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Surprise Lords of the Fallen 2.5 Update Available Now, Just Hours Ahead of Sequel's Big Game Awards Showing

Lords of the Fallen publisher CI Games has just announced and released a surprise final update to its 2023 game — mere hours ahead of its sequel getting a fresh airing at tonight's Game Awards.

Today's new Version 2.5 release caps off a lengthy journey for the action role-player, which launched to mixed reviews but has since turned around its player sentiment via a series of major post-launch patches.

Lords of the Fallen's previous major 2.0 update was once believed to be its last — as was its 1.5 update before that. But, based on further fan feedback, CI Games has put together one final offering that reworks enemy and boss behavior and adds a new Veteran Mode for those seeking the game's toughest challenge.

"We've prided ourselves on being a players-first studio, and we mean that," CI Games' creative strategist Ryan Hill told IGN today. "Version 2.0 in April was a huge milestone, but we weren't finished... It became clear that players wanted a greater challenge from both enemies and bosses, so we went back in and pushed those systems further.

"Version 2.5 brings significant enhancements to Legacy Mode - new behaviours, new movesets, more aggression across the board - and introduces an entirely new difficulty option, Veteran Mode, for players craving an even steeper climb. We're thrilled to offer this final major update free to all players as a genuine thank-you for their support, and as a small taste of what awaits them in Lords of the Fallen II next year."

Familiar bosses now feature fresh behaviors, with even more difficult versions tuned for Veteran Mode. But with fresh challenges also come new rewards, including signature attack animations on boss weapons and a unique breastplate for those who take on Veteran Mode and conquer it.

CI Games previously promised "big news" on Lords of the Fallen II would be featured in tonight's Game Awards 2025. Join us then, as IGN reports on all of the event's reveals as they happen.

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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Celebrate Metroid Prime 4: Beyond with This Samus Aran Figure at IGN Store

After eight long years, Metroid Prime 4: Beyond has officially released as of last week for Nintendo Switch and Nintendo Switch 2. The next chapter in the legendary series sees Samus Aran explore the mysterious planet of Viewros, which offers many secrets to uncover. One of the key new elements of this game is the new psychic powers, allowing Samus to control objects, guide energy beams, and interact with the environment.

For a limited time, you can pre-order the official Metroid Prime 4: Beyond CHOGOKIN Samus Aran action figure at IGN Store. This ultimate collector's item is perfect for any new or longtime Metroid fan.

Pre-Order the Metroid Prime 4: Beyond - CHOGOKIN Samus Aran - Action Figure at IGN Store

Standing at approximately 8.3 inches tall, this figure of Samus Aran perfectly captures her unique new appearance from Metroid Prime 4. The iconic barrier suit is fitted with a mysterious purple crystal, allowing Samus to harness the psychic abilities. Speaking of the barrier suit, this figure includes diecast parts for sections of the outer armor and skeleton, giving a realistic weight.

An LED unit in the arm cannon makes it appear as if Samus is charging a blast, and there are also lights in the chest and helmet for added visual effect. Optional hand parts are also included to allow for many of Samus Aran's most iconic poses to be recreated.

You can pose this figure any way you'd like, and the included interchangeable parts make this an excellent choice for any collection. This pre-order is set to end in just over one week, so be sure to lock in your figure before time runs out. Samus Aran will ship in Q3/4 2026.

About IGN Store

IGN Store sells high-quality merch, collectibles, and shirts for everything you're into. It's a shop built with fans in mind: for all the geek culture and fandom you love most. Whether you're into comics, movies, anime, games, retro gaming or just want some cute plushies (who doesn't?), this store is for you!

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

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

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

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

34 members of staff at Rockstar were dismissed, 31 in the UK and three in Canada, sparking protests outside the office of GTA 6 developer Rockstar North in Edinburgh, Scotland, and outside parent company Take-Two’s office in London.

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

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

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

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

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

IGN has contacted the IWGB for further comment.

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

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

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

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

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

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Humble Bundle Launches Award Nomination Bundle, Including Ghostrunner 2, Immortality, and More

To celebrate the season of video game awards, Humble has put together a special Award Nomination bundle of games where players can get 9 award-nominated games for only $14, regularly $205.

Proceeds of the bundle will go to the charity, Take This, supporting mental health in the gaming community.

The games included in the bundle are:

  • Bright Memory Infinite: Nominated for Art Direction, Game, and Use of Sound, NAVGTR
  • A Space for the Unbound: Nominated for Games for Impact, The Game Awards 2023
  • Cobalt Core: Nominate for Strategy/Simulation Game of the Year, 27th D.I.C.E. Awards
  • I Was a Teenage Exocolonist: Nominated for Games for Impact, The Game Awards 2022
  • Ghostrunner 2: Nominated for Best Action Game, The Game Awards 2023
  • IMMORTALITY: 4 wins and 13 nominations, BAFTA and The Game Awards 2022/2023
  • Chicory: A Colorful Tale: Best Family Games Award Winner, BAFTA 2022
  • Pocket Bravery: Nominated for Best Fighting Game, The Game Awards 2023
  • The Vale: Shadow of the Crown: Nominated for Innovation in Accessibility, The Game Awards 2021

Donating a minimum of $14 will get you the entirety of the games above, and for $10 you will get the lower five games, and $7 will get you bottom two games. As always with Humble Bundle, you can choose what percentage of your donation will go to the Charity, the Publishers, or to Humble with a tool on their bundle page.

Let's talk more about the games themselves! IGN gave Ghostrunner 2 a 9, with Mitchell Saltzman saying it's "a sequel that builds upon everything that made the first game great, leading to 10-12 hours of absolutely action packed, high speed, cyberninja excellence, along with a great, replayable, roguelike mode as well."

IGN also gave Chicory: A Colorful Tale a 9, with reviewer Rebekah Valentine saying it's "a pristine little adventure with fun puzzles, a surprisingly rich paint mechanic, and a story that's disarmingly real, difficult, and heartfelt."

IGN's Tristan Ogilvie gave Immortality an 8, saying "Despite some shallow search tools, Immortality is a thoroughly mesmerizing mystery and one of the most surprising video game stories of 2022."

For all the award nominations and winners from this years' events, including the IGN Awards 2025, stay tuned to IGN!

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Deals for Today: Bambu Lab P1S 3D Printer, Sony Headphones, Sonos Speakers, and More

Bambu Lab makes some of the best user-friendly yet feature-packed printer that's ready to more or less look after itself out of the box, and the amazing Black Friday deal on the P1S four spool multicolor printer might catch me this time around.

Need an audio upgrade? Sonos is slashing prices off their refurbished gear, and there's a cheeky eBay deal for refurbished Sony WH-1000XM6 headphones too.

TL;DR: Deals for Today

Outside of 3D printing and audio, Alienware is cutting up RTX 5080 build prices like it doesn't want to make money. I'm talking under $1,900 for an Alienware Aurora R16 RTX 5080 build, amazing right? I've even got a brilliant power bank deal that won't break to bank and double as a backup power supply for that bad boy Alienware gaming PC too. Let's get into it:

Bambu Lab - P1S Combo 3D Printer - Black

Multicolor FDM printing used to cost a fortune, and now it's more affordable than ever. Sadly I missed out on this during Black Friday, so I might put this next to my Elegoo Centuri Carbon. It's so much easier to control print conditions with an enclosed printer, especially noises supression and temperature control. You can print things quickly from the dedicated Bambu app, or go into more detail with its dedicated slicer for Windows and Mac. This is one of the best multicolor 3D FDM printers for the money, and Bambu Lab consistently puts out brilliant machines.

Sony WH-1000XM6 Headphones

Why would you pay $450 when you could just pay $279.99 for the same thing? Think about it, you get a two-year warranty from a trusted seller and these bad boys have been cleaned up and checked over to make sure they're as good as new. Outside of Bose QuietComfort or a set of Heavy's, Sony WH-1000XM6 have near legendary status for audio quality, tight bass and top-notch noise cancellation.

Sonos Refurbished Sale

Sonos makes great gear, but the problem with a lot of their products is the brand tax. Luckily for us they're running a refurbished sale, so there's hundreds knocked off top of the range soundbars, subs and smart speakers. What are you waiting for?

Alienware Aurora R16 RTX 5080 Deals

25% off a RTX 5080 build, knocking it down to $1,849 and it's got the airflow and status benefits of Alienware Aurora R16? Say less, that's a great deal. This is another brand burdened by brand tax, but you really can't argue with the specs here. 16GB DDR5 RAM, 1TB SSD and a strong processor in the Intel Core Ultra 7 265F is a very capable 4K gaming rig. Of course you can get a better processor like an Ultra 9 285K that's a beast, but that's going to cost an extra $650. See where i'm going with this?

Pokémon Legends: Z-A + Mega Dimension DLC

Haven't played Legends Z-A yet? Well I can save you some money on Switch 1 and 2. Kick things off with the Woot deals on the region free copy for $44.99. If you're playing on Switch 1, just buy the Mega Dimension DLC for $29.99 and you're fixed up for $74.98.

For Switch 2 owners, you'll need to also buy the Switch 2 upgrade pack for $9.99, which brings the total price to $84.98. That's a $15 Switch 1 or Switch 2 savings, you're welcome!

Skyrim: Anniversary on Switch 2

I'd love to say that I found a magical way to knock some money off getting Skyrim for the 15th time, but it would require you to already have the game. Here's how it works, if you have Skyrim Anniversary for Switch 1 already, the Switch 2 upgrade is free. If you have the base version of Skyrim, you need to get the $19.99 Anniversary upgrade that will include upgrading to Nintendo Switch 2.

If you don't have it at all, it seems the only way to get hold of Skyrim Anniversary on Switch 2 currently is buying the full fat digital code. Nintendo Online and all retailers are rocking that $69.99 price tag, so make of that what you will.

Sadly it's still 30 FPS even when docked but it's a night and day difference when it comes to sharp and crisp visuals in a portable form factor. So if you're on Switch 2 and don't have a gaming PC handheld, you'll get a ridiculous amount of mileage from it!

Woot Nintendo Switch Game Sale

If you've got some gaps in your backlog for Nintendo Switch games you've missed, now's the time to top your shelves up. There's plenty of games here with Switch 2 upgrades also, and a lot are either free or included with Nintendo Switch Online. Tears of the Kingdom and Breath of the Wild are big ones, with their Switch 2 enhancements locked behind a $10 pass per game or included in Nintendo Switch Online.

Pokémon Scarlet and Violet has practically been remade thanks to a free Nintendo Switch 2 update, although I don't think Game Freak would have got away with a paid update thanks to the goodwill lost on S&Vs Switch 1 performance issues. We now get a smooth 60 FPS which clocks at 4K when docked, more Pokémon appear on screen and it's a pleasure to play. The dull textures still remain, but it's the fix we were looking for.

Games like Super Mario Wonder will be getting new content and a Switch 2 performance / visual upgrade in January also. Other games will generally run and load a little better, so it's well worth having a look through and checking which titles you're missing.

Club Mocchi Mocchi Plushie Sale

Tomy actually came up with a product to rival Squishmallows when it comes to feathersoft huggage plushies, and I'm a big fan of Mocchi Moochi. It's rare you see discounts this good on them, plus you can pretend you're tucking Super Sonic into bed when you get up in the morning, just expect your bed to set on fire in the process. Sorry, it's still a bargain though!

Cyberpunk 2077 5th Anniversary Gear

I've only gone and found the perfect setup for playing Cyberpunk 2077 on PC! Let's start with Secretlabs TITAN Evo Cyberpunk 2077 edition, which matches the box art perfectly and represents Johnny Silverhands band logo, "Samurai" on the back cover. Awesome right? Both the regular and XL models are on offer, that goes for accessories too.

