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Wuthering Heights Hits, Well, Heights at the Global Box Office For the Opening Weekend of Emerald Fennell's Controversial Film

Controversial or not, Emerald Fennell’s new adaptation of classic novel Wuthering Heights is hitting, well, heights at the box office for its opening weekend: a staggering $76 million globally.

The film, which stars Jacob Elordi and Margot Robbie in the iconic roles of Heathcliff and Cathy, managed to gross $34.8 million in the United States, which brings the worldwide total for the film’s debut to $76.8 million. Interestingly enough, though, those numbers do actually fall under the projections set for the film reported by Deadline. Warner Bros. expected the project to open to closer to $40 or $50 million domestically, but it still falls within their $70 to $80 million global projection.

That said, the movie’s opening weekend is technically a four-day one, with the day of this writing (Monday, February 16) being President’s Day — so there’s a chance that Wuthering Heights hits that initial domestic projection by the day’s end.

The competition is stacked right now at the box office with two other new releases on offer alongside Wuthering Heights: the animated kids comedy Goat, which is holding onto the second spot domestically under Fennell’s film, and Crime 101, a star-studded thriller that is also a literary adaptation, believe it or not, with a claim to the No. 3 slot at the box office.

There are several new and exciting titles coming in the next week, though — projects like Psycho Killer and How to Make a Killing — so those more recent additions might threaten a little of the profits of Wuthering Heights. But we won’t know until we see what happens at the box office next weekend.

Wuthering Heights was written and directed by Fennell, adapted from Emily Brontë’s 1847 novel of the same name. Alongside Elordi and Robbie, Hong Chau, Alison Oliver, and Ewan Mitchell star. It debuted in theaters in the United States and United Kingdom on February 13, just in time for Valentine’s Day.

Lex Briscuso is a film and television critic and a freelance entertainment writer for IGN. You can follow her on Twitter at @nikonamerica.

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'The Director's Cut Is the Movie We All Thought We Were Releasing' — Russell Crowe Responds to Robin Hood's 'Unfair' Comparisons to Gladiator, 16 Years Later

Remember the 2010 Robin Hood movie? The one directed by Ridley Scott with Russell Crowe in the title role? It struggled at the box office and reportedly resulted in a loss during its theatrical release. Now, 16 years later, Crowe has discussed its various problems, which weren’t helped by comparisons to Scott and Crowe’s blockbuster Gladiator.

IGN’s Robin Hood movie returned a 5/10. We said: “Robin Hood isn't a bad movie. But it is a frustrating, deeply flawed and wholly unnecessary one. Its problems were all on paper and in conceptualization not necessarily in execution. The film ends on an obvious sequel note, but it's equally obvious that this installment is simply too mediocre to ever warrant a sequel. By stripping the story of its core mythology, this Robin Hood will leave you wondering how the hell this legend has managed to survive for so many centuries. Where's the merry in that?”

Crowe took to social media to respond to one fan who said Robin Hood received “unfair” comparisons to Gladiator, which had been released a decade prior. The Master and Commander and L.A. Confidential star said that 17 minutes were cut for the cinema release, and that the director’s cut “is the movie we all thought we were releasing.”

“The director's cut is the movie we all thought we were releasing,” Crowe said. “However, 17 minutes were cut for the cinema release. A minute is a long time on screen. Imagine any of your favourite movies with 17 minutes of the most emotional connective tissue removed… watch the director’s cut.

Then, responding to another fan who said they felt the movie was more than a Robin Hood origin story, Crowe agreed, confirming the plan was to tell the character’s story in three parts.

“That was the idea. To be told in three parts,” Crowe said. “When I started digging in to RH, I found the story and its roots in Greene Man mythology deeply interesting. The tale of Robin lasted hundreds of years, how? It was my idea to show that RH was a title, passed down, not one man.”

Crowe's Robin Hood didn't put Hollywood off from making other movies based on the character. Indeed, another is coming up. Last month we got the first trailer for The Death of Robin Hood, giving us our first look at Hugh Jackman, star of Deadpool & Wolverine, The Greatest Showman, and The Prestige, as the legendary archer.

Photo by Fotonoticias/WireImage.

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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Disney Lorcana - Winterspell Preview: There's So Much to Look Forward to in This Snowy Set, Here's Why

Disney Lorcana's 11th new set, Winterspell, is now available at local game stores and Disney Stores ahead of its wider launch on February 20 (see here for online orders). There is so much to look forward to in this snowy set, and the Lorcana team at Ravensburger sent us over Winterspell's Illuminier's Trove, its 24-pack Booster Box, and more to learn more and share what sets this expansion apart.

We'll start with what we got: the two items mentioned above, a Winterspell coffee mug, some cool stickers, a bag, and a promo Stitch - High Badness Level card inspired by his love of destroying things.

It feels only right to jump into the Illuminier's Trove first, which is a great place for beginners to start or those that like some fun collectibles. Alongside featuring some beautiful art of Stitch and Angel playing in the snow, this set includes 8 Booster packs, 1 storage box, 6 card dividers, 6 damage-counter dice, and 1 Spin-dial lore counter.

The Booster packs themselves feature either Angel, Darkwing Duck, or Tinkerbell, and each comes with 12 game cards. The card dividers are fun because they also give you a preview of which Disney films are heavily featured in this set, including Pocahontas, The Fox and the Hound, A Goofy Movie, Darkwing Duck, and Lilo and Stitch.

The packaging is all very well themed, and it matches the Booster Box in design as well, but it would have been fun if there was a special promo card or something else to enjoy! That being said, this is a really good way to jump into the world of Lorcana.

If you want to know which cards are the best to chase in Winterspell, we have you covered right here, but we also want to share that the top two chase cards are the Iconic rarities, which are Moana - Curious Explorer and Pocahontas - Peacekeeper.

Winterspell - Top Chase Cards So Far

Speaking of which, let's talk about what we got from the packs in the Illuminier's Trove and the Booster Box! All in all, we had 32 packs that contained a total of 384 cards. While we sadly didn't get any of the highest rarities - Iconic or Enchanted - we did luck out and get three Epic cards!

These are half-full art holo cards that remove the border on standard cards, and we got two Jiminy Cricket - Ghost of Christmas Past cards and one Goofy - Klutzy Skier. Just below Epic is Legendary, and we got 7 of those, including the Ohana Means Family Action card and three Tinker Bell - Snowflake Collector cards. These feature embossed images and can be holo or not, and the ones we got were. Elsewhere in the holo department, we got 1 Super Rare, 3 Rare, 8 Uncommon, and 16 Common.

I also wanted to discuss some of my other favorite cards I pulled, including the Do You Want To Build a Snowman? Song cards that we were able to exclusively reveal for Winterspell. I also loved the Mickey Mouse - Tiny Tim's Father card because it is just adorable and channels my love of being a parent. Oh, and I have to shout out the Pua - Disgruntled Pig card because it's just very funny and Pua is clearly missing the warmer weather.

I also want to give a special shout-out to the Snowball Fight Action card you can see in the image above, because it is also the puzzle you can get! You may find certain cards that look part of a puzzle in a Booster pack, and the ones in Winterspell create this card, which is pretty great!

There are also Lore cards to look out for that build out the universe of Lorcana. In the few I got, I learned about the ever-present snowball fight going on that sounds like a lot of fun, how we have to try Mrs. Cratchit's soup, and more about what's going on with Elsa and Anna.

For those unfamiliar, we had a chance to speak to the team at Lorcana and they shared a bit more about what's going on in on this set and these two sisters from Frozen.

"In Winterspell, we tell the story of a vine that’s growing out of control and sucking up flood ink," Jenna Giuffrida, co-lead on narrative design for Winterspell, shared with us. "In an effort to quell its growth, the Illumineers of the realm summon powerful glimmers to help deal with it. One of them, an Elsa glimmer, accidentally freezes the whole realm in her attempt to stop the vine."

Winterspell - Where to Buy

There is a lot to look forward to in Winterspell, and even more that's just on the horizon. Following Winterspell, Glimmers from Toy Story, The Incredibles, and Brave will join the roster in Wilds Unknown when it is reelased in local game stores on May 8 and everywhere else on May 15. And in th summer, Attack on the Vine! will arrive and features Glimmers of Monsters, Inc.'s Mike Wazowski and James P. Sullivan.

For more, check out how and where to preorder Winterspell, our first hands on with Winterspell that dives deeper into the implications for the competitive scene and the full release schedule for 2026.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst, Instagram, and TikTok, and listen to his show, Talking Disney Magic.

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Should the God of War Trilogy Remake Bring Back the Sex Minigames?

Last week, after years of hopeful speculation, Sony's Santa Monica Studio announced it will be remaking the original God of War trilogy. T.C. Carson, the original voice actor behind Kratos, stepped in front of the camera to reveal that the project is in the “very early” stages of development, and that we’ll have to wait a little longer for any of our questions to be answered. And there are a lot of questions.

Will this be a graphical facelift à la Bluepoint’s Demon’s Souls, or are we revisiting Greece with the Norse duology's controls and overhauled game design? If the latter, will Kratos have a companion accompanying him to Pandora’s Temple and the Isle of Fates? Will there be a blacksmith NPC popping up in expected places to provide armor and weapon upgrades? Will we be able to jump and fly, like in the original games? And what about those sex minigames?

That last one almost sounds like a joke, but fans who’ve brought them up seem to be deadly serious. “You better not edit out Aphrodite,” one of the top comments on the announcement video posted to the official PlayStation YouTube channel warns, referring to the particularly graphic minigame from God of War 3. “Do not censor original material,” reads one of the – as of the time I’m writing this article – 256 replies to that comment. “Dont ruin it.”

Fan fixation with these minigames makes sense, and not just because of the franchise’s initial target demographic. They are, for better or worse, as much a part of the Greek saga as the Blades of Chaos, appearing in every mainline title except for Ascension. Even the two handheld games, Chains of Olympus and Ghost of Sparta, have their own versions of them: one in Attica, while fighting off the Persians, the other at a brothel back in Sparta.

They’re also a product of their time, one when both gamers and game developers were overwhelmingly male, little if any thought was given to the way women were represented, and hack and slashers generally relished in all things lewd and bloody and pubescent. But times have since changed, and changed profoundly at that. Once taken for granted, today the minigames stand out like a sore thumb. They are perhaps the only aspect of the Greek saga I could envision its developers regret adding in, and hence it’s unclear whether they will return alongside the togas, sandals, and cyclopes.

Personally, I’d be surprised if they did. Santa Monica Studio seemed to have soured on the minigames as early as 2013, when the team working on Ascension decided not to include one – maybe in response to backlash, maybe out of post-orgasm clarity after visiting Aphrodite. In that game, Kratos’ obligatory trip to the bordello plays out in a cutscene, and the women there turn out to be an illusion created by one of the Furies.

The minigames help convey Kratos' downward spiral into sadism and nihilism.

