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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 21h
Silver Pines Is the Silent Hill Metroidvania Mash-Up I Never Knew I Needed
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/07/10/silverpines-thumb-1783645119941.jpg" /><section></section><p><em><strong>This is an IGN opinion piece from Tristan Ogilvie, who plays survival horror games like it's his job (because a lot of the time, it very much is).</strong></em></p><section></section><p>While there’s certainly been a number of horror-themed metroidvanias released in recent years, from the savage executions of the Blasphemous series to the brilliant shapeshifting reverse-horror of Carrion, until now I’ve never experienced one that has so expertly adapted proper survival horror mechanics into the genre. Silver Pines takes the fear and foreboding of Silent Hill and Resident Evil, and flattens it into a 2.5D setting that begins as a small town but becomes an increasingly larger one as new tools are uncovered and new paths are unlocked in typical metroidvania fashion. I’m only about five hours into what is apparently a 12-hour story, but ever since I picked up this mystery-soaked adventure I’ve found it harder to put down than a family pet.  </p><p>I’m admittedly a fairly easy mark here given that survival horror and metroidvanias are two of my personal favourite genres. It’s not a total shock to discover that I enjoy them when paired together. I also like beer and burgers, never more so than when I’m gripping one in each hand. However, taking the restricted inventory management and intentionally clumsy combat of classic survival horror and splicing them together with the sidescrolling viewpoint and exploration of a 2.5D metroidvania could easily have resulted in a mutation uglier than anything that’s ever emerged from an Umbrella Corporation lab. In the capable hands of developer Wych Elm Games, though, this unlikely coupling has turned out to be every bit as energising as the result of combining a green herb with a red one. </p><section></section><p>Just because its presentation has been crushed down into a 2.5D plane doesn’t mean that Silver Pines’ survival horror has sacrificed any of its gameplay depth. Boss fights are present and accounted for, right down to the panic induced by emptying your pockets of ammo reserves and never really knowing how close you have an enemy to death. You can’t get from one floor of a building to the next without solving elaborate strings of puzzles, like the repair of broken-down machinery and the correct alignment of combination locks. Then there’s the healthy variety of enemy types to contend with as you explore, from ghouls that pursue you menacingly on all-fours to Hitchcockian hordes of crows that swarm down from the trees, along with a slowly expanding arsenal of shotguns and rifles to combat them with.</p><section>Just because its presentation has been crushed down into a 2.5D plane doesn’t mean that Silver Pines’ survival horror has sacrificed any of its gameplay depth. </section><p>Meanwhile Silver Pines’ slowly expanding suite of exploration tools doesn’t rely on typical powered-up double-jumps and unlockable grappling hooks in order to open up new paths to explore. Rather, it’s grounded in a way that feels far more appropriate to the Anytown, USA setting. The box cutter you just picked up in an office can be wielded as a melee weapon, but it can also be used to slash through the plastic sheets masking construction areas, opening up new rooms to ransack for clues to the whereabouts of Eddie Velvet, the missing singer you’re in search of. The sledgehammer can crush through weakened sections of concrete walls, the sewer key can lift manholes and access the surprisingly expansive tunnels below street level, and the pistol can be used to shoot padlocks off gates or the coverings from air vents to scramble up into. </p><p>Everything just feels so well thought out, right down to manually punching in numbers on the metallic keypads of the payphones dotted around the map in order to save your game. Sure, a similar mechanic was used in Silent Hill: Townfall just last month, but Silver Pines takes it a step further by demanding you actually feed in one of your precious few coins in order to make a call, money that could otherwise be used to purchase vital medkits or ammo from a vending machine. If you’re fresh out, you can even rummage around in the coin return slot for some uncollected spare change. </p><section></section><p>I also love how deliberate every action is in Silver Pines. From slowly chambering each individual round in your revolver while trying not to panic at the shadowy stalkers stumbling towards you, to pausing to wait for a pot of coffee to percolate in a police station break room in order to gulp down a piping hot increase to your stamina bar, almost everything you do in Silver Pines feels methodical. Silver Pines isn’t ever afraid to take that extra bit of time, whether it’s to painfully prolong the seconds of pure panic or to allow a rare moment of peace to be properly savoured.   </p><p>In fact, at times I’ve gone beyond merely slowing down in Silver Pines; I’ve actually stopped completely and left the main character idling just to take a moment to absorb the incredible amount of atmosphere that’s been soaked into every frame. It may be viewed at a distance rather than over your character’s shoulder or in first-person, but Silver Pines still manages to draw you into its gloomy ghost town with an ominous ambience that’s every bit as engrossing as the most large-budgeted of survival horror standouts. It even has in-game serials that run on the televisions you pass in motel rooms and abandoned apartments, much like Alan Wake. The fact that this is the debut release for Wych Elm Games, apparently with a core development team of just five people, is honestly pretty remarkable.  </p><section></section><p>As I said at the top, I’ve still got a long way to go with my investigation into Silver Pines so it’s too soon to pass judgment on it. However, if it manages to keep building on its incredible opening hours, then Silver Pines could well turn out to be one of my favourite games of 2026 – and that’s saying something in a year of gaming that’s arguably produced more must-play gems than any other in this console generation. </p><p>Now the only thing we need is a catchy portmanteau for what I hope becomes a well-populated new subgenre of metroidvanias. Er… Survivalvania? Look it’s not great, but it will have to do for now.</p><p><em>Silver Pines is available now on PlayStation 5, Xbox Series X|S, PC, Nintendo Switch, and Nintendo Switch 2. </em></p><section></section><section></section><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 10/09/2026
In The Wandering Earth: The Last Full Moon, You Must Get Rid of The Moon
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/09/10/screenshot-2026-09-10-at-12-57-47-pm-1789011295667.png" /><section></section><p>The Sun is going to consume the Earth. Before humanity can fly the planet away, it has to get rid of the Moon.</p><p>Author Liu Cixin loves big existential catastrophes. The same fine fellow who casually bent the nature of reality in The Three-Body Problem also wrote a novella of roughly 23,000 Chinese characters that became The Wandering Earth. In turn, this became a 2019 film credited as the moment Chinese cinema proved it could do hard sci-fi at blockbuster scale.</p><p>Beyond selling tickets, the film’s success proved the commercial potential of Chinese science-fiction IP and kicked off a wave of new development and creative exploration across the industry. </p><p>What’s interesting about The Wandering Earth: The Last Full Moon, the new game from Studio Surgical Scalpels, is that it’s skipping the film entirely and returning to its novella roots. In fact, under the blessing and trust of Cixin, it sees the game as a valid extension of the story, which should please fans.</p><section></section><h3><strong>Of Courtship and Spaceships</strong></h3><p>The studio behind this game is Surgical Scalpels. The team aren’t strangers to space-based games and in fact, it’s their topic du jour. Its last game, Boundary, was a zero-gravity shooter that punched above its weight. This time it’s working with Starry Dome, the studio that holds the licensing rights, after Starry Dome ran an open call back in 2024 (again, officially blessed by Liu Cixin) looking for a developer partner.</p><p>According to Frank Mingbo Li, Head of Studio Surgical Scalpels, getting picked was a lengthy courting process. </p><p>“The proposal phase lasted 12 months, and we went back and forth for a long time refining that proposal,” Li told me. “This is also how we built trust between the studio and the IP holder.”</p><p>The deal came together earlier this year, and development started right after Chinese New Year. There’s already a playable multi-level demo doing the rounds internally.</p><p>The novella’s premise is pure Cixin. The sun is going to swell and engulf the Earth within a few centuries, so humanity builds a small army of planetary engines and launches the “Wandering Earth Project”, a 2,500-year mega-plan to fly the entire planet to Proxima Centauri. The first step is to stop the rotation, point the engines the right way, accelerate to escape velocity, coast, then flip everything around and start braking again. This is appropriately called the “Braking Era”. Unfortunately, not everyone is aligned, and The Earth Faction are at odds with The Spaceship Faction. This violent tension is where the action – and gameplay – lie.</p><section></section><h3><strong>Fly Me to the Moon</strong></h3><p>The game’s title is a direct reference to Wangri, “the day of the full moon” – the 15th or 16th day of the lunar calendar. In the story, it’s arriving late in the “Braking Era”, when humanity finally has to shove the Moon away from Earth for good.</p><p>The full moon usually means reunion in Chinese culture. This story has always been about the opposite: leaving. So the title carries both, the ache of letting go of something familiar and the resolve to keep moving anyway.</p><p>You play an engineer sent to the Moon right as that window opens, and things go sideways fast: an assault, a conspiracy and a very old argument reopened.</p><p>The novel’s Earth faction and Spaceship faction, two camps who’ve disagreed for 300 years about whether humanity should ride the planet or abandon it for starships, are central to the plot. Don’t expect the studio to spoil how deep that rabbit hole goes. “We can’t spoil any story elements at this stage,” one of the developers told me when I pushed on which other factions might be involved. “If I tell you, I’d have to kill you.”</p><section></section><h3><strong>Hard Science Meets Grounded Gunplay</strong></h3><p>On the surface (lunar or otherwise), this plays as a third-person shooter first, and the team is oddly insistent about that point. When the obvious Dead Space comparison was brought up, or asked whether Boundary and this game share any DNA beyond genre, the answer was blunt: no. </p><p>“We did accumulate a lot of experience, and the setting is shared, but it’s a new IP and it’s not connected,” Li said. “Our motto is to fulfill players’ fantasies for modern shooter games. We want to deliver a grounded, skill-driven shooter. Even with futuristic tools and technology, the gunplay should feel physical and believable, not like an ability-driven sci-fi power fantasy.”</p><p>That focus shows up in the toys at your disposal. There’s a backpack-mounted robotic arm that can fling large explosives or haul things no human body should be able to lift, exoskeletons, futuristic sidearms, and eventually space vehicles for getting between the game’s absurdly oversized lunar structures.</p><p>None of it, the team insists, is there to replace shooting. </p><p>“I wouldn’t say we want to reduce the shooting elements in the game,” Li said. “You can shoot your way from the start to the finish. We’re just adding new ways to interact with the world.” </p><p>And in case that wasn’t clear enough, Li repeated it later, looking dead-on, down the metaphorical barrel at me while they said it: “We never compromise the shooting experience.” The point was, suffice to say, driven home.</p><section></section><h3><strong>Future in the Crosshairs</strong></h3><p>The aiming system is one of the clearest new ideas here. Instead of a fixed crosshair glued to the center of the screen, Surgical Scalpels is building what it calls a triple-reticle setup, tied to the character model and to lunar gravity rather than to your monitor’s midpoint. In fact, as Li tells me later, the player themselves is the fourth layer of crosshair. Effectively, the player’s physical viewpoint matters above all.</p><p>“We want an immersive experience,” Li explained. “The crosshair needs to be tied to the character itself, shown dynamically, at the same time as we show what zero-gravity feels like, how velocity actually works out there.” </p><p>It’s the kind of thing that sounds fussy on paper and apparently makes a lot more sense the first time you actually pick up the controller. They’re aware of the risk, too: “We’re aiming for a grounded, high-intensity sci-fi shooter, but we don’t want the controls to feel punishing or needlessly complex.”</p><p>We saw looping GIFs of the early targeting system and indeed it does seem like a rethink on how third-person targeting works; in low or zero-gravity environment, you’re factoring in inertia and velocity, and at all times, the team wants you studying your environment, not just staring down the middle of static crosshairs waiting for a target.</p><p>Visually, the studio is chasing something it described as grounded rather than fantastical – a “Planetary Engine” or “Lunar Engine” aesthetic, in their words, where “humans could actually build this.” Beyond the trailer, we’ve seen glimpses of concept art, and “dwarfing scale” is what comes to mind. I get the feeling you’ll be made to feel very small in the staggering vastness of space.</p><section></section><h3><strong>Beyond the Blue Event Horizon</strong></h3><p>As for Liu Cixin’s ongoing involvement, the team seems genuinely pleased with how hands-off he’s been. “He’s very open and tolerant about people being creative with his work,” one of the devs said. “His view is: if your adaptation is a good piece of work, it’s welcome.” The project is being developed under an official license from Starry Dome, the rights holder, which selected the development partner through its own process.</p><p>No word yet on official release window or platforms (though they are targeting current consoles and PC), and there are currently no plans for multiplayer. The focus is clearly (and probably rightly) on getting the narrative-driven single player experience just right.</p><p>So it’s early days, but, between the moon-shoving stakes, the faction war, and a studio that keeps repeating “we will never undermine the shooting,” and never at the expense of faithful storytelling, I’m hopeful they have the ability to deliver something very special.</p><p><em>IGN was a guest of BiliBili for this preview event.</em></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 09/09/2026
Hands on: Tianji: Shadow of the Ancients
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/09/09/en-1920-1080-1788927064977.png" /><section></section><p>If Square Enix's ongoing success is any measure, HD-2D-style games have found a sizable audience and pumped fresh blood into this nostalgic offshoot of the RPG genre. It's not just JRPGs getting in on the turn-based action, however. Taipei-based developer Justdan have announced their own lovingly crafted RPG, Tianji: Shadow of the Ancients: itself a tribute to RPGs of yesteryear, albeit with a distinctly mainland-Asian twist.</p><p>Instead of magic, the reality-adjacent world of Tianji is set during the Tang Dynasty, in a land powered by Qi energy. Practitioners of Eastern martial arts will be familiar with the basic concept, but for the uninitiated, Qi energy resides in all living things. The trick is to harness Qi energy and use it for powerful, mystical means. So, yeah, it's still sort of magic - but the roots are a little different here.</p><p>Our main character, Shangguan Shuo, is dealt a rough hand early on and struck with amnesia by the nefarious Xuanxin Order; it's the classic adventurer's downfall. These folks really need to keep their helmets on at all times. Regardless, his head trauma kicks off a journey to rebuild his memory and uncover the reason for the strange voice in his head that is causing him to question his identity.</p><p>Along the way we meet a cast of characters eager to join your side and throw their lives into harm's way, turn after turn after turn. That's very noble of them.</p><section></section><p>Tianji: Shadow of the Ancients offers a charming blend of light exploration and deeper turn-based combat mechanics. Unlike Square Enix's pixellated sprite character rendering, Tianji's characters are razor-sharp 2D chibi-style interpretations of their more realistically proportioned key art likenesses. Still, they are imbued with plenty of little animated touches, emoting here and there throughout the in-engine cutscenes. Other cutscenes play out in a blend of ink-on-canvas inspired styles and more conventional 3D scenes.</p><p>Rendered via Unreal Engine 5, the world is presented in a combination of smaller 3D villages, towns, caves, forests and mountains. The camera tracks from a set distance, creating plenty of tasty depth of field effects.</p><p>The formula may seem familiar and the first couple hours are easy enough to dive into even if you're not particularly into turn-based RPGs, finding them slow and tedious. Personally, the deliberate pace of a turn-based RPG is where I find a lot of the charm, but results may vary, as they say.</p><p>To that end, the developers wisely made a few modern accommodations to speed up the gameplay for the ADHD-HD2D generation. Battles can be sped up - up to 2x the normal speed, and after levelling up a bit, you can automatically defeat lower levelled foes without transitioning into battle.</p><section></section><p>Progression follows a similar philosophy: a vertical skill tree with enough branches to feel like a real choice rather than a formality and skills that combine across the whole party instead of staying locked to whoever's swinging the sword that turn. Most of them lean into elemental strengths and weaknesses, too, which adds a layer of actual strategy on top of the button-mashing instinct turn-based combat usually beats out of you. One skill on show, Scattered Stars II, fires three hits at random targets and, on a critical hit, just goes again for free. That's a good preview of how deep the tree might get once you're a dozen hours in.</p><p>You'll also pick up companions along the way (see: the noble idiots mentioned earlier, throwing themselves into harm's way on your behalf) and each comes with a personal side story and a skill nobody else has. Spend time with them and that skill improves, picking up things like weapon enhancement, cooking up buffs at camp, or trading away items you don't need for ones you do. </p><p>It's an old trick - party members that get better the more you actually use them, but it's a good one, and it gives you a reason to run the B-team once in a while instead of sticking with the strongest three forever.</p><section></section><p>Between fights, those Qi leylines aren't just flavour text either. They cut across the overworld map and, from the look of it, are tied to why this game is so preoccupied with its own scenery. Wander off the main road and there are hidden bosses, side quests and dungeons for the taking, which is the traditional reward for ignoring the quest marker in any RPG worth its salt.</p><p>Tianji: Shadow of the Ancients is currently pencilled in for 2027, heading to Steam, both generations of Switch and PS5. That's a wide net for a game this specific in its influences and a long way off besides. </p><p>Early days, then, but between the ink-wash scenery, an amnesiac lead with a voice in his head that isn't his own and a combat system that actually seems to want you paying attention, I'm cautiously optimistic about this one.</p><p><em>IGN was a guest of BiliBili for this preview event.</em></p><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 09/09/2026
Exodus: Five Things You Need to Know
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/09/03/exodus-blogroll-1788461357494.jpg" /><section></section><p>We’re rapidly approaching three years since the world got its first look at Exodus. A lot has happened in the world since 2023 - many games have come and gone in the span between. It would be fair to question if Exodus has kept pace with the movements of the market.</p><p>Happily, all this time has gone to good use. Developer Archetype Entertainment, backed by legendary tabletop game publisher Wizards of the Coast, are now on the downhill run on this science fiction sprawler and it’s finally time to wrap our mitts around a gamepad and get stuck in. Archetype is rightly avoiding Grand Theft of Your Time in November and touching down on April 7, 2027 instead, so now’s the perfect time for a progress check-in. </p><p><strong>Here are Five Things You Need to Know about Exodus.
</strong></p><section></section><p></p><h3><strong>1. YOU’VE GOT TO STOP THE ROT </strong></h3><p>Exodus’ story focuses on the practical and sometimes heartbreaking effects of time dilation, where days of interstellar space travel for the player mean decades passing for loved ones back home. </p><p>Players take on the role of “Traveler” Jun Aslan, this game’s Commander Shephard, but with heartthrob hair and a charming disposition. He is the stalwart son of famed veteran Traveler, Orion Aslan, but through happenings as yet unclear, Jun starts the game as a humble salvager on a dying world overrun by a technovirus known as The Rot. To save your planet, which every good hero should aim to do, you must reclaim your father’s legacy and stop The Rot.
</p><p>Still with me? Good. The Rot, as we understand it, is a byproduct of The Celestials: descendants of the first humans. They’ve evolved far beyond humanity’s capabilities - around 40,000 years more advanced, and are a persistent threat to humanity’s continued existence in Exodus.</p><p>To further complicate things, Jun is also a genetic crosspoint of sorts; he can, for reasons still unclear, interact with Celestial technology, imbuing him with special active abilities - sort of a techo-blend of Psy attacks and quasi-magical spells (but I’m sure the game has detailed lore that will explain the context better than I can). In practice, just like Mass Effect, you’ll be upgrading these abilities throughout the journey, triggering all sorts of cool effects, environmental modifiers, attacks, defensive techniques and so on.</p><section></section><h3><strong>2. THE UNIVERSE IS FULL OF “AWAKENED” BEINGS</strong></h3><p>The team allowed us to play through one mostly complete mission on PC, abridged in a couple places to keep the pace moving (and presumably to cut minor story moments). We meet our swarthy hero Jun Aslan aboard his sleek vessel (reminiscent of the N7, in fact), joined by a multi-racial, multi-species crew. </p><p>Let’s talk about The Awakened. The universe is teeming with animals, as it turns out. The Awakened are animals have been granted human intellect through some means, and this is a very good thing for players, because in addition to all sorts of interesting alien races, you can now expect some brilliant dealings with all kinds of talking critters, and oh boy, they all have plenty to say about how cruddy and exploitative humans generally are. They’re not wrong!</p><p>The team have revealed eight of Jun’s companions so far - and teased that there are still some to be revealed. The current roster includes: Tom Vargas, Elise Charroux, Phaedra Nath, Salt, Houston, Suliman, C.C. Orlev and Emrys, but alledgedly there are 11 crew to find. One standout is an Awakened anthropomorphic wolf named Houston, who, curiously, is your adopted brother.</p><p>The recent Gamescom trailer also introduced us to Salt - a blunt, bounty-hunting Awakened Octopus in a mech suit. She is a sniper who can use her ink as a smokescreen to provide cover in combat.</p><p>As an aside, it seems like Octopi are having their moment, perhaps propelled into popularity through the 2020 film “My Octopus Teacher”. Then came The Boys’ romantic (albeit warped) relationship between an octopus and The Deep. I digress, but in Exodus, you can look forward to meeting lots of Awakened species, tentacled or otherwise. </p><p></p><section></section><h3><strong>3. THIS IS HOW EXODUS PLAYS </strong></h3><p>Back to the mission, and Jun’s goal is to set down inside the hangar bay of a large orbital space station that houses a race of Awakened Frogs known as the Kay from the planet Lidon. The Kay have been exploited and driven into exile - but all is not lost! One Kay, catchily named 42C, has developed a soft spot for human music - thumping heavy electronica - and is eager to help guide you.</p><p>Your offside for the mission is the equally swishy-haired, but slightly stiff Suliman: a dark-eyed representative of a powerful faction that Jun must align with. Why? Because their support will enable you to get your hands on some critical parts that will allow your ship to travel between star systems. There’s no free lunch, even in the cold of space.</p><p>Anyway, the opening sequence lets us appreciate the gorgeous facial animations delivering engaging and nicely performed dialogue sequences from decorated Narrative Director and writer Drew Karpyshyn and his team of ex-Bioware, Naughty Dog and 343 alumni. Again, there’s an instant fee ling of Biowaresque familiarity, thanks to a sharp script, infusing the characters and scenarios with plenty of personality.</p><p>In practice, it’s clear the team has studied what makes the genre leaders successful. Mass Effect’s team directing mechanics are implemented almost identically, for one. That’s a good thing, insofar as I was able to jump into a mission that takes place a couple hours into the start of the game and not feel completely overwhelmed.</p><p>We start in a micro-gravity environment, making our way into the guts of the ship. Jun can sprint, jump, grapple, dive behind cover, roll and dodge attacks, and scale up ledges. Jun’s an agile fella and you’ll rarely feel constrained. </p><p>In true action-RPG form, you’ll be spending a good portion of time dealing out commands to your squad in slowed-down time. The radial menu pops up and pumps the brakes on the game speed, allowing you precious seconds to target enemies and queue up your squad’s preferred attacks and manoeuvres. You can, of course, just duke it out guns akimbo, but the game urges you to play around with a raft of abilities: aerial bombardments, stealthy teleportation attacks and such. These squad attacks can be timed up for combo damage too, which is a nice touch.</p><p>We pushed forward through hallways and tunnels, activating mechanical ledges, grappling up platforms and activating switches. You’ll be collecting resources, crafting ammo, unlocking new items, weapons and skills as you do. It’s what you’d expect in a game of this nature, and so far, Exodus is delivering the goods.</p><section></section><h3><strong>4. YOU’LL BE MAKING HARD DECISIONS</strong></h3><p>Eventually we meet up with a couple of Awakened Frogs, who compel you to help them - and put you at odds with Suliman at times. The story doesn’t shy away from dark themes and puts you in positions that force you to make hard decisions. Do you sell out an entire species for immediate gain, or risk it all and keep your chin held high?</p><p>Later, I came upon an injured enemy and I was posed with further ethical dilemmas. Yes, you’ll be choosing from morally grey responses to many situations and your teammates will judge you based on how just firm your backbone is. In Mass Effect, you were leaning towards Paragon or Renegade. In the Exodus-verse, your choices put you in either “Paladin” or “Immortal” baskets. I’m a softie (Paladin), because I like to help the injured, rather than doom them - but you do you.</p><p>It is nice to see a return to branching dialogue trees and vastly different outcomes. I won’t spoil the mission’s various encounters, but I had a great time trading barbs with an uptight robot and the game certainly rewards you for being ruthless.</p><p>The mission culminates in a final ethical quandary - and the whole situation devolves into a down and dirty fight with a gigantic Awakened Grizzly Bear. Yes, you’ll fight space bears. Be still my heart. It’s a great demonstration of the importance of mastering your abilities and coordinating your squad - but I did feel bad killing the bear. I guess you’re supposed to.</p><p>I played through this mission twice and explored the different outcomes - but both resulted in a messy end for one particular character, so the game definitely steers you towards certain outcomes. Regardless, you’ll have a great time along the way. Hopefully there’s room for some diplomacy now and then for the pacifists out there.</p><section></section><h3><strong>5. THIS IS JUST THE BEGINNING</strong></h3><p>Our time with Exodus was brief but tantalizing. Questions remain around the time dilation concept, for all the sales pitching around that feature. I’m also unclear on the overall structure of the game - which I feel is integral to selling the epic setup. Just how linear is the story? Are there more space bears? These are the big questions.</p><p>Undeniably, the game shows a lot of promise. Terrific production values throughout, a great score punctuated by weapon fire that chimes and beats in time with the music. Little touches like that stood out to me more than the almost-textbook gameplay implementation. I suspect there is a hell of a lot more under wraps though and I look forward to rolling back those covers. </p><p>“Space opera” is a term that gets bandied around, sometimes at a stretch, but Exodus arguably deserves the moniker. In my mind, operas demand a certain emotional depth or resonance with the audience; the story is about the characters in the universe, rather than the science and technology propelling them forward. Exodus has plenty of the latter of course, but the interplay matters just as much.</p><p>What we’ve seen and played so far is shamelessly like Bioware’s take on action-RPGs and far flung universe-building. I cannot wait to keep playing this. Playing through, I didn’t realise just how much I missed this style of intelligent RPG-forward storytelling in an atmosphere of hardened science fiction gunplay and strategy. </p><p>With a bona fide new Mass Effect installment coming in the next couple years (talk about a broad window), there’s plenty of time for Exodus to pull in a swathe of fans looking to lose themselves in the infinite void.</p><p><em>IGN was a guest of BiliBili for this preview event.</em></p><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 08/09/2026
Levelling Up with LG: How 5K is Changing the Gaming Monitor in 2026
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/09/08/39gx950b-2-1788825647008.jpg" /><section></section><p>At the heart of any PC setup is your monitor. You can have the fastest and most powerful rig and peripherals going around, but it’s all bottlenecked by how fast and detailed you can see it.</p><p>LG has long been one of the leaders in the space, and the tech giant has just launched two new models that have caught our eye.</p><p>For those tight for space, the 27” LG UltraGear evo GM9 (27GM950B) Hyper Mini LED 5K monitor. And for gamers with a more spacious setup, the ultrawide OLED experience offered by the 39” LG UltraGear evo GX9 (39GX950B).</p><p>These are the next evolutionary step for the LG range, a foray into the territory of 5K content driven by an industry-first feature – AI upscaling to 5K in a gaming monitor. Game experiences outputted at WFHD (2560×1080) or higher resolution, are upscaled - on device! – up to 5K (depending on input quality), providing huge benefits to gamers.</p><p>Why? You don’t have to level-up your rig to get the result. As the 5K upscaling is done on the monitor, your existing PC hardware isn’t put under any additional strain, and you may not have to upgrade your desktop to benefit.</p><section></section><h3>Breaking down the 27” LG UltraGear evo GM9</h3><p>You’ll struggle to find a 27” monitor as sharp as the LG UltraGear evo GM9. Its 5120x2880 resolution presents over 14-million pixels at 218PPI, which doesn’t just make text far easier to read, but brings details like an opponent’s weapon into clarity. </p><p>The Hyper Mini LED panel also plays a key role. The “hyper” referring to the improvements in dimming zones (2,304) and LEDs (9,216) over a traditional Mini LED monitor (1.5x and 5.9x respectively). It allows the monitor to hit a peak brightness of 1250 nits and achieve both HDR 1000 while dramatically reducing blooming. All with Mini LED durability!</p><p>Sick of not seeing a muzzle-flash? Missing enemies hiding in the shadows? Is your target blurring as it runs across the screen? Not with the GM9.</p><p>It’s rich with other gaming features, too, including a 1ms grey-to-grey response time and VRR (NVIDIA G-SYNC, AMD FreeSync Premium). But Dual Mode has the most dynamic impact. At 5K, the monitor can refresh 165 times a second, accepting a very solid frame rate in full detail. But if you’re happy to sacrifice resolution for speed, Dual Mode doubles the Hz while reducing the resolution, happily receiving 330fps at 1440p.</p><p>It’s all unlocked by Ultra‑High Bit Rate 20 (UHBR20) support via the DisplayPort 2.1 port. It’s the highest bandwidth mode available in 2026, allowing that great resolution, refresh rate and HDR to journey from your GPU to the monitor.</p><p>That’s excellent. You can still immerse in 5K cinematic gaming experiences, then activate Dual Mode when speed-of-play is key – like multiplayer or racing games.</p><p></p><section></section><h3>Breaking down the 39” LG UltraGear evo GX9</h3><p>If you’ve never gamed on an ultrawide curved monitor before… oh boy. It takes immersion to a new level as the game world bleeds into your periphery. It feels like you’re really racing that car. Really standing on the bridge of that ship. Really climbing that ancient ruin. Plus, it’s awesome for productivity, too – like having two desktops in one.</p><p>Historically, ultrawide means sacrificing resolution, but the GX9 doesn’t compromise with its 5120x2160 (5K2K) resolution at 143ppi. The contrast in these panels is insanity at 1.85M:1, hitting a peak brightness of 1500 nits and HDR True Black 500. All leaning into the benefits of OLED, with a 0.03ms grey-to-grey response time.</p><p>The space between black and light is so distinct it pops – Cyberpunk 2077, Alan Wake, Hellblade and the like find new life. And like the GM9, it can keep pace with even the most powerful rigs, delivering 165Hz at 5K2K, or 330Hz at WFHD via Dual Mode. All while stuttering and tearing is fragged by the VRR power of NVIDIA G-SYNC and AMD FreeSync Premium Pro. </p><p></p><h3>Gaming Gets Good</h3><p>In gaming, now remains then… but with these new LG monitors, the gap is closing. These specs aren’t window dressing. They work together in a meaningful way to ensure you can finally see what your PC is delivering, meaning you can react faster. For gaming that means more immersion, better performance and more victories. While for your work productivity, you get to benefit from crisp clarity, more realistic colours and deeper contrast, reducing eye fatigue and improving precision.</p><p>Life’s good indeed.</p><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 01/09/2026
IGN Australia and Chupa Chups to Host a Retro Gaming ‘Fun House’ Activation at Westfield Parramatta This October
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/08/27/pvm0022-forever-fun-house-digital-ign-quickslider-mobileexpanded-832x465-fa-1787790192023.png" /><section></section><p>Looking for some free fun October 1 to 4? Chupa Chups is teaming up with IGN Australia and Westfield Parramatta for four days of free gaming goodness this October school holidays. </p><p>We're calling it the “<strong>Chupa Chups Forever Fun House”</strong> - and Aussie IGNers are invited to come check out our 90s family dream home: four decorated rooms, loads of consoles and games, free Chupa Chups lollies and daily prize giveaways! </p><p>Doors open as soon as Westfield does - and it lasts all day until close, so come along and check it out. Did we mention it’s free? </p><h3><strong>Event details:</strong></h3><ul><li><strong>When:</strong> <strong>Thursday, October 1:</strong> 9:30 AM – 9:00 PM<br />	    <strong>Friday, October 2:</strong> 9:30 AM – 6:00 PM<br />	    <strong>Saturday, October 3:</strong> 9:00 AM – 6:00 PM<br />	    <strong>Sunday, October 4:</strong> 10:00 AM – 6:00 PM
</li><li><strong>Where:</strong> Westfield Parramatta, NSW, L2 Centre Court, Opposite Uniqlo</li><li><strong>Cost:</strong> FREE!</li></ul><section></section><p>So what’s on show? We’ll have instant <strong>multiplayer party-makers</strong> like Mario Kart World, Super Smash Bros Ultimate and Minecraft Dungeons II. </p><p>Plus, we’ll have a few surprise titles throughout the week - so be sure to come back to the Chupa Chups Forever Fun House with your family and friends later on and flex your gaming prowess.</p><p>We’re also giving away <strong>a custom, one-off Chupa Chups Gaming PC </strong>by Aftershock! This beast is going to be showcased in the Fun House for one lucky winner to take home.</p><p>As if that’s not enough, you could also win a Xbox Series X, a PS5, a Switch 2 just by playing in the Fun House! </p><p>Entry's easy. Just scan a QR code at the event or head to Gleam.io, and follow IGN, Chupa Chups and Westfield on social for extra entries. Full details will be announced soon.<em> Australian residents only, T&amp;Cs apply.
