BioShock 4 Is ‘Going to Come Out,’ Take-Two CEO Strauss Zelnick Promises: ‘That I Can Say Hand on Heart, Without Question’

BioShock 4 has reportedly been in development for more than a decade at various studios under the 2K Games banner. But it has suffered yet another overhaul after it reportedly failed a review by executives and the head of its developer, Cloud Chamber, was ousted. Now, the fourth BioShock feels further away than ever. So, what’s going on?

In an interview with Strauss Zelnick, the boss of 2K parent company Take-Two, I asked the CEO flat out if BioShock 4 was in danger of being canceled. Zelnick was clear in his response: “It’s going to come out,” he promised. “That I can say hand on heart, without question.”

Zelnick sounds pretty confident, then. But it’s hard to get away from BioShock’s tumultuous — and lengthy — development. On this, Zelnick held his hands up, admitting BioShock 4 has had its troubles. But he also explained why it’s proving such a hard nut to crack.

“We don’t talk about how long our development cycles are,” Zelnick began. “We have had some ups and downs along the way. That is accurate. And we have had changes in studio leadership. That said, we have very big shoes to fill on BioShock because of the legacy of Ken Levine, the legacy of what has gone before, which has been so successful. And we need to make sure that this experience is true to the BioShock DNA on the one hand, and a massive step forward on the other hand. That’s always challenging. We think we’re up to the challenge, but it has not been seamless.”

This week, Bloomberg reporter Jason Schreier broke the news of BioShock 4’s overhaul, and offered some insight into its troubles. “The game’s narrative was identified as an area that was particularly in need of improvement and will be revamped in the coming months,” Schreier reported.

“In a recent all-hands meeting, Cloud Chamber staff were told that the company needs to become more agile and efficient, leading to worries that layoffs may follow,” Schreier continued.

There hasn’t been a new BioShock game since 2013’s BioShock Infinite (Ken Levine is still working under the 2K banner on Judas). But BioShock 4 is not alone in having a lengthy development cycle, and we’ve seen — very recently — some publishers cancel games that were in development for six, seven, or even eight years. Sony’s live service flop Concord, for example, was in the works for years before its disastrous release. Microsoft just canceled Rare’s Everwild, which was revealed six years ago.

It is clear from the outside looking in that triple-A video game development is getting longer, which is something Zelnick not only agrees with, but offered an explanation for.

“I think it’s a reflection of the fact that as entertainment businesses mature, consumers seek quality and everyone realizes that the consumer is highly demanding and properly so,” he said.

“The strategy of this company has always been to make the best entertainment, not necessarily the most entertainment. Of course, sometimes we’ve fallen short, but frankly a precious few times.

“And I think some of our competitors have realized maybe a little late in the day that consumers are not okay with okay. Good is the new bad, great is the new great. And our goal here is to make everything exceptional.”

Zelnick added that he didn’t mean to be critical of other video game companies “because this is really hard stuff, and you don’t want to criticize someone for sticking with their creative talent, supporting them and trying to get a great result.” But he did say that Take-Two “would like to fail fast if we’re going to fail.”

“And we have made some hard decisions relatively early on. But we too have occasionally canceled titles well into their development. So it’s hard. What we’re all doing is hard.”

2K Games issued the following statement to Bloomberg on BioShock 4:

We are working hard to set BioShock up for the best possible future. Right now, we have a good game, but we are committed to delivering a great one. We are working closely with leadership at the studio to define this path.

The question now is, when might we see BioShock 4 actually come out?

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.

Nightdive Studios Reveal “Definitive” Re-Release Of ‘Heretic + Hexen’ On Switch

And it’s out now.

If you thought the day’s surprises were over, think again, as Bethesda, id Software, and retro specialists Nightdive Studios have announced Heretic + Hexen, the “definitive re-release” of two classic spell shooters. Oh, and it’s also out right now (thanks, Gematsu!).

For just $14.99 (it’s not up on the EU eShop at the time of writing this), you’ll be able to pick up two of Raven Software’s iconic first-person shooters which introduced inventory systems, vertical aiming, and character classes to the genre.

Read the full article on nintendolife.com

The Biggest id Software News from QuakeCon 2025

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The Biggest id Software News from QuakeCon 2025

The post The Biggest id Software News from QuakeCon 2025 appeared first on Xbox Wire.

