There have been some truly inspired collabs in gaming, but I never saw this one coming: Overwatch 2 is getting a Street Fighter 6 crossover event.
As revealed on X/Twitter — and leaked a few days ago by PlayStation Network — the event goes live on May 20, “taking your fighting skills to the next level when the legendary characters from Street Fighter 6 square off in Overwatch 2,” letting Overwatch fans “discover the martial artist in you.”
Though the teaser isn’t very long, it does give us a peek at the characters getting a fresh skin for the collab, including Zenyatta as Dhalsim, Winston as Blanka, Sigma as M. Bison, Hanzo as Ryu, Juno as the inimitable Chun Li, and Soldier: 76 as Guile. We also get to see Chun Li kick the crap out of a truck — never a bad thing — and some more familiar faces sure to make both Overwatch and Street Fighter fans very, very happy.
“Soldier 76 as Guile is sending me,” laughed one commenter, whereas another simply said: “Genuinely such a stacked collab.”
“A COLLAB WITH TWO OF MY FAVORITE FRANCHISES?!?” cried this player. “THIS HAS TO BE [Overwatch’s] BEST ONE YET!”
Not everyone is convinced, though, with some players questioning the skin choices.
“Glad to see Winston and Sig get anything, but not having any SF6 original characters in a SF6 collab feels weak,” suggested this commenter. “Manon was right there for Widow. Marisa Zarya. Jamie Weaver. Doomfist also should have probably been a lock for this, he’s the best character that fits the theme.”
“Genuine question. Juri is literally a spider — why is she not Widowmaker lol?” asked this player.
Vikki Blake is a reporter, critic, columnist, and consultant. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Sci-fi FPSLa Quimera is the first game from Reburn, a new incarnation of Metro co-developers 4A Games Ukraine. It’s out now in early access. That last bit is a surprise: the developers had planned to release the new shooter as “a large, complete journey”, but had to make “certain pivots” in the face of resource constraints, technical complications and, presumably, the broad impacts of living in a warzone. This led to a launch delay last week and then, the abrupt announcement that La Quimera would start out as an early access project.
When Cyberpunk 2077 first launched back in 2020, it had more than its fair share of issues. Nevertheless, largely thanks to CD Projekt Red’s excellent Witcher 3 port, there was a part of us that thought, “Man, it would be great to play this on a Switch one day.” This feeling only strengthened as time went on and the developer managed to iron out the game’s issues, resulting in an open-world experience like no other.
The Real-World Inspirations Behind Spirit of the North 2, Available Now
Tayler Christensen, Lead Developer & Co-founder
Summary
Spirit of the North 2 is out now for Xbox Series X|S
Lead Developer Tayler Christensen explores finding inspiration for the sequel and bringing more of the game’s vision to the world.
The prequel, Spirit of the North, is available on Game Pass.
Today is the day I’ve been looking forward to for five years, the release day of our second game, Spirit of the North 2. To celebrate its launch, I’d love to share the story behind how (and why) we made this game.
A Vast World, A Tiny Hero
Back in 2016, I was at a crossroads. I was an architecture graduate training in 3D environment art, but I was also working as a general manager for an ice sculpting company. I’d always enjoyed creating spaces for people to enjoy, and that remained true through all my work. But how could my expertise in snow, ice, and environments be brought to life in a video game?
The answer came during a holiday in Reykjavík, Iceland.
The Fox Leads The Way
Iceland’s landscapes stunned me: volcanic rock fields, glacial lagoons, geothermal pools, and basalt columns that looked designed by nature. Everywhere I turned, I had the inspiration I was looking for. Stone became sentinels guarding secret passageways. Geysers became dynamic obstacles. The glaciers became slides with hidden chambers lost to time. Even the folklore seeped into my imagination, especially when I later discovered a book about Tulikettu.
The Tulikettu is what the Finnish call a fox whose tail sparks in the air, sending flames to float to the sky and form the Northern Lights, (Or The Revontulet, the ‘Fox Fires’ as the Finnish call them). This enigmatic little creature encapsulated the essence of awe, something I felt in these nordic landscapes. The idea of an Aurora touched fox that roams the lands, healing spirits and being this guardian of nordic culture was the perfect tug on all of the threads, on all of these ideas, to bring everything together.