</em><br />Full event details drop soon, so follow IGN AU on <a href="https://www.facebook.com/ignaustralia"><u>Facebook</u></a> and <a href="https://www.instagram.com/ign_au/"><u>Instagram</u></a> if you’re not already!</p><h2>Stay tuned for more info and announcements in the coming weeks!</h2><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 18/08/2026
IGN Awesome Indies/gamescom Studio: Co-Streaming Guidelines
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/08/18/gamescom2026-blogroll3-1787066705401.jpg" /><h3><strong>IGN Awesome Indies/gamescom Studio: Co-Streaming Guidelines</strong></h3><section></section><p>We are excited to consider you for streaming the 2026 gamescom Awesome Indies showcase and/or gamescom Studio powered by IGN content with your community! To ensure everyone has a great time and to protect the developers showcasing their games and event partners, we have established a few ground rules.</p><p>IGN does not grant express licenses or commercial rights to third parties to broadcast our content. However, IGN will not issue copyright strikes or DMCA takedowns against channels that have been pre-approved by the IGN team, provided they strictly adhere to the following guidelines:</p><p><strong>1. Content &amp; Age Ratings</strong></p><p>The Awesome Indies showcase features approximately 40 different games and gamescom Studio features content from numerous event partners. Please be aware that some of the featured content may be intended for mature audiences (e.g., ESRB M / PEGI 18).</p><ul><li><strong>Your Responsibility:</strong> You are solely responsible for ensuring that your stream complies with your platform's Terms of Service and all applicable local laws and broadcasting regulations regarding age-rated content.</li><li><strong>Editorial Control:</strong> You retain full editorial control over your commentary. IGN is not responsible for the opinions, views, or statements made during your co-stream.</li></ul><p><strong>2. Feed Integrity &amp; Visuals</strong></p><ul><li>You must broadcast the show live and uninterrupted.</li><li>You may not obscure, crop, or modify the core broadcast feed. All in-stream sponsor logos, developer watermarks, lower-thirds, and legal disclaimers must remain fully visible at all times.</li><li>Your webcam and personal stream overlays are permitted, provided they do not block critical on-screen information.</li></ul><p><strong>3. Monetization &amp; Sponsorships</strong></p><ul><li><strong>Platform Features:</strong> You are welcome to keep standard platform monetization enabled during the broadcast (e.g., Twitch Subscriptions, Bits, YouTube Super Chats, standard ad rolls).</li><li><strong>No Custom Sponsorships:</strong> You may not sell custom sponsorships, run branded overlays, or feature third-party product integrations that make it appear as though your personal sponsors are affiliated with IGN, gamescom, gamescom event partners or any featured indie developers.</li></ul><p><strong>4. VODs and Archiving</strong></p><ul><li>You may keep the Video on Demand (VOD) of your co-stream available on your channel after the live broadcast concludes.</li><li>Do not upload standalone, unedited trailers from the showcase as separate videos on your channel. If you wish to create recap videos, they must feature your own substantial transformative commentary.</li></ul><p><strong>5. Enforcement</strong></p><p>IGN reserves the right to revoke your approved co-streaming status at any time. If you violate these guidelines, platform Terms of Service, or engage in behavior that is racist, homophobic, defamatory, or otherwise violates community standards, IGN may issue a DMCA takedown notice against your channel.</p><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 10/08/2026
House of the Dragon Season 3 Finale Recap and Review: There’s little sense of an ending here, but this spectacular battle left everything to play for in the final season.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/08/07/house-of-the-dragon-season-3-finale-thumb-1786137977138.jpg" /><section></section><p><strong>Full spoilers follow for </strong><a href="https://www.ign.com/tv/game-of-thrones-house-of-the-dragon"><u><strong>House of the Dragon</strong></u></a><strong> Season 3, Episode 8, “The Traitors of Tumbleton.”</strong></p><section></section><p>Back in the day, <a href="https://www.ign.com/tv/game-of-thrones"><u>Game of Thrones</u></a> typically delivered its big action beats in a season’s penultimate episode and <a href="https://www.ign.com/articles/house-of-the-dragon-season-3-ending-explained-book-differences">spent the finale wrapping up loose ends and setting the stakes for the following year</a>. House of the Dragon is a different beast: this season began and ended with all-out war, and if anything, this finale leaves too many loose ends dangling. If it’s less punch-the-air satisfying than the season opener, it may have more consequential revelations for what’s to come.</p><aside><p><strong>Read Last Week’s Review:</strong></p><p><a href="https://www.ign.com/articles/house-of-the-dragon-season-3-episode-7-recap-and-review"><u><strong>House of the Dragon Season 3, Episode 7 Recap and Review</strong></u></a></p></aside><p>In King’s Landing, Rhaenyra (Emma D’Arcy) continues to make one unforced error after another. Driven to near hysteria by the news that Aegon (Tom Glynn-Carney) has survived, she exiles one of her more clear-eyed advisers, Mysaria (Sonoya Mizuno) and baffles her subjects, speaking to them about prophecies – occasionally in High Valyrian – when they’re worried about putting food on the table. </p><p>More troublingly, she makes a classic Henry II of England error and has the head of her church assassinated in his cathedral. That didn’t go well for Henry, who sparked widespread unrest and had to make significant concessions to the Pope to settle things down, and doesn’t seem likely to go well for Rhaenyra either. Perhaps significantly, Rhaenyra has the generally likeable Alyn (Abubakar Salim) strike the fatal blow. His brother Addam (Clinton Liberty) accused him of being overly ambitious and under Rhaenyra’s thumb; he may have had a point. Rhaenyra is no longer as hesitant as she once was, but fear has also made her vicious. The woman who hisses commands to Alyn in the Sept is not the same one who wrung her hands over violence last season. Something has broken in her; she may no longer be one of the Targaryens capable of greatness.</p><section></section><p>We also bade farewell this week to <a href="https://www.ign.com/articles/house-of-the-dragon-helaena-dream-explained-fire-and-blood-changes"><u>Queen Helaena (Phia Saban)</u></a>, who has given one of the most quietly and consistently compelling performances this season as a woman who knows how tragically it’s all going to play out. The manner of her death – she threw herself out a window – was the same as the book, but there are some differences: her youngest son, Maelor, was born before her death on the page, and met his own tragic end. This is less horrible than the murder of an infant might have been, but it’s plenty disturbing. Her final scenes with Rhaenyra are also superbly done: watch how Viserys’ older daughter, when she tries to force Helaena to eat, impatiently puts aside the very tapestry that might have given her the answers she so desperately sought.</p><p>At Harrenhal, Aegon arrives on Sunfyre and resolves to work together with his wayward brother Aemond (Ewan Mitchell) for maybe the first time in their lives – albeit not before slapping him around a bit and threatening to kill him for, in fairness, his attempt on Aegon’s life. But Aemond’s obvious guilt and true repentance saves him; the pair set off to find the <a href="https://www.ign.com/articles/house-of-the-dragon-why-vhagar-abandoned-aemond"><u>still-missing Vhagar</u></a> and take the fight to Rhaenyra. We also learn, by the way, that Alys Rivers (Gayle Rankin) is the former Lady of Harrenhal. She was the wife of Black Harren, its builder, and was cursed to remain in the limits of its lands and never die when she sought dark powers in the forest to save the life of her badly-burned son. Alys’ background was never established fully in the book, so this is a new and potentially pretty potent wrinkle. In fact, Aegon and Aemond’s reconciliation is also new territory, and it’s going to be interesting to see how much trouble that terrible twosome get into as a united front.</p><p>The majority of the episode, however, concerns the attack on Tumbleton. Despite the efforts of the late <a href="https://www.ign.com/articles/house-of-the-dragon-just-gave-a-major-character-the-send-off-they-bitterly-deserved"><u>Ser Criston Cole (Fabien Frankel)</u></a>, the Rivermen have arrived en masse and Daemon Targaryen (Matt Smith) has flown down on Caraxes to take command and, oh yes, flame anyone who needs flamed. Ser Gwayne Hightower (Freddie Fox), one of the most likeable characters on the board and therefore probably doomed, tries to make peace by offering the return of the imprisoned Corlys Velaryon (Steve Toussaint), but no dice. He and Daeron (Benjamin Evan Ainsworth) are left trying to survive in the besieged city; it’s not clear by the end of the episode that Daeron is OK.</p><section>The Battle of Tumbleton is – at best – a draw for the Blacks, and if it’s a victory for the Greens it might prove to be a Pyrrhic one.</section><p>Meanwhile, Ormund is searching desperately for his ace in the hole, the dragonrider Ulf (Tom Bennett), who is so excited about his heel turn that he’s drunk himself into a stupor. Here, Ormund makes an ultimately fatal mistake. He’s so overcome by the stink of the privy where he finally discovers Ulf that he entirely loses his temper and whales on the other man. Ulf still does his bidding long enough to flame half the army of Rivermen – but he then turns his fury, and Silverwing, on Tumbleton itself and Ormund in particular. So long, you prissy little manbaby bully. </p><p>Ulf is not the only dragonrider who’s in trouble this week: Hugh (Kieran Bew) also left his post in King’s Landing to look for his wife in Tumbleton, running in with the ground forces, while Baela (Bethany Antonia) is grounded in the Keep after daring to criticise Rhaenyra. As for the episode’s title, there are any number of candidates. Ulf obviously, but Hugh also disobeys orders to go to Tumbleton. Daeron and Gwayne both betray Ormund in attempting to sue for peace; Ormund has arguably betrayed Aegon in elevating Daeron. And Daemon accuses Corlys of treachery when he argues for peace. There’s a lot of it going around.</p><p>The end result is shellshocked troops stumbling around a charred battlefield, trying to collect corpses, while Caraxes and Hugh’s Vermithor chase off Ulf’s Silverwing. The Battle of Tumbleton is – at best – a draw for the Blacks, and if it’s a victory for the Greens it might prove to be a Pyrrhic one, what with the loss of Ormund, their best strategist, and the uncertain fate of Ulf and Silverwing afterwards.</p><section></section><p>At this point it’s a positive disadvantage to have read the books; some of us have been waiting for one face-off for nearly half a decade now, since that could plausibly have happened at the end of Season 1 or the start of Season 2. Now we will have to wait two more years <em>if </em>it’s even going to happen as written. The overall shape of the show is also becoming more evident, and something that I wrote about last season seems to be taking shape (<a href="https://www.ign.com/articles/has-house-of-the-dragon-veered-too-far-from-fire-blood-to-use-its-original-ending"><u>read that here if you’re not scared of major spoilers</u></a>). Whether showrunner Ryan Condal and his team can stick the landing for the finale better than Game of Thrones did remains to be seen, but they have made a great foundation for it this year.</p><section></section><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 03/08/2026
House of the Dragon Season 3, Episode 7 Recap and Review: The Targaryens remind us why their civil war is called the Dance of Dragons in a lizard-rich episode.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/07/31/house-of-the-dragon-s3-ep7-thumb-1785531382243.jpg" /><section></section><p><strong>Full spoilers follow for </strong><a href="https://www.ign.com/tv/game-of-thrones-house-of-the-dragon"><u><strong>House of the Dragon</strong></u></a><strong> Season 3, Episode 7.</strong></p><section></section><p>There’s a great fundamental issue at the heart of House Targaryen that has too often gone unexamined and underexplained in House of the Dragon, despite its name, and that’s how the dragons work. This show has followed its predecessor’s example in leaning into the human drama of Westeros and away from its more fantastical aspects, but there’s a limit to how well that works, and in this engaging and generally fun episode (unless you’re Emma D’Arcy’s Rhaenyra), they finally get their teeth, and claws, into it.</p><section></section><p>The question is what, exactly, is the relationship between rider and dragon for House Targaryen and their allies? What are the obligations between rider and beast, if any? How (or how much) do they communicate? Do their feelings affect one another? There have been suggestions, occasionally, that having a dragon may affect one’s temperament (or that one’s temperament may affect one’s chance of bonding with a dragon); there’s a clear implication that losing your dragon is a form of emasculation for Tom Glynn-Carney’s Aegon II and the late Viserys (Paddy Considine). But it’s never been clear if it matters, and how much, beyond prestige in the internal Targaryen pecking order.</p><p>This time, however, we get some key hints that there’s more of a link than perhaps we were shown before. The scenes of dragon conflict, as when Rhaenyra finally discovers that her husband Daemon (Matt Smith) has been lying to her to protect his daughter Rhaena (Phoebe Campbell) and flies to confront both along with Addam (Clinton Liberty), suggest an emotional closeness. As the humans shout at one another, their dragons roar and bellow and, occasionally, threaten to flame, and it’s absolutely clear that they’re reflecting something human and vice versa. Later in the episode we see Aegon screaming in sync with his steed Sunfyre, both disfigured and defiant and apparently on the verge of madness, and the impression is confirmed.</p><p>The episode also begins with a <a href="https://www.ign.com/articles/house-of-the-dragon-helaena-dream-explained-fire-and-blood-changes"><u>dream of Helaena (Phia Saban)</u></a> and in fact heavily features her dreams - or perhaps Dreams, of the prophetic kind. So what does it mean that she sees herself on her dragon, Dreamfyre, shouting “Dracarys!” as an angry mob rushes at them in the Dragonpit? What does it mean that she imagines a quiet life on the farm with her children (it looks like both Jaehaera and a younger boy, presumably the one she’s currently expecting) when an eclipse occurs? Rhaenyra is putting her younger half-sister under pressure to share her Dreams, desperate for reassurance that she is on the right path, but it’s not clear that Helaena has any such comfort to offer.</p><section>The question is what, exactly, is the relationship between rider and dragon for House Targaryen and their allies? </section><p>Of course, that’s far from the most screwed-up dream this episode. That prize goes to Aemond (Ewan Mitchell), who sees his mother Alicent (Olivia Cooke) arriving at Harrenhal and the two of them tumbling into bed together before realising it was all a dream. And then he wakes up and she has indeed arrived. Awkward! This may not be the dictionary definition of “headfuck” but it should be. Alicent babbles, Aemond is more taciturn, Alys (Gayle Rankin) is rightly suspicious of the newcomer. Aemond shares her wariness to a degree, enough to murder Alicent’s travelling companion (who, to be fair, is there to help assassinate him), but not enough to refuse the poisoned nightcap she offers after the world’s most awkward meet-the-mother-in-law dinner. Alicent creeps out of the castle and into the wind, figuring that the job is done and stricken by it, but Aemond stumbles to Alys at the first stomach pangs so he’ll probably recover.</p><p>Meanwhile Rhaenyra is still pulled in every direction and failing to deal with any of her problems, and it creates a vacuum at the seat of her power. Torrhen Manderly (Dan Fogler) is furious that he’s been left to hold the bag for everyone’s money woes – something that is literally his job -- and Mysaria (Sonoya Mizuno) is trying to make herself a conduit to the people and being rejected on all sides. She manages to, ahem, reconnect with Rhaenyra herself by the end of the episode (is that what the kids are calling it these days?), but she’s still caught in-between a regal rock and a common hard place, and that’s a tough situation to be in.</p><p>Daemon, too, is looking more woebegone than we have seen him before. He has belatedly realised that his daughter may desperately need him, which by Westeros standards makes him father of the year against almost zero competition, but in trying to protect her he has broken his wife’s heart. And also, he’s almost entirely failed to protect her; he’s just separated her from her dragon and gone home. He’s also increasingly floundering in council, suffering the same myopia as Rhaenyra and failing to look past his personal passions to the big picture.</p><section></section><p>It’s a mess. The only person laughing – and laughing a lot this time -- is Ormund (James Norton), who’s riding high despite the imminent arrival of the Rivermen outside his hastily built walls and the fact that he’s probably in last place in that aforementioned father of the year competition. He holds Corlys Velaryon (Steve Toussaint) captive, and cuts off his finger as proof of life to attempt to keep the Velaryon men from plugging the policing gap in King’s Landing (an efficient and speedy postal system still appears to be operating between Tumbleton and King’s Landing). He’s also keeping his ward Daeron (Benjamin Evan Ainsworth) and cousin Gwayne (Freddie Fox) in the dark about his plans, to their increasing frustration. And, in the episode’s final big reveal, he’s courting the dragon rider Ulf (Tom Bennett), trying to turn him from Rhaenyra’s service with the promise that he’ll become Lord of (Corlys’) Driftmark fortress, and also that he’ll be free to drink whenever he wants. It’s not clear which is the bigger inducement to the big ol’ lush but it could spell big trouble for Rhaenyra if he turns.</p><p>So the tally was six dragons for Rhaenyra (Syrax, Caraxes, Vermithor, Silverwing, Moondancer, Seasmoke) plus one unreliable wannabe ally (Sheepstealer). Then there was one MIA for the Greens (Vhagar) and one out of combat (Dreamfyre). Now there are five for Rhaenyra, two of them perhaps injured; two for the Greens (it looks like Ulf’s Silverwing and the resurgent Sunfyre) and potentially two MIA dragons (Sheepstealer and Vhagar, still) to potentially change that calculus further. It’s all at play going into the Season 3 finale, and it’s still not clear how far these flames could spread.</p><section></section><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 02/07/2026
Marvel Super Heroes Comes to Magic: The Gathering - Is this a good entry point for newcomers? Let’s find out…
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/07/01/screenshot-2026-07-02-at-9-54-13-am-1782950060613.png" /><section></section><p>If you’ve never played Magic: The Gathering (MTG), the prospect of getting into it can seem pretty daunting. This is a game, after all, with 30+ years of history. That’s more than three decades of cards and mechanics, worldbuilding and lore. If you’ve ever lived and breathed a live service video game you’ll know just how much energy and time it can take simply to keep up. Constant new releases and updates that drive an ever-evolving meta mean it can be tricky to be even a casual fan… let alone finding your feet as a completely new player.</p><p></p><p>Magic: The Gathering definitely has many of the same challenges, but it also has more ways to interact with its cards and its history and its gameplay on your own terms. The fact that it’s mostly played as a physical game, for instance, means that it doesn’t necessarily matter what the best decks are, and what the most competitive players are doing. If you have a bad but fun deck and I have the same, we can still play and have a good time. </p><p></p><p>Wizards of the Coast has also been doing “Universes Beyond” content for more than five years now, and many of these releases essentially act as an onramp to Magic. Are you a fan of Final Fantasy? The Lord of the Rings? Avatar: The Last Airbender? There’s a Magic set for that. While many of these sets<em> do</em> have ramifications for the wider player base, they can be self-contained for those that simply want to try out MTG, without having to know any of the official lore or characters.</p><p></p><section>A standalone Universes Beyond set is a pretty good place to start for the curious.</section><p></p><p>Magic’s gameplay still has a learning curve, of course, and every set is likely to have cards that require either a knowledgeable friend or a quick Google to decipher. Even so, a standalone Universes Beyond set is a pretty good place to start for the curious. All of which brings us to <a href="https://magic.wizards.com/en/products/marvel/marvel-super-heroes"><u>Marvel Super Heroes</u></a>, the latest such release.</p><p></p><h2><strong>Super, Thanks for Asking</strong></h2><p>As an entry point for Marvel fans, this is about as welcoming as it gets. A great heaping helping of heavy hitters from the Marvel universe are here… in card form: Iron Man, The Hulk, Captain America, Doctor Doom, The Scarlet Witch, Black Widow, Daredevil, Thanos, Black Panther, Elektra, Ant-Man, Loki, Thor, Storm, Wolverine, Jessica Jones and Nick Fury, the list goes on.</p><section></section><p>The themes and mechanics are built to resonate with these characters and the settings they’re from too. There are Hero and Villain creature types, each with tribal synergy (meaning that heroes often get bonuses for fighting alongside other heroes, and villains have the same). There’s a keyword called Teamwork, which lets you utilise members of your team (i.e. creatures you control) to activate an additional effect. </p><p></p><p>Some characters - both good and bad - can “Power-up” once per game to trigger a strong additional ability. When “<a href="https://gatherer.wizards.com/MSH/en-us/233/thanos-the-mad-titan"><u>Thanos, the Mad Titan</u></a>” powers up, for instance, not only does he get a stat bump, but you can choose odd or even and then destroy every other creature with a mana value of the chosen quality. Snap!</p><p></p><p>A small subset of characters come on dual-faced cards. On one side you might have Bruce Banner, the flipside, The Hulk. On this side Peter Parker, the reverse, Spider-Man. Each has value and you can choose which side to play, but you can also transform them mid-game, so Tony Stark can become Iron Man just in time to turn things around.</p><p></p><section></section><p></p><p>And no superhero set would be complete without villainous plots, which is where Plans come into play. These have conditions that typically take multiple turns to be met, but the longer the build-up, the bigger the pay-off. “<a href="https://gatherer.wizards.com/MSH/en-us/407/doom-reigns-supreme"><u>Doom Reigns Supreme</u></a>”, for instance, lets you play a couple of your opponent’s cards for free, while “<a href="https://gatherer.wizards.com/MSH/en-us/90/construct-a-cosmic-cube"><u>Construct a Cosmic Cube</u></a>” helps you spawn token creatures and eventually lets you take over and play your opponent’s turn!</p><p></p><p>Another villainous mechanic in Marvel Super Heroes is “Connive”. This is drawing then discarding a card, and can help you boost a creature’s stats, cycle through your deck, trigger “second card draw” effects, and synergise with discard mechanics.</p><p></p><p>All these gameplay elements fit neatly into the Marvel world, and the way many of the characters - and their abilities, backstories and gear - have been implemented is pretty fun. Take “<a href="https://gatherer.wizards.com/MSH/en-us/146/mjolnir-hammer-of-thor"><u>Mjölnir, Hammer of Thor</u></a>”. This Legendary Artifact is powerful in and of itself, but in a cool twist, a creature must be “worthy” in order to equip it. So yes, Captain America can wield Thor’s hammer. As can… Agent Phil Coulson?! Love it.</p><p></p><section>Captain America can wield Thor’s hammer. As can… Agent Phil Coulson?!</section><p></p><p>Marvel fans will also dig a lot of the art. It’s cool to see iconic characters and scenes through the eyes of the incredible stable of MTG artists. And as always with Magic there are countless slick variations to collect. The cards featuring source material art - from a wide array of eras and artists - are particularly eye-catching, whether that’s a three panel card showing a scene, a card presented like an actual comic book cover, or just a super slick borderless presentation. </p><section></section><p></p><p>That said, we’re delving into the collectable side of the game here, and that’s not really the purpose of this piece. This article is about whether this set is a good entry point for Marvel fans curious about MTG, and if so, what the best way to get started is. The answer, for me, is yes, and the best way to get started is to ignore the collecting side of things. Why? Because you need to learn to walk before you can run. There’s little point spending money on regular booster packs before you understand the core mechanics, how different colours play, what the different archetypes are and - above all - how to identify strong cards and build a rounded deck.</p><p></p><h2><strong>Where to Start</strong></h2><p>Learning how to play with as little complexity as possible (although there’ll always be some) is where <a href="https://magic.wizards.com/en/news/announcements/marvel-super-heroes-jumpstart-booster-themes"><u>Jumpstart</u></a> comes in. The idea is that you buy two Jumpstart booster packs and combine them to create a deck. It’s a low friction way to start playing immediately, and if you’re playing against a friend doing the same thing, chances are the power levels of each deck will be reasonably close. This is a good option to start getting a feel for the game, although you’ll only get very basic instructions in the pack so will still need to consult an online resource (or friend) if you’re completely new.</p><p></p><section></section><p>In fact, if you’re genuinely starting from zero, the <a href="https://magic.wizards.com/en/news/announcements/marvel-super-heroes-beginner-box-contents"><u>Beginner Box</u></a> should probably be your first purchase. This contains eight Jumpstart half-decks, but crucially, it also contains two tutorial decks with instructions that you literally follow step by step. The tutorial is simple but it introduces the basic turn flow, mechanics and highlights some stuff you should be thinking about in combat. The box also has two playmats so you can see how to arrange your cards, and a rules reference guide to consult if you get stuck on a keyword or interaction… although chances are you’ll still need to Google some stuff as you go.</p><p></p><p>Once you’ve done the tutorial you can then switch across to Jumpstart and muck around with different colour combos and archetypal strategies. With 51 different Jumpstart booster themes, some are definitely better than others, and you’re very much playing in the shallow end of the pool, but it’s a good way to start and from here you can always pick your favourite Jumpstart deck and modify it.</p><p></p><section></section><p></p><p>Once you understand the basic mechanics and gameflow, another good option for beginners is to play Commander using preconstructed decks. Commander is a format where you build a deck of 100 cards, with no duplicates (other than basic lands, which are used to create mana). As a result, every game is completely different, but the twist is that you pick a legendary creature (it can also be a handful of other things) to be your commander, and rather than having to draw that card, it sits to the side from the start and can be summoned into battle from there. Each time it dies you can return it back to that zone, but it costs more to call back into play. It’s a cool concept and the right commander can give you a powerful engine, despite having a deck with so many different cards.</p><p></p><p>There are <a href="https://magic.wizards.com/en/news/announcements/marvel-super-heroes-commander-decklists"><u>four of these</u></a> preconstructed Commander decks available for Marvel Super Heroes, each with its own theme. Avengers Assemble, for instance, is a red, white and blue deck using Captain America (naturally) or Nick Fury as its commander. Cap buffs himself and other heroes as they enter, as well as letting them attack<em> and</em> defend straight away. Nick Fury, meanwhile, is a commander that lowers the cost of hero spells to cast, as well as letting you sift through your library to find hero cards.</p><p></p><p>The four colour Fantastic Four deck is even more versatile, as you can choose between any of the Fantastic Four to be your commander. Each has the same condition to activate their core ability, but the effects are all different and so too are their bonus effects. This deck is all about choosing the commander that best suits your play style.</p><section></section><p>What’s great about Commander is that it’s a friendly format that’s about fun first and foremost. It can also be played with up to six players. Three or four is optimal, though, and adds a whole new layer of strategy and alliance forming as you can choose who to attack or target each turn. The downside of Commander is that these precon decks aren’t exactly cheap, retailing for around AUD $140 each. On the other hand, the Beginner Box is more like AUD $65 and individual Jumpstart booster packs (for which you need two to make a deck) are AUD $12.95 each.</p><p></p><p>Whichever way you choose to go, there’s a reason Magic has been around for so long - it’s an infinitely playable game, and it’s a great excuse to hang out with friends or go make some new ones at a local Magic event. And for Marvel fans? It seems likely that there’s more Marvel Magic to come. Unlike most Universes Beyond sets, which are one and done, we’ve already had last year’s <a href="https://magic.wizards.com/en/products/marvel/spider-man"><u>Spider-Man</u></a>, and given that release debuted <a href="https://gatherer.wizards.com/SPM/en-us/66/the-soul-stone"><u>The Soul Stone</u></a> and this one includes <a href="https://gatherer.wizards.com/MSH/en-us/21/the-mind-stone"><u>The Mind Stone</u></a>… well, it seems likely this infinitely playable game could get itself an Infinity Gauntlet. Excelsior!</p><p></p><p><strong>Marvel Super Heroes is out now and </strong><a href="https://magic.wizards.com/en/products/marvel/marvel-super-heroes"><u><strong>you can find out more about it here</strong></u></a><strong>.</strong></p><p></p><p><em>// Cam Shea is a former IGN staffer, now freelance writer and craft beer evangelist. </em></p><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 01/07/2026
