Sweeney’s argument is broadly that all videogames will use generative AI tools at some stage, so you and I might as well stop hearing about it. He thinks tagging things as made with generative AI is only necessary when there’s a formal need to prove legal authorship, or help buyers understand whether they have rights to a piece of digital art. There’s no sense letting regular old videogame players learn that stuff. It will only make us upset, and possibly less willing to play videogames with generative AI in them, like Fortnite.
A pristine copy of Fortnite has just been sold for $42,500 — which seems a lot for a free-to-play game.
To be fair, this is a boxed version of Fortnite — something that also grants access to the game’s original Save the World mode, which Epic Games still requires you pay a small amount to access.
But there’s no suggestion this sealed copy of the world’s biggest battle royale will ever actually be played. Indeed, it has been sold encased in a box, and labelled with a 10 A++ rating from video game grading company Wata — its highest possible quality score.
Sold by Heritage Auctions, this copy of Fortnite is an Xbox One version from the game’s original 2017 print run. Only a limited number of physical copies were ever produced, and this edition dates back to when the game’s now-ubiquitous battle royale mode was just a side-offering.
As mentioned, it does include access to Save the World, which is worth… something. Epic Games has bundled the original Fortnite mode in numerous ways over the years, but currently sells access as part of a $18.49 add-on that includes 1,500 V-Bucks (which would separately cost $18) as well as an exclusive skin.
Even with this in mind, though, you’re still paying $42,482 over the odds.
These days, Fortnite is a very different beast — a metaverse of battle royale modes, user-generated maps, plus LEGO and music offerings. Oh, and it’s home to pretty much every media franchise that has ever licensed itself for a video game, as well as real-life popstars and now even Quentin Tarantino.
Of course, video games attracting huge sums as collectible items is nothing new — and within the grand scheme of things, $42,500 pales in comparison to other auction prices. Back in 2021, a factory-sealed copy of Super Mario Bros. sold for a record-breaking $2 million, though there’s debate over whether the sale counted as an auction in the traditional sense. Officially, Guinness World Records recognizes a copy of Super Mario 64 sold for $1.56 million as the highest amount successfully bid for a video game to date. But who knows how much that copy of Fortnite will be worth in another 100 years?
If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.
Image credit: Heritage Auctions/HA.com
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Earlier this year, Mount & Blade II: Bannerlord‘s War Sails naval expansion had its release pushed back from June 17th to November 26th. You can give it a go right now if you fancy, so it obviously made that second date. Prior to the DLC dropping, I chatted with Bannerlord senior producer Falk Engel about what went into the decision to ditch the initial summer date, and why custom naval battles were only confirmed to be arriving with its launch quite late in the day.
Ubisoft has confirmed it no longer plans to launch a second major Assassin’s Creed Shadows expansion, something that previously would have formed part of the game’s now-abandoned season pass.
Shadows’ first — and now, it seems, only — major expansion launched in September. The 10-hour Claws of Awaji had previously been described as the “first expansion” included in Shadows’ season pass, an offer that was formally scrapped a year ago when Ubisoft delayed the game’s launch from November 2024 to February 2025.
As an apology to fans for the game’s delay, Ubisoft said it instead would gift Claws of Awaji for free to all pre-order customers. But fans still assumed a second expansion would follow at some point, as has become custom for every other major Assassin’s Creed title over the past decade.
“As of now, at this moment for Year Two, there is no expansion on the size of Awaji that is planned,” associate game director Simon Lemay-Comtois said in an interview with JorRaptor.
Lemay-Comtois caveated his answer by noting some exceptional examples in the past where Ubisoft had changed its plans to make more add-on content than it had originally envisioned (such as with the recent Saudi-funded DLC that arrived two years post-launch for Assassin’s Creed Mirage). But, currently, it seems clear that no second expansion is on the cards, and there’s no suggestion that Shadows’ post-launch plans will extend into a Year Three.