VITURE and CD Projekt RED have teamed up to bring the most savage set of XR glasses i've ever seen. Limited to 100,000 units, these bad boys project a 152-inch virtual display at 120hz with 1,500 nits of brightness. That's all packed into Sony's latest MicroOLED panels, one for each eye. Forget a gaming monitor or TV, this is a one-stop solution for Street Kids, Corpo and Nomads.

Corsair have shown up and killed it too thanks to a new mechanical keyboard, wireless mouse and massive cloth gaming mouse pad. You can get all three at a discount for $269.99, or you can buy them seperatley. If you can I'd go for the bundle and save nearly $50, but these aren't just gimmicks budget products, they're based on the below Corsair products:

  • MM300 2XL Anti-Fray Cloth Gaming Mouse Pad
  • K65 Plus Keyboard
  • M75 Wireless Mouse

Nintendo Switch 2 + Mario Kart World Bundle

This deal is priced the same as a solo Nintendo Switch 2 console, making Super Mario World a free pack-in game over at Walmart. Amazon seems to be going in and out of stock right now, but regardless it's the same price there too.

X-Arcade Arcade2TV-XR

At a generous $205 off, this is a cracking one-stop-shop arcade gaming solution. Want to hook it up to your current gen consoles to play Smash Bros on? Sorted. Want to make your own Meme Arcade setup with a mini PC or Raspberry PI? Sorted. It's two player and complete with authentic feeling arcade buttons and sticks, roller balls and room for upgrades such as a soundbar, pinball haptics and more. This takes the pain out of making a cabinet or spending a fortune on one and allows players to plug and play like you would a normal controller.

Elgato Streaming Gear Sale

The gold brand in streaming and content creation is Elgato, and there's plenty of its high-end gear on sale here such as the power-streamer Stream Deck XL down to $204.99 to one of the best budget-focused condenser microphone options in the $84.99 Wave Neo. Even the Facecam Mk.2 has been knocked down to $126.34, allowing streamers to stop worrying about mirrorless XLR camera setups and have a quality wcamera solution that plug and play. And who doesn't want an Elgato prompter for a marked down $228.99?

Excentric Christmas Gift Deals

So I thought i'd have a bit of fun today with some cool Christmas or White Rabbit gift ideas with some brilliant discounts. I've already touched on Sony InZone wireless earbuds, but they really are the best all-rounder earbuds i've tried in recent memory, and the included USB-C dongle fits in the charger case and is ideal for connecting to PC and PlayStation 5. And they're $42.99 off, bargain.

Saving over $100 on a 300W Kareoke machine with an included 10.1" tablet and wireless microphones is a cracking deal too. Ikario has RGB lighting and hooks up to YouTube or Karaoke app via WiFi for absolute endless banter for house parties this holiday.

Creative might not be the front and center of PC audio like it used to be, but it haven't lost its eye for quality. $69.99 for a soundbar and subwoofer combo is an awesome shout for a gaming setup or smaller home theatre setups.

If you've spotted a loved one forever filming themselves for TikToks or video calling to their friends, the Maono wireless lavalier microphone is USB-C compatible and clips to a users clothes for a pro sound wherever they are.

Stationary cameras are great for keeping an eye on a room in general, but cats and dogs don't like staying still. Enabot EBO Rola PetPal provides 2.5k video and allows owners to roll about the house to check what their pets are really up too. Attachable feeders and cat toys allow for owners to interact with their pets more than ever before and is a great gift for the craszy cat person in your life.

I've been using the HOZO NeoBlade for a while now whilst cleaning up my 3D prints and creative projects. It's an ultrasonic knife that can take different microblades and is rechargable. This bit of kit just makes cutting jobs miles easier of toucher materials with acrylic, PLA, wood and softer metals. I use it to cut supports off my prints and clean up projects, and I can't go back to regular scalpels and blades. Plus this bundle is $10 off and you get a self healing A3 matt.

Switch 2 Games Releasing This Holiday

December is stacked for Nintendo Switch 2. We gave Metroid Prime 4: Beyond a solid 8/10 for nailing the Prime vibe whilst introducing some interesting mechanics and a pseudo open-world sandbox to explore. Considering how long we've been waiting for it, Metroid 4 is a solid comeback.

Pokémon Legends: Z-A Mega Dimension DLC drops on Wednesday, which adds a post-game story, brand new Mega Evolutions and new mechanics such as an alternative dimension Lumioise City and Pokémon hitting over the long-standing level 100 mechanic. Insane.

Audible Holiday Sale

Fancy knocking a $14.95 per month subscription to 99 cents for three months? That's what's on offer for Amazon Prime members right now, which can easily be cancelled down before the discount dries if you don't want to continue, win-win.

Whilst Audible Plus, the cheaper membership tier, has 10,000 audiobooks to listen too, Premium Plus has 500,000. Premium Plus members get to pick an audiobook to keep in their library indefinitely too, with 30% off purchasable Audiobooks. Usually this crops up as a free 30-day trial, and these trials are only for new subscribers, so this is the best deal you're going to get.

Mega Evolution Booster Box

It's not often Amazon gets their Pokémon TCG products down to market value, but here we are. Yes, you can save $6.99 at TCGPlayer if you're not bothered about waiting a few days for delivery, but many would argue the extra $6.99 is worth getting it in your hands quicker with 1-day Amazon Prime delivery. The choice is yours but both sites have this at or near market value right now, which is great for one of the box in-demand Pokémon TCG sets right now.

Secretlab Holiday Sale

It's no secret that Secretlab is one of the most premium gaming chairs and brands available right now, and the brand tax is real. But straight off the heels of Black Friday, Secretlab have dropped their Christmas Holiday Sale across all the favorites. The super premium Titan Evo Nanogen Edition features a Secretlab-exclusive NanGen Hybrid Leathette seat covering and NanoFoam Composite cushioning for one of the best feeling gaming chairs on the market,

Even the budget-minded Titan Evo Lite has premium features and coldfoam cusioning to make sure you're comfortable all day working and all night gaming. They even do an erganomic recliner add on now, featuring multiple angles of support to keep your legs comfortable for different posture types.

Alienware and Lenovo Gaming PC Deals

It's easy to get carried away with mad specifications on gaming PCs, and if you can afford it that's awesome. But builds like Lenovo's LOQ RTX 5060Ti build has a cracking budget price of $949.99 after using the discount code "EXTRAFIVE", capable of DLSS 4 upscaling and the latest Nvidia AI frame generation. The Ryzen 7 8745HX CPU backs up the 5060 Ti well, making this a lean and mean 1080p gaming monster.

Out of the two Alienware builds, i'd save the money and go for the Intel Core Ultra 7 265 build. Both of these builds are going to kill it when it comes to high frame rate 4K gaming, and I simply don't think the extra $350 is worth it for the extra gains of a Core Ultra 9 285K CPU. Of course it's faster and better, but I think the $3,899.99 build is far better value for money.

Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of "Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior". Find Christian on X @ChrisReggieWait.

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How to Play the Fallout Games in Chronological Order

Envisioning an alternate-universe, retro futuristic apocalypse teeming with mutated monsters, soldiers in hulking power armor and sinister human experiments disguised as bomb shelters, the Fallout franchise has spent over two decades establishing one of the richest settings in video games.

With Season 2 of the Fallout TV series about to hit Amazon Prime, there’s never been a better time to strap a Pip-Boy to your wrist and reacquaint yourself with the world of Fallout. But where’s the best place to start? Below, we’ll run through the franchise’s entire chronological history, as well as some advice on where to start for those embarking on their first-ever Fallout adventure.

Jump to:

How Many Fallout Games and Expansions Are There?

In total, there are nine main Fallout games - eight on home console and one on mobile devices. There are also thirteen major expansions spread across Fallout 3, Fallout: New Vegas and Fallout 4. The Fallout franchise is a core Bethesda game that will likely continue to receive support.

Which Fallout Game Should You Play First?

For newcomers, the best starting point is arguably Fallout 4, although Fallout 3 and New Vegas are still great ways to enter the franchise. Fallout 4 is the most recent single-player addition to the series, and as a result, is the most modern-feeling take on the universe. More importantly, it’s the only mainline single-player Fallout game still easily accessible on all modern consoles bar Nintendo Switch.

As for those worried they might be behind on the story, each Fallout game tells a fresh narrative with a new lead character and setting, and Fallout 4 is no different. Although you may miss a few references to the events of previous games, it’s pretty easy to jump in without any prior knowledge of the lore.

How to Play the Fallout Games in Order

These blurbs contain mild spoilers for each game, including characters, settings, and story beats.

One thing to note before we get started: We will not be counting two games on our chronological timeline. The first is the mobile (and now online) vault management simulator, Fallout Shelter. Although the game does follow the lore of Fallout’s vaults, it also features characters and items hundreds of years before they appear in the Fallout storyline, making it non-canon.

We also didn’t count Fallout: Brotherhood of Steel, which Bethesda has confirmed takes place in its own chronology. That being said, we have included Fallout Tactics, despite its canonicity being questioned. Although Bethesda has since retconned elements of Tactics’ story, certain events from its narrative have been referenced in future games, making it at least semi-canon to the timeline.

Finally, we won’t be including any expansions that don’t contain story content. For example, Fallout 4’s Wasteland and Contraptions Workshop expansions aren’t featured on the list. The same goes for New Vegas’ Courier Stash DLC.

1. Fallout 76

Bethesda’s most recent addition to the Fallout canon is the first on the chronological timeline. Fallout 76 is an online experience that follows the first vault dwellers to enter the wasteland 25 years after nuclear war eviscerated the world.

Taking on the role of one of these pioneers, the player’s journey begins as they exit the titular Vault 76 and embark on a journey through Appalachia in search of their missing overseer. Along the way, they discover the world they once knew has been transformed into a nuclear hellscape, complete with mutated monstrosities, long-dormant killer robots, and zombie-like irradiated humans known as Ghouls. To survive, they can team up with other survivors, build bases, complete quests, and reestablish a community among the ruins of a fallen world.

Fallout 76 was Bethesda’s attempt at creating a fully online Fallout game for the first time, allowing players to explore the wasteland with friends. Although it was received poorly at release, it has been updated frequently in the years since, with the Wastelanders and Steel Reign updates adding NPCs and new questlines.

2. Fallout

Fast forward 59 years and we reach the events of the first game in the series. Developed by Interplay Productions, Fallout follows a vault dweller living in a bomb shelter known as Vault 13. Hiding away from the apocalyptic wasteland outside their doors, the player’s peaceful lifestyle is thrown into chaos after the vault’s water systems stop working, threatening the lives of everyone living in Vault 13.

They’re tasked with a seemingly simple mission: venture into the wasteland, recover a new water chip, and return home to save their fellow survivors. However, the stakes of the vault dweller’s mission become far grander after they encounter an army of mutated abominations known as Super Mutants and their leader, the Master. Not only do these monsters jeopardize the future of Vault 13, but they pose a major threat to the entire wasteland.

Offering a markedly different gameplay style to the Bethesda-developed Fallout games released years later, the first Fallout was an in-depth CRPG, featuring turn-based combat and a top-down camera. That being said, much of Fallout’s future was present in its first entry, including a heavy focus on player choice and immersive role-playing.

3. Fallout Tactics

Three decades later, we reach the events of Fallout Tactics: a strategy spin-off developed by Micro Forté. Although some of the lore of Fallout Tactics has since been retconned and is considered non-canon by Bethesda, certain events from its story have been referenced in future games, making it at least partially part of the timeline.

