OpenAI announces another $110 billion in investment funding including $30 billion from Nvidia, but says Microsoft is still its best friend forever

Marvel Comics is gearing up to introduce one of the darkest Alien comics ever published. Dubbed Alien: King Killer, this new series explores a colony world almost totally overrun by Xenomorphs, and one where it turns out that humanity is still its own worst enemy.
Check out the slideshow gallery below for an exclusive, unlettered preview of Alien: King Killer #1:
Alien: King Killer is written by Saladin Ahmed (Daredevil) and illustrated by Carlos Nieto (Ultimate Black Panther), with cover art by David Yardin (X-Factor). Here's Marvel's official description of the first issue:
When humanity has already lost the war against the Xenomorphs, what remains? Set on a planet overrun by the savage alien species, the dregs of humanity cling to the protection of the mysterious siblings known as the Three Kings. But these warlords have a fourth sibling who is out for revenge- and the humans' remaining protectors are harboring secrets deadlier than the aliens outside their gates. The first chapter in one of the most epic - and darkest - eras of the ALIEN universe!
Alien: King Killer #1 will be released on April 1, 2026. You can preorder a copy at your local comic shop.
This is just Marvel's latest foray into the Alien/Predator universe. Previous releases have included Aliens vs. Avengers and Predator Kills the Marvel Universe.
Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.
If I want to game on a flight, I typically have two options. Either I hold a device, like my phone, Switch, or Steam Deck, in my hands and crane my neck to watch it, or prop it on the tray table, hoping the seat in front won’t abruptly recline (which it usually does). Neither is comfortable for long. On the last trip, however, I had a third: a wearable display, called the RayNeo Air 4 Pro, and it may have finally made gaming fun on the go.
The TCL RayNeo Air 4 Pro may look like a pair of smart glasses, and though they are often labelled interchangeably as AR or XR ones, they are kind of neither. Yes, they project digital content in your field of view, but no cartoons or app icons will be superimposed in your room. A more apt description for them would be a head-mounted TV, or as some put it, “headphones for your eyes.” You put them on, and suddenly it’s as if you have been teleported to an empty movie hall, staring alone at a large, cinema-grade screen, unbeknownst to the people around you.
The latest generation of TCL’s glasses doesn’t offer a significant upgrade over its predecessor, but it does add a handful of meaningful changes that can elevate the viewing experience. Most notably, there’s now support for an industry-first HDR10 and improved Bang & Olufsen speakers, all while being half the price of its competitors at $299. And after streaming countless movies and games on them, it could be the new wearable display to beat.
At the outset, the RayNeo Air 4 Pro’s all-black look and compact, Wayfarer-esque form factor help it pass as any regular pair of sunglasses. Part of the reason is the glossy, reflective cover plate on the front, which prevents outside light from entering your vision. It’s only when you unfold it that you notice the tech it hides.
The temples, for starters, house the speaker grilles, controls for the display and volume, and the USB-C port, and are far thicker than your standard shades. They can be adjusted to one of three vertical angles to align the screen with your eyes, but I and the few people who put them on were fine with the out-of-the-box settings.
The core circuitry of glasses lies inside the thick bar touching your forehead. Under that, you’ll find angled prisms that are designed to reflect displays embedded in the frame’s top. There’s even a nose pad, and another in the box should the default size not fit you. If you opt for a prescription, this is also where those lens inserts will slot in.
Wearing the RayNeo Air 4 Pro can feel awkward at first, particularly due to the bulky top, which can also get a tad warm after an hour or so of use. But thanks to its lightweight, plastic design (2.6 ounces), that feeling doesn’t linger for long, and I got used to its various oddities. What bothered me at times, however, was the USB-C cable connected to the end of the right temple, which threw the balance off a little.
The RayNeo Air 4 Pro comes equipped with a pair of 0.6-inch microLED displays that can project a virtual 120Hz screen of up to 135 inches at a 6-meter depth. In the 2D mode, its resolution maxes out at 1080p, while switching to 3D bumps that up to 4K.