It’s an extremely surprising decision by Ubisoft, which followed up the launch of 2017’s Assassin’s Creed Origins with two expansions (The Hidden Ones and The Curse of the Pharaohs), 2018’s Assassin’s Creed Odyssey with two expansions (Legacy of the First Blade and The Fate of Atlantis), and 2020’s Assassin’s Creed Odyssey with three expansions (Wrath of the Druids, The Siege of Paris, Dawn of Ragnarök) alongside numerous other smaller DLC drops. 2023’s smaller-scale Assassin’s Creed Mirage was itself originally planned as yet another Valhalla expansion, before it was ultimately released as a standalone game.
“We’re still working on content for post-launch and supporting it, but it’s not a full-on DLC the way a season pass would have had in the previous years,” Lemay-Comtois said, confirming at least that Ubisoft still had plans for smaller additions to Shadows within 2026.
“We’re trying to re-adjust for Year Two a little bit,” he continued. “There’s learning from Year One we can apply to Year Two. Any content we want to do in Year Two will probably be more sparse, not a drip-feed… but chunkier updates that shake things up a little more. I’m not announcing anything at this point but our strategy for Year One was to be quick and reactive, so it means smaller drops often, but for Year Two we don’t need to put fires out or anything, so it’s more what good, chunky little piece of meat… we can drop and have people come back and enjoy it.”
Digging into Lemay-Comtois’ comment, the suggestion here is that Ubisoft’s decision to change course on Shadows following its pre-release reception impacted the company’s plans for post-launch support, with priority placed on fighting immediate “fires.” And indeed, Shadows has enjoyed a series of recent patches that have added numerous fan-requested features, in a clear bid to turn sentiment around. Going into further detail, Lemay-Comtois also suggested Shadows had been a tougher game to develop technologically, further complicating plans to get post-launch content ready.
“I think with Shadows, we had a big jump in generations,” he continued. “The engine work that we had to do on Shadows took a lot of time and a lot of our resources. So the planning for the post launch was not really clear as soon as it would have been on another [game] where the technology was more stable and well known.
“We started fairly late on Shadows… because I remember during pre-launch we had the Season Pass,” he admitted. “And the situation changed when we pushed back on the release date. That plan changed quite a bit and then we had to kind of adapt to the situation. So because of the new tech, because of the new generation, because of the pushes we had in production, we chose an approach that was way more, let’s put our ear to the ground when the game launches… and react.”
“And whether or not this is the right way to go, or a good learning, I think it’s more of an experience we’re trying with Shadows, to keep things small and reactive and see how the community feels about it and reacts to it,” he concluded. “And the learnings that come out of that will be applied to whatever other projects we do next.”
And then there’s what else fans expect is coming: a remake of Assassin’s Creed: Black Flag reportedly waiting in the wings, as well as numerous other Assassin’s Creed projects that Ubisoft has already confirmed, including a multiplayer spin-off and the witchcraft-themed Assassin’s Creed: Hexe. Amongst all that, and coupled with Shadows’ delay drama, Ubisoft seems to have simply decided a second Shadows expansion isn’t necessary.
If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
You! Stop trying to break in! Also, while you’re at it, stop using quick use item swapping to shoot me faster than you’d otherwise be able to! All of that is yelled by Arc Raiders‘ latest patch, which sees devs Embark go after a number of pesky exploits and also make piggybacks much less effective.
Kirby — one of the most famous faces (with little podgy arms and feet attached) in Nintendo’s stable of stars — has been wowing players with his impressive abilities and sheer versatility for decades now.
We are thrilled to announce that Bootstrap Island is officially coming to PlayStation VR2 in 2026. This will be the most immersive version of Bootstrap Island yet, powered by the advanced features of PS VR2. Built exclusively for high fidelity hardware, it aims to deliver realism, tactile interactions, and a powerful sense of presence. And now we are bringing that vision to PS VR2.