Heretic + Hexen revives the cult classic fantasy FPS, launches today

1994’s Heretic: Shadow of the Serpent Riders and its 1995 sequel, Hexen: Beyond Heretic forged new frontiers in first-person shooter games. Experience these pivotal games today with Heretic + Hexen, a collaboration between id Software and Nightdive Studios bringing an enhanced re-release of Raven Software’s legendary games to a new generation of players.


Heretic + Hexen revives the cult classic fantasy FPS, launches today

From demonic sci-fi to dark fantasy

“As one of the original developers back in the ’90s, it’s honestly kind of surreal to see Heretic and Hexen coming back like this,” says Brian Raffel, studio co-founder and co-head of Raven Software. “We built those games on a heavily modified Doom (1993) engine and tried to push the boundaries wherever we could, adding things like character classes, inventory systems, vertical aiming…stuff that was pretty wild for the time.  

“We were also lucky to be working with our friends at id Software, especially John Romero and John Carmack. Their support and engine tech gave us the chance to build something different. There’s something cool about knowing these worlds still mean something to people after all these years.” 

Players embark on a journey through monster-filled halls, trap-laden arenas and arcane realms in a unique blend of classic FPS combat with dungeon delving inspired by fantasy tabletop role-playing games. 

“Both Heretic and Hexen hail from the kind of fantasy that was common in 80s and 90s PC gaming but had yet to be explored much in a first-person shooter,” shares Mike Rubits, Senior Programmer at id Software. “There were a lot of shooters with war, sci-fi, and aliens, but not a lot of maces and wands.” 

“It was actually Romero’s idea to add character classes in Hexen—a move that really took the franchise to the next level,” says Raffel. “At the time, that kind of RPG element in an FPS was almost unheard of. Each class had its own weapons, stats, and playstyle – that blend of shooter mechanics with fantasy roleplaying was risky, but it worked. It helped set Hexen apart from everything else out there and made the world feel richer and more personal. I think that’s a big part of why people still remember it so fondly.” 

Heretic + Hexen features include local split-screen and cross-platform online multiplayer modes, the option to toggle the enhanced “Tome of Power” soundtrack from Andrew Hulshult, all-new accessibility options and quality-of-life improvements, behind-the-scenes materials in the Raven Vault and more. That’s not all: in addition to previously released expansion packs for the original release, Heretic + Hexen also features brand-new content! 

New content for Heretic + Hexen

“The two new episodes in Heretic + Hexen cover both games – ‘Faith Renewed’ is a new Heretic episode while ‘Vestigues of Grandeur’ was created in Hexen,” Rubits explains. “They followed in the spirit of the new episodes in our previous re-releases: a whole new experience that uses the original technology, but is not bound by having to run on 30-year-old computers with a very small amount of memory.” 

“During the planning phases, we figured we’d only have time to do one or the other,” says Xaser Acheron, Senior Developer at Nightdive Studios, “and it dawned on me that these are some of the fastest mappers in the West.” 

“I already knew there was going to be additional content for Heretic + Hexen, so I started making maps in my free time for fun,” adds Samuel “Kaiser” Villarreal, Level Designer at Nightdive Studios. “By the time the whole thing was greenlit, I had nearly a whole episode’s worth of maps done already.” 

“Sure enough, each mapper produced nearly an entire episode’s worth of content on their own, with community legend Not Jabba contributing a couple of gigantic maps to round out the set. I also got to sneak in one of my own,” says Xaser. “The gambit paid off, but in hindsight it’s really not that much of a surprise since those folks are absolute powerhouses.” 

Delve into the fantasy FPS classics today

Whether you’re returning to the mystical realm of Cronos or setting foot in its shadowy halls for the first time, the combined teams at Raven Software, id Software and Nightdive Studios invite you to experience Heretic + Hexen and the legacy that helped define a genre. 

“To the fans—those who were there in the early days and those discovering these games for the first time now—thank you,” says Raffel. “Your enthusiasm, modding, memories and support have kept these worlds alive far longer than we ever imagined. Seeing the community still care about this work after all these years means more than I can say.” 

Heretic + Hexen releases today for PlayStation 5 and PlayStation 4.

Xbox Stops Development on Contraband, Four Years After Initial E3 Announcement

Xbox has stopped development of Contrabrand to “evaluate the project’s future,” with a Bloomberg report saying the game is canceled entirely four years after its initial E3 announcement.

