Vue lecture
New Intel graphics driver claims a remarkable 35% performance boost for Panther Lake's nifty little iGPU in Witcher 3 at 1080p
Nvidia reports a truly astonishing $193.7 billion in annual data center revenue in its latest earnings call, up 75% year on year, while little old gaming brought in $16 billion
Terrifier Creator Issues Update on Terrifier 4 Addressing 'Speculation and False Information,' Confirms It's the Final Film in the Franchise

Writer and director Damien Leone has issued an update on horror movie sequel Terrifier 4, addressing what he called “speculation and false information” doing the rounds online.
In a post on Facebook, Leone confirmed that the Terrifier 4 script is “very close” to completion, and that pre-production is set for this spring. However, there’s still no official release date.
“This is the most precious script I’ve written for many reasons, but it’s also the most challenging,” Leone explained. “There’s a lot of material to tackle and a lot riding on this one, not just creatively but emotionally.
“We’ve built something special together over the years. The cast and crew who have been here since the beginning deserve a finale that honors their dedication, and the fans who’ve championed this franchise deserve something unforgettable.
“In all honesty, I’m thrilled with the way it’s turning out and confident it will deliver. I will officially announce when the script is complete on my social media pages which also means we’ll be moving into pre-production. If you don’t see it coming from or confirmed by me, then it’s not official.
“Thank you for your patience. I promise it will be worth the wait!”
It’s worth noting that Leone calls Terrifier 4 the “finale” here, confirming plans to end the franchise with the fourth entry.
Terrifier began life in full-blown movie form in 2016, and revolves around demonic serial killer Art the Clown. 2022’s Terrifier 2 was a box office success (check out IGN's Terrifier 2 review here), and Terrifier 3 followed in 2024, bringing in even more money from theaters (here's our Terrifier 3 review).
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Beamdog swaggers in, says sorry I'm late, then surprise-patches Baldur's Gate 1 and 2 Enhanced 14 years after release
Here's the Resident Evil Requiem release time for your region
Resident Evil Requiem Has a Convoluted Challenge Called 'The Final Puzzle' — and the Race Is Now on to Get It Fully Solved

Resident Evil Requiem includes numerous Easter eggs and unlockable extras, but none seemingly as complex as 'The Final Puzzle.'
Warning! Resident Evil Requiem puzzle spoilers follow:
As with other recent Resident Evil games, Requiem includes a list of challenges which add completion points to your playthrough score. At the bottom of the list is the appropriately-named 'The Final Puzzle' — which is proving to be something of a headscratcher.
IGN has a work-in-progress guide to The Final Puzzle where significant progress has been made through the challenge's convoluted early stages, which feel more complex than anything seen in any other Resident Evil game to date — and, seemingly, with still some way left to go.
Exactly what the final outcome or reward for the challenge might be remains unknown — but as the game continues its launch around the world, the hunt for answers here will undoubtedly become a major point of community focus.
The game's own description for the challenge offers only the vaguest of hints, to "Let the sweet pair hear the voice." The mechanics of the puzzle, or at least its first part, appear to rely on players picking up or examining a variety of objects throughout the game to determine fragments of a code.
Requiem's trail of clues relies on players picking up a specific severed hand which, if obtained, can also be scanned later on to provide a hidden RNA code in a blood sample analysis machine. Other items also hide their own codes, providing (with a bit more puzzling work) a version of that RNA sequence that can be plugged into a safe that features buttons labelled with a Star, Sun and Moon.
After that... well, it's here the trail has gone cold, though likely not for long. We'll be keeping an eye on further progress made throughout the next few days, as players uncover further steps. For now, however, it's just fun to see that the game hides this kind of puzzle.
For a far more granular look at each step to-date, IGN's work-in-progress guide to The Final Puzzle is right here. We've also logged how long Resident Evil Requiem takes to beat, and tracked Resident Evil Requiem's global release times.
"Like the result of an experiment conducted in an underground Umbrella Corporation lab, Resident Evil Requiem successfully splices two separate strains of survival horror together into the one highly infectious new mutation," IGN wrote in our full Resident Evil Requiem review, which returned a 9/10 score.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Woot's Latest Gaming Sale is Genuinely Incredible, But The Best Deals Will Expire Soon

Amazon’s Woot store has been known to offer a bunch of deals in the past, but it might just have outdone itself this time around with its brand new "Video Games For All!" sale.
Not only is the retailer offering discounts on games like 2025 hits Monster Hunter Wilds and Pokémon Legends Z-A, but it’s got a handy "LEVEL20" discount code that makes them even cheaper. But, there's a limited time left to take advantage, as the promo code will expire by 11:59 PM CT on February 27.
That LEVEL20 promo code makes games like Monster Hunter Wilds just $13.59 (just wow!). Perfect for testing out the latest performance enhancements on all platforms and taking on the latest endgame content.
