Ubisoft expect to lay off 55 people across Tom Clancy’s The Division developers Massive in Malmö, Sweden and cloud computing studio Ubisoft Stockholm, as part of wider cost-cutting. Reportedly, the job-lossenings are necessary because not enough workers have participated in an earlier voluntary redundancy scheme at Massive.
Lego recently revealed its new Pokémon collection, with ‘Eevee’, ‘Pikachu and Poké Ball’, and ‘Venusaur, Charizard and Blastoise’ all up for grabs.
The latter set, which costs a whopping £579.99, has already been removed from pre-sale, suggesting that the initial allocation has already been met. As such, listings are popping up on eBay, and when we filtered these out to ‘items sold’, it seems people are already paying stupid amounts of money for the collection’s flagship set.
Arc Raiders developer Embark Studios has released update 1.11.0 along with its patch notes, below. It adds the Abyss cosmetic set along with some fixes and balancing changes to the Trigger ‘Nade and Kettle.
These key nerfs to the Kettle and Trigger ‘Nade address some of the biggest complaints from Arc Raiders players in recent weeks. On the Kettle, Embark said it had reduced fire rate from 600 to 450. “The previous fire rate was only realistically reachable by players using macros, which creates an unfair dynamic that favors using third-party software,” Embark said in a post on Steam.
And on the Trigger ‘Nade, Embark admitted it had come to dominate PvP encounters, and “players favour picking it over all our other grenades.”
This nerf aims to make it less usable as a “trigger-in-air” grenade, while keeping its usefulness as a sticky bomb. Damage falloff has been rebalanced to concentrate the damage closer to the center of the explosion, and deal less damage farther away. The delay between triggering the grenade and it detonating has been increased from 0.7s to 1.5s, giving players more time to react, and making it harder to time the detonation in air.
Meanwhile, the update fixes a key card exploit that allows players to keep room keys after using them, and lighting has been lowered in some areas on Stella Montis Night Raid, making flashlights and listening more relevant.
Dev note: Reduced fire rate from 600 to 450. The previous fire rate was only realistically reachable by players using macros, which creates an unfair dynamic that favours using 3rd party software.
Trigger ‘Nade
Dev note: Trigger ‘Nade currently dominates PVP encounters, and players favour picking it over all our other grenades. This nerf aims to make it less usable as a “trigger-in-air” grenade, whilst keeping its usefulness as a sticky bomb. Damage falloff has been rebalanced to concentrate the damage closer to the center of the explosion, and deal less damage further away. The delay between triggering the grenade and it detonating, has been increased from 0.7s to 1.5s, giving players more time to react, and making it harder to time the detonation in air.
Fixed a key card exploit that allowed players to keep room keys after using them.
Lighting has been lowered in some areas on Stella Montis Night Raid making flashlights and listening more relevant.
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.
Capcom has announced a Resident Evil Showcase event that’s set to stream online later this week, featuring “brand new gameplay and news” for Resident Evil Requiem.
The Showcase will stream this Thursday, January 15 at 2pm Pacific, 5pm Eastern or 10pm UK time. Following that, Capcom will host a “post-show” discussion stream via its YouTube channel, suggesting there will be plenty to chew over.
What could Capcom have left to reveal about Resident Evil Requiem, with just six weeks to go until its launch on February 27? Well, despite Leon S. Kennedy’s presence now being out in the open, fans still have plenty of questions about the game to be answered — such as, is any of it open world?
Earlier this month, a teasing trailer published by Nvidia featured clips of a bustling city environment not yet seen in demos or other trailers. Featuring cars and pedestrians, the snippet looked more like an open world game than a Resident Evil title. Is this just a scripted gameplay sequence, or will there be more to explore? Fans are keen to find out.
Artwork for the Showcase predominantly features the gun also seen on Requiem’s cover, alongside what looks to be red-colored bullets. Resident Evil Requiem’s director Koshi Nakanishi has previously suggested this gun will be important — perhaps we’ll soon learn more of its signficance, and why it seems to pass from Leon to Grace during the game’s events.
GTA 6 developers fired by Rockstar last year on the charge of leaking information about the upcoming game have been denied interim relief, as they and their allies at the Independent Workers’ Union of Great Britain begin their legal case against the company for alleged union-busting.