Fragmentary Order: How the Creator of Escape From Tarkov Plans to Make the Most Realistic Sci-Fi Game Ever.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/07/01/fo-main-1782902562137.png" /><section></section><p><a href="https://www.ign.com/games/escape-from-tarkov">Escape from Tarkov</a> is the original first-person extraction shooter. While previous games had modes that extraction shooter fans would now find familiar, there can be no argument that the unashamedly hardcore Escape from Tarkov introduced the extraction mechanic to the wider gaming public — and Nikita Buyanov was at the heart of it.</p><p>The boss of Battlestate Games is widely credited with establishing the extraction mechanics that we see in so many other games now. <a href="https://www.ign.com/games/arc-raiders">Arc Raiders</a> is a more accessible take on Escape from Tarkov. Even Call of Duty is getting in on the act with <a href="https://www.ign.com/articles/call-of-duty-modern-warfare-4s-gritty-extraction-mode-dmz-gets-first-gameplay">Modern Warfare 4's upcoming extraction mode, DMZ</a>. So, with well over a decade of Escape from Tarkov development behind him, and the extraction shooter genre now firmly in the grip of the mainstream, what’s next for Nikita Buyanov? The answer is <a href="https://www.ign.com/games/fragmentary-order">Fragmentary Order</a>.</p><p>Like Escape from Tarkov, Fragmentary Order is a hardcore (of course) first-person shooter, but this time we’re in science fiction territory, with a story set across the solar system. Buyanov established a new studio, Rant Gaming, to build the game separately from Escape from Tarkov, although he says he remains committed to the extraction shooter that started it all.</p><section></section><p>In the interview below, Buyanov tells me why he wanted to make a new game in the first place, what he’s trying to achieve with Fragmentary Order, and his verdict on the current state of the extraction shooter genre.</p><p>The Fragmentary Order alpha is set to launch later this year, but players can already start exploring the world through <a href="https://cor3.gg"><u>cor3.gg</u></a>. The team has created a browser-based experience designed to introduce the universe and help players understand its systems. Resources earned through the COR3 terminal will carry over into Fragmentary Order at release, giving early participants a head start.</p><section></section><p><strong>IGN: How did Fragmentary Order begin?</strong></p><p><strong>Nikita Buyanov:</strong> The baseline for this is that I've been doing Tarkov for more than 10 years. I really wanted to start a new thing in general because I was tired of making for more than 10 years the same thing. I always wanted to make something in the sci-fi genre, and by that I mean not only just some fancy 'Tarkov in space' kind of thing, but I really wanted to make proper sci-fi, like model the future, simulate the future to make it super realistic and grounded, that people will believe in.</p><p>And it's not only related to just take some concept and make everything look fancy and futuristic. It means that I really want to take different parts of different kind of sci-fi, for example, cyberpunk, spaceship combat, the social element of the future, and combine it all together and make not the project but the whole universe.</p><p>I realized that life is short and we need to do what we can, especially if it still brings joy. I decided to give it a shot. And of course, because I know everything about how to make FPS realistic hardcore games, extraction shooters, I decided that maybe it will be my next trial.</p><p>I guess the Tarkov experience, it was like a testing phase for us for 10 years in a row, that we should start making some real games now, something that will be even more challenging to do. So another take to make something really interesting, something new in the genre, maybe create another genre, like how I did with extraction shooters. Who knows?</p><p>I put a lot of goals on myself and some of them are basically impossible, but it is how I did Tarkov — I’m still doing it by the way — to put these milestones which look impossible and try to fulfill them and make everything real. So it's a lot of personal stuff in it and it's a lot of heritage, I guess, that needs to be used. It became more serious. Creating Tarkov, nobody understood what it is and we basically were in the middle of nothing. We didn't understand what it is all about, how it will be. In Fragmentary Order, it is more clear, but it doesn't mean that it will be easier. Right now it's even more challenging than Tarkov, like several times.</p><section></section><p><strong>IGN: You talk about maybe creating a new genre again. What type of game is Fragmentary Order?</strong></p><p><strong>Nikita Buyanov:</strong> Of course, I cannot disclose everything, because people will use it, other companies will use it most likely! When I created extraction, it was a mechanic for how you can survive, basically. In the new game, we will have several options how to survive, and it doesn't mean that you'll need to extract via the classical way: infil / exfil type of extraction. There will be different options for you to survive. We will try to break patterns here because again, Tarkov created the whole concept of extraction shooters. It's like a pattern, infil, load, shoot, exfil, extraction, even if you die, we'll lose everything, blah, blah, blah. But I want to break that pattern and create some new stuff just to enrich the gameplay.</p><p>But the main goal is to add realism to everything. The most exciting thing in Fragmentary Order that we will utilize is future mechanics and future aspects, the potential future things. Everything will be covered with the different advanced mechanics that will tie to the actual lore and the visual sci-fi elements of the game. Everything will be made super grounded just for players to believe in. This is the main challenge.</p><p>The main thing is that we need to make the game realistic, not only with gun handling, combat, and all of the basic stuff that we have already everywhere. We want to create the whole concept, the whole world, the whole gaming session. It will consist of different things that will add more to the realism, and not only with small things, but also globally. We need to make people believe in that world and live in it. And this is the main thing that we want to achieve in general as a project.</p><p>It will be a dream world or something. It will be the living world, the universe. And as I like to say, it will be the passageway to the future for those who want to experience the future, even though we are sitting in the current gen. So that's the thing. And everything, of course, will be super militaristic, realistic, tactical, and with a lot of different kinds of features that will only be available in the future.</p><p><strong>IGN: Tarkov is famous for being ultra hardcore. Are you sticking with that philosophy for Fragmentary Order, or will you make it more accessible?</strong></p><p><strong>Nikita Buyanov:</strong> No, it will be more complex, more punishing, more painful, but the rewards will be bigger. You can imagine perfect Tarkov, which keeps you motivated to play it because you basically will feel yourself out of the loop, like out of the loop of your, let's say, typical source of dopamine during your lifetime, not even games. Basically, you'll be waiting to get that emotion from the game. And hopefully it will shift the whole philosophy around gaming to something else. You will be not playing it, you will be living that game, living that universe, and it won't be for everyone. So that's the thing. We basically will stand out and we will put this, that this is not for everyone. The same thing was for Tarkov by the way.</p><p>But right now about Fragmentary Order, we will say, &quot;It's not for everyone. We are not trying to earn all of your money. We need you guys to shape up this experience together for sure.” Because this is the next big thing that probably will be out of classical gaming. Maybe it will be like this perfect project for those who want to suffer, but receive a lot from that.</p><p><strong>IGN: Is this a game that's actively in production? Are you conceptualizing it still? Where are we at and what's the plan for working on it? </strong></p><p><strong>Nikita Buyanov:</strong> Already we are two years working on it. The company is 130 people already. It's not enough. We're prototyping the new mechanics, the new features. We basically almost built the basic mechanics. We almost built the first location. A lot of content already. We have multiplayer builds. Basically, it's not a startup. It's not something that we just started.</p><p>We have huge lore being expanded every single day. We have really cool people onboarded like Ben Mauro and Aaron Beck, basically our art directors and all of that super fancy and grounded sci-fi approach to devices, world and everything. And we constantly get other people onboarded right now. So it is already like a factory, because we need to make it real and make it really fast. I don't want to make it for another 10 years. I don't have time for that. So that's why I'm putting a lot of effort in it and a lot of additional resources to make it faster and faster and faster on the new engine. It is not like super close that we will be able to actually go public with a full scale release or something soon. </p><p>When I was working on Tarkov, I remember that we needed to show something. We need to make it like this live ops development, because basically it was the deal for us. Here, we will have the face of live ops development, but we want to make as much stuff as possible and as much of a perfect initial build as possible. So it already will be super balanced, super polished, and it will be ready to be tested in multiplayer right away.</p><p>At the current moment we are making the gameplay trailer, and it will have a pretty big amount of features that actually you won't see in any kind of game. I'm not talking about every single feature, of course, but some of them are pretty neat, and it's quite surprising and good that we still have a lot of things to do that nobody did. That's kind of fantastic for us. </p><p>We’re already doing a second location, but we don't want to spoil anything. And of course gamers are super demanding right now, especially Tarkov players. They love drama. They love to be speculating on things and making insults, this and that. We have these two huge armies, potential an army of Fragmentary Order fans and a Tarkov army, basically tens of millions of people, and they're already kind of skeptical about everything and we need to actually place them all together.</p><p>Because my idea is to not break things, to not replace Tarkov. One of my goals is to give people a new adventure that will be just a different thing for those who love the aspects of super hardcore and realistic approach, even if it's in the future. But still this is basically my thing, right? And it's a lot of competitors who try to kill Tarkov, but I'm not trying to kill Tarkov, by the way. I just want to make something new and wonderful and groundbreaking again, or at least I will die trying to. So that's the thing. </p><section></section><p><strong>IGN: I understand you created a new company to make this game. Why did you feel it was necessary to create a new company to build it?</strong></p><p><strong>Nikita Buyanov:</strong> One of the main reasons is that Tarkov must go ‘Tarkov for life.’ We need to have a fully sustainable company to continue with Tarkov. And I'm basically working on the two projects simultaneously, and we have huge plans for Tarkov, by the way. It's unrelated and I don't want people to get distracted from that.</p><p><strong>IGN: You're credited with essentially creating the extraction shooter genre, which is an incredible achievement. It must be funny for you to see this attention on the genre now when you were the one who basically invented it years ago. </strong></p><p><strong>Nikita Buyanov:</strong> Yeah, I'm not concerned at all. So basically all of the competitors, those who actually try to do something and they actually achieved results, really good results, like Arc Raiders, Marathon and all that, they started doing that a long time ago. They started doing the production for years and years. I can feel and actually can see how they actually shaped their game design with us. Some of the things that I said on the podcast that we planned, they did it in advance because it was a good idea.</p><p>And my position here, it is a really good thing. Of course, I'm proud of myself and my team, BSG, that we actually did something that was designed initially for the super narrowed community. It actually spread to the mainstream with a lot of technical issues, with a lot of craziness and madness, how we did patches, the release, where basically the game wasn't working for 24 hours at least. It was full of struggle and pain.</p><p>And it's a funny thing to see how other companies with these budgets, they try to adopt the same thing, not to make our own mistakes. I'm not saying they don’t know how to do it, but they basically utilize all the patterns that we have or we planned for EFT to make their own extraction shooters. For example, Arc Raiders, they did a wonderful casual version of extraction shooters. They made the step not forward, as I said, they made a step to the side and created the whole parallel thing that allowed casual gamers to play extraction as a fun game. EFT wasn't designed to have fun. It was an intentional design decision, but also it has had way more issues than now and it was also a painful, struggling experience.</p><p>I remember that when we had release issues on the Steam release date last year, people weren't able to play the game for pretty long time. Some of my friends who are Tarkov lovers and have tens of thousands of hours, they said it's part of the Tarkov experience to wait in the line, to wait for the load of your profile and all of that. I remember that I was so depressed about everything, and then I realized, I want to break this paradigm. I want to change it, because I didn't want to create something really good with the lack of technical superiority. Tarkov is basically pretty obsolete in terms of visuals, but lately for the last month we actually did a lot of changing technical stuff, optimizations, loading issues, a lot of things actually were fixed, and now Tarkov is in the best shape. And it's not the end because we plan to do more and more and more. </p><section></section><p>But then I realized in my new project, everything needs to be different. We need to make sure that we are covered in terms of potential technical issues. The servers, the load, because of the potential huge influx of the player. We need to stand. We need to actually be unbreakable. And that increased the amount of work and resources for the particular areas of Fragmentary Order related to the technical side. The servers, content distribution networks, and stuff like that. So we invested more and more and more in that, just to make sure everything will be fine.</p><p>Because for me, it's like a nightmare. I don't want to live that nightmare again and again and again, because I'm tired. I want to create a game a little less stressed, and this is quite important for me. This is why when I check all the games, all the competitors, I can see that they do good actually. I don't know what they can do new in the genre, because it's not a genre, it's a mechanic, extraction mechanic. But I know what to do next. I know what to do next! How I can expand and enrich extraction mechanics and create something new for it even. That's why I'm just monitoring the situation. I like how finally somebody is trying to make something different by keeping the basis of extraction shooters, but adding something new and expanding the audience. This is quite a good thing.</p><p><strong>IGN: Arc Raiders has enjoyed huge success making extraction more accessible. Marathon though appears to be struggling, with people saying it’s too hard to obtain a mainstream audience. But that was never a problem for your and your game.</strong></p><p><strong>Nikita Buyanov:</strong> They don't know the secret sauce. You need to put your life on the altar. You need to sacrifice, you need to take part of your soul and put it in a game. It sounds delusional, right? But what does it mean? And if I say it, they will use it. Okay, let them use it! You just need to make the world real. You need to make everything to make the player naturalized and settled in the world, like the actual living person. And by that I mean you need to add a lot of details, a lot of love in almost everything that you see that you experience. You just need to imagine, you need to sit on this chair and try to play it and try to experience it and add a lot of stuff, a lot of things.</p><p>You need to be risky. You need to make some mechanics and some content within an adequate concept. By that I mean for example, you are creating something that's so super detailed, like a part of the location and this part of the location will be locked for almost everyone, 99%, but that will create a meaning that there is something more than just a widely spread and easy accessible location. There is something special in there for those 0001% and you won't be getting there, but it will give you the sense this world is so complex, I want to be able to learn at 100%. And when the game is being learned 100% and you play with patterns, it actually brings out this soul from the game, and you need to constantly replenish that by creating areas of the game that nobody... Not like nobody, but for the most cases you won't even access them. But who knows? Maybe at some point you will have access to it. You basically unlock this feature, or unlock this area, or unlock this special device or something and it will give you the superiority — and not like tactical superiority. It will give you the understanding and the meaning that you are something in this world that actually achieved something. And it brings the parallel for your life too, because our life is super complex and we don't know 100% about everything which is going on right now.</p><p>So if you bring in the same concept in the game by creating this world that you cannot understand fully, like our announcement trailer, by the way, Fragmentary Order, it's a lot of meanings in there. If you like it, if you want it, it will catch you and start asking questions inside of your head: how I can actually use this? What it is all about? It will have a lot of mysteries and a lot of things that basically won't be accessible for everyone, and that will create this ladder of experience for those who know everything about the game. They will feel themselves great and meaningful and they will feel themselves settled in this universe. They will feel themselves like it is something real, because they have their role there and all of the benefits and perks that will actually produce these parallel emotions, like it is our natural life. We call it second life experience. This is the general idea around the whole core universe, to create second life experience with different genres connected all together in the whole system, with the whole economy system altogether.</p><p>It is not a mainstream approach. It is just an idea to create this living virtual world. It's not a metaverse, but it's actually a gaming world. There you will have an option to actually live in it and utilize your talents, real life talents, game talents, to make your life better in the game. And you're able to play different roles. Fragmentary Order is a flagship that will allow you to play in different areas of the solar system as a combat clone.</p><p><strong>IGN: Do you have any window in mind for when people might be able to get their hands on with Fragmentary Oder?</strong></p><p><strong>Nikita Buyanov:</strong> So all I can say right now, we already started the promotion of the game. So we have a site, fragmentaryorder.com. Because all this explanation and ambitious plans and interviews, people still will be pretty skeptical about it. And I believe that the gameplay trailer will shed light on the actual gameplay and actual visuals that we have. This year, 100% something will be released for sure.</p><section></section><p><em>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.</em></p></section>
000
Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 11/05/2026
Rebuilding Sanctuary: The Making of Diablo IV: Lord of Hatred with Blizzard
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/04/20/diablo4-lordofhatred-review-blogroll-1776726548394.jpg" /><section></section><p>“An expansion is not about fixing; it's about evolving,” <em>Diablo IV: Lord of Hatred</em>’s <strong>Associate Game Director Zaven Haroutunian</strong> tells me. “And if we do our job, they are expanding and evolving toward solving existing problems. That’s a win-win. I look at our teams as being heavy hitters when it comes to this stuff. They're operating at such a high level, and they've got enough experience under their belt where they can do just that.”</p><p>Diablo IV debuted three years ago, and like previous entries in the groundbreaking action-RPG series, it has been evolving and expanding ever since. From regular seasonal updates and overhauls of existing systems to new activities and a story-driven campaign in the form of Vessel of Hatred, there’s been a <em>lot</em>.</p><p>With that, Diablo IV’s second major expansion, Lord of Hatred, on paper might sound like more of the same, albeit supercharged. Instead of one new class, there are two, with the return of the fan-favourite sword-and-board-wielding Paladin and the new demonology-and-apocalyptic-fire-obsessed Warlock. And with the action shifting to the Mediterranean-inspired and ancient Amazon homeland of Skovos, you’ve got the ideal setting and all of the pieces in place to take on the titular Hatred head-honcho, Mephisto.</p><p>However, even with a well-received expansion already under its belt, and several game-changing seasons adding to and expanding the core experience, Diablo IV: Lord of Hatred still stands tall as the single most important update to the game since its initial debut. </p><section>&quot;If we do our job, they are expanding and evolving toward solving existing problems. That’s a win-win.&quot;</section><p>It not only delivers an engaging, action-packed conclusion to the story but also changes, updates, evolves, and touches just about every part of the game. There’s a confidence here that is immediately noticeable, a sense that the Diablo IV development team was firing on all cylinders with a clear understanding of what works and what needed work. Again, not about fixing, but <em>evolving</em>. </p><p>“Here’s an example,” Zaven Haroutunian continues. “When we’re adding the Horadric Cube, which is this thing that’s going to evolve and expand our crafting beyond anyone's wildest imagination, in the process of doing so, it’s also significantly upgrading our itemisation systems. Without the Horadric Cube and without an expansion like Lord of Hatred, you don’t get that. And this is true of every single feature, from the new Skill Trees to War Plans and, well, everything.”</p><h2><strong>Redefining the Endgame, One Town at a Time</strong></h2><p>You could say that the Diablo series, especially when it comes to the more recent titles, has always been a game of two halves. There’s the fun pick-up-and-play action-RPG that puts you in the middle of a cinematic story-driven battle between the Angels of the High Heavens and the Demons of the Burning Hells. Then there’s the other half, which in modern gaming vernacular is referred to as the endgame. The loot chase. That idea of putting together an incredibly powerful build that makes even the most challenging parts of the game feel trivial. Not in a bad way, either. In Diablo IV, it’s the feeling of becoming more powerful than any being or creature, no matter the size or how many horns and spiky bits they have on their carapace. </p><p>When it came to developing Lord of Hatred, which began development before the base game's launch, the team knew early on that, for it to deliver, it would need to bring these two halves together and ensure that one informed the other, and vice versa. Now, this might be a strange concept because these two halves are still very much distinct. That said, the best way to describe this approach is to take a closer look at how the team at Blizzard approached and designed the new Skovos region’s main town, or player hub, called Temis. For endgame players, it’s the ultimate hub.</p><section></section><p>“Towns are always annoying to make in Diablo games, and that's just been true as far back as my experiences on Diablo III,” Zaven Haroutunian explains. “Traditionally, you make them, and they generally end up serving the story. And then they tend to be awful deep into the endgame.”</p><p>“By the time we were making Temis, the game was mature,” Zaven continues. “We all knew what made a good town, but we also knew what the campaign needed from its town. The campaign doesn’t care about the exact positioning of a Blacksmith. We made a very early decision: the campaign can define the layout of Temis, but it doesn't need to. For us, that meant building parts of the city in instanced spaces for the campaign, which made sense because Temis is on a mountaintop, so that can be the action-RPG hub.”</p><p>“On day one, we knew endgame was going to be a major focus,” Zaven says. “When we think about endgame, it’s not just a pillar for the systems and the action-RPG side for the ‘blasters’; it's also an endgame for the narrative. So, having that be this unifying thread between these two parts of the game and these two audiences, everyone's going into this with the same sense of finality and resolution.”</p><h2><strong>War Plans bring Balance, Focus, and Context to the Endgame</strong></h2><p>As Diablo IV: Lord of Hatred’s development began, the continual evolution of the live game informed Lord of Hatred’s design in unexpected ways. For example, the game’s Infernal Hordes activity, a rogue-lite-style horde mode that added player choice and agency to the idea of fending off waves of enemies, was originally going to be a part of the expansion.</p><p>“Throughout the entire development of Lord of Hatred, the number of activities varied, is the right way to put it,” Zaven Haroutunian tells me. “Part of this was because we had such a long start on this project; we've been developing it in some way since before the base game launched, so it's been cooking for a while. And along the way, some things that were in prototype or development ended up being deployed early. It was like, a horde mode would be cool, but what would be even cooler is if we ship that earlier.”</p><section>&quot;So what we were left with...was this idea that we'd have a brand-new capital ‘A’ activity, and something a little smaller, and that eventually became Echoing Hatred. &quot;</section><p>And so with the release of Lord of Hatred on the horizon, not only was the horde mode deployed early for players, but when you added up all of the endgame activities, the list was now long and varied. Nightmare Dungeons, Helltides, The Pitt, The Tower, The Undercity, Lair Bosses, and more. The initial plan for Lord of Hatred was to introduce something similar in size and scope to The Undercity, the major new activity introduced in Vessel of Hatred.</p><p>“There has been this constant, almost skunkworks approach where we'd be thinking about stuff that could be really good for the game and generally made sense,” Zaven adds. “So what we were left with near the end was this idea that we'd have one activity, a brand-new capital ‘A’ activity, and something a little smaller, and that eventually became Echoing Hatred. We had the idea that this new big activity would have a customisation angle. And then, as we took stock of where the game stood, we realised we had seven activities. Do we really need an eighth?”</p><p>And when that realisation hit, that the game didn’t need more activities; the focus shifted. “The game needed depth way more than breadth,” Zaven confirms. “The game was already big, so let's make it as deep as we can.”</p><p>Before this revelation, the team knew that with so many existing endgame activities, Lord of Hatred would address the issue of structure. That is, a way to bring everything together, and reinforce the idea that its “endgame” design was for both narrative and hardcore players. With the credits rolling, the big battle with Mephisto over, and Sanctuary saved from complete destruction, what happens next? Well, that would be giving players agency and control, for the first time, with the survivors rallying together to take the fight directly to the remnants of the demonic threat.</p><section></section><p>This is where War Plans come in, a war table where players map out a strategy and battle plan by leaning into Diablo IV’s many activities. How it works is simple, and you could even describe it as Diablo IV’s Spotify Playlist. Players choose which activities they want to tackle, creating an endgame flow with narrative context and structure that had been missing.</p><p>“At that point, when it came to the playlist part [of War Plans], we were already sold, we’re going to do that,” Zaven explains. “But also, that wasn’t enough. I think there is a rightful critique of the game, that we had all these activities, but they were mostly pretty static. Very easy to approach and understand, but not much depth. It wasn't like they were bad, but if we added activity progression, we could preserve the approachability of our endgame, where it’s easy to get into Helltides or a Nightmare Dungeon. And the trees mean that our core audience, hardcore players, and blasters, know that the endgame is also for them.”</p><p>“The modifiers we put in, it was really important that they weren’t numerical,” Zaven continues. “There can't be a 5% chance of this happening. No, this one changes the way this activity can be played. This one adds The Butcher to The Pitt. Most people haven't caught onto this, but there’s one node on the Nightmare Dungeon tree that says it affects all Treasure Goblins. And it means what it says: all Goblins in the game. Not all Goblins in Nightmare Dungeons. All Goblins in the game, everywhere, no matter where they show up, are modified by that node.”</p><p>Again, it’s expanding the game while addressing pain points. And for War Plans, it also lives up to Blizzard’s long-standing design philosophy or mantra, ‘easy to learn, difficult to master.’ “There are seven activities; set your playlist and go play them,” Zaven adds. “But, as you get deeper into it, you start learning the systems, you get to the depth, you add to the difficulty, and you play around with modifiers. I can't wait to see all the crazy stuff players come up with.”</p><h2><strong>The New Talisman Was About Items First, Set Bonuses Came Later</strong></h2><p>Perhaps the biggest and most notable addition to Diablo IV: Lord of Hatred for players putting together a build is the Talisman system, which includes equipping Charms and Seals. It deepens the itemisation, while also introducing Set Bonuses to the core experience. That feature alone, which defined Diablo 3, has always been a lingering question for the team and players. Does Diablo IV need Set Items? And would that even be possible, considering the game’s existing and expansive itemisation that includes Legendary, Unique, and Mythic Items? Well, as it turns out, Charms weren’t created to address this question. </p><section>&quot;We knew going in that you can't just keep slamming more things onto the ‘paper doll’.&quot;</section><p>“The starting point was quite simply: can we expand the surface area that players have to be able to optimise their gear, their stats, and their build?” Zaven Haroutunian recalls. “A very high-level problem, and that’s where we start with these things. It wasn’t, ‘Oh, I want a Whirlwind Set.’ We have a general idea. In Diablo IV, different classes have different pressure points when it comes to optimising stats or gear. We knew going in that you can't just keep slamming more things onto the ‘paper doll.’ That's what we call your equipment, your Helm and Armor pieces.”</p><p>Adding a new layer was something the Diablo IV team and hardcore players felt was needed, and they also agreed that it shouldn’t override or be tacked onto existing systems in the game. The ‘paper doll’. So the first step was giving Charms their own custom inventory, with the Talisman serving as the storage system. And that really was all the team had going in, as it still needed to figure out what they actually did or added to the game.</p><p>“So, you have the Talisman, the storage system, and you put Charms into it,” Zaven explains. “But then, for us, it was figuring out what Charms do and how they can be interesting. From there, we got the Seals and eventually the Sets, and the interaction among those three was a very late addition. We were struggling to figure it out, all these pieces in place, interacting without being convoluted. Once Sets entered the picture, everything was clarified and anchored. I can equip Sets, and they come in different counts. I have a Set of Charms, this amount of slots, and the Seals modulate all this stuff.” </p><p>“It also solved a bunch of problems that have prevented Sets from ever making it into Diablo IV,” Zaven adds. “I look at the Talisman as our developers just being really experienced, good at their craft, and good at expanding things, as expansions ought to do. We’re also solving problems along the way. Long-standing problems, deep problems.” And in keeping with the idea of the endgame being this holistic thing, the Talisman is introduced in the opening of Lord of Hatred’s campaign, a rare Horadric item from a fallen ally that you carry into the final battle with Mephisto.</p><h2><strong>Revamping the Skill Trees Breathes New Life into the Growing Roster of Classes</strong></h2><p>Going all the way back to Diablo IV’s initial reveal, where the visual tone of its iconic cinematic reveal signalled a return to the dark fantasy of Diablo II, there was a sense that the core experience would blend the depth of that groundbreaking second instalment with the arcade-like, fast-paced combat of Diablo 3. And this could be seen with the game’s Skill Tree system for its playable classes, where power and customisation came together. </p><p>“One of the things that we realised with the Skill Tree, was that it was serving multiple masters,” Zaven Haroutunian tells me. “It was trying to offer customisation and experimentation with the two choices, the little twigs as our players called them. But it was also trying to be a source of power. And you can see both of these things in Diablo II and Diablo III. I would characterise the Diablo II Skill Tree as giving me power. I put points in the ranks, they go up, synergies form, it’s a source of power.”</p><section></section><p>“When I think about Diablo III, the whole Rune system was a source of customisation and expression,” Zaven continues. “We were trying to marry these two things but it wasn’t clicking and one of the things that we eventually realised was, it can't be a primary source of power. So as we were trying to abide by Diablo II rules, we had early respec costs that were fighting against the idea of the Skill Tree being a place for customisation and expression.”</p><p>That respec cost was something the team addressed pretty early on with seasonal updates, but Diablo IV: Lord of Hatred's revamped Skill Tree represents a complete overhaul for the game’s eight playable classes, including the new Paladin and Warlock. It removes passive abilities, those little sources of power, for a good reason. Power, in Diablo IV, derives from itemisation, your gear, Charms, Runes, and more. Having passives in the Skill Tree, especially with the new Talisman system, meant that item numbers needed to be artificially inflated, which in turn made those passive choices on your Skill Tree relatively weak or minor.</p><p>“We were inflating the numbers on gear because it felt like our Skill Tree system was undermining the loot chase, to put it bluntly,” Zaven explains. “So then the discussion became, what do we need from the Skill Tree? Well, it doesn't need to be a source of power; that's what items are chiefly for. What’s more fun? Playing a build you don't want, hoping to find items that let you play the build you do want, or being able to create a build using the skill tree that you like to play, and then making it better as you find items. We believe the second one is more fun.”</p><section>&quot;We don't always have the ideal solution in front of us. In fact, there's often no ideal solution.&quot;</section><p>Even a casual glance at Diablo IV’s new Skill Tree is enough to showcase that it offers more choice and freedom to support various playstyles, transforming abilities and skills for every class in the game. This means that, in addition to the two new classes, every single legacy class has been reworked, refined, and expanded.</p><p>“A lot of it is just repositioning,” Zaven adds. “Making sure everything is in the right place to have the right impact. Customisation in the Skill Tree. Power with the items. Crafting in the Horadric Cube. The Talisman bringing depth. Every skill has options, and every class will reap the benefit of the work we've done. It solves a problem while refreshing every class in the game.” </p><p>“In the course of development, we're often faced with solving real problems,” Zaven concludes. “And we don't always have the ideal solution in front of us. In fact, there's often no ideal solution. Often, we just have to pick a thing. It's only after you step back from the stuff you've made that your perspective changes and you understand the impact of your decisions, both positive and negative. Really, that’s only when you can get a clear picture of what you've actually made.”</p><h2><strong>Sanctuary is Still Infested with Demons, and the Future is Bright</strong></h2><p>In Season 11 of Diablo IV, the team presented a complete overhaul of enemy behavior and the strategies needed to overcome them, making each encounter feel just that little bit more engaging and different. Diablo IV: Lord of Hatred’s foundational changes not only build on top of this but also expand on this already well-received update. And that’s just one example that highlights what a foundational or game-changing update can bring to a Diablo game. </p><p>It makes the familiar feel new, recontextualises existing systems, and expands player choice and the freedom to create their very own hero, right down to how their Gauntlets should look and what colour works best with that particular weapon.</p><p>And with Blizzard completing the story that it set out to tell with Diablo IV, where interestingly enough, Mephisto in wolf-form is the first character you see and hear from in the base game, this new foundation and “endgame” could also point to an endpoint for the game’s story-based, major expansions. As Blizzard isn’t quite ready to talk about the game's future, short- or long-term, the big question of where to go from here will obviously become a talking point among players in the months ahead. </p><p>However, with the initial consensus being that the team has accomplished what it set out to do, the exciting thing is that fans are too busy playing and enjoying Lord of Hatred to stop and even think about Sanctuary’s future. One that will no doubt be brighter thanks to the evolution we’ve seen here. Because, as Zaven summarised, right now, “everything is in the right place.”</p><p></p><p></p><p></p><p>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 13/04/2026