Legends Z-A, on the other hand, is just $35.92 on Switch 1. IGN's Rebekah Valentine gave the game an 8 out of 10 in her review last year, saying “Pokémon Legends: Z-A finally feels like Game Freak hitting its stride in Pokémon’s 3D era, with a fun setting to explore, a well-written story, and a total battle system overhaul that works surprisingly well.”
You can upgrade to the Switch 2 version digitally as well for just $10 after making your purchase, making this a certified bargain.
It’s not just newer titles, either. Elden Ring, heralded as one of the greatest games of all time (IGN awarded it a 10 out of 10 in our review), is just $15.99 on PS5 with the discount code as well.
Super Mario Bros. Wonder, which is getting Switch 2 features next month, got a 9 out of 10 review score from IGN, is down to $37.59 with the promo code.
Super Mario Galaxy 1 and 2 are just $47.19 for the pair, while if you’ve not played Breath of the Wild yet, it’s $35.19. That's just the tip of the iceberg as well, as there's some unbelievable discounts all round.
Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay.
Neve Campbell Has a 'Great Idea' for Scream 8, and It Will Be Made if Scream 7 Works Out
It doesn’t sound like Scream 7 is the end for the horror franchise — Neve Campbell, who plays protagonist Sidney Prescott, already has a “great” idea for Scream 8, and it will be made as long as Scream 7 is a success.
Speaking to Deadline, Scream 7 writer and director Kevin Williamson confirmed that he and Campbell started discussing Scream 8 as they worked on this new movie.
“When you’re sitting on the set at 3am in the morning, you’re like, ‘Well, what would Scream 8 be about?’ And you just start spit-balling,” Williamson said. “And Neve had this great idea, and everyone seemed to run with it So yeah, if this movie works and people want it, we’re here for the fans. So, if they want it, we’ll certainly give it to them.”
Early indications are that Scream 7 is set for box office success. The Hollywood Reporter said Scream 7 is projected to debut with a 3-day total that lands between $40 and $45 million at the domestic box office, up on prior projections.
Earlier this week, Campbell confirmed that she skipped 2022’s Scream 6 because her salary offer didn’t reflect the 25 years of dedication she felt she gave to this story. “When I made that decision, I just didn’t think I could live with myself walking on set,” the actress recently told CBS Mornings in an interview about Scream 7. “I just didn’t feel right. I just knew that my value to this franchise was bigger than what had been offered. For me, I needed to make that choice.”
According to Variety, Campbell secured a nearly $7 million deal for Scream 7, whereas Scream mainstay Courteney Cox was paid $2 million.
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.
Take a Look at Battlefield 6 at 8K With Reshade Ray Tracing
YouTube’s ‘Beyond Dreams’ has shared a video, showcasing Battlefield 6 running at 8K with Reshade Ray Tracing. Battlefield 6 came out without any native Ray Tracing effects. So, by using Complete RT, PC gamers can enhance the game’s visuals. Complete RT is one of the best Reshade Mods. It adds Ray Tracing Restir Global illumination, … Continue reading Take a Look at Battlefield 6 at 8K With Reshade Ray Tracing →
The post Take a Look at Battlefield 6 at 8K With Reshade Ray Tracing appeared first on DSOGaming.
'Get Paid to Throw' — Unofficial Marvel Rivals Bounty Website Faces Backlash as Players Ask NetEase to Intervene

Marvel Rivals players are asking NetEase Games to take action after the emergence of an unofficial bounty website triggered fears that it could harm the community it’s supposedly trying to protect.
Fans of the hero shooter sounded the alarm when third-party site Intlist.org went live on February 22. Established by Marvel Rivals content creator and X/Twitter user EchoRivals, its official Discord page says the goal is to give players an avenue to name those who intentionally sabotage or “throw” multiplayer matches and “put a price on their head.”
Tired of griefers getting away with it? 🚨
— Carson (@EchoRivals) February 23, 2026
I built @IntlistOrg - post a bounty on any thrower. The community queues in, claims it, and earns 80% of the pool. 💰
⚡ Free to post
🎮 6 games supported
💵 Payouts via PayPal
Portion of proceeds may go toward community tournaments -… pic.twitter.com/cipHg3WhnJ
“Put a bounty on griefers & throwers,” the first post on its X account says, promising a system that offers an 80% payout for those who successfully throw matches in retaliation. “Someone queues in, throws it back, gets paid.”
Intlist allows any player to post bounties related to disruptive behavior across seven games: Deadlock, Overwatch, Valorant, Counter-Strike 2, League of Legends, Dota 2, and, of course, Marvel Rivals. The site has done its best to sell the pitch as a simple solution to a common issue, but as Marvel Rivals fans have pointed out, there a number of concerns going unaddressed.