The game itself sees players lace up the boots of an initiate of the iconic power-armour-clad faction, the Brotherhood of Steel. Joining the army’s ranks and leading a group of fellow soldiers, they complete various missions across the Wasteland.

Fallout Tactics took the gameplay of Fallout in a new direction, as players command their squad through a series of strategic battles against iconic foes such as Super Mutants, Ghouls and Deathclaws.

4. Fallout 2

Fourty-four years after Fallout Tactics concludes, the events of Fallout 2 take place. With Black Isle Studios taking the reins as developer, Fallout 2 was the series’ first major sequel, this time following a descendent of the Vault Dweller from the original game known as the Chosen One.

After their settlement is hit by a long drought, the Chosen One is selected to leave the confines of their home in search of a terraforming device known as a G.E.C.K. Their adventure takes them across the vast reaches of the Wasteland, landing them in the sights of a highly advanced faction known as the Enclave. As the Chosen One dives deeper into the faction’s goals, they discover the group’s hard at work on a sinister experiment.

5. Fallout 3

After Bethesda purchased the rights to the Fallout license in 2007, Bethesda Game Studios took its first crack at the franchise with Fallout 3. Set three decades after Fallout 2, Fallout 3 picks up the story in the new setting of the Capital Wasteland, casting players as a vault dweller known as the Lone Wanderer.

Living a mundane life within the sealed walls of Vault 101, the Lone Wanderer’s life is thrown into chaos after their father mysteriously disappears, causing the protagonist to be exiled from their home. Beginning a journey across the Capitol Wasteland in search of their father, they discover his disappearance may be more significant than it first seemed and eventually become embroiled in a sinister plot concocted by the Enclave.

Fallout 3 acted as a major reinvention of the Fallout series, trading in the previous entries’ CRPG gameplay for a fully 3D world with real-time shootouts, a first-person camera, and the series’ now-signature V.A.T.S. targeting system.

6. Fallout 3 - Operation Anchorage

The first expansion for Fallout 3, Operation Anchorage offers players a series of new quets set during the events of the main campaign. The story follows the Lone Wanderer helping the Brotherhood of Steel enter a sealed pre-war armory. The only way in is to survive a simulation of the infamous Battle of Anchorage, which took place in Alaska prior to the nuclear war that destroyed Fallout’s world.

Throughout the campaign, the player steps inside the simulation and takes on the role of an American soldier fighting against Chinese troops, experiencing Anchorage firsthand. The DLC allows players a lengthy glimpse of a previously unseen part of Fallout’s lore, as well as offering plenty of new combat encounters.

7. Fallout 3 - The Pitt

Fallout 3’s second major expansion, The Pitt also takes place during the events of the main campaign. It adds a new locale for players to explore in the titular Pitt, a ruthless, plague-infested city found amongst the ruins of Pittsburgh.

After meeting a slave that escaped the city, the expansion begins with the Lone Wanderer venturing to The Pitt to find a cure for a rampant disease that’s been transforming the population into blood-thirsty monsters. Along the way, they become involved in the conflict between the enslaved citizens and their raider masters, making tough decisions that will forever alter The Pitt and its inhabitants.

8. Fallout 3 - Point Lookout

Fallout 3’s fourth add-on, Point Lookout is set during the events of the main campaign and takes players to an all-new setting, with the Lone Wanderer setting sail for the haunting swamps of the titular coastal town. The expansion begins with the Lone Wanderer offering to help a mother find her missing daughter, Nadine, who recently embarked on a journey to Point Lookout.

Upon arriving in the town, they quickly discover the truth behind Nadine’s disappearance runs much deeper than expected. Lodging themselves in the center of a long-standing rivalry between the owner of a local mansion and a tribe of cultists, the Lone Wanderer is forced to contend with the swamp’s eerie mutated inhabitants, confront buried secrets, and even endure impromptu brain surgery in a bid to survive.

9. Fallout 3 - Mothership Zeta

The last expansion added to Fallout 3, Mothership Zeta is set during the events of the main campaign and offers a unique, B-movie sci-fi spin on the franchise.

After responding to a radio signal out in the wasteland, the Lone Wanderer is abducted by a UFO, experimented on by aliens, and imprisoned on their craft. Escaping their cell, the player teams with the aliens' other human prisoners to overthrow their extraterrestrial captors and return to Earth.

10. Fallout 3 - Broken Steel

The third expansion for Fallout 3 but the only add-on to take place after the events of the main story, Broken Steel acts as an epilogue with a new ending. Although players were originally unable to continue their Fallout 3 save after the credits rolled, Broken Steel added the ability to resume their adventure, alongside delivering a short series of new missions.

Surviving their encounter with Colonel Autumn in the Purity Project control room, the expansion sees the Lone Wanderer team once again with the Brotherhood of Steel, assisting the group in eradicating the Enclave from the Capitol Wasteland for good.

11. Fallout: New Vegas

In the years following Fallout 3, Obsidian Entertainment took its crack at the Fallout license with a spin-off titled Fallout: New Vegas. Set four years after the events of the previous game, New Vegas tells the story of a courier who’s ambushed, shot, and left for dead in the Mojave Wasteland while transporting a priceless package to the glitzy, reclaimed streets of Las Vegas.

Found and patched up by a group of local settlers, the courier rises from their grave and proceeds to track down the man who attempted to kill them, unwittingly becoming the center of a power struggle between the various factions vying for control of the New Vegas strip. As they dig deeper into the package they carried and the man who stole it from them, the Courier realizes their decisions have the potential to change the Mojave Wasteland forever.

12. Fallout: New Vegas - Dead Money

The first expansion released for Fallout: New Vegas, Dead Money is set during the events of the main campaign and offers a new locale to explore. Taking players to the Sierra Madre, the story sees the Courier kidnapped, fitted with an explosive collar, and forced to rob a seemingly impenetrable pre-war casino with the help of three unlikely allies.

The task, by all accounts, is a suicide mission. The casino is surrounded by a cloud of deadly toxic gas, while a faction of ruthless survivors known as the Ghost People patrol the streets eliminating any and all treasure hunters. It falls to the Courier to organize a daring heist with the help of their allies to bypass the casino’s defenses and access the legendary loot behind its walls.

13. Fallout: New Vegas - Honest Hearts

The second expansion to hit Fallout: New Vegas, Honest Hearts falls within the events of the main campaign and sees the Courier venture to Zion National Park. There, they stumble across Joshua Graham, the legendary “Burned Man” who has become something of a bogeyman to Caesar's Legion after surviving a seemingly fatal run-in with the faction’s ruthless leader.

Finding themselves in the center of a war between the Burned Man’s army and a rival tribe known as the White Legs, the player must team with Graham to save Zion and its people.

14. Fallout: New Vegas - Old World Blues

The third New Vegas expansion, Old World Blues takes place during the main campaign and begins with the Courier tracking down a crashed satellite projecting a mysterious message. After interacting with the satellite, the Courier is knocked out and taken to a scientific facility contained within Big Mountain, where they discover they’ve undergone a mysterious surgical procedure.

Exploring the facility, they meet a panel of nonsensical AI scientists, who inform them that their brain has been stolen by a nefarious robot known as Doctor Morbius. Teaming with their new AI allies, they adventure across the research facility to defeat Morbius, retrieve their brain, and learn more about Big Mountain’s secrets.

15. Fallout: New Vegas - Lonesome Road

The fourth and final New Vegas expansion, Lonesome Road takes place prior to the conclusion of the main campaign but wraps up a lot of outstanding story beats established during the main game and previous DLCs.

The adventure sees the Courier venture into a new area known as The Divide in search of Ulysses, the courier originally designated the job of transporting the platinum chip before it was entrusted to the lead protagonist. Promising answers about his real identity, Ulysses summons the Courier for one final confrontation, putting the pair on a crash course that will unveil their dark pasts.

16. Fallout 4

Returning to the IP for the first time since 2008’s Fallout 3, Bethesda released Fallout 4 in 2015. Beginning on the day the bombs fell, players take on the role of a civilian known as the Sole Survivor who takes refuge in Vault 111 with their spouse and son. Cryogenically frozen inside the vault, the Sole Survivor wakes up two hundred years later, finding their spouse dead, their son missing, and the world destroyed.

Emerging into the Commonwealth, Bethesda’s apocalyptic take on the Greater Boston region, they begin a tireless journey to track down their son. Along the way, they lock horns with a mysterious, scientifically advanced faction called the Institute, which kidnaps wastelanders and replaces them with sentient robots known as synths.

As their fight against the Institute rages on, the Sole Survivor learns the dark secrets behind the Institute's plans, eventually teaming with the various factions of the wasteland to bring the group down.

17. Fallout 4 - Automatron

The first story expansion for Fallout 4, Automatron takes place during the events of the main story and sees the Sole Survivor go up against an antagonist known as the Mechanist.

It features a short chain of new quests in which the Sole Survivor battles the Mechanist’s robots and eventually tracks their foe down to their lair. The main purpose of the add-on, however, is adding the ability to build and mod robots you can take with you around the wasteland.

18. Fallout 4 - Far Harbour

The second story expansion for Fallout 4, Far Harbour is set during the events of Fallout 4’s main campaign, and sees the Sole Survivor sail to the eerie titular island in search of a missing girl. There they find a secret community of independent synths led by advanced AI known as DiMA.

As DiMA reveals new information about his community and Far Harbour, it becomes clear that the island is caught in a struggle between the locals and a radiation-worshipping cult known as the Children of Atom, who are attempting to cover the island in radioactive fog. It doesn’t take long for the Sole Survivor to get caught up in this dispute, giving them the power to make decisions that will irreversibly change the spooky locale and its citizens.

19. Fallout 4 - Vault-Tec Workshop

A small expansion released after Far Harbour, Vault-Tec Workshop takes place during the campaign and sees the Sole Survivor take on the task of building their very own vault. After liberating Vault 88 from raiders, the Sole Survivor meets an overseer trapped within the ruins who intends to revamp the abandoned bomb shelter.

Assisting her, the player is able to build their dream vault, recruit dwellers to live inside it and increase the shelter to maximum efficiency.

20. Fallout 4 - Nuka World

The final story expansion for Fallout 4, Nuka World is set during the events of the main campaign and hands the Sole Survivor the keys to an all-new area containing a massive, Nuka-Cola-themed amusement park.

After arriving and immediately being pitted against a series of ruthless raiders, trap rooms and robotic enemies, the player is granted the title of Nuka-World overboss. However, the position is hardly the dream job it's cracked up to be. Their new-found leadership requires that they deal with three raider factions living in the park, forcing the Sole Survivor to decide whether to appease them and grow their territory or eradicate them altogether.

All Fallout Games and Expansions in Order of Release

1. Fallout (1997)

2. Fallout 2 (1998)

3. Fallout Tactics (2001)

4. Fallout: Brotherhood of Steel (2004)

5. Fallout 3 (2008)

6. Fallout 3 - Operation Anchorage (2009)

7. Fallout 3 - The Pitt (2009)

8. Fallout 3 - Broken Steel (2009)

9. Fallout 3 - Point Lookout (2009)

10. Fallout 3 - Mothership Zeta (2009)

11. Fallout: New Vegas (2010)

12. Fallout: New Vegas - Dead Money (2010)

13. Fallout: New Vegas - Honest Hearts (2011)

14. Fallout: New Vegas - Old World Blues (2011)

15. Fallout: New Vegas - Lonesome Road (2011)

16. Fallout Shelter (2015)

17. Fallout 4 (2015)

18. Fallout 4 - Automatron (2016)

19. Fallout 4 - Far Harbour (2016)

20. Fallout 4 - Vault-Tec Workshop (2016)

21. Fallout 4 - Nuka-World (2016)

22. Fallout 76 (2018)

What’s Next for Fallout?

