Konami has hailed the success of the Silent Hill 2 remake after it shot through the 2 million sales mark.
Silent Hill 2 remake, developed by Bloober Team, went on sale on PlayStation 5 and PC via Steam on October 8, 2024 (there’s no word on an Xbox Series X and S version yet), and just a few days later had sold one million copies. This was thought to have made Silent Hill 2 remake the fastest-selling Silent Hill game ever, but Konami has yet to rubber stamp that potential record.
“Since its release, Silent Hill 2 has received a multitude of accolades including several ‘perfect’ review scores, multiple award wins and nominations cementing itself as a timeless entry in the horror video game genre,” Konami said.
IGN’s Silent Hill 2 remake review returned an 8/10. We said: “Silent Hill 2 is a great way to visit – or revisit – one of the most dread-inducing destinations in the history of survival horror.”
The sales success of the Silent Hill 2 remake will perhaps embolden Konami’s plans for the franchise, which have ramped up significantly in recent years. Silent Hill f and Silent Hill: Townfall are both still in the works, but perhaps Konami will also continue to remake past Silent Hill games. There’s a film adaptation of Silent Hill 2 coming, too.
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Peripeteia feels like what I’d get if I asked a wasp to describe Deus Ex to me. It has sharp, insectoid qualities. Unwelcoming but oddly comfortable in its rusty soviet Ozymandism. The first sign of sentient life this immersive sim offers me is the greeting of a gasmasked freakdroid as I leave a warehouse. Tinny propaganda songs play from TVs too big to comfortably fit in anyone’s car. The warehouse is so huge I thought it was outside until I looked up and there was writing on the sky and I realised it was a roof. I’m still messed up about it, honestly.
Dino Crisis and Dino Crisis 2 are back from the dead with re-releases on PC via GOG.
Both cult classic PlayStation survival horror games are available on the CD Projekt-owned platform DRM-free, with their original content fully intact as part of GOG’s Preservation Program.
Capcom released Dino Crisis on the original PlayStation in 1999 and then Dino Crisis 2 just a year later. Dino Crisis 3 launched as an original Xbox exclusive in 2003 and fans have yet to see a new game since.
The PC ports of the first two Dino Crisis games were difficult to find and tricky to get up and running on modern machines, so GOG’s work here is welcome.
“Thanks to the tremendous efforts of Capcom and GOG, Regina’s iconic line, ‘You’re extinct!’ no longer applies to the game itself,” GOG said of Dino Crisis. “The timeless thriller that defined a generation of gamers is made to last forever, enhanced for today’s systems, featuring all the original content you loved with numerous improvements.”
Dino Crisis PC: what to expect with GOG’s version of the game:
Full compatibility with Windows 10 and Windows 11
All 6 localizations of the game included (English, German, French, Italian, Spanish, and Japanese)
Original, Arrange, and Operation Wipe Out modes included
Improved DirectX game renderer
New rendering options (Windowed Mode, Vertical Synchronization Control, Gamma Correction, Integer Scaling, Anti-Aliasing, and more)
Increased rendering resolution to ~4K (1920p) and color depth to 32-bit.
Improved geometry calculation, more stable transformation and texturing.
Improved alpha transparency
Improved game registry settings
Issue-free animation, video, and music playback
Issue-free saving (the game no longer corrupts save files after leaving dropped weapons)
Full support for modern controllers (Sony DualSense, Sony DualShock4, Microsoft Xbox Series, Microsoft Xbox One, Microsoft Xbox 360, Nintendo Switch, Logitech F series and many more) with optimal button binding regardless of the hardware, hotplugging and wireless mode
Dino Crisis 2 PC: what to expect with GOG’s version of the game:
Full compatibility with Windows 10 and Windows 11
All 2 localizations of the game included (English, Japanese)
Easy difficulty, Dino Colosseum and Dino Duel included
Improved DirectX game renderer
New rendering options (Windowed Mode, Vertical Synchronization Control, Gamma Correction, Integer Scaling, Anti-Aliasing and more)
Improved music playback and volume scaling
Improved item rendering and fogging
Improved cartridge boxes alignment
Issue-free video playback, task switching and game exit
Full support for modern controllers (Sony DualSense, Sony DualShock4, Microsoft Xbox Series, Microsoft Xbox One, Microsoft Xbox 360, Nintendo Switch, Logitech F series and many more) with optimal button binding regardless of the hardware and wireless mode
Meanwhile, GOG announced its Dreamlist, a community-based tool anyone can use to vote for the games they want to see revived or added to the platform. These votes help GOG show community interest to IP owners and bring these games to life on the platform, it said.
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Hideaki Nishino has been promoted to the sole CEO of Sony Interactive Entertainment, with his new position effective on April 1, 2025.
This comes from a press release dropped this evening, which also reveals that Sony CFO Hiroki Totoki is being promoted to president and CEO of the entire company. He replaces Kenichiro Yoshida, who served as CEO of the company since April 2018, succeeding Kazuo Hirai. Additionally the SVP, finance, corporate development and strategy Lin Tao is being promoted to CFO.
Just last year, it was announced that Nishino and Hermen Hulst would split the leadership of SIE between them after former CEO Jim Ryan’s retirement, with Hulst serving as head of PlayStation Studios and Nishino overseeing hardware and tech. With this change, Nishinio now oversees the entire SIE operation as well as leading the platform business group, while Hulst will remain in his role heading up PlayStation Studios specifically.
Nishino has worked with Sony since 2000, previously serving as SVP, platform experience group.
“I am truly honored to take the helm at Sony Interactive Entertainment,” he said. “Technology and creativity are two of our biggest strengths as we continue to focus on developing experiences that deliver