest of my testing was done with only a single further top-up. One silver lining of the highest polling rates being locked behind wired play means that you don't need to choose between longevity and performance, as you do on high-end gaming mice that perform at their best at 8000Hz – but tend to run out of juice within a day or two of sustained play.

Will is deputy tech editor for IGN, specialising in PC hardware, sim racing and display tech. He has been publishing about games and technology since 2001 (age 12). Will was formerly Deputy Editor at Digital Foundry. He is currently playing MechWarrior 5: Clans.

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Send Help Review

Send Help opens in theaters on January 30.

I’m really shooting myself in the foot here, but I feel compelled to open with a statement which itself constitutes a fulsome review of Send Help, and I’d totally understand if it’s all you needed to hear before buying your ticket and going about your day: if the idea of a Sam Raimi survival thriller centered on Rachel McAdams and Dylan O’Brien going batshit bananas on a beach sounds like a good time at the movies, Send Help is for you.

After turning in one of the better post-Endgame Marvel movies – Doctor Strange in the Multiverse of Madness – Raimi returns to simpler delights: namely, putting his leads through harrowing hell as they struggle to survive the elements and each other. There’s nothing better than seeing a master at work and at play at the same time.

There’s some immensely satisfying symmetry in how Raimi scales down here after Multiverse of Madness in the context of his last movie before that: 2010’s gooptastic Drag Me to Hell, which you’ll remember followed a woman gunning for a promotion and reckoning with how much of herself she’s willing to compromise in order to get it. Send Help goes in completely different directions with that conceit, but takes off from spiritually similar ground: Rachel McAdams plays the terminally chipper Linda Liddle who’s toiled for seven years crunching numbers for Preston Strategic Solutions working towards a vice president role within the company, and those efforts are derailed once Dylan O’Brien’s interminably annoying nepo baby Bradley Preston takes over as CEO.

Linda begins Send Help framed as a bit of a sad sack – desperate for connection with coworkers who want nothing to do with her – who goes home to her bird and works on research for her real dream gig: competing on Survivor. Surprise: those skills become quite relevant quite quickly. From the jump, Linda feels like she would have been right at home at the school lunch table with Tobey Maguire’s Peter Parker and Christine Brown from Drag Me to Hell, passed-over losers full of potential the world can’t or won’t see.

Bradley grudgingly brings Linda along for an important overseas trip, and it’s over those seas that their plane crashes and strands them on a tropical island. Life or death survival situations tend to expose the true self, and seeing how Linda and Bradley adapt and reveal themselves in their perilous circumstances drives much of the movie’s tension. This is the make-or-break moment Linda’s been waiting for her whole life, and Bradley is forced to confront just how much of his privilege has been spoon-fed to him.

Damian Shannon and Mark Swift’s (Freddy vs. Jason) script does great work starting Linda and Bradley at polar opposite points of audience sympathy, and seeing how adversity drives them towards the middle is supremely satisfying. Bradley’s terrible to Linda, but we see him make genuine overtures towards more self-awareness as he’s forced to confront his first impressions of her. Linda, on the other hand, has a past that puts her hunger for survival into a complex and rich frame that makes her decisions in the weeks that follow shocking, but nevertheless rooted in real emotion.

Raimi and McAdams do canny work making that clear by how Linda holds herself as Send Help goes, with a Clark Kent-worthy transition out of Linda’s initial shabbiness into an Amazonian warrior. Remember how Rob Schneider turned into Rachel McAdams in The Hot Chick? Raimi basically pulls that trick here in Send Help, with McAdams gleefully leaning into that transition by preening in moments where she’s alone, and getting bolder in her interest towards Bradley as their time on the island passes – a shift that Bradley can hardly reconcile with his disdain for her when they first meet. McAdams and O’Brien are both incredibly strong here in their own rights, but it’s their chemistry that keeps Send Help roaring full-speed ahead. From moment to moment, it’s never clear whether these two are going to kill or kiss each other, and McAdams and O’Brien’s dance between those possibilities never tires.