The latest addition to the Fallout universe is the Fallout TV show, which is about to enter its second season on Prime Video. Telling a new story, the series takes place in the ruins of Los Angeles with a vault dweller played by Ella Purnell venturing out into the Wasteland alongside The Ghoul, played by Walton Goggins, and Maximus, a Brotherhood of Steel recruit played by Aaron Moten. The show has a stacked roster of talent behind it, including Westworld creator Jonathan Nolan.

The first season quickly became one of Prime Video's most successful series ever. Season 2 will bring us to New Vegas, though is taking a "fog of war" approach to the multiple endings from the original game. New cast members include Macaulay Culkin in an unknown role and Justin Theroux as none other than Mr. House. Feel free to check out our recap of Season 1 if you can't squeeze in the time for a rewatch.

As for video games, Bethesda has made it clear Fallout 5 is on the way, thought it won’t be anytime soon. Speaking to IGN back in 2022, Fallout director Todd Howard confirmed Fallout 5 will come after The Elder Scrolls 6. Howard has also teased additional projects, which may include a Fallout 3 Remaster.

Callum Williams is a freelance media writer with years of experience as a game critic, news reporter, guides writer and features writer.

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Deus Ex Remastered has been indefinitely delayed

Aspyr has announced that Deus Ex Remastered has been delayed with no new release date. It will not be coming out in February 2026 anymore. This delay comes as a result of the negative impact its debut trailer received from its fans. Aspyr states that in order to meet fan expectations and deliver the best … Continue reading Deus Ex Remastered has been indefinitely delayed

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Phantom Blade Zero will be using Denuvo on PC

S-Game has launched the Steam store page for Phantom Blade Zero, which confirms the presence of Denuvo on PC. This may put off some PC gamers. Still, I can totally get it why S-Game has decided to use it. Phantom Blade Zero is an action RPG, inspired by Devil May Cry and Sekiro, and powered … Continue reading Phantom Blade Zero will be using Denuvo on PC

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Leaked Screenshots & Trailer for Tomb Raider: Legacy of Atlantis

It appears that a new Tomb Raider game will be announced at The Game Awards 2025. This new Tomb Raider game is called Tomb Raider: Legacy of Atlantis, and you can find below its leaked screenshots and trailer. From what I can see, this appears to be a remake of the first Tomb Raider game. … Continue reading Leaked Screenshots & Trailer for Tomb Raider: Legacy of Atlantis

The post Leaked Screenshots & Trailer for Tomb Raider: Legacy of Atlantis appeared first on DSOGaming.

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Monster Hunter Wilds will receive its final update in February 2026

Capcom has just revealed that the fourth major update for Monster Hunter Wilds will come out on December 16th. According to the team, this will be the final major update for Monster Hunter Wilds. Now, while the game won’t receive another major update, Capcom will keep supporting the game until February 2026. As the Japanese … Continue reading Monster Hunter Wilds will receive its final update in February 2026

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Supergirl: Who's Who in the New DC Movie Trailer

James Gunn and Peter Safran’s DCU may currently only have one live-action movie under its belt, but that’ll change in 2026. Next up is director Craig Gillespie’s Supergirl, as Milly Alcock’s Girl of Steel breaks out on her own. And breaks a lot of other stuff for good measure.

Supergirl is interesting in that, unlike Superman or the upcoming Clayface, it’s directly based on a specific DC Comics storyline. How does the new movie adapt Supergirl: Woman of Tomorrow, and who are all these new characters? Here’s what you need to know about the next live-action DC epic and all the characters in the new Supergirl trailer.

Milly Alcock’s Supergirl

Unsurprisingly, most of the spotlight in this teaser trailer is directed at Alcock’s Supergirl. There have been a lot of different versions of Supergirl in the comics, not all of which have been depicted as Superman’s cousin from Krypton.

But here, Alcock is playing a fairly traditional version of the character. This is Kara Zor-El. Like her cousin, she’s a survivor of Krypton’s destruction, though she’s clearly taking the loss of her world a lot harder than Kal-El. It doesn’t help that Kara actually has memories of life on Krypton and didn’t arrive on Earth until she was a teenager. Losing your family and your entire homeworld can weigh a person down, even when they have super-strength.

This isn’t the first time we’ve seen Supergirl appear in live-action. She was played by Helen Slater in 1984’s Supergirl movie, as well as by Laura Vandervoort in Smallville and Melissa Benoist in The CW’s Supergirl series. But in terms of personality, this is a very different take on the character from any of those versions. This Supergirl is hardly the clean-cut, all-American hero and the spitting image of her cousin. She’s a hard-drinking, hard-partying 23-year-old with a lot of emotional baggage.

Kara actually has memories of life on Krypton and didn’t arrive on Earth until she was a teenager.

That’s just one way in which the Supergirl movie is drawing directly from the Woman of Tomorrow comic. Written by Tom King and illustrated by Bilquis Evely, Supergirl: Woman of Tomorrow is notable for delivering a much darker and moodier take on the Girl of Steel than fans were used to. It depicts Kara as a depressed loner tired of living in her cousin’s shadow and still mourning the loss of her home.

As in the comic, it appears the film opens with Supergirl travelling to an alien world to get plastered and let off some steam. She pretty much has to head into space to get drunk, as Earth’s yellow sun causes her body to process alcohol as quickly as she can guzzle it down. But no sooner does Kara find a good watering hole than she’s drawn - very much against her will - into a larger battle. That’s where our next character comes in.

Eve Ridley’s Ruthye Marye Knoll

Like the comic, the movie pairs Supergirl with a character named Ruthye Marye Knoll (played by 3 Body Problem’s Eve Ridley), a resident of the remote alien world where Supergirl has come to drink. Despite her young age and small stature, Ruthye is on a single-minded mission of vengeance. Her father, a humble farmer, was murdered by a man named Krem of the Yellow Hills (more on him in a minute). Krem stabbed Ruthye’s father and left the blade behind, despite the fact that it’s a very fine and valuable weapon. That’s the sword Ruthye now carries, with the hope that she can return it to sender in the bloodiest way possible.

Early in the comic, Ruthye approaches Kara in the hope of hiring her as a mercenary. Despite her protestations, it’s not long before Kara finds herself drawn into Ruthye’s revenge quest. Deep down, Kara sees something of herself in young Ruthye, a girl who lost her metaphorical world as surely as Kara lost her literal one.

If all of this is starting to seem a little familiar, that’s because Woman of Tomorrow shares a lot in common with Charles Portis’ 1968 novel-turned-films True Grit. Ruthye is basically the character Mattie - a young girl whom no one takes seriously but is nonetheless determined to avenge her slain father. That, of course, makes Supergirl herself into the Rooster Cogburn character - representative of the law who reluctantly escorts her young charge on a foolhardy mission.

Basically, Woman of Tomorrow is as much a Western as it is a superhero tale, with a lot of the trappings fans of the genre have come to expect. Gunn has made a big deal out of the fact that every DCU film is stylistically unique, and this looks to be one element that will set Supergirl apart from Superman.

Matthias Schoenaerts’ Krem of the Yellow Hills

Several shots in the trailer showcase the main villain of the film, Krem of the Yellow Hills (who’s played by The Old Guard 2’s Matthias Schoenaerts). In the comic, Krem is introduced as a Kingsagent who seeks shelter with Ruthye’s family for the night, only to clash with her father and murder him. The comic then follows Kara and Ruthye as they pursue Krem across the galaxy. He’s nothing if not a wily and persistent foe.

As the trailer shows, Krem has a full band of rascals and criminals helping to back him up, giving Kara plenty of cannon fodder to fight off in the film. If a bunch of gun-toting goons doesn’t seem like much of a match for a Kryptonian, well, don’t necessarily expect Kara to be operating at full strength in the film. As mentioned, she travels to this remote world specifically to get away from Earth’s yellow sun and enable herself to get drunk. The catch is that this leaves her in a relatively weakened state. Her strength and invulnerability aren’t all there, adding an extra element of danger to this revenge quest.

This means fans shouldn’t expect a DC film on the same scope as Gunn’s Superman. Kara probably won’t be juggling buildings and lifting giant kaiju in this film. She’ll be operating as a leaner, meaner sort of heroine. Gunn and Gillespie have made no secret of the fact that Supergirl is a smaller, more low-budget film than Superman, even though little of it seems to be taking place on Earth.

Jason Momoa’s Lobo

As much as Supergirl is a direct adaptation of the Woman of Tomorrow comic, this isn’t a 1:1 recreation of that story. Nowhere is that more apparent than with the news that Jason Momoa has been cast as Lobo. Lobo is nowhere to be found in the comic, but he’s making his DCU debut in the film.

For those not familiar with Lobo, aka the Main Man, aka Master Frag, aka the Scourge of the Cosmos, he’s pretty much the closest thing DC has to a Wolverine character. He’s got a similarly bad attitude and anti-heroic slant. He’s a bounty hunter who travels the cosmos on his hovering motorcycle. He has little patience for anyone apart from his pet dog Dawg and the space dolphins he loves so much.

With this role, Momoa becomes the first major DCEU veteran to be recast as a new character for the DCU. It’s not at all surprising that he would be tapped for Lobo, though. Apart from the skin tone, he’s basically a dead ringer for Lobo already, and many would argue this is the DC role he should have been playing from the start.

We only see Lobo in one shot in the teaser, unfortunately, so there’s little indication of how exactly he’ll be worked into the plot. We could see him being hired by Krem to stop Supergirl and Ruthye. Lobo is strong enough to take on Kryptonians at full strength, much less the weakened state Kara will find herself in here.

But by the end, we assume the two will put aside their differences. Lobo’s not such a bad guy deep down. Well, not really. Lobo and Kara even have some important qualities in common. They both love their respective dogs, for one thing. And Lobo also knows what it’s like to be the last surviving member of his species. Never mind the fact that he’s only the last Czarnian because he killed all the others.

We also suspect Lobo is being added to this story to counteract any accusations of Supergirl being a film geared toward women specifically. He’ll certainly up the testosterone factor by several degrees. And going back to the True Grit comparison, Gillespie and writer Ana Nogueira may have wanted a second character helping Ruthye on her quest, echoing the fraught dynamic between Rooster Cogburn and La Boeuf.

Supergirl’s Parents

Of the currently confirmed cast of Supergirl, the only two major characters we don’t see in the trailer are Kara’s parents, Zor-El (David Krumholtz) and Alura In-Ze (Emily Beecham). We do see a brief shot of Krypton, though, where it looks like Kara’s home city of Kandor is being bottled up by Brainiac. That probably means we’re getting a flashback to Kara’s origin story at some point in the film.

It’ll be interesting to see exactly how Zor-El and Alura are portrayed here. Superman certainly turned heads with its unconventional depiction of Kal-El’s birth parents. There, we learned they sent their baby to Earth not to be the planet’s greatest defender, but to conquer humanity and start a harem to rebuild the Kryptonian people. Are Kara’s parents cut from that same cloth? Does that influence her more cynical worldview?

Krypto Returns and Kandor Shrinks - How Supergirl Ties Back to Gunn’s Superman

Speaking of Kandor, the shot of Kara’s home raises the question of just how much this new movie will tie back to Superman and its upcoming sequel, 2027’s Man of Tomorrow. News recently broke that Brainiac is the main villain of Man of Tomorrow, a threat so overwhelming that he forces David Corenswet’s Superman and Nicholas Hoult’s Lex Luthor to join together. Supergirl now looks as though it may lay the groundwork for Brainiac’s DCU debut, revealing how the villainous mastermind shrunk the city of Kandor and bottled it up. Heck, he may even turn out to be the one who destroyed Krypton in the first place.