Some have already called out how a widely used bounty website could cause a domino effect that sees not only griefers punished but everyone else, too. One Reddit user calling attention to the issue says they’ve already seen an increase in sabotaged matches for every kind of player, warning that “now every game is people throwing each other’s games.”
“Something tells me throwing the game of someone who throws already is not going to annoy anyone but the four unfortunate randoms on the team,” another popular reply from a fan says. “I do not see the point of this like at all.”
The Intlist account replied to the criticism above: “Collateral damage is an unfortunate reality of war.”
— Viper4K (@Viper4K) February 25, 2026
Another matter brought to the table by fans online revolves around how the community defines who is and isn’t sabotaging matches, as well as Intlist’s verification process. The primary purpose of the site was already facing scrutiny at launch, as players suspected there may be too few safeguards to keep well-meaning players from falling victim to retaliation through the bounty system. Reports that notable Marvel Rivals content creators like Jay3 had joined the list of offenders only added to these concerns.
Meanwhile, as of the publication of this story, Intlist has been pulled offline as the team backing it teases that “something big is coming.” Discord messages from EchoRivals paint a clearer picture, explaining that the site was locked down after they “detected unauthorized access to our database from a single bad actor.”
“A limited number of email addresses tied to bounty posts were exposed,” the post adds. “No passwords, payment info, or plaintext IP addresses were compromised - we don't store any of those. The site is temporarily offline while we lock everything down - we were not taken down, one person just decided to ruin it for everyone temporarily. We're also working on some upgrades while we're at it.”
EchoRivals insists their intention is only to address problems that have plagued the competitive gaming community for years — Marvel Rivals included. Like so many other online games, the comic book character-filled spinoff has seen a consistent flow of reports of griefing activity since its launch in late 2024. The real-world story known as the Kingsman drama also seemingly led to an influx of reports of thrown matches recently, as less serious players have attempted to spoil fair play in the name of a quick joke.
“I see a lot of throwers in general now who die a couple times and then say they’re just playing for the vibes while AFKing or throwing,” one Reddit user said earlier this week, referencing events related to the Kingsman drama.
“I stopped playing the entirety of Season 6 because it just became so unbearable. Can’t believe people are still doing this stupid s**t a month later.”
Hey @MarvelRivals, there's a website where people are offering money to throw people!
— Rocket :) (@NoDamageRocket) February 23, 2026
Please address it, thank you :) https://t.co/cpIamSi9vl
Intlist targets players across a variety of experiences, but the site has expressed specific interest in Marvel Rivals. One of its posts goes as far as to promise to “gladly shut down” if NetEase bans nefarious players and fixes its Engagement Optimized Matchmaking (EOMM) — a tactic the studio has denied using in the past.
Many are calling for the website to be removed as they fear how it could affect all players, while others argue that something must be done to combat griefers. However, it seems almost everyone in between is asking the developers to step in.
“People resorting to soft doxing is kinda wild,” one fan argued. “I dont understand why [NetEase] refuses do to anything when they can clearly code a bare minimum system to pick up lord farmers. Profits. Its for profits thats why.”
“Because what we need in games is more throwers and not a system that rewards positivity instead,” another X user said sarcastically.
Marvel Rivals is currently in the midst of Season 6, which added Deadpool and Elsa Bloodstone as playable characters. NetEase has yet to address any long-term plans to deal with players looking to ruin the fun for others.
Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
Warhammer 40,000: Space Marine 2 Techmarine Update Out Now — Check Out Patch 12.0

Warhammer 40,000: Space Marine 2’s long-awaited Techmarine update is out now across all platforms as part of patch 12.0. It adds the new Techmarine class, a new melee weapon, a new Operation, DLCs, and balance updates.
The Techmarine is the big draw here. The new playable class — the first to hit the explosive third-person action game since launch — has a unique Servo-Gun ability that locks onto enemies in a line of sight and automatically fires at them while the Techmarine continues fighting in melee or range. It also has access to the new Omnissian Axe, which can deal massive damage to both a single target with its standard attacks and to surrounding enemies with its finishing heavy attacks.
“We hope you will really like the new class,” game director Dmitry Grigorenko said in a post on publisher Focus Entertainment’s website. “We've tried to make sure that this class plays differently from the rest.”
A number of changes were made based on feedback from the recent PTS, outlined in the patch notes below. “We've tried to address most of it, but there are some big changes that we didn't have time to implement,” Grigorenko explained. “There will be more improvements and perks reworks in upcoming patches.”
Elsewhere, patch 12.0 heralds the addition of Space Marine 2's first voice pack, which costs $4.99. This is not included in the Season Pass (and thus has upset some players who believe it should be part of the premium DLC package). It includes 450 re-recorded voicelines and a unique Space Marine Head cosmetic for each of the following Space Marine chapters: Blood Angels, Space Wolves, and Black Templars.
