Capcom Pledges ‘Firm Action’ Following Widespread Resident Evil Requiem Leaks, Begs Fans Not to ‘Ruin’ Excitement for Others

Capcom has at last acknowledged the fact that Resident Evil Requiem has now been widely leaked, and promised “firm action” against those responsible.

In a statement posted to social media, Capcom said it believed the “large number of gameplay videos” now floating around the internet — some of which contain huge spoilers and clips of the game’s finale — originated from copies obtained “through illegal means.”

IGN has verified the leaked spoilers as legitimate, but will not be reporting any details of the game’s plot or ending within its own reporting.

Capcom has now said that the posting of these videos constitutes copyright infringement, as well as generally being “an act that offends other customers.” However, the publisher seems somewhat limited in what it can actually do in response — suggesting it will simply delete the videos or issue “warnings.”

“We have found a large number of gameplay videos of Resident Evil Requiem that appear to have been obtained through illegal means,” Capcom wrote. “For the sake of our customers who are eagaerly awaiting this game, we ask that you refrain from publishing or posting gameplay videos on video streaming services or social media before the game’s release date.

“Posting gameplay footage before the release of this game is not only a copyright infringement, but also an act that offends other customers, so we will take firm action, such as deleting videos or issuing warnings, as soon as we become aware of such activity. Additionally, we also ask anyone viewing this post who happens to see the videos in question, please be careful not to watch or share it.

“Through this game, we hope to deliver a ‘story that intertwines mystery and tension’ and a ‘thrilling gaming experience that challenges unknown threats.’ We would appreciate your cooperation in not ruining the excitement for others. Thank you for your understanding.”

Resident Evil Requiem’s February 27 release date is now less than a week away — so for those still trying to avoid spoilers, there’s not too long left to wait. If you were hoping to get your hands on the bizarre Japan-only version of the game that comes with exercise equipment, however, we’re sorry to say that this has now sold out.

“After getting hands-on with a total of about four hours of Resident Evil 9 Requiem at this point, and sharing that experience with colleagues, I’m more excited for the series than I have been in recent memory,” IGN wrote after going hands-on with Resident Evil Requiem recently. “It’s the old mixed with the new, but all in a modern package with two protagonists I already like a lot.”

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

SteelSeries Arctis Nova 7X Wireless Gen 2 gaming headset review: good listener, bad talker

So much of what the SteelSeries Arctis Nova 7X Wireless Gen 2 does, it does right. Its build quality is outstanding, having a thickness and solidity that most wireless headsets lack. Its stretchy headband, as on pretty much all SteelSeries headsets, successfully tricked my entire skull into thinking it was lighter than it is. It’s flexible, working over Bluetooth or a 2.4GHz dongle, the latter’s USB-C connection also making it a plusher Steam Deck alternative to the Arctis GameBuds. And it sounds, both in games and music, fabulous: audio is powerful but detailed, like you could peel apart the stacked-up layers of a song mix or shooter soundscape into its individual tracks.

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Resident Evil Requiem Has a Bizarre Ultra-Limited Edition With Exercise Equipment in Japan — and It Sold Out Almost Instantly

In Japan, Capcom has teamed up with a company known for its shopping channel-style infomercials, to release a bizarre and extremely limited edition of Resident Evil Requiem that includes exercise equipment.

Limited to only 50 sets and priced at 19,800yen ($127), the Terrifying Nightmare Set made in collaboration with e-commerce/talent management Yume Group sold out completely in less than 5 hours, as fans reached for their credit cards faster than they ever ran from Mr. X.

Resident Evil Requiem’s Terrifying Nightmare Set includes a copy of Resident Evil Requiem on either PS5 or Switch 2 and a full-sized pull-up bar for exercising. Yes, you read it right.

In Japan, Yume Group (Dream Group) is known for its catchphrase “make it cheaper!” and for selling all sorts of shopping channel-style products via their website and through commercials. Naturally, the Resident Evil Requiem Terrifying Nightmare Set has its own tongue-in-cheek commercial — which you can watch above — in which Yume Group president Shigehiro Ishida and affiliated singer Yuri Hoshina promote the game in their signature style, with Ishida introducing the selling points and Hoshina exclaiming enthusiastically in response.