At the very least, the opening scene in the trailer makes it clear that fans are in for more of Kara’s faithful pooch Krypto. Krypto has quickly become the Baby Yoda of the DCU, and we’re not at all surprised to see this spinoff milking the current Krypto craze. But will he appear as prominently as he did in Superman? That remains to be seen.

There’s also the question of whether any other familiar faces from Superman will show up. What about Supes himself? It seems only fitting to follow up Alcock’s surprise cameo in Superman with another reunion of the cousins in Supergirl. But as before, don’t expect DC to spoil that appearance ahead of time.

Ultimately, as much as Gunn has billed Supergirl as a standalone movie with its own agenda, we are expecting it to link back to the Superman movies in a fairly significant way. Supergirl could easily wind up being an important prelude to Man of Tomorrow, especially if Kara herself is meant to play a supporting role. There’s probably a good reason introducing Supergirl has been one of Gunn’s first priorities in the DCU.

What do you think of the first Supergirl teaser? Are you stoked for the next DCU adventure? Let us know in the comments below.

For more on the future of the DCU, find out why Brainiac is the perfect villain for Man of Tomorrow, and brush up on every DC movie and series in development.

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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High on Life 2 Devs on the Art of Making a Comedy Game Sequel – IGN First

As part of our ongoing month-long exclusive coverage of High on Life 2, the upcoming first-person shooter, I sat down with Squanch Games Chief Creative Officer Mikey Spano and Chief Design Officer Erich Meyr to discuss the art of making a comedy game sequel. Is it any easier to pull off than the comedy movie sequel, which doesn't have a great overall track record. All that and more are covered in the interview you can watch in the video above or read in the transcript below.

High on Life 2 will be released on February 13, 2026 for PC, PS5, and Xbox Series X|S – including launching on day one into Xbox Game Pass.

IGN: I've got a hundred questions here, not literally 100, but there's a lot I want to ask you guys. And I thought I'd kind of start here. And that is, I don't know if you'd agree, but in my opinion, comedy sequels, at least in the movie side of entertainment, don't have an awesome track record, so how do you approach doing a comedy game sequel to avoid some of the same pitfalls that comedy movie sequels seem to fall into?

Eric Meyer: I feel like a lot of movie sequels in general aren't better than the first, right? But game sequels are usually like a refined version of the first game. And yeah, we definitely took a lot of great ideas that we couldn't do in the first game and put them in this one, so hopefully we'll overcome that.

Mikey Spano: Yeah, with the first one, I don't think we really knew what it was until it was in the hands of reviewers and we were like, "Oh, this actually turned out pretty cool." We were just so heads down on it, it was a new IP for us. So I think for this one, we had a good place to start, so we're really hoping that it's a plus up of the original. I mean, there's definitely more jank in the original than this one, which is a lot of fun and keeps things funny, but I think we'll still have plenty of just fun, weird, unexpected stuff, so I'm hoping people like it just as much as the first, if not more.

IGN: Mikey, can you speak a little more to that? Because I've never made a game, I don't have the talent or skills for that, but I've talked to a million developers, reviewed, covered a million games. And I've heard that a lot where games are such a unique art form where often, they don't really come together until the very end and then suddenly you've got a game. So can you kind of talk me through not the development of the first game, but more kind of the very end that you're referencing there when it does come together, and then when it comes out and you start getting feedback from players and from reviewers? Did anything hit differently with players in the public than you thought it would, or did things surprise you versus what you'd intended or planned?

Mikey Spano: Yeah, definitely. I mean, there's a lot of angles we can look at for High On Life in particular. We're pretty open with our team about letting them put in stuff that they're interested in. And then usually they'll just reach out and say, "Hey, is this cool or does this work?" But towards the end, we have people we trust a lot that just can go in and do stuff if they want. So from a perspective of even just the dev that was working on directing the game, we saw stuff, or at least I can say I saw stuff that I didn't even know was in the game, and I am in there.

I saw things in some streams where I'm like, "Where did that even come from? Oh my God, that's awesome." That kind of stuff was really surprising and fun and that was intentional on our part. And then there's just a bunch of stuff that kind of breaks in funny ways or things that somebody approaches it a different way than I would've approached it or someone here would've approached it. And so you get this sort of emergent comedy that's based on the players' actions and not necessarily what we intended the players' actions to be.

Eric Meyer: Yeah, in the first game, there was a bug where people were getting stuck in Applebee's and that became an internet joke for a while. And we're like, "Sure, we'll own it. Yeah, you get stuck in Applebee's forever."

Mikey Spano: Yeah, the other thing we struggle with is, we call it dev eyes, where it's like you've just been looking at the game for so long. All the jokes you've heard a thousand times, they might've been funny the first time. And so you never really know at the end, what's going to land with people because for you, you're so numb to this stuff. So you sort of give it to a friend to play or we'll get some people in and we'll watch them play and evaluate, "Oh, that's surprising, this was their favorite part." And it's something we've seen so much, we weren't even thinking about it.

Eric Meyer: Yeah. That happened with us with our demo, where we put in so many good jokes throughout it. And then the thing that resonated the most was taking Sheath and turning him into a gun and that whole bit, the whole joke of that bit. And I don't think any of us expected that to be the biggest hit. We were like, "Oh no, it's going to be this part or this part." But I mean, the internet doesn't lie, right? That was the part people watched the most.

IGN: What ultimately then, were the lessons that you took out of the first game when you're talking about kind of more hitting the ground running here with High On Life 2? What are those lessons that you took from the first one that are helping this one?

Eric Meyer: I mean, we definitely knew the formula we wanted to do. We knew how a lot of jokes worked. We knew how we did an interactive gameplay with them, and we could take that and be like, "Let's do that kind of thing here, that kind of thing here," or, "Let's one up that one." So it gave us a really good platform to stand on as far as figuring out what all of our different moments would be, what our jokes would be, so that was really great. That helped us tremendously at the beginning.

And then also just, there was a whole can of worms around how do you handle having all these different guns and each one can be out and each one can have its own little comedy layer to a mission? And so we learned a lot of lessons from that and we're able to just like every mission now, we're like, "Yeah, we can focus on this gun here and we can do this here." It really helped us understand how to just build our game.

Mikey Spano: Yeah, for sure. We had the foundation. I mean, in the first game, we kind of take for granted that we were figuring out the gameplay, too. It's a first person shooter, but outside of knowing that it was a first person shooter, we had to figure out everything from the ground up, which is a lot harder than you would think. Starting with that foundation helped us game play-wise to really focus on the things that were working, try not to change those too much. And then the things that weren't working, building on them, and then also just bringing in some new stuff that we wouldn't have been able to bring into the first game because we were just figuring out the basics.

And that goes across comedy, too. I mean, we are always trying jokes that don't land. We're trying ways to tell the jokes that don't always work. And we end up with the best, but a lot of that stuff didn't work for one reason or another. And so we have that stuff left over for the next game that we can try again. And we're never really starting from zero per se, with this sequel. I mean, conceptually, there's a lot of stuff that's from zero, but in terms of our systems and everything, we had a good starting point.

IGN: A lot of developers I know these days just pull a ton of telemetry from players when they're playing. So when it's out there in the wild, kind of building on what you guys are saying, did any particular telemetry jump out at you guys, like people watching a surprisingly high amount of the in-game TV or barely looking at it at all, then maybe you take that and you either double down on something or scale back on something for the sequel?

Eric Meyer: Yeah. I mean, this is a little bit anecdotal from just hearing it everywhere, not necessarily a more qualitative thing, but just the many people who love Tammy and the T-Rex from that. You especially go through Steam reviews or whatever and yeah, there's certain things like that, that we did not expect to hit so strongly. And then yeah, I mean, just like any other game too, you kind of see where people fell off, like how many people played at the beginning. And for us, we were on Game Pass, so a lot of people tried the game, which was great. And we could see how far... Like any game, you have the curve of a lot of people get through the beginning and then you don't have as many people who actually finish it, but even people who didn't finish it still really enjoyed it. So it's cool to see that.

Mikey Spano: Yeah, we kind of had a unique situation where we had so many players. We were not anticipating that, but I think we're over 20 million players at this point on the game, which is insane. So pretty much every little area of the game was poked at in a way we didn't expect and it was really fun to watch that happen. I mean, you're stressed about, "Oh man, somebody found this bug," or, "Somebody exploited this thing," and you get stressed about it. But then you realize most people are out there just kind of having fun and laughing at it. And with 20 million people, there was quite a few variations of things people were hyper focused on or laughing about. I mean, some of my favorite stuff that came out of it is just the weird Hentai fan art of the guns, there's just so much. We hit every facet of weird internet culture and I love it, I couldn't be happier about it.

IGN: That's awesome. I mean, on that note, I wanted to ask you guys about Game Pass because I think Game Pass has been in the news lately for at least maybe not players' favorite reasons recently, but I think more broadly than that, and I even would say this from where I sit as somebody that covers Xbox and talks about Xbox on an Xbox podcast all the time, there's a lot of confusion, I think, from players about the business side of how Game Pass works. Now, I'm not asking you guys to share the terms of your deal with Microsoft or anything like that.

But clearly the first game, as you're talking about, Mikey, that was a huge success for you guys on the back of launching straight into Game Pass. So can you talk about what worked for you with that deal, what you got out of it, basically? Obviously, you mentioned 20 million players, but do you see Steam sales spike when it hits Game Pass or stuff like that? I don't know if, again, without maybe opening up the company's books or anything, which, I know you're not going to do that, but can you kind of speak to the fallout, if you will, of being on Game Pass?

Mikey Spano: Yeah. I mean, I look at Game Pass as a way to get people who are curious about your game. It's almost like a way to just demo games that are on Game Pass, where it reminds me of those old PlayStation Underground CDs you used to get in the mail. Game Pass to me is sort of that feeling. There's so many games that I'm interested in, but it's unlikely I'm going to buy every single one for a variety of reasons. So with Game Pass, it's like I'll check this game out. And typically I fall off. I have really bad ADD, so I'll fall off after an hour or something. And I think with High On Life, we had a lot of people that love Rick and Morty or hated Rick and Morty, but either way they knew about the game for that reason and maybe they wanted to hate play it. And then they ended up actually liking it. And then you kind of build this buzz around, "Have you guys heard of this crazy game," where somebody might not have taken the plunge and bought the full price game, so the online sentiment wouldn't have been as big. It wouldn't have been such a big conversation around the game.

I think that really helped us with marketing the game, especially as a new studio with a new IP and everything. Without Game Pass, we would've had very little visibility, so it was beneficial in that way. And I think there's some ways now that Game Pass has evolved a little where they're allowing people to come out simultaneously day one on PlayStation or come out on Steam. And that kind of stuff, we have no idea how that's going to work out, but based on what happened with the first game, I'm thinking it's going to be really big for us because we still get that conversation around the game from people playing Game Pass. But then people on PlayStation, they don't have to wait a year and then kind of forget about it and then restart the conversation. I think Game Pass is going to be even better for us this time than it was for the first game.

Eric Meyer: Yeah, it's hard. I mean, these days, there's a lot of good games coming out all the time. I'm constantly shocked when I'm like, "Wait, what is this game that looks like everything I want from the game, but it came out two years ago?" And I follow news and everything, so getting a good amount of attention to your game is critical.