Level-5 recently teased more updates for Inazuma Eleven: Victory Road, and alongside today’s news that the game has now shifted more than 800,000 units worldwide, it’s now announced the title’s second major free update.
This second update is scheduled to take to the field on 28th January 2026 and will feature the opening of the Ares Route, along with various other features. This update follows on from “Galaxy & LBX DLC” in December 2025, which added new routes to the Chronicles Mode.
Resident Evil Requiem launches next month on the Switch 2, and as we get closer to this anticipated release, Capcom has announced it will be airing another Resident Evil Showcase this week on 15th January 2026.
It promises to feature “brand new gameplay and news” about the upcoming entry starring Grace Ashcroft and Leon Kennedy. Of course, if there are any other surprises revealed, we’ll be sure to let you know when the news drops.
Isn’t it funny that we don’t have a definitive reason as to why we dream? We have ideas, theories, like that they’re the brain moving memories from short-term to long-term storage. But why the hell can they get so weird? And worse, scary. This feels like the central question at the heart of Mama’s Sleeping Angels, an upcoming Lethal Company-esque procedurally generated dream-exploration game where you’re having a sleepover with friends and must feed a goddess within her dream.
It feels quite fitting that a game like Big Hops released today, the day after Awesome Games Done Quick wrapped up, because this thing feels like it has a guaranteed spot in Summer Games Done Quick already. You’re a frog! Who hops around! What’s not to love? It helps that the platformer feels so good in motion, too.
Arc Raiders and its cutthroat PvP encounters have generated dozens of viral clips since launch, but some peaceful players prefer PvE to such a degree that they’ve started using the aggression-based matchmaking (ABMM) to find friendly lobbies.
The jig is up: developer Embark Studios is matching aggressive PvP players together. It’s a matchmaking tactic that has set the Arc Raiders community ablaze since the company announced its implementation earlier this month. While some of the more aggressive fans aren’t sure how they feel about being linked up with other bloodthirsty Raiders, gentler players are using ABMM to find lobbies where player-vs.-player violence is practically off-limits.
Multiple players have shared stories online about finding friendly lobbies that see Raiders cooperate with one another by evenly sharing loot after taking down a Matriarch. Some runs have even been said to result in a group dance party.
“Took down a matriarch and everyone shared the loot equally and then danced together at extract,” one player explained. “After a week of pure PvP this is like a whole new world.”
“Lately I’ve been running into nothing but friendly players,” another added. “Last night, a gentlemen just randomly gave me two blue prints. Didn’t have too, just did.
“I’ve been trying to repay that kindness forward. I’ll be the first to admit im not even good at this game, but the exploring, looting and meeting friendlies has been totally worth it for me.”
There are plenty of fans, especially in the solo queue pool, who favor a more serene Arc Raiders experience. While players do their best to use ABMM to land them in friendly lobbies, some have begun offering advice to those who would prefer to avoid PvP but can’t quite crack the code. There are even some fans discussing their hope for official support for strictly peaceful lobbies, but for those who prefer to rummage for loot in Stella Montis with a hint of paranoia, ABMM can be manipulated in the other direction, too.
Those who keep the safety on when looking for rusted gears and light bulbs with friends may have some luck balancing their lobbies with both friendly and aggressive players if they don’t exclusively stick to PvE combat. With enough trial and error, a few fans say they’ve had luck tweaking matchmaking to add just a dash of mischief.
“I enjoy both lobbies,” one Reddit user commented. “PvE for making new friends and looting properly. PvP with my mate terrorising the whole lobby and losing all the good weapons we brought [because] someone outplays us with a big smile on our faces and having a great time.”
Embark has been clear: ABMM isn’t a science. The aggression-based matchmaking tool is also likely still being tweaked as Arc Raiders rides success through its third month since launching for PC, PlayStation 5, and Xbox Series X | S October 30. Still, it’s proven to be at least somewhat useful for those looking to avoid PvP, and the tension that comes with it, as much as possible.
While players argue over whether ABMM is right for Arc Raiders, Embark seems to have made up its mind. For the Stockholm-based game developer, Arc Raiders is better off without doubling down on competitive gameplay mechanics like leaderboards, with CEO Patrick Söderlund explaining in a recent GamesBeat interview that “the game isn’t about shooting other players.”
“You can do that if you want to,” he added, “but the ethos of the game has never been to go in and shoot players. It’s a part that we use to craft tension.”
Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).