At the same time – and, please, hear me out here – I do think there’s a place for them in the Greek games, at least in concept. More than a crude joke, I always found that they contributed to the saga’s story and themes. In the first God of War, the sex minigame – like that part where you burn the caged soldier to progress through Pandora’s Temple, or condemn the ship captain to his death after taking his key – adds a welcome sense of moral ambiguity. It demonstrates that Kratos is not a conventional hero, and suggests there’s more to his quest to kill Aries than the desire to avenge his family. If visions of his dear, dead wife haunt him so, how could he lie with other women? At least, that’s what went through my head when I encountered the minigame for the first time.

Both God of War 2 and the trilogy’s final entry make clear what the first game only insinuated: that Kratos’ vengeance is not a crusade for justice, but an excuse to kill and destroy for the sake of killing and destroying. In both games, the minigames help convey his downward spiral into sadism and nihilism. In God of War 3, for example, you enter Aphrodite’s chambers right after killing her husband, Hephaestus; a tragic, ultimately well-intentioned character who, up until this point, acted as your only ally, Athena and her ulterior motives notwithstanding. At every turn, the developers stress that Kratos cares for nothing except the gratification of his own, basest desires. At this point, lust and bloodshed are the only things he lives for, and that won’t change until he meets Faye and fathers Atreus.

The horniness of the Greek saga also feels somewhat appropriate when considering its source material. The ancient myths woven into Kratos’ world are full of sex, as is the Greco-Roman visual culture that inspired Santa Monica Studio’s talented concept artists. The goddess of love and beauty is not the only one with her nipples out: Kratos, Zeus, Hades – everyone, man and monster, is bare-legged and bare-chested, their bodily features every bit as sculpted as the marble statues at the MET.

Most importantly, perhaps, the minigames help bring home the Greek games’ meta-commentary – a commentary present throughout the trilogy but most pronounced in its concluding chapter, where Kratos is at his ugliest, meanest, and most pathetic, and the franchise’s cinematic endorphin rushes pivot from tasteful indulgence into nauseating overindulgence. Where impaling Aries was uncomplicatedly epic and triumphant, Kratos’ actions in God of War 3 hit differently. Brutalizing Poseidon’s and Hercules’ faces, ripping off Hades’ mask, cutting off Hermes’ legs, snapping Hera’s neck, beating Zeus until the screen becomes completely covered in blood – each “victory” leaves the player feeling a little uneasy, ashamed, hollow. Boss battles in the first God of War and its sequel made you feel like David taking down big, mean Goliath; no matter how brutal the finishing moves, your opponents had it coming. In God of War 3, you’re more like a playground bully, kicking another student when they’re down.

The minigame with Aphrodite also veers into garish over-indulgence, but to a slightly different effect. Instead of making you feel like a bully, you just feel like an idiot. I certainly did when, playing with a childhood friend, we just sat next to each other in awkward silence, going through the motions to get all the red orbs while keeping an ear out for my mom walking up and down the hallway. Very manly indeed.

Some might think that the Norse games walked back on the Greek saga’s abundance of sex and nudity because the gaming industry decided to chase inclusivity, and Barlog and his team tried to stay on the good side of a culture that considered the minigames offensive and misogynistic. This is not the case. First and foremost, the Norse saga walked back on these things because they play no part in this leg of Kratos’ story. Once again, his wife has died. But this time, he channels his grief into something more constructive: rather than destroying the world, he tries to be a better parent to his son.

For the remakes to succeed, they have to communicate – as effectively, if not more effectively, than the original trilogy – how Kratos ends up at the personal low-point from which the Norse games set off. If the sex minigames are in any way included, this is the purpose they should serve. If they’re removed on account of being tasteless – not unthinkable, as that was kind of their point – no matter. Surely, Santa Monica Studio can think of other, more respectful ways to convey Kratos’ downward spiral, and for players to go down that spiral along with him.

Tim Brinkhof is a freelance writer specializing in art and history. After studying journalism at NYU, he has gone on to write for Vox, Vulture, Slate, Polygon, GQ, Esquire and more.

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Kingdom Come: Deliverance 2 Is Back to Its Lowest Price So Far at Amazon

For PlayStation users, Amazon's been an excellent place to scoop up some new video games recently thanks to its big selection of discounted PS5 titles. At the moment, Kingdom Come: Deliverance 2 is among the many options on sale right now at the retailer, but it's not just its PS5 version that's dropped in price.

Both the PS5 and Xbox Series X versions are on sale at Amazon for $29.99 (50% off) and $29.60 (51% off), respectively. If this RPG - which we even awarded as a runner-up nominee in our awards list of the best RPGs of 2025 - has been on your wishlist, now is your chance to grab it at a great low price.

Save on Kingdom Come: Deliverance 2

This is a low price worth taking advantage of while it's still live, too. According to price tracker camelcamelcamel, the PS5 deal marks a return to its lowest price so far at the retailer, and it's a brand new low for the Xbox Series X version. No better time to grab it if you've been waiting for an exciting discount to appear.

As mentioned before, Kingdom Come: Deliverance 2 was among our favorite RPGs of 2025, earning a runner-up nomination on our awards list. IGN's Michael Higham said it's "an investment that pays back multiple times over in its 120-hour runtime. It’s a commitment - a slow-burn game you have to want to live in. But it’s also an action-packed cinematic adventure that proves to have an emotional range that the original didn’t."

Writer Leana Hafer's review at the time of release also said it's "Armed with excellent melee combat and an exceptional story," and called it "one part sequel and one part coronation, bringing a lot of the original's ideas to fruition." So why not add it to your library now while it's still on sale?

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

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'This Is a Premium Experience. That Is the Transaction. Full Stop' — Crimson Desert Dev Rules Out Microtransactions or a Cosmetic Cash Shop

The developer of Crimson Desert has confirmed that the upcoming open world action adventure game does not have a cosmetic cash shop or microtransactions of any kind.

Crimson Desert, due out March 19 priced $69.99, is set in a huge and seamless open world packed with enemies, NPCs, and all sorts of things to do. But one thing players won’t have to contend with is a cosmetic cash shop.

“I can say that definitively: there is not a cosmetic cash shop,” Will Powers, director of marketing at Pearl Abyss America, told weekly talk show Dropped Frames (via @Okami13_). “This is made to be a premium experience that you buy and you enjoy the world, and not something for microtransactions.

“It’s a monetization model. If you do free-to-play then you need to make up the revenue in a different way. This is a premium experience. That is the transaction. Full stop.”

So, that’s microtransactions ruled out, which is sure to go down well with gamers who are hoping for a traditional single-player experience from Crimson Desert. The game has been slowly gaining hype over recent years, but that’s ramped up significantly in the last few months as Pearl Abyss shared more gameplay footage.

Crimson Desert’s huge open world has been a topic of debate recently. Pywel is divided into five distinct regions: Hernand; Pailune; Demeniss; Delesyia; and the Crimson Desert itself. The main quest revolves around protagonist Kliff’s journey, but you’re free to explore the world in any order, taking faction-driven quests, large-scale battles, fortress sieges and smaller, character-focused missions.

Pearl Abyss confirmed that as the story progresses, two additional playable characters become available, each with unique combat styles, skills and weapons. Exploration is a big part of the game — you travel on horseback, climb terrain, glide across distances, and later access advanced traversal options such as a missile-firing mech and a dragon. You can even ride a bear.

Pearl Abyss said the world is filled with hidden treasures, ancient mechanisms, puzzles and points of interest “designed to reward curiosity and discovery.” As for combat, expect to face enemy soldiers, sorcerers, beasts and machines.

Powers has called Crimson Desert’s open world “absolutely massive,” bigger even than that of Bethesda’s Skyrim and Rockstar’s Red Dead Redemption 2.

Speaking on the Gaming Interviews YouTube channel, Powers said that describing the size of Crimson Desert’s world in terms of numbers doesn’t do it justice, because doing so fails to capture the scope and scale of the game. But he did go as far as to compare it to two of the biggest open-world games around.

"I don't think numbers really do it justice because, how big is that in terms of scope and scale?” he said. “But what we can say is that the world's at least twice as big as the open world, the playable area, of Skyrim. It's larger than the map of Red Dead Redemption 2."

Powers went on to insist that the size of Crimson Desert’s open world wouldn't determine its quality. Rather, what you actually do in it is the key factor. "The continent of Pywel is absolutely massive, but size doesn't really matter if there's nothing to do,” he said. “Open-world games are about doing things, having activities, having distractions. So we wanted to create a world that's not only massive, but is also incredibly interactive."

Last month, Powers said the developers were doubling down on the "optimization phase” in a bid to get performance as smooth as possible across all platforms ahead of Crimson Desert's release date.

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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Barack Obama Clarifies Aliens Are 'Real' Comment After It Blows Up Online, Insists He Saw 'No Evidence' Extraterrestrials Have Made Contact While U.S. President

Barack Obama has clarified a recent interview in which he said aliens are “real,” insisting he saw “no evidence” that extraterrestrials have made contact with us while he was U.S. President.

Obama set the internet alight over the weekend when he told American podcast host Brian Tyler Cohen that aliens are “real but I haven’t seen them” during a quickfire "lightning" round of questions.

"They're not being kept in Area 51,” he continued. “There's no underground facility unless there's this enormous conspiracy and they hid it from the president of the United States. Obama then admitted his first question after becoming President of the United States of America on November 4, 2008, was where are the aliens?

Now, Obama has issued a clarifying statement on Instagram, insisting he issued the comment with "the spirit of the speed round" of questions. He then expanded on his prior thoughts.

"I was trying to stick with the spirit of the speed round, but since it's gotten attention let me clarify," he said.

"Statistically, the universe is so vast that the odds are good there's life out there. But the distances between solar systems are so great that the chances we've been visited by aliens is low, and I saw no evidence during my presidency that extraterrestrials have made contact with us. Really!"

This isn’t the first time Obama has spoken about aliens, of course. In 2021 he told late night TV host James Corden that once he became President, he asked whether there was a lab "where we're keeping the alien specimens and space ship." "They did a little bit of research and the answer was no," he added. However, Obama acknowleged footage and records of objects in the skies "that we don't know exactly what they are."

In 2023, the U.S. Office of the Director of National Intelligence (ODNI) released a report detailing official sightings of Unidentified Aerial Phenomena (UAPs). Many of the phenomena continue to defy explanation, and were described as exhibiting “unusual flight characteristics or performance capabilities.” According to the report, UAP reporting was "increasing," which is "enabling a greater awareness of the airspace and an increased opportunity to resolve UAP events." As of August 2022 there had been 510 UAP reports.

The Pentagon’s public attitude toward sightings of UFOs — now rebranded as UAPs — has shifted dramatically in recent years. Notably, in April 2020, the government made a surprise move to declassify three videos captured by instruments aboard U.S. Navy aircraft, which, having previously been leaked to the public in 2017, depicted encounters with fast-moving unknown objects.

After the report was published, NASA Administrator Bill Nelson pledged that the agency would not conceal the existence of aliens, if they were discovered to be the cause of any UAP it is working to investigate.

Photo by Kyle Mazza/Anadolu via Getty Images.