IGN: A big new feature of High On Life 2 is skateboarding. I'm a big first person shooter fan and I've played a million of them over the years, and I'm trying to think if I've ever played a first person shooter that has skateboarding in it. Where does the idea come from for that? How does that kind of come up and then hone in as a key new feature of the sequel?

Mikey Spano: Yeah, this is a really interesting one because this is something both Eric and I really wanted on the first game. We had a concept artist, Sean McNally, who, amazing concept artist. You can use his name in here if you want. He's great, love the guy, very talented. We were kind of coming up, "What are some other things you can do with aliens and alien life forms?" And he had drawn this sort of pill bug that unfolded into a skateboard and we were like, "Ah, God, we got to get this-"

Eric Meyer: Yeah, it was so cool. We were like, "We could just throw this in as a thing you could temporarily have for a moment in a level or something."

Mikey Spano: Yeah. And then in my head, it was like the boot in Mario 3 or something, where an enemy and you use it temporarily. And so when we started High On Life 2, we started kicking the conversation around again, "What if we had a power up that let you kind of skateboard?" And so it was meant to just be a little thing. And we started playing with it and the fun was there, but there was so much complexity that I got to the point as like... I grew up skateboarding, I love skateboarding, but I got to the point where I was like, "It's just too risky, we can't do it." And then Eric was like, "I'm not letting go of this."

Eric Meyer: In the first game when we were figuring out a traversal kit, at one point we had this sort of omnidirectional boost thing and it was kind of cool. It helped the momentum of the game, but it just didn't have anything grounding it. We converted it into sort of a power slide, which was really fun the first game. It's my favorite thing to do in that game. And then really, we talked about the skateboard in our creative meetings and we're like, "Yeah, let's do it. Let's figure out some cool thing with a skateboard." And at first I was like, "Well, it'll just be power slide plus. You can slide now, but you can go for longer because you're on a skateboard." And then we did a whole bunch of refactoring our traversal kit.

We kind of really improved all of our movement and a lot of things, me and Carl Glave, who's our programmer for all the traversal stuff. And then we were tagging the skateboard and as we kept going with it, we're like, "Well, yeah, you should be able to go up a vert ramp. Yeah, of course. You should be able to do this, all the skateboarding things." And we were looking at Tony Hawk and a bunch of different games like Session and Skate and stuff that are really technical skating games. And we were like, "Well, we can't do all that technical stuff." There's not enough buttons. You got to shoot as well, you can't just not do all that. But we started just refining and refining and reducing things, but also making it just a really smooth experience.

I really just wanted you to feel like you're on a skateboard, it's doing what you want to do while you're shooting at guys, while you're doing all these other things that are taking up most of your mental space, but you still get that feeling like you're on a board and you can jump off ramps and go and wall ride and do all kinds of cool stuff with it. So we just kept kind of refining it and making it smoother and just more intuitive, and not super technical because that competed too much with the shooter aspect.

I think the hardest thing for a new mechanic like that is it's risky, it's unknown. We looked at a lot of different comps and a lot of other games had been doing kind of similar stuff to try to get some ideas and it really was just an accumulation of just hammering on it and iterating on it continuously and making some really good calls at different points to make it. There was a whole group effort deciding exactly what this needs to do and what it should not do. And that got us to a really good spot.

IGN: And a sequel's boring if it's not taking any creative risks.

Eric Meyer: Exactly.

Mikey Spano: Yeah. And I keep thinking, "Did we take enough creative risks on this game?" And I'm like, "Oh wait, we completely changed-"

Eric Meyer: Yeah, yeah. I mean, to me it's like the Terminator 2, right? Everyone can agree Terminator 2 is a great sequel. Terminator one is great too, but 2, they're like, "Well, we're going to make a quicksilver Terminator," which could have totally failed. Could have been like, "No, I want Arnold Schwarzenegger." But they put something new in with what you already had and made an awesome new experience.

Mikey Spano: Yeah, for sure. The funny little anecdote, Eric mentioned Carl, Carl's an amazing programmer that we have and he is very motion sick sensitive. I don't know exactly the right phrasing for it, but he gets motion sick very easily. And so putting him on the skateboard is so cool, but he did such a good job with it. And I think a lot of the smoothness that you get from it comes from him just being like, "Oh, these numbers make me want to puke. Let me tweak that."

Eric Meyer: Yeah, yeah. No, he made sure it's motion sick friendly, which, in first person is insane.

Mikey Spano: Yeah, it's crazy. I honestly thought it'd be a fun little power up. There's no way I would want to play a whole game where I'm riding a skateboard and shooting. And I was so wrong, it's so cool. It's my favorite part of the game for sure.

IGN: Mikey, you said you grew up skating and there's such... I mean, the artwork for both games, just High On Life in general has such great artwork.

Mikey Spano: Thank you.

IGN: A custom skate deck for High On Life 2 – maybe like a collector's edition thing, limited. Are we going to do that?

Mikey Spano: I will say that we have our biz dev guy, Benny Moore, he comes from Limited Run, so he knows that space really well. And then we just hired somebody, I believe it's merchandising director. I don't know his name, but it's another one that we know from Limited Run, Shaddy, and he's amazing, too. And so he's taking on a lot of really cool merchandising stuff for us. I can say I love skateboards, I love physical stuff. As you can see, my office is full of collectible stuff, so it's a pretty safe bet that there'll be some of my own life decks out there.

Eric Meyer: The hardest thing is going to be choosing which ones to use, because we have a bunch of decks in the game with awesome art on them and there's a lot of ones that, I can't pick a favorite. There's a lot of really, really cool decks.

Mikey Spano: Yeah. For this game, I have a big group of weird, low brow art friends and I wanted to bring them on to do graffiti and signs and stuff like that for us. And it worked out really well that they were able to all do deck designs for us, too. So we have so many cool, weird, unexpected decks in the game that I want to see all of them turn into a physical deck at some point. And I love the idea of a voting system of, "All right, for this next run, here's three. Which one do you guys want to see next?" And keep pitting them against each other. That could be really fun.

IGN: Pivoting back to the video game itself, the weapons, clearly the stars of High On Life and justifiably so. When you're looking at adding new ones for the sequel, I'm curious, where do you start? Do you start with weapon function like, "Well, do we want a rocket launcher type? Do we want this chain gun, this kind of that?" Or do you start with a personality type and then figure out what gun function it should be? Or do you start with an actor in mind and then kind of build a gun around that? I'm really curious to the process because the guns are such a unique aspect of High On Life.

Mikey Spano: Yeah. Typically, I mentioned earlier, I'm super ADD, so I'm always doodling. Even in meetings and stuff, I'll be doodling. So Eric and I will be talking about, "What's a gun archetype we want that we don't have yet?" And so while we're talking, I'll start usually just doodling a few things and I'll show it to Eric and say, "What do you think about this functionality? Does this functionality seem cool?" And then he'll give me some notes and maybe he'll do a sketch and we just kind of go back and forth, honing in on a shotgun archetype. Gus is our shotgun archetype and=

Eric Meyer: Yeah, that's how we figured out a lot of the first game's guns.

Mikey Spano: Yeah, we're a very visual based studio, we let the vibes lead our design. And then Eric and Nick, who is our technical director, but also our combat director for this game, he gets really into the weeds about how the functionality works and, "Let's tune this number and let's try this." And all of that kind of goes back and forth and informs the general look of the gun. And usually when I'm sketching these guns up, I'm thinking about an actor like Sheath from the very beginning, I wanted to be Ralph Ineson. He's been my white whale for years and we finally got him. And so that whole time, I knew that's what I wanted him to look like. And for the caps from the first game, a lot of that look came from just Jim Henson.

And if you look at the really old, fat, weird Kermit the Frog, that's Creature. There's just a bunch. I have all this reference from the game where, believe it or not, Knifey is basically Elmo without a nose or hair. And that's kind of where I started because I thought it would be a fun nod. I love leaning on cultural stuff that exists already, so I'm always putting little nods to everything. And trying to find more Muppets for this game didn't really work out right away, so I just kind of went with what felt right. And luckily, Eric and Nick and I were able to come up with some archetypes that felt really good.

Eric Meyer: Yeah. When we kicked this game off, we locked ourselves in this rental office for a week. Me and Mikey and Alec Robbins, our native director, Nick, and Maddie, our producer, our EP, to just oversee everything. And we just broke down a bunch of stuff from the game. I just remember one of the things we did was we had a big whiteboard of just every gun archetype imaginable and then being like, "Okay, what would fit? What's going to be the next things that would fit into our mix?" And then started playing with those and sort of integrating some of them into the story as we were talking about story as well. I don't remember all the details.

Yeah. And on the first game, like I was saying earlier, we didn't really know what it was, so I drew a million guns. So this game, before I even did anything, I was like, "What about this sheet that we had? Is there anything on here that's a good starting point?" But I don't think we ended up bringing any of that on. The bow and arrow was a new concept, I don't think anything existed for that and Sheath was all new. Travis and Jan were pretty much all new. So even though we started with some of the older sketches, they changed enough that it was just pretty much from scratch.

IGN: Well, speaking of the voice actors for the weapons in High On Life, when you're writing now the sequel, obviously, do you really even write lines for JB Smoove, or do you just give him some ideas and outlines and then just hit record in the VO booth?

Mikey Spano: I wish the latter was possible, but it's just wrangling somebody who's really good at ad-libbing when we have such a tight story. Especially in this game, we focused a lot more on a tight narrative. Alec and his team, Alec Robbins, our Narrative Director and effectively our head writer, him and his team just wrote so much amazing stuff that getting the actor into the booth and getting all of it read out, you've played the game so you interact with someone, they're not just saying one thing, they're saying a bunch of things. And each of those things has multiple permutations. And so there's just really no way to get an actor in and say, "Go crazy."

On the first game, it happened just out of necessity, given the structure of the game, but for this one, we wanted to do a better job and tighten things up. And so we do start pretty much everything written and then we'll have them read the line the way it's written and then, "All right, well, how would you say this line?" And then some of those are the ones that are the funniest and sometimes just reading it as is works better. But it's very taxing on the voice actors to ask for ad lib, especially in that setting, so it can be really tricky. Sometimes it just happens on its own.

Eric Meyer: Yeah, we like to encourage it. And this time, I mean, this game has so much more dialogue than the first game that some of those record sessions were like, "We got to move. We can't ad lib for an hour on this guy." So yeah, it was a lot to get, especially with the guns. And Gus and Sweezy in particular, they're around for the whole game, so they're a lot of dialogue.

IGN: JB is such a master improviser, I just was curious. It's interesting to hear that you almost had to just keep him on script.

Eric Meyer: Yeah, a lot of people go crazy in moments for sure, but you're getting through so many lines, yeah, we kind of had to just let it go off the script first and foremost and then mess around.

IGN: You mentioned the whiteboard of weapon archetypes, that you lock yourself in a WeWork space for a week at the beginning of the project to start to hash out. Did you have any weapons or weapon ideas that had hit the cutting room floor? You're talking about stuff that got cut from the first game. Was anything from the first game that made its way into this one in terms of the weapons?

Eric Meyer: I'm trying to remember. The first game, well, one thing we had in the first game, Sweezy, there was going to be two Sweezys at one point, right, Mikey? One of them died and became a ghost?

Mikey Spano: You had this ghost gun that you could summon, but it never really got traction. We've been wanting to do the dual pistols. I really wanted initially, Eric Andre and Hannibal Burris, just one gun that was overly confident and kind of funny, and then one that just talked to the other gun the whole time. And that was sort of the archetype we were talking about. And then as we got closer, I don't remember who pitched it, but we were like, "It would just be funny if it was just a couple in a relationship and that you had-"

Eric Meyer: I think we were all watching Righteous Gemstones at the time.