Warhammer 40,000: Space Marine 2 Techmarine update 12.0 patch notes:
NEW FEATURES
New Class: Techmarine
We are introducing a new playable class: the Techmarine! This mighty technician specialises in crowd control and area defense, handling multiple combat tasks simultaneously. This is primarily possible with his Servo-Gun ability. When activated, it locks onto enemies in a line of sight and automatically fires at them while the Techmarine continues fighting in melee or range. Furthermore, the Servo-Gun allows executing Gun Strikes without interrupting other actions.
🟡 Changes from PTS:
- Fixed “Furious Gun Strike” prestige perk not activating properly.
- "Revive Surge" prestige perk has been replaced with "Indomitable": “You become Invulnerable to Damage while activating Tarantula Sentry Gun”
- “Chained Headshots" prestige perk now correctly increases headshot damage.
- "Volatile Sentry" prestige perk damage boost increased from 40% to 1000%.
- "Replenishing Salvo" perk cooldown reduced from 90 to 75.
- Fixed “Lethal Perimeter” perk, it now correctly reduces the energy per shot for all types of Servo-Guns.
- "Arc Cleave" perk damage bonus decreased from 25% to 20%.
- “Explosive Enfilade” perk now works with Sanctified Wrath equipment.
- "Augmented Tarantula" perk's damage boost increased from 25% to 30%.
- "Augmented Tarantula" perk now correctly increases the turret's ammo.
- "Methodical Destruction" perk now correctly debuffs enemies.
- "Designated target" perk now correctly debuffs enemies.
- "Omnissian Axe Deflection" perk duration increased from 5 to 10 seconds.
- “Explosives Adept” perk damage increased from 20% to 35%.
- "Lethal Perimeter" perk using 50% less energy per shot instead of 20%.
- Servo-gun damage now correctly scales with difficulty.
- Precision Servo-gun damage reduced by 10%.
- Bolter Servo-gun cooldown reduced by 20%.
Game Director’s note:
We hope you will really like the new class. We've tried to make sure that this class plays differently from the rest.
Thank you for your feedback on him from PTS. We've tried to address most of it, but there are some big changes that we didn't have time to implement. There will be more improvements and perks reworks in upcoming patches.
New Weapon: Omnissian Axe
With the Techmarine class, you will also get the chance to try out its signature weapon, the Omnissian Axe! This weapon is capable of dealing massive damage to both a single target with its standard attacks and to surrounding enemies with its finishing heavy attacks. And as a starting heavy attack, you can perform a powerful charge attack that can hit all enemies in its path.
🟡 Changes from PTS:
- Improved responsiveness of Omnissian Rush attacks.
- Sweeping Whirl damage increased by 100%.
- The third light attack in the combo now correctly breaks the enemy's guard.
- "Armour Siphon” perk now activates properly.
- Fixed the amount of HP which taken when using the "Iron Surge" perk.
- "Executioner" perk duration increased to 5 seconds.
- Added an energy explosion effect for "Explosive Strike" perk.
- "Mighty Blast" perk second explosion deals correct damage.
- "Expose" perk is now correctly applied.
- "Cleaving Strike" perk no longer triggers environmental hazards explosions.
New PvE Content: Tarantula Sentry Gun
Techmarines can also locate and activate Sentry Turrets in PvE missions. These Tarantula-type emplacements offer automatic suppressive fire support against nearby enemies. Sentry Turrets have limited ammo and would go into standby mode after running out of it, but a Tech Marine can re-awaken them to restore their supplies.
🟡 Changes from PTS:
- Fixed double HP and damage scaling by difficulties.
- Increased spawn rate of turrets by ~50%.
- Added more potential spawn areas for turrets.
- Increased range of turret outline for better visibility.
Game Director’s note:
Rest assured that turrets are still going to be very effective.
Sentries (along with lots of other cool stuff 😉) will be added in Siege in the next big content update.
New PvE Map: Disruption
Space Marine forces have been deployed to the Hive City of Avarax. Their initial mission is to reinforce the overwhelmed Cadian defenses against a massive Tyranid swarm. Subsequently, they will join a Dreadnought to eliminate Thousand Sons forces that have penetrated the city's lower levels.
New PvE Equipment: Restorative Stimms
The Restorative Stimms, a new PvE healing Equipment, has been added, encouraging aggressive playstyles. Upon use, it restores an initial small amount of health, then a large amount of Contested Health over a period of time.
New Customisation Feature: Shared Heads for PvE / PvP Characters
Added an option to pick any face for PvE and PvP characters in Armour Customisation. Class restrictions no longer apply (i.e you can equip Assault’s head on the Heavy)
New Tech Feature: Siege Host Migration
Supported Host Migration for Siege Mode: If a server crash occurs, the game will continue on a new server from the last saved state.
New Feature: VO Selector
Added an option to pick and customise voices for PvE and PvP characters. You’ll find the Voice Selector in the “Edit Armour” menu of the Armouring Hall.
