Larian’s new Divinity RPG should spend a lot less time in development than their previous Baldur’s Gate 3 – or at least, that’s the dream. CEO Swen Vincke wants to release the game in “three to four years”, which seemingly includes an early access period.
For context, we first heard that Larian were officially working on a new game (two, actually) back in April 2024. Here, let me run those numbers through Rock Paper Shotgun’s in-house Mirror of Fate. Gosh. Assuming I have performed the rituals correctly, that means Divinity will launch out of early access in 2027 or 2028. In less positive news, Larian are reportedly making limited internal use of generative AI for tasks such as concept art development and internal presentations.
Nintendo recorded more than 30 minutes of extra conversations featuring Metroid Prime 4: Beyond’s chatty companion characters that don’t currently appear in the game.
The voice lines have now been datamined and uploaded to YouTube (thanks, VGC) where fans can listen in to long stretches of cut Metroid Prime 4 banter, recorded for the Galactic Federation troops Samus encounters.
Specifically, these conversations would have played out at Base Camp, between much-maligned mechanic Miles MacKenzie, and later NPCs such as the robot VUE-995, Private Armstrong, Sergeant Duke and Corporal Tokabi.
Listening in to the conversations, these are all non-essential chats that add to each character’s backstory and personality. Most are designed to be humorous, such as the chats between hulking mech VUE-995 and Private Armstrong talking about working out, getting a tattoo-like custom paint scheme, and Armstrong’s love of dogs. Armstrong even discusses her pet pooch back home, named Bowser.
Speaking with Sergeant Duke, VUE-995 is told he needs greasing up, as the other troops are complaining that he’s squeaking. As a group, the team also discusses eating jerky. (There are no voice lines featuring Samus, for obvious reasons.)
It remains to be seen whether this dialogue is ever used for anything, or made available in-game via a future update. (Perhaps it’s being saved for the launch of a New Game Plus mode?) Alternatively, the fact the dialogue has been cut could be a sign that Nintendo knew its cheery marines might come across as an odd fit in Metroid Prime — a series known for its themes of isolation, with a famously silent protagonist and little to no other dialogue.
“It doesn’t take psychic powers to see the ideal vision Metroid Prime 4: Beyond was aiming for,” IGN wrote in our Metroid Prime 4: Beyond review. “It tries to mix the excellent Prime formula with a character-focused story and a large hub world to explore. It doesn’t quite reach that ambitious goal, with an outdated open desert area that mostly feels like padding and a cast of characters that provide both a handful of memorable moments and too much chatter at times.”
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
If smashing your way through armies of Bokoblins and Lizalfos seems like perfect festive fodder, then Hyrule Warriors: Age of Imprisonment‘s next patch should make you very happy.
Koei Tecmo and Nintendo have announced that version 1.0.3 will drop on 18th December 2025, version 1.0.3 is adding new features, more Battle and Hyrule Challenges in the post-game, and a brand new difficulty mode (Thanks, OatmealDome!).
Let me tell you how a PlayStation in a Welsh recording studio sparked a three-decade journey into the rhythm-action genre. This is the birth of our upcoming game, Aaero2: Black Razor Edition, which is available now on PS5..
As the 90s came to an end, my band had just signed our first record deal and we were living at a recording studio in Wales, recording our first EP. One evening, with my guitar parts, the bass and drums already in the bag, the drummer and I noticed a PlayStation under the TV in the lounge. There were two games; Colin McRae Rally and PaRappa the Rapper. We played a lot of Colin McRae before deciding to give the other odd-looking game a go. That’s where it all started for me and rhythm games. I’ve been obsessed with video games since I was little. The revelation that playing music and playing video games had a crossover point was huge.
Entering the games industry
After relentless hustling and following the least orthodox route imaginable (Musician > Engraver > Tattoo Artist > Architectural 3D Artist > Video Game Artist) I landed my first game job as an environment artist at Codemasters. It was at Codemasters – the home of Colin McRae Rally – that I first worked with Dan. A brilliant programmer and I’m struggling to find the right words. Let’s go with ‘enigmatic eccentric’. The PlayStation 2 was brand new and the bleeding edge of gaming. It was such an exciting time to be making games.
B-Boy, PSP, and the music/game connection
In 2002, a group of six guys broke away from Codemasters and Rare to form a new studio called FreeStyleGames. They were working on an exclusive game for PlayStation 2 and PSP called B-Boy. The connection of music and gaming was irresistible. Dan and I migrated over. In addition to art, the B-Boy project and smaller team structure allowed me to get involved in the music/audio side of things as well as game design.
Guitar Hero and the golden age of rhythm gaming
Keeping with the Hip Hop vibe, we went on to make a DJ game which caught the attention of Activision and became DJ Hero. They asked if we could help make content for Guitar Hero. Yes. Yes I can! I hired a team of absolutely incredible musicians and designers. Some musicians at the time scoffed at Guitar Hero and suggested people should play a real guitar instead of wasting time on games, but we disagreed. It was introducing people to music they otherwise may not hear and letting them appreciate it on a whole new level.