Excellent though she is in Send Help, Rachel McAdams’ success as a Raimi lead is less a revelation and more of a foregone conclusion: McAdams has been a comedy heavy since the very beginning of her career, and likewise has shown through darker projects like True Detective and Spotlight that she’s just as comfortable in more serious spaces. Both that humor and heaviness are of crucial importance to Linda’s function within this story, and flawlessly executed.

But it’s Dylan O’Brien who really feels like he’s breaking into new territory here, clearly reveling in Bradley’s unsavory, broad buffoonery, and that ironic and total lack of vanity as he snivels his way in and out of Linda’s good graces would make Bruce Campbell proud (something which Send Help seems to nod to with a nice piece of production design during Bradley’s introduction).

Raimi’s at the ready with an airhorn and a taser when it comes time for the big setpieces.

One of the most exciting things about watching a new Sam Raimi movie is seeing genre trappings refracted through his lens. Send Help’s mostly rooted in the survival thriller space, but out of that structure, Raimi animates and escalates those stakes in all the ways you could hope for. The shifting power dynamic between Linda and Bradley serves as the backbone of the action once they’re stranded on the island, but Raimi’s at the ready with an airhorn and a taser when it comes time for the big setpieces.

The plane crash which strands the pair is breathlessly exciting, full of quick little setups and payoffs that act as the first hints of how powerful Linda’s survival instincts are. Linda also puts herself to the test early by hunting a boar, and you’d better believe it doesn’t go exactly according to plan. If you’ve ever wondered how much blood and snot are contained within a boar, Send Help has an answer for you and the answer is “so much less than what we’re actually showing you.” But what of bile? Surely, there must be some bile in a Raimi picture!? And surely, there is. Oh, and some eye shit… some top-shelf eye shit that had me crawling in my skin (these wounds, they will not heal). These gore moments pop off like fireworks and pair wonderfully with the more psychologically-bent slings and arrows the two leads launch at each other.

Despite coming in under two hours, Send Help does occasionally double over itself here and there with respect to how it underlines Linda and Bradley’s suitability for their circumstances, even if that’s already been clearly and effectively established. Frequent Raimi collaborator Danny Elfman’s score also doesn’t leave much of an impression, serviceably punctuating the big moments but otherwise feeling a lot more nondescript than you may expect, especially given the bombastic heights the film reaches by the end. But Send Help represents such a purity of vision and intent that the nits there are to pick feel largely inoffensive.

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The First Big Arc Raiders Update of 2026 Adds Solo vs. Squads Matchmaking, 'Bird City,' and More Tomorrow

Developer Embark Studios is launching into new Arc Raiders content when the Headwinds update brings a solo vs. squads matchmaking option, a Bird City map condition, and more to the experience tomorrow.

Following a few social media teases and a month of waiting, Embark confirmed plans to deliver the first real content drop of 2026 with a tense teaser trailer and release date of January 27 just moments ago. The announcement has the Headwinds update set to bring a set of smaller additions to PC, PlayStation 5, and Xbox Series X | S tomorrow, as fans wait to really get the ball rolling in February.

Although the next new map, new Arc threats, and major map conditions won’t arrive for a few more weeks, the January update sets Arc Raiders up for all of its future plans. Solo vs. squads matchmaking is probably the biggest addition here, with Embark describing the new queue option as a way to let the more skilled players really test their mettle.

Where players thus far had been pitted against squads of equal count, solo vs. squads is only available to those over level 40, allowing them to match as a solo Raider against teams of as many as three people for extra XP. Players will also benefit from quality-of-life changes with open parties, which allow players to join between matches, and expanded squad invites, which lets squadmates invite additional players directly.

Arc Raiders players can also look forward to a rather bizarre new minor map condition for Buried City called Bird City. It’s more than a cheeky play on words, as it sees the population of topside birds swarming as they leave better loot on top of buildings. Other highlights from the Headwinds update include an Arc Trophy display, a new long-term player project, new quests, the Sandwalker cosmetic set, and what Embark describes as “a range” of gameplay updates and adjustments.