New Battlefield Conditions
21 new Battlefield Conditions have been added to expand the variety of daily and weekly Stratagems.
Custom Stratagems Mode for PvE
Players can now create private matches with any combination of Battlefield Conditions. This allows players to customize their games, set their own Stratagems or simply enjoy some light-hearted carnage (note that all rewards will be disabled in Custom Stratagems mode).
New Heroic Items
Added 3 Heroic Weapons:
- Argent Edge (Combat Knife - Fencing type)
- Ultima Ratio (Omnissian Axe - Fencing type)
- Deathwatch (Heavy Bolt Rifle with Grenade Launcher)
🟡 Changes from PTS:
- Argent Edge riposte damage increased by 50%.
New DLC Content:
Included in Season Pass 2:
- Raven Guard Champion Pack (Assault Champion + Bolt Pistol)
- Carcharodons Chapter Pack (Unlike the other Cosmetic Packs, the Carcharodons Cosmetic Pack does not add a new Heraldry page to unlock the cosmetic items. Instead, the armour pieces will be automatically unlocked and added to your armour sets once you purchase the pack.)
Not included in any Season Pass:
- 3 Custom Heads + VO for PvE/ PvP Characters. (Space Wolves / Blood Angels / Black Templars)
GAMEPLAY AND BALANCING TWEAKS
PvE Perks
Tactical
Balanced Distribution: Both negative and positive effects are increased from 10% to 15%.
Kraken Penetrator Rounds: All bolter weapons now deal 50% more damage with body shots.
🟡 Changes from PTS:
- Kraken Penetrator Rounds now correctly apply to bolter rounds only.
Game Director’s note:
We hear your feedback regarding bolters doing too little body damage.
This behavior is kind of intentional. The reason is that Space Marine 2’s engagement distances and recoil are extremely low, while average enemy size is rather big. It's very difficult to completely miss your enemies. This is why the only skill element of ranged combat is to aim for the head, and this is why head shots are so important for bolt weapons.
That being said, I agree that we've overtuned headshots way too much, especially with how different perks and multipliers stack with each other. We will reduce the gap between body shots and head shots. But it's not going to be as easy as applying this perk by default to everybody.
We need to adjust base damage of all bolter weapons and then adjust damage sensitivity on all enemies and do it case by case. So, a big overhaul is coming in this area rather soon, but do keep in mind that aiming for the head will remain the proper way of using bolters.
Sniper
Efficient Readiness: Now the effect lasts 5 seconds after deactivation.
Ambush: Now forces stagger to the enemies.
Vantage Point: Added an indication when ready.
Assault
Squad Cohesion: Effect is increased from 10% to 15%.
Hammer of Wrath: Is now a Prestige Perk replacing “Commendation”.
Commendation: Removed.
Strong Strike: New perk, taking the original place of “Hammer of Wrath”: “Hitting an enemy with an attack after a Jump Pack Dash restores Jump Pack Ability Charge by 1. Cooldown 10 seconds.”
Winged Fury: Now works with all stances of Power Sword.
Firearms in PvE
Bolt Rifle
Base damage is increased by 10% for versions:
- Drogos Reclamation - Beta (Artificer)
- Ophelian Liberation - Beta (Relic)
Bolt Carbine (Marksman Version)
Base damage is increased by 11% for versions:
- Drogos Reclamation Marksman (Artificer)
- Ophelian Liberation Marksman (Relic)
Inferno Pistol
Gunstrike damage is increased by 22%.
Volkite Pistol
Gunstrike damage is increased by 9%.
Sanctified Wrath Reliquary
Bonus to Melee Damage is increased from 25% to 35%.
Effect duration is increased from 15 to 20 seconds.
Melee in PvE
Damage of all Artificer and Relic Balanced type melee weapons was increased by about 15% on average.
🟡 Changes from PTS:
- Heroic Chainsword and Power Sword damage increased by 10%.
PvP
- Fixed restoring armour by hitting an enemy for Power Axe.
- Fixed issue with 3rd attack in Power Sword combo dealing too much damage.
- Blindness effect from Shock Grenade is decreased from 2 sec to 1,5 sec.
Rewards
- Siege Mode: Rebalanced rewards for waves completion first 5 waves grant less XP, while later waves grant more XP.
- Stratagems: Hard difficulty Stratagems no longer grant XP.
Gameplay QoL
- Contested health no longer fades away during grab animations
- Rebalanced melee attacks that have multiple attacks: Now they restore contested health with each strike instead of just the first one.
- Slightly adjusted hitboxes of a few melee attacks so they would connect more easily against large enemies.
- Fixed an issue where Bolt Sniper Rifle and Las Fusil would miss their targets at extremely long range. Aim Assist at such distances has also been slightly increased.