Bloomberg journalist Jason Schreier first broke the news on Bluesky today, saying that “Xbox is canceling Contraband, announced in 2021 from Avalanche Studios (Just Cause), after four years of radio silence, sources tell Bloomberg News.”

This was followed by an official confirmation from Avalanche on its website, which reads as follows:

Over the past several years, Avalanche Studios Group and Xbox Game Studios Publishing have collaborated on Contraband. Active development has now stopped while we evaluate the project’s future. We’re thankful for the excitement we’ve seen fro mthe community since we announced and will give an update on what’s next as soon as we can.

Contraband was originally announced for Xbox and PC at E3 2021 with a teaser trailer. At the time, we knew it would be set in a 1970s smuggler’s paradise called Bayan, but we didn’t see any gameplay. Since then, we’ve seen nothing further of the game, nor heard any progress on its development. However, we did report that in 2022, management and employees clashed over a controversial hire and a lack of subsequent communication, a dispute that later inspired the studio to form an official union club and pressure the company toward signing a collective bargaining agreement.

Xbox, meanwhile, has been canceling projects left and right amid a mass layoff last month that saw 9,100 jobs eliminated Microsoft-wide, including hundreds in gaming. In the aftermath, we learned that games including Everwild and Perfect Dark had been canceled.

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.

Forget Silksong, This New Terminator 2D Overview Trailer Looks Stupidly Good

I need your clothes, your boots, and your new game.

Reef Entertainment has released a new overview trailer for Terminator 2D: No Fate, and sorry, but we know you’re all excited for Silksong and whatnot, but this looks bloody amazing.

Clocking in at just over three minutes, the trailer takes us through some of the levels you’ll be exploring, the types of gameplay at hand, and the modes available at launch. You can go through the campaign as standard, partake in a boss rush mode, an infinite mode, or an arcade mode to really get those nostalgia juices flowing.

Read the full article on nintendolife.com

Hit the Gridiron in EA Sports Madden NFL 26 with EA Play Now

Hit the Gridiron in EA Sports Madden NFL 26 with EA Play Now

Summary

  • The EA Sports Madden NFL 26 10-hour EA Play trial is available on Xbox Series X|S, Xbox One, and Xbox PC.
  • Backed by years of real NFL data that delivers explosive gameplay in every moment, Madden NFL 26 is Built From Sundays.
  • Score a limited-time Welcome Pack, plus recurring rewards like Ultimate Team Packs.

Game Pass Ultimate members can live every stadium-shaking moment for up to 10 hours in EA Sports Madden NFL 26. If they decide to buy, their progress carries over to the full game, so they can get ready for the next snap.

Members can save 10% off* EA digital purchases including the full version of the game and Madden Points. Plus, score a Welcome Pack from Aug 7–Sept 11 and recurring Ultimate Team Packs to build your dream football team with NFL Legends and current stars.

Backed by years of real NFL data that delivers explosive gameplay in every moment, Madden NFL 26 is Built From Sundays.

What’s New in Madden NFL 26?

Play Like the Pros

Star NFL quarterbacks move, look, and feel more like the superstars they are. Josh Allen’s rocket arm, Kyler Murray’s elusive scrambles, and Jayden Daniels’ lightning-fast decisions are all captured with unprecedented accuracy. Every throw, rollout, and read now reflects years of real NFL data.

Real NFL Coaching

Madden NFL 26 captures authentic coaching philosophies straight from the NFL sidelines. Play-calling now mirrors real-world tendencies, from Dan Campbell’s aggressive fourth-down decisions to Kevin O’Connell’s innovative offensive schemes. The game delivers dynamic suggestions based on your coach’s style, while new counters help shut down opponents who rely on repetitive tactics. Every matchup becomes a battle of wits, just like on Sundays.

Feel NFL Gameday

From the deafening Skol chants in Minnesota to Baltimore’s electric light show, get hyped with real NFL team traditions. Feel the energy of authentic team run-outs, dynamic weather that affects gameplay, and custom broadcast packages that make each matchup unique. This isn’t just football— it’s your front row seat to NFL Sundays .The EA Sports Madden NFL 26 10-hour EA Play trial is available on Xbox Series X|S, Xbox One, Xbox PC and Xbox Cloud.

Membership for EA Play is included with Game Pass Ultimate and PC Game Pass subscriptions at no extra cost.