“Headwinds is about opening up new ways for the community to approach ARC Raiders and additional challenges for advanced players,” Embark design director Virgil Watkins said in a statement. “Between the expanded matchmaking options, new map condition and new player project, we’re excited to see how Raiders adapt and experiment — and we can’t wait to see the unexpected, funny moments and short clips the community starts creating as the update rolls out.”

Headwinds is the first of a four-phase roadmap that has content scheduled out through April 2026. Next on the docket is the Shrouded Sky update, which adds a new map condition, Arc threat, player project, map update, Raider Deck, and more sometime in February. Flashpoint will then arrive in March with another map condition and Scrappy update, with Riven Tides rounding things out with a new map and a new large Arc in April.

Arc Raiders launched for PC, PS5, and Xbox Series X | S October 30, 2025. For more while Embark’s 2026 plans roll out, you can read up on how the developer feels about players who spawn into matches late. You can also check out the real-life Stella Montis hotel that Arc Raiders fans have bombarded with positive reviews.

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

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Ubisoft Follows Last Week's Game Cancelations and Studio Closures With a Proposed Reduction of 200 More Jobs at its Paris Headquarters

Just a week after announcing the cancelation of six games, the closure of two studios and further job losses at another three locations, Ubisoft is now aiming its cost-reduction initiative at staff working inside its Paris headquarters.

Ubisoft has proposed the loss of up to 200 jobs within the French capital, where it currently employs around 1100 people. This process will be organized under the voluntary Rupture Conventionnelle Collective (RCC) process, where staff can agree to form a collective, voluntary mutual termination agreement.

"In line with last week's announcements on its new operating model and the acceleration of cost-reduction initiatives, Ubisoft International has initiated discussions regarding a potential Rupture Conventionnelle Collective, a collective, voluntary mutual termination agreement that could involve up to 200 positions at its headquarters in France," a Ubisoft spokesperson told IGN today.

"At this stage, this remains a proposal, and no decision will be final until a collective agreement is reached with employee representatives and validated by French authorities. The proposal applies exclusively to Ubisoft International employees under French contracts and has no impact on other French entities or Ubisoft teams worldwide."

While the RCC process has to be voluntary and has to be based on terms agreed by employees and trade unions, there's no word today on next steps if the company does not achieve the reduction in headcount it is expecting through this scheme.

Ubisoft's Parisian offices have previously been the sight of protests against the company's previous return-to-office stipulations. Last week, Ubisoft said its company reorganization would also reintroduce five-day office work as standard (albeit with an annual pool of remote working days). Still, IGN understands the decision to propose an RCC to its Parisian workers was made some time ago, before the five-day mandate was decided.

Last week, Ubisoft said it was completely shuttering its Stockholm studio that previously collaborated on Avatar: Frontiers of Pandora, alongside mobile studio Ubisoft Halifax. "Restructurings" have also taken place at Ubisoft offices in Abu Dhabi, at Trials studio RedLynx and at Massive, home to The Division.

Of the half dozen games that have now been fully scrapped, Ubisoft only publicly named one — its long-awaited Prince of Persia: Sands of Time remake. Today, an actress believed to have been working on the remake said that she had lost three years' worth of work and discovered her project had been canceled after reading about Ubisoft's shock decision online.

Ubisoft simultaneously confirmed it had delayed a further seven games, including an unannounced title set for launch within the next two months that is widely expected to be the company's under-wraps Assassin's Creed: Black Flag remaster. Ubisoft's stock plunged by 40% following the announcement, and now sits 95% down on its January 2021 peak.

Image credit: IGN.

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

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LEGO The Lord of the Rings: Sauron’s Helmet Is Up for Preorder

LEGO has gradually been releasing new Lord of the Rings sets for a few years now, racking up an impressive collection over time. The brick-building company has just announced another one, and it’s actually relatively affordable this time. It’s a display piece depicting Sauron’s Helmet (see it at Amazon), releasing on March 1 for $69.99. Read on for details.