- Improved properties of bullet magnetism for Chaos enemy NPC: Chaos Spawns , Rubric Marines, Tzaangors, Terminators. Making them slightly easier to headshot at medium and long ranges.
🟡 Changes from PTS:
- Jump Pack dash can be used to cancel any player melee animation.
- Improved controls responsiveness after using Jump Pack Dash attacks.
CUSTOMISATION
- Added and updated a few Champion parts to the Custom Armour Set pieces:
- Added Ultramarine Champion Tabard to Tactical
- Added Imperial Fist Champion Tabard to Tactical
- Added robes to Dark Angels Champion Bulwark's chest
- Added Dark Angels Champion shoulder pads to Heavy
- Updated White Scars Champion chest on Tactical to include belt accessories
- Added Black Templars Champion shoulder pads to Heavy
- Added Blood Angels Champion shoulder pads and backpack to Bulwark
- Added the option to switch and apply Heroic Weapons skins to other weapons (not applicable to special weapons i.e combi-weapon).
- Lots of minor customisation fixes for both Loyalists and Chaos.
🟡 Changes from PTS:
- Added 4 more shared customisation slots.
- Added missing unlock conditions for Power Axe skins in PvP.
LEVELS
- Lots of minor fixes with level geometry.
ENEMIES
Lots of minor fixes with animations.
GENERAL FIXES
- Fixed: The plasma weapon perk "Fast venting" reduced the cooling by ~7.5% instead of 15% as announced in the tooltip.
- Fixed a bug with the Heroic Heavy Bolt Pistol not interrupting enemy reinforcements with body shots.
- Fixed a bug with the Controller Aim Assist strength depending on camera FOV.
- Lots of minor bug fixes.
- Lots of minor localisation bug fixes.
- Lots of minor UI and sound fixes.
TECH
- Crash fixes and general stability improvements.
- Memory optimisations.
- Minor performance improvements.
- Minor loading times optimization.
- General connectivity improvements.
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.
How Long Is Resident Evil Requiem?

Resident Evil Requiem has finally arrived, ready to provide you with hours and hours of survival horror action, in which you can test your mettle as both Grace Ashcroft and Leon S. Kennedy. Much like its modern predecessors, Requiem boasts a reasonably stacked campaign, but just how long is it? Here, we’ll let you know exactly how many hours it took different members of the IGN team to finish the game, and what they prioritised doing with that time.
How Long is Resident Evil Requiem?
- Our fastest player finished the game in 4.5 hours.
- Our “slowest” player finished the game in 16 hours.
Everyone plays games differently, so read on for more details about how everyone played, how long it took to reach the credits, and how much extra time players spent exploring. Once you've finished the game yourself, be sure to submit your times on our sister website, How Long To Beat, and see how your time compares!
Jesse Gomez - Senior Video Producer
Completion Time: 8 hours and 59 minutes on Standard (Modern) / 4 hours and 38 minutes on Insanity.
Shy of just under nine hours, my first playthrough of Resident Evil Requiem consisted of meticulously hunting down every single Mr. Raccoon collectable, reading as many files as I could (I missed just three of the 75 available to find), and relishing in the blood-soaked glory of Leon's vast, yet costly arsenal.
If I wasn't so engrossed by exploring every nook and cranny of the Rhodes Hill Chronic Care Center and beyond for secrets, I'm sure I could’ve shaved an hour or two off my playtime. For my second playthrough, though, I cut that time practically in half. I dove into a run on Insanity difficulty right after hitting credits and, armed with knowledge of objectives and environment layouts from my first playthrough, I blitzed through it all in just over four hours and a half hours. Such speed does come with some hiccups, though; to Grace's dismay, I did get munched on a few times by the many monstrosities that stalk the care centers' halls.
Dale Driver - Associate Director, Video Programming
Completion Time: 16 hours on Standard (Modern)
I hit credits 16 hours into my playthrough of Resident Evil Requiem after choosing what I assume to be the “good” ending! I played through the game on the standard modern difficulty; the hardest option available out of the gate that doesn’t demand you deal with Ink Ribbons taking up inventory space.
I was quite thorough during my playthrough, making sure I got all the antique coins and all the safes' codes, and generally trying not to leave anything behind. When I got to Raccoon City later in the game, I spent a decent amount of time revisiting the classic locations and soaking up the nostalgia.
I did have an advantage that many first-time players won’t have, which I assume might have cut an hour or two from my playthrough. I’d previously played through the majority of the Rhodes Hill Chronic Care Center section for IGN’s preview of Resident Evil Requiem, so when it came to that section I already knew what I needed to find and where it was hidden. That certainly sped up the early hours for me.
So far, I’ve only finished the game once, but I definitely plan to dive back in for an Insanity run and see what I missed!
