To allow players to create worlds that “remain fun and safe”.
What could be a better prospect for 2026 than creating the perfect island, or pet, or Mii in Tomodachi Life: Living the Dream then sharing it online with your friends? For many, sharing their creations on social easily from their Switch consoles at just a few button presses is one of the great joys of modern gaming.
But Nintendo has announced that it’s implementing a handful restrictions on image sharing for the game. In a vague statement on its support pages, Nintendo says that in its commitment “to creating experiences that are welcoming and enjoyable for everyone”, it’s placing “restrictions on certain image sharing features”.
PlayStation Blog: When did development start, and how was the project greenlit?
Development began on a small scale six years ago, but it really took shape in its current form about three years ago. Ethan’s storyline concluded with Resident Evil 7: Biohazard and the eighth mainline entry, Resident Evil Village. While both Resident Evil 7 and Resident Evil Village were very well-received, they veered away from the main storyline leading up to Resident Evil 6. So, we decided it was time to steer the story back on track, and that’s how the development of this title started.
“Leon’s back in Raccoon City – the place where his bioterror nightmare began and caused his early struggles and losses.”
The demo threw us right into the game, so the story felt a little abrupt. Will the final product be accessible for players who haven’t played the earlier entries?
The game is designed to be welcoming to complete newcomers who don’t know anything about the Raccoon City Incident or haven’t played any Resident Evil titles before. While series fans will instantly recognize Leon, Grace is a brand-new character who’s never faced a zombie and only knows about the Raccoon City Incident through her mother’s involvement. New players can dive into their first Resident Evil adventure right alongside Grace.
This marks Leon’s first mainline return since Resident Evil 6, at which point he was a little over 30 years old. Exploring his character development is one of the central themes of this game. He’s back in Raccoon City – the place where his bioterror nightmare began and caused his early struggles and losses. Throughout the game, players will witness how the battle-hardened Leon feels and what he reflects on after all these years.
Did you explore any new approaches to horror in this game?
A big focus for us was reinventing the zombies. Zombies are so ubiquitous in games now that their weaknesses and behaviors have become predictable; for instance they’re typically weak to headshots. However, that familiarity kills the fear and tension. Zombies in this game retain some traces of human intelligence and instincts. Some obsessively repeat bizarre human behaviors, while others pick up weapons dropped by other enemies to attack. We wanted to transform zombies into threats that consistently defy player expectations and keep them on edge.
“Overall, this game may be scarier than Resident Evil Village, but it alternates between tension and relief, so it isn’t a continuous, suffocating experience.”
Many players found Resident Evil 7 intensely frightening, leading you to dial things back in Resident Evil Village. Where would you place Resident Evil Requiem on the terror scale?
Yes, some players found it hard to finish Resident Evil 7, so we toned down the horror a bit in Resident Evil Village. In Resident Evil Requiem, however, Leon’s segments lean more into satisfying action, which allowed us to really push the horror in Grace’s sections. Leon’s parts are still spooky, of course, but I’d say they’re more exhilarating than purely horrifying. Overall, this game may be scarier than Resident Evil Village, but it alternates between tension and relief, so it isn’t a continuous, suffocating experience.
The demo took place within a dubious sanatorium. Will the full game open up to more areas?
As you’ve seen in trailers, the game eventually takes you to present-day Raccoon City. Resident Evil games often switch up locations as you go, and Resident Evil Requiem does the same. Also, in the demo, Grace and Leon’s sections both took place in the same sanatorium, but their stories branch out to different spots later on.
“If you switch from Grace to Leon in the same location, any enemies Grace took down stay dead for Leon, and the same goes for items on the ground.”
Do one protagonist’s actions impact the other’s?
Yes, for example, if you switch from Grace to Leon in the same location, any enemies Grace took down stay dead for Leon, and the same goes for items on the ground. However, it’s tough for Grace – who’s always short on ammo – to wipe out all the enemies. Using Leon to take down enemies that Grace fled from is one of this game’s highlights.
With that in mind, it’ll be fun to strategize and maximize efficiency during subsequent playthroughs.
Exactly. The more you play, the more you discover how actions in one part affect the other, so it creates a different kind of replay value compared to previous games in the series.
Grace could collect antique coins, whereas Leon found them unnecessary and would not pick any up. Is the upgrade system using antique coins exclusive to Grace?
Antique coin upgrades in the sanatorium are exclusive to Grace, so Leon can’t pick any up. There are still traditional upgrades available for Leon, like weapon enhancements and modifications. The demo emphasized Leon’s action-packed gameplay, but as the game progresses, even he will face uphill battles. Properly upgrading Leon will become crucial too.
You were able to crouch and evade attacks as Leon in the Resident Evil 4 remake. Can you do that in this game too?