LEGO Icons The Lord of The Rings: Sauron's Helmet

While the evil ruler of Mordor already has a set in the form of the dark castle Barad-dur, he now has a more affordable option. This finely detailed helmet is mounted on a buildable stand, complete with a placard and a minifigure of the Ring-seeking villain.

The helmet itself is mostly all gray, but it’s definitely not boring to look at. It’s all sharp spikes and angles. All of these helmet and bust LEGO sets are aimed at adults, since they’re not toys that are meant to be played with. They’re decorations meant to be displayed. Most of the other similar sets are based on Star Wars or Marvel characters.

More LEGO Lord of the Rings Sets

LEGO initially released a whole series of Lord of the Rings sets starting way back in 2012, but all of those sets are now long retired. This latest batch of sets kicked off in 2023 when LEGO released the massive Rivendell set. This was followed by Barad-dur in 2024, and The Shire in 2025. Also in 2025, LEGO released a Balrog book nook you can expand or fold up to nestle in among your collection of Lord of the Rings books.

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

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After Prince of Persia: Sands of Time Remake Cancelation, Actress Says She's Lost 3 Years of Work and Found Out via the Internet

Actress Eman Ayaz has said she's lost three years of work in a "life-changing role," just days after Ubisoft canceled its long-awaited Prince of Persia: Sands of Time Remake.

"So hi, my name is Eman, I'm an actor, and last week I experienced the most devastating moment of my career," Ayaz said in a video message posted online today. "I'm still under NDA so I'm going to try my best to speak as vaguely as possible about the details, and I hope you understand."

At no point does Ayaz specifically say the game she worked on was Prince of Persia: Sands of Time Remake, but the actress has also retweeted comments from those who have linked her to the role of Farah in the game, seemingly making the connection clear.

The most devastating moment of my acting career: https://t.co/ZzbWftGL1t

— Eman Ayaz (@emanayazz) January 26, 2026

"Three years ago I booked a life-changing role on a life-changing project," Ayaz began. "It was a rigorous audition process, including a self-tape audition, an in-person callback, and a chemistry read that I had to fly out of the city for. When I got the role I remember crying my eyes out.

"I've spent the last three years getting to know the team which has become like a family to me. I've watched it grow through countless stages of development and I've waited and waited for it to finally be released so I could talk about it. And this week, I found out through the internet that the project was canceled."

Ayaz says she was first contacted by her brother who had seen the news of the game's cancelation via an online article. Ubisoft confirmed it had canned its Prince of Persia: The Sans of Time Remake last week, as part of a wider reorganization that featured layoffs at three development studios, the closure of two more, and the shutdown of five other game projects.

"I was in total shock," Ayaz continued. "Just two months ago I filmed marketing for this project, everything had been running smoothly and that was the last I had heard. We were all looking forward to it being released this year, so it felt like an emotional whiplash to suddenly find this out in such a random way."

Indeed, a report late last year suggested Ubisoft's Prince of Persia: Sands of Time Remake was finally just a few months away, after first being announced in 2020. The project was then rebooted, with its most recent incarnation having been in development since early 2023.

"When I initially booked this role, what it said to me was that all the sacrifices I had made, going against my parents' advice, pursuing my dreams, all the heartbreaks I'd had along the way, all the close calls, all the rejections, they finally had added up to something," Ayaz added, discussing the personal toll the cancelation had taken.

Ayaz said she'd turned down other job oppurtunities during the process and worked on the job while recovering from an injury as she had been passionate about not missing out. "It was the best performance of my career, and now no one will ever see it."

A Canadian citizen, Ayaz said she had planned to apply for a U.S. work visa based on having the game on her CV, something she can no longer do as she is unable to officially acknowledge her work on it. And as someone with Pakistani heritage, Ayaz said the cancelation had been yet another setback after working "twice as hard as non-marginalized actors to find space in the industry." She added: "It's an upward battle and it's going to continue to be that way. It's like you think you had your foot on a ledge, and it's crumbled. And you have to start again, and it's just as steep."