Story and Allure
Spirit of the North grew from those artifacts: a fox’s adventure through scarred landscapes, where players uncover stories of war, lost spirituality, and environmental ruin, not through dialogue, but through exploration. The sequel expands this vision, with richer lore, deeper mysteries, and guardians like the sorrowful Stag and the brooding Raven, each hiding tales of their own.
Spirit of the North is far more than a game to me. Its world is an extension of myself, my team, and encapsulates everything that inspires and uplifts us. We hope that it’s story, music, and environment create wonderment for you. Thank you always. Spirit of the North 2 is available now on Xbox Series X|S.
In an ancient world left in ruin, embark on the journey of an isolated fox far from home. With the help of a wise Raven companion, seek out the lost legendary guardians and release them from the grasp of the dark shaman Grimnir.
A VAST OPEN WORLD
Roam freely through a vast and ancient open world, rich with long-forgotten history. Explore unique and visually captivating biomes, each with its own challenges and secrets to uncover.
SEEK OUT POWERFUL RUNES
Discover potent runes that enhance your abilities as your quest takes you from dense forests, through snow-capped peaks and to dark & ancient crypts to save the lost guardians.
EXTENSIVE CUSTOMIZATION
Tailor your fox’s appearance and skills to suit your playstyle, making each playthrough unique.
ANCIENT GUARDIANS
Face off against formidable foes as you save the legendary guardian beasts in thrilling, puzzle-based encounters.
robsbakkshares Deacon wielding a shotgun in the rain
calisarah1998shares a shadowy portrait of Deacon and a bear
TheNotoriousGKEshares a hyper closeup of Deacon at the lookout with Boozer
Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?
THEME: Days Gone Remastered – Landscapes SUBMIT BY: 11:59 PM PT on May 14, 2025
Next week, we’re taking in the sights of Days Gone Remastered. Share broken down and nature-filled landscapes using #PSshare #PSBlog for a chance to be featured.
After nine years, Behaviour Interactive is finally bringing Five Nights at Freddy’s to Dead by Daylight – and Matthew Lillard is joining in on the fun.
It’s a collaboration that has been in the works for a while, but it wasn’t until today’s Dead by Daylight PAX East presentation that the studio was ready to reveal exactly how it will keep players scared as the asymmetrical multiplayer game approaches its ninth birthday. Freddy Fazbear and his animatronic-filled pizza emporium headline Behviour’s plans for this year’s anniversary chapter, which is expected to arrive in June.
Lillard, who starred as William Afton in 2023’s Five Nights at Freddy’s movie adaptation, has embodied the spirit of the role once again to lend his likeness and record new voice lines for Dead by Daylight’s latest Killer: Springtrap. This evil animatronic bunny, otherwise known as Yellow Rabbit or Spring Bonnie, will be available as a Legendary Outfit when the collection eventually arrives.
Behaviour calls Five Nights at Freddy’s the “most requested license in Dead by Daylight history,” so fans should be excited to hear that the content drop will also include a Freddy Fazbear’s Pizza map that is said to be filled with a buffet of Easter Eggs and surprises to uncover. More news, including a specific release date, is expected to arrive in the near future.
Wind’s Howling
A Five Nights at Freddy’s Dead by Daylight crossover has been a long time coming, but it’s not the only gaming collaboration in the cards. Also revealed at PAX East was the news that CD Projekt Red’s The Witcher series is also set to make an appearance in Behviour’s hit horror experience.
The set will make its mark as a special Witcher Collection June 3 and includes outfits inspired by the popular fantasy RPG universe. This includes a Legendary piece inspired by the White Wolf himself, Geralt of Rivia, as well as Very Rare outfits for Yennefer, Ciri, Triss, and Eredin. As an added bonus, those who pick up the Geralt costume will notice that original voice actor Doug Cockle contributed new voice lines just for this very occasion.
“Our favorite of the Collection is, of course, Geralt’s Legendary Outfit for Vittorio Toscano,” Dead by Daylight Product Director Rose Li said in a statement. “Not only will it let players essentially take on the exact look of The White Wolf, but we’ve also added some really nice details as part of this Outfit. Geralt will have unique lobby animations, and best of all, brand-new voice lines recorded for our game by the original voice actor, Doug Cockle.”