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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The Big Star Wars: Galactic Racer Interview — Why It's Not Open World, How Its Story Mode Works, and When It's Set

Following last week's Star Wars: Galactic Racer gameplay trailer reveal, I sat down with the game's makers for an in-depth chat revealing its new systems and story mode, and a proper discussion on why this marks the triumphant return of track-based racing, after so many open world games.

Galactic Racer is the first project from British studio Fuse Games, which was founded in 2023 by a core of former colleagues from Criterion, the beloved band behind Burnout and later Need for Speed titles, before it got gobbled up to become part of Battlefield Studios.

Now, as Fuse Games' team races towards a galaxy far, far away, I caught up with its CEO and founder Matt Webster, plus creative director Kieran Crimmins, for an intriguing chat on what's to come.

Obviously you've been announced for a little while now, but I've been looking forward to seeing more from the moment Fuse Games was announced, considering your long heritage at Criterion. And the game looks great, from what I've seen of it.

Matt Webster: Was it along the lines of what you imagined?

Well, I remember you did that GI interview and you were sort of hedging your bets on what genre of game you were going to be working on... And I was like, 'they're clearly making a racing game, I don't even know why they're pretending.'

Kieran Crimmins: [Laughs] We've made spaceship stuff before, so that was possible. It's not [what we're making] but possible. Who were we kidding!

Maybe you were working on another Battlefield game! But probably not.

Crimmins: [Laughs] Yeah, fair enough.

I had lots of questions about what kind of racer you guys were planning to make — open world or not, and we'll get onto that. But when you made that announcement about first setting up, did you have an outline of what you wanted to do? What was that journey like from leaving Criterion to the announcement of Star Wars?

Webster: We thought we were going really fast, but we're three years old now.

Crimmins: That's crazy isn't it, you've made whole games in that time before. [But] we've never set up studios in that time.

Webster: That is true. Where this comes from is, first of all, a shared love of racing and a shared love of Star Wars. But when there's a new studio, new team, new tech, new creative... every time there's new, you've got an element of risk. So when we're thinking about it at studio level going, 'well, okay, well how do you mitigate some of those risks?' We can mitigate tech risk by using Unreal or technologies that exist. We can mitigate people risk by working with some folks that we already know and we can mitigate some creative risk by playing in some things that we already know. So I guess it's a mixture of those two, but the more you think about it, you then say, 'okay, why hasn't there been a Star Wars racing game for so long?'

"We always play to our strengths..."

Crimmins: Yeah, I mean obviously we kicked around a bunch of concepts because that's good game making. You want to think about what you're doing. We always play to our strengths. We've got a certain sensibilities of how we like to make games. I'm sure if you've played any of what we've worked on that DNA is going to be present here, as it is in everything we do. And that's one of the things that the studio is based, that mutual understanding and long history of shared love for certain types of mechanics and experiences around thrilling, fast arcade racing games. [And then there was that] shared love for the Star Wars universe... we were like, 'oh my gosh, imagine all the things that we love but actually transferred into there as well as the heritage of the movies with podracing or all the racing experiences in there.

Anyway, when you put that together, it was fairly obvious that was probably going to be the best game we could make for our first game. It would just be the best game that we could make full stop. And then we took that to our partners in Lucasfilm, because we worked with them before, we know them, so we could say, 'Hey guys, what do you think of this thing?' And they basically said the same thing back to us where they were like, 'yeah, we are really excited about this stuff. We love that stuff that you doing. That absolutely makes sense for us.' And as soon as you have that kind of mutual excitement, it's like, we've got to make this happen.

It sounds like there was a sort of mutual appreciation there from Lucasfilm.

Webster: Well, we've got a shared history. I think our first [time on Star Wars was] when we were at Criterion, I remember the folks at DICE were like, 'we think it's an impossible mission, but if anyone can do it, you can,' and it was speeder bikes through Endor, just that fantasy. We've all got it in our heads. And so we just approached that as we would do delivering on any fantasies. Our previous fantasies used to be sports car fantasies. Well, the best way around the corner for me was always all four wheels smoking and sideways with a big smile on your face. We work on those levels, and as Kieran was saying earlier, there's that shared appreciation of the type of experience we want to do, but that history just means something.

And then through to the [Star Wars Battlefront Rogue One] X-Wing VR mission [a free VR add-on to Star Wars Battlefront], which was one of our most favorite things to do and was really wonderful. There's clearly an appreciation of the work and that goes a long way. So I think there's the meeting of those two things together, people with an understanding of how both sides work, a mutual respect of one another and a desire to go and execute on something that looks like a wonderful opportunity. It's a great starting point.

You mentioned a question there that I'd love to ask back to you, which is: why hasn't there been a Star Wars racer in so long? Is it that you guys weren't free, you were busy making Battlefield?

Webster: Maybe! I dunno, the obvious answers are only obvious once they exist, I suppose. For us at least, there's that thing of 'can we make a Star Wars racing game?' And then there's the 'okay, well what should we do?' Because I think we wanted to do things a little differently or we wanted to do something different, and that extends to what you are racing. Some of the mechanics inside racing we want to bring some fresh life into, as well as it being a Star Wars racing experience. I can't answer the question of how come no one else has thought about it? Maybe it's a question of timing. But once we had that, it was like, 'okay, how can we do something different with racing and Star Wars?'

Crimmins: Yeah, it's funny. I see it more like the time was right now rather than the time was wrong before. You're right we were on other projects, we were talking about other things and I'm sure there were other teams working other things, but it's that weird thing of both luck and timing. Whenever you make a video game, it's a mixture of so many elements. It's a little bit hard to get the lightning in the bottle, but when we did this brief and we got this together, we were like, 'this is the perfect time to make this thing.' And I believe we're the perfect studio to make it.

You mentioned wanting to do things in a Star Wars racer that haven't been done before. We got a look at gameplay last week but what more can you say about what you are doing, and also how people familiar with your past work might feel that DNA in this?

Webster: Well, you'll be the best judge of that. It should come through immediately what we're aiming for here in terms of the experience, [addressing] that in some ways HD players have been a little bit underserved by just some kickass track racing experiences. We love those types of games. We love making them, we love playing them, but we wanted to bring a modern view on what that experience could be. You touched on it a little bit earlier about open world, but we wanted to actually come back to tracks. There's a lot of great stuff about tracks in that I replay, my mastery of a circuit comes from replayability, and we definitely are leaning into that from a game structure perspective. That recognition and the repetition and the familiarity of racing circuits, gets you outside some of the compromises you might make when you do an open world racing game. We knew we wanted to come back into delivering that type of experience for a modern player at 4K 60 with just really super strong visuals in a galaxy far, far away.

But like I said, we want to do things differently. So how can we breed some innovation in racing? We're doing that in a couple of ways we can touch into. One is the mechanical boost system. Boost has been in and around racing games forever. Press the button, go fast, consume the boost, and you've got a sort of a tactical decision-making going on there. But we wanted to do something more. So we have a two-phase boost system. The second phase is something called a ramjet, which just goes really, really, really fast, but it's got a consequence too — it generates a load of heat, and if run it for too long, you're going to explode. So you've got consequence there. You've got a second phase of tactical decision making going on. And more importantly, it ties into Star Wars locations. So when we think about where we race in Star Wars, the locations are characters in amongst themselves.

"So we have a two-phase boost system..."

We all know them by name — Hoth, Endor, Jakku, Tatooine — and we really wanted to bring that in as an integral part of the game. So the environment has a tactical part to play in terms of your racing, and it plays its part in the ramjet. So in Lantaana — a lush, tropical rainforest vibe on an active volcano island planet — we've got rivers of lava and rivers of water, hot and cold. And so you have those decisions — the environmental heat helps get my ramjet up to operating temperature, but it's obviously going to get it hotter, quicker. I can also cool the ramjet, running it for longer over the colder water. And that's just a little example of a mechanical change that we're getting people thinking differently about [as they're making] their racing line choices at a second to second level.

Crimmins: Yeah, this is probably the first game we've made where the racing line can be that variable depending on the vehicle you're driving, the kind of build you've got within that vehicle, and the environment. This is a game where there isn't just one racing line, there's the one for your current situation, which means every time you attend the galactic tour it's a different experience and a different set of things that you're thinking about. There's quite a lot there and we're not talking about all of it now, but high level, we want to make an arcade racing experience that's richer than it's ever been before with more options and more things to do than ever before. I really think we've got some interesting stuff in this game that I've certainly never done in a video game, and I don't think I've seen it in other racing games either.

Webster: While not losing that essence of delivering a racing pilot fantasy from second one, [where you] pick up the path, have a great time, but because you'll know from our past and the way we go about engineering things, you've got a pretty high skill ceiling there for players that really want to drive for mastery so we can support a really broad range of play motivations.

You've given some great reasons for this to be a track racer, but I wanted to get your thoughts on open world racing, which you've got a lot of history with too. It was really interesting to see the debate about it going on last year — sparked by Mario Kart World, which obviously is a very different kind of racer — but I saw a lot of people come out and suggest there was a nostalgia for a track-based experience. Have you noticed that too? Did it help you feel more emboldened with your approach?

Crimmins: [Laughs] I didn't notice that, but I would say this... I did play all those games and felt all those things. I absolutely love making open world racers. I've made a bunch, there's plenty more in me, I look forward to doing some of those at some point. I absolutely love track based races, some of my favorite early games are track based racers, and I think there's wonderful experiences to be had there.

Has open world reached a point where it's just been done a lot?

Crimmins: I don't think it's as simple as that overall. I think there's great fun, innovation and things to do in both of those spaces. And I certainly, if I go to design a game or picture a game, I'm going to pick the version that does the thing that we want the best rather than I want this one or I want this one. In this game we really wanted something that was really replayable, something that really had that great replay loop, something that every time you replayed it, you felt like you got something new out of it.

It is weird, I can't remember who wrote it but there was an article about 'why aren't racing games like shooters, why is the innovation different?' I think it's because racers, you just need more stuff to do in the race in the second-to-second. We talked about the tactical layer of the ramjet system and how that works with the boost, but I think that goes across the board with the whole genre. It used to be a very, very innovative genre, but it's hard to push innovation in a space where your cognitive load is fairly small because you're in a kind of dynamic system of where you're moving around. Getting that right is a lot harder than other games. I just like to see really, really great experiences that really tighten focus. Then that's what we want to make here.

The reason we're a track-based racer is because we wanted to have that replayability loop that expands over time. All those benefits people learn in the tracks, the more they play, learning the handling, that familiarity getting them better rather than just a massive smorgasbord of a thing, which is a slightly different kind of 'play with the toys' experience. This is high consequence, high action, high replayability and something that creates player stories that you wouldn't have seen in other games. And I don't think we could do that if we would go in and say, okay, we're also going to do this open world thing. That's a whole set of different challenges.