For its part, Ubisoft told Prince of Persia fans that despite six years of work, the game was still too far away from being ready to fund any further. "We weren't able to reach the level of quality you deserve," the company said in a statement, "and continuing would have required more time and investment than we could responsibly commit."

"Sadly the entertainment industry isn't just about entertainment," Ayaz concluded, "it's about guaranteeing a cash flow. And that means making decisions that treat people's lives as collateral damage, and art as disposable content... This project existed, even if the world never got to see it. So many talented artists devoted countless hours to make this happen. And that doesn't just disappear, it'll be in our hearts forever, as fricking corny as that sounds... The only way these stories survive is if the audience demands them."

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

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This Oblivion Remastered Mod Adds Almost 2000 New Trees Into Cyrodiil

Modder ‘Ianjoseph1986’ has released a cool new mod for Oblivion Remastered that adds almost 2000 trees into Cyrodiil. This mod aims to make the game’s forests feel denser than those of the vanilla version. All of the new trees were carefully hand-placed. As the modder noted, the performance hit of this mod is quite small. … Continue reading This Oblivion Remastered Mod Adds Almost 2000 New Trees Into Cyrodiil

The post This Oblivion Remastered Mod Adds Almost 2000 New Trees Into Cyrodiil appeared first on DSOGaming.

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Resident Evil Requiem - The Final Preview

With the triumphant return of Leon Kennedy, Resident Evil Requiem is forced to straddle an awkward line between all-out action and methodical survival horror. I’ll be honest, before getting my hands on the game and seeing the transition in action, I was extremely skeptical that Capcom would be able to create a coherent experience involving both Leon and Grace, the series’ latest, highly vulnerable protagonist. The switching between their polar opposite styles sounded jarring, which is almost never a good thing, and although it's been a while, it’s not like we haven’t been burned by Capcom’s desire to push the series towards action before. But I’m pleased to share that, from my all-too-brief three hours of hands-on time with Resident Evil Requiem, not only does this design really, really work, but there’s a lot more going on than just a merging of Resident Evil’s greatest hits.

My playtime started with a short test drive of Leon, and Resident Evil 4 muscle memory kicked in immediately. Make no mistake, this plays just like the recent remake, enhanced with some clever new additions suitable for a veteran badass. Leon is more handy than ever, with a deadly hatchet that he can swing mercilessly added to his regular arsenal. Leon can also heave axes found in the world, can perform new contextual finishing moves such as a handgun shot to the chin, and finally wield the violent chainsaw. There was once a time Leon feared the chainsaw, but now, Leon has become chainsaw, destroyer of ghouls. After a short 15 minutes, the gameplay shifted perspective to Grace Ashcroft, Requiem’s second protagonist, picking up her journey immediately after the events of the previous demo I wrote about in August last year. Grace and Leon are polar opposites. Gone were the tense gunfights and forward momentum of Resident Evil 4, as I was immediately thrust into what felt like a sterile, white, clean version of Resident Evil 7. For the next two hours, I explored the Rhodes Hill Chronic Care Center, a somewhat traditional Resident Evil mansion that contains much of what you might expect among its rooms and corridors, but with plenty of new surprises. Surprises that mostly arise thanks to Grace’s abilities, or rather, lack thereof.

Much like in the previous demo, Grace’s section was focused almost exclusively on survival horror. She is armed with small pistols she finds in the environment, but her firepower and combat skills are negligible compared to our favorite floppy-haired icon. Where Leon can round-house kick zombies in the face, Grace makes do with a clumsy push. Leon is all-out assault, but the best course of action for Grace is slow and deliberate stealth, because if you do try to take some of the new enemies head-on, you’re going to have a bad time.