Dragula, Shudder’s monster-themed drag reality competition series, is also doubling down on its relationship with Dead by Daylight. Players can look forward to picking up a Boulet Brothers Collection come July 8, which includes a Winter Warrior outfit for The Huntress and the Boulet Brothers Artist outfit for The Artist.
Blood, Sweat, and Tears
Also included in Behaviour’s PAX East showcase was the promise that the team will deliver fresh quality of life updates throughout 2025 and beyond. June highlights include a The Archives revamp and adjusted Gamma Settings, with the months ahead set to bring updates that add more spectators in Custom Matches, map and key item rebalancing, an MMR rework, and more balance tweaks.
Creative Director Dave Richard also teased something completely new: a Dead by Daylight Chapter entirely created by fans. It’s a move that will see Behaviour working with its community to create a Killer and Survivor from the ground up in what sounds like a choose-your-own-adventure-style narrative, meaning everything about each character will be voted on by the players. It’s due out in 2026, so we’ll have to wait a while to learn more.
Michael Cripe is a freelance contributor 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).
If there’s one thing that’s kept the name Doom up near the top of the list of first-person shooters, it’s how it’s always boldly reinventing being a badass, super powered, one-man army against the armies of Hell. Three decades ago we got the original old-school run-and-guns, then a jumpscare-laden horror shooter, then a modern reimagining of the old-school run-and-gun, and a mobility-focused action shooter in 2020’s Doom Eternal. The form that Doom: The Dark Ages takes on is actually one that is very different from Eternal, a game that I rank as one of my favorite shooters of all time. In fact, it’s so different that initially I was turned off by the heavier feel of the movement, the lack of a double jump or airdash, and the sheer chaos of having wide-open fields with seemingly hundreds of enemies closing in on me from all sides.
But a few hours into the 20+ hour campaign, my arsenal had expanded, the ways in which I could dispatch enemies had diversified, and I’d started to better understand and appreciate what Doom: The Dark Ages was and what it wasn’t. By the end of it I was left grinning like a Doomguy that just picked up a Super Shotgun as I ripped and tore until it was done
Doom: The Dark Ages’s campaign is all about setting up the dark sci-fi fantasy vibes. It follows our strong, (mostly) silent Doom Slayer before he was awoken in a Sarcophagus in a UAC space station back in Doom 2016. Of course, the Slayer himself isn’t much more than just a vehicle for badassery, so it’s not like we’re seeing a new side of him or getting any sort of deeper look at his character’s origins or motivations. Instead, The Dark Ages’ story is more about filling in the blanks in the Doom universe, diving into the history of the conflict between humans and demons, and further fleshing out both the faction of humanity defending Sentinels and the deity-like Maykrs. And in that way, it’s not only serviceable, but it also does a good job of at least taking us to both a wide variety of hellish landscapes that includes sci-fi themed medieval castles, and a very welcome trip to the Lovecraftian-inspired Cosmic Realm, which features a ton of really cool mind bending puzzles and creepy settings that are different from what we’ve seen before.
This is the strongest a Doom story has ever been.
Perhaps the best thing about the story is that it no longer feels like it’s just the Slayer against the nameless forces of Hell. There are human companions that are central to the plot: it regularly feels like you’re fighting alongside humanity in this giant all-out war against the demons, and there’s actual intrigue involving the mysterious Maykrs and their role in this whole conflict. This is the strongest a Doom story has ever been, even if that’s not a bar you’d have to double-jump over.
Captain Doom Slayer
Besides the setting, the big thing that separates Doom: The Dark Ages from prior entries in the series is the addition of the Slayer’s Shield, and all of the abilities that come with it. Now, rather than being forced to avoid taking damage by constantly staying on the move and jumping around like a madman, you’re often encouraged to charge straight forward into danger with your shield at the ready to either block or deflect enemy attacks. Any attack that is red can be blocked until your shield’s depleted, and anything that’s green can be reflected with a well-timed guard to not only deal substantial damage, but also stun most monsters it hits. Even on Nightmare difficulty, which is what I did my playthrough on, the parry timing is very generous, but fortunately you can fine tune it however you like in the menus, along with a ton of other handy difficulty modifiers.
