It’s a big year for racing games in more ways than one and apart from the new open-world Mario Kart game, Sega will also be releasing its new Sonic Racing game.
In the leadup to this game’s release, it’s now uploaded a video (with narration by the YouTuber Sam Procrastinates) covering “the history of Sonic Racing”. This video highlights every notable Sonic Racing release starting with the 1994 Game Gear release Sonic Drift, before moving on to Sonic R and then going on to cover more of the modern entries including Sonic Racing: CrossWorlds.
Fans hoping to catch the first few episodes of Star Wars: Tales of the Underworld will have to drop into Fortnite if they want to watch the series before it comes to Disney+.
Epic Games unveiled how it will expand upon its existing Star Wars offerings today, revealing that the upcoming animated spinoff’s first two episodes will premiere exclusively through Fortnite. It’s part of the studio’s efforts to double down on Star Wars content for its upcoming Galactic Battle season, which focuses on delivering Star Wars-themed goodies.
You’ll be able to see Tales of the Underworld kick off with two episodes starring Asajj Ventress via the Star Wars Watch Party island starting at 10 a.m. ET on May 2 – two days before the show comes to Disney+ subscribers. Epic encourages fans to link their Epic Games and MyDisney accounts, too, with eligible players being gifted a First Order Stormtrooper outfit in return. It’s unclear how else connecting the accounts will benefit those who participate, though Epic teases that there are “more benefits to come.”
“Disney and Epic are pioneering the future of social entertainment together, and this expansive Star Wars collaboration offers a glimpse into the type of interactive experiences we envision,” Epic Games President Adam Sussman said in a statement. “We are reimagining what’s possible with immersive storytelling in Fortnite with one of the world’s most beloved franchises – stay tuned for a lot more to come.”
You’ll have until May 11 to watch both Tales of the Underworld episodes, at which point Star Wars Watch Party island will no longer be live. It will also feature a Battle Arena for players to duke it out as they use lightsabers to cut down waves of enemies. Those who watch both episodes will earn an Asajj Ventress loading screen.
Star Wars: Tales of the Underworld is a six-episode series animated in the style of The Clone Wars that follows Asajj Ventress and Cad Bane. An official description for the show teases that the former will find herself face to face with a new chance at life and a new ally, while the latter is forced to confront his past.
Disney’s ties with Fortnite extend far past its upcoming Galactic Battle season. The House of Mouse acquired a $1.5 billion stake in Epic in March 2024, positioning itself to collaborate with the game developer for many years to come. It was a move that will see the two powerhouses working together in more ways than one while also resulting in the addition of more Star Wars, Marvel, and Pixar outfits in the hit battle royale video game. Some highlights from its next season including Darth Jar Jar and Emperor Palpatine.
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).
You know, I don’t think I’ll ever understand why, after finding a huge amount of surprise success, developer 1047 Games decided to stop working on Splitgate all so that they could make a sequel. Perhaps that’s just part of my general confusion towards live service games as a whole, but I do think it’s a bit odd all the same. Still, Splitgate 2 is still on track for a 2025 release it seems, with a date now set for the game’s first open beta.
Remember when Haunted Chocolatier was announced… sorry, hang on, almost four years ago? Cripes, time really does fly when you’re waiting on the incredibly anticipated follow-up to one of the most popular games of all time doesn’t it! It’s no secret that developer Eric “ConcernedApe” Barone is happy to take his time with his next game, and good on him for doing so. However, he also can’t help himself but continue to work on Stardew Valley, releasing another pretty big update for the farming game only last year. The good news is that, based on some comments in a recent interview, Haunted Chocolatier is the main focus going forward.
The problem with Tempest Rising’s multiplayer is that while it’s perfectly competent at recreating a slice of the old Command & Conquer multiplayer with a pair of new and interesting factions, it’s just that: a slice, rather than the whole pie. With only two factions, nine maps, and the most basic of options for customizing its two or four-player matches, just about everything here screams “minimum viable product.” Combine that with the fact that Tempest Rising doesn’t aspire to be anything more than a revival of C&C’s gameplay, and there’s not a tremendous amount to get excited about. It may well expand over time – such as whenever the Veti faction arrives – but like a vehicle factory that’s only half built, it won’t be super useful until you’re certain you’ll have enough harvested Tempest in the bank to complete it.
I could try to comment on unit balance, but like with any fresh-out-of-the-gate multiplayer game, anything I say will almost certainly soon be obsolete. My anecdotal experiences with the community’s apparent preference for GDF over Dynasty, probably thanks to their self-replenishing drone swarms, is likely to either be nerfed in a patch within a week or proven completely wrong. Soon, I’m sure someone way smarter than I am will figure out a devastating counter that reduces the seemingly unbeatable (and admittedly pretty cool) strategy of loading Skycrane transport helios with drone operating infantry to automatically barrage anything in range to a garbage-tier strategy for fools.