Like any monitor, connecting the Air 4 Pro to a device is as simple as plugging it in, given that it supports DisplayPort video over USB-C. This means it works with nearly all modern computers and phones with USB-C ports, like the iPhone 17 and the Google Pixel 10 Pro. Pairing it with a gaming console, like a Nintendo Switch or a PlayStation 5, though, is a little more complex. You will need an HDMI-to-USB-C converter, and that can be hard to find, since USB-C-to-HDMI adapters are way more commonly available. TCL also sells its own for $59, as well as a JoyDock travel accessory for the Switch, which eliminates the need to carry Nintendo’s bulky dock.
Once you have the RayNeo Air 4 Pro up and running, it offers a sharp and bright image that goes toe-to-toe with more premium options. Its 1200-nit brightness was especially useful in daytime, when some light can leak into your vision and hamper your experience. This also helps with ignoring the reflections of yourself that can come up from the prisms in well-lit rooms.
The attached cover plate is see-through, so that you are never completely detached from your surroundings. But if you want to further cut down external light, you can snap on the bundled blackout shield, available in solid black and special Batman and Joker themes.
Because the Air 4 Pro’s screens have 3840Hz PWM dimming, flickers weren’t an issue, either, and combined with the built-in Eye Comfort mode, which reduces blue light, I was able to play games for more than an hour without feeling any eye strain. As you would when you come out of a movie hall, I did always need a few seconds when I took them off to adjust to real-world lighting.
Gaming and consuming other content on the RayNeo Air 4 Pro has been a joy. It’s the most immersive viewing experience I’ve experienced, especially while playing scenic games, such as Ghost of Yotei. The addition of HDR10 complements that even more, bringing the best out of scenes to create a lifelike picture. In fact, I was able to type this story in the RayNeo Air 4 Pro while resting on my bed’s headboard and using the laptop’s keyboard.
The one downside to the RayNeo Air 4 Pro is that it doesn’t offer as much control over the projection as some competitors. You can’t, for example, adjust its size or how far it is from your vision. Since its field of view is narrower than others, I often faced blurred corners and had to move my head to read text on the edges. The Air 4 Pro can also artificially upgrade content to HDR10, but that can be a hit or a miss and doesn’t do more than just boost the brightness.
The RayNeo Air 4 Pro’s quad integrated speakers do well indoors, producing ample loudness and clarity. Their open-ear design also means the people around you will be barely able to hear them, particularly in the Whisper Mode. Outside, though, such as on flights, they can be inadequate, and I usually end up switching to my earbuds. Attaching the silicone sound tubes, too, doesn’t much help the cause. The Surround Sound, similarly, felt gimmicky and couldn’t create an immersive environment.
On the glasses itself, you can adjust a few settings with the dedicated menu button, like the refresh rate, HDR, and picture modes. In addition, you can download the companion apps to enter the 3D mode.
On the desktop client, for example, you can pin individual windows in a 3D space, and work on them simultaneously. It was helpful at times and made me feel like I’m Tom Cruise in Minority Report, but transitioning between each window wasn’t as smooth as I’d like it to be. You have to wait a few seconds before the cursor switches focus and when you are in the middle of work, those can add up.
The mobile app, similarly, allows you to turn your 2D content, such as photos and videos, into 3D, while converting your phone into a remote you can point and click with. It’s a neat party trick and does well to add depth to foreground subjects, but it loses its appeal quickly and can be glitchy, at times. You can also experience spatial videos shot on an iPhone Pro in this mode.
The RayNeo Air 4 is, however, compatible with Android 16’s new desktop mode, and gives you an option to choose between that and traditional screen mirroring. I tried working on it at a cafe, while my phone was connected to a keyboard, and it was surprisingly productive, except for the questionable looks I got from other customers.

Sony has confirmed that Resident Evil Requiem is the first game to use its upgraded PSSR upscaler on PlayStation 5 Pro.
The company made it official in a post on the PlayStation Blog, where Mark Cerny, Lead Architect, PS5 and PS5 Pro, said the upgraded version of PSSR (PlayStation Spectral Super Resolution) is rolling out globally to PS5 Pro players in the coming weeks.
PSSR is an AI library that analyzes game images pixel by pixel as it upscales them, and it’s been used to boost the effective resolution of over 50 titles on PS5 Pro to date, Cerny explained.
“We’ve been hard at work on a new version of PSSR, which takes a very different approach to not only the neural network but also the overall algorithm,” he added. “We are happy to share that Resident Evil Requiem — shipping today — is the first title to use this more advanced PSSR, which is helping to keep both frame rate and image quality high.”