Webster: You're right, and you can also say, well, this is the Galactic League, right? This is sport, and we've seen racing as an activity and as a sport in Star Wars has been around in many forms, right? Episode 1's podracing we all know and love, Bad Batch's riot racing in Season 2 was just awesome. Star Wars Resistance has got the Aces and low-altitude starfighter racing. Racing as a sport and activity is something that's inside Star Wars, and tracks lend themselves to that really well at an action level. And the other thing we realize more broadly is we are inside Star Wars. And Star Wars fans crave the characters and a story.

So we wanted to go there as well, in a way that frames the racing action. So, you play as a character who is racing, as opposed to it being a racing game. We've made plenty of racing games where you're just a faceless silhouette in a car. Now you're inhabiting Shade, you're a canonical new Star Wars character. You walk down one of the shots in the trailer, you're walking down the ramp of your starship, you're going into a paddock. And this is really interesting addition here where the paddock gives us a place, a low intensity space where we can get up close with our Star Wars stuff, we can move a narrative on, we can see characters inside there. It gives us a low intensity space as a counterpoint and a contrast to the super high intensity racing. And I think it's a really important distinction for us now as we call this a racing adventure.

In the trailer, we see Shade interacting with other characters in that area. So to be clear, it's not just a place for cutscenes between races. There is an area where you can walk around rather than drive around and interact with characters.

Crimmins: In those spaces, yeah, you can walk around, interact with characters, you can build rivalries, you can upgrade your plethora of skimmers and have some nice character moments as well, because as Matt said, this is the story of the Galactic Racing League and Shade coming to that and to tell that story, we needed some time with the characters as well.

It is funny, I wasn't thinking about it as a key innovation because it's kind of a no-brainer. This is a Star Wars racing game, and we wanted to have a proper single-player mode in there where we could actually tell a story in this world of what this Galactic Racing league is and immerse people in the authentic Star Wars world with both familiar characters and a plethora of new characters as well. We had to have a space where you're able to do that and we're a gameplay first studio, so we didn't want that to be a cut-scene space.

"We learned making Burnout: you can only spend so long with your eyes on stalks at 200 miles an hour — or in our case, 400 miles an hour"

We've shown podracers, but these things are like seven or eight meters long and they're enormous, but you don't really get that sense of scale unless you are walking around them as a character and looking around at all this beautiful detail that we built into them. That space serves so many purposes for us in terms of as an immersion space, as a lower intensity. We learned while making Burnout: there's only so long you can spend with your eyes on stalks at 200 miles an hour — or in our case, 400 miles an hour. You need a decompressed moment. And the paddock does a brilliant job of allowing us that mechanism for us to do all of those things.

I'm running out of time, but we've now seen Ben Quadinaros and Sebulba. Are there any more familiar faces in there?

Crimmins: There's going to be a good mix of familiar faces and new characters. Obviously we want to get that mix right, so no matter what kind of Star Wars media you've engaged with, whether it be a movie or game, there's a bunch of familiarity in there when it comes to the space. Otherwise it wouldn't feel like an authentic Star Wars experience.

Are you using any kind of season pass model?

Webster: No. This is a premium release, right? We have our campaign and we have arcade mode and we have multiplayer, and it's a self-contained thing. But what we also recognize is that the landscape of Star Wars evolves and changes over time and so do games as they go. So we see an opportunity for us to tap into more Star Wars or new Star Wars over time, but in terms of us outlining what we think post launch is going to look like, that's not something that we see. The only reason I say a blind no to it is, in my head, season pass is connected to free-to-play games, and that's not what we are making.

Crimmins: Our mindset right now is a premium release, to try and get an amazing experience out the box. Obviously we wouldn't close the door to doing something later, but that isn't what we are really thinking about right now. We just want it to be the very best game it can be, and we want it to be complete when it comes out.

People have been avidly working out when the game takes place in canon and according to Wookiepedia it's definitely after 5ABY because of the crashed Star Destroyers following the Battle of Jakku. How much are you playing into the established canon? We've already seen Sebulba — and I suppose that was a surprise to me that he'd made it through the events of the trilogy alive. Will we find out exactly when it's set or does that not really matter?

Webster: I don't think it really matters. As you say, you're on Jakku after the events of Return of the Jedi, the galactic civil war is over and that's where sport becomes a more interesting opportunity. I don't think we're ever specific about timeline beyond that.

I love Sebulba's beard, I just wanted to say.

Crimmins: Old Bulba!

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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Get an Exclusive Sneak Peek of The Art of Death Stranding 2: On the Beach

Death Stranding 2: On the Beach is widely regarded as another masterpiece from Kojima Productions, with all the sweeping scope, drama, and weirdness fans have come to expect. Now those fans can delve even deeper into this unique world with the release of Titan Books' The Art of Death Stranding 2: On the Beach.

IGN can exclusively reveal a new preview of The Art of Death Stranding 2 ahead of the book's release. Check it out in the slideshow gallery below:

The Art of Death Stranding 2: On the Beach is a 240-page hardcover book featuring concept art from the game. The book offers a closer look at character designs, equipment, locations, and creatures from the game, with plenty of pieces from acclaimed artist Yoji Shinkawa.

Here's the official summary for the book:

The official art book for the action video game DEATH STRANDING 2: ON THE BEACH, from legendary game creator Hideo Kojima, including artwork by acclaimed artist Yoji Shinkawa.

With DEATH STRANDING 2: ON THE BEACH, step by step, legendary game creator Hideo Kojima changes the world once again. Embark on an inspiring mission of human connection beyond the UCA. Sam—with companions by his side—sets out on a new journey to save humanity from extinction. Join them as they traverse a world beset by otherworldly enemies and obstacles.

The Art of Death Stranding 2: On the Beach is packed with hundreds of pieces of concept art for the characters, equipment, locations and creatures featured in the game, as well as early and unused concepts, including artwork by character and mechanical design director, acclaimed artist Yoji Shinkawa.

The Art of Death Stranding 2: On the Beach is priced at $50 and will be released on February 17, 2026. You can preorder a copy on Amazon.

In other Death Stranding 2, we learned at Sony's State of Play event that the game will be hitting the PC in March 2026. Check out everything announced at State of Play.

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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Castlevania Veteran Koji Igarashi Vows to Finish Making Bloodstained: The Scarlet Engagement to Honor Deceased Director Shutaro Ida's Vision

Shutaro Ida has passed away aged 52 after a one-and-a-half year battle against pancreatic cancer. The news was announced by his family via a statement on Ida’s official X account on February 15. Longtime colleague Koji Igarashi has vowed to finish the designer and director’s upcoming metroidvania Bloodstained: The Scarlet Engagement, the sequel to 2019’s Castlevania-infused Bloodstained: Ritual of the Night.

Shutaro Ida (sometimes romanized as Shutaro Iida) worked at Konami from 1996 to 2015, mainly as a programmer. His biggest contribution was to the Castlevania series. Starting with the GBA title Castlevania: Aria of Sorrow and PS2 game Castlevania: Lament of Innocence, Ida played a key role in bringing the gothic action games into the sixth and seventh console generations, even directing Castlevania: Harmony of Despair on Xbox 360 and PS3. He was also a lead programmer on Metal Gear Solid V: Ground Zeroes and The Phantom Pain.

Upon the invitation of former Castlevania series producer Koji “Iga” Igarashi, Ida joined ArtPlay, the indie dev company Igarashi co-founded. There, Ida designed and directed the crowdfunded game Bloodstained: Ritual of the Night, with Igarashi as producer. The game was well-received, and widely seen as a spiritual successor to the Castlevania series. In our review, we gave it 8.8, noting it “plays and feels almost exactly like the legendary Castlevania: Symphony of the Night.”

Reflecting upon two decades of making games with Ida, Igarashi noted in his tribute: “I’ve been working with him ever since Castlevania: Aria of Sorrow. It’s not an exaggeration to say that many games hailed as masterpieces would not have succeeded without his contributions. His talent was exceptional.”

“I feel that Bloodstained: Ritual of the Night’s success was also in a large part down to his incredible support," Igarashi continued. "Looking back, he’s been supporting me for over 20 years. He was the kind of person who always thought about games, tackling game development like he was burning his life away. I hope he can rest peacefully now as he was always running at full throttle.”

Ida’s final game, Bloodstained: The Scarlet Engagement is still in development and is due out later this year. Igarashi described it as an invaluable work that Ida poured himself into. “We will take on his aspirations for the game and see that it is properly completed, so as not to disappoint him.”

Ida last tweeted back on January 30, saying that he felt the end was near as he was getting weaker each day. He finished with a simple request: “Please love Bloodstained 2 and all the games I made.”

The statement from Ida’s family echoed this sentiment: “Shutaro’s adventures in this world have come to an end, but his creations remain. We would be happy if people could continue to enjoy the games he made.”

Image credit: Bloodstained: The Scarlet Engagement YouTube channel.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

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'Let Us All Send This Poor Girl Positive Vibes' — Arthur Morgan Actor Roger Clark Reveals Cameo Apology Request From Man Who Deleted Fiancé's Red Dead Redemption 2 Save File

Arthur Morgan actor Roger Clark has revealed a Cameo apology request from a man who deleted his fiancé's Red Dead Redemption 2 save file.

Clark said that while he really enjoys sending messages to fans on Cameo, he sometimes encounters particularly special ones. Posting a screenshot of one such recent request to X / Twitter, Clark wrote: "I really am blown away by the support you guys show me on Cameo. Thank you for liking my shoutouts. I enjoy them all, but it's ones like these below that I live for. Let us all send this poor girl positive vibes. At least her man knows what he did."

For the 'occasion,' the Cameo requester wrote: "apology for deleting Red Dead saved game." In the instructions for Roger Clark, they added: "I just deleted my fiancé's saved game in Red Dead Redemption 2 by accident. She was having so much fun and made every ethical decision, had about [two-thirds] completed. Can you say some words of support for this devastating loss and let her know I am sorry?"

I really am blown away by the support you guys show me on cameo. Thank you for liking my shout outs. I enjoy them all but it’s ones like these below that I live for. Let us all send this poor girl positive vibes. At least her man knows what he did. @cameo #cameo #rdr2 pic.twitter.com/U0nHM2pLVT

— Roger Clark (@rclark98) February 12, 2026

Understandably, Clark didn't show us his Cameo video response itself, although I'll admit that I wish he had!

The replies to Clark's tweet are a mix of disbelief and empathy. Some are wondering how the save file was deleted in the first place. Others are saying a Cameo from Arthur Morgan himself will surely ease the pain. "I think if someone deleted my 100% save file with everything unlocked and every piece of clothing bought, camp completed, map and journal drawings all there, dreamcatchers murals bones exotics and cards, a shout out from Roger Clark might heal the pain," said one fan.

Be sure to check out IGN's big interview with Roger Clark on Arthur Morgan and Red Dead Redemption 2 to find out just how life-changing the iconic role was.

Meanwhile, Red Dead Redemption 2 fans recently made progress towards solving the game's newly-discovered spiderweb mystery, and now believe they've reached its final clue following a major new discovery within Rockstar's epic cowboy sequel, dubbed the biggest uncovering of hidden content in years.