So I’ll leave that to the folks who are busily hashing out the best build orders and counter strategies for the unique characteristics of each faction, which are mostly remixes of C&C ideas with a few twists to get a hang of. I’m a big fan of the Dynasty’s Scrap Trucks, which let you quickly unfold a vehicle-repairing turret anywhere on the map and start plopping down structures that you can pre-construct at your con yard. Naturally, there’s no end to the opportunities for showing off your micromanagement skills by deftly controlling the transforming Trebuchet tanks, picking targets for your long-range artillery and airborne units to clear the way for flamethrowers and armor, activating special abilities to disable groups of enemies and leaving them vulnerable, laying mines, scouting, calling in support abilities, etc. – all while building and protecting your own resource economy and climbing the tech tree.
Because of Tempest Rising’s retro style and adherence to time-tested tech trees I’ve found it instantly familiar and easy to slip back into old habits; I’ve been enjoying going back to the classic engineer-rush where I steal the enemy’s construction yard out from under their noses while a handful of infantry distracts them from the opposite flank. (That’ll only work for a short while after launch, so I’m getting that trollish thrill while I can.) If it worked in C&C, it’ll probably work here.
There are a few features that feel like they’re built almost exclusively for the hyper-competitive set, such as the Doctrine tech tree that invites you to dump thousands of precious Tempest credits into upgrades that, for the most part, don’t get all that good until you’re several tiers deep. Boosting my infantry health by 15%, for instance, doesn’t seem all that worth it until I have a lot of infantry in play (as opposed to building more infantry). At my skill level – and probably that of most people who aren’t hardcore players – the vast majority of my games thus far haven’t lasted long enough to build up the kind of excess cash I’d need to invest in that sort of thing, with most of them wrapping up before the 15-minute mark. But I’m sure that plenty of people will find uses for these to get the upper hand with specific builds, so it’s good to know there’s more depth to be mined if you put in the time to train up.
However, if you are a competitive player looking for your next RTS fix, know that Tempest Rising doesn’t have a ton for you to play with at the moment. For one thing, if you play ranked, there are only 1v1 matches available. Even if there were 2v2 ranked matches (it’s actively being worked on, the developers promise), there would only be three maps available that support four players in teams or free-for-all. 1v1 isn’t much better in that regard, with just six options. Combine that with there only being two factions until whenever the Veti expansion comes along – which could be a while given the lack of a published timeline – and it feels pretty slim compared to a lot of the games that inspired it.
There’s nothing wrong with the maps that are here – each is a symmetrical layout with areas of high and low elevation, plenty of bottlenecks and alternate routes, all dotted with capturable neutral structures that can give you a “free” (for the cost of an engineer) foothold to build defenses and forward production off of, as well as a few that generate resources. It’s simply that there’s nothing unexpected – good or bad – at all, and that gives it a very bog-standard feeling. It’s hard to make the argument that Tempest Rising has gone for quality over quantity when there are no big standouts.
Electronic Arts is reportedly laying off between 300-400 staff, with 100 of those coming from Apex Legends and Star Wars: Jedi developer Respawn, Bloomberg reports.
A spokesperson for EA told the publication that the Redwood City, California-based company has “made select changes within our organization that more effectively aligns teams and allocates resources in service of driving future growth.”
In addition to the roughly 100 job cuts IGN reported earlier today at Respawn Entertainment, EA has made wider cuts across its organization today, impacting around 300 individuals total including those already reported at Respawn.
IGN understands that these wider cuts largely impacted EA’s Experiences team, which includes groups such as EA’s Fan Care team and various others working on customer support and marketing. As with other cuts at EA, those impacted will be given the opportunity to apply for other roles internally prior to being let go.
“As part of our continued focus on our long-term strategic priorities, we’ve made select changes within our organization that more effectively aligns teams and allocates resources in service of driving future growth,” an EA spokesperson said in an official statement.
“We are treating our people with care and respect throughout this process, working to minimize impacts by helping affected employees explore new opportunities within the company when possible and providing support during the transition.”
The roughly 100 jobs impacted at Respawn included individuals in development, publishing, and QA workers on Apex Legends, as well as smaller groups of individuals working on the Jedi team and two canceled incubation projects, one of which we reported on back in March, and the other of which was, per Bloomberg’s reporting, a new Titanfall game.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.
Update: Bloomberg’s Jason Schreier has since reported that between 300 and 400 positions have been “eliminated” across EA, including around 100 at EA. One of the cancelled incubation projects was also apparently an extraction shooter set in the Titanfall universe.
Apex Legends developer Respawn Entertainment have announced that two of its incubation projects have been cancelled, leading to what it calls a number of “target team adjustments across Apex Legends and Star Wars Jedi.” You may notice that this language is particularly obtuse, in that it doesn’t refer to these adjustments as layoffs. However, according to a report from IGN, layoffs have occurred, though just how many is currently unknown.