Last year’s demo revealed a new and much-celebrated stalker enemy, a towering, hunched, bug-eyed warden, but even within the span of my short three-hour session, I was introduced to another two, giving me the impression that Resident Evil Requiem won’t have one Mr. X or Nemesis-like persistent threat, but rather several smaller pursuers that seem to guard certain wings of the Rhodes Hill Chronic Care Center. Most notable was a hulking mass of blubber called Chunk, who burst through the wall and into my heart as he very slowly, but surely, ground his way through halls, stairwells and doorways in pursuit of me. Uniquely, Chunk fills the space entirely, so your only chance of survival is to find and navigate the loops built into the level design in order to outmaneuver the walking lardarse. It’s a clever design that generates a (somewhat) living, breathing wall of terror, and one you can’t simply sidestep or combat roll away from.

Much like the stalker I escaped last year, Chunk is cleverly implemented in the context of traditional safe rooms. Where the room’s bright light caused the previous stalker pain, Chunk simply can’t physically squeeze his sheer mass through the door, making sure there’s a logical in-world justification for a room of respite.

As well as Chunk, I also ran into a 7-foot-tall hulking unit masquerading as a chef, who, until he noticed me, was completely focused on his chopping chores. This soon-to-be stalker wasn’t yet in searching mode; rather, he was fulfilling, I assume, his pre-infection duties. This kind of behavior isn’t unique to the chef: It turns out in Resident Evil Requiem, the traditional zombie fodder is just as much the star of the show. You see, zombies not only talk now, but also have their own personalities.

Resident Evil Requiem, aside from being packed with action and fear, is now also funny, something the series has never (at least intentionally) achieved before.

The undead are no longer unfortunate, generic lost souls, but rather husks that retain a smidge of living personalities, hanging out in the space they once occupied. There’s the lounge singing shrieker in the bar area, who, before being alerted, entertains herself by belting out a ditty. There are the zombies who were formerly patients in recovery that insist on wheeling around their drip stands, which are then, unsurprisingly, wielded as weapons when they’re aggro’d. Some zombies hate loud noises and will repeatedly yell at you if you even so much as smash a vase, and then there’s one that loves nothing more than turning lights on and off until you rudely interrupt him.

If it’s not clear by now, Resident Evil Requiem, aside from being packed with action and fear, is now also funny, something the series has never (at least intentionally) achieved before. As Grace creeps around the hospital, there’s the continual threat that around every corner awaits horror, or laughter, or sometimes even both! When you can hear the undead nattering away in a room you know you have to enter to achieve your next objective, it’s hard to know whether to be scared or have a good chuckle. On paper, this sounds like it could be awful – I’m aware of that, but honestly, it’s so good! I laughed so hard when I caught one particularly dopey zombie red-handed (both literally and figuratively), lifting a large and, importantly, red canister to throw my way. I’m sure you can imagine what happened next.

The zombie fodder isn’t just around to entertain and quickly be disposed of, though. As Grace, the undead are a significant threat, always moving a little faster than you anticipate. Their fallen corpses also pose a significant conundrum, as they have the ability to turn into “Blister Heads,” a reinvention of the Resident Evil remake’s Crimson Heads for a new generation that reanimate with a bulbous cranium and become significantly tougher to take down. Fortunately, Grace has a new tool at her disposal: a Hemolytic Injector that weaponises the buckets of blood lying around the place (seriously, it’s everywhere), creating a lethal injection that can be used as a preventive measure against Blister Heads when injected into fallen enemies, and as a stealth attack against anything moving.

Beyond the new enemy types, playing as Grace does feel very familiar if you’ve played either Resident Evil 7 or Resident Evil 2, although obviously it leans more towards the latter if you choose to play as Grace in third person. You’re exploring a huge mansion with locked doors, there are obtuse puzzles to solve, antique coins to find that can upgrade your equipment, Mr. Raccoons to shoot, safe rooms with a typewriter for saving and a storage box for inventory management, and so forth. Leon, however, can brute-force open certain doors that Grace can’t and is far more aggressive with combat compared to Grace’s methodical stealth. You can also choose to play as Leon in first person, though after a brief dabble, it felt very unnatural to do so. I can’t help but think Capcom built this game with Leon in third person and Grace in first person in mind, but it’s hard to complain about more choice, despite knowing deep down the development team surely has a preference.