Capcom’s Masaru Ijuin, Senior Manager Engine Development Support Section R&D Foundational Technology Department, commented: “With Resident Evil Requiem, we focused on enhancing the presentation quality of the protagonist through an upgraded version of RE Engine to deepen the player’s immersion in horror. For example, each individual strand of hair and beard is rendered as a polygon, allowing it to move realistically in response to body motion and wind. The way light passes through his hair changes depending on how the strands of hair are overlapped as well. This detailed expression of texture is one of the many details that we would especially love for our fans to see.
“The upgraded PSSR has allowed us to elevate our expressiveness by successfully processing these details and textural particularities, which are traditionally difficult to upscale because of their intricacy. We hope you will experience this unprecedented level of horror and visual fidelity, and the new gameplay feel it delivers.”
To illustrate the point, Sony published one screenshot of Resident Evil Requiem featuring original PSSR upscaling alongside the same image featuring the new PSSR upscaling. The strands of hair do look slightly more defined in the second screenshot.
Cerny said the algorithm and neural network used in the new PSSR stems from Sony’s Project Amethyst partnership with AMD. “Through AMD’s FSR 4 upscaling technology, PC gamers have already seen the benefits of our collaboration,” he said. “With the updated PSSR, we’re delivering the very latest of this co-developed technology with a further six months of refinement for PS5 Pro players.”
Sony said multiple existing games will be upgraded to the improved PSSR in March, but there’s no word yet on which games will be included. There will also be a system software update at that time; selecting “Enhance PSSR Image Quality” in Settings on PS5 Pro will allow you to experience the new PSSR with any PS5 Pro games that currently support PSSR.
“Once the system update releases next month, try it and see, some games may have noticeably crisper graphics,” Cerny said.
While the game has only been available a few hours, Requiem is already Steam's biggest ever launch for a Resident Evil title. Meanwhile, fans are still puzzling through a convoluted in-game mystery that has stumped players with early copies — it's more complicated than anything seen in the franchise to date, and something we're keeping a close eye on.
"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 human-authored Resident Evil Requiem review, awarding the game 9/10.
IGN's Resident Evil: Requiem guide will help you every step of the way through RE9. Take note of these key tips and tricks before you get started, and focus on finding these important items early. Plus, our comprehensive walkthrough will make sure you don't miss a single Bobblehead or file as you try to survive from the Rhodes Hill Chronic Care Center all the way to Raccoon City.
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.

The February 2026 Pokémon Presents might be one of the most anticipated presentations the series has seen in years, and we’re here to catch all of the highlights.
We’re just moments away from seeing how The Pokémon Company plans to build on the global phenomenon as it heads into yet another year with new monsters to catch and games to play. Pokémon Day 2026 is a special one, though, as this year’s anniversary celebration marks 30 years since the franchise began with the release of the Red and Green video games. Viewers are expecting bombshell updates and reveals to help commemorate the occasion, with most gaming fans on the edge of their seats, hoping to see even the smallest glimpse at Pokémon generation 10.
With Nintendo Switch ports for FireRed and LeafGreen out today, what exactly will be shown is a mystery, but updates for projects like Pokémon Champions, Pokémon Trading Card Game Pocket, and other spinoffs seem likely. We’ll only need to wait a few more minutes to find out what’s behind the curtain, so be sure to keep refreshing this page to see everything announced at the February 2026 Pokémon Presents when it goes live on Twitch and YouTube at 6am PT / 9am ET / 2pm UK time.
Developing…
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).

The battle of the extraction shooters is on, but developers Bungie and Embark are presenting a united front on social media — even after Marathon temporarily censored Arc Raiders in chat.
After the Marathon Server Slam event went live yesterday (and hit impressive Steam concurrent player numbers), players noticed that Embark’s hugely successful Arc Raiders was censored in chat.
A clip showing Tyler 'Ninja' Blevins of Fortnite fame finding this out for himself went viral on social media after Jake Lucky posted it to Twitter / X, below. Other competitive shooters, such as Halo, Counter-Strike, and Apex Legends, were not censored.