Bootstrap Island pushes your survival instincts to their limits
Bootstrap Island is a realistic yet intense survival adventure inspired by Robinson Crusoe and other classic tales. After a brutal shipwreck, you awake as Daniel, a 17th-century survivor stranded on a deadly tropical island. To survive, you must learn fast and face wild beasts, powerful forces of nature, and the secrets hidden deep within the jungle.
Ruthless survival experience
There is no hand holding, no guidelines, and no second chances. Only your instinct, skill, and determination matter. Bootstrap Island is a ruthless roguelike where every decision carries consequences.
You will gather food and fresh water, hunt fish and wildlife, and prepare for the dangers of nightfall. When darkness arrives, the beasts attack. You will need to learn how to light fires and how to load and shoot a flintlock pistol because you will rely on it.
Animals are not the only threat. Rain, storms, sickness, quicksand, territorial animals, and poisonous fruits are constant dangers.
Dynamic open world
Bootstrap Island features a highly realistic, systems driven world where everything reacts. Day and night cycles, weather, fire, and liquids interact in complex and often unpredictable ways.
The island can be explored freely. Beaches, riverlands, jungle, and other biomes offer different resources. Every interaction encourages experimentation and instinctive problem solving. You just have to be creative.
Progression to survive longer
Every death teaches you something valuable. You learn by doing, adapt your strategy, and unlock new items that help you survive longer in future runs. As you stay alive longer, you gain access to satchels for inventory, a building book for constructing shelters and defenses, and equipment such as a musket for stronger firepower. Medicine found in bottles helps you fight sickness. You will begin to notice subtle changes in the environment. Survival comes from knowledge, preparation, and experience.
Immersive narrative
Uncover the story of the survivor, the life before the shipwreck, and the uncertain future that awaits. As you explore, you will discover who you are, why you were on the ship, and whether your presence on the island is a coincidence or something more meaningful. There are signs of other people. Whether they are hostile or friendly is something you will discover on your journey.
Randomized sessions
No two runs are ever the same. Each session reshuffles resources, events, weather patterns, and the types of creatures that hunt at night. The island is always changing. Items found in chests, territorial dangers, and weather conditions all shift from run to run. Adaptation is essential.
PS VR2 takes our survival vision to its full potential
From the beginning, our goal for Bootstrap Island was to create a VR experience so believable that players forget the real world, with every interaction from lighting a fire to gathering resources feeling natural, grounded, and physically intuitive. To achieve this, the game is built on interconnected systems where fire, water, weather, physics, and animal behavior constantly influence one another, creating moments that feel alive and unplanned. For us, VR has always been more than technology; it is a medium capable of evoking presence, emotion, and wonder.
PS VR2 allows us to fully express this vision for the most realistic survival experience in VR through features such as foveated rendering for exceptional clarity and performance, headset vibration that intensifies dramatic moments like storms and near death encounters, and adaptive triggers with advanced haptics that create lifelike sensations including thunder strikes, bow tension and pistol recoil. Together, these capabilities make the PS VR2 release of Bootstrap Island the most immersive version of the game.
Bootstrap Island is developed by a small indie team at Maru VR, and although this is our first premium game, we have created more than 40 VR experiences over the past eight years to understand the medium and learn how to push its potential.
As the debate around the use of generative AI to build video games rages on, Tim Sweeney, boss of Fortnite developer Epic Games, has waded in to call on Valve to ditch its AI Generated Content Disclosure for Steam games.
Valve’s rules mean developers must disclose their use of AI-generated content on a game’s Steam store page. For example, the Steam page for Embark Studios’ Arc Raiders includes a note from the developer on how the game uses AI-generated content: “during the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.”
Activision’s Call of Duty also includes an AI disclosure: “our team uses generative AI tools to help develop some in game assets.”