An intricately-placed breadcrumb trail of spiderwebs was found and plotted, leading to a further set of marked telegraph poles. These then pointed to a collection of guitars within the game's Fort Wallace location, where the trail temporarily went cold. Now, however, fans have pushed forwards — to what seems like a final clue beyond the edge of Red Dead Redemption 2's map.

Photo by Roy Rochlin/Getty Images for ReedPop.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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Sony Reportedly Considering Pushing Back PS6 Release to 2028 or Even 2029 Amid AI-Fueled Chip Crisis

The AI-fueled chip crisis has reportedly upended Sony and Nintendo’s console plans, and may cause a delay to the release of the PlayStation 6 and a price rise for the Switch 2.

Memory is in high demand because companies like Nvidia and Google require so much of it for their AI chips, with a recent CNBC report pointing out that these companies "are the first ones in line for the components." This will likely push up RAM prices and have a knock-on impact on both console retail prices and availability.

As part of a sweeping Bloomberg report on the impact of the ongoing shortage of memory chips, its sources indicated two crucial points on PlayStation and Switch.

The first is that Sony is now reportedly considering pushing back the debut of the PS6 to 2028 or even 2029, which it described would be a “major upset” to the company’s plans. Meanwhile, Nintendo is reported to be considering raising the price of the Switch 2 this year. Neither company has issued a comment in response to the report.

But would Nintendo actually go through with a Switch 2 price rise so soon after its launch? Nintendo president Shuntaro Furukawa recently addressed the possibility of a Switch 2 price rise caused by rising prices for components and the potential impact on profitability on the hardware, saying in vague terms that he didn't think there would be any impact any time soon. “We do not disclose details regarding individual components, but we can say that we are working to secure stable supplies of memory components by holding discussions from a long-term perspective with our business partners,” Furukawa explained.

“As a result, the recent rise in memory prices did not have a significant impact on hardware profitability in the third quarter. In addition, we do not expect any significant impact in the fourth quarter. However, if this rise in component prices lasts longer than expected and runs through the next fiscal year and beyond, it may put pressure on profitability. If the situation deteriorates significantly, we will carefully assess market trends and respond.

“As for any future change in the price of Nintendo Switch 2 hardware, no decision has been made at this time. Any decision to change the price will be determined comprehensively, taking into consideration not only profitability, but also other factors like the platform’s installed base, sales trends, and the market environment.”

Furukawa was then asked if Nintendo would consider selling the Switch 2 at a loss in a bid to expand the console’s install base. “The current rise in memory prices is happening at a pace that exceeds our expectations,” he said. “In general, the profitability of hardware tends to improve with economies of scale, and we want to continue to reduce costs as much as possible through mass production of Nintendo Switch 2 hardware.

“With regard to not selling hardware at a loss, what we are focusing on is profitability on a global basis. There are various external factors, such as fluctuations in exchange rates, but looking at the global picture, we have traditionally tried to avoid situations where individual units are sold at a loss as much as possible.

“It is difficult to predict the changes in the external environment that are currently taking place, but I think it is not an appropriate approach to be excessively influenced by short-term trends. The second and third years for Nintendo Switch 2 are very important, and if we can expand the hardware installed base, we can use that as a basis to greatly expand software sales. We will take this into account when making business decisions and flexibly consider various options.”

Also earlier this month, Sony waved away concern about potential further PlayStation 5 price rises as a result of the rising cost of memory, insisting it’s already in a position to secure the minimum quantity necessary to manage the year-end selling season of its next fiscal year.

“Going forward, we intend to further negotiate with various suppliers to secure enough supply to meet the demand of our customers,” Lin Tao, Sony’s chief financial officer, said. “Given the stage of our console cycle, our hardware sales strategy can be adjusted flexibly and we intend to minimize the impact of the increased memory cost on this segment going forward by prioritizing monetization of the install base to date and striving to further expand our software and network service revenue.”

In January, an analyst report suggested that Sony may push the launch of the PS6 beyond 2028 and lengthen the PS5 lifecycle. David Gibson, senior analyst at MST international who focuses on game and tech companies, predicted that “rising memory prices will not impact short-term performance thanks to Sony’s existing inventory.” However, he noted that increased memory costs could become an issue for Sony in the next fiscal year (ending in March 2027), saying “Sony might pass future cost increases onto consumers.”

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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'This is Not God of War' — Franchise Creator David Jaffe Trashes Side-Scrolling Spinoff Sons of Sparta

God of War creator David Jaffe has slammed the series' new side-scrolling spinoff Sons of Sparta for being "boring" and "an insult" both to fans of the series and its original creative team.

God of War Sons of Sparta was announced and then shadow-dropped on PlayStation 5 last week at the end of Sony's big State of Play broadcast. A Metroidvania-inspired action platformer from indie retro developer Mega Cat Studios, Sons of Sparta is designed as a prequel to the original God of War trilogy, featuring a young version of Kratos and his brother as they train together.

In an initial YouTube video posted after playing an hour of the game, Jaffe made his frustrations with the project's concept clear: essentially, that it was too different in tone from the original trilogy, despite his initial excitment to see a side-scrolling take on the series.

"This is the kind of game I've always wanted in terms of 2.5D God of War, super into it — but this, to me, is not what I was talking about. I bought this game, it's a $30 game, I don't like it, I don't recommend it," Jaffe began, before turning his attention to the executives at Sony who decided to greenlight the project.

"I wanted to make a video more about what are they thinking, like what the f*** were they thinking? It's not a bad game by any means, it's fine, it controls decently... but to me the more fascinating part of this is, why is this in existence? I don't understand."

After an hour's worth of play, Jaffe said he couldn't continue with the game as its characters kept "stopping over and over [to] talk and talk." He added: "This is not God of War."

"Let's just make him some generic f***ing kid, like we're watching a Kids WB TV show or something," Jaffe continued on. "It's probably some bulls*** writer going, 'Oh people want to know why, how did people become this way?' No one cares. It's a dumb idea... [Fans] wanted something like Blasphemous, in terms of it's violent, it's bloody, it's serious, it has the tone of the early God of the War games.

"If you pulled God of War out of it, and you just said, 'hey, we're making a game about this kid,' most people would say 'that doesn't sound like a very compelling idea for a video game character,' because it's not."

"Maybe it gets better, I'm sure it does," he further continued. "There's nothing offensive about it. The only thing offensive about it is its genericism. The only thing offensive about it is its inability to reflect the license, the brand. It's like you get the John Wick license and you make a movie where he's just sitting in a coffee shop talking. Now that might work when you have Keanu Reeves as he's so compelling, and the character's interesting."

Jaffe said he had been keen to see a 2.5D God of War game more similar to titles such as Ninja Gaiden Ragebound, Neon Inferno, or Shinobi. "Why would you even put this out? All it does is leave a bad taste in God of War fans' mouths, in my assumption," he concluded.

"Every time you make a new game, you don't have to go, 'You know what? Let's not go back to the great character that people love that built this franchise. Let's see him as a little kid, some generic boring little f***ing kid.' It's just insulting to the fans. It's insulting to people who worked on the games that they would think this character right here is what people want. It's crap. It's dumb. It's stupid. I would say avoid this f***ing thing."

While Jaffe had said he wouldn't return to Sons of Sparta, he then went back and played a further three hours, at which point he posted an even more in-depth video that critiques the game on a more granular level for more than 30 minutes.

Specifically, Jaffe addressed points around "confusing visual noise during combat," "gameplay breaking visual inconsistencies," a "buggy and confusing user interface," the suggestion that "level design and character motion feels off," and "kiddie level dialogue and poor voice actor performances." Ultimately, he branded the game as "not ready for release."

Late on Friday last week, God of War franchise developer Sony Santa Monica was forced to clarify God of War Sons of Sparta's two-player offering following widespread fan confusion. After numerous fans assumed the game's "1-2 player" listing on the PlayStation Store referred to full co-op, the company clarified that multiplayer functionality was limited to a challenge mode unlocked after completing the game.

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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Final Fantasy Remake Series Going Multiplatform Will Not Lower Quality of Part 3, Director Insists While Acknowledging Fan Concern

Final Fantasy Remake Part 3 director Naoki Hamaguchi has discussed the impact of expanding the platforms on which the Final Fantasy 7 Remake series is available, insisting that going multiplatform "will not in any way lower the quality of the third instalment."

In an interview with Automaton, via Eurogamer, Hamaguchi said both the Nintendo Switch 2 and Xbox versions of the game's prior instalments "have been incredibly well received and generated a lot of buzz online," but did note some community concerns.

"Both the Nintendo Switch 2 and Xbox versions have been incredibly well received and generated a lot of buzz online," Hamaguchi said. "That attention has also made me realize how many people are worried about this issue. However, our decision to go multiplatform with the FF7 Remake series will not in any way lower the quality of the third installment.

"Our development structure simply doesn't work that way to begin with... I suppose I'll just have to keep saying it," he said, laughing. He also stressed that because of the growing popularity of gaming on PC both in Japan and beyond, the game has been built with PC "as the foundation."

"While PC gaming is gradually expanding in Japan, overseas growth has been even more rapid," Hamaguchi added. "The market has broadened tremendously across both consoles and PC. The FF7 Remake series has sold very well on platforms like Steam and the Epic Games Store, so we develop assets with the broad PC market in mind. In fact, our 3D assets are created at the highest quality level based on PC as the foundation.

"When FFVII Rebirth launched, there was talk about how the PC version looked better than the PS5 version, and our philosophy will not change for the third instalment," he concluded. "As our fundamental principle, we do not design assets to meet the lowest baseline. Instead, we create them for high-end environments first."

Last month, Hamaguchi teased that the "core game experience is almost complete," and while he "really want[s] everyone to play it as soon as possible," the team has now moved on to "refining and polishing."

Meanwhile, Final Fantasy 7 Rebirth's Queen's Blood card game is making a “powered-up” comeback for the final chapter in Square Enix’s remake trilogy. Hamaguchi said he plans to double down on the card game when its next installment finally launches, promising to “expand” what was seen with its Rebirth launch.

We also recently learned that the Final Fantasy 7 Remake team actually considered resizing Cloud's iconic Buster Sword to make it more realistic before deciding to stick with the original design, admitting "it was just too iconic" to change.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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Amazon Just Added a Whole Bunch of New PS5 Games to Its Excellent Video Game Sale

Amazon's ongoing sale on a wide variety of PS5 games just got better this week, with a whole bunch of new games being added to the sale. That includes some previously outstanding deals, such as Metal Gear Solid Delta: Snake Eater for just $30, alongside Silent Hill f, Sonic Racing: CrossWorlds, and more.

But that's just the start of what's available, as the online retailer has opened up some excellent deals on several other great games for PlayStation 5. That includes Kingdom Come: Deliverance 2 for $30, Final Fantasy 7 Rebirth for $30, Tomb Raider IV-VI Remastered for $20, and even more.