Tristan Ogilvie - Senior Video Editor + Reviewer
Completion Time: 10 hours on Standard (Modern)
It took me just over 10 hours to roll credits on Resident Evil Requiem, however that was to arrive at the shorter and what I consider to be the worse of its two possible endings. Man, I hate that ending so much! So, I immediately reloaded my save game to play through the other, better, ending, which added close to another 30 minutes onto my playtime.
I opted to play Requiem on the Standard (Modern) difficulty setting, mainly because I didn’t want to be restricted to using ink ribbons in order to save my game during Grace’s sections like you are on the Standard (Classic) setting. As the parent of two young kids who are liable to disrupt me at any moment and for no good reason, I need to have the ability to save my game without any restrictions.
However, I am now playing a second time through on Standard (Classic) and taking my time with it a bit more. I’ve still got a number of small things like notes and Mr. Raccoon bobbleheads to track down, as well as a few areas here and there tucked away in the Rhodes Hill Chronic Care Center that I didn’t fully explore the first time through.
I’m too much of a coward to tackle the game a third time on the Insanity difficulty setting, however if Capcom ends up adding a Mercenaries mode to Requiem at a later date I’ll come charging back harder than a zombie chef with the smell of blood in his nostrils.
Matt Purslow - Executive Editor of Features
Completion Time: 11 Hours on Standard (Modern)
I completed Resident Evil Requiem in exactly 11 hours. And, if you’re planning to do a pretty “regular” playthrough, I expect you’ll clock up a similar playtime. While I didn’t scour every last corner, bookshelf, and drawer for the most fiendishly hidden treasures and lore drops, I was reasonably thorough in my exploration of the Rhodes Hill Chronic Care Center and the locations that await beyond it. I scavenged enough currency to buy a healthy selection of upgrades, ensuring both Grace and Leon were well equipped for the dangers they faced, but by the time credits rolled there were still guns that could be further modified and stats that could be improved. I unlocked some safes, but there are still several left to crack in a second playthrough. I read plenty of documents, and so learned many of the story’s extra details, but there are still mysteries to be solved by finding the papers I missed.
11 hours is pretty typical for a Resident Evil game, but relatively slender compared to many of today’s massive, RPG-style games, and so a second playthrough is certainly on the cards. I not only plan to gather what I missed, but also play with the opposite perspectives of Requiem’s default set up – I’m excited to see what exploring Rhodes Hill as Grace in third person is like, and taking on Leon’s sections as a first-person shooter. That’ll surely clock up another dozen hours.
Brian Altano - Executive Producer
Completion Time: 12 Hours on Standard (Classic)
It took me around 12 and a half hours to beat Resident Evil Requiem on the Standard (Classic) difficulty setting, in which Leon can save the game infinitely at pretty much every save station, while Grace needs to find (or craft) limited, finite ink ribbons, just like in the classic Resident Evil games.
I’m a huge fan of the series and I had a hunch I’d like this game, but I didn’t expect to practically adore it. I found myself exploring every inch of it for secrets, collectibles, easter eggs, and more. Ultimately I missed a few on my first run through the game, but then immediately started a second and third playthrough after initially rolling credits the first time in an effort to find everything.
There are some really fun post-game options tied to beating the campaign with specific parameters (like finishing it without using a single healing item), plus a couple of other little challenges I’m excited to try. There’s one specific Mr. Raccoon bobblehead I definitely wouldn’t have found without the help of IGN’s guides guru, Brendan Graeber, so if you’re a completionist who doesn’t want to miss anything on your first trek through the story, be sure to give our walkthrough a look. Then there’s the unlockable “Insanity” difficulty that I absolutely can’t wait to repeatedly get my butt kicked in.
All in all, I’ll probably put about 40 hours into Resident Evil Requiem, a number that will only go up if Capcom decides to add a Mercenaries mode and additional story DLC post launch. I really love this game!
Fallout 4 Got a Dynamic Dismember System Overhaul
Modder ‘Zzyxzz’ has released a new cool mod for Fallout 4 to improve its dismemberment system by bringing an engine-level gore overhaul. This is a mod that a lot of Fallout 4 fans will love. So, let’s take a closer look at it. The Dynamic Dismember System Mod transforms combat into something far more reactive … Continue reading Fallout 4 Got a Dynamic Dismember System Overhaul →
The post Fallout 4 Got a Dynamic Dismember System Overhaul appeared first on DSOGaming.
Magic: The Gathering’s TMNT Set Launches Next Week, and Collector Boosters Just Got a Sizable Discount at Amazon

Magic: The Gathering will kick off its Teenage Mutant Ninja Turtles set this weekend with a prerelease window before launch next week, but the notoriously elusive Collector Boosters are now back in stock at Amazon.
Not only can you find a box in stock (which in itself is a small miracle), but it’s discounted down to $424.93. That nets you twelve packs - it's pricey, but potentially worth it.