ARC Raiders is censored in Marathon's chat in game LOL pic.twitter.com/W2XUiYfJ3S
— Jake Lucky 🔜 GDC (@JakeSucky) February 26, 2026
This censorship didn’t last long, and Arc Raiders is now allowed in Marathon chat. But the odd situation did spark a wholesome follow-up as the official Marathon account replied to the viral tweet to declare “Arc Raiders is awesome,” in an in-game chat screenshot.
And now, the official Arc Raiders account has replied to Marathon with a similarly loving statement: “No matter if you're a Runner or a Raider, loot is loot. We’ll save you a seat in the shuttle 🫶”
No matter if you're a Runner or a Raider, loot is loot.
— ARC Raiders (@ARCRaidersGame) February 27, 2026
We’ll save you a seat in the shuttle 🫶
So, all smiles on social media for now. But of course there’s huge pressure on Marathon to do well for Bungie, especially after Destiny 2’s downturn and the significant internal struggles at the legendary studio. In November, Bungie parent company Sony said the studio had failed to meet its sales and user engagement expectations, and recorded a 31.5 billion yen (approx. $204.2 million) impairment charge as a result. That was significant enough to drag down profits at Sony’s Game & Network Services Segment, which includes Sony Interactive Entertainment.
Sony chief financial officer (CFO) Lin Tao said at the time: “Regarding Destiny 2, partially due to the changes in the competitive environment, the level of sales and user engagement have not reached the expectations we had at the time of the acquisition of Bungie. While we will continue to make improvements, we downwardly revised the business projection for the time being, and recorded an impairment loss against a portion of the assets at Bungie.”
A few months before Sony's financial report, in August last year, Bungie CEO Pete Parsons left the company after 23 years and nearly 10 as CEO. He was succeeded by Justin Truman, previously chief development officer and fellow Bungie veteran. Parsons oversaw Bungie during many turbulent years, first taking over as CEO in 2016 from Harold Ryan and overseeing its break from Activision in 2019. He was at the helm throughout many of the events catalogued in our 2021 report on Bungie's internal work culture. Just months after our report, Bungie was acquired by Sony for $3.7 billion, ending the studio's flirtation with independence.
As the acquisition settled in, concerns began to arise about the studio's future. Destiny 2 was struggling, and Marathon was still years away. Then the layoffs came. In 2023, Bungie laid off roughly 100 individuals and delayed Destiny 2's The Final Shape DLC, with Parsons taking responsibility for the cuts. Developers told IGN at the time that the atmosphere at Bungie was "soul-crushing" as fears grew of a total Sony takeover of the company. In 2024, this was followed up with even more layoffs, impacting 220 people despite The Final Shape's success. 155 people were also integrated from Bungie into Sony at this time. In the wake of those layoffs, former workers claimed Bungie misrepresented its finances and had significantly overextended itself when Sony acquired the studio. It was apparently bad enough that at least one source described as a "well-connected former worker" went so far as to claim that Bungie faced dire consequences if the acquisition hadn't happened, saying that the "alternate history is insolvency."
Troubles continued to rock the studio through the rest of 2024 and into 2025, with Marathon seeing a delay out of its previous September 2025 release window. Most recently, Sony confirmed Bungie would be integrated into PlayStation Studios so the company could have more control over the developer.
Back in June last year, Sony said it remained committed to live service video games despite high-profile failures such as Concord, and insisted Marathon would be out before April 2026 despite the mixed alpha feedback and damaging accusations of plagiarism against Bungie. Since then Bungie has worked to improve not only Marathon, but the sentiment among gamers around it.
Sony will be keen to avoid another catastrophic launch like Concord, which was pulled offline just two weeks after launch, with one estimate suggesting it sold just 25,000 copies. It has proved a costly failure for Sony, with hundreds of millions of dollars wasted amid the closure of its developer, Firewalk Studios. Bungie now faces concern over its own future, with the pressure on Marathon to deliver. Marathon launches proper across PC, PS5, and Xbox Series X and S next week.
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.
When it comes to the Pokémon Trading Card Game, there are thousands of cards you could consider ‘iconic’. These collectibles blend childhood nostalgia, high-stakes chasing, and jaw-dropping artistic brilliance into a beloved hobby that’s recently exploded in mass market appeal.
With Pokémon’s 30th Anniversary celebrations already fully underway, and with that huge Pokémon Presents event to boot, we’ve put together the definitive list of the 10 most iconic Pokémon cards ever printed.