Mikey Spano: I think that's probably what it was.

Eric Meyer: And we were like, "Oh yeah, that relationship is like the..." I forget the character's names, but it's so funny. And so we're like, "We should hone in on that."

Mikey Spano: Yeah. And so then we kind of started with that as sort of the archetype. And then we had different actors in mind for the guns initially, and then we kind of just kept swapping actors around based on availability and what the game needed. And we ended up with Ken Marino, who's amazing, so-

Eric Meyer: So good, such a good performance.

Mikey Spano: Yeah, he's just so pro. He gets it, he just nails it. And Gabourey Sidibe, who, she played Mucks in our DLC, but now she plays Jan. And those two together are so funny, it's fantastic. Those two guns, at first, I thought would be a fun little joke for a mission or something, but they're probably the most memorable narrative-wise from the game.

Eric Meyer: I think so too, yeah. Because it's two guns and they span over a couple missions, you get a lot of... Their story becomes actually a pretty prominent story in the whole game.

IGN: Was replacing Kenny in the game from the DLC and now in the sequel, easier than recasting Kenny? Because I mean, you've got the two new voice actors for Rick and Morty now who are just dead on perfect.

Mikey Spano: Yeah, we actually didn't want to bring Kenny over for this game. We're not done with Kenny in the universe, but he's just not part of the story of this game. We will be recasting Kenny, of course, but assuming we continue to make High On Life, which I will fight tooth and nail to keep doing, we still want Kenny to be a part of this universe and he's got a lot more to his story than what we saw in the first game and in DLC. I think our narrative wrapper was that Kenny just got dropped or something in the DLC, but I think that there's more to that story than we let players know, and so we'll be hopefully talking a little bit more about that in future game.

Eric Meyer: Yeah, this game takes place five years after the original, so we kind of alluded some of the things that happened in that time span, but that's definitely an area that we'll explore more in this game and in the future.

IGN: The last question I have for you guys is, you touched on it already with talking about how much more dialogue there is in this one, but scope-wise, for me, I really thought the first game was just the perfect... It didn't overstay its welcome, but it wasn't like a four-hour game by any stretch either. I just thought it really hit its mark super well. So are you aiming for a similar scope to the first game with this one or we go and... What's the thought process there?

Eric Meyer: We're a little bit larger for sure. We wanted to give a little more. This game especially has a much more kind of, I'd just say mature narrative. There's more going on with it. We actually hit our themes a lot stronger at the end and everything, so we wanted to give it more time to feel like a good sequel. And then we actually have quite a bit more sort of side content you can do in this one.

In the first game we sort of have, you could go back to areas, you could bring in some more bases for a little fun vignettes. In this one, you kind of have these regions in the hub that you can actually go around and find cool stuff in and kind of dig into more and just skate, you can just skate over the whole place. So we definitely have a little more extra time for folks who want to mess around as well. We're definitely shooting for a bit of a longer game than the first one, but by no means, this isn't an RPG length game. We're trying to keep it a nice narrative you can play.

Mikey Spano: For the first game, we didn't really know how long it was going to be. And then it came out and we were like, "Okay, good. It was enough." For me, as an older gamer, 10 hours is my favorite amount of time to put into a game. Past that, I get stressed. And so we didn't want to get too far from 10 hours, but then at the same time, we had so much we wanted to do that things just kept growing. And honestly, I don't know how long the game is. It could be 1,000 hours, it could be 11 hours. I really don't know at this point.

We'll know the day before it comes out, how long it really is. But I think it's safe to say it's a decent bit longer than the first game. Our initial desire was 25% more, but I actually think we've probably exceeded that by a bit. And then that's not even thinking about all the new side content and just skating around, doing challenges and stuff like that, so there's a lot there. And it's not all narrative comedy. There's a lot of the side stuff that's just pure gameplay.

Eric Meyer: Yeah, just fun gameplay.

Mikey Spano: It hopefully doesn't overstay its welcome.

Eric Meyer: On this one in particular, we try to make every level very unique. And you're still using all your core mechanics, but there's a lot of levels we're not going to talk about until they release because they're awesome surprises. And so hopefully that keeps. Especially, I know some games midway through, you're kind of like, "All right," I get it. So hopefully we can keep that pacing going for everyone.

Mikey Spano: Each act, if not each mission, could be its own game. All the guns, each time you get a new gun, everything changes. Each time you get to a new location, it's a surprise. And we didn't do a ton of retread this time other than sidetracking or side missions, I guess. It's a lot, and I think people won't get too exhausted with it just because the variety is so broad.

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

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World of Warcraft Players Figured Out How to Make Flying Houses, and Blizzard Has Given Them Its Official Seal of Approval

World of Warcraft's new housing feature has been available for those who pre-purchased the upcoming Midnight expansion for over a week now, which naturally means folks have had plenty of time to get really, really creative with their new library of decor. One of the wildest player discoveries early on was finding a trick that would make houses float in the air, which a number of people have used to make wild flying creations. Better yet, instead of patching it out, Blizzard has surprisingly given its blessing for airborne abodes.

Lofting one's house was discovered almost immediately after the housing feature dropped, with players initially using it simply to raise their homes in the air as a fun gimmick.

Apparently, flying houses are surprisingly easy to do. If you're just using the base creation tools, you're never going to be able to do this on accident, as the most you can do is move the house around on the ground within your lot. However, players using Advanced Mode can raise a house by moving any decor object inside or attached to exterior of the house, and then lifting that object up in the air. The house goes with it!

As time has gone on, players have gotten even wackier with their flying houses, using them to create elaborate constructions such as airships:

Mechanical wonders:

And other assorted creations:

Since this discovery was made, players have been understandably concerned that Blizzard would patch it out, as it didn't seem to be intended behavior from houses. However, Blizzard has taken a surprising step in sanctioning the hovering homes, and even actively trying to make it easier to create them. A recent post on the forums from community manager Kaivax reads as follows:

Almost immediately after the 11.2.7 patch went live, we saw players using keybinds to elevate houses off the ground, even though there weren’t UI controls for that. We quickly began work to enable the controls so that it would be easier to move a house upward.
We have two concerns, of course:
The underside of houses aren’t modeled or textured. Players who lift their houses may decide to hide that part behind other things.
If you lift your house up, clicking on the door could become difficult. You might want to consider building a ramp or a jumping puzzle or a mount landing spot, etc.

Honestly, totally fair PSAs from Blizzard there, though it does lead one to wonder if long-term we might see some decor aimed at flying homes specifically if they get popular enough. Now if only we could have an entire floating city-wait, we what? Uh, scratch that. I'm going back home.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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The Last of Us TV Show Is Getting the Funko Pop! Treatment, Figures Now Up for Preorder

Fans of The Last of Us TV show have some new collectibles to look forward to early next year. Funko is gearing up to drop some new Pop figures of Joel, Ellie, Tommy, and a clicker based on their character versions from the show. These are all set to be released on February 4 next year and each come with a list price of $14.99, though the clicker figure is enjoying a minor discount down to $11.13 at the moment.

Funko Pop Figures like these can sometimes sell out very fast. If you're hoping to pick one, or all of them, up to add into your collectibles, now is the time to get a preorder in before they sell out.

Preorder The Last of Us TV Show Funko Pop Figures

The nice part about Funko figures is they don't take up too much space. Each one of the figures above only stands about 3.75-inches tall, so you can have them all in a little row together on your shelf. Considering the third season of the show isn't coming out until 2027, these figures will at least keep you company if you're using 2026 as a time to rewatch seasons one and two.

While there's still a few months to go before these Last of Us Funkos are officially available, there are plenty more collectibles and items you can buy right now instead, especially if you're getting some last-minute holiday shopping done. If you're looking for some ideas to help you out for the holidays this year, we've curated quite a few different gift guides - including a gift guide for LEGO fans and one for those with a love of Magic: The Gathering - to help make seasonal shopping a little bit easier.

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

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South Park Season 28 Finale: "The Crap Out" Review

Warning: This article contains full spoilers for South Park Season 28, Episode 5!

South Park’s 27th and 28th seasons have been one weird, wild ride, and it all finally culminates in the Season 28 finale, “The Crap Out.” The title alone hints that Trey Parker and Matt Stone know a lot of fans are expecting the wheels to come off the train here at the end. This episode is nothing if not extremely self-aware. But for all the crap out jokes, the finale does actually tie everything in these two seasons together pretty neatly. It’s a satisfying conclusion that comes after a relatively choppy couple of months for the series.

At the very least, “The Crap Out” finally ends the show’s recent, poor track record with holiday episodes. The Halloween-themed “The Woman in the Hat” and the Thanksgiving-focused “Turkey Trot” proved to be the two weak links of this season, but the show finds much more success getting into the Christmas spirit. And why shouldn’t it? South Park has been doing that since the very beginning.

“The Crap Out” strikes a nice balance between focusing squarely on the younger characters (or Stan, specifically), and wrapping up all the political satire that’s so dominated these two seasons. While it would have been nice to see Kyle, Cartman, and Butters (I’m still perplexed at how quickly and thoroughly the show has abandoned all of its Cartman subplots), Stan makes for a good focal point as the season turns colder and more somber. He’s suffered as much as anyone in this new status quo. He deserves his Christmas miracle. Too bad Jesus isn’t exactly in the Christmas spirit these days.

That leads to a really terrific fakeout where we’re led to expect the return of Mr. Hankey, only for the Woodland Critters to show up instead. Best of all, they immediately shoot down any complaints about continuity. Stan, like the rest of us, just has to roll with this bizarre little Christmas odyssey. It’s a crap out. Don’t think too hard about it.

Even as Stan reunites with his unholy critter friends, this episode works fiendishly to tie up all the political loose ends and bring the Antichrist storyline to its big conclusion. We get the hilarious and very welcome return of Towelie, who highlights just how ridiculous the show’s ongoing narrative has become this year as he sums up every plot twist so far. And everything does ultimately wrap up pretty nicely. If anything, it feels all the more like the South Park crew have known for a while how they wanted to end things, and the see-sawing quality of recent episodes is a symptom of the show spinning in place until the endgame arrives.

“The Crap Out” brings everything to a head as Donald Trump and his entourage confront Stan and the Woodland Critters in Hell’s Pass Hospital. I was anticipating some massive battle between good evil and more evil, or maybe even a Home Alone spoof as Stan set traps for the would-be abortionists. Instead, it all ends on a surprisingly anticlimactic note. You really have to hand it to South Park for capping off its Christmas episode with footage of the literal Antichrist hanging itself in the womb. The series still knows how to push the envelope after three decades.

I suspect that ending is going to prove very divisive in the fandom. It’s certainly an abrupt way of wrapping up the conflict. But I think the anticlimactic nature works in the episode’s favor. Anyone expecting Trump to actually be brought down in the finale and face South Park’s brand of justice was barking up the wrong tree. The show is clearly in it for the long haul as far as satirizing the Trump Administration is concerned. And it feels very fitting to end this season by commenting on Trump’s singular talent for wriggling out of legal consequences.

It helps that, as cynical as this ending is, the finale ultimately closes out on a more tender and hopeful note. Yes, Trump is victorious, and Satan is fleeing the White House in shame. But Stan managed to redeem Jesus, and in return, he gets his Christmas miracle as a thank you gift. I’m just grateful Jesus gave Stan his old house back and not Tegridy Farms. That would be a truly depressing way to end the season.