Absolutely. Try crouching when an enemy sweeps at you from above. This tactic works for both Leon and Grace, although Grace tends to lean more on survival and items rather than direct combat.
“This time, we came up with the ‘chainsaws for everybody’ concept, which was a fresh take that unlocked a lot of creative possibilities.”
Were there any specific scenes or moments in the demo that your team put particular effort into?
Near the start of Leon’s section, you encounter a chainsaw-revving zombie doctor. Chainsaws are an iconic Resident Evil weapon, and with so many variations across past games, we always challenge ourselves to innovate. This time, we came up with the “chainsaws for everybody” concept, which was a fresh take that unlocked a lot of creative possibilities. For example, if a weaker nurse zombie swings a chainsaw, it’ll slip from her grip and go flying. The team put a lot of care into those kinds of details.
“We added third-person support with the Village DLC, and some players were finally able to play comfortably. That inspired us to offer the choice from the start, and our experience working on the DLC made it a pretty smooth integration.”
Why did you add the option to switch between first-person and third-person perspectives? Were there any challenges or discoveries that your team encountered during the development of the two viewpoints?
As you know, mainline Resident Evil titles were in third-person from Resident Evil 4 through 6, then shifted to first-person in Resident Evil 7 and Village. However, some players struggled playing in first-person. We added third-person support with the Village DLC, and some players were finally able to play comfortably. That inspired us to offer the choice from the start, and our experience working on the DLC made it a pretty smooth integration.
We recognized that some players found first-person mode too frightening but could still enjoy the game in third-person. That said, seeing Grace panic on-screen caught some players off guard and startled them unexpectedly, which was a nice surprise.
In first-person view, you can see Leon’s and Grace’s hands when aiming a gun, and their responses are clearly different. Grace’s hands shake because she’s not used to combat, and the recoil hits her harder, too. We encourage players to try a different perspective in subsequent playthroughs.
“Adaptive triggers dynamically adjust trigger resistance depending on the weapon, while gun reloads trigger vibrations and audio from the controller’s microphone.”
Previous games in the series, such as Resident Evil Village and the 2023 remake of Resident Evil 4, were available on both PS5 and PS4. This title, however, is a PS5 exclusive. Did any PS5 features, including the DualSense wireless controller’s haptic feedback and adaptive triggers, contribute to the game’s performance and immersion?
Resident Evil thrives on evoking genuine terror, so we harnessed PS5 features to amplify the horror elements. For example, during a zombie attack, haptic feedback simulates the zombie’s grip and bite on your arm through the controller.
Adaptive triggers dynamically adjust trigger resistance depending on the weapon, while gun reloads trigger vibrations and audio from the controller’s microphone. In puzzles requiring players to rotate a box filled with gems, we simulated the clattering of gems through vibrations and controller audio to deepen the game’s realism and immersion.
3D audio’s immersive soundscape is crucial for pushing the boundaries of horror games. What techniques does this game implement to amplify terror through sound design?
This game’s ambient sounds are captured across 12 channels, including vertical positioning. Unlike simple mono or stereo IR waveforms, this approach offers far superior spatial reverb, creating an unprecedented sense of presence.
Are there any PS5 Pro enhancements?
On PS5 Pro, ray tracing can be turned on or off. With it enabled, players can enjoy the game in 4K at 60fps with full ray tracing. Disabled, it supports up to 120fps (averaging 90fps) on high-refresh-rate monitors. We spent a lot of time on optimization.
Rainbow Six Siege is getting a Metal Gear Solid crossover, as Ubisoft is teasing that Solid Snake will appear as a new Operator in Year 11.
A 15-second clip for the tactical action game’s next roadmap lays it on thick, showing not just a faceless body wearing a familiar sneaking suit but a Metal Gear Solid 1-style Codec Call from none other than Splinter Cell star Sam Fisher. It’s the kind of crossover fans have dreamed about for decades, brought to life as Ubisoft teases a full reveal for the Year 11 roadmap that’s scheduled to take place next month, February 15, at 8 a.m. PT / 11 a.m. ET on the Rainbow Six Siege Twitch page.
It’s unclear if today’s tease is just for the Solid Snake Operator or if fans should instead expect a selection of skins from Konami as well, but judging by the fanfare surrounding the reveal, it looks like Ubisoft went all out for this latest collaboration. Either way, the Solid Snake teaser marks what is likely the most exciting Operator in the last 10 years.
There were some early signs that Rainbow Six Siege could soon meet the world of Metal Gear Solid. Reputable dataminer @Shiiny77 suggested a collaboration was in the cards for Year 11 Season 1 just last week, teasing that “it is not just a skin collaboration” like fans have seen in the past. Insider Gaming later said it was able to independently verify the leak as well.