The Audacity Season 1, Episode 1 Review - 'Best of All Possible Worlds'
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/04/12/aud-1776036144931.jpg" /><section></section><p><strong>Spoilers follow for The Audacity Season 1, Episode 1, 'Best of All Possible Worlds,' which is available on AMC+ now.</strong></p><p><strong></strong></p><p>If, like me, you've been looking forward to a new show promising to revel in the dark humor of tech bros having a really crappy time of it, set your expectations low. The Audacity, so far at least, is less a sharp skewering of unicorns and the hubris of nerds and more a limp-fingered poke. The first episode is our introduction to CEO Duncan Park (Billy Magnussen) and reveals him to be a bad CEO, bad husband, bad father, and bad person. Most unforgivably of all? He's boring. </p><p></p><p>It's never been a better time to be writing about the world of Silicon Valley. Rich men in hoodies are making videos to explain that the AI they developed probably won't kill us all, <a href="https://fortune.com/2025/12/03/mark-zuckerberg-hand-delivering-soup-poach-talent-openai-sam-altman/"><u>Mark Zuckerberg was rumored to be trying to poach staff from other companies via the medium of soup</u></a>, and Apple released a $230 iPhone sock. Nothing that happens in Episode 1 of The Audacity is as funny as any of those stories. Instead, everything in this first foray feels recycled. The Sopranos-style therapist, handwringing about a potential acquisition gone sideways, silly company names like Fahfa, data privacy creepiness – all of it is familiar, and The Audacity has nothing new to say about any of it. Having your ineffectual tech CEO shout &quot;Call the ayahuasca guy&quot; is like having your firefighter hero get a cat out of a tree. </p><p></p><p>The best scenes are those starring Meaghan Rath as Anushka Bhattachera-Phister, Director of Ethical Innovation, as she attempts to double-speak her employer into something approaching decency, and those with Rob Corddry as Tom Ruffage, who’s trying to raise money for Veterans Affairs and being baffled into retreating. &quot;We used to run the world, Jeffery,&quot; he tells his companion. &quot;Now we rent server space from the bastards who broke it.&quot; Meanwhile, Lucy Punch is wasted wearing a tight smile as Lili Park-Hoffsteader, the socially astute and spiky wife to Park, who harasses her daughter for eating more than one bite of a lemon bar. </p><p></p><p>What you're left with is a version of Silicon Valley without the laughs, Mythic Quest without the warmth, WeCrashed or The Dropout without the tabloid reality to hold it all up. By the end of the tense moment that finishes off Episode 1, the stakes feel low because you haven't been given a reason to feel anything other than irritation for anyone. </p><p></p><p>Wealthy people being miserable is usually one of my favorite genres, but when Zach Galifianakis gives a speech as resentful tech guy Carl Bardolph, moaning about the ingratitude of the common man with the phrase &quot;boohoo poor old rich fart,&quot; it feels less like a character note and more of an accidental summation of the whole vibe. The problem is that when you shout about a show's creator having worked on Succession and Better Call Saul, you're setting a high bar, and it's one that The Audacity's first episode doesn't even manage to graze. It's giving Kendall Roy without the pathos.</p><p></p><p>There are sparks of potential in the possible plotlines that could spill out of the data privacy topic - dig through anyone's internet history, fictional or not, and you're going to get at least a few snorts of laughter. Park's bitchy, privileged daughter is truly, breathtakingly mean in her brief scene, so I'd love to see more of her. There's a relationship with an AI that should deliver some low-hanging fruit for the writers. But is it all enough to up the ante and stop me from doomscrolling my way through the next couple of episodes, or asking ChatGPT to create images of Arthur Morgan as a merman? I hope so. </p><p></p><p></p><section></section><p><em>Rachel Weber is the Head of Editorial Development at IGN and an elder millennial. She's been a professional nerd since 2006 when she got her start on Official PlayStation Magazine in the UK, and has since worked for GamesIndustry.Biz, Rolling Stone and GamesRadar. She loves horror, horror movies, horror games, Red Dead Redemption 2, and her Love and Deepspace boyfriends. </em></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 30/03/2026
Crimson Desert Patches Are Delighting Fans, but Some Say They're Making the Game Too Easy and Now Want a Hard Difficulty Mode.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/03/30/ss-ab4e6544853a3ecb4e1e714b0fa706c50144fbbb-1920x1080-1774878973916.jpg" /><section></section><p>There can be no doubt that the flurry of patches released in the wake of Crimson Desert’s release have improved the experience. From tweaks to the controls to the addition of a storage box, more fast travel points to more summonable mounts, Crimson Desert updates are genuinely game-changing — and user sentiment has become more positive as a result.</p><p>However, <a href="https://www.ign.com/articles/crimson-desert-hits-new-steam-concurrent-player-peak-as-latest-game-changing-update-kicks-in">amid the delight that comes with each new quality-of-life change</a>, there is a small subset of players who believe <a href="https://www.ign.com/games/crimson-desert">Crimson Desert</a> is getting too easy. The patches — while welcome — are starting to ease some of the challenge Crimson Desert presented at launch, whether that be through balance changes or sweeping changes to its fundamentals.</p><p>These critics point to nerfs to bosses (some of which were frustratingly brutal pre-patch), improvements to the efficiency of farming for resources, and, with the latest patch released over the weekend, changes to flight and stamina that make zipping around the environment a breeze.</p><section></section><p>And so, alongside the release of the updates are calls for the developers to add actual difficulty modes to Crimson Desert. There are a number of suggestions, including a simple “easy” and “hard mode,” the latter of which would revert some of the balance changes made in recent updates. Others want &quot;story,&quot; &quot;normal,&quot; and &quot;hard&quot; modes. Some are going so far as to suggest a “hardcore” mode that, they believe, would let fans play Crimson Desert “the way it was meant to be played.”</p><p>“Game is becoming too easy with each update,” declared one player. “After recent updates the bosses feel very easy, no challenge or skill required. Now crafting difficulty got nerfed as well. How hard is it to get 4 iron and 4 copper to upgrade your gear? This stuff is everywhere. Developers need seriously consider adding two game difficulties.”</p><p>“Please introduce level scaling or bring the previous difficulty setting,” added another. “Especially the boss fights seem useless now that we can simply block them without penalty and just wait till they finish their attack pattern then attack them dealing insane amounts of damage. It completely took the edge off. I literally singlehandedly eradicated all red camps and forts in the first two regions yesterday. It makes the whole camp missions element completely redundant now.”</p><p>“The difficulty is a joke now it’s so easy you don’t need to do anything just hold attack and the bosses die,” another said. “Why isn’t there a difficulty selection for everyone that can’t put in some time to learn combat... the challenge made the game fun imo.”</p><h2>Some Crimson Desert players call for story, normal, and hard modes</h2><p>Some are saying that the further you get into Crimson Desert, the harder it becomes, and that some of the complaints are from players who haven’t made it to areas outside Hernand. “I've been enjoying Crimson Desert a lot, especially after the latest patch,” explained one player. “Gameplay is a lot more responsive, combat has auto lock on and is less jank. It’s a beautiful game with a great combat system but... I'm a little worried. I'm like 50 hours in and still in Hernand and the combat difficulty feels way too easy (except for bosses).”</p><p>Now, some players are using mods to make the game <em>harder</em>. Tweaking settings for the player status via mods lets you do things like take double damage and deal less damage, making combat in particular much more challenging.</p><p>Pearl Abyss has signalled plans to continue to update Crimson Desert, and the developer has shown a remarkable swiftness in responding to feedback. Nothing seems off the table at the moment when it comes to tweaks, so perhaps a hard mode could be in the works to present a tougher challenge. It’s hard to see the developer rolling back any changes to the way the game plays, however. Improvements to controls, for example, are surely here to stay. But maybe balance changes could be made for a tougher difficulty mode, if it does end up making it into the game. Overall, though, most Crimson Desert players seem to be revelling in the new gameplay opportunities that are now available post-patches.</p><section></section><p>While you wait for the next Crimson Desert patch, we’ve got plenty more on the game to check out, including an article on <a href="https://www.ign.com/articles/crimson-desert-players-are-are-building-a-cat-army-and-some-are-even-honoring-the-memory-of-their-irl-cats-who-passed-away"><u>how Crimson Desert players are building a cat army</u></a> — and some are even honoring the memory of their IRL cats who passed away.</p><p>If you’re jumping into Crimson Desert’s huge open world, we recommend you take a look at our guide to <a href="https://www.ign.com/wikis/crimson-desert/Things_to_Do_First_in_Crimson_Desert"><u>Things to Do First in Crimson Desert</u></a>, plus <a href="https://www.ign.com/wikis/crimson-desert/Things_Crimson_Desert_Doesn't_Tell_You"><u>Things Crimson Desert Doesn’t Tell You</u></a> (we’ve got 28 and counting!). We’ve also got a guide to the <a href="https://www.ign.com/wikis/crimson-desert/Best_Early_Weapons"><u>Best Early Weapons</u></a> we recommend picking up, the <a href="https://www.ign.com/wikis/crimson-desert/Best_Skills_to_Get_First"><u>Best Skills to Get First</u></a> (including a handy explainer of the skills system), and 34 <a href="https://www.ign.com/wikis/crimson-desert/Essential_Tips_and_Tricks"><u>Essential Tips and Tricks</u></a> to help you succeed in Pywel.</p><section></section><p><em>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.</em></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 18/03/2026
ESA Foundation Raises $1.15 Million With Nite to Unite
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/03/18/esa-nitetounite-nhp-0364-scaled-1773854417366.jpg" /><section></section><p>The latest Nite to Unite fundraiser raised $1.15 million to support undergraduate scholarships and grants for tomorrow's game makers. It also recognized Unity’s Unity for Humanity program with the 2026 Champion Award.</p><p></p><p>&quot;Unity for Humanity was started after we saw something powerful happening: creators weren’t just using Unity to make games. They were building real tools for education, communities, health, accessibility, and climate change, and they needed more than just software to turn those ideas into impact,&quot; said Raphael Ruland, SVP and CRO for Games at Unity. &quot;We back creators who are using Unity to make a positive difference in the world. This award truly belongs to them, and we’re committed to helping them make their impact even bigger.&quot;</p><p></p><p>iCivics, a nonprofit organization that aims to give young people a civics education through video games, was also honored and took home the Impact Award. It will also receive a $50,000 grant from the ESA Foundation to support the adoption of its most recent game, Investigation Declaration.</p><p></p><p>Since 1994 the ESA Foundation has raised over $24 million to support the next generation of game makers with grants and scholarships, and by supporting organizations that do the same. The scholarships on offer include the Computer and Video Games Arts and Sciences Scholarship and the Esports Scholarship. Applications for scholarships open on April 1, 2026 and are open to high school seniors and undergraduates. </p><p></p><p>“The ESA Foundation is constantly inspired by the young professionals bringing new perspectives to the video games industry,” said ESA Foundation Lead Sue Madden. “Our scholarship programs don’t just provide financial support, they open new opportunities, foster mentorship, and help students find the skills and confidence they need to make their mark in the industry.”</p><p></p><p>IGN Entertainment was the Exclusive Media Sponsor of Nite to Unite 2026.</p><p></p><section></section><p><em>Rachel Weber is the Head of Editorial Development at IGN and an elder millennial. She's been a professional nerd since 2006 when she got her start on Official PlayStation Magazine in the UK, and has since worked for GamesIndustry.Biz, Rolling Stone and GamesRadar. She loves horror, horror movies, horror games, Red Dead Redemption 2, and her Love and Deepspace boyfriends. </em></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 06/03/2026
Hoppers Review: Hoppers is a solid effort from Pixar that mostly stays above water.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/03/06/hoppers-1772758594226.jpg" /><section></section><p><em>Hoppers is in theaters now.</em></p><section></section><p>It’s not exactly a new observation to say that Pixar’s once golden reputation is not what it used to be. The 3D animation studio has never disappeared from the cultural conversation, but after revolutionizing the industry in the 1990s and delivering a string of unqualified masterpieces in the 2000s, Pixar has only occasionally reached the level of greatness that was once synonymous with their name. Part of that is because of their overreliance on sequels, but even their newer originals don’t always match the pedigree of all-time greats like Finding Nemo, The Incredibles, or Wall-E. Their latest film, the sci-fi animal comedy <a href="https://www.ign.com/movies/hoppers"><u>Hoppers</u></a>, is not on that level of inspiration, but it still comes out the other side as an entertaining and admirable effort.</p><p></p><p>Hoppers is about Mabel (Piper Curda), a failing college student and animal lover from the city of Beaverton who is trying to protect a beloved glade from being demolished by a highway construction project. She’s opposed in this effort by Beaverton mayor Jerry Generazzo (Jon Hamm), who insists he’s received the construction permits because the glade’s animals have already vacated the premises. No points for guessing that the animals didn’t leave purely of their own accord, but Mabel’s investigation into why leads her through a circuitous series of events that result in her mind being placed inside the body of a robotic beaver created by one of her professors. Mabel uses the “hopping” (as in, brain hopping) technology to communicate with the animals and figure out how to get them to move back.</p><section></section><p>There’s actually a lot more to the plot than this basic premise, with director Daniel Chong and writer Jesse Andrews’ story possessing a certain madcap energy as it moves through numerous big ideas and fresh complications. The frenzied pace ensures it never loses the audience’s attention, but it does feel like Hoppers would succeed better at its emotional moments if it were willing to let the story sit and breathe more often. But what keeps the film anchored is the throughline of Mabel’s desire to make “just one thing” work out at a time when she feels like everything has fallen apart, and why her overeager efforts sometimes make things worse despite her intentions. She’s assisted in this journey by King George (Bobby Moynihan), the friendly monarch of the local mammal kingdom, who tries to see the best in everyone even to a fault.</p><p></p><p>I really have nothing but good things to say about King George; while Hoppers isn’t one of Pixar’s best movies, King George does deserve a spot among their best characters. He’s a hard character to make work because his main trait is his inherent goodness and basic empathy for literally everyone and everything, which would make for a boring figure in the wrong hands. But Moynihan’s performance and Andrews’ script ensure his somewhat naive worldview makes sense because he wholeheartedly believes it, willing the best out of others by seeing it before they do. The relationship between him and Mabel may hit one or two predictable dramatic beats, but their chemistry still wins out by the film’s final act.</p><section>King George deserves a spot among Pixar's best characters.</section><p>That said, the way King George runs his kingdom and how it relates to the film's world-building is one of Hoppers’ biggest drawbacks. King George’s forest abides by “pond rules,” which can be basically summed up as “we’re all in this together” (literally said out loud in dialogue). This is a nice sentiment, but it doesn’t square logically when you think it through. Similarly to 2024’s The Wild Robot, Hoppers gets a bit cutesy with its talking animal community, showing predator and prey all being friendly with each other, although Hoppers introduces the caveat that it’s okay for the predators to eat “when they’re hungry,” hand-waving the conflict with deaths treated as gags. Sure, it’s amusing when an animal explaining pond rules is inexplicably eaten mid-speech, but it doesn’t change that it’s a band-aid for an irreconcilable problem with the setting’s believability.</p><p></p><p>Hoppers’ lack of verisimilitude is what keeps it from matching Pixar’s top tier efforts. Pixar films such as Monsters Inc. or The Incredibles created worlds that were entirely separate from our own, which allowed their bizarre rules to still come off as internally consistent. But when Finding Nemo was clearly set in our world (beyond the “animals can talk” conceit), it didn’t move into the fantastical, basically playing fair with our understanding of how animals behave even with their anthropomorphized personalities. Hoppers feels akin to Finding Nemo in terms of what it’s trying to narratively accomplish with its world, but takes on too many extra incongruous elements. That ability to buy into the logic of a film’s setting is what lets the audience also buy into the emotional stakes of the characters, and this is where Hoppers starts to fall apart.</p><section></section><p>Between a surprise villain whose plan is established and thwarted far too quickly to leave real impact, the confusing detail that Mabel has to be the one to explain to the animal monarchs that humans are encroaching on their territory so they’re pushed into action (wouldn’t they know that already?), and a well-meaning but ultimately disingenuous end to the conflict between Mabel and Jerry, Hoppers has a few too many rough edges to get full marks. But the film still features plenty of humor and sharply directed sequences (of particular note is how it finds a hilarious way for a shark to participate in a car chase). It also goes out on a high note, delivering a sweet conclusion for Mabel and King George that doesn’t undo what was sacrificed in order to get there.</p><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 04/03/2026
The Bride! Review: Maggie Gyllenhaal goes a little OTT with this gaudy feminist reimagining of Bride of Frankenstein.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/03/04/thebride-review-blogroll-2-1772663014762.jpg" /><section></section><p><em>The Bride! is in theaters on March 6.</em></p><section></section><p>Frankenstein's lightning-streaked bride has been an enduring image on screen ever since James Whale, the director of the original 1931 Frankenstein film, committed her to celluloid in his campy 1935 sequel, <a href="https://www.ign.com/movies/bride-of-frankenstein">Bride of Frankenstein</a>. Whale's follow-up latched onto a subplot of Mary Shelley's Frankenstein; or, The Modern Prometheus, involving the Creature's demand for a female companion, and it became not just a commercial hit but an enduring commentary on gender and sexuality. 90 years later, Maggie Gyllenhaal's <a href="https://www.ign.com/movies/the-bride"><u>The Bride!</u></a> brings her back to life through a contemporary feminist lens, paying homage to both the Depression-Era classic and Shelley's 1818 novel. Yet as much as the actor-turned-filmmaker reassembles this Gothic horror story with themes of consent, gender violence and female agency, her movie manifesto is garishly stitched together.</p><section></section><p>As with Bride of Frankenstein, the film uses Mary Shelley as a framing device and casts Jessie Buckley in the dual role of the British author and the eponymous monster just as actress Elsa Lanchester did before her. But where the Bride arrives towards the end of that film, here she takes centre stage, and Buckley proves a formidable force. In shadowy, black-and-white close-up, she first appears as Mary, looming over proceedings like a devilish, rage-filled spectre seeking to course-correct &quot;the paucity of a stifled mind&quot; by continuing her creation story through a female subject. It's pretty bold of Gyllenhaal to have a fictionalised Shelley ridicule her own work and her own mind, but I guess she wouldn't be the first filmmaker to play fast and loose with the legacy of <a href="https://www.ign.com/articles/wuthering-heights-review-margot-robbie-jacob-elordi"><u>a British female author</u></a>.</p><p>The film's Mary takes brutal possession of Ida (Buckley), an American woman living a hedonistic life, drinking and cavorting with gangsters in a Chicago speakeasy of 1936. Buckley lurches schizophrenically between the competing female minds, raving in Mary's clipped English vernacular and throwing drunken accusations at a mob boss called Lupino (Zlatko Burić), which leads to her inevitable downfall.</p><p>In comes Christian Bale's Frank, the 100-year-old Frankenstein's Monster of legend, in search of female companionship to combat his loneliness. He meets Dr. Euphronius (Annette Bening), a scientist based on Bride of Frankenstein's Dr. Pretorious, whose gender swap from antagonistic &quot;Father of creation&quot; to quirky &quot;Mother of creation&quot; is barely drawn out beyond the blunt humour in her questioning of Frank and his carnal intentions for his mate. Still, she's &quot;mad&quot; enough to accept his commission, and once Ida is reanimated, the plot becomes an erratic mash-up of <a href="https://www.ign.com/movies/bonnie-and-clyde"><u>Bonnie &amp; Clyde</u></a>, <a href="https://www.ign.com/articles/joker-folie-deux-review-joaquin-phoenix-lady-gaga-todd-phillips"><u>Joker: Folie à Deux</u></a> and <a href="https://www.ign.com/articles/poor-things-review-emma-stone-mark-ruffalo"><u>Poor Things</u></a>.</p><section>The Bride! is guilty of overindulging in feminist buzzwords and girl power imagery... But it never lives up to the radical display of female autonomy it promised.</section><p>The Bride and Frank have an oddball dynamic; she's the black cat to his golden retriever energy, which offers some comedic charm. Suffering from amnesia, she's sceptical of his claim to her, knocks glass receptacles from tables when she doesn't get her way, and gets frisky at a &quot;deprivation&quot; disco. All the while, he gazes on adoringly; ready to smash some skulls if any gents get overfamiliar – which they do. Attempted rape as a plot device feels pretty hackneyed at this point, but given the overarching themes, it's unsurprising, albeit tedious. It's the violent catalyst for the two monsters to go on the run, murdering (sometimes accidentally) their way from the Midwest to the East Coast and back as a litany of subplots and side characters overwhelm the story.</p><p>The Bride's past relationship with crooked detective Jake Wiles (Peter Sarsgaard) is lazily shoe-horned in through late-stage exposition, while his more capable secretary and wannabe detective Myrna Mallow (Penelope Cruz) becomes a &quot;woman vs the patriarchal workforce&quot; trope. As The Bride starts to remember snippets from her life, her incoherent ramblings suddenly make her the unwitting poster child for female liberation. Cue spinning newspaper headlines saying &quot;GIRLS RRRIOT&quot; and ladies rocking ink-splotted lips and wild hair as they start pelvic-thrusting on car bonnets. It's a somewhat juvenile distraction from the emotional core of this story about a woman defining her identity on her own terms.</p><p>Frank's almost homoerotic affection for his favourite movie star, Ronnie Reed (Jake Gyllenhaal), fuels the monster's misguided romanticised ideals, but the script falls short of delving any deeper into the queer themes laced into the very Frankenstein films The Bride! takes major inspiration from.</p><section></section><p>Gyllenhaal clearly has an affection for that cinematic age and uses her modern lens to explicitly show scenes of sex, desire, violence and gore that would've never made it past the Hays Code censors back in the day. She also heightens the monstrous romance with a few manic dance sequences and hallucinatory movie scenes set against Karen Murphy's captivating steampunk Depression-era sets, with Sandy Powell's rebellious costuming marrying punk rock with classic ’30s styling. It's a gritty yet grandiose world, with impressively monstrous hair and make-up design, but the choreography and cinematography don't quite capture the swing time magic the film references, and coupled with the score, things hit more of an awkward rock-opera note than truly raging against the patriarchal machine.</p><p>The Bride! is guilty of overindulging in feminist buzzwords and girl power imagery; it even has Buckley's Bride jarringly screaming &quot;Me too! Me too!&quot; in the final act. But it never lives up to the radical display of female autonomy it promised. And therein lies the real tragedy.</p><section></section><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 22/02/2026