You may ask - what’s this based on? It’s a healthy mix of current resale value, the cultural impact each card has had, and a card’s visual aesthetics, and also a bit of personal preference from myself as well (so just keep that in mind).
From playground legends of 1999 to modern-day chase cards of the 2020s, these are the top 10 most iconic Pokémon cards of all time.
First up, but by no means least - the Van Gogh Pikachu. Rarely does a card cause a literal international scandal, but this 2023 collaboration with Amsterdam’s Van Gogh Museum did exactly that.
Resellers swarmed the IRL gift shop to snatch up this exclusive card to sell at a ridiculous price. I was actually in Amsterdam at the same time, unrelated, and I saw queues stretching back for miles. Even with the card dropping on the Pokémon Center website in the weeks following the incident, it sold out in minutes, leading to an official apology from TCG officials.
The first appearance of Lugia in the Pokémon TCG - the Neo Genesis Lugia holo card is a high-value first edition; its record for a PSA 10 1st Edition Lugia peaked around $50,000 - $55,000 in the past.
Illustrated by Hironobu Yoshida, this iconic, colorless-type card features notoriously poor print quality, making gem-mint, print-line-free copies incredibly rare.
The stuff of playground legends, the 1999 Pokémon Base Set 1st Edition Mewtwo Holo is one of those cards that feels like a pure encapsulation of 90’s Pokemania, with Ken Sugimori’s gorgeous purple-hued illustration.
Plus - Mewtwo is just awesome, and it’s as simple as that.
While not competitively legal, this card just feels like pure, unadulterated joy. Originally a "Create-a-Card" campaign reward, Birthday Pikachu famously includes a blank line for you to write your own name.
While PSA won't be happy if you actually take a Sharpie to it, the card is the perfect representation of the personal connection we all have with this franchise. It got a reprint in 2021 Celebrations, but the original promo remains a high-value holy grail that reminds us Pikachu has always been our #1 bestie.
The "Shiny Vault" Charizard VMAX from Shining Fates was huge for the hobby when it dropped in 2021.
Boasting a massive 330 HP, a powerful G-Max Wildfire attack, and an awesome shiny Charizard, which is black instead of orange, this highly collectible Shiny Ultra Rare card is one of my personal favourite Charizard cards ever.
If you’ve been around the competitive scene for a while like me, you’ll remember the envy you felt when the TCG Pokémon World Champions in the Junior, Senior, and Master Divisions received the No. 1 Trainer Trophy card.
You might not know these half-art trophy cards are a tribute to the original 1997 Pikachu trophy cards, first awarded to winners of the first official tournament in Chiba, Japan. I’d love to bring this back!
This infamous card is the reason Abra was forced to evolve straight into Alakazam for two decades. Following the 2003 Skyridge set, Kadabra vanished from the TCG entirely due to a lawsuit from illusionist Uri Geller.
Geller alleged the spoon-bending Pokémon was an unauthorized parody of his likeness, reportedly seeking £60 million in damages.
While the initial lawsuit was dismissed in 2003 by the US courts, Geller continued to file lawsuits in other regions until he issued an apology in late 2020. This paved the way for the psychic Pokémon’s return in June 2021’s Pokémon Card 151 expansion.
Affectionately known as "Moonbreon," this gorgeous card is the gold standard when it comes to modern-day card chasing. The artist of the Secret Rare Alternative Art is KEIICHIRO ITO, an artist since the Unified Minds set, who has illustrated 62 cards.
His other work includes some of my personal favourites, such as Medicham from Ascending Heroes, and Toedscruel in Paradox Rift.
Fetching a hefty $1,671.18 over on TCGPlayer to this day, it’s widely considered the most iconic card in the entire Sword & Shield series.
Released to promote Pokémon The Movie 2000, Ancient Mew’s hieroglyphic text and unique sparkly foil made it look like a genuine artifact found in the ruins Mew hid away in during the movie.
It has a unique card back that has never been used for any other Pokémon card. I remember watching the movie in the cinema, but my Mew card was lost to time. I probably traded it on the playground for a Pidgey.
There could be no other - it had to be Charizard, didn’t it? It’s the card that started the fire, all the way back in 1999.