“There is so much out of this collab and the season itself, its so packed,” @Shiiny77 added at the time.
Metal Gear Solid may be one of the wildest crossovers for Rainbow Six Siege so far, but it’s far from the first. Other recent collaborations have brought the Attack on Titan and The Boys universes into the fold with various cosmetics for existing Operators. Splinter Cell didn’t launch with the game when it first launched back in 2015, but Sam Fisher did go on to get his own Operator in the form of Specialist Zero in 2020.
We’ll learn more about what this official meeting between Solid Snake has in store February 15. In the meantime, Rainbow Six Siege recently received a massive 10-year update to become Rainbow Six Siege X. You can check out why we think it’s now an 8/10 in our review.
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).
When I first played Crimson Desert I had trouble working out what it wanted to be – Spider-Man? The Witcher? Dynasty Warriors? Dragon’s Dogma? Jedi Academy? The first of three new talkthrough videos from developers Pearl Abyss has helped concentrate the game in my mind. This is a grittier medieval fantasy take on The Legend Of Zelda: Tears Of The Kingdom, isn’t it! Those airborne ruins are a dead giveaway. All it’s missing is the elegance and feeling of completeness. OK, it doesn’t have a magic vehicle editor, either. That I know about. Without further ado, here’s the video.
Xbox has been having a hard time selling consoles lately, and it didn’t get any better over the 2025 holiday quarter. Microsoft has just reported its Q2 2026 earnings, including the news that hardware sales were down 32% year-over-year, after quarter upon quarter upon quarter of hardware declines.
Though we don’t have actual numbers to tell how much revenue is being lost out on here, we can get a sense of how grim this is for the hardware by looking at past quarters. Last quarter, Q1 of 2026, hardware declined 29% year-over-year. The quarter before that, Q4 of 2025, hardware was down 22%. The quarter before that? Down 6%. Before that? Down 29%. And before that, 29%, in Q1 of 2025, which was July – September of 2024. Going back even further through Microsoft’s earnings reports, the prior year quarters saw declines of 42% (woah) in Q4 of 2024 and 31% in Q3. In fact, you have to go all the way back to Q2 2024, which was October through December of 2023, to find the last time Xbox’s hardware revenue was better during that period than it was the year before – it was up a whopping 3% over the holiday quarter.
And yes, it was down 7% the quarter before that, 13% before that, down 30% before that, down 13% before that, and finally up 13% year-over-year in Q1 of 2023, or July – September of 2022, at which point the numbers start finally showing consistent improvement year-over-year, largely due to proximity to the launch of the Series S and X.
Now, look. It’s extremely normal for a six-year-old console to not be selling as well as it was in the first few years after launch. That’s to be expected. Early adopters tend to buy up consoles in large quantities at launch, distributers run out of stock, more is produced, people continue to buy until the vast majority of enthusiasts who want the console already have one, and then sales slow down as the console gets older. But it…usually takes a bit longer to get to that point! For comparison’s sake, we have evidence that neither the PlayStation 5 nor the Nintendo Switch have had this much trouble on this scale selling systems at this stage in their respective life cycles, and certainly not as far back as less than three years after launch. There’s maybe a reason why we have hard unit sales numbers of Switches and PS5s from Nintendo and PlayStation, but no official numbers whatsoever from Xbox on the Series S and X.
None of this is surprising to anyone who’s paying attention. We’ve been reading headlines about the strugglines of the Xbox Series consoles for the last several years now. In the U.S., Xbox console sales hit an all-time November low in 2025, after several years in a row of declining hardware sales in what is usually the busiest retail month with Black Friday.
These more recent struggles are likely tied as well to the two spikes in Xbox console prices just this year, which saw the least expensive Xbox rise to $400, and the most expensive to an unimaginable $800. Its recently-released ROG Ally launched last year at a whopping $1000. And because much of the high prices are tariff-related, the U.S. – Xbox’s biggest market – is primarily impacted here. According to Circana analyst Mat Piscatella speaking to us last December, the average price per Xbox unit in the U.S. has risen 30% year-over-year in 2025.
While the hardware declines were the most noteworthy figure from Microsoft’s earnings yesterday, it’s not like software was doing a whole lot better. Content and services revenue dropped 5% year-over-year, and overall gaming declines caused revenue in the More Personal Computing segment of Microsoft to drop 3% year-over-year. In the investor presentation, CFO Amy Hood said that the revenue drop was “driven by first-party content with impact across the platform,” suggesting that its first-party games (perhaps Call of Duty?) didn’t do as well as they expected them to.
All-in-all, another real rough one for Microsoft’s gaming department.