Scream (1996) Flashback Review: The Wes Craven classic's place in not just horror movie history, but pop culture in general is undeniable.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/02/19/scream-1996-flashbackreview-blogroll-1771463622957.jpg" /><section></section><p><em>It recently occurred to us that IGN’s only been around </em><a href="https://www.ign.com/articles/welcome-to-ign30-a-note-from-peer"><u><em>for 30 years</em></u></a><em>. Movies, on the other hand, have been around for a lot longer than that, and so many of them have never been reviewed by IGN. So in the interest of remedying that, frankly, horrific oversight, here comes our first Flashback Review.</em></p><p><em>We’re starting with director Wes Craven’s genre-revitalizing, franchise-spawning, meta teen-slasher, </em><a href="https://www.ign.com/movies/scream-1996"><u><em>Scream</em></u></a><em>.</em></p><section></section><p>Scream was released in 1996, making it 30 years old today, the age over which <a href="https://buttonmuseum.org/buttons/dont-trust-anyone-over-thirty"><u>we’re supposed to stop trusting people</u></a>. As one of the most influential horror films of all time, with more ink spilled online about it than blood spilled on screen, it’s a strange thing for the movie to not have an official score here at IGN. As an exercise, it’s just as strange to go back and review a film with the kind of legacy Scream enjoys today. So, for at least this first part, I’m just going to pretend that it’s 1996.</p><p>Bill Clinton just won the election for his second term in office, Toni Braxton’s “Un-Break My Heart” is at the top of the charts and Wes Craven kind of needs a win. He’s coming off of Vampire in Brooklyn which was and, frankly always will be, considered a big ol’ flop. <a href="https://www.ign.com/movies/wes-cravens-new-nightmare"><u>New Nightmare</u></a> was just before that, and showed Craven’s willingness to break the fourth wall, or at minimum it showed an understanding that it needed to be broken. It’s telling that contemporary reviews of that film largely considered it a self-reflective breath of fresh air in a tired franchise. By and large in the mid ’90s, the bloom was to some degree off the horror movie rose.</p><section></section><p>So here comes Scream, a meta-commentary on the entire genre. It’s doing all the things we loved about slasher movies in the ’70s and ’80s and <em>also</em> making fun of them, but also it’s <em>made by</em> the guy that made most of those tropes famous in the first place with films like <a href="https://www.ign.com/movies/the-last-house-on-the-left-1972/articles"><u>Last House on the Left</u></a>, <a href="https://www.ign.com/movies/the-hills-have-eyes-1977"><u>The Hills Have Eyes</u></a> and, most iconically, <a href="https://www.ign.com/movies/a-nightmare-on-elm-street-1984"><u>A Nightmare on Elm Street</u></a>. All this adds up to Scream having its cake and eating it too. And it all starts with 13 of the best opening minutes a horror fan could ask for.</p><p>There’s an argument to be made that puts the opening sequence of Scream up there with the best in film history, not just horror. It would have been a legendary short film if there hadn’t been a whole movie attached to the back of it. It all at once played the hits (preying on youthful fears of being home alone and getting a call from a stranger) and modernized the discourse (quizzing Drew Barrymore’s panicked Casey Becker with a gotcha question about Jason Voorhees’ mom).</p><p>The camera work is brilliant as well, floating around the house, subtly tilted and stalking Casey with a slow, controlled steadicam. It pushes into a close-up to punctuate the more frightened beats of her performance instead of always cutting to those close-ups. The edit is just as deliberate, patiently waiting for the right moment to attack, exactly like the actual killer is doing outside. Barrymore plays her fear with a bit of disbelief, her panic with a little anger, while Roger L. Jackson, as the voice on the phone, shifts gears from playful and sexy to deranged and dangerous as he toys with her.</p><p>And then she dies.</p><section>After being front and center in the marketing, that Drew Barrymore doesn’t make it out of the first scene is wild, but it’s just part of Craven and Williamson’s scheme. </section><p>After being front and center in the marketing, that Drew Barrymore doesn’t make it out of the first scene is wild, but it’s just part of Craven and writer Kevin Williamson’s scheme. This opening creates a world that both loves the same movies we do, while deftly crafting a thrilling environment where anybody could be killed next.</p><p>Being denied one of the most recognizable faces from the poster for the subsequent runtime, the rest of the film is carried by an ensemble. TV stars Neve Campbell and Courteney Cox head up a group of young actors with plenty to prove on the big screen, but David Arquette’s Deputy Dewey might be the key to the whole thing. While most of the cast capably play their roles as “best friend” or “red herring” or “geeky off-to-the-side guy,” Dewey is a meek older brother, in over his head as a police officer trying desperately to be taken seriously (you could even say he’s trying to play against type). In a movie where subversion of expectations is the whole point, Arquette’s fledgling lawman embodies that theme better than anybody else on screen.</p><p>He also speaks to the true and lasting brilliance of this movie, if I can flash-forward back to the present day. The balance of comedy, horror and self-awareness created by Craven and Williamson is Scream’s real gift to cinema. It gave us a film that’s a blast to watch, yes, but that formula hides all manner of sins in a way that keeps the movie from feeling dated. Cordless landline phones and Blockbuster videos are quintessentially ’90s, but they don’t make the movie any less relevant 30 years later. Now, had the filmmakers not doused Scream with a self-referential bucket of meta corn syrup, the movie would have fallen into the same traps that had the genre gasping for its last breaths in the mid-’90s, and been more dated than any number of VHS tapes or Tori Spelling references could manage.</p><aside><h2>Scream By the Numbers</h2><ul><li><strong>Scream (1996): $173,046,663</strong></li><li><strong>Scream 2 (1997): $172,363,301</strong></li><li><strong>Scream 3 (2000): $161,834,276</strong></li><li><strong>Scream 4 (2011): $97,231,420</strong></li><li><strong>Scream (2022): $137,743,924</strong></li><li><strong>Scream VI (2023): $166,577,232</strong></li></ul><p><p><em>Worldwide box office for the Scream franchise (via </em><a href="https://www.boxofficemojo.com/title/tt17663992/?ref_=bo_se_r_3"><em>Box Office Mojo</em></a><em>).</em></p></p></aside><p>There are dangling logic threads to pull on, like how did one of the two killers sneak into the principal’s office to murder Henry Winkler? Ditto for Ghostface suddenly appearing in a garage that we’ve seen every corner of. And how is at least one of them not covered in beer for the rest of the night after being hit in the face and crotch with full bottles at glass-shattering force? Why is that garage door opener so damn powerful, anyway!?</p><p>Most of these questions only arise in repeat viewings. It isn’t until you know the ending and watch it again that you might even ask things like that, nor would you even bother with those questions if you’re charmed by the rest of the film. Ghostface is behind that door because that’s an effective jumpscare for us, the audience, not because it makes any sort of logistical sense in the space and time of Woodsboro. But thanks to the simple fact that these tropes are spelled out and on the nose, Scream gets away with it because that’s precisely the thing it’s making fun of.</p><p>Perhaps the most obvious beneficiary of this is Skeet Ulrich’s Billy. As one half of the movie’s central romantic pair, we meet him as he sneaks into Sidney’s room to guilt her into having sex. He holds it against her throughout the film, gaslighting her in moments of real distress and ultimately manipulating her into sleeping with him by the end. The guy is a dirtbag and, with 30 years and who knows how many repeat viewings later, it’s a damn good thing he turned out to be the killer.</p><section></section><p>But the tone of Scream, the meta-awareness created by Craven and Williamson, is responsible for smoothing that part of the story over to the point that we still talk so lovingly about this movie. This plot would ultimately be pretty forgettable if Scream didn’t have “yeah, that’s what we’re making fun of” to fall back on.</p><p>In fact, the whodunnit aspect of the film is probably its weakest element. The red herrings get presented and tossed away right on schedule, characters get killed off in a predictable order (Drew Barrymore’s early exit notwithstanding) and all the tropes that ought to be in a thriller are dutifully present. Ultimately, one could argue that’s a feature, not a bug, and probably be right considering the way each of those tropes is undermined. However, the story of Sidney’s mom and infidelity and the anger a high school boy feels about it (and if you don’t remember what I’m talking about here, that’s exactly my point) is very much <em>not</em> what’s so iconic about the movie.</p><p>And that’s the idea behind doing these Flashback Reviews as well. How was the movie received in its original context and how much has time changed its perception? In Scream’s case, with six sequels and three seasons of a TV show out there still slashing, the Scream clones of the late ’90s hot-teen slasher spree, and an entire franchise built around the film’s spoof, it’s hard to understate the impact this movie has had on the zeitgeist. Where meta-slashers are concerned, they did it first and they did it best. Craven and Williamson may well have pulled the ladder up behind them after Scream.</p><section></section><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 16/02/2026
Primal Season 3, Episode 6 Review: The show has settled into a different rhythm since Spear was reunited with his old friends, with the more poetic and lyrical aspects of the early season mostly behind us now.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/02/14/primal-6-thumb-1771036383216.jpg" /><section></section><p><strong>Full spoilers follow for </strong><a href="https://www.ign.com/tv/primal"><u><strong>Primal</strong></u></a><strong> Season 3, Episode 6, “Cavern of Horrors,” which is available on Adult Swim now and debuts on HBO Max on February 16.</strong></p><section></section><p>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!)</p><aside><h2><strong>More on Primal Season 3:</strong></h2><ul><li><strong></strong><a href="https://www.ign.com/articles/primal-season-3-episode-5-review-recap-the-dead-cast-no-shadow"><strong>Primal Episode 5 Review - We Are Family</strong></a></li><li><a href="https://www.ign.com/articles/primal-season-3-episode-4-review-recap-prey-for-the-wicked"><strong>Primal Episode 4 Review - A Big Moment for Spear</strong></a></li><li><a href="https://www.ign.com/articles/primal-season-3-episode-3-review-recap-feast-of-flesh"><strong>Primal Episode 3 Review - Zombie Spear and the Crickets</strong></a></li><li><a href="https://www.ign.com/articles/primal-season-3-episode-2-review-recap"><strong>Primal Episode 2 Review - The World of Primal</strong></a></li><li><a href="https://www.ign.com/articles/primal-season-3-premiere-review-recap-episode-1"><strong>Primal Season 3 Premiere Review - New Life for the Beloved Show</strong></a></li><li><a href="https://www.ign.com/articles/primal-creator-genndy-tartakovsky-feared-he-was-jumping-the-shark-with-season-3-before-realizing-it-was-awesome"><strong>Primal Creator Feared He Was ‘Jumping the Shark’ With Season 3</strong></a></li></ul></aside><p>Creator Genndy Tartakovsky has said that one of his mission statements with his projects is <a href="https://www.ign.com/articles/an-orange-alien-girl-a-blue-man-and-a-cute-creature-primals-creator-reveals-the-aborted-season-3-ideas-he-had-for-an-anthology-version-of-the-series"><u>no blue skies, no green grass, “nothing normal,”</u></a> 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…</p><p>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.)</p><section></section><p>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!</p><p>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.</p><section>I’m more concerned by what’s going on between Fang and Spear... Are these two finally going to have it out next week?</section><p>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.</p><section></section><p><strong>Questions and Notes From Anachronistic History</strong></p><ul><li>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.</li><li>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?</li><li>The hog things can smell Spear, but man, so must everyone else.</li><li>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.</li></ul><section></section><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 09/02/2026
Wuthering Heights Review: Margot Robbie and Jacob Elordi star in a woeful interpretation of the Brontë classic, the star power of which dims the truly violent nature of this tragic story of love and vengeance.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/02/09/wuthering-heights-thumb-1770676492032.jpg" /><section></section><p><em>Wuthering Heights opens in theaters on February 13.</em></p><section></section><p>Three years after Wuthering Heights was first published under the pen name Ellis Bell, Charlotte Brontë, the sister of its true author, Emily Brontë, issued a correction in its new edition. &quot;The immature but very real powers revealed in Wuthering Heights were scarcely recognised,&quot; she <a href="https://www.thebrontes.net/criticism/cb-preface-1850"><u>wrote</u></a> in 1850. &quot;Its import and nature were misunderstood.&quot;</p><p>That sentiment holds up with the arrival of <a href="https://www.ign.com/movies/wuthering-heights"><u>“Wuthering Heights”</u></a>, writer-director Emerald Fennell's fast and loose adaptation of the beloved book. I now understand why she opted to put the title in quotation marks, because this is by no means a faithful homage. It's shallow fan fiction that has more in common with E.L. James's Fifty Shades of Grey than Brontë's unflinching portrait of obsessive love, vengeance, the violence of class, racism and generational trauma. If, as Fennell has <a href="https://www.bbc.co.uk/news/articles/cly0nnrr48ko"><u>said</u></a>, this is her teenage recollection of Wuthering Heights, then it speaks more to the white affluence of her upbringing than Brontë's novel.</p><section></section><p>The writer-director dispenses with the book's beginning and end, as well as multiple characters who fully contextualize the toxic atmosphere of the eponymous estate. Instead, she opens with black and the grunting sounds of a man. Is he having sex? No, he's being strangled to death in a contrived public hanging scene, gleefully watched by young heroine Catherine Earnshaw (Charlotte Mellington), as other kids laugh at his &quot;stiffy&quot; and the camera follows some common folk engaging in promiscuity. This sets the highly sexualized tone for the rest of the film, charting Cathy's sexual awakening from child to &quot;spinster,&quot; as her father, Mr. Earnshaw (Martin Clunes), calls her, once Margot Robbie takes over the role. </p><p>There's been valid criticism of the whitewashing of &quot;dark-skinned gipsy&quot; orphan Heathcliff, a role shared by Owen Cooper and <a href="https://www.ign.com/videos/wuthering-heights-official-trailer">Jacob Elordi, who washes up at Wuthering Heights</a> via Mr. Earnshaw – no longer the novel's loving adoptive parent but redrawn in, from the book, Hindley Earnshaw's revolting, drunken likeness (Hindley being his son, who doesn't appear in the film). But Robbie's casting is equally ill-fitted. The novel's Catherine is a dark-haired, dark-eyed teen, whose unruly stubbornness and violent love that she shares with a similarly-aged Heathcliff speaking volumes for their juvenile nature. </p><p>Robbie looks amazing for 35, but here her age works against the authenticity of Catherine's youthful recklessness. She struggles to exude the naivety of a teen who thinks she can have her cake and eat it, by having both Heathcliff and the social status of wealthy Edgar Linton (Shazad Latif), after he moves into the nearby Thrushcross Grange and proposes.</p><section>It all feels too forced, like a sales bin, smutty romance novel come to life, working too hard to hide the erasure of Brontë's far more complex ideas.</section><p>Robbie and Elordi are obviously very attractive people, and with the number of steamy sex scenes shoehorned in, you'd be forgiven for thinking this amounts to palpable chemistry. But it all feels too forced, like a sales bin, smutty romance novel come to life, working too hard to hide the erasure of Brontë's far more complex ideas about the hell of societal convention.</p><p>That's due in large part to the script, which ignores the Gothic supernatural elements and too often paraphrases Brontë's earnest, expressive dialogue in key scenes. Fans hoping to hear Catherine's &quot;If all else perished, and he remained&quot; speech will be left wanting. It also strips away the compelling social commentary about Heathcliff's ethnic ambiguity and sanitizes the brutality of his revenge narrative, softening Heathcliff's aggressive cruelty into something coldly charismatic. His Yorkshire accent isn't bad, but Elordi's performance recalls his Euphoria character, Nate, more than Brontë's antagonistic antihero.</p><p>Supporting players like Nelly (Hong Chau) and Isabella Linton (Alison Oliver) fare better. While Nelly's backstory is changed from servant to bastard companion, Chau affords Nelly a quiet composure as a vulnerable witness to (and sometimes meddler in) Catherine and Heathcliff's destructive romance. As Edgar's ward (she's his sister in the book), Oliver nails Isabella's sickly sweet innocence. Even as the film weirdly pushes Isabella to evoke the spirit of Brontë's Catherine, she brings a deviant edge to her infatuation with Heathcliff. It's a wonder they didn't just cast the Irish actor as the lead.</p><section></section><p>The same could be said for Latif, who, as a mixed British-Pakistani actor, better fits the profile of Heathcliff. The novel even describes him as a &quot;little Lascar,&quot; the name for a sailor from the Indian subcontinent. Where Brontë's Edgar is laced with snobbish hostility towards Heathcliff, thus becoming a mighty catalyst for the low-born lad to exact revenge against him, Latif's iteration barely registers. He rarely engages with his rival and, as with the silk wallpaper modelled after Catherine's skin, serves merely as window dressing. His color blind casting ticks the box for diversity, but Fennell gives him little character to work with. </p><p>Her approach to the class divide feels somewhat hackneyed, too. The lilt of the Yorkshire accent is relegated to the lower class, where Fennell throws in sexual deviancy as a marker, too. Film and TV frequently stereotype the Yorkshire accent this way, but the Earnshaws aren't landed gentry; they didn't require posh accents like the Lintons to reinforce the upstairs-downstairs dynamic. </p><p>Cinematographer Linus Sandgren does capture the tumultuous beauty of the Yorkshire Moors and the stormy atmosphere of the Heights estate, but the production design of Thrushcross Grange is jarringly anachronistic. It becomes a Gothic Barbie Dreamhouse (derogatory), with the costuming, though beautiful, more in keeping with an Alice in Wonderland film. Throw in Charli xcx's pulsating original songs and Anthony Willis's overwhelming score, and you've got a bombastic world that does more to distract than solidify the emotional journey of these iconic literary figures.</p><p>I don't believe all book-to-screen adaptations need to be carbon copies. And maybe if you haven't read the novel, &quot;Wuthering Heights&quot; will work for you. But I must have read a different book in my teens than Fennell, because her vision obscures my memory of it – as it will for many Wuthering Heights fans out there.</p><section></section><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 02/02/2026
Primal Season 3, Episode 4 Review: The first proper cliffhanger of the season, “Prey for the Wicked” is an emotional and fun episode.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/02/02/primal-season-3-episode-4-thumb-1770071563579.jpg" /><section></section><p><strong>Full spoilers follow for </strong><a href="https://www.ign.com/tv/primal"><u><strong>Primal</strong></u></a><strong> Season 3, Episode 4, “Prey for the Wicked,” which is available on Adult Swim and HBO Max now.</strong></p><section></section><p>Wow, I didn’t see this coming so soon. <a href="https://www.ign.com/articles/primal-creator-genndy-tartakovsky-feared-he-was-jumping-the-shark-with-season-3-before-realizing-it-was-awesome">Fang is back</a>! And so are her babies and Mira, all of whom we last saw in the Primal Season 2 finale back in 2022. Not only has our favorite T. rex returned, but by the end of this episode she’s been reunited with Spear… or what’s left of him, anyway.</p><aside><h2><strong>More on Primal Season 3:</strong></h2><ul><li><strong></strong><a href="https://www.ign.com/articles/primal-season-3-premiere-review-recap-episode-1"><strong>Primal Season Premiere Review</strong></a><strong></strong></li><li><strong></strong><a href="https://www.ign.com/articles/primal-season-3-episode-2-review-recap"><strong>Primal Episode 2 Review</strong></a><strong></strong></li><li><strong></strong><a href="https://www.ign.com/articles/primal-season-3-episode-3-review-recap-feast-of-flesh"><strong>Primal Episode 3 Review</strong></a></li><li><strong></strong><a href="https://www.ign.com/articles/primal-creator-genndy-tartakovsky-feared-he-was-jumping-the-shark-with-season-3-before-realizing-it-was-awesome"><strong>Primal Creator Feared He Was ‘Jumping the Shark’ With Season 3</strong></a></li></ul></aside><p>But I’m getting ahead of myself. The first three episodes of this season have taken their time just getting us acquainted with the zombie version of Spear, and while it was clear that our undead hero was looking for his lost family – and specifically for Fang – even if he wasn’t entirely conscious of it, it didn’t seem like series creator Genndy Tartakovsky was in any rush to reunite them. Yes, <a href="https://youtu.be/96zF_ZtgOcc?si=_299FZBgBE-GeHxy"><u>Tartakovsky hinted</u></a> that the beautiful girl would return eventually, and a <a href="https://youtu.be/VLu-9RA4-9c?si=msbT8f5B82bYZh5V&amp;t=72"><u>trailer gave us a glimpse</u></a> of her too, but so far Primal Season 3 has very much been centered on zombie Spear, so much so that it wasn’t even clear how much time had passed since his death – er, “death” – in the Season 2 finale.</p><p>So I was a bit surprised to find that this episode opens with a flashback, and not just any flashback, but one to Spear’s funeral. How heartbreaking is it when, among the array of villagers mourning Spear, we see Mira intensely dancing in her grief? And even more touching, there’s Fang off in the distance, watching the ceremony with her babes. She might not fully understand the nature of the funeral, but she knows well enough what it means.</p><section></section><p>Months later, Fang and her (growing) offspring are living harmoniously with Mira’s people, though when a child playfully winds up straddling one of the little dinos and raises a spear a la Spear, Fang reacts badly to the sight. But it’s in this moment that she realizes that Mira is pregnant with Spear’s child, and damn if we don’t have our second tears-worthy moment in the episode as Fang starts digging a nest for Mira.</p><p>Of course, Mira and Fang are both heartbroken over the loss of Spear, and they’ve formed a close bond in the months since his death. As usual, Tartakovsky and his team of artists convey these emotions wordlessly, if not silently – never underestimate how many different meanings a growl from Fang can carry. The scenes between the two also raise the question of how exactly Mira and Fang will react when they meet the zombie version of Spear.</p><p>But first, there’s this week’s action, which involves a swarm of hateful hog-like creatures that invade Mira’s village. That they don’t straight-up kill their prey, but instead take them back to their even more horrible queen hog-like creature so that she can feast on the villagers while she nurses her giant baby-hog things… well, it’s all just a reminder of the bloody cycle of life that permeates the world of Primal.</p><section>One of the themes of Primal has always been that friendship and love are stronger than any, well, primal instincts to survive.</section><p>But one of the themes of Primal has always been that friendship and love are stronger than any, well, primal instincts to survive. What purpose was left in Spear’s life, or Fang’s, after they lost their original families if they hadn’t found each other? So when Fang’s offspring make it clear that they want to be part of the search party that will attempt to rescue the missing villagers because they want to save their little human friend, you can basically see that very notion written on Mira’s face. This is what it’s all about.</p><p>So while it seemed at the start of this season as if Spear’s revival as a zombie could’ve taken place years – or <em>many</em> years – after his death, possibly even after the epilogue of Season 2’s finale when we met Mira and Spear’s young daughter, we now know that it’s only been a matter of months. And beyond the question of what will happen next, now that this unlikely family is finally reunited, there’s also the matter of where – and what condition – Spear will be in by the time that Season 2 epilogue comes to pass years from now. The way the scene played, Spear was gone from their lives. So now we must ask ourselves: Will Fang and Mira lose him again?</p><section></section><p><strong>Questions and Notes From Anachronistic History</strong></p><ul><li>Man, I missed Fang. Even just the way she sleeps is so cool.</li><li>Primal’s third season has been pretty heavy so far, and while this episode is full of emotion, action, and gore, it’s also got several welcome lightweight moments, mostly courtesy of Fang’s li'l ones and the kid from Mira’s tribe who’s always getting into trouble.</li><li>It’s great seeing the dino pups get some chomping action themselves against the pig creatures.</li><li>And speaking of those two, they really need names at this point…</li><li>I confess to being a little bit confused about how the old shaman from the season opener who revived Spear could’ve seen his people slaughtered prior to that episode without Mira and her crew knowing about it. No cell phones, I guess.</li><li>Cool effect when Mira’s fellow warrior snuffs out the campfire so that they can see better in the dark, with the scene then changing from mostly blacks to shades of blue.</li><li>What was that ritual those two village people performed on the old shaman’s staff? Hmmm…</li></ul><section></section><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 31/01/2026
Josephine Review: Sundance 2026’s most buzzed about film is a stunning drama about an eight-year-old witnessing a violent crime.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/01/31/josephine-thumb-1769824344522.jpg" /><section></section><p><em>This review is based on a screening from the Sundance Film Festival.</em></p><section></section><p>Beth de Araújo’s Josephine — which won both the Grand Jury Prize at Sundance as well as the festival’s Audience Award — is as visceral as it is delicate. The story of an eight-year-old girl who witnesses a violent sexual assault, and her parents who don’t quite know how to help her cope, the movie’s difficult story, and its rough, raw aesthetic approach, create some of the most challenging parameters for a child actress in recent memory. However, the young performance at its center is as miraculous as the film that slowly coheres around it, resulting in a freight train of emotional impact.</p><p>Early one morning in San Francisco, when Josephine (Mason Reeves) and her father Damien (Channing Tatum) go running in Golden Gate Park, they’re briefly separated, and the second grader watches from afar as a mysterious assailant in a green t-shirt (Philip Ettinger) overpowers and assaults an unsuspecting jogger (Syra McCarthy). In a horrifying moment, both victim and perpetrator lock eyes with the young girl, before the attack is broken up and the man is chased and arrested. However, neither Damien nor his wife Claire (Gemma Chan) can decide on the right way to explain to Josephine what she saw, leaving her emotionally adrift as she grows more confused, more resentful of authority, and more violent towards her classmates. As the days go by, she even begins picturing the attacker in the spaces around her — even in the safety of her bedroom.</p><p>De Araújo’s frank, unflinching approach to this event stems from having witnessed exactly such an attack at a similar age, imbuing Josephine with an autobiographical quality. Its contours are gradually shaped by the parent characters, and their expertly rendered performances, which lean into Tatum and Chan’s broad types in pursuit of unexpected layers. Damien, although playful at times, is a tough-love kind of parent whose words fail him, but who demands a stiff upper lip from Josephine while trying to navigate the event and its legal aftermath (the victim moves away, leaving Josephine as the only eye witness). Tatum’s comedy has often tapped into a meathead, frat boy persona, and de Araújo’s film is no different, only it captures the difficult domestic eventuality of that masculine mode in the form of a father whose solution to helping his daughter understand the world is stern silence and self-defense classes.</p><section>Reeves, who de Araújo discovered at a farmer’s market a few months before filming, brings a shocking naturalism to the part of Josephine.</section><p>Chan’s gracefulness, on the other hand, informs Claire’s approach in discomforting ways as well. A dancer and an artist, she searches for ways to talk Josephine through this trauma, but falls back on platitudes, and can’t find ways to answer her daughter when she inevitably asks if she’s ever been a victim of a similar assault. There’s no prescribed perfect age for sex education, and certainly none for explaining, to a pre-adolescent, the grey areas of human sexuality — the attacker’s defense attorneys claim the encounter was consensual non-consent — let alone the definition of “rape.” There’s certainly no handbook for what to do when the ideal time for this discussion slips into the past, for reasons beyond a parent’s control. But unlike Claire and Damien, who each fall back on their own parents’ imperfect, cyclical approaches to supposedly taboo topics, Josephine has the internet at her disposal, though the explanations she finds online only confuse her further.</p><p>Reeves, who de Araújo discovered at a farmer’s market a few months before filming, brings a shocking naturalism to the part. Josephine is the masculine “Jo” to her father, and the cutesy “JoJo” to her mother, roles which the character and the actress alike effortlessly oscillate between, as they try to find a sense of stability while the floor is pulled out from under them. Josephine’s growing unease is reflected in daring fashion by the young newcomer, whose growing uncertainty — surrounding both human sexuality and human morality — seeps into her mood in the form of subdued frustrations. Reeves holds these close to the chest, until they eventually boil over. She’s practically a ticking time bomb; it’s as magnificent a debut performance as you’ll ever see.</p><p>These emotional pieces are all fitted into place by de Araújo’s deft and careful hand, yielding a film with a psychological complexity (surrounding issues of childhood sexual trauma) on the level of Gregg Araki’s Mysterious Skin. The director’s conception of San Francisco adds to the imposing nature of the story, between its winding streets and the crisscrossing power lines and metal bridge beams that seem to press down on the characters from above. The camera weaves in and out of Josephine’s point of view as though the young girl were being pulled outside herself before being pushed back in, an emotional whiplash further stoked by the use of space. For the most part, de Araújo and cinematographer Greta Zozula place us at eye level and employ telephoto lenses to blur the details of the larger, more imposing adult world in unbroken takes that build in pressure, as though Josephine’s purview were slowly being enveloped by fog. The color green begins to enter her field of view more and more, and eventually, the filmmakers break from their aforementioned blurry approach — with wide lenses that expand space and warp movement — during brief, imaginative moments when Josephine starts to picture the green-shirted attacker in her bedroom, as a specter of the confusion growing in her mind.</p><section></section><p>Ettinger plays this imagined version of the character with care and caution. He is, at times, an imposing presence, but he can also be ghostly and melancholic, almost sympathetic. He raises questions of what his eyes meeting with Josephine’s in the park may have done to her, and the ways in which her interpretation of the event — and of what led to it — might be forced to change over time as well, when her parents can’t seem to figure out how to connect with her long enough to comfort her. This moment of primal identification with the rapist causes her to turn inward, and to wonder whether she herself has the capacity for evil. That she begins to wear green nail polish goes unremarked upon, but it’s one of the film’s many stark, unmissable details that might cause you to squirm in your seat.</p><p>The movie nestles broad philosophical questions within the perspective of a child, which — in tandem with Miles Ross’ brilliantly breathy and propulsive score — inject a terrifying undercurrent into moments of dramatic simplicity. This is centered around the magic of a young performer guiding us through the story’s silent developments by getting lost in thought and self-loathing, and the adult characters who aren’t emotionally equipped to meet her gaze. All this combined makes Josephine one of the most powerful, shattering works of drama to emerge from the modern American independent scene.</p><section></section><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 16/01/2026