Brilliantly, the commercial even features Resident Evil Requiem director Koshi Nakanishi, who makes a rather deadpan cameo wearing industrial workwear and an unconvincing wig. Nakanishi mentions Requiem’s dual protagonists Grace and Leon, and the game’s mix of horror and action, while these keywords flash boldly on screen.

But what’s with the pull-up bar? The idea here is apparently so that gamers can use this piece of freestanding exercise equipment — dubbed the “Dream Hanging Health Device” — to release tension after fighting off zombies and getting perplexed by puzzles.

“When you’re tired from gaming, hang on tight. It’ll loosen up your back and shoulders stiff from fright!” advises the product’s store page. The accompanying tongue-in-cheek infomercial advertises the pull-up bar while showing shots of a terrified Grace Ashcroft hanging upside down from the game’s reveal trailer.

Other moments from the commercial include Hoshina cheerfully exclaiming that the game is “easy for even beginners to start playing,” while the ‘You are Dead’ game over screen plays in the background, and an apparent claim that the exercise equipment is also good for drying laundry on a rainy day.

When official Resident Evil accounts in Japan suddenly started posting a Yume Group infomercial on the morning of February 20th, some users thought it was simply a parody. “I started watching it with a smirk, laughing at the image of Grace hanging upside down on the device but then went dead serious when the detailed purchase rules and phone number came up ‘Huh? They’re actually selling this?!'” a user commented in Japanese on X.

However, just five hours later the Terrifying Nightmare Set was sold out. Perhaps some Resident Evil fans aspire to get chainsaw-wielding worthy biceps like Leon S. Kennedy’s, whose new look has won him a bit of a fan following.

Speaking of Leon and unexpected Resident Evil special editions, who can forget Resident Evil 6’s Leather Jacket Edition which came with a replica of Leon’s coat and retailed for 109,000 yen ($1,300) back in 2012?

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

US Supreme Court strike down majority of Trump’s tariffs, so hopefully that’s one less hardware buying headache to worry about

For once, I bring what should hopefully be good news for folks looking to buy or upgrade their PC hardware without having to factor in a bunch of inconveniences they can do nothing about. The RAM crisis is still in full swing, but the US Supreme Court have struck down the majority of President Trump’s tariffs on imports. These tariffs have been another of the key annoyances complicating the state of play when it comes to hardware companies being able to sell you the bits you need at prices which haven’t been driven far above where they should typically be.

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Causal Loop Preview: Adventuring With an AI That Hates You

For as long as humanity has existed, we’ve looked up at the stars and wondered how we got here, and whether we were alone. In Causal Loop, the answer to the latter is obvious: no. Or, at least, we might not have been. Causal Loop follows exo-archaeologist Bale and exo-linguist Jen as they land on the planet of Tor Ulsat to study the ruins of the Tor civilization. Whatever was here is gone now. Only the monuments and the structures remain. It’d be a pretty neat set up in and of itself (we need more games about archaeology), but that’s just the start for Causal Loop, though you wouldn’t necessarily know it from the jump.

Causal Loop starts slowly, letting you get to know its characters, systems, and world before pushing you into the deep end of the pool that’s the actual game. See, Jen and Bale aren’t alone. They’re accompanied by Walter, an AI housed in a drone armature. It’s clear from the jump that Bale and Walter don’t get along. Bale constantly needles Walter and openly resents his presence; it’s clear that the AI is there to supervise him and keep the mission on track because Bale did something in the past that caused issues, and Walter isn’t about to let him forget it. “That’s why they pay me the big bucks,” Bale crows when his idea to open an early door by shorting it works out. “Until your contract gets terminated again…” Walter shoots back. Even letting Walter have access to his suit so he can activate Bale’s amplifier is something Bale pushes back against. They don’t like each other much, these two.