To Grace, Chunk and his fellow creeps are stalkers; to Leon, they’re targets.

My demo ended with a second, all-too-short stint as Leon, which allowed me to revisit sections of the Care Center I’d previously experienced with Grace. Interestingly, this section demonstrated perhaps my favorite element of this hybrid experience. Leon is also exposed to some of the tougher combat encounters that I’d suffered through as Grace, although the perspective (much like my viewpoint of choice) is very different. When I met Chunk as Grace, I immediately retreated and was forced into a game of cat-and-mouse. The threat is intimidating and encourages you to tread lightly. As Leon, however, emboldened by my newly acquired shotgun, I felt instantly trigger-happy, unloading shells right up in Chunk’s face and launching hatchet attacks on his head as part of a fight that felt somewhat reminiscent of the El Gigante encounters of Resident Evil 4. To Grace, Chunk and his fellow creeps are stalkers; to Leon, they’re targets. This ethos was reaffirmed when taking on a wave of Blister Heads with Leon at the end of my play time. With Grace, I waited patiently for a stealth attack opportunity; with Leon, I was hurling hand grenades and throwing axes for fun.

This year is the 30th anniversary of the Resident Evil series, so it feels like no coincidence that 2026’s Resident Evil Requiem is combining the best ideas of the saga into what appears to be a fantastically constructed tribute to everything that makes the series so great. Do you like tense survival horror? It’s here. Wanna go all guns blazing with intense action and a quip-obsessed hero? You get that too. Do you prefer playing RE games in first or third person? Doesn’t matter; you can do either. All these choices, along with my fears of a jarring play experience being mostly squashed, make it easy to believe that Capcom’s bold move to have its cake and eat it is going to pay off in a big way.

Dale Driver is an Associate Director of Video Programming at IGN. Be thoroughly bored by following him on Bluesky at @daledriver.bsky.social

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New Super Mario Bros. Wonder Amiibo Are Up for Preorder

I know it’s been sacrilege for nearly three decades now, but I’ve always preferred 2D Mario games to those newfangled 3D ones. (I’m an elder Millennial; leave grandpa to his ramblings). So I couldn’t be happier Super Mario Bros. Wonder is getting the “Switch 2 Edition + expansion” treatment in March. To celebrate the new-gen upgrade and the Meetup in Bellabel Park DLC, Nintendo is releasing three new amiibo based on the game. They cost $24.99 each, and are set to release March 26, the same day as the game’s new content. They’re available to preorder now (see them at Amazon).

Super Mario Bros. Wonder amiibo

The new amiibo are Elephant Mario, Captain Toad & Talking Flower, and Poplin & Prince Florian. Elephant Mario is a delightful amiibo, with the pachyderm plumber squeezing his portly torso into a pipe. As for the Poplin amiibo, the orangesicle-colored character holds a watering can while Prince Florian sits on his head. And in the Captain Toad amiibo, our hero is doing a victory pose in front of the Talking Flower.

Talking Flower Preorders Are Live

Speaking of talking flowers, Nintendo is also releasing another plastic curiosity to add to its lineup of weird hardware. This one is a toy version of the Talking Flower that actually talks to you. It’s available to preorder now as well.

Super Mario Bros. Wonder (Switch) on Sale

As for the Switch 2 version of Super Mario Bros. Wonder, Nintendo is pulling a Nintendo and charging $79.99 for the game. That’s obviously absurd, so here’s a workaround if you don’t already own the original Switch game. You can buy a copy of the original Switch game on sale now at Woot for $46.99 and then upgrade it on the eShop for an additional $19.99 once the expansion comes out. That gets you the full Switch 2 experience of the game for $64.99, which saves you $15. Not too shabby.

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

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