Star Trek: Starfleet Academy Series Premiere Review - While the pilot episode falls into a bit of the shock-and-awe trap that modern Star Trek sometimes does, it soon settles into a fun and exciting story that establishes the endearing young cast and direction of the new show.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/01/16/starfleet-academy-ep-1-2-thumb-1768525361202.jpg" /><section></section><p><strong>Spoilers follow for the </strong><a href="https://www.ign.com/tv/star-trek-starfleet-academy"><u><strong>Star Trek: Starfleet Academy</strong></u></a><strong> series premiere, “Kids These Days,” and Episode 2, “Beta Test,” both of which are available on Paramount Plus now.</strong></p><section></section><p>It’s crazy to think that, with Starfleet Academy, we are now on our sixth modern Star Trek television series in less than 10 years. This new age of Alex Kurtzman-led Trek started in 2017 with <a href="https://www.ign.com/articles/2017/09/25/star-trek-discovery-series-premiere-review"><u>Star Trek: Discovery</u></a>, and while there have of course been <a href="https://www.ign.com/articles/star-trek-strange-new-worlds-season-1-review"><u>highs</u></a> and <a href="https://www.ign.com/articles/star-trek-section-31-review-michelle-yeoh-paramount-plus"><u>lows</u></a> during that period, the one thing we can all hopefully agree on is that Kurtzman has tried to do different things with each show. From the “rebel with a cause” antics of Michael Burnham to the aged Admiral Picard flying around with a band of space pirates to the self-referential animation of the Lower Decks gang, these series have approached Gene Roddenberry’s world from new and varied angles.</p><p>And that trend continues with Starfleet Academy, which based on the first two episodes, both of which were directed by Kurtzman, not only gives us exactly what the title promises – a story about a school for prospective Starfleeters – but also what feels like a fresh and fun take on Star Trek itself.</p><section></section><p>Holly Hunter leads a wide and varied cast as Chancellor Nahla Ake, a once and future Starfleet captain who has been tasked with rebooting the Academy after a century of darkness for the United Federation of Planets in the aftermath of that galactic catastrophe known as The Burn. (<a href="https://www.ign.com/articles/star-trek-the-last-starship-reveals-the-darkest-day-in-the-federations-history"><u>Long story.</u></a>) Reluctant to return to the Command Red uniform, it’s the chance to redeem herself – and the Starfleet of her past – for a misguided decision from years earlier that finally brings her back into the fold. That incident saw her sentencing a woman named Anisha Mir (a guest-starring Tatiana Maslany) to a “rehabilitation camp” as punishment for crimes committed, but with the consequence of the woman being separated from her child, Caleb.</p><p>So right off the bat you’ve got Star Trek touching on real-world issues, but the script by series creator Gaia Violo doesn’t actually have all that much to say about this topic beyond “family separation = bad.” Regardless, this is the plot tissue that will no doubt be driving the Ake character throughout the season, as well as the now Academy-age Caleb (Sandro Rosta), who Ake is reunited with in the “present” time – and thus given the chance to redeem the mistake she made all those years earlier.</p><p>The first 20 minutes of the hour-and-15-minute pilot are overly concerned with this business, plus some loud, CGI-y action scenes that aren’t terribly interesting. Modern Star Trek often goes big with the visuals and has the money to do so, which can be great under the right circumstances, but if the characters and story aren’t there, it’s in service of nothing. So it’s a great relief when Caleb arrives at Starfleet Academy – or rather, the USS Athena, which is a starship and also part of the Academy facilities – and meets his fellow cadets. For once he gets a shave and a haircut (and perhaps most importantly, one of those spiffy Starfleet-issue uniforms), the character and actor seem to lighten up, as does the show.</p><section>There's vibes of Deep Space Nine’s deep bench of players beyond the main cast.</section><p>The core group of cadets, i.e. our main cast, includes Karim Diané’s Jay-Den Kraag, a young Klingon who – gasp – wants to be a doctor, Kerrice Brooks’ Sam, a hologram who doesn’t quite know how to fit in with organic beings, Bella Shepard’s Genesis Lythe, the daughter of an admiral who seemingly has <em>it all</em> figured out, and George Hawkins’ Darem Reymi, a member of a shape-shifting(-ish) species who’s kind of a dick… except totally isn’t, as it turns out by episode’s end.</p><p>There’s a moment early in the episode, when this group all run into each other in a corridor, that made me start to fall for the lot of them. Darem tries to pick a fight with Jay-Den over a pair of space-binoculars the Klingon has dropped, and Caleb gets in the middle of the altercation. It’s fairly standard “first day of school” stuff, but after the situation is resolved and everyone else leaves, Jay-Den tells Caleb, in a very un-Klingon moment, that his mother gave him the binoculars. “She taught me to see the… beauty in things,” he says. You can see him struggling to even say the words, while simultaneously reaching out to this stranger who showed him compassion. And immediately the potential for one of those great, classic Star Trek friendships is born.</p><p>And by the way, the resolution to that almost-fight? It comes from Robert Picardo’s The Doctor, who is back from Star Trek: Voyager even though this show is set about 800 years after that beloved 1990s series. (The Doctor’s a hologram, after all.) We don’t get too much yet on what he’s been up to in the intervening eight centuries, but Picardo is fun as ever in his dual job of ship’s medical officer <em>and </em>Academy instructor/babystitter.</p><section></section><p>Indeed, the cast is chock-full of what appear will be recurring and supporting players, like Gina Yashere’s Lura Thok, the half-Klingon/half-Jem’Hadar/all-hilarious first officer of the Athena, various cadets who are already familiar by the end of Episode 2, and Discovery holdovers like Tig Notaro’s Jett Reno and Oded Fehr’s Admiral Vance. It’s giving off vibes of Deep Space Nine’s deep bench of players beyond the main cast, so here’s hoping the show’s writers can pull off that juggling act, particularly in the shorter seasons of the modern era (Starfleet Academy Season 1 has 10 episodes).</p><p>And then there’s <a href="https://www.ign.com/articles/paul-giamatti-star-treks-latest-villain-just-proved-his-trek-fandom-to-us"><u>Paul Giamatti’s Nus Braka</u></a>, the villain of the first episode whose past is tied to that of Chancellor Ake and Caleb. The actor plays the half-Klingon/half-Tellarite for hoots, and he is a funny and disruptive presence, but I wonder how many episodes he’ll actually get this season. He’s been billed as a recurring character, but I could see too much of Nus becoming a bad thing. Plus, space pirates have never felt big enough to be long-term Star Trek baddies.</p><p>As for Hunter, she doesn’t seem terribly comfortable in the role in these first two episodes. Obviously they’re trying for something different here, with the no-shoes, curl up with a good book in the captain’s chair vibe, and I’m here for it. But some of her line readings are a bit rough, and you know what Harrison Ford used to say to George Lucas, master of that other spacefaring epic – “You can type this shit, but you sure can't say it.” Hopefully Hunter, who after all is an Oscar-winning actress, is still just getting used to the role and the whole outer space scene.</p><section></section><p>As for Episode 2, “Beta Test,” I was glad to see that right off the bat we were given a more grounded (literally) episode that is set entirely in San Francisco at the Academy and delves into the day-to-day lives of our cadets. Sure, there’s a major, galaxy-affecting summit meeting with the representatives of Betazed also taking place, but that’s pretty classic Next Generation-style A/B/C-plot storytelling.</p><p>Zoë Steiner, the other core member of our young cast, arrives here as Tarima Sadal, a Betazoid who apparently has great telepathic powers. (Counselor Troi from TNG of course was half-Betazoid.) That said, her greatest power at the moment seems to be the effect that she has on Caleb. Indeed, they make for a fun pairing, and “Beta Test” also seems to indicate that Starfleet Academy is going to be dealing with some of the threads regarding The Burn, and the resolution of The Burn, that Discovery either didn’t want to deal with or didn’t have time to get to. Betazed as the new home of the Federation? Sure, why not!</p><p>Questions and Notes from the Q Continuum:</p><ul><li>How fun is that instantaneous haircut/uniform portal?</li><li>Voyager fans, say it with me: “Please state the nature of the medical emergency.”</li><li>And: “<em>Medical</em> tricorder!”</li><li>I’m not sold on this whole “our school is also a spaceship thing.”</li><li>But I do think the design of the USS Athena is pretty nice. Discovery kinda borked figuring out the design elements of the 32nd century, so maybe Starfleet Academy can make up for that.</li><li>There seem to be Easter eggs galore here. Obviously a member of Star Trek: Prodigy character Rok-Tahk’s Brikar species pops up, and then there’s also an exocomp – one of those flying R2-type units. Could it be Lower Decks’ Peanut Hamper somehow? Let me know if you guys spotted anything else.</li><li>I’ll check in on Starfleet Academy as the first season progresses, so be sure to check back along the way!</li></ul><section></section><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 12/01/2026
Primal Season 3 Premiere Review: Genndy Tartakovsky is back, and while Fang may be AWOL at the moment, a zombie Spear is a pretty out there idea. Based on this first episode at least, it’s also a great one.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/01/10/primal-season-3-premiere-thumb-1768010072178.jpg" /><section></section><p><strong>Full spoilers follow for </strong><a href="https://www.ign.com/tv/primal"><u><strong>Primal</strong></u></a><strong> Season 3, Episode 1, “Vengeance of Death,” which debuts on Adult Swim on January 11 and on HBO Max on January 12.</strong></p><section></section><p>Genndy Tartakovsky established his reputation as a singular talent in the realm of television animation long ago thanks to the likes of shows such as Dexter's Laboratory, Samurai Jack, and Star Wars: Clone Wars, but his caveman-and-dinosaur epic Primal, which debuted in 2019, has in many ways been his finest hour, a culmination of his vision for how serialized animation could work that he had been striving towards for years. And now Primal is back for a third season, which is part relaunch/part follow-up – and, based on Episode 1 at least, as visually striking and intriguing as ever.</p><p>Yes, the Neanderthal hero of the first two seasons known only as Spear (voiced by Aaron LaPlante) has returned, and this despite his having been killed at the end of Season 2 in definitive fashion. That episode was both devastating and uplifting, as Spear died a hero so that his extended family – his faithful dino companion Fang, human friend Mira, and their offspring, both dinosaur and human (including a daughter Spear would never meet!) – could live. It was tragic and amazing, and seemed like the perfect end to his story.</p><section></section><p>But as Tartakovsky has discussed, his plans for a third season, which would be an <a href="https://www.ign.com/articles/an-orange-alien-girl-a-blue-man-and-a-cute-creature-primals-creator-reveals-the-aborted-season-3-ideas-he-had-for-an-anthology-version-of-the-series"><u>anthology version of Primal</u></a>, never quite seemed to work, and eventually he was inspired by the idea of returning to the world of Spear… albeit a now zombified version of our favorite caveman who is about as far from the living Spear as can be. For now, anyway.</p><p>“Vengeance of Death” opens in the aftermath of a slaughter of a village, but one old man has survived – and he’s ready for the vengeance of the title. Wordlessly – this is Primal after all – using his arcane magic, which includes potions, an eyeball, and the blood and heart of one of his dead attackers, the old man resurrects Spear, whose decomposing body has been wrapped up and resting peacefully for who knows how long. And so this new Spear – lumbering, mindless, naked, and more dangerous than ever – is born.</p><p>Soon enough, Spear is tearing the old man’s enemies to shreds, and he’s got a leg up on his living form as well – he can take spears to the chest and various other injuries with no problem. This fight (the first of several action scenes in the 22-minute episode), which has the old man controlling Spear as he gets his revenge, is pure Primal, beginning as the seemingly subhuman enemy chomp away on raw flesh around a campfire (are they cannibals, eating the old man’s friends and family?). Bathed in a red light which foreshadows the bloodletting that is about to happen, they all perk up at a sound from the jungle. Silently, they stare at the treeline before the hazy image of Spear appears, a silhouette masked by a green fog. Cue the subhumans’ hooting and hollering, which breaks the silence, and then their efficient destruction at the hands of our new favorite zombie.</p><section>What is the plan for this zombie Spear? There’s no denying it was a pretty ballsy move to bring him back after the perfect ending of Season 2.</section><p>Amid this gratifying action, typically handsome design work, and effective soundscape, there’s also a touch of humor as one of the subhumans manages to slice off a piece of Spear’s skull – and some brain along with it. Having suddenly been immobilized because the old man died in the battle, our undead hero just stares slack-jawed, not responding at all to his lost bit of cranium. The subhuman does a double take at his opponent and the skull cap on the ground, and then decides to hightail it out of there.</p><p>A POV shot for Spear sets up what follows, as he looks on mindlessly at the carnage he has wrought. And then… nothing. With the old man no longer controlling him, he just stands there and… <em>exists</em>. Time passes, and Tartakovsky lets the beat play as night eventually turns to day. But as the sun rises and shines on Spear, well, something finally happens… He stands upright and moans. And starts walking.</p><p>Where is he going? What is the plan for this zombie Spear? There’s no denying it was a pretty ballsy move to bring him back after the perfect ending of Season 2, and it’s an even ballsier move to turn a beloved hero into a zombified mess. But clearly there’s more to the story here, with those flashes of his past hitting Spear and inspiring him. The world of Primal has never been about actual prehistoric times, of course, and it’s full of magic and all kinds of crazy stuff, so the idea that Spear could be restored to his human self and perhaps even reunited with Fang and his daughter is not out of the question. Wherever this goes, I’m confident Genndy Tartakovsky has something cool – and beautiful – planned.</p><section></section><p><strong>Questions and Notes From Anachronistic History</strong></p><ul><li>After giving us a bit of dialogue in Season 2, we’re back to dialogue-free (so far anyway) in Season 3.</li><li>The cave drawing of Spear at his former final resting place shows him surrounded by fire, a callback to his final battle in Season 2.</li><li>Nice Frankenstein-esque touch of having the zombie Spear be taken in by that afflicted tribe. But those situations never can last, can they?</li><li>Tartakovsky and his team really sell the undead-ness of Spear, from the crunchy sound effects when his body moves to the fly buzzing and landing on his unblinking eye to the way he just lands on the ground with so much dead weight when he sits down.</li><li>I’ll try to come back and review Primal each week if you guys want it. Let me know!</li></ul><section></section><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 02/01/2026
Stranger Things Series Finale Spoiler Review: How did the Netflix mega-hit shape up in the end?
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2026/01/02/stranger-things-finale-review-thumb-1767380150671.jpg" /><section></section><p><strong>Spoilers follow for </strong><a href="https://www.ign.com/tv/stranger-things"><strong>Stranger Things</strong></a><strong>, up to and including the series finale.</strong></p><section></section><p><a href="https://www.ign.com/tv/stranger-things"><u>Stranger Things</u></a> burst into the pop culture zeitgeist 10 years ago to become an instant global phenomenon that captivated audiences for five seasons and 42 episodes. An original story from then newbies Matt and Ross Duffer, the Netflix series wore its ‘80s nostalgia on its sleeve, but it gave us indelible characters and performances that grabbed our collective hearts. As it wound down to its final two hours on December 31, the expectations for Stranger Things to stick its landing achieved the same fever pitch as Game of Thrones and Lost had in the lead-up to those shows’ endings. As we know, there’s no pleasing everyone, but the Duffers’ series finale focuses on its characters first and in doing so delivers emotional closure that makes up for some of its less satisfying choices.</p><p>While the two-hour and eight-minute runtime of &quot;Chapter Eight: The Rightside Up” implies a movie-length conclusion, the finale is really the sum of two parts modeled much like Peter Jackson’s The Lord of the Rings: Return of the King. Here, the first hour functions as a mega-budgeted, mashup homage to some of the great action classics of the ‘80s era — Red Dawn, Aliens, Star Wars: Return of the Jedi, and even TV miniseries IT. While the second hour serves as an extended epilogue that gives almost every significant character in the ensemble a goodbye moment of note. As a piece, the action resolution portion hits its high point early when Vecna’s the Abyss descends into Upside-Down Hawkins, dislodges beloved Steve Harrington (Joe Keery) from the WSQK radio tower and then goes to black. After a dastardly extended beat, Steve is revealed to be alive and snatched back from certain death by Jonathan Byers (Charlie Heaton), which goes down as the biggest rush of the whole episode. </p><aside><p><strong>More From Hawkins</strong></p><ul><li><strong></strong><a href="https://www.ign.com/articles/there-will-never-be-another-show-like-stranger-things"><strong>There Will Never Be Another Show Like Stranger Things</strong></a></li><li><strong></strong><a href="https://www.ign.com/articles/we-just-thought-it-was-such-a-better-way-to-end-the-story-stranger-things-creators-explain-what-they-were-going-for-with-the-season-5-finale-and-elevens-ending"><strong>Stranger Things Creators Explain the Series Finale -- and Eleven's Ending</strong></a></li><li><strong></strong><a href="https://www.ign.com/articles/stranger-things-season-5-volume-2-spoiler-review-recap"><strong>Stranger Things: Season 5, Vol. 2 Spoiler Review</strong></a></li><li><strong></strong><a href="https://www.ign.com/articles/the-stranger-things-broadway-play-explains-that-big-will-power-up-vecna"><strong>The Stranger Things Broadway Play Explains That Big Will Byers Power-Up</strong></a><strong></strong></li><li><strong></strong><a href="https://www.ign.com/articles/stranger-things-season-5-volume-1-review"><strong>Stranger Things: Season 5, Vol. 1 Spoiler Review</strong></a><strong></strong></li><li><strong></strong><a href="https://www.ign.com/videos/stranger-things-seasons-1-4-recap"><strong>Stranger Things Seasons 1-4 Recap</strong></a></li></ul></aside><p>After that, the scale of several battles culminating in the Abyss are tense and effective. What happens to Kali (Linnea Berthelsen) is particularly painful, especially in the wake of Hopper’s incredibly poignant speech to Eleven (Millie Bobby Brown) about their suicide pact. But her need to give El a life beyond their shared pain adds resonance and purpose to her character. On the other hand, as expected the unrepentant ire and sadism of military figures Dr. Kay (Linda Hamilton) and Lt. Akers (Alex Breaux) never gets contextualized in the time allotted, which makes them the most throwaway characters of the series. Hamilton deserved better.</p><p>Otherwise, all of that leads into the Abyss where the melee between Vecna (Jamie Campbell Bowers) and Eleven is designed to be personal and intense. And the mega-Mind Flayer Boss Battle plays out like a D&amp;D campaign moment on steroids. For all the bullets and Molotov cocktails, the most satisfying scenes come when Nancy (Natalia Dyer) frees her exhausted little sister Holly (Nell Fisher) from her Vecna cocoon, and then when Joyce Byers (Winona Ryder) gets her moment, putting the death-rattles of the villain to an end by hacking him to pieces, intercut with a deeply moving montage of all the pain and death he rendered on the residents of Hawkins. The Duffers did very right by the whole cast of characters by not just reducing that moment to the cathartic act, but by reminding us of the tremendous cost levied on this town and its people.</p><p>In terms of bang for our buck, the finale season was a feast for the eyes and ears. In the last episode, the tower sequence, Max, Kali and El finally infiltrating Henry’s mind in the Creel house and the tension-filled standoff in the Upside Down Hawkins lab with Kali, El, Hopper and Murray (Brett Gelman) are excellent set piece sequences. And I’m not disappointed that a big piece of unanswered lore was dropped with that mystery Mind Flayer rock because it led to Bowers’ masterful performance as Henry watching his younger self embrace the evil within after murdering that mystery man in the cave. It wasn’t the circumstances that made Henry into 001 into Vecna; it was Henry connecting his darkest heart with the Mind Flayer’s intentions, and that’s way better than a redemption arc when this much damage has been wrought.</p><section></section><p>And let me add that the Duffers better be prepared for real-world music licensing realities post-show because the chances of getting a budget again to use the kind of quality needle drops they did in this series may never come again. The episode is bursting with great choices even outside of Prince’s “When Dove Cries” and “Purple Rain,” including sprinklings of Cowboy Junkies, Pixies, Fleetwood Mac and the final emotional blow of David Bowie’s “Heroes.”</p><p>Heading into the final hour, if you weren’t a fan of the multiple endings of Return of the King, you likely felt every minute of the successive chapter endings. If anything feels like it overstays its welcome, it’s Robin’s (Maya Hawke) radio narration and the graduation sequence. Yes, they function to give everyone in town a last moment in the sun, but by the end, it does start to feel like we’re all in those bleachers squirming under the hot sun. Much more successful are the intimate goodbyes — the older kids embracing their futures while still wistfully wanting to hold onto their bond, Hopper and Joyce getting engaged at Enzo’s, and the final campaign for the OG D&amp;D gang.</p><p>I’m particularly happy that the Duffers didn’t buy into the series finale bloodbath methodology where swaths of characters have to go down to elicit audience feelings. Instead, they stayed true to what counted most in their show - their characters and the deep relationships they forged over five seasons. Life has already been intensely unkind to Hawkins and every one of its citizens. Giving our heroes and their extended circles some momentary peace and a sense of victory is what a D&amp;D campaign is all about. You spend time building your character up and discover each other’s talents and put them into action when needed most. In the end — often hit points deficient and battered — you come out together victorious and ready for the next adventure. The Duffers never lost sight of that from beginning to end.</p><section></section><p>And that’s perfectly expressed in Mike’s (Finn Wolfhard) Stand By Me-style roundup of how he saw his friend’s futures. It was a sob-inducing, bittersweet way to tie up the profound importance of storytelling that remains the beating heart of this series… although the Duffers’ cake-and-eat-it-too closing on El is less satisfying the more you think about it. If you’re a realist, then Kali’s sacrifice didn’t give her sister a future and El’s choice means she really did live a terrible life of loss and didn’t get a happy ending for herself. If you’re an optimist like Mike, then you can imagine she lives, but what a bittersweet existence to live alone. However, Stranger Things has always been a modern-day fairy tale rooted in Gen X memories of unencumbered childhoods threatened by the realities of imagined evils. That the mythic heroines of the tale — El and Kali — were the means by which all of the Hawkins characters (except Ted) were able to grow into their best selves, that’s a story grounded by life’s truths and one that was well worth the journey.</p><p></p><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 17/11/2025
It: Welcome to Derry - Episode 4 Review: “The Great Swirling Apparatus of Our Planet's Function” meaningfully moves forward every one of Welcome to Derry’s storylines, packs a wallop on the horror front, and reveals some interesting new details about Pennywise’s […] [Original post on ign.com]
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2025/11/14/blake-cameron-james-01-1763163951844.jpg" /><section></section><p><strong>Spoilers follow for It: Welcome to Derry Episodes 1-4.</strong></p><section></section><p>So far, I’ve found the scariest thing about <a href="https://www.ign.com/articles/it-welcome-to-derry-season-premiere-review"><u>It: Welcome to Derry</u></a> by a significant margin to be the <a href="https://www.ign.com/articles/it-welcome-to-derry-episode-2-review"><u>downward trend</u></a> of the <a href="https://www.ign.com/articles/it-welcome-to-derry-episode-3-review"><u>episodes’ quality</u></a>. “The Great Swirling Apparatus of Our Planet's Function” turns things around for the series at the season’s critical midpoint, with some of the best drama and horror we’ve seen from Welcome to Derry yet turning the temperature up to a rolling boil.</p><p></p><p>Armed with the photos from last week’s odious cemetery setpiece, Welcome to Derry’s core group of kids (assuming no more slate-wipes like the premiere) - Lilly, Ronnie, Will and Rich - march into Chief Bowers’ office to find the dollar store ghoul children they’d captured have disappeared from their pictures. Even though the clown’s still visible, Bowers quickly sends the kids packing, which should come as little surprise given how little this guy seems interested in solving crimes in Derry. Peter Outerbridge has done nice work to this point playing Bowers’ simmering rage in moments like these, far more in control of himself than his grandson (Losers’ Club nemesis Henry Bowers) will go on to be, and the tighter he gets wound by the escalating events in town, the scarier he’s getting. </p><section></section><p>That tension carries Charlotte’s conversation with him about Hank Grogan’s treatment in custody, which touches on Charlotte’s experiences as a civil rights freedom fighter in the South. Outerbridge and Taylour Paige engage in a polite-but-terse back and forth about the racial dynamics at play here that gives both performers an opportunity to have two conversations at once, and Bowers’ unconvincing insistence that  Derry “isn’t the South” and that Hank Grogan’s getting the same fair shake as a white person would only adds to the sinister atmosphere. That’s underlined when Charlotte does get to see Hank, as we learn that he was having an affair with a white woman in town at the time of the murders he’s accused of and terrified he’ll be lynched as a result. </p><p></p><p>Welcome to Derry has positioned Hank as pure good, so it’s worth us taking that fear to the bank. Stephen Rider turns in his best work of the season so far here, as Hank is overcome with emotion at Charlotte’s suggestion that his refusal to give his alibi is anything but a sacrifice to keep his family and his secret lover safe. With how acutely concerned Hank seems to be about that lover’s identity as it relates to everyone’s safety should the news get out (and it will), the smart money seems to be on that being the spouse of a Derry cop. Seems like the kind of thing that would make Chief Bowers totally snap if that sort of controversy came to his doorstep…</p><p></p><p>While Charlotte and Leroy are at odds over how much to get involved in Hank’s case, thanks to some smart deductive reasoning on Will’s part, the kids have figured out that It feeds on fear. Here, Welcome to Derry seeds a “<a href="https://en.wikipedia.org/wiki/Chekhov%27s_gun"><u>Chekov’s gun</u></a>” bound to backfire on them in later episodes: Lilly gives each of her friends one of “Mommy’s little helpers”, her mom’s anxiety meds which Lilly thinks will keep the kids from feeling fear. Loose pills and Pennywise: a match made in Derry. I’m both excited and full of dread to see how Welcome to Derry’s going to pay this one off. It speaks to the overall narrative efficiency of “Planet’s Function”, both in how it looks back on threads from the first three episodes and provides meaningful updates, and in the dominoes it sets up for itself to knock down in the back half of the season.</p><section></section><p>As for the back half of this <em>episode</em>, once “Planet’s Function” gets done with its homework laying track for the rest of the season… it’s party time. The second half of “Planet’s Function” goes from strength to strength, starting with Will and Leroy’s encounter on the Kenduskeag River as Leroy puts in some effort to bond with Will as the school year starts to get away from both of them. Jovan Adepo and Blake Cameron James’ easy chemistry shines for what really feels like the first time here, as Leroy needles Will about a crush on Ronnie Grogan and gives him pointers on his fly fishing. As Leroy pops back to the car, Will’s pulled under the water by something wearing Leroy’s burned face, which in his frantic recap to his dad Will likens to how Leroy looked after a plane crash earlier in his career. This was another great example of how Welcome to Derry has been able to use these brushes with Pennywise to shade in details about the characters’ backstories, or fears, in a way that feels natural and satisfying. And Marge’s prank on Lilly gone wrong keeps that ball rolling in an eye-popping, delightfully Raimiesque fashion.</p><section>...the math starts to add up and this week, 2+2 = ew, ew, ew, ew.</section><p>Welcome to Derry’s 1960s setting and heavy emphasis on Americana leaves simpler archetypes and tropes like an unpopular girl who’s sensitive about her coke bottle glasses feeling quite potent, so when the camera lingers on Marge squirming over a nature film in class about parasites that live in the eyes of snails, the math starts to add up and this week, 2+2 = ew, ew, ew, ew. The “Pattycakes vs. Lilly” thread has felt under-cooked up to this point, and while I still don’t buy Marge’s turn on Lilly in exchange for popularity, it has at least led us to Welcome to Derry’s best gross-out moment yet. As Marge decides to back out of the prank and be honest with Lilly about her behavior, her eyes brutally <a href="https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Ftbeurs2353dc1.jpeg"><u>Judge Doom</u></a> out of her head, sending Marge stumbling into the wood shop to bring this ocular omnishambles to an unforgettable conclusion. </p><p></p><p>Sure, Marge’s snail eyes have that terrible CG sheen so much of the scary stuff in Welcome to Derry has been the victim of, but the entire sequence is so nightmarish and arch to begin with that the authenticity of Matilda Lawler’s reactions carry the effects through. It is some Evil Dead shit of the highest order, and I’ve always got space in my heart for that. The episode could’ve ended right at that fever pitch, but instead, we’re treated to an extended flashback sequence that adds some intriguing new detail to the legend of Pennywise with a ton of flair, thanks to Dick Hallorann’s “shine.”</p><p></p><p>With Will’s attack fresh on his mind, Leroy grills both Hallorann and Shaw about the true nature of Operation Precept.. That gives Leroy a front row seat to Hallorann’s psychic interrogation of Taniel, a member of Derry’s Indigenous community and Rose’s nephew, as Hallorann seeks answers on the “beacons” or “pillars” connected to Pennywise buried under Derry. Hallorann finds himself in a dark void of back-lit doors (cool), doors which his grandmother’s ghostly voice has been urging him to keep closed (a nice nod to some <a href="https://youtu.be/UyBo4-REewU?si=y3QR1ffXHyhex9SI&amp;t=162"><u>Hallorann family history</u></a> we learn in Doctor Sleep). Hallorann enters a memory of Taniel’s wherein his aunt Rose asks him to recount their tribe’s legend of The Galloo, their name for It. One level deeper in Taniel’s mind, the legend plays out as we see both It’s arrival on earth and how Rose and Taniel’s ancestors were the first to figure out how to counteract it. </p><p></p><p>Taniel’s story plays out at exciting pace, almost like a snappy, self-contained It short film to end the episode, and with an extra level of danger added by virtue of the fact that this is all being perceived in real-time by <em>Hallorann</em>. Last week’s episode saw Pennywise speak to him while he was shining, so for Hallorann to be bearing witness to such a sensitive chapter of It’s history while being psychically vulnerable gave the sequence a deep sense of unease, which the sound design reinforces nicely. The low-end warbles evoke Stanley Kubrick’s sound mix for The Shining while Hallorann and Danny were having visions. The information Hallorann gets from Taniel’s story also lends the nature of Operation Precept a touch more nuance and logical connection to Pennywise’s cosmological origins than I’d first anticipated. Welcome to Derry still has work to do to convince me that Operation Precept’s going to be worth our time, but at the very least, some of what Hallorann’s vision reveals gives it a stronger foundation.</p><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 04/11/2025
City of Balls Was the Original Title — And Somehow, Ball X Pit Got Even Weirder From There
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2025/10/15/ballpitthumb-1760544873932.png" /><section></section><p>Ball X Pit is the latest obsession to grip gamers, a chaotic roguelite that mashes together the mechanics of games like Peggle, Diablo and Vampire Survivors to make something that's impossible to characterize, but is dangerously playable. Somehow it's the work of one man, Kenny Sun, a game developer from Brooklyn, NY who loves games like Vampire Survivors, Deep Rock Galactic Survivor and Blotch Arrow. We spoke to Sun to first of all, confirm how the hell we say the Ball x Pit out loud, and then to talk about how he created this moreish Frankenstein's monster of a game. </p><p></p><p>&quot;It’s Ball Pit. Just Ball Pit. There’s no X,&quot; explains Sun. &quot;It’s mostly a tribute to anime like Phantom Hunter. Also, X can mean fusion, which ties into the game’s theme.&quot; He also reveals that when he first had to choose a game name for Steam, it was City of Balls.</p><a href="https://assets-prd.ignimgs.com/2025/10/28/ballthumb-1761669954835.png"><img class="article-image-full-size" src="https://assets-prd.ignimgs.com/2025/10/28/ballthumb-1761669954835.png" title="undefined" /></a><p>&quot;It started when I played a mobile brick-breaker roguelite a few years ago. I got hooked but didn’t like all the free-to-play elements. So I wanted to make a version without that — a buy-once experience. From there, it evolved through tons of iteration,&quot; Sun says, explaining the game's origin, and why he settled on building a farm as a key part of progressing through the game.</p><p></p><p>&quot;I wanted something more visual and personal than just menus — something with identity. I liked the idea of little characters bouncing around a base. Plus, I did base-building in my last game, so it wasn’t a huge leap.&quot;</p><p></p><p>Some ideas didn't make the cut, but Sun hinted that at least a few could come back with updates to the game. </p><p></p><p>&quot;I try not to waste work, so most ideas make it in. But one was a magma ball that left lava trails enemies would take damage from — once the game started scrolling, it didn’t make sense visually, so we cut it,&quot; he says, as for something we could see one day.</p><p></p><p>&quot;I cut a pet system — you could bring pets into levels and they’d gain XP. It was fun but too much on top of character progression. There was even a monkey that jumped on enemies.&quot;</p><p></p><p>And Sun has already been making updates, listening to feedback from players and tweaking the mechanics to make quality of life improvements. &quot;Hitboxes were misaligned, so I redid them. And I added luck protection for fishing — players didn’t like getting too many bad rolls in a row.&quot;</p><section></section><p></p><p>If you haven't played Ball X Pit yet (and you really should) we asked Sun for his top tip to give you a head start. </p><p></p><p>&quot;Aim for the back of the board so the balls ricochet around — that’s key for damage,&quot; he advises. His personal favorite combo? &quot;I like hemorrhage builds — combine it with area-of-effect stuff like lightning or ghost. Flash hits everything on screen.&quot;</p><p></p><p>His favorite villager? &quot;The one whose balls bounce off the back. I love chaotic screens. Combine him with Cohabitants for double the balls — it’s wild.&quot;</p><p></p><p>Ball X Pit is out now on PC, Nintendo Switch, PS5, Xbox Series X and S, with a Nintendo 2 version on its way soon. As for future updates? </p><p></p><p>&quot;I can say there’s more coming, but not what exactly,&quot; teases Sun. &quot;The game’s done really well, and it feels right to give players a bit more.&quot;</p><p></p><p></p><section></section><p><em>Rachel Weber is the Senior Editorial Director of Games at IGN and an elder millennial. She's been a professional nerd since 2006 when she got her start on Official PlayStation Magazine in the UK, and has since worked for GamesIndustry.Biz, Rolling Stone and GamesRadar. She loves horror, horror movies, horror games, and French Bulldogs. Those extra wrinkles on her face are thanks to going time blind and staying up too late finishing every sidequest in RPGs like Fallout and Witcher 3.</em></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 19/10/2025