Whether you’re scoring an unbelievable hat-trick in the EA Sports FC franchise, showing no mercy on suburban battlegrounds in the Battlefield series or timing a perfect hit to dominate the gridiron in the Madden NFL franchise, you can feel the thrill with EA for just $5.99 a month. Membership unlocks unlimited access to a collection of top titles, trials of select new games, in-game member rewards and more. Members also save 10% off EA digital purchases—including game downloads, points packs, and DLC.

For more details on all the EA Play member benefits this month, visit: EA Play Member Benefits

Conditions, limitations and exclusions apply. See EA Play Terms for details.

EA SPORTS™ Madden NFL 26

Electronic Arts

EA SPORTS™ Madden NFL 26 leverages a new AI-powered machine learning system trained on thousands of plays from nearly a decade of real NFL data to deliver more explosive gameplay—with new player-specific traits, authentic playstyles, and adaptive counters that match on-field tendencies and strategies of NFL quarterbacks and coaches.

From the Skol chant in Minnesota to the light show in Baltimore, immerse yourself in new presentation across the NFL including game-impacting weather, team traditions, and dynamic halftime shows with Scott Hanson.

Madden NFL 26. Real NFL Data, Unreal NFL Moments.

This game includes optional in-game purchases of virtual currency that can be used to acquire virtual in-game items, including a random selection of virtual in-game items.

Conditions & restrictions apply. See www.ea.com/legal for details.

The post Hit the Gridiron in EA Sports Madden NFL 26 with EA Play Now appeared first on Xbox Wire.

Terminator 2D: No Fate — new gameplay and difficulty level details

Hey everyone, this is Mike Tucker, Design Director and Programmer at Bitmap Bureau. We hope you’re all excited for Terminator 2D: No Fate, coming October 31, 2025. On behalf of everyone at the Bitmap team, we’re thrilled to reveal the new Gameplay Overview Trailer! The trailer gives an in-depth summary of T2D’s various gameplay systems, including info about game modes, pickups, the scoring system and more.


Terminator 2D: No Fate — new gameplay and difficulty level details

Difficulty levels explained

Beyond what’s covered in the trailer, we thought this blog would be a great chance to delve into the game even further, specifically covering the different difficulty settings. Hopefully this overview will help you decide which difficulty to choose when picking up the game for the first time.

First things first, when you start the game, you’ll be asked to choose your preferred difficulty setting. From easiest to hardest, the difficulties are:

  • Easy Money
  • No Problemo
  • Hasta La Vista
  • Judgment Day (Unlocked only after completing Mother of the Future Mode. Completing Story Mode on Judgment Day unlocks the Cheats Menu.)

These difficulty settings are available for all game modes, but for Story Mode in particular, the choice means that the complete T2D story can be enjoyed by everyone regardless of skill level. We recommend first-time players start with the No Problemo difficulty setting for the most balanced experience, while those more experienced with the genre can try their hand at Hasta La Vista; that’s the one most of us here at Bitmap use as our Normal difficulty.

Broadly speaking, the differences between the difficulties revolve around enemy placement and damage output, the number of continues and whether the time limit is turned on. The Easy Money difficulty features no time limit (except for one level) and unlimited continues. However, there are more specific differences between the difficulties, affecting enemy placement, environmental trap timings and more. While it would be impossible to go over all of these changes in the span of this blog, below are a few examples to help you get a sense of the kind of differences you can expect between difficulties.

The Cyberdyne Factory level is a little different from the more run n’ gun levels in the game, testing players’ platforming and timing abilities with various environmental hazards. This level, set within a top-secret Cyberdyne facility, features automated welding arms, used by Cyberdyne in their early terminator experiments. These arms periodically drop down and ignite their torches, causing damage to the player if they come into contact with the sparks created by the arms or the arms themselves. These arms are scattered throughout the level, but how many of them are active will depend on the difficulty the player has chosen.

​​

This isn’t the only difference between difficulties in this level, however. There is also a section of the level in which flames will periodically shoot out of jet engines. The player must evade these flames to avoid taking damage, and time their upward jumps in the periods in which the flames are inactive. You can see below that choosing harder difficulties increases the number of active jet engines and reduces the period of time between bursts of fire, greatly altering the level of challenge.

Here is an example from another level, Freeway Chase, a recreation of the classic chase sequence in Terminator 2: Judgment Day in which John, Sarah, and the T-800 are trying to escape from the T-1000 piloting a stolen police helicopter. In this level, the encounter with the helicopter alternates between two gameplay sections, driving and shooting. In the shooting section, there is a crosshair visible which illustrates the helicopter’s weak spots. As the difficulties get harder, the size of the crosshair gets smaller, meaning that the player has to be much more precise with their aiming to do damage.