Ironically, Causal Loop wasn’t always that way. It kind of happened by accident, according to creative director Kai Moosmann. “So the first version of Walter was like, “Hey, Bale, my scans detect this and that. And that’s very interesting.” And Bale would be like, “Oh, thank you Walter, let’s move on to the next thing.” So it was always: they see something, they comment on it, they move on to the next thing. And more by accident, one of the placeholder audios for Walter was a bit snippy, and I was like, ‘That’s interesting.’ That’s interesting stuff right there because now we could maybe have these characters quip with each other and riff off of each other on that emotional level. And the problem was still though that Walter was not really sentient and I was not sure whether or not Walter and Bale, their relationship should be seen as something like a tool versus an actual character. And so we started experimenting and started treating Walter like an actual person, and that’s how all of it happened. That’s how Jen was introduced. That’s how all the other characters got into the mix because now we needed a reason for Bale to dislike Walter.”

“I think one of the rules in the design document was whenever we can do Hollywood, we do Hollywood.”

The moderating influence is Jen, who is clearly sympathetic to Bale but would like him to try to work with Walter to make things go more smoothly. The pacing here is very deliberate, Moosman tells me. “We said right from the get-go, we didn’t want to lock the player into a playground, into a jungle gym or something like that. We wanted to make sure that the story of Causal Loop and the gameplay are completely inseparable in so many ways… We wanted to make sure that people get to know these characters and that they get to care about the characters and what happens to them. I think one of the rules in the design document was whenever we can do Hollywood, we do Hollywood. That was sort of the rule for all of this, and it led to this slow opening and it was deliberate. We could have made it even slower, but we accelerated it even a little bit because at the beginning we had a scene where we showed the characters arriving on the planet and unpacking their gear, having conversations with each other, but we just wanted to push people into gameplay faster.”

And make no mistake, Causal Loop is teaching you how to play it long before it becomes obvious. Whether it’s Jen’s gentle ribbing about Bale’s speed (he’s not fast; Jen often refers to him as slowpoke), learning how to scan items in the world and determine their purpose, or having Jen and Bale synchronize their actions to open a door or switch on a bridge at the right time so the other one can cross. There’s also some really nice foreshadowing as to what you’re actually dealing with before the characters themselves find out.

As the group progresses, they gradually awaken more of the Tor technology, which culminates in the awakening of what seems to be a power source. Walter is hesitant to check the thing out because they have no idea what it is, but Bale’s full steam ahead, and… well, it goes about as well as you’d expect. Jen gets zapped away, Walter’s drone armature is destroyed, and Bale… Bale dies. When Walter brings him back, things are different. There’s a massive megastructure they didn’t notice before, alien squids are flying through the air, and there are farting plants. Yeah, no seriously. And all of that is intentional, because the developers at Mirebound knew that Tor Ulsat needed to feel alien, despite being a barren planet. What does the ecology of a planet like that look like? What still lives here? And that, in turn, influences the story. The blue goo you see everywhere eventually became something that powered the Tor’s buildings.

But the biggest difference is what that energy source did to Bale. Soon after waking up, Bale is contacted by a Tor named Nala’Tor, who informs him that the device he activated is called the Chronolith, and that Bale’s meddling has “fractured the fabric of reality, altering the very constraints that define [Bale’s] existence.” Fancy. In reality, that means that Bale can now see and interact with phase rifts, which allow him to create echoes of himself. The uses for this start small. Is that button that opens a door too far away from said door for Bale to press the button and run through it? Have an echo do it for you and waltz through once he opens the door. That bridge too far for you to cross before it vanishes? Get an echo to press the button for you and walk on over once it materializes.

The cool thing about echoes is that they’ll repeat their path over and over again until you tell them to stop… or until you run into them, which will kill them. There are some interesting existential questions there, and even Bale doesn’t quite know how to feel about them. What’s better is that everything you need to know about echoes is presented diegetically, as is almost every part of Causal Loop’s UI. Walter color-codes them for you and creates a meter that shows how much time you have while creating one – and where each echo is in their cycle.