The 10 Scariest Moments in Movie History: From jump scares to simmering existential dread, here's how the scariest movies freak you out.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2025/10/16/cinefix-10scariestmoviemoments-blogroll-1760658481253.jpg" /><section></section><p>It’s a big, scary world out there, but that’s never stopped us from some additional big screen thrill-seeking.  While some movies are scarier than the sum of their parts, we’re getting a little more granular with this list and breaking down individual moments...but right off the bat, there's a caveat. No moment exists in a vacuum; every scene is the product of the context laid down before it and the consequences that follow it. This might be doubly true for <em>scary</em> moments. A good scare needs the ingredients arranged correctly in front of it and the tension built, and a <em>great </em>scare will linger long after it’s left the screen. </p><p></p><p>And just so we’re on the same page from the jump, I’m not talking exclusively about horror movies here. Admittedly, most of this list will be made up of that spookiest of genres, but one of the great things about scary <em>moments</em> is that they can drop in when you least expect them. A truly scary movie moment can creep up in a dramatic chamber piece just as easily as it can in the middle of Slasherpalooza 7: The Blood Bath-ening...sometimes more so. </p><p></p><p>So for each of the categories in our taxonomic breakdown of individual scares on film, I want to focus on at least one that’s from a not-traditionally-considered-horror film. Now, with all that being said, let’s talk about scaring the shit out of an audience with the old reliable jump scare!</p><section></section><h2><strong>10. The Jump Scare</strong></h2><p>Built on an instantaneous release of tension, the jump scare is maybe the purest example of set-up and payoff that cinema has to offer. You can go back 100 years to find a good jump scare in The Phantom of the Opera, or maybe even the original horror movie – that train that people thought would run them over in the theater. There’s a beautiful simplicity to these that, when executed properly, give a dose of the unexpected just when you’re starting to think the coast is clear. Some more recent favorites are the boy in the attic in REC, panning around almost 360 before<a href="https://www.ign.com/videos/the-art-of-the-jump-scare"> … FUCK that kid…</a> the lawnmower scene in Sinister, making us quietly wait until <a href="https://www.ign.com/articles/best-movies-like-the-conjuring">… GOD DAMMIT what the…</a> there’s the famous Texas Switch of shock, luring us in with a kid running to his … SHIT he turned into a different guy…</p><p></p><p>Where non-horror movies are concerned, the old reliable jump scare is standing by to cash in a bit of tension between a mayor and a good cop when a fake Batman slams into the window in <a href="https://www.ign.com/videos/the-dark-knights-best-line-of-dialogue-is-coming-true-cinefix-top-100">The Dark Knight</a>. Then there's the jewelry-crazed uncle and his reluctantly adventurous nephew crossing paths again in <a href="https://www.ign.com/videos/lord-of-the-rings-the-fellowship-of-the-ring-book-vs-movie">The Lord of the Rings: The Fellowship of the Ring</a>.</p><p></p><p>But my favorite types of jump scares don’t turn the screws with tension, but with safety. A quick personal aside: My daughter (who was 8 at the time) and I were watching <a href="https://www.ign.com/videos/the-lost-world-jurassic-park-whats-the-difference">The Lost World,</a> and because I’m very likely a pretty lame dad, I prefaced the hell out of the movie so she wouldn’t be scared. But during the escape from the raptors sequence, when Julianne Moore checks under the shed to be sure the coast is clear only to find out shortly thereafter that no, the coast was very much NOT clear, I explained the nature of that particular jump scare in a way that I’m sure ruined movies for my poor kid.</p><p></p><p>First of all, we’re in the middle of a tense scene as it is. This particular moment is a little bit of a chance to catch our breath, with at least a wall between us and the carnivores. We’re presented with a means of another escape by digging under the wall. We watch as Moore checks underneath it, confirming that it’s a safe space. The camera pans away from it quickly...and that’s key. We take our eyes off the safe space for a split second, only to find when we pan back to it… JUMP SCARE! Safety and respite are briefly teased before being pulled out from under us like our faith in Man’s ability to respect the limits of Creation.</p><div style="text-align: center;"><section></section></div><p>A few days later, I overheard my daughter explaining jump scares in her own words to her cousin, and I’ve honestly never been more proud, but the point here is that jump scares are a foundational, cleanly simple place to start our look at what makes a movie moment well and truly scary.</p><p></p><p>That same pattern of tension + momentary safety + rug pull can be found in another Spielberg gem, and our number 10 pick, the &quot;Ben Gardner’s boat&quot; scene from <a href="https://www.ign.com/videos/jaws-might-be-the-luckiest-mistake-in-movie-history-cinefix-top-100">Jaws</a>.</p><p></p><p>What’s great about this scene is the lengths taken to establish a sense of relative safety surrounding a nighttime swim to investigate the hull of the well-known fisherman’s boat. Some of it is even rooted in character. We’re still getting to know Richard Dreyfuss’s Matt Hooper, but his expertise has been completely established in the moments leading up to THE moment. We know he’s smart and respectful of the shark terrorizing Amity Island, but here we also see his capability. He’s got gadgets a-plenty on his boat, the backing of the film’s primary hero, and a confidence that we get to share as he dives in.</p><p></p><p>We also know that there is definitely a shark out there. The tension looms just under the surface, as it does for the rest of the film and the <a href="https://www.ign.com/articles/best-monster-movies">famously camera-shy antagonist</a>. But Spielberg’s greatest misdirect with this scene is the tooth. Finding a massive great white tooth lodged in the hull is frightening enough, surely -- we think -- and that’s what this scene has in store for us. It's the first visual proof of the scale of the problem but … NOPE.</p><p></p><p>Just when we think the scene is done with us, poor Ben Gardner’s head pops up to say hi. First of all, anything jumping out at us in this moment makes for a good jump scare, but it’s not the shark we were afraid of when we first jumped into the water, which accomplishes a few things besides just the scare. Most importantly, it maintains Hooper’s credibility. Had he confidently dove into the water and come face to face with the shark, he’d look pretty stupid for the rest of the film, and we can’t have that. But structurally, in the narrative of the movie, it had been a solid 20 minutes since the last shark sighting, and it’ll be another 10 or 12 before the next attack. We needed this tension and this scare to keep us on the edge of our seats between the more traditionally scary moments.</p><p></p><p>On top of the way this jump scare is executed, it’s a jolt of adrenaline to the audience at a spot in the runtime that really needed it, and the movie on the whole is better for it.</p><h2><strong>9. The Slow Burn Scare</strong></h2><p>Moving on from the jump scare -- the monster that takes you by surprise -- the natural place to go next is to the scare that you <em>see</em> coming. These are the slow burn scares, the ones that sneak up on you even though they’ve been slowly walking your way this whole time, like <a href="https://www.ign.com/articles/2014/10/16/it-follows-review">It Following</a> in the background, or each time <a href="https://www.ign.com/articles/binge-it-a-girl-walks-home-alone-at-night-vampire-movie">A Girl Walks Home Alone at Night</a>. These are films filled with moments of creeping dread, moments like a column silhouette turning to face us in <a href="https://www.ign.com/articles/the-night-house-review">The Night House</a>, or the cell phone footage discovered in <a href="https://www.ign.com/articles/2010/03/26/lake-mungo-dvd-review">Lake Mungo</a>. For a non-horror movie, think also about the critical scene on the highway at night during <a href="https://www.ign.com/articles/2016/11/18/nocturnal-animals-review">Nocturnal Animals</a>, and how the result of the encounter was so clear the entire time it was working its way towards the screen. They're slow moving terrorizers that you can’t look away from.</p><p></p><p>The best of these, by their very nature, take a while to organize. &quot;Slow&quot; is literally half of this category's name, and to distill them down to a moment is a mistake, as we must also include the long build-up. The best of these, to risk a cop-out at number 9, take the whole movie to build, and few have done it as well as 1973’s <a href="https://www.ign.com/articles/2015/06/11/christopher-lees-top-10-movies">The Wicker Man.</a></p><p></p><p>The Wicker Man is such a fun folk horror film, but it’s a little hard to watch it now without having at least a notion of how it’s going to play out. It’s been homaged, imitated, and literally remade enough that even if you’ve never seen it, you know it. That’s why I really want to highlight this movie here, even more than the craft of the film.</p><p></p><p>The moment when Sergeant Howie realizes his doom is imminent is only just a few minutes from the end, but it’s the result of an entire film's worth of build-up. The paganism of the island is something he’s known about for his entire stay, something he’s seen coming with every quirky Summerisle inhabitant he encounters, something they’ve been honest with him about since Christopher Lee’s charming Lord Summerisle told him about it all upon their first meeting. And for us in the audience, this set-up and execution are as familiar a trope as you could ask for, but it’s important to remember that it’s familiar <em>because</em> The Wicker Man did it so well.</p><p></p><p><a href="https://www.ign.com/videos/eli-roth-on-the-wicker-man">The movie is a cult favorite for a reason,</a> and it’s all clear in these final moments before desperation sets in. The policeman thinks he’s done his job, but the rug is pulled out from under him just as quickly. Set on a cliff overlooking the ocean, the scene finds him trapped between crashing waves and the calm matter-of-factness of the cult that’s about to sacrifice him to their pagan gods. This is the only end that Howie was ever meant for; it was deliberately plotted and slowly revealed for the entire runtime of the film, leaving us in the helpless shoes of a doomed man.</p><section></section><h2><strong>8. The Terrifying Image</strong></h2><p>To elicit any emotion on screen, at the intersection of all the trades required to make a movie work, these scary movie moments need to have their nuts and bolts in order. And because we’re nothing if not big ol’ marks for film craft here, let’s start breaking down some moments based on individual parts, starting with the visuals.</p><p></p><p>These are the moments that just <em>look</em> scary. There are films that lean on production design, like the <a href="https://www.ign.com/articles/2006/09/12/pans-labyrinth-2">Pale Man’s dinner table in Pan’s Labyrinth</a>, or venturing through the inner workings of a mad man in <a href="https://www.ign.com/articles/2000/08/17/review-of-the-cell">The Cell...</a> or <a href="https://www.ign.com/articles/2008/05/09/the-fall-review">any of Tarsem Singh’s work</a> for that matter. Also, a quick aside here: I'd like to advocate for stop motion as a preeminent vehicle for imagery that’s scary outside of all context, with films like The Wolf House made in the stop-motion equivalent of a single take and created entirely out of duct tape, or animation pioneer Phil Tippett’s magnum opus, Mad God.</p><section></section><p>But to be honest, terrifying visuals really sing loudest and most disturbingly in non-horror movies. More than any other category we’ll talk about here, a scary visual can REALLY pop in a film where you might not be expecting it. This is where the term <a href="https://www.ign.com/articles/they-dont-make-em-like-david-lynch-anymore">Lynchian really comes in handy,</a> as nearly all of the late auteur's work qualifies as not-really-horror-but-scary-as-hell-anyway, from a truly bizarre attempt at cutting a chicken, to Dean Stockwell karaoke, and beyond. For me though, when I think of scary on-the-look-alone, I always go back to <a href="https://www.ign.com/videos/director-series-ari-aster-cinefix">The Cook, The Thief, His Wife and Her Lover</a>.</p><p></p><p>Peter Greenaway’s 1989 film is, on paper at least, fairly straightforward. An obnoxious and powerful criminal strong-arms his way into a partnership with a gourmet chef while the crook’s wife falls for a bookish regular at the restaurant. It’s all right there in the title. However, the presentation of that story is anything but straightforward, and certainly not anything that would immediately fall into the scary movie bucket.</p><p></p><p>But the entire runtime of the film is otherworldly, and because I won’t be calling the whole movie a “moment,” I want to focus on the first tracking shot through the back of the house at the restaurant. It's not the first shot of the film, but it's still “the opening&quot; -- a tracking shot that establishes something truly unsettling. There’s a formality to these proceedings, an artifice that is so front and center, it’s impossible not to notice or think, “what the hell is about to happen here?” </p><p></p><p>From the eerie falsetto of a young boy singing, lost in his own thoughts, through the bullying buffoonery of Michael Gambon’s Spica and the quiet resignation of the Cook, very aware of the trap he’s in with instinct enough to pick his rebellious spots. The smoke, the dark and damp back alley vibes, the duck feathers floating through the air like a gentle snow -- all of it is filmed in a slow and steady tracking shot.</p><div style="text-align: center;"><section></section></div><p>It's a shot that thoroughly establishes the tone of the film as something almost paranormal. This is a staged morality play, a classical tragedy about to unfold in a dark and dangerous world in which nothing good can last, and for this shot to happen so early in the film makes the moment all the more unsettling.</p><h2><strong>7. The Scare Built on the Sound</strong></h2><p>Let’s stick with craft for another couple picks and look at audio. These are the moments of terror that succeed in their scares chiefly through their use of sound. There are whole movies, of course, built on the idea of being quiet in order to survive, <a href="https://www.ign.com/articles/2018/03/10/a-quiet-place-review">A Quiet Place</a> being the most recent and fully committed of those examples.</p><p></p><p>Sometimes there’s a familiar clicking of an <a href="https://www.ign.com/articles/extended-ending-of-predator-killer-of-killers-featuring-arnold-schwarzenegger-as-dutch-and-danny-glover-as-mike-harrigan-to-broadcast-tonight-sdcc-2025">alien predator</a> to build tension, or tripping over a pet’s water bowl after a long stretch of silence to <em>break</em> tension. This sequence from <a href="https://www.ign.com/videos/watch-the-invisible-man-w-director-leigh-whannell-watch-from-home-theater">Invisible Man</a> is incredibly shrewd, pinning our hero's hopes for escape on her ability to stealthily get out of the house. Sometimes it’s just a loud noise that jump-starts our character back into reality, like the bus stopping suddenly in Cat People. This is the style of sound-based scares most often found in non-horror fare; think of the sequence from Ikiru that Darren Aronofsky later borrowed for <a href="https://www.ign.com/articles/2016/05/17/13-most-ambitious-movies-ever-made">The Fountain</a>, with the sudden intrusion of sound from the world around the isolated characters waking ALL of us back up. </p><p></p><p><a href="https://www.ign.com/articles/2012/02/09/ten-terrible-date-movies">We Need to Talk About Kevin</a> also deserves a non-horror mention for the truly awful sound of the titular Kevin biting his fingernails that adds a disturbing aura to that entire scene, and to invoke David Lynch again, the sound design attached to the old woman -- a moment that rightfully belongs in the jump scare category, but is absolutely sold on the strength of that haunting sound.</p><p></p><p>But scary sounds are best in scary movies, when a single spike in the waveform can send shivers down your spine in a sea of other scary moments. For this, we look to The <a href="https://www.ign.com/articles/conjuring-movies-in-order">Conjuring’s game of hide and clap</a>, with one last solitary clap coming at us from the dark. This moment is built on the sound design of the previous few minutes, with creaks and whispers originating from the dark corners of the house. While it is undoubtedly effective, for a moment based entirely on the sound, our number 7 pick goes to the clucking from <a href="https://www.ign.com/articles/2018/06/07/hereditary-review">Hereditary</a>.</p><p></p><p>By the time we get to the clucking, we know exactly what the sound is, what it means, and where it comes from. It’s an involuntary tic, something Milly Shapiro's Charlie does that's quite literally out of her control. It’s something that on a narrative level implies the presence of a demon, but on an emotional level, it’s a reminder for Toni Collette’s Annie of the pain and grief that comes with loss. This tongue click in an empty car is the <em>perfect</em> deployment of a single sound scare.</p><p></p><p>What makes Hereditary great -- what makes <em>any</em> movie truly great -- is a connection to the characters. Things sneaking up on you, either visually or auditorily, will always give you a jolt, but things sneaking up on our <em>emotions</em> can do you one better. Here’s a moment where a mother is grieving, where disturbing mysteries about her family are coming to light, and she is at her breaking point; it's something we can all empathize with. This sound, this piece of her daughter from the past, is a terrifying straw on a camel’s back that’s all but broken. It’s a trap that had been laid close to an hour earlier, creating a heartbreaking moment that’s also a terrifying jump scare.</p><p></p><section></section><h2><strong>6. The Edit</strong></h2><p>Combining picture and sound is sort of the literal definition of editing, so for our number 6 spot following our audio and visual cues, we may as well look at editing as well. Of course every scary moment on this list works based on the edit to some degree, but think about our last pick -- that quick cut to the backseat certainly helps, but it’s not WHY it’s such an impactful moment. Editing does a lot of different things, however, and looks a little different for each moment.</p><p></p><p>It’s important to remember that there are entire documentaries about the editing in <a href="https://www.ign.com/videos/10-best-movie-endings-of-all-time-a-cinefix-movie-list">Psycho’s shower</a> scene, so right off the bat, I can tell you that I’m not going to waste your time by talking about it more here. But for <em>other </em>scares that are truly pulled off via the edit, we can first look at a wild montage like the ending of <a href="https://www.ign.com/videos/scariest-movie-moments-movie-list-cinefix">Don’t Look Now</a> that rapid-fires through a panicked set of images. This is also where my non-horror example would live, in the final moments of the still very horrific Come and See, flashing back in our protagonist’s imagination to find Hitler as a child.</p><p></p><p>Flashy quick cuts are not the only way to show off an edit, though. Sometimes the magic lives in <em>not</em> cutting. The Exorcist III’s famous hallway scene is as great a jump scare as has ever been seen in film, but it’s achieved through an incredibly long &quot;what is it I’m supposed to be looking at&quot; shot that builds the tension. </p><p></p><p>When we look at editing, we also have to think about juxtaposition. Where on-screen scares are concerned, I always think about <a href="https://www.ign.com/articles/best-slasher-movies">The Texas Chainsaw Massacre</a> for this, with hard and fast cuts away from the gruesome to something peaceful. There’s also the narrative function of images on screen to consider, like Jordan Peele’s cutting back to the sitcom tragedy in Nope before we know its significance. But for pure editing, the brilliant combination of images and sound to tell a story, I’d really like to talk about Hélène Cattet and Bruno Forzani’s neo-giallo slasher, Amer.</p><p></p><p>On first blush, this is a largely visual movie you might think doesn’t belong in this category. Sure, its primary language is French, but you really don’t need the subtitles. It’s a luscious, erotic, and violent collection of close-ups coupled with the creaking of leather and the slice of a blade as gravel crunches beneath heavy boots. The film is a collection of images and sounds assembled in such a tight, breathless way that still manage to convey space and time and character in spite of being assembled almost entirely of insert shots.</p><p></p><p>But one moment in particular, at the end of a midnight cat-and-mouse chase through an italian villa, involves a sudden burst of violence erupting as a stylized attack. A long stretch of quietly breathless sneaking in blue-hued day-for-night is suddenly over with a series of swooshing stabs and gasps. This moment leads to an even more drawn out, methodically tortuous death filmed with quick inserts and a raw, animalistic sound design that makes you squirm. </p><p></p><p>Amer takes everything giallo was known for and squeezes it with a black leather glove, making it all sing through the edit. If the film weren’t cut so expertly, moments like this would be a nonsensical collection of inserts and sound effects; instead, it’s a sequence worth studying for its ability to convey so much fear and anxiety and discomfort with such minimal imagery.</p><section></section><h2><strong>5. The Scare Based on Real Phobias</strong></h2><p>For the second half of our list, let’s move away from strictly craft-based categories and get into some psychological stuff. To start with, I want to look at real fears -- movies that very deliberately tap into well-known phobias. These can show up in the subject matter easily enough, with very little to do with the actual craft of filmmaking. Are you scared of big dogs? Maybe <a href="https://www.ign.com/articles/2007/09/12/cujo-25-anniversary-edition-dvd-review">Cujo</a> is going to give you nightmares. Scared of nightmares? Well, <a href="https://www.ign.com/articles/the-nightmare-on-elm-street-movies-in-order">Freddy Krueger’s got a pun</a> for that, I'm sure.</p><p></p><p>Some of our favorite scary stories to tell around the CineFix campfire though are moments of claustrophobia, like the tight underground tunnels of <a href="https://www.ign.com/articles/best-modern-horror-movies">The Descent</a> or the tight underwater tunnels of the perfectly titled <a href="https://www.ign.com/articles/2020/01/08/underwater-review">Underwater</a>. Both of those films feature killer monsters, but perhaps their most squirm-worthy moments trade on that all-too-common fear of enclosed spaces.</p><p></p><p>Then there’s the opposite fear, agoraphobia, that Hitchcock plays with famously in <a href="https://www.ign.com/articles/best-thriller-movies">North by Northwest</a>. There’s just straight up getting hopelessly lost in the woods, like in <a href="https://www.ign.com/articles/why-the-blair-witch-project-is-scariest-in-broad-daylight">The Blair Witch Project,</a> and then there’s the old reliable, 'scared of the dark.'</p><p></p><p>Every movie I’ve mentioned here also features sequences in which the darkness holds a significant danger. There’s always something lurking in the shadows just beyond the light, but the cleverest twist on this timeless fear shows up in the basement of a serial killer with night vision goggles in <a href="https://www.ign.com/articles/2017/11/01/our-10-favorite-heroines-in-modern-horror-movie-history">The Silence of the Lambs</a><strong>.</strong></p><p></p><p>By the end of The Silence of the Lambs, we know how much danger Jodie Foster’s Clarice is in. She’s been a step ahead of her boss for most of the film, and by the time she tracks down Jame Gumb, discovers he’s actually Buffalo Bill, and has to chase him into his basement / dungeon / fashion studio, we’ve already visited the space on a few occasions. For the audience, there’s no mystery as to what’s down there, so how does director Jonathan Demme escalate a terrifying Act Three set piece in a familiar location?</p><p></p><p>He turns out the lights.</p><p></p><p>But instead of letting us fester in our collective fear of moments like this, we get to see the scenario from the perspective of the thing we’re <em>afraid</em> of. We’re looking on as Clarice, eyes wide, pupils dilated and begging for light, stumbles through the basement groping at the walls; we're seeing her through Buffalo Bill’s eyes. We see how easy it would be for him to reach out and kill our hero, and how he’s toying with the idea of doing just that. </p><p></p><p>The effect is not a jolt of adrenaline like something jumping out at you from the dark. Instead, the first-person perspective confirms what we’ve always been afraid of -- that there’s something in the dark waiting to do us harm -- and the scene is all the more terrifying for it. </p><section></section><h2><strong>4. Existential Dread / What Is This Terrifying Nonsense?</strong></h2><p>Ping-ponging away from the well-known phobias, we need to also look at the type of fear that’s not quite so easy to put your finger on. This is the realm of the existential, when a film presents you with an image that asks you to question your very nature. For me, I find myself simplifying that down to, “what is this terrifying nonsense?”</p><p></p><p><a href="https://www.ign.com/articles/2015/05/11/movies-that-belong-in-the-twilight-zone">Jacob’s Ladder</a> has a thousand great moments for this; Ken Russell’s work generally falls into this category for me as well, with Altered States and The Devils being a pair of fascinating films. Nicholas Winding Refn’s Valhalla Rising doesn’t quite qualify as a traditional horror film, but the simple-on-the-surface rock-stacking sequence is one of the more disturbing moments of that film, while I must, yet again, invoke David Lynch’s particularly unsettling tone in…oh, it’s everywhere in his work.</p><p></p><p>And does <a href="https://www.ign.com/articles/2018/09/11/mandy-review">Mandy</a> count as a horror movie? I think it does, but it also certainly counts as three or four other kinds of movies at minimum, including a drug-fueled cult trip into the heart of madness and revenge that peeks past the curtain of humanity and into the dark places beyond. But it’s hard not to pick an oldie but a goodie, a moment from a movie that likely could have or should have been used in all these categories: The bear suit guy from <a href="https://www.ign.com/articles/the-original-photo-from-the-shinings-iconic-final-shot-has-been-found-45-years-after-the-movies-release">The Shining</a>.</p><p></p><section></section><p>Two hours and change into the runtime of this much-dissected horror classic, Stanley Kubrick has us sprinting to the finish. Jack is axe-wielding his way toward Danny while Wendy is frantically trying to secure her son’s safety. It’s chaos, utter insanity-inducing chaos, particularly when compared to the rest of the movie’s relatively measured pace. And then Wendy tops another set of stairs to find a man in an assless bear suit performing a sex act on a man in a tux, who pops up to make eye contact with an inscrutable look on his face.</p><p></p><p>This moment, especially the first time you see it, fits so perfectly into my “what is this terrifying nonsense” definition that it’s almost like I reverse engineered this entire category. Ink has been spilled for literally decades about the scene's meaning and metaphorical significance, and every theory out there has merit, which is what makes this moment so great. </p><p></p><p>On the surface, it’s a truly bizarre image couched in a sequence of increasing terror. Wendy’s husband is trying to kill her and her son, she can’t find him anywhere, the hotel is understood to be haunted as shit at this point in the film, and then she stumbles on this remarkably upsetting scene. While that’s a specific set of circumstances not many of us have found ourselves in, the Rorschach-ness of it -- the ability to read your own flavor of horror into it -- speaks to how existentially terrifying this scene can be.</p><p></p><section></section><h2><strong>3. SHOCK!!!</strong></h2><p>Getting into the final third of our list, we have to pay a visit to the specific subgenre responsible for as many scary movie moments as anything else: Body horror. The shock and grotesquerie of seeing the human body pushed past its limits creates images that can, in a snap, terrify our most inner caveman brains.</p><p></p><p>There is a Mount Rushmore of body horror that is easy to rattle off, from the chest-chomper in John Carpenter's The Thing, to the spider-head from the Thing, to the…my God, most of The Thing could be our pick here! Ditto for Jeff Goldblum’s gradual evolution into BrundleFly, or the tapedeck tummy of Videodrome, which puts David Cronenberg in the all-timers club. <a href="https://www.ign.com/videos/9-shocking-movie-transformations">An American Werewolf in London’s transformation scene</a> is carved into the side of a mountain as well, so I’m not going to speak more about any of those here.</p><section></section><p>There are great, shocking, violent moments of disfigurement in films like <a href="https://www.ign.com/articles/2015/05/18/green-room-review">Green Room</a>, when an arm gets stuck on the wrong side of a door, or in Midsommar during the suicide jump, or the hooks dance sequence in <a href="https://www.ign.com/articles/2018/10/24/suspiria-review">Luca Guadagnino’s Suspiria</a> remake. All of them are incredibly disturbing and sudden.</p><p></p><p>But there’s a quieter side of body horror. Think about <a href="https://www.ign.com/articles/2010/11/02/black-swan-review">Black Swan</a>, which perfectly toes the line between “scary movie that’s not a horror film” and “just straight up a horror film” while following the slow descent of a ballerina into something else entirely. This, I would argue, is also <a href="https://www.ign.com/articles/2014/09/06/nightcrawler-review">Nightcrawler</a>, digging at the depths to which ambitions will drive and warp somebody mentally. For our Number 3 spot though, there are two movies I love for the body horror’s subtler side: The Skin I Live In and <a href="https://www.ign.com/articles/2008/08/28/the-best-dvd-box-art-horror">Eyes Without A Face.</a></p><p></p><p>These films about renowned surgeons performing experimental surgeries at home, about an urge to right a wrong with yet more wrong, aren’t related. To clarify, The Skin I Live In is not technically a remake of Eyes Without A Face, but I’ve always found the films to be fascinating companions. One features a man seeking a new face for his daughter who’d been disfigured in a car accident, while the other focuses on a man seeking revenge on the young man who raped his daughter. Both Pedro Almodóvar’s 2011 film and Georges Franju’s 1960 film feature a clinical approach to body modification. </p><p></p><p>The doctors have so fully committed to the reason they’re doing these things -- the why of it all -- that there’s no questioning their actions. It’s most evident in the quieter moments, like the simple and straightforward way the doctor and his wife drug their victim. It’s the casual normalcy with which Dr. Ledgard examines the progress of his work. Above all, it’s the comfort with which they go about it, with no regard to being caught or exposed. These films don’t shock with gore or sudden snapping of bones; they look at incredibly intelligent and skilled people with real and relatable motivations doing horrible things to their victims without thinking twice.</p><p></p><p>If body horror is about blowing past the limits of what the human body should be able to do, making you squirm while watching it, The Skin I Live In and Eyes Without A Face ask you to consider what <em>you</em> would do given the tools at these doctors' disposal, making you squirm just the same.