The birth of Mad Fellows and Aaero
Dan and I left FreeStyleGames in 2013 to form Mad Fellows. While people often mention Rez when describing Aaero, and it was indeed one of my favourite games, it wasn’t the biggest influence. It was actually most inspired by Gitaroo Man. The use of analog sticks to trace the music comes from my love for iNIS’ timeless classic. I still keep my PSP to hand so I can have a blast through the songs every now and then.
Meeting Wired Productions
While showing an early version of Aaero in 2015 at EGX in London, we first met the guys from Wired Productions. As a massive fan of Arcade Paradise, I had been talking to Leo (Managing Director of Wired Productions and co-founder of Black Razor Records) about how much I loved the soundtrack. The authentic 90s tracks really captured the vibe of the era, and the opportunity to bring this music into Aaero2 as the Arcade Paradise Music Pack was a dream come true. The Lania Kea Music Pack just naturally flowed on from that, and at that point we realised Aaero2 had evolved into something new.
Full circle
Aaero2: Black Razor Edition represents the culmination of many years of experience in music games from both Mad Fellows and Wired Productions. Its release on PlayStation feels like a huge milestone in a three-decade-long personal journey as a gamer and game developer.
For the Animal Crossing fans looking for new dialogue or major overhauls to what exists in Animal Crossing: New Horizons, you may not want to hold your breath for the 3.0 Update or the Nintendo Switch 2 version. The announcement for anything new for the five-year-old game was already a delightful surprise (especially after Nintendo previously said they were done with major updates years ago), but there don’t seem to be many secrets or surprises beyond what was shown in the reveal trailer. IGN was invited by Nintendo to get a hands-off look at what’s coming to ACNH on January 15, 2026, and the roughly 25-minute demo confirmed certain ACNH fan factions’ excitement and disappointment: namely, this one is for the decorators. That being said, as someone who does love decorating in Animal Crossing, this update is an exciting reason for me to play more regularly again.
The Switch 2 version’s three main features aren’t all that interesting, though the speed and graphical updates are pleasing. In the demo, I saw and had it confirmed that the Switch 2 exclusive Megaphone tool is limited to calling residents who can actually hear. So, it won’t impact anyone inside a building, which makes it less useful for tracking down a particular character. Then, the final major benefit to playing on Switch 2 is being able to play with up to 12 people total in multiplayer, though that hinges on everyone in the session playing on a Switch 2. I feel lucky I know even three people still playing, leaving this update as the least impactful.
The hotel is by far the biggest change out of everything. It was explained that, like other facilities in ACNH, the hotel is something you’ll unlock. Since it’s tied to the pier, it cannot be moved and getting it is not optional. I didn’t see what’s involved in building the hotel, but once it’s there, it’ll receive season-appropriate decor like other facilities. Inside is the welcoming site of Kapp’n’s family. The main activity you’ll do in the hotel is decorating rooms similar to the Happy Home Paradise DLC, with the key difference being that you have a list of room themes to choose from (such as Ranch Room, Skyscraper Room, and plenty more) and are free to do what you will with it… or skip using a theme entirely and freestyle the design.
If you use a theme, you’re provided a selection of items that match. Though unlike HHP, you’re not required to use any specific items even if you do opt to use a theme. Then, when you’re done, you’ll receive a reward of the new hotel currency, tickets, once per day. You can keep decorating the eight guest rooms, but you won’t receive any extra currency. Tickets can then be spent at the hotel gift shop that has hotel-related items along with new furniture, most of which I did not get to see. The other way to earn tickets is by crafting requested items for Kapp’n. The new bulk crafting feature wasn’t shown in my demo either.
Tourists who stay in the hotel can roam your island in the customizable outfits displayed in the hotel, which helps to clearly identify them. Unfortunately, there wasn’t much interaction with tourists in my demo. The one conversation with a tourist didn’t make it clear whether or not they can be invited to stay on the island, though it was mentioned in the demo that if the visitor is convinced, they could potentially become a resident.
The four new characters coming to ACNH with 3.0 (two from Splatoon, two from The Legend of Zelda: Tears of the Kingdom) weren’t present in the demo, though the items that get added to ACNH after scanning one of their respective series amiibo were. It was clarified that to get one of the new Splatoon or Legends of Zelda characters and the associated special items, all you need to do is scan any one amiibo from their respective franchise, rather than any specific amiibo. The items looked great peppered around the item, and it seems most of the items are interactive.
For those looking for even more decorating, Slumber Islands await. We unfortunately again didn’t see much of the special Slumber Island space beyond what was shown in the reveal trailer. This feature requires a Nintendo Switch Online subscription. With that, you’ll get access to three island save spots and can create a small, medium, or large island, with the large size being close to being the size of the normal island. The Animal Crossing community has come up with some amazing island designs over the years, and the Slumber Islands feature is primed to encourage even more of that. Whatever you’ve collected will be available on the Slumber Islands, and anything you do or use in the dreams won’t impact your main island. It was confirmed during the demo that there won’t be any new additional custom design save slots, though, so players will need to get creative with what’s already available if custom designs are a key part of their island design process.