After getting a good grasp of the basics, I’m taken to a later part of the game to kick off the training wheels. Now, there are teleporters – which, like doors and bridges, often need to be activated by an echo, and can also be used by echoes. Handy – and square keys that explode if they’re out of a socket for too long. Now, the puzzles become more complicated and more interesting. Make an echo to run down and turn on a teleporter, then stand on it when he does. It takes me to an isolated, outside area with a key. Great. I grab that sucker and head back to the teleporter, and the damn thing promptly explodes in my hands. Okay, so teleporters and keys are out. But there’s a hole in the wall, so I chuck it through there, zap back through the teleporter, and manage to slot the key into another wall slot before it explodes (though it takes me a few attempts).

To get him through, I have to synchronize my echoes, passing through the forcefield while creating my second after my first has lowered it.

A couple of pit stops later, and I put it in its lock, which reveals a gravity lift that takes me up real high. A little key-throwing and another gravity lift later, and I get to what is probably my favorite puzzle in my time with Causal Loop, and the first one I play that requires two echoes. I send the first to a lower level and through a teleporter into a sectioned-off room to hit a switch that controls a forcefield. That done, I make another echo (this one’s blue) who runs around the upper level I got to from the gravity left. He needs to hit another button, but the trick is that there’s a forcefield in the way, and running into one means you’ll have a dead echo. To get him through, I have to synchronize my echoes, passing through the forcefield while creating my second after my first has lowered it. It’s not the most elaborate puzzle I play in Causal Loop, but it’s a great example of the strengths of Causal Loop’s puzzle design. When designing them, Daniel Radschun, Mirebound’s Technical Director, told me that he’s often starting from the end goal of the puzzle. “I work my way a little bit backwards, but also not, and I add separate elements step by step and really make sure that each of the elements are already working together.” Every element builds on the last.

I’ll be honest, y’all: I have an extremely poor sense of direction in both video games and real life, and I’m pretty map reliant. Causal Loop doesn’t have one, so my path through it often started with exploring a bit, finding a phase rift, and saying, “Okay, what can I do from here? What can I interact with? If I push that switch, what happens? Where does that teleporter take me?” Then, I’d work out the answers to those questions and see what I could do from there. A lot of my time with Causal Loop was spent in trial and error, learning new mechanics and seeing what did what. Sometimes, that meant doing something dumb and dying. Others, it meant looking at something like a gravity lift over a pit of lava and saying, “I wonder if I can get into that?” and learning I could in the coolest way possible. But I was always learning as I played it.

Radschun and Moosmann assured me that the full game builds these lessons up organically and reiterates the lessons you’ve learned, something I got a feel for even though I was jumping around to several points in the game. The fact that I was solving some of Causal Loop’s later puzzles without help speaks to how well it teaches you, and both developers I spoke to were proud that folks had been finishing Causal Loop’s public demo in ways they hadn’t intended.

Mirebound is rightfully proud of the way story and gameplay are inseparable in Causal Loop, but when I asked the team what they were most proud of, they told me it was Causal Loop’s optimization. Obviously, the build I played was a work-in-progress, but Moosmann told me every decision they made was with optimization in mind so Causal Loop could run on as many computers as possible. It was a ton of work, but the gamble seems to have paid off: other studios are now asking them how they did it. “If there’s a wall, for example,” Moosmann told me, “and that wall is casting a shadow, and in that shadow frustum, inside that shadow frustum, there are several other objects, they’re still casting a shadow even though you don’t see it because that big shadow is on [top of them]. We just disable the shadows of the objects…where you don’t see that they’re casting a shadow. And that might sound stupid. We’ve been called stupid for this. ‘Unreal handles this very well.’ Yeah, up to a point, up to a couple of thousands of objects. But our worlds are made of 7, 8,000, 9,000 objects and yeah, it stacks, so it’s totally worth doing that work.” The result is that as of our interview, they tell me that Causal Loop still runs at around 60 FPS on a 1080 Ti on high settings.