The original artwork by Mitsuhiro Arita has become the face of the TCG for old and new players alike, which is reflected in the fact that it’s one of the most coveted Pokémon cards you can pull from a regular booster pack. That’s the Charizard effect!
Sara Heritage is a freelance contributor for IGN.

Warhammer 40,000: Space Marine 2’s long-awaited patch 12.0 launched this week, and with it came the new playable class, the Techmarine (check out the patch notes here if you want to know what's included). And while fans are having fun getting to grips with this new Astartes, Space Marine 2’s first ever voice pack has sparked a backlash.
The $4.99 Chapter Voice Pack 1 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. It’s only available as a standalone purchase, and is not included in either the Season Pass 1 or Season Pass 2 (much to the annoyance of some fans). But it’s the way these new voice lines are incorporated into the game that has caused a “mostly negative” Steam user review rating for the DLC.
It turns out that equipping a DLC voiceline will revert to the class’ default voice when interacting with objectives, like when searching a Cadian’s body for codes in Inferno. This was unexpected and, in gameplay, a jarring switch. It means the Ultramarine standard voice lines still play for all the dialogue related to interactive elements within missions, so your Space Marine’s voice will flip flop back and forth, which feels awkward and janky.
Meanwhile, some players feel misled by the 450 re-recorded voicelines number on the Steam page. Most believe this number includes re-recorded voicelines across all languages, not just one.
“I have no idea where they got the 450 voicelines from, it mixes with the standard voice lines when doing operations and it sounds dead silent during the mission because there is no banter,” reads one negative review. “So far the only the difference that is noticeable is that emotes are different. The description seems very deceptive, I am very curious to find out where they got 450 number from.”
“I am insanely DISAPPOINTED!” reads another. “I've tested the Blood angels voice and I was disappointed that his lines were 80-90% what Vespasius [Vespasius is a Jump Pack Assault Intercessor of the Ultramarines Second Company and leader of Combat Squad Talasa] is just saying besides a few lines. FINE, maybe the writers aren't there anymore. But WHY IN THE EMPEROR'S NAME are the Ops voices not changed???? Check for the Inferno missions, on the part where your obtaining codes for the dead guardsmen, THE BLOOD ANGEL VOICE BECOMES LITERALLY VESPASIUS AGAIN WHEN HE DOESN'T GET THE CODE OR WHEN HE OBTAINS THE CODES!
“Not to mention there are no voices for the helmet versions yet! I'm wearing a helmet and my Blood Angel voice sounds like he doesn't got one! MAN I'm disappointed!”
Another disgruntled fan said: “Such a low-effort underwhelming DLC. Each of these voices lock you out of character banters, objective dialogues are spoken by the original character's voice actor through the vox instead the one you spent $5 on. Adding to the laziness, some voice lines are the same as their vanilla counterparts (ex. the Space Wolf sharing almost all of his reload alerts with Decimus) to the point where you're even questioning if you changed voices altogether. Something that Saber doesn't mention is also how after selecting a voice for a character, you can't revert that decision unless you spend 400 accolades to buy it back. Another complaint is how every single one of the faces presented in this DLC is the most unfazed depiction of stoicism in the galaxy, no expressions or lip sync whatsoever, just pure unadulterated void in each of their eyes. On a positive note however, each voice has different lines for every special ability, showcasing yet again how class locking is a moronic idea in PvE games.”
It’s a similar situation on the Space Marine subreddit, which is currently littered with complaints. One redditor posted a screenshot of a successful refund on the DLC, saying: “The voice pack is just not a worth the money. Not only was it underwhelming but I almost feel like it was just straight up false advertising. No mission dialogue? No banter between brothers or even not finding data on a Guardsmen? They gave us the option to equip the voice pack and keep our helmets on, but there is no helmet filter for the voices either. I’m a Black Templar fan and to my dismay, it seems like a lot of the voice lines are reused ones from Assault.
“I know they’d have to add voice lines to every new and existing mission, but that’s what you should be paying them to do. Why would they not go all the way and just release the pack at a higher price ? I’m not trying to be hateful, this game introduced me to the 40k universe and got me hooked. I love this game, I have sunk so many hours into it. That being said I’m just sad this didn’t meet the expectations that a lot of the community had.”