Several New PS5 Games on Sale at Amazon Today

We've also included some brand new offers in Woot's latest "Mega Video Game Sale" - especially as the retailer is also owned by Amazon, and allows fast Prime delivery, so it definitely applies to Amazon's ongoing sale as well.

What makes these latest deals even better is that some of the games above have hit their lowest prices yet at the retailer. Price tracker camelcamelcamel shows that this is the lowest price Silent Hill f, Civ VII, Double Dragon Revive, and Sonic Racing: CrossWorlds (with its coupon) have all hit at Amazon so far. Similar to Sonic Racing: CrossWorlds, with the help of the coupon on its store page, this also marks a new low price for Space Marine 2 at the retailer.

And while it's not the lowest price point it has ever hit at Amazon, Metal Gear Solid Delta: Snake Eater has matched its Black Friday price, which is certainly still a deal to celebrate. If you haven't added it to your library yet, now is a great time while it's still on sale for $30.

That applies to all of the available games: This is a great opportunity to scoop them up and save while they're still on sale. They're not the only game deals worth taking advantage of right now, though. If you're looking for more outside of PlayStation, February’s Humble Choice lineup has dropped for PC players as well, offering the chance to add 8 games to your digital library for just $15 when you sign up for a Humble Choice membership. This month leads with Resident Evil Village, which is definitely worth grabbing ahead of Resident Evil: Requiem.

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

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Will Sony's Spider-Man Games Come to Xbox? 'Not Likely,' Insomniac Says

Could an Xbox version of Insomniac’s Spider-Man games eventually be released, given parent company Sony’s recent softening on multiplatform not just on PC, but with the likes of Helldivers 2 and Marathon coming to Microsoft’s console? Based on a comment from Insomniac itself, Xbox owners shouldn’t hold their breath.

A fan replied to a tweet from Insomniac celebrating Valentine’s Day to ask about the possibility of Spider-Man swinging onto Xbox, and the developer’s response was pretty clear: “Not likely.”

Now, you might say that’s obvious. But, as the replies have pointed out, once upon a time Insomniac ruled out Marvel's Spider-Man ever coming to PC, and it ended up making the jump from PlayStation exclusivity to personal computers.

it will never appear on Xbox or PC. It's a permanent PS4 exclusive publisher by Sony Interactive Entertainment

— Insomniac Games (@insomniacgames) June 28, 2017

Now, nearly nine years after that tweet, Sony not only publishes games on PC, but on Xbox and Nintendo Switch. Arrowhead’s record-breaking Helldivers 2, for example, launched on Xbox Series X and S complete with a Halo crossover. And Bungie’s upcoming extraction shooter Marathon is coming out on Xbox as well as PC and PlayStation. The times have changed.

Spider-Man, though, does feel like it would be crossing a thicker line to get to Xbox, and Insomniac’s tweet suggests that to be the case. In the shorter term, Insomniac’s Marvel’s Wolverine is due out later this year — exclusively on PlayStation 5. Meanwhile, Insomniac fans expect another Spider-Man game eventually, a continuation of the story as set out in 2023’s Marvel's Spider-Man 2, which launched on PC in January last year. (Last year, Yuri Lowenthal suggested Marvel’s Spider-Man 3 will see Peter Parker doing his Spider-Man thing despite what the ending of Spider-Man 2 suggests.)

Sony’s approach contrasts with that of Microsoft, which has fully embraced multiplatform for pretty much all its first-party video games. When Microsoft finally announced Playground’s Forza Horizon 6 and confirmed it would launch on PlayStation 5 after Xbox and PC, it came as a surprise. Nowadays, Xbox Game Studios is one of the most prolific and successful publishers on PlayStation.

In October last year, Microsoft said the idea of a video game exclusive locked to a single storefront had become “antiquated for most people,” but Sony still refuses to launch its big single-player games on anything other than PlayStation day-one (the latest example of this is Sucker Punch's Ghost of Yotei). Multiplayer games, however do tend to launch on PC at the same time. Guerrilla’s recently announced co-op action game Horizon Hunters Gathering is set for PS5 and PC. Marathon’s day-one multiplatform launch is something of an outlier.

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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Disney Lorcana: New Collection Starter Set and Scrooge McDuck Gift Boxes Are Now Up for Preorder

Disney Lorcana's new Winterspell expansion is out this week on February 20, but that's not the only thing for fans to look forward to in the coming days.

As part of the 11th set's rollout, the Lorcana team is also launching a brand new "Collection Starter Set" alongside the "Scrooge McDuck Gift Box" on March 13, 2026. Both are now up for preorder at Amazon and are priced at $29.99 each.

So what's included in these new sealed sets? Starting with the Collection Starter Set, the first of which is themed around Stitch, it includes four Winterspell boosters, a Stitch Rock Star Card portfolio, and a Glimmer Foil promo collector’s guide.

The card portfolio is ready to hold up to 80 cards, which is perfect for any collectors who are just getting started, or even long-term fans who just want another fun way to keep their cards safe. You'll certainly need it as well, as the four boosters for the new Winterspell expansion will contain 48 cards just on their own.

I'd even say this is just as much of a good gift option for any Disney fans in your life as the Scrooge McDuck Gift Box that's also now up for preorder online.

Speaking of which, the new gift box includes a Scrooge McDuck – S.H.U.S.H. glimmer foil promo card, five assorted booster packs, alongside handy Storage Box with dividers that can keep up to 250 sleeved cards.

Curiously, while this is techinically part of the Winterspell launch window, it is worth noting that the five packs included could also be from prior sets, so you could get five from Winterspell, or you could end up with some classics.

It's the luck of the draw I guess, but if you'd prefer to avoid the randomness, I'd instead opt for the Collection Set, or even just a fat set of 24 packs from the Winterspell display box.

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.

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Warner Bros. Reportedly Considering Reopening Talks With Paramount Despite Having Agreed to Sell to Netflix

Warner Bros. is reportedly considering reopening talks with Paramount despite having already agreed to sell to Netflix.

Bloomberg reported that members of Warner Bros.’ board are debating whether to talk to Paramount again after the company amended its offer, which would be a superior deal to that already set in stone by Netflix. However, Bloomberg made it clear that no decision has been made, and Warner Bros. may end up sticking with Netflix.

Paramount’s latest offer would give shareholders extra cash for each quarter the deal fails to close after this year (about $650 million), and would agree to cover the $2.8 billion breakup fee Warner Bros. would owe Netflix if it walked away. However, it did not raise its $30-per-share offer, valuing the deal at $108.4 billion including debt.

This comes just two months after Warner Bros. told its shareholders they should reject Paramount's takeover bid for the company, urging them to approve the Netflix deal instead. At the time, Warner Bros. hit out at Paramount, accusing it of consistently misleading its shareholders by saying its bid had a "full backstop" from the Ellison family. "It does not, and never has," Warner Bros. insisted. Netflix, as you’d expect, welcomed the decision. “The Warner Bros. Discovery Board reinforced that Netflix's merger agreement is superior and that our acquisition is in the best interest of stockholders," said Ted Sarandos, Netflix co-CEO.

Netflix’s proposal has sparked a tough response from some members of Congress, and it is expected to face significant scrutiny under antitrust laws. Meanwhile, at least one HBO Max subscriber has already sued Netflix, claiming the deal threatens to reduce competition in the U.S. subscription video-on-demand market.

Warner Bros.-owned streaming platform HBO Max includes everything from Game of Thrones to Harry Potter, and James Gunn's DC Universe to Barbie, and its content is expected to be added to Netflix if and when the deal goes through.

After its announcement, Netflix sent subscribers an email of reassurance amid concern over potential price rises. The email promised subscribers that nothing was changing “today,” and confirmed that HBO Max and Netflix would continue to operate separately until the deal closed. It did not rule out future price rises, but did promise that current membership plans would remain in place at least until the deal goes through. As for when that will be, Netflix has said it expects to close the transaction in 12-18 months — so, at the earliest December 2026, but it could be as late as summer 2027.

In an investor call, Sarandos struck a confident tone when asked about the deal’s chance of success. "We're highly confident in the regulatory process," he said. "This deal is pro-consumer, pro-innovation, pro-worker, it's pro-creator, it's pro-growth.” As part of the same call, Sarandos said Netflix would continue to release Warner Bros. movies in theaters for now, though expected theatrical release windows to shorten over time to become "more user friendly." More recently, Sarandos committed to a 45-day window for theatrical movie releases once the deal goes through.

One report has claimed Netflix is particularly keen to obtain Warner Bros.' vast content library as the streamer ramps up its potential to offer AI-generation tools and content in the future.

Photo by Anna Barclay/Getty Images.

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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Logan Paul's Pikachu Illustrator Pokémon Trading Card Sells for $16.4 Million, Setting New Record

Logan Paul's bejeweled PSA 10-graded Pikachu Illustrator Pokémon trading card has been sold at auction for a staggering $16,492,000, setting a new record.

The amount makes it, by far, the most expensive trading card ever sold — a record the same card also held when Paul bought it back in 2021 for $5.27 million. In this new sale, venture capitalist AJ Scaramucci placed the winning bid of $13 million to secure the card, with the further $3.49 million added in auction fees. (If that name sounds familiar, AJ is the son of Anthony Scaramucci, who briefly served as White House communications director and now co-hosts The Rest is Politics US podcast.)

Why has it sold for such a huge amount? Well, at a base level, the Pikachu Illustrator is one of the rarest Pokémon cards out there, and its eyebrow-raising PSA 10 grading makes it truly unique and technically flawless. But Paul himself has done a lot to personally try and raise the card's value — and very successfully so. Minus the auction fees, Paul likely stands to make more than $7 million in profit.

Paul has mounted the card in a $70,000 jewel-encrusted necklace (also included in the auction) that he then wore for his WWE debut at WrestleMania 38. Announcing the auction last month, Paul then promised to hand-deliver the card — which he billed as "the Mona Lisa of collectibles" — to its eventual owner.

Over the course of the auction, several other incidents ensured the card (and Paul) remained in the public eye. A brief, bizarre drama involving OnlyFans content creator Emmie Bunni — including a phantom $10.2 million bid and an AI photo of her holding the card — prompted a claim by Paul that her actions had put off further interest. Last week, the influencer-wrestler also got involved in the controversy surrounding Super Bowl LX half time show artist Bad Bunny, and at loggerheads on the issue with his brother Jake Paul. Just days later, the auction reached its climax with a flurry of late bids.

And in general, there's the fact that Pokémon cards have rarely been hotter. This auction has been well-timed, in the run-up to Pokémon's big 30th anniversary celebrations. (Fans are expecting the future of the franchise to be announced on the series' actual anniversary next week, on February 27, alongside more details of the promising-looking Pokémon life simulation spin-off Pokémon Pokopia.)

Image credit: Logan Paul.

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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It Sounds Like Stellar Blade May Launch on Xbox and Nintendo Switch 2 This Year

The developer of Stellar Blade is looking to expand the game to more platforms, signalling a potential release on Xbox and Nintendo Switch 2.