Sweeney, though, believes there’s no point in having such disclosures because pretty much all video games will use AI. Responding to one X / Twitter user who called on Steam and all digital marketplaces to drop the “Made with AI” label because “it doesn’t matter any more,” Sweeney agreed, adding: “the AI tag is relevant to art exhibits for authorship disclosure, and to digital content licensing marketplaces where buyers need to understand the rights situation. It makes no sense for game stores, where AI will be involved in nearly all future production.”
Sweeney’s tweet has sparked much debate about the rights and wrongs of Steam’s policy here. While Sweeney may be right to say the use of generative AI during video game development is becoming more prevalent, some say removing AI disclosures would make it harder for some customers to make informed purchasing decisions.
I havent really looked at the Multiplayer and Zombie calling cards as closely and im willing to bet they’re using ai on those too but its only the Campaign and endgame calling cards that are this type of blatant Sora/Grok artstyle pic.twitter.com/5qmEXhoQkJ
In the case of art — particularly art sold in premium bundles or battle passes — it seems reasonable to expect a generative AI disclosure to help inform customers about their purchasing decisions. But this is not backed up by law, and Valve is enforcing this policy because it believes it is the right thing to do. And it’s worth point out that using generative AI to make in-game art and selling it to gamers is of course different to the use of AI in, say, NPC behavior or animation work — something that has been a part of video game development for years.
The ever chatty Tim Sweeney then used shampoo to reinforce his point in a response to another tweet — although, as many have pointed out, letting customers know about shampoo isn’t quite the same thing as, say, letting them know they’ve replaced artists with AI-generated slop trained on their work.
Why stop at AI use? We could have mandatory disclosures for what shampoo brand the developer uses. Customers deserve to know lol.
Speaking to IGN in June, Sweeney predicted that small teams would soon be able to use AI prompts to make video games on the scale of Nintendo masterpiece The Legend of Zelda: Breath of the Wild. “AI characters giving you the possibility of infinite dialogue with a really simple setup for creators means small teams will be able to create games with immense amounts of characters and immense and interactive worlds,” he said. “What would it take for a 10-person team to build a game like Zelda Breath of the Wild in which the AI is just doing all the dialogue and you’re just writing some character synopsis? That’s totally going to be within reach over the next few years.”
If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.
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.
Lies of P director Choi Ji-won says the team is “working really hard” on Neowiz’s next game, promising: “I will not disappoint you all.”
Talking to GamesRadar+ after winning a Golden Joystick award for best expansion — “I’m so happy that I’m lost for words right now” — the director explained how the team approached Lies of P’s DLC Overture, saying, “we didn’t just view it as just pure expansion, but almost as a sequel and a brand new project.”
And now, looking ahead to the studio’s next project, Ji-won says “you can expect the most fun that we can achieve within the game.”
“Please stay tuned for it; we are working really hard, and I will not disappoint you at all,” the director added.
We had a good time with Lies of P, awarding it 8/10, and Overture itself also secured a 8/10. “Even if it’s clearly dancing on the same old strings, Lies of P: Overture is an excellent expansion that adds a whole lot more to a game that was already great,” we wrote, although since then, the DLC has been patched to reduce monster difficulty in repeat playthroughs and “adjusted stats” for some of the field monsters you encounter in your first playthrough of Overture.
While Choi Ji-won failed to specify which game he’s talking about here, it seems likely that it is the Lies of P sequel he already confirmed was in the works in November 2023. At the time, Choi said: “Our highest priority is developing the DLC and working on our sequel. The dev team is putting in significant effort, brainstorming and exploring different aspects of the projects.”
If you’re hunting for the best offers this week, we’re actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Cyberpunk 2‘s dev team is set to grow substantially over the next couple of years, as CD Projekt ramp up development. While most of their ranks right now are on The Witcher 4, a game that’s at least made some public cameos even if it’s still sans release date, once 2027 rolls around, Cyberpunk 2 looks like it won’t be too far behind.
This info comes from the company’s latest financial report, covering the time running from July 1st to September 30th this year.