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Genshin Impact-Themed PS5 DualSense Controller Is Up for Preorder

Anyone looking to add some pizazz to their gaming setup doesn’t have to look far to find ways to do so. One of the best ways is to pick up a special edition controller. And fans of Genshin Impact can now preorder the great-looking PS5 DualSense Wireless Controller – Genshin Impact Limited Edition (see it on Amazon). It costs $84.99 and is set to release on February 25 in the U.S.

DualSense Wireless Controller - Genshin Impact Limited Edition

The new controller is coming in part to promote the recent release of Genshin Impact Version Luna III, “which features the new playable character Durin and fresh updates to the story in Nod-Krai.” Click the above link for full details about the update and patch notes.

As for the controller itself, Sony said in a blog post that its designers worked closely with HoYoverse to create the design. It features “design elements inspired by Genshin Impact’s beloved Traveler Twins and Paimon, celebrating years of adventure and companionship in Teyvat.” It has a white and gorgeous blue color scheme, with gold and blue etchings on the grips, touch pad, and D-pad. The face buttons also feature gold versions of the traditional PlayStation shapes.

Functionally, it will be identical to all other PS5 DualSense controllers. It has haptic feedback for vibrations, adaptive triggers that can put resistance on your pulls. It has a built in microphone and speaker, and the built-in battery can be charged via its USB-C port. It’s compatible with PS5, PC, Mac, and mobile devices.

Sony says, “Select markets across Asia, including Japan” will get the controller on January 21. Those in the rest of the world, including the U.S., will have to wait about a month as it releases on February 25 in those regions.

If you’d rather get a new PS5 controller sooner (in time for Christmas, perhaps), you can check out our running list of every PS5 controller available. You have plenty of colorful and fun designs to choose from.

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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Fallout: Season 2: Justin Theroux on Finding the Voice of 'Broken' Idealist and Villain Robert House

Fallout: Season 2 explores the backstory of how movie star and Vault-Tec pitchman Cooper Howard (played by Walton Goggins) went to Las Vegas before the war and met the man who he later tells Lucy MacLean was the main cause of the end of the world: Robert House.

As seen in the trailer, House recognizes the darkness lurking within Coop that will one day consume him as The Ghoul. House deems Coop “actually quite a violent man” who would do anything to protect his family. “You just don’t want to kill me … yet.” It seems then that the first steps of Coop’s tragic transformation into The Ghoul begins with his interactions with Mr. House.

Fans first saw Mr. House in live-action in Season 1 of the hit Prime Video series where the tech magnate was played by actor Rafi Silver. The Leftovers star Justin Theroux takes over the role for the show’s second season, lending the RobCo Industries founder a more urbane gravitas than the character we met in the first season.

I recently chatted with Justin Theroux over Zoom about Fallout: Season 2, his particular interpretation of Robert House, and the choices he made in bringing this iconic video game character to life. (Editor’s note: This interview has been edited for clarity.)

IGN: What was that initial conversation and the big hook for you to want to do Fallout?

Justin Theroux: I've been friends with Walton for a long time and he was kind of the one that they deputized to give me the part. So he called me and just was like, "Hey, I think we're going to offer you this part and I'd really love for you to do it." And he told me a little bit about it, which I was like, "I don't know what you're talking about." Meaning it was so dense, what he was describing. But the real desire to want to do it came once I started talking to Jonah and Geneva and Graham and wrapping my arms around what the character was, what he was like. And that all these delicious scenes between me and Walton were going to take place, which was really just so exciting.

And then just my own little tick list of rules for what it takes for me to want to do a character were all sort of ticked, interesting, has a beginning, middle and an end. I guess ostensibly he's a villain, but I don't really think of him that way. But it was just the opportunity to play a genius. It's like playing Sherlock Holmes or Mycroft Holmes or playing those kinds of characters that are admittedly far brighter than I am in this part of the world or in this genre are really fun characters to play. And then really just each little scene that me and Walton had was this delicious little one act that we would get to play, and it was just really fun days at work.

IGN: I want to press you on you say you don't really think of him as a villain. Who is Robert House then, in your estimation, and what is his worldview maybe?

Justin Theroux: I mean, I think you could draw comparisons to all kinds of people, current billionaires as to what their worldview is. And I think I can also step out of me loving the character enough to know that he is, of course, a villain. But villains, of course, all villains don't think they're villains. They think they're incredible people that are trying to save humanity and the world, but their wires got crossed somewhere. I mean, even the Unabomber thought that he was a patriot. And I think there's a little bit of that in House in that he's trying to socially engineer the end of the world.

And he thinks that what he's probably doing is good for humanity writ large, to shake the Etch A Sketch and start the world over again. And obviously, we as an audience, have the opportunity to see what the shaking of that Etch A Sketch does. But I think he's an idealist, a broken one. And I think whatever it is, he's certainly on some spectrum of just thinking that he's being helpful. And he's in that incredibly weird era of having so much money and so much power that he gets to treat the world as his play thing. And again, I'll let you draw your own comparisons as to who those people could be in our current world.

IGN: Obviously, it's no secret that Howard Hughes is a big influence there. I know the character in the game has a similar voice, but I wanted to talk to you about coming up with the voice for House. I know you played him recently [in White House Plumbers], but I did hear a little bit of the cadence of the real world G. Gordon Liddy.

Justin Theroux: Yeah, Liddy was a little more comical, I guess, or blue collar or something, and was a little more put on. Liddy himself, I think, studied language in order to place himself in that sort of tax bracket. But it's not a wrong comparison. I thought House would have a similar kind of affect where the minute you hear his voice, he's put himself above you so that he wants to establish – and that was just as an actor wanting to work on the character – I wanted to establish a voice that – and it's done so beautifully in the first scene, because of course I'm playing opposite this working class Joe. So the minute you hear House pipe up, you know that a different air has entered the room. And I really like that because it makes whoever he's talking to seem small in a cruel way.

IGN: That's a really interesting way to view it. It's just another weapon in his arsenal, really.

Justin Theroux: Yeah, and I've known people like that. It's like when you talk to someone with a high RP English accent, you immediately feel like, "Oh, I don't deserve to be here because royalty apparently is here."

IGN: In the game, House's thing is he wants to live forever, which to me that suggests somebody – I wouldn't want to outlive all the people that I love – that kind of suggests maybe Robert House doesn't love anybody or nobody loves him.

Justin Theroux: I don't see as someone who looks at photos of his grandchildren and gets a tear in his eye, I don't think he's that kind of guy. I think it's a much more megalomaniacal, ego-driven thing to want to live forever. And interestingly, in the game, he doesn't really want to preserve his body, he really wants to preserve his ideas and his mind. And everyone in the world wants to have some sort of a legacy, but I think his certainly doesn't involve children or that kind of thing. And I think the buck wants to stop with him, wants to be pulling the strings. I mean, it's the whole thing of living forever. It's like, I don't want to live forever if my brain falls apart. You know what I mean? Or if my bodily functions fall apart, I think I'll be ready to go. But he, interestingly, just preserves his ideology.

IGN: Did you delve into the game at all when you got the role?

Justin Theroux: Yeah, I watched a little bit of gameplay specific to New Vegas online. And then I remember playing the first one when it came out a long time ago, but I really had to use the scripts as my touchstone for everything that was going to happen. Watching the gameplay wasn't as helpful as you might think. It was helpful just to understand the world and intellectually get it, but the actor who played him in the game [René Auberjonois] did a wonderful job and was so specific and good.

And I certainly didn't want to do an impersonation of that because I thought that would just feel almost a disservice to the work that that actor had done. And this was also in New Vegas or season two, it was the first time we were really seeing him not on a screen, flesh and blood. So I knew he had to have a physicality to him and all that work had to happen away from the game. I had to figure out a way to carry myself, yeah.

Fallout: Season 2 launches on Prime Video on December 17.

For more coverage, find out when fans can expect Fallout: Season 3 to begin filming, why Walton Goggins isn’t interested in playing the Fallout games, and why Fallout Season 2 takes the 'fog of war approach' to avoid making any New Vegas ending canon.

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Disney Says It Will 'Thoughtfully and Responsibly Extend' Its Storytelling Through Generative AI Use With $1 Billion OpenAI Deal

Disney has agreed to license 200 of its most beloved characters for use in Sora's generative AI videos, alongside a $1 billion investment in OpenAI.

The three-year deal will allow users to generate short-form videos featuring Disney icons such as Mickey Mouse, Pixar favorites such as Woody, Marvel heroes like Black Panther and Captain America, as well as Star Wars characters like Luke Skywalker and Princess Leia.

Disney and OpenAI's agreement includes mention of a "shared commitment to the responsible use of AI that protects user safety and the rights of creators," and notably, Disney has said that all of its licensed characters will be animated, masked or creatures, with no "talent likeness or voices." There will also be "age-appropriate policies and other reasonable controls."

After Sora and ChatGPT both gain the ability to generate AI content based on Disney characters in early 2026, curated selections of this AI-generated content will begin rolling out via Disney+. There's mention of other "new experiences for Disney+ subscribers" generated by AI too, without any further detail — other than that they will provide "innovative and creative ways to connect with Disney’s stories and characters."

The addition of user-generated content on Disney+ was previously mentioned last month by Disney boss Bob Iger, who dubbed its rollout as the "biggest and the most significant change" to Disney's streaming service since its launch.

"Technological innovation has continually shaped the evolution of entertainment, bringing with it new ways to create and share great stories with the world," Iger said in a statement today. "The rapid advancement of artificial intelligence marks an important moment for our industry, and through this collaboration with OpenAI we will thoughtfully and responsibly extend the reach of our storytelling through generative AI, while respecting and protecting creators and their works.

"Bringing together Disney’s iconic stories and characters with OpenAI’s groundbreaking technology puts imagination and creativity directly into the hands of Disney fans in ways we’ve never seen before," Iger continued, "giving them richer and more personal ways to connect with the Disney characters and stories they love."

Back in October, the launch of OpenAI's Sora 2 saw it flooded with AI versions of Disney characters, as well as Pokémon and other licensed properties — until the platform belatedly began clamping down on copyright-infringing material. Popular videos included examples of pop culture characters in X-Wings or holding lightsabers — something it seems we're now about to see a lot more of, with Disney's seal of approval.

Licensed characters set to be thrown into the generative AI algorithm include Mickey Mouse, Minnie Mouse, Lilo, Stitch, Ariel, Belle, Beast, Cinderella, Baymax, Simba, Mufasa, plus more from Encanto, Frozen, Inside Out, Moana, Monsters Inc., Toy Story, Up, and Zootopia. Marvel and Lucasfilm characters are also included, such as Black Panther, Captain America, Deadpool, Groot, Iron Man, Loki, Thor, Thanos, Darth Vader, Han Solo, Luke Skywalker, Leia, the Mandalorian, Stormtroopers and Yoda.

Beyond Disney+, the deal will see Disney overall "become a major customer of OpenAI", today's announcement from the two companies revealed, with the ChatGPT and Sora maker's capabilties deployed to help create "new products, tools, and experiences."

In related news, Disney has today accused Google of infringing its copyright "on a massive scale" by using its works to train its own generative AI models. In a cease-and-desist letter revealed by Variety, Disney said it believes Google is allowing its own algorithm to create content featuring many of the same characters it has now licensed to OpenAI, without its permission.

And of course, all of this comes amid the ongoing backdrop of Hollywood's other huge industry development — the $82.7 billion sale of Warner Bros. to Netflix (which Paramount is now trying to disrupt with its own hostile takeover bid). One recent report suggested that Netflix valued Warner Bros. so highly because it wanted to use the century-old company's intellectual properties within its own generative AI content in future.

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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