Korean studio Shift Up mentioned the move in the Q&A section of its most recent financial report. It said Stellar Blade had established itself as "a steady, long-tail IP, supported by sustained sales momentum and strong user reception since launch," and that the team was "reviewing platform expansion beyond PS5 and PC to broaden audience reach." "This approach is expected to both introduce the title to new players and gradually build anticipation for the next chapter in the series," Shift Up continued.

That "next chapter" is, of course, sequel Stellar Blade 2, which is now in development.

"We expect 2026 to be a year in which more users experience the existing title while momentum and anticipation builds toward the next phase of the Stellar Blade franchise," Shift Up added.

Shift Up is also working on Project Spirits, to be published by Level Infinite. Self-described as the studio's "next flagship title," it is progressing "steadily under strategic collaboration with a global partner."

"The project is being developed as a next-generation flagship title with a focus on achieving a high level of completion and quality, taking into account its global scalability," Shift Up explained. "Through co-development and other strategic partnerships, Shift Up and the global partner continues to maintain close collaboration across full spectrum of planning, development, and service operations."

We can explicit further details "within the year," including information about the project’s "direction and key features."

Last month, Shift Up once again gave bonuses and gifts worth around $4,000 to its entire team, including a pair of Apple AirPods Max, an Apple Watch, and a cash bonus of around $3,400. The year prior, the studio gifted all staff a PS5 Pro as well as a cash bonus of $3,400. Staff also secured a Nintendo Switch 2 each in June when Stellar Blade hit the 3 million copies sold milestone. In 2024, staff were given pre-paid credit cards worth around $6,800, and in 2023, staff were given iPhone 14s, among other bonuses. The studio provides these bonuses to retain and encourage existing talent.

Meanwhile, the CEO of Shift Up recently received the Presidential Commendation at this year's Korean Content Awards for his contribution to the Korean games industry with the games Goddess of Victory: Nikke and Stellar Blade.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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Hideki Sato, the 'Father of Sega Hardware,' Passes Away Aged 75

Hideki Sato, nicknamed the “father of Sega hardware,” passed away on February 13. Joining Sega in 1971, he worked on the design of all Sega consoles, including the Sega Saturn and Dreamcast. The news was broken by Japanese game magazine Beep21 over the weekend on its X account in both Japanese and English. According to Japanese news media such as 4Gamer, he was 75.

An electrical engineering graduate, Hideki Sato began his career developing machines for amusement arcades, which included Sega’s first video game arcade machine, a Pong clone called Pong Tron (1973). A decade later, Sato would be helming Sega’s R&D department, where and his team designed every home console made by the Japanese company from the SG-1000 (1983) through to the Dreamcast (1998). Sato served as Sega’s President from 2001 to 2003 (the company’s final head before the Sega-Sammy merger / takeover), and left the company in 2008 after serving as a board member.

In its tribute to Sato, Sega’s official X / Twitter account said: “We are deeply saddened to learn of the passing of Hideki Sato, who served as President of Sega from 2001 to 2003. Sega would like to offer its condolences to his family and friends. Starting his career with the development of arcade machines, Mr. Sato was instrumental in the development of iconic home consoles, including the SG-1000, SC-3000, Mega Drive/Sega Genesis, Sega Saturn, and Dreamcast. His leadership helped lay the foundation of Sega, and his contributions had a significant and lasting impact on the entire gaming industry. We will always remember his contributions to our company, and all of us at Sega extend our deepest condolences as we honor his memory.”

We are deeply saddened to learn of the passing of Hideki Sato, who served as President of SEGA from 2001 to 2003. SEGA would like to offer its condolences to his family and friends. Starting his career with the development of arcade machines, Mr. Sato was instrumental in the… pic.twitter.com/rxOZJ1o3Kt

— SEGA (@SEGA) February 16, 2026

Tributes poured in for Hideki Sato from Japanese game journalists, game developers, and Sega fans. Japanese tech journalist Ittousai recalled telling Sato before an interview about how as a child he would save up his pocket money to buy the latest Sega console, in the hopes that “this time we will win” the console war. “A truly refreshing smile lit up his whole face, and he said ‘we didn’t win!,’ and shook my hand like a comrade-in-arms — a happy memory for this Sega fan.”

Ittousai noted that sometimes the tone of Sato’s comments about some of Sega’s bumpy console launches could sound cold and detached when written in print. Soundbites about the company's lack of preparation (incidents like the disastrous surprise launch of the Sega Saturn in the U.S.), for example, lost the warmth and self-deprecating humor in which they were delivered. “Yet, the way he spoke about his life’s work with such joy and passion — including that time when the Sega Genesis was briefly on top in North America (albeit with strict assertions that it was ‘only in that time and place’) left a dazzling impression on me as a professional.”

Japanese game designer, localizer and producer Roppyaku Tsurumi, who started out his career at Sega (where he designed and produced Michael Jackson’s Moonwalker for the Sega Mega Drive and Master System), recalled that “it was Hideki who got me a job at Sega.” He recounted that as a student, he went to Sega to report on System 24. “We were chatting excitedly about hardware, and Mr Sato (who was head of that division at the time) immediately called someone over from HR and I was offered a job. He was a hearty and straight-forward good guy.”

As well as Sonic, Sega consoles brought arcade hits and innovative first-party series like Virtua Fighter, Phantasy Star, Shenmue, Space Channel 5 and Jet Set Radio into homes. What was your favorite Sega console?

Photo by Koichi Kamoshida/Getty Images.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

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Primal Season 3, Episode 6 Review

Full spoilers follow for Primal Season 3, Episode 6, “Cavern of Horrors,” which is available on Adult Swim now and debuts on HBO Max on February 16.

After last week’s “getting to know you (again)” episode that brought zombie Spear, Fang, Mira, and Fang’s brood back together, this week’s segment dives back into the hunt for Mira’s fellow villagers who – as the opening of this episode show us – continue to be dragged to an almost certain doom, one by one. (Just listen to that guy scream, clawing at the dirt, as he’s pulled into the titular cavern of horrors by one of the horrible hog-things!)

Creator Genndy Tartakovsky has said that one of his mission statements with his projects is no blue skies, no green grass, “nothing normal,” and we see that in action here as the camera cuts to an unnatural blood-red moon before tilting down to our heroes. What a band this group is, now that all of the Red Shirts who had joined Mira’s search party are dead (I still miss those last two looney tunes in particular): We’ve got the wise warrior woman, a smart-as-hell T. rex, her adorable cubs, and a zombie with a heart of gold. Surely these guys can take on the grotesque albino hog-thing and her brood of killers…

And make no mistake: Mira is definitely in charge here, with even Fang defaulting to her (wordless) order for the dinosaurs to stay behind while she and Spear attempt to infiltrate the cave. And even though they’ve been apart all these months, and Spear is, you know, dead, the two still make a good team. I’ve said it before, but Mira has always had the upper hand over Spear and Fang, if only because she’s got more chill than they do. And we see it here again, as Spear is ready to rush into combat in the cave but Mira knows that they need to take a more covert approach to save her people. (Until they don’t.)

This episode feels a bit more violent than usual – which is saying something by Primal’s standards. Maybe it’s because of the presence of that little kid from the village, who escapes the pit of hell for a minute only to happen upon the corpse of the villager who had also just gotten out of the pit, finding the woman bleeding from a hole in her head while the hog monsters eat her insides. Yuck!

As for the reintegration of Spear into the group… man, Fang is still being pretty mean to her old buddy. This leads to a fun sequence where Spear, relying on his improving if still hazy memories, tries to bond with her by bringing her water and then some tasty treats. She’s not having it, but Blue and Red Jr. (that’s what I’m calling her pups) are more than happy to indulge themselves. Those two numbskulls continue to be a highlight of the season.

I’m more concerned by what’s going on between Fang and Spear... Are these two finally going to have it out next week?

And so by episode’s end we’ve got another cliffhanger, with Mira badly injured in the aftermath of defeating the hogs. We know she survives because she’s got to go off and have her and Spear’s child in order to get us to the last scene of Season 2! But still, I’m more concerned by what’s going on between Fang and Spear, as the former got pretty rough with the latter after Mira was injured. Are these two finally going to have it out next week, and hopefully come to some sort of peace? I hope so.

Questions and Notes From Anachronistic History

  • It’s interesting how able-bodied Spear is when he’s in action mode, running with Mira (and even faster than her), for example. But when it comes to the simple things, like sitting down or getting up, he’s a mess.
  • Is it just me or were a couple of the shots of the hog creatures recycled from the last time we were in this cave?
  • The hog things can smell Spear, but man, so must everyone else.
  • Mira having to stand by and listen while her people are getting chomped on is pretty rough, and the way her eyes start watering in that moment is a nice touch.

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A Knight of the Seven Kingdoms Episode 5 Review

This review contains full spoilers for this week’s episode of A Knight of the Seven Kingdoms.

Death is everywhere in the penultimate episode of the first season of A Knight of the Seven Kingdoms, one that sheds additional light on Dunk’s backstory and what forged his moral character. Episode 5 (titled “In the Name of the Mother”) opens with the Trial of Seven between Dunk’s faction, including newfound ally Prince Baelor Targaryen, and nasty Prince Aerion’s, which immediately establishes the life-is-cheap tone of the rest of the episode.

Dunk (a never better Peter Claffey) is quickly knocked unconscious, and the story flashes back to his youth where young Dunk (a wide-eyed Bamber Todd) and his best friend and first love Rafe (played with world-weary grit by Dune: Prophecy’s Chloe Lea) scavenge the remains of a battlefield for whatever they can sell back in Flea Bottom. Where Dunk is sensitive, Rafe is steely and unsentimental, hardened at such a young age by growing up amongst the disease and despair that’s ever-present in Flea Bottom.

Roughly half of “In the Name of the Mother” takes place in the past, chronicling Rafe and Dunk’s plan to scrape up enough coin to buy passage to the Free Cities where they can start a new life together. Or at least that’s their hope. A vicious city watchman (Edward Davis, another Dune: Prophecy cast member making a stop in Westeros) harasses them, with Rafe pick-pocketing him a few times — the final time fatally.

In a heartbreaking instant, Rafe has her throat slit by the watchman and dies on the street with Dunk at her side. She had been the stronger of the duo, pressing Dunk to be wiser about the world and to accept that his long-missing mother is dead and never coming back. And then, with one slash of a dagger, their dream of running away together comes to a brutal end. (Rafe also appears to be of Dornish descent, so perhaps older Dunk saw something of her in the imperiled Tanselle, maybe a chance for the life he might have had with Rafe. Alas, love doesn’t seem in the cards for Dunk.)

"The swiftness and brutality of the Trial of Seven combat scenes makes for some of the most unflinching knight-on-knight violence viewers have seen this side of a Ridley Scott film.