Our demo didn’t show Resetti’s new suite of cleanup services, all the new items coming with the hotel, or how much it costs to upgrade storage. There wasn’t a chance to ask the developers questions either, so it’s still unclear whether we should expect any other ACNH updates beyond this. I’m eager to see the patch notes whenever Nintendo releases them to see if there are any secret small quality of life updates or item updates for holidays (will we get a 2026 balloon arch for the New Year’s event?), but, as I mentioned earlier, I’m skeptical we’ll see any major changes other than what’s been announced. Even still, I’m enjoying having a reason to return to my island and get it cleaned up for future tourists.
Miranda Sanchez is the executive editor of guides at IGN and a member of Unlocked. She’s a big fan of stationery, reading, and bouncing between forever games. You can sometimes find her on Bluesky.
Larian’s new Divinity game is a turn-based CRPG that both builds on their achievements from Baldur’s Gate 3, and follows on from the events of Divinity: Original Sin 2. So sayeth Swen Vincke, studio CEO, in an interview with RPS following the project’s bloody and bawdy announcement trailer at the Game Awards last week.
Concrete specifics remain few as of writing, but I can tell you that this is perhaps more reboot than sequel. It’s an attempt to firm up and clarify Divinity’s narrative universe, both for returning Braccus Rex devotees and for Baldur’s Gate 3 players who’ve yet to try Larian’s non-D&D games. It’s also going to allow for more “freedom” than any Larian game before, thanks partly to running on a new version of Larian’s in-house engine tech. Ah, the eternal videogame promise of more freedom. I’m mostly just here for the piggies.
Valve has outlined what’s new in Dota 2 patch 7.40 and provided a rundown of its latest hero, Largo.
“Dota is an ensemble cast, but keen observers looking through the collection of rogues, wizards, druids, and knights (not to mention two characters named ‘ranger’) may have noticed the absence of that most maligned of hero classes: the bard. At least, up until now,” Valve teased, before introducing Largo himself.
Largo is the shamanic head of the bardmonk order, and unlike bards that “sing about current events and chord changes,” he “tailors every song to his exact circumstances, raising his allies’ spirits or, if necessary, their foot speed as they run toward battle (or away). As a frog, his prehensile tongue has, shall we say, all kinds of tricks.”
One such trick is his Catchy Lick, in which he targets someone, licks them, pulls them back a short distance, and applies a basic dispel. If they’re an ally, he pulls them out of harm’s way, and if they’re an enemy, his tongue deals damage. By dispelling an effect from a target, Largo gets a brief health regen, too. He can also fire froglings that stomp the ground every second, dealing damage and ministuns, and minimize ally mana costs with his Croak of Genius skill.
His ultimate skill is Amphibian Rhapsody. To be honest, with a name as incredible as that, I don’t even care what it does, but for those wondering, it’s essentially a mini-rhythm game.
“Largo gets ready to groove,” Valve explains. “He is disarmed and his ability bar switches to three song abilities, each with different effects. Songs are only effective if strummed on the beat.
“Every time he strums successfully, he gains a stack of Groovin’. Each stack gives him bonus armor and reduces the mana cost of every song, but he loses a stack if he misses a beat. Stacks linger for a short duration when Largo’s song ends.”
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.
Sorry I’m late, I’ve got to drop off my non-existent offspring at the place where they learn their times tables soon. Before that, which of you wants to be dunched and bumped into a spin, as mud and discarded metal are flung about like a tornado’s hit a scrapyard? This is the question asked by Wreckfest 2‘s latest update, which finally gives middle-aged mums and dads a suitable ride in which to wreak havoc.
Many moons ago in the early ’90s, I grew up with a copy of the Nintendo Power strategy guide for Ninja Gaiden II. That excellent tome contained bios on all of the game’s enemies, and I recall being entranced by one in particular: a gourd-like axe-wielder named Pumpkin Head.
Fast forward 35 years, and Pumpkin Head returns as one of the many villains in Ninja Gaiden: Ragebound, a spirited revival of 2D Ninja Gaiden lovingly crafted by The Game Kitchen. More specifically, he shows up in the first stage to chuck an array of blades at new hero Kenji, who wears a blue costume that’s only a few degrees removed from series protagonist Ryu Hayabusa’s classic attire.
Frankly, Ragebound is the best that 2D Ninja Gaiden has ever been, sprinting a delicate tightrope between homaging the past and offering something new.
Following the latest update for the Nintendo Switch Online GameCube app (which added Wario World), users are reporting “greatly reduced” input lag for The Legend of Zelda: Wind Waker.
According to a post on Reddit from user ChrisCube64, the reduced input lag has now made the game “actually playable”. The original post reported lag of around 14 frames, but a follow-up comment noted that the speed running community timed the input lag at 6 frames. The update has now reportedly reduced this down to around 4 or 5 frames.