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
Hello you. Welcome to Quick Kits, a new series of PC hardware reviews for people who just want to know, with minimal preamble and probably zero bar charts, what a piece of gear is like to use. I’ll still be testing everything as if it were getting a full-length writeup, but shrink-raying the wordy parts should help us bring you more hardware advice, more often, and across a wider range of component and peripheral types.
I’ve got just the thing to get us started with, too: a three-month-old keyboard. You’re welcome.
With Crimson Desert just a handful of weeks from release, developer Pearl Abyss has released a 15-minute video showing everything from the story to the open world, alongside fresh gameplay.
This video shows main character Kliff and the continent of Pywel, which promises to be a seamless open world. Expect “sprawling wilderness, bustling cities, ancient ruins, and diverse regions, all set against a backdrop of escalating conflict and supernatural danger,” Pearl Abyss said.
Kliff is a warrior of the Greymanes, a faction from the northern region of Pailune. The story begins in the aftermath of a peace being shattered, and Kliff must reunite the Greymanes and reclaim their homeland. You end up discovering that the entire continent is involved.
The threat comes from the Abyss, a mysterious realm that’s sending fragments crashing into Pywel. Some want to exploit these fragments. You’re trying to restore balance to the Abyss and stop those who are exploiting it.
Crimson Desert’s huge open world has been a topic of debate recently. Pywel is divided into five distinct regions: Hernand; Pailune; Demeniss; Delesyia; and the Crimson Desert itself. The main quest revolves around Kliff’s journey, but you’re free to explore the world in any order, taking faction-driven quests, large-scale battles, fortress sieges and smaller, character-focused missions.
Pearl Abyss confirmed that as the story progresses, two additional playable characters become available, each with unique combat styles, skills and weapons. Exploration is a big part of the game — you travel on horseback, climb terrain, glide across distances, and later access advanced traversal options such as a missile-firing mech and a dragon. Pearl Abyss said the world is filled with hidden treasures, ancient mechanisms, puzzles and points of interest “designed to reward curiosity and discovery.” As for combat, expect to face enemy soldiers, sorcerers, beasts and machines.
Speaking on the Gaming Interviews YouTube channel, Pearl Abyss’ Will Powers said that describing the size of Crimson Desert’s world in terms of numbers doesn’t do it justice, because doing so fails to capture the scope and scale of the game. But he did go as far as to compare it to two of the biggest open world games around.
“I don’t think numbers really do it justice because, how big is that in terms of scope and scale?” he said. “But what we can say is that the world’s at least twice as big as the open world, the playable area, of Skyrim. It’s larger than the map of Red Dead Redemption 2.”
Powers went on to insist that the size of Crimson Desert’s open world won’t determine its quality. Rather, what you actually do in it is the key factor.
“The continent of Pywel is absolutely massive, but size doesn’t really matter if there’s nothing to do,” he said. “Open-world games are about doing things, having activities, having distractions. So we wanted to create a world that’s not only massive, but is also incredibly interactive.”
Unlike Skyrim and Red Dead Redemption 2, in Crimson Desert you can fly around on a dragon, so despite the size of its world, you’ll be able to get about quickly. And don’t expect RPG elements in terms of decision-making and choice and consequence as it relates to your character, either. The sheer amount of things to do in the world will facilitate the role-playing part of Crimson Desert, which players will form through “head canon.”
“You choose the type of character you want to play as in terms of your progression within the systems in the game,” Powers explained. “And then through head canon you’re having this very different experience than other players because of the scope and scale of the game. You’ll be distracted by something, you’ll go on this quest line, you’ll have an experience that’ll be radically different than someone else, even though they’re playing the same game and the same canonical storyline that you both are going through.”
Crimson Desert has gone gold, locking in its global release date of March 19, 2026. That’s across PC via Steam, PlayStation 5, Xbox Series X and S, and Mac.
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.
Stardew Valley creator Eric “ConcernedApe” Barone has emerged from the giant Easter egg in which he makes games to “debunk a few myths and false assumptions” about Haunted Chocolatier, his forthcoming sticky-fingered life sim. The good news is that he’s been “very productive” lately, though he admits that he “shouldn’t have announced the game so early”, which suggests we’ve a ways to go yet before the first proper Haunted Chocolatier trailer or info blowout.
After being announced for Switch 2 way back in May 2025, SEGA has today revealed that Virtua Fighter 5 R.E.V.O. World Stage will mark the series’ long-awaited debut on a Nintendo system on 26th March.
For those who have missed the details up to this point, this Switch 2 release features full cross-play, so you can battle it out with pals on other consoles as well as rollback netcode support, balance updates, training tweaks, and new moves and combos to slip into your fighting style.