Rafe’s death is also when young Dunk first meets Ser Arlan of Pennytree (Danny Webb), who staggers out of a tavern, vomiting, but coming to the aid of those in distress, as a good knight should. Despite being half-drunk, Ser Arlan wields his mighty sword – no, not that one! – and cuts down the watchman and his sidekick (the latter’s head instantly becoming pig fodder). With nowhere else to go and having lost any other chance of escaping Flea Bottom, young Dunk surreptitiously follows Ser Arlan as he rides off into the countryside. Eventually, the hedge knight finds the kid and offers him water with this simple bit of life advice: “Get up.”

“Get up” becomes a refrain for the rest of the episode, with Egg urging his hero Dunk to get back up on his feet and defeat Aerion. Like a medieval Rocky, Dunk is a dim-witted palooka who can take a beating like no one else. He endures several gruesome injuries but finally rises to the occasion and defeats Aerion, forcing him to publicly concede. But we quickly find out that Dunk’s victory has come at a heavy price, one that will affect the course of history in Westeros.

Following the battle, Baelor arrives to check on Dunk only for us to see that the back of the prince’s head has been caved in by what is believed to have been his own brother Maekar’s mace. Like Ned Stark in Game of Thrones, Baelor’s honor and decision to do the right thing gets him killed. Dunk finally finds a true high-born knight he could believe in, one who reflected the chivalry he believed they should uphold, and Dunk gets him killed. Dunk has spoken about his misfortune before, but it sure seems like he’s unlucky to be around.

The swiftness and brutality of the Trial of Seven combat scenes makes for some of the most unflinching knight-on-knight violence viewers have seen this side of a Ridley Scott film. Every wound, groan, blood spurt, impact of a mace or a horse smashing into a fighter makes for a very visceral, cinematic experience. While the jousting scenes in earlier episodes packed a huge wallop, A Knight of the Seven Kingdoms saved its bloody best until (second to) last.

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'It Was Bizarre' – Myha’la and Ken Leung Break Down Harper and Eric’s 2 Seconds of Happiness Before Everything Falls Apart in Industry Episode 6

Full spoilers below for HBO's Industry, Episode 6.

If last week’s Industry episode, “Eyes Without a Face,” threw the pebble from inside the glass house, Episode 6, “Dear Henry,” shows the fast-spreading spider cracks before the walls full-on shatter and collapse. Last week, Sweetpea (Miriam Petche) and Kwabena (Toheeb Jimoh)’s thrilling investigative romp in Accra confirmed that Tender was nothing but a shell, a forgery puppeted by Whitney Halberstam (Max Minghella). This week, we got a real look at the extent of Whitney’s con that’s been bubbling just under the surface all season long, how much Henry and Yasmin have to lose, and the piles of money Harper and Eric have to gain from their risky bet in shorting Tender.

“You just gave me my favorite day in finance,” Eric tells Harper the day after she laid out her team’s findings about Tender at a women in finance conference. The markets had opened, Tender’s stock had tanked. Later, Eric twists the knife in Tender in a CNN co-interview with Whitney, demanding another audit of the company. The SternTao consortium won, and the team gets to take a rare victory lap full of pride for their work in their $100k-a-month hotel-office. (According to Myha’la and Ken Leung, it was built on a soundstage in Wales but modeled after an actual hotel. In the show, you’ll spot brand markers for the Hyde Park Hotel – the closest I could find after a good bit of Googling were rooms that looked mighty similar with the price tag to match at the Mandarin Oriental in Hyde Park.)

Of course, it was all too good to be true: Eric receives a blackmail text with video of him with a woman from earlier in the season and a photo of her passport; she’s underage. He’s cooked. He backs out of the company through a lawyer on extremely charitable terms – another rare attempt at generosity to Harper – but doesn’t divulge anything beyond “reputational risks.” This scene between the two of them cuts deeper than their past blowouts of who could hurl the cruelest jabs; it’s so much more devastating for Harper to be betrayed after they had built up mutual goodwill, pride, and respect for each other. Though Industry has yet to be renewed for a fifth season, it’s hard not to wonder if this is really the end for Eric as he walks off in the credits to the Judy Collins version of “Both Sides Now.”

IGN spoke with Myh’ala and Leung about Harper and Eric’s cycle of falling-outs that led to this one, allowing their characters a moment of legitimate happiness, and Whitney’s slimy new brand of evil, which is new, even for Industry.

The Harper-Eric Connection

IGN: What drives the magnet that keeps pulling Harper and Eric together? And how does moving out of Pierpoint this season make that more apparent?

Ken Leung: I think they recognize themselves in each other. Maybe in the beginning, he saw a younger version of what he had to... The kind of resilience and chutzpah that she showed in that first interview – he saw something of himself. And I think he turns to her this season to answer questions [about himself]. It's come to the point where, "Well, if you resemble me, then if I have a question that I can't answer for myself, maybe you can." So she becomes a capsule of that kind of mirror for him.

Myha'la: I think Eric's always been an idol of Harper's. She comes in seeing a version of herself in him like, "This is what I could be." And he feels like the only person who has the kind of volatile, dirty, scrappy energy towards finance, someone who will just support her, even if he's not that way anymore. She's like, "You get me. I know you'll support me." And when they don't have the bank's structure, then they can play out this pseudo-parental thingy without any prying eyes or [it being] an HR issue. But also, I think Harper is like, "Oh, it's not like that. Let's not go there explicitly because we know it's happening, but let's just not say it because the second we say [it], it's going to ruin everything and we're not going to be able to work together." And she's right. She turns out to be totally right.

Two Seconds of Happiness – “It Was Bizarre and Foreign”

IGN: Your characters have these very public victories – Harper in the women's forum and then Eric on CNN – in this episode. I'm curious about your reaction to them getting to experience genuine happiness before it all just comes crashing down.

Ken Leung: It's very freeing. I mean, it's almost, like, for two seconds you're allowed to dance. And so it's fun.

Myha'la: It is fun. It was also funny to be like, "What does Harper look like when she's laughing and smiling?" Oh, we're so excited about this. What does it look like when I'm not panicking? I'm just happy about something or excited about the future of something. Still locked in and I'm grown. But also what does success feel like in a relaxed way? Which was weird, actually, to feel in her body. It was bizarre and foreign, which I think it's okay for her to be uncomfortable when she's genuinely doing well. She's not used to it. [It was] teeing us up for the worst, as always.

Whitney Halberstrom, a New Type of Industry Villain

IGN: Both Harper and Eric get to face off with Max Minghella’s Whitney in this episode. What was it like playing off of him in these scenes and just having him as a new sort of evil in the show this season?

Myha'la: He was slimy. I feel like most of the villains [in] Industry, you can see them. They're not hiding really. Like Roger [Barclay]'s character [Otto Mostyn] who's like, "I said the r-word and I might just say it again!" It's obvious that he's not a nice dude. But Whitney, it feels weird, strange... The threat of violence or terror feels imminent, but he's doing it so quietly and in riddles, which is just creepy, bro.

Ken Leung: There's an effortlessness to it, too.

Myha'la: Yeah, you don't really have to do much because it's just so arresting.

IGN: Whitney singing to Harper over the phone gave me goosebumps, like, "This is awful to watch. I hate this."

Myha'la: You should have been there because our AD was the one singing for me and he's super-duper Welsh and he loves to sing. So it was actually kind of beautiful when he was doing it, not nearly as creepy as when I heard Max doing it, but I had to pretend like it was creepy. But inside, I was like, "Oh my God, you have such a great voice."

The Anatomy of a Harper/Eric Blowout

IGN: Throughout the show, your characters have had these very intense fights over and over again. When you’re shooting these scenes, are you doing tons of takes, trying to find the right level of viciousness? Or do you feel like you have it all locked in by now of how they should be approaching each other in any of those moments?

Myha'la: The nature of the way we both like to work is that no two takes are ever really the same, and there are varying degrees of ferocity. But there's a version of that scene [in this episode] that I think happened first where we prepare ourselves of how we're going to enter the scene and then whatever happens takes precedence. And I saw him and the way he was, and it was too much for me to not try to comfort him. So there's a version of that scene in the can somewhere where Ken reminded me I'm being soothing and I'm being careful and I'm being sensitive. And then, of course, there's a version of it where however he's being is making me angry because of my own hurt feelings. And so then I'm the way that you end up seeing in the show. But almost every time we've done a scene like that, it's been this way.

The first time ever, the first scene that we did together when he shuts the door and he's yelling at me in Season 1, I was like, "Oh, I'm having a hard time. I feel like there needs to be tears here," but I don't know that I would start crying when someone was yelling at me like that at work. I would just freeze up. And Ken was like, "Cool, well, I can do something else." And I said, "Well, why don't you just say the words? You don't have to raise your voice or anything. I feel like I would be more affected if you just spoke them to me."

And he did and I was. So in the actual doing of the thing, the exploring is not necessarily to find what's the best way, what is the actual way, because there are so many ways that that scene could go depending on how we enter it. Whatever you see in the final edit is whatever version of Harper and Eric that [show creators] Mickey [Down] and Konrad [Kay] need for their storytelling. But because of the nature of our relationship and because of how the show works, we do a lot of exploring in the thing and every take is a possibility.

We were developing this language between us for six years.

Ken Leung: I have to say that moment in the first season, I feel like you, Myha'la, gifted both of us a way to work by voicing what you just said. She had the honesty and kind of self-possession to say, "This doesn't work for me." Not everybody would have the kind of wherewithal to do that. You have to have a sense of how you work, what you need, what works for you, what doesn't work for you. And also you're telling the other actor, "I trust you." And so I think that unlocked something that gave us a way of working that served us for all the years after.

Myha'la: I think that was around the time also where I was like, "How do you cry?" And you were like, "I think of something happy." And I was like, "Oh, my God. Damn." So then because it's not method-y where I'm like, "Oh, I think of some sad whatever." It's just, like you said, understanding how am I affected? I know if someone yells at me, I'm just like, "Fuck you." I don't pay attention because that's just not how I work.

Ken Leung: Sometimes you have to think of something sad. Sometimes something sad works. Just don't forget about the happy.

Myha'la: Because what if the sad thing doesn't work that day? And that day you yelled and it didn't work for me. And because sometimes it just doesn't work and that's okay, but you still have to get the shot. So you have to have some other ways to get there.

Ken Leung: Right. Because it's all in there. It's about how do you coax it? How do you coax it now? How do you invite it into the room now?

Myha'la: Because of how long and how well we've worked together for such a long time, we know these things about each other immediately. So we just don't have to work as hard as maybe we did before. We were developing this language between us for, whatever, six years.

“I Will Always Remember You Like This

IGN: Do you remember what you were feeling during that line?

Myha'la: I think the take that they ended up using, I was just so angry. I was so angry, and I wanted him to feel as much pain as possible because I was in so much pain. So I wanted to be mean and I wanted to be hurtful. And obviously as soon as I turned around, I was just in pain.

Ken Leung: I don't know that I could give a name to what I was evoking, but it's almost the feeling of this is the way I know how to love and the recipient is taking it the wrong way or is not receiving it that way. So it's that heartbreak of something breaking. One would think that if I am loving, it will be received that way, obviously. So when it's not, something breaks in your own understanding of things.

This interview has been edited and condensed for clarity.

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