The other key shield technique is a charging bash attack that can be used to quickly close the distance between you and the enemy. Think the Super Shotgun’s grapple in Doom Eternal, only faster, you can use it with any weapon, and it’s on a relatively quick cooldown. This combination of being able to use the shield both defensively to block and stun, and then offensively to quickly zip in or out, is what really elevates The Dark Ages’ combat to the stratosphere by making it still feel very fast and exciting even with the removal of things like double jumps, quick dashes, and fast weapon swaps. We get the best of both worlds, in that this Slayer is still extremely mobile, but also feels like a heavily armored tank thanks to loud footsteps and a shockwave when you land from a high jump.
The Slayer is still very mobile, but also feels like a heavily armored tank.
The shield’s utility doesn’t end there, either. Eventually, you’ll also get the ability to toss the shield out, Captain America style, to instantly decapitate tons of fodder enemies at once. Or, if you use it against larger enemies, it will continuously buzzsaw into them, keeping them incapacitated for a short while. This is an extremely useful skill, but I found this to be especially potent against the Arachnotron enemies that like to pepper me with a constant stream of non-refelctable bullets. If they’re unarmored, I can just toss my shield to stop them from shooting, dash in, and all it takes is a single super shotgun blast to ready them for an execution.
Those abilities are key to surviving tough fights because almost every enemy in Doom: The Dark Ages has some sort of weakness like this – and unlike Doom Eternal, they are rarely weapon-specific. There’s no more switching to the combat shotgun specifically to pop a grenade into a Cacodemon’s mouth, then swapping to the rifle to snipe the guns off a Revenant, then swapping between shots of your super shotgun and ballistae to quickly burst down a Marauder or other big and beefy enemy, etc. That’s fun in its own way, and I’m sure there will be those out there like myself who will still prefer it overall, but The Dark Ages still manages to find a way to be an absolute blast without requiring a StarCraft pro’s level of APM (Actions Per Minute) on the harder difficulties.
The enemies are largely the usual suspects that have been in most of the other Dooms, You’ve got your Imps, Hell Knights, the aforementioned Mancubi and Arachnotron, and even the Cyberdemon, all of whom behave as you’d expect. Others have gotten new facelifts to better match with the new setting, like the Pinkie who’s now a mount with a demon archer riding him, and the new Cacodemon that hails from the Cosmic Realm. The Dark Ages even brings back the Vagary as a mini-boss, who hasn’t been seen since Doom 3. Overall, there’s a nice variety in the enemies, and even those you’ve fought a million times before have a few new tricks to make them fit better in The Dark Ages’ combat.
Id has exponentially jacked up the number of on-screen nasties.
Speaking of enemies, It’s worth mentioning as well that Id has exponentially jacked up the number of on-screen nasties relative to Doom or Eternal. When you get a bird’s-eye view of a battlefield, it truly looks like all-out war against the minions of Hell. This did lead to a bit of frustration for me early on because I was often getting attacked from behind by enemies that would spawn in without warning, but all it took was some adjustment in how I approached certain combat encounters. I had to make sure that I used my shield basq2sh to disengage in addition to engaging to keep them off my back.
One noteworthy omission from The Dark Ages is the iconic Chainsaw that has been used since Doom 2016 as a way to instantly kill a single enemy and regain ammo in the process. That has been replaced by an all new melee system that lets you get up close and personal and engage in melee brawls that also restore your ammo. I do miss the satisfaction of just sawing an Imp or other small enemy in half, but this system works better for what Doom the Dark Ages is trying to achieve by again making you rush towards the fight rather than away from it. The “ammo” pick ups for your melee attack are also much more plentiful than the gas for the Chainsaw was in either Doom 2016 or Eternal, making me run out of ammo far less, which was something I very much appreciated.
The Tools of Doom
As far as the actual weapons go, The Dark Ages plays around a lot with the look of each weapon to give it an old-timey flavor, but the functions are generally all the same as what we’ve come to know and love from this series. All the satisfyingly punchy stalwarts are accounted for: The combat and super shotguns, an assault rifle that shoots out railspikes instead of bullets (but don’t call it a railgun), a plasma rifle, and a single-shot sniper rifle-like weapon in the form of a satisfying steel ball launcher, just to name a handful. The only unique weapon of the bunch is the Skullcrusher Pulverizer, which sort of behaves like the chaingun but has a ridiculous spread that can just absolutely shred a football field’s worth of fodder enemies. It’s a fun weapon that goes great with The Dark Age’s absolutely insane amount of on-screen enemies at once, even though I typically opted to use the shield throw to mow down the hordes of fodder since there’s an upgrade that powers up the shield charge when you do so.