Save on MTG Collector Boosters For The New TMNT Set
For those new to the game, Collector Boosters offer the rarest cards in the Ninja Turtles-themed set, and are ideal for anyone looking for unique art treatments.
Will you get ‘better’ cards? No, not necessarily, but you’re more likely to find cards with higher resale value, hence why they cost an MSRP of $37.99 per pack. For anyone looking to play Magic, the aptly-named Play Boosters are a better bet.
While Play Boosters aren’t as cheap as they were last week, there are other TMNT products on sale.
Magic: The Gathering's TMNT Collector Booster Box preorders are in stock at Amazon... again! (Out March 6)
— IGN Deals (@IGNDeals) February 26, 2026
Currently down to $424.93 (was $455.88) https://t.co/oB0o5M55gO
This is the best deal we've seen on these since preorders first kicked off, I'd snap them up ASAP #ad pic.twitter.com/qDWQZd496G
The newest Commander Deck, ‘Turtle Power’, is down to $59, saving you $10 off the MSRP, while the Bundle of nine Play Boosters is $63.99, down from $69.99. It also includes a promo card and 30 lands from the set.
Draft Night, which includes a series of boosters to play a draft match and a Collector Booster to use as a prize, is down to $94.99 from $119.99.
For more on Magic’s Teenage Mutant Ninja Turtle crossover, check out a card that pairs nicely with Warhammer 40K Necrons (what is Magic in 2026, eh?), and our early thoughts on the Commander precon, Turtle Power.
Amazon also has a great deal on Play Boosters for the game’s current set, Lorwyn Eclipsed, which you can find right here.
Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay.
Where to Buy Pokémon TCG's 30th Anniversary TCG Collection

February 27 is a special day in the Pokémon calendar, commemorating the release of the very first Pokémon games in Japan. Known to fans around the world as ‘Pokémon Day’, 2026 will be a special 30th anniversary celebration as well.
To celebrate, The Pokémon Company has recently dropped a 30th Anniversary Pokémon Day TCG Collection, featuring a specially stamped foil Pikachu promo card, a metallic coin featuring the 30th anniversary logo, and three booster packs from Phantasmal Flames and Mega Evolution.
Proving a popular set, Pokémon TCG's 30th Anniversary TCG Collection is stocked at all major retailers. However, navigating the market requires a bit of strategy; prices are still fluctuating from the original launch price.
In the week following its release, TCGplayer reported a low sale price of $18.79, but it's currently sitting at around $26-$27 market price. That’s a decent drop from the $50 pricing we were seeing earlier in the year, even if it is still slightly more than the expected $17.99 MSRP. Still, that's a significant 58.87% drop in resale value in just a month, making this all the more affordable for fans to pick up right now.
If you’re looking for the lowest "in-stock" price right now, direct from a major retailer, Amazon leads the pack at $38.99. That being said, we’ve seen them dip as low as $26.99 here before, so it’s up to you if you want to hold for that or opt for TCGplayer instead.
Best Buy is holding firm at $49.99, albeit the listing is via a third party seller, while Target has already been cleaned out of their $17.99 stock - you can’t be surprised at this point!
If you’re hunting for a sub-$20 pull, it’s best to keep an eye on local inventory or set up an alert for online restocks from reputable resellers. Just remember - these figures are based on US retailers, so international collectors should factor in global shipping costs.
If you’re looking to resell yourself, I’d recommend you keep looking. Given the lack of exclusive anniversary packs inside, it’s not likely the Pokémon TCG's 30th Anniversary TCG Collection will turn over a huge profit.
That being said, while the stamped foil promo card of Pikachu isn’t a unique illustration, its status as the first official 30th-anniversary product might be worth something to completionists in a few years. I’d recommend picking up two at or near MSRP if you’ve got the space - one to hold onto as an investment, one to rip.
Otherwise, the next best 30th anniversary set to keep an eye out for is the upcoming First Partner Illustration Collection series, with the first release incoming on March 20. That will feature a Promo Booster Pack, where you can pull three of nine illustration rare-style promo cards. Each of these cards feature stunning illustrations of beloved first partner Pokémon, such as the Kanto region's Bulbasaur, Squirtle, or Charmander.
Beyond the 30th anniversary celebrations, there’s one more Pokémon TCG set to be released in the first quarter of the year - Perfect Order. You can put in your preorders here via TCGplayer for current market price. Otherwise, we're on the look out for the official confirmation of Mega Evolution's heavily rumored next expansion, Chaos Rising.
Sara Heritage is a freelance contributor to IGN.
It's been 10 years since the release of Stardew Valley, and these are the 10 best updates the game has released in that time
PC Gamer magazine's new issue is on sale now: Warhammer 40,000: Dawn of War 4
All Marathon Twitch Drops and how to get them
Arc Raiders' latest patch has made Rocketeers deadlier, and you can guess how happy it's made players: 'The problem with rocketeers was their abundance of mercy'