Your choice in difficulty will also result in differences in the game’s boss fights, including changes to attack patterns, tighter timing windows and more. At the end of the first Future War level, the player will have to battle a Centurion, a behemoth Hunter-Killer quadruped built by Skynet. Below, you can see that in harder difficulties, the Centurion’s ground-sweeping machine-gun attack moves faster, meaning quicker reactions are needed to avoid taking damage.

These are just some examples of the kind of the differences you can expect to see between Terminator 2D: No Fate’s difficulties. When developing the game, we aimed to give it a sense of challenge that would feel authentic to the feeling of old-school arcade games. However, we realise that controller-smashing difficulty isn’t for everyone, so we implemented these difficulty choices to ensure that everyone can pick their desired level of challenge, regardless of skill level or experience.

Whichever way you choose to play, thank you for reading and we hope you look forward to Terminator 2D: No Fate, coming October 31, 2025.

Elden Ring Nightreign Has an Ultra-Rare Item You’ve Probably Never Seen, and Players Still Are Puzzling Over What It’s Really For

Elden Ring Nightreign has been out for over two months now, which means players have had ample time to puzzle over and tease out every morsel of its lore. But there’s still one ultra-rare item in the game that most players have probably never seen before, but which some in the community believe still holds an enormous secret: the Cord End.

If you play Nightreign and, like me, had no idea what this even was until just now, here’s the rundown: the Cord End is a legendary consumable item that only appears in big and small churches in Nightreign from breaking boxes. Its drop percentage is ridiculously low – just 0.035% – meaning most players will likely never even run into it. Its listed use is cryptic: “Gain entry somewhere.” If you don’t know where that somewhere is, the item is totally useless to you.

But for those in the know (or those following our handy guide), it’s not too hard to find the secret door it opens. Hidden in a cliff wall in a ravine at the center of the map, there’s a sealed entrance that only opens if you have the Cord End on hand. Inside is a strange statue of a girl, and three Sacrificial Twigs, talismans that allow the wielder to die exactly one time without losing runes or levels. It’s an interesting reward, to be sure, but admittedly a little underwhelming given the ridiculous rarity of the Cord End required to get them.

Now, granted, it’s likely at least part of the Cord End’s mystery is in adding lore details to Elden Ring Nightreign via its description and the statue of the girl in the chamber it opens. We won’t cover that here, as the meaning behind it is pretty deep into endgame spoiler territory for Nightreign, but lore YouTuber VaatiVidya has a great breakdown of what the Cord End is from a lore perspective and why it matters.

But that all said, the lack of real mechanical payoff for such a rare find has players speculating that there’s something more to this secret door. For the last two months, the community has been testing out theories around the Cord End and the Sacrificial Twigs. With a lack of any new or recent clues, the secret hunting had largely slowed down, but a cryptic post on the Nightreign subreddit recently fired up everyone’s curiosity again, inspiring people to float new theories about how to do… something… with those twigs.

The biggest barrier to finding anything is the sheer rarity of the Cord End. Some players are reporting seeing their first one after hundreds of hours of play. So anyone who wants to test theories has to get extremely lucky in actually getting a Cord End to begin with, and then also getting the exact perfect other circumstances they’re looking for (specific bosses, certain locations appearing, certain characters in the party, and so forth) to test out whatever it is they want to test. So while it’s unlikely that there’s anything new to discover regarding the Cord End at this stage, there’s at least a whisper of possibility in the fact that so few people are in a position to make that discovery to begin with.

Is it a secret? Is it merely lore? Is it something we’ll be able to unlock in a future DLC, as some have theorized? Who knows! But what’s genuinely cool here is that an ultra rare item is still sparking this level of curiosity and discussion and mystery in the community months after the game’s release. Whether there’s anything deeper to the Cord End or not, its enticing rarity is sufficient to get me, at least, fired up… if I can ever get one to drop.

We gave Elden Ring Nightreign a 7/10, saying that “when Elden Ring Nightreign is played exactly as it was designed to be played, it’s one of the finest examples of a three-player co-op game around – but that’s harder to do than it should be, and playing solo is poorly balanced.” Nightreign recently saw the addition of a duos mode, and the game had sold five million copies as of July.

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.