“Waiting to see if Steam will refund mine right now,” said another customer. “I did earlier. I hope Saber is getting slammed with refund fees for this nonsense,” another said. “From day one I've been telling people: it’s 700 lines in seven languages for three characters. So around 30 lines per character,” another said. “Saber did an abysmal job managing expectations. Telling people the amount of lines including all language versions is like measuring your dick and including the length of your spine.”
The upshot of all this is that what should have been a positive time for Space Marine 2, with all the cool new additions that came with patch 12.0, is instead perhaps the first meaningful community uproar the game has faced since its record-breaking launch in 2024. Space Marine 2 has been a huge success for Focus, developer Saber, and Warhammer owner Games Workshop, and is credited with leading an army of new fans to the hobby. It's so successful that Games Workshop has made Titus, the game's protagonist, the poster boy of the Warhammer 40,000 tabletop game. Space Marine 3 was announced as in development soon after Space Marine 2 came out.
So this DLC backlash is a rare misstep for Saber and Focus when it comes to Space Marine 2, but it will no doubt fuel concern some already have that the priority for both now is the development of Space Marine 3. IGN has asked publisher Focus Entertainment for comment.
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.

There's a whole bunch of great deals that are now live for Pokémon's 30th Anniversary celebrations, and that includes some outstanding new discounts on Pokémon games for Nintendo Switch consoles.
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. The biggest standout is on Legends Z-A, which is down just $35.92 on Nintendo Switch when using promo code LEVEL20.
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.”
It now even features in our special 10 Best Pokémon Video Games of All Time roundup, "It may be the most recent game in the franchise, but Pokémon Legends: Z-A is an exciting look into the future of pocket monsters. A total overhaul of the classic 30-year old battle system sees turn-based attack rallies transformed into real-time action sequences, bringing the video games closer to the epic clashes of the beloved anime than ever before."
You can also upgrade to the Switch 2 version digitally as well for just $10 after making your purchase, making this a certified bargain. Plus, Legends Z-A isn't the only game up for grabs at a discount either, as you can also score Scarlet for just $35.99, which is one of the best prices I've ever seen on the Gen 9 game. Violet is also available at a discount, if just a slight bit more expensive at $37.59. Both of these run incredibly on Switch 2, so I'd highly recommend playing them on the new console if you can.
There's also Legends Arceus, Sword, and Let's Go Pikachu and Eevee, all available at a reduced price today. But, and this is a big but, these are certified Pokémon Day deals that will expire by the end of today (February 27, 11:59 PM CT, to be exact). I wouldn't be surprised is several sell out even before then, so act fast to avoid disappointment.
Robert Anderson is IGN's Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

Nintendo has finally detailed when its Resident Evil Requiem amiibo figurines will be ready — and there's still a significant wait yet for fans, despite the game's official launch today.
As detailed in a fresh post on Nintendo's website, the Grace Ashcroft and Leon S. Kennedy amiibo will go on sale on July 30 — a date which is still five months away.
There's no word on why the amiibo won't be ready sooner, and an image of the two posted today shows the same figures as revealed previously (which attracted some fan criticism for the design of Leon's rather basic-looking features). Perhaps July will mark the arrival of some new Requiem content? Or perhaps Nintendo knows fans will buy the amiibo regardless.
Amiibo figures for third-party games are rarer than those for Nintendo's own titles and characters, but far from unheard of. Dark Souls and Diablo both received a tie-in amiibo figurine, while Nintendo has also decided to create one for Resident Evil publisher Capcom's upcoming Pragmata.
Earlier today, Nintendo flagged that a last-minute day one update for Resident Evil Requiem was now available, which the company said contained "several fixes" for issues that fans should install before booting up the game. While the game has only been available a few hours, Requiem is already Steam's biggest ever launch for a Resident Evil title. Meanwhile, fans are still puzzling through a convoluted in-game mystery that has stumped players with early copies — it's more complicated than anything seen in the franchise to date, and something we're keeping a close eye on.
"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 human-authored Resident Evil Requiem review, awarding the game 9/10.
IGN's Resident Evil Requiem guide will help you every step of the way through RE9. Take note of these key tips and tricks before you get started, and focus on finding these important items early. Plus, our comprehensive walkthrough will make sure you don't miss a single Bobblehead or file as you try to survive from the Rhodes Hill Chronic Care Center all the way to Raccoon City.
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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