One interesting twist for how The Dark Ages handles its arsenal is that every gun has a sister weapon that uses the same ammo type and can be hotswapped between with the press of a button. So for example, along with a rocket launcher, there’s a grenade launcher; in addition to the aforementioned Pulverizer that does a little bit of damage spread out over a wide area, there’s a Ravager that concentrates the fire to hit single enemies. It all adds up to a ton of variety in the gunplay, and while I was never forced to swap between my weapons in the same way that I was in Doom Eternal, I still found myself jumping around from gun to gun simply because it’s fun.
I still found myself jumping around from gun to gun simply because it’s fun.
But the absolute best part about the toolbox in The Dark Ages is – and this is a credit to the weapon designers at Id, because this is true for just about every Doom game – that every gun retains its usefulness throughout the entire game. Sure, I might have my favorites and gravitate more towards the Super Shotgun, Rocket Launcher, and Steelshot, but even the early weapons stay relevant once you get some upgrades into them. If I’m low on armor, I can swap to the combat shotgun that I upgraded to ignite enemies and make them drop armor shards; if I need health, I can swap to the Ravager to make them bleed h ealth pickups; and if I need to incapacitate an enemy while also dealing damage to others nearby I can throw my shield into a baddie, shoot the shield, and watch as my bullets ricochet and hit everyone else around.
To sweeten the pot, all of these abilities and weapons are sprinkled at a measured pace throughout the campaign. There was never even a chance for the gunplay to get stale because every level would give me a new gun, or a new ability for my shield, or a new melee weapon, or I’d find enough gold to afford a new upgrade at the shop that would alter something I already had in a way that made me want to use it more.
And it’s this need to upgrade that fed into my desire to explore and find both upgrade currencies and more traditional Doom collectibles like figurines, weapon skins, and lore pick ups. Appropriately, the levels of The Dark Ages welcome that exploration with open arms. While they all vary in size, the smaller stages are still big by the series standards, and the big levels are gigantic. They’re huge, open battlefields with tons of secrets, challenging enemy encounters, and more than a few breathtaking vistas.
Doomazord Power
Breaking up all of the running and gunning are giant mecha battles and flying sections where you pilot the Slayer’s dragon. Yes, the Doom Slayer has a dragon, because why not. These sections are shallow compared to the rest of The Dark Ages, with the mecha sections amounting to little more than a simple game of dodge, punch, punch, dodge, punch, punch, etc. And the dragon bits are little more than dodge, shoot, shoot, dodge, shoot, shoot. That said, they’re kind of like a turret sequence in that they’re infrequent and brief enough to never drag the pacing down, and they at least provide some cool moments in the cutscenes that precede and follow them.
And then there’s the soundtrack: holy hell. If you’ve played a Doom game before you probably know what to expect going in, but even so I was gleefully into it. It’s another banger of a heavy metal soundtrack that had me coming back to certain levels after beating the campaign and just turning down all the volume except for the music so I could listen without it being overpowered by all the sounds of shotgun blasts, explosions, and dying demons.
I’m liking Doom: The Dark Ages more than local reviewist Nic does, possibly because spending most of 2024 remoulding my brain to learn Elden Ring has unduly engorged the part that appreciates a good parry-and-riposte. C’est la vie demons, and colleague. There is one issue that bothers me, though: why, of all the games on Bethesda’s production lines, was this chosen to be the next game that follows Indiana Jones and the Great Circle in making ray tracing effects compulsory?
“we feel that it is a very Nintendo-like product”.
Nintendo has released its latest Q&A transcript off the back of its financial results for FY2025. In it, president Shuntaro Furukawa defended the Switch 2’s perceived lack of innovation, with one investor questioning whether the Switch 2 is a “bridge” to a more innovative next-gen console yet to be announced.
Furukawa stated that software developers have come to require more powerful hardware over the last eight years, so Nintendo made this a fundamental goal in creating the Switch 2. He also says that while the Switch 2 may not seem particularly innovative at first glance, he is keen to stress that the hardware and peripherals have been completely redesigned (not to mention the awesome new mouse controls, of course!).