After spending a few hours with Causal Loop, I’m not surprised. You can see the attention to detail Mirebound is putting into everything, whether it’s the story, the characters, or the world. Causal Loop is shaping up to be a brain-bending puzzle game, and an interesting story to boot. It may not have been what I imagined when I first met Bale, Jen, and Walter, but one of the best parts of digging through the past is being surprised at what you find.

I can’t say I enjoy this 19th century turd-collecting game but it did make me laugh when I patted my horse to death

Nightsoil is a sombre little top-down narrative adventure about a gong farmer – that is, a collector of human waste – in 1854 London, at the height of the cholera epidemic. Gong farmers were, I understand, required to work after sunset, to avoid causing revulsion among the decent folk. In this case, you’re a gong farmer at the end his tenure, working his final shift alongside his trusty carthorse Ol’ Boy, while reminiscing about his bygone youth and the happier days that might have been.

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Here’s How to Save $20 on Xenoblade Chronicles X for Nintendo Switch 2

Amazon’s sale on a selection of digital Nintendo Switch games has been great for those hoping to stock up on new options for their digital library. Xenoblade Chronicles X: Definitive Edition is one of the many deals from this sale that stood out to us, but not just for the fact its Switch version is on sale for $39.99. If you’ve been hoping to add it to your Switch 2 library, this Amazon deal can actually save you cash there, too.

Buying the digital Switch 2 edition of Xenoblade Chronicles X: Definitive Edition from the Nintendo eShop will cost you $64.99. However, if you buy the digital edition for the original Switch through this Amazon deal and then purchase the Nintendo Switch 2 Edition Upgrade Pack from the eShop for $4.99, that’ll set you back about $45 instead. That’s roughly $20 in savings, so why not take this opportunity to upgrade for less if you’ve wanted Xenoblade Chronicles X for Nintendo’s latest console?

Step 1: Buy Xenoblade Chronicles X: Definitive Edition for Switch

Step 2: Buy Nintendo Switch 2 Edition Upgrade Pack

Xenoblade Chronicles X: Definitive Edition is a game that’s worthy of a spot in your gaming library. Our review from George Yang had high praise for it, saying “Xenoblade Chronicles X was already one of the Wii U’s best games, and this Definitive Edition has escaped the destruction of its old home like the White Whale and settled down nicely on Switch.”

Yang continued on to say that, “The quality-of-life improvements here are enough to justify another trip to Mira alone for veteran players, and it’s the perfect opportunity for newcomers to explore its beautiful landscapes for themselves.” If its one that’s been sitting on your must-play list, this is a great time to pick it up, especially because the Switch 2 upgrade lets you play at up to 4k resolution and with smoother frame rates.

Alongside Xenoblade Chronicles X: Definitive Edition, Amazon has plenty more digital Switch game deals to explore right now. Our rundown of Amazon’s digital Nintendo Switch game sale highlights some of our top picks, including Luigi’s Mansion 2 HD, Princess Peach: Showtime, and more.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

Fogpiercer is a tactical game that recognises the true joy of artillery is using it to give your enemies a little shove

The thing you need to understand about Fogpiercer is that this deckbuilding roguelike, in which you control a train battling Mad Max-style road bandits, knows the secret joy of artillery. It is one of the few games that recognises that while it’s satisfying to hit an enemy with a shell from a howitzer, it’s even more satisfying to target the space next to them and use the force of the blast to give them a sideways shove into a wall.

It’s a mechanic that puts Fogpiercer into the same fine company as Into The Breach.

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Review: Virtual Boy For Switch 1 & 2 – Is It Really Worth Revisting Nintendo’s Greatest Folly?

Virtual insanity?

Only Nintendo could get its fans excited about a re-release of one of its most dramatic commercial flops, and, as somebody who is old and grey enough to recall the disaster that was the Virtual Boy the first time around, I find it endlessly amusing that its resurrection as a Switch accessory has caused such interest.

But then again, this is a platform that arguably deserves a second look, despite its well-documented shortcomings.

Read the full article on nintendolife.com