</p><h2><strong>2. The All-Consuming Terror</strong></h2><p>There are only two spots left, and so many scary moments still to consider...which is in itself another scary moment for anybody that’s ever written a movie list! But one more stop that we need to make is in the realm of the all-consuming scare; these are the moments that create terror or even just unease, and then make you stew in it. </p><p></p><p>This is different from the slow burn or the existential scares in that these moments are still more self-contained -- moments that confront the viewer with a very specific feeling and force you to keep watching. Most of <a href="https://www.ign.com/articles/nosferatu-review">Nosferatu</a> lives in this world, especially when the vampyre kills the two children. This is <a href="https://www.ign.com/videos/five-killer-horror-flicks-that-are-better-with-social-commentary">Get Out</a>’s Sunken Place sequence, and the girls walking away in slow motion from Picnic at Hanging Rock while their friend still watches at sound speed.</p><p></p><section></section><p>This is another category that non-horror movies see a lot of success in, because I find Barry Keoghan eating spaghetti in <a href="https://www.ign.com/videos/director-styles-movie-lists-cinefix">The Killing of a Sacred Deer</a> to be terrifying, not to mention the later sequences of Mother! But the all-consuming scene I think of most often is the beach sequence in <a href="https://www.ign.com/articles/2014/03/08/under-the-skin-review">Under the Skin</a>.</p><p></p><p>Jonathan Glazer’s version of <a href="https://www.ign.com/videos/top-gun-mavericks-jon-hamm-takes-the-ultimate-1980s-movies-quiz">E.T.</a>, Under the Skin finds an alien abducting men throughout Scotland for some type of study. She finds herself on a beach luring her next subject, a surfer, back to a van when a tragedy begins to unfold in the water further down the beach. A dog has ventured too far out into the waves; a woman tries to save it, then a man tries to save <em>her,</em> followed by the surfer trying to save them both, only for all of them to fail, leaving a baby alone on the beach.</p><p></p><p>It’s an upsetting scene just to describe, but the true brilliance is in how it’s shot. We can hear nothing over the powerful sounds of the waves. Glazer uses long lenses, leaving us detached from the proceedings, unable to connect or participate in the same way that Scarlett Johansson's alien female is incapable of empathy. </p><p></p><p>The scene also sets up her journey for the rest of the film. It’s an Act One break at which she begins to want something, to know what being human feels like. But to watch a family drown, to leave their infant stranded and alone, and to pull it off from such a detached perspective, is the whole reason this movie is incredible, featuring a truly terrifying movie moment. </p><h2><strong>1. Fear of the Nothingness / Void / Oh God Whatever's Next</strong></h2><p>As we arrive at our number one category, we’re fully on the other side of the spectrum from the jump scare with which we started. For our last spot, I want to talk about something everybody has in common. Regardless of who you are, where you come from, or what you find scary, we’re all going to die some day; it’s the one universal fear there is -- knowing that one day, for some reason, you’ll just stop. Movies that can pull off a scary moment built around the unknowable void that comes after death are fewer and farther between than those in our other categories.</p><p></p><p>There are of course some great rug pull-style twists that point in this direction, famously featured in movies like <a href="https://www.ign.com/articles/2018/10/12/ten-top-haunted-house-movies">The Others</a> and <a href="https://www.ign.com/videos/defining-the-ghost-genre-from-around-the-world">The Sixth Sense</a>. But Lars von Trier’s super slo-mo overture at the beginning of <a href="https://www.ign.com/articles/2009/10/09/the-antichrist-of-sci-fi">Melancholia</a> is more what we’re looking for; it's a moment that stares the end of existence in the face. <a href="https://www.ign.com/videos/top-10-practical-effects-of-all-time-a-cinefix-movie-list">2001: A Space Odyssey</a> cosmically does the same thing with Dave Bowman’s life cycle, presenting an uncomfortable and, dare I say, scary thread to pull on at the end of a mind-blowing bit of science fiction. </p><p></p><p>But the moment and movie I want to talk about is more recent, with a title that hints at the oldest scary moments in our storytelling history. It's the montage of time passing in 2017’s <a href="https://www.ign.com/videos/top-10-a24-movies-a-cinefix-movie-list">A Ghost Story</a>.</p><p></p><p>What begins as a contained story about grief and a ghost watching his partner move on with her life shifts gears to the entire <em>world</em> moving on. About two thirds of the way through the movie, writer/director David Lowery presents us with a montage of time passing from the perspective of this ghost. It is eerie, unsettling, and magnificently edited to feel as though it’s happening in real time. In the spot on which his house used to stand, a skyscraper is constructed in two straight minutes, and it all ends with a ghost deciding to jump off a building.</p><section></section><p>Time itself is presented as incalculably huge in the montage, with a sense of loneliness, of desperation, damnation even, accompanying this long-waiting ghost; it’s a terrifying thought. </p><p></p><p>The technique Lowery (who edited the film as well) uses to jump us through time the same way in which the ghost perceives it is used throughout the film, but it never feels like much more than cleverly assembling the story…<em>until</em> this montage. As his spirit lingers, we see that this moment makes the story about more than one dead man’s experience. This is a movie about memory and legacy and their microscopic significance set against eternity itself. Nowhere is that driven home more than the montage of a fraction of that eternity passing, which -- for my money -- makes it one of the scariest movie moments of all time.</p><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 17/10/2025
Dead Space Creator Glen Schofield Thinks the Games Industry is “Broken, Beaten, and Battered” but he has a three-point plan to fix it.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2024/12/23/ds-1734951788399.jpg" /><section></section><p>In an impassioned end to his keynote address on the opening day of Gamescom Asia x Thailand Game Show in Bangkok, Dead Space creator and industry veteran Glen Schofield has declared that the games industry is in dire need of fixing, and he believes he knows just how to go about it. </p><p>“We need to fix the gaming industry right now,” said Schofield to a room of games industry professionals. “It's broken. It's beaten, it's battered, our developers are battered, they've been taking it on the chin for the last couple of years. We need to bring it back to what it was, right? Instead of all this negativity.”</p><section></section><p>The first and arguably most controversial step to take in Schofield’s opinion, is for the games industry to widely embrace the use of generative AI as a standard part of their development tool set.</p><p>“AI isn’t here to replace us,” continued Schofield. “It’s here to make us faster, better, and more efficient. And AI is for all of us, it really is. It’s not just for directors and artists, it’s for writers and marketing execs. </p><p>“So, I think [games industry] executives, owners, founders… Let's start training our people on AI. Start it as soon as you can. Who cares if I’m EA or Activision or Namco or whatever, we should be working together at least in training and training our people up. That would be a huge help because I know we’re going to start hiring people back again.”</p><p>Next up, Schofield believes that investors need to loosen their purse strings and start spending more on games development, as well as putting the right people in charge of each studio.</p><p>“Come on, investors and execs, let’s stop this madness,” said Schofield. “You want to make a AAA game for like eight million dollars? You gotta get your guts back again. If we start putting money into the industry again, we know it's going to make money.”</p><p>“To me, you picked the wrong people to run the teams, to run the games, right? In my opinion [you need] a big, creative person who’s running it. And then you put people around to help with this and that. That's the way I work these days, right? I still run my studio in ways but I have people to help now so I can be 100% or 98% on that. That’s what these games need. I saw some of the people that were chosen and they were really good people, but there's no way they were ready to direct a game.”</p><section></section><p>“So I said, let's start putting money in, do due diligence a little better on that. We know we're going to make money. But we have to make quality games, and you have to give them to the right people.”</p><p>Lastly, and perhaps most strangely given that he was presenting the opening keynote address at a rival games industry show, Schofield wished for the return of E3.</p><p>“Bring back E3,” said Schofield to soft applause. “I mean, come on. E3 is the granddaddy of them all. And I will tell you every single E3 that I went to made my games better. And I know there's no formula to show a [return on investment] on that, [but] every game got better when you went there. You talked with your friends, you talked with colleagues, everybody's thrilled to help you with the next technologies, or showing you mechanics. When the companies started going outside of E3 I knew this was the end, and I started boycotting those because [that] was not an industry that was working together, this is an industry that’s fragmented. And so now there’s no E3.”</p><p>Schofield concluded his address by reiterating that while he’s fully onboard with AI, the most important aspect of games development were the people making them, not the machines.</p><p>“Remember, ideas are the lifeblood of the industry,” said Schofield, speaking to the developers in attendance. “And those ideas? They come from you.”</p><p>How do you feel about Schofield’s plan to “fix” the games industry? Sound off in the comments below!</p><section></section><p><em>Tristan Ogilvie is a senior video editor at IGN's Australian office, currently attending Gamescom Asia x Thailand Game Show.</em>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 23/09/2025
Black Phone 2 Review: The Grabber does his best Freddy Krueger impression even as director Scott Derrickson and his co-writer C. Robert Cargill refuse to let the sequel be another redundant Hollywood cash-in.
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2025/09/23/black-phone-2-thumb-1758586868922.jpg" /><section></section><p><em>This review is based on a screening which took place at the 2025 Fantastic Fest Film Festival. Black Phone 2 will be released theatrically in the United States on October 17.</em></p><section></section><p>In the wrong hands, sequels can be predatory pursuits. When studio executives watch films like <a href="https://www.ign.com/articles/2012/03/13/sinister-review"><u>Sinister</u></a> or <a href="https://www.ign.com/articles/the-black-phone-review"><u>The Black Phone</u></a> amass healthy box office returns, the desire to double-dip burns like an inferno. Dollar signs (can or might) outweigh creative pursuits. But in the right hands, a sequel broadens new ideas and spawns fresh potential. A sequel can unlock storytelling you'd never expect. Director Scott Derrickson and his co-writer C. Robert Cargill refuse to let <a href="https://www.ign.com/movies/black-phone-2"><u>Black Phone 2</u></a> be another redundant Hollywood cash-in, and by their efforts, bring us as close to Freddy Krueger as we'll get until there's another A Nightmare on Elm Street.</p><section></section><p>The Black Phone wasn’t intended to have a sequel, based on a one-off Joe Hill story as it was. Derrickson and Cargill are in uncharted territory, which becomes their advantage. Ethan Hawke returns as The Grabber, not of flesh and bone; he's a boogeyman in your nightmares, yet the pain he inflicts leaves real scars. But The Grabber’s resurrection is hardly a Wes Craven knockoff. The filmmakers’ new nightmare is an ambitious evolution of The Black Phone that proves horror sequels don't have to recycle the same cheap thrills for another go-around. Despite borrowing Jason Voorhees' campground backdrop, this film is not just another repetitive sequel like Friday the 13th has been known to produce.</p><p>Frankly, Black Phone 2 is a punk rock horror sequel. Derrickson and Cargill ripen evils instead of playing the old hits. The Grabber transforms from a kiddie-killing sicko to a devil's reject who took ice-skating lessons. The survivor’s guilt of the first film’s Finney sees returning actor Mason Thames playing him as a haunted pot-head, while Madeleine McGraw, also back from Part 1, steps into the lead role as Finney’s sister Gwen, channeling her lucid dreams and clairvoyant abilities. Denver's quiet suburbs are traded for blizzard conditions at the Alpine Lake Catholic sleepaway camp, sending wintery, frostbitten chills up our spines, brought on by The Grabber's freezer-burned appearance. It's nothing like the original, nor does it want to depend on familiarity. The filmmakers make the most of their second chance—this ain't a churn-and-burn continuation.</p><section>The film is an ambitious evolution of The Black Phone that proves horror sequels don't have to recycle the same cheap thrills for another go-around. </section><p>The murderous events of The Black Phone leave Finney and Gwen rightfully traumatized, which puts a heavy emphasis on character exploration. Finney numbs the pain with &quot;devil's lettuce,&quot; stalked by hallucinations of The Grabber, while Gwen answers the ring of black phones, driven by a pursuit for answers and the opportunity to help other lost souls. The script ruminates on grief and unrest by sorting through Finney and Gwen's psychological damage, but can dawdle at times before The Grabber's malevolence is felt in full force once again. There's also the addition of Demián Bichir's camp supervisor, whose biblical knowledge and reliance on faith bring holiness into a conversation about bleak-as-tar evils for added theological debates. But Black Phone 2 is always Finney and Gwen's showcase. A brother-sister ghostbusting drama that tastes awfully dour until past the halfway point, when The Grabber's hold turns emotional hurts into gaping wounds and breathless terrors raise the ante.</p><p>That's not to say Black Phone 2 is only valuable when kiddos become cadaver popsicles. It's more the anticipation of inevitable snowscape horrors that’s nipping at our nose, which can't help but distract in the slightest while Finney and Gwen wrestle with lingering demons. Miguel Mora reprises his role as Ernesto Arellano, living on in his brother Robin's honor as Gwen's sweetheart of a love interest. Jeremy Davies earns redemption as the now sober Terrance, the supportive and loving papa to Finney and Gwen. It's all necessary to further define how post-traumatic stress can tear your world apart, paired with the hopefulness that brighter days can prevail, but you can sense the film's nearly two-hour runtime. Not terribly detrimentally, yet still, there's a missing giddyup at times.</p><section></section><p>Past that gripe, Black Phone 2 is a rich slasher mystery that transcends life and death. Hawke's turn as a vengeful iteration of The Grabber's deceased self is fire and brimstone, and his flesh-rotting face, which he exposes sans mask to drive home terrifying imagery, bears scorched scars from Hell. Derrickson whips out his Super 8 camera to denote whenever Gwen has entered The Grabber's sleep realm, where she alone can confront her villain, which is a clever visual touch to differentiate between reality and dreamland. There's an old-school Hollyweird feel to these sequences, like Gwen stars in her own uncanny movie, but then we're quickly ripped back to (the film's) reality, where she's gushing blood or being tossed around like an invisible ragdoll. Derrickson ensures stakes are dreadfully real in either universe, unleashing violence that leaves your mouth agape.</p><p>For as ponderous and introspective as Black Phone 2 can be, it's still a fresh reinvention of traditional slasher tropes. Even the stereotype about how horror sequels tend to go bonkers is on display, since The Grabber has an entire icecapades routine on magical frozen blades. The film's cheekiness—snowmen with The Grabber's smile, his maniacal taunts via conversation—is abundant. And yet, Black Phone 2 matters beyond dreadful realizations and hacked-in-half noggins. Derrickson and Cargill navigate the murky themes of self-imprisonment and meaningful recovery, ultimately conveying a wholesome message, but not before subjecting their characters to grave desperation. It's a lot to digest, and sorrow weighs heavily, but at the end of it all, these filmmakers find a way to leave us uplifted while still delivering all the slashery goodness we so crave.</p><section></section><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 04/09/2025
The Walking Dead: Daryl Dixon - Season 3 Review: Los Dos Amigos, Daryl and Carol, take their Eurotrip to Spain for some serious "buttin' into other folks business."
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2025/08/25/6tgecg4zwd1b-1756156460840.jpg" /><section></section><p><em>This is a </em><em><strong>non-spoiler </strong></em><em>review for all seven episodes of </em><a href="https://www.ign.com/tv/the-walking-dead-daryl-dixon"><em>The Walking Dead: Daryl Dixon</em></a><em> - Season 3. The series premieres Sunday, Sept. 7 on AMC. </em></p><section></section><p>Everyone's terse, scraggly-haired zompocalypse outdoorsman Daryl Dixon is back for a new round of European adventures, and -- yup! -- dystopian BFF Carol Peletier is still at his side. Season 3 of this Walking Dead spinoff continues to prove that more interesting things are being done in these new spinoffs -- <em>particularly</em> on this Daryl show -- than were explored in the final few seasons of the original series. There are some typical bumps and bruises, yes -- in the form of annoying characters and outrageous coincidences -- and Season 3 itself doesn't &quot;up the ante&quot; in any significant way, but it's still a solid chapter in Daryl and Carol's odyssey, with some of the best action the Walking Dead saga's ever produced. </p><section></section><p>Two things at the top here: Firstly, the season takes place in Spain (and was shot in Spain, giving everything a unique feel for the franchise). I know the italicized words above pointed at a spoiler-free review, but this was kind of a given. It's in all the promotional materials. The last we saw of Daryl and Carol, they were headed to England through the Chunnel but... there're in Spain, y'all. The season opener -- which has 28 Days Later vibes -- deals with this, while also gifting us with a fun guest spot for Stephen Merchant. It's why there are seven episodes this year instead of the usual six.</p><p>Secondly, the show (still) works well because Daryl is kind of a blank character. Let's put this another way: We know catastrophically little about Daryl given that he's been a main character on a whopping 14 seasons of television. He had an abusive childhood and can hunt and the zombie years have turned him into a near-unstoppable warrior, but that's really it. He was underserved on The Walking Dead, but on his own show he's the perfect character to have traveling to new places, meeting new people, and getting into new adventures. He comes with baggage that makes him the right amount of grumpy, and cautious, but he's a hero at heart. Having him experience other cultures, even in a ruined world setting, is why his series is superior to the back half of the old show.</p><section>The Spanish town at the center of this season is nestled inside a gorgeous, fortified medieval city. It's got it all, but of course there's always a catch.</section><p>This year, Daryl is reeling from the loss of Isabelle, even if they barely had any time at all as an established &quot;thing.&quot; While the trippy Chunnel experience seemed to heal Carol, giving her final closure with Sofia, it sort of hardened Daryl, to the point where he and Carol now disagree about helping folks. Carol is more charitable and Daryl is even more closed off, singularly driven to getting back home. It's a simple, effective dynamic for Season 3 that nicely steers away from the dangerous waters of &quot;are they actually gonna make 'Caryl' happen?&quot; from Season 2. </p><p>And to Daryl's point, maybe these two <em>should</em> butt out of certain affairs because, as we know, things are tough all over. Even the most thriving communities tend to have dark secrets, so Season 3 is very much about &quot;okay, what's wrong about THIS place?&quot; Like how basically, for better or worse, The Walking Dead franchise is one long Woodbury, with each new locale having it's own Governor-style obstacle to overcome. The Spanish town at the center of this season is Solaz Del Mar, a survivor faction nestled inside a gorgeous, fortified medieval city. It's got it all, but of course there's always a catch.</p><section></section><p>Daryl and Carol find a temporary home with these fine folks after inadvertently saving the right people... and killing the wrong people. Which is to say that, by hook or by crook, our heroes will manifest a necessary violent confrontation between citizens and governing bodies that wouldn't have happened if they hadn't stumbled into town. Presiding over Solaz Del Mar is Óscar Jaenada's suave Federico, a ruler who definitely doesn't take to outsiders, but also a man who's under the thumb of an even bigger despot, seated in the historic El Alcazar in Seville. </p><p>So there are many fish for Daryl and Carol to fry, and at the heart of it all? The gateway call to action? Young lovers Roberto (Hugo Arbués) and Justina (Candela Saitta) -- a couple that gives metaphoric hope to Carol, who now just might be open to finding actual love herself. Also, a couple that gives Daryl heartburn, as he's temporarily taken himself out of the crusader business. And even though, you know Daryl and Carol are ultimately going to help these desperate people defeat their oppressors, it's easy to side with Daryl at the outset because Roberto can be quite grating. While Daryl exists to rarely speak his mind, Roberto is the antithesis, just a swirling combo of impetuous TV tropes that lead to him making rash decisions, getting captured (more than once), and generally causing more trouble than the visiting buttinski Americans here.</p><section></section><p>Does Roberto have reason to be reckless? Sure. His town isn't ideal and the cruel patriarchy has other designs for Justina other than letting her be with Roberto, but on a fairly decent season of a franchise that's been around for 15 years, he comes off as a lazy catalyst. Fortunately, in the plus column for Season 3 is a massively impressive city siege that brings together the best elements of Walking Dead stunt work. Plus, Season 3 even splits up Daryl and Carol for a time, pairing them with others -- like Alexandra Masangkay's Paz and Eduardo Noriega's Antonio, respectively -- giving this <em>Daryl Dixon</em> series some breathing room. </p><p>Norman Reedus and Melissa McBride are still a great pair, as you'd expect. Their bond runs so deep now that they can just exist in the same space and you feel the characters' history together. In a different decade of TV these two could just have new adventures each week, going all over the globe, A-Team/Kung Fu/Incredible Hulk style. The Walking Dead began as something intensely serialized and then sort of melted into a show reminiscent of a bygone era. Bottom line: If you're still locked into Walking Dead, Daryl Dixon remains the best of these last gasps. </p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 03/09/2025
Review: Alien: Earth Episode 5 - What really happened to the Maginot?
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2025/08/15/alien-earth-ep3-blogroll-1755287206095.jpg" /><section></section><p>Alien: Earth Episode 5, aka “In Space, No One…” aka “The One Where They Straight Up Remake <a href="https://www.ign.com/articles/alien-earth-showrunner-says-theres-still-something-really-scary-about-ridley-scotts-original-alien-ending-idea-where-the-xenomorph-kills-ripley-and-mimics-her-voice">Alien</a>” is an extremely well crafted episode of television. I feel like that’s important to note in the back half of the same sentence in which I make a Friends joke at Noah Hawley’s expense. But the title of the show's fifth chapter tells you everything you need to know. It’s obviously a riff on the <a href="https://www.ign.com/articles/new-alien-earth-trailer-remakes-the-original-alien-movie-trailer-and-that-poor-cat-will-never-be-the-same-again">original film’s famous tagline</a>, but it’s the ellipses that does it. That ellipses says “you know the rest, etc. and so forth.” More than that, it’s emblematic of the tightrope this series has been walking since it was announced.</p><p></p><section></section><p><strong>Spoilers follow for Alien: Earth Episode 5 - &quot;In Space, No One...&quot;</strong></p><section></section><p></p><p>“In Space, No One…” takes us back to the events that lead to the Maginot’s crash-landing in Prodigy territory. The opening moments of the first episode were already an effective recreation of the iconic Nostromo, the setting of Ridley Scott’s original, but Episode 5 takes it a step further. The hour-long episode essentially remakes the entirety of Alien, complete with unsuspecting engineers playing victim to an alien’s nature, crew members ignoring quarantine protocols in spite of other, more correct crew members warning them of the consequences and a guy getting speared from behind and lifted into the air as the blade sticks out of his chest. </p><p></p><p>Noah Hawley, who directed the episode himself, remixes each of these elements. Except for the engineers buying the farm. They’re a one-to-one stand-in for the never-to-be-topped duo of Parker and Brett from 1979. But for Alien: Earth’s fifth episode, instead of Ripley talking sense, it’s Morrow. And instead of the xenomorph jabbing it’s tail through the torso of an unsuspecting victim, it’s… well, it’s Morrow again. </p><section>Alien: Earth is never better than when Babou Ceesay is on screen.</section><p></p><p>The real lesson here is that “In Space, No One…” is another opportunity to put Babou Ceesay’s Morrow front and center, and we’re all better off for it. It’s an entire chapter that casts him in a different light, a not so subtly Ripley-hued light. He’s got a daughter that’s passed away while he was on his mission and, even though we didn’t find out until the director’s cut of <a href="https://www.ign.com/articles/every-james-cameron-movie-ranked-terminator-avatar-aliens">James Cameron’s Aliens</a>, so did Ripley. But suddenly his cold and ruthless nothing-to-lose demeanor and his claim that the creatures he was ferrying back to Yutani were his “life’s work” begin to be a little more sympathetic. We can at least relate to that, if not manipulating children by threatening their family members. But this is another episode that proves Alien: Earth is never better than when Babou Ceesay is on screen.</p><section></section><p>The rest of the crew on the Maginot aren’t far behind though. They’re a collection of passive aggressive, sniping little kids. They don’t seem like good people, even a little bit. Granted, assistant space engineer Malachite is just kind of an idiot who’s mostly there to be an idiot the screenwriters can use as an excuse to write exposition (it’s a great trick by the way. If he wasn’t an idiot there’d be no reason to talk out loud about basic stuff everybody should know). He probably didn’t deserve to be sucked dry from the inside out by space ticks, but everybody else on the ship, at minimum, had an incompetent hand in their own demise.</p><p></p><p>But the thing about this episode that’s such an impressive threading of a needle is in the dramatic irony of it all. I’m typically not a fan of flashbacks and dramatic irony is a device more often than not used incorrectly. So an entire episode halfway through a season that jumps back to see the beginning of a story we’ve already seen the end of is not my favorite type of television. In this case though, it’s a savvy bit of structure. Narratively speaking, all of this could have been in the <a href="https://www.ign.com/articles/alien-earth-episodes-1-2-review">first episode</a> and the series could have proceeded chronologically and it would have been fine. However, if the first bits of Episode 1 were a recreation of a few iconic moments from Alien, doing a full Alien five episodes later is a proposition as slippery as the KY they use on the xenomorph costume. Had the series started with a “sorta remake” of the original film, I don’t know that it would’ve gotten the credit it deserves. The comparisons to the original might have been too overbearing, too unfavorable, for the real story of this season to unfold without holding a grudge.</p><section></section><p>As it stands though, placing the flashback in Episode 5 allows us to spend some very worth-it time with Morrow, while the revelation that Boy Kavalier had a hand in the sabotage helps shift the official antagonist role onto him and off of Morrow. Kavalier is clearly an unscrupulous prick, but now that we know all of this is his doing, he’s so much worse. It further adds to the at least small amount of tragedy at play with Morrow. He’s always been a pawn in somebody else’s game, but there’s one more layer added to it, and one more reason to keep doing my…</p><p></p><h2><strong>Credit Roll Needle Drop Check In</strong></h2><p></p><p>“In Space, No One…” ends with the opening track off Siamese Dream, The Smashing Pumpkins’ second album. “Cherub Rock” is full of a grungy desire to rebel against the groups you’re aligned with. </p><p></p><section></section><p><em>Freak out, give in, Doesn’t matter what you believe in.</em></p><p><em>Stay cool, and be somebody’s fool this year.</em></p><p></p><p>For Morrow, having devoted his life, including missing the death of his daughter, to this, it’s about finding himself still plugged in to the machinations of the mega-corporations running the planet, and doing what he can to play by their rules and stay in their good graces. But all that thematic stuff is hidden under an urgent, building opening riff that brings an intensity front and center to mask the more insecure elements of Billy Corgan’s lyrics. There’s regret in Morrow. We saw it in the tearful way he looked through his daughter's letters on the Maginot. But more than that, there’s anger and determination to the cyborg that’s his true driving force. </p><p></p><p>Plus they skip the second verse then go straight to the chorus that leads into that guitar solo that absolutely rips. Early Pumpkins were the best Pumpkins and I’ll take no feedback that says otherwise.</p><p></p></section>
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Video Game News, Reviews, and Walkthroughs - IGN [Unofficial] @ign.com.web.brid.gy · 04/07/2025
Save 38% Off the Baseus Enercore 67W Wall Charger With Built-in USB Cable Ahead of Amazon Prime Day
<section class="article-page"><img src="https://assets-prd.ignimgs.com/2025/06/26/baseusenercore-1750969729052.jpg" /><section></section><p>Baseus recently released a new line of <a href="https://zdcs.link/Qdb3Kx">Enercore wall chargers</a> that is  designed to be the ultimate travel friendly accessory while delivering enough power output to quickly charge your portable electronics. Even better, you can take advantage of some early <a href="https://www.ign.com/articles/amazon-prime-day-2025-everything-we-know-so-far">Amazon Prime Day</a> discounts. Currently the <a href="https://zdcs.link/Qdb3Kx">67W model</a> is on sale for Amazon Prime members for just $36.99 after you apply an additional 5% off coupon code &quot;<strong>GOHTHZJQ</strong>&quot;. The most unique feature of this charger is the built-in retractable USB-C cable, which saves you from bringing along yet another travel accessory.</p><h2>Baseus Enercore Wall Chargers with Built-In Cable</h2><section><section></section><p>The Baseus Enercore wall charger features a handy 32-inch USB Type-C cable that retracts neatly inside the unit when it isn't being used. The plug sits in a recessed nook so that it won't get snagged. The prong is also foldable to prevent premature breakage. There are two additional USB Type-C ports for charging multiple devices simultaneously.</p><p>The 65W output model is more than enough to fast charge a Nintendo Switch (or Switch 2), Steam Deck,  Asus ROG Ally, and Apple iPhone 16 at their maximum rate. Although the Legion Go and Rog Ally X can support up to 100W of charging, the wall adapter that comes with these gaming handhelds has a 65W max output, so this charger is just as competent.</p><aside><h3>Extend your Nintendo Switch 2 playtime</h3><p><a href="https://www.ign.com/articles/nintendo-switch-2-preorder-guide">The Nintendo Switch 2 is now available</a> and the Baseus Encore 45W model would make a suitable second wall charger for your new console. The official adapter shipped with the Switch 2 has a 60W maximum charging output, so the Baseus model is slightly more capable.</p></aside><p>Looking for a power bank for extended battery life? Check out our <a href="https://www.ign.com/articles/best-portable-charger">favorite portable power banks.</a></p><h2>Should You Shop Now or Wait for Prime Day?</h2><p>It's a more complicated question then you might think. For now, I'd say this power bank deal is a good deal and similar to what we'll see for <a href="https://www.ign.com/articles/amazon-prime-day-2025-dates-announced">2025 Prime Day</a> sales at Amazon, and worth snapping up while it's still on sale. </p><section></section><p><em>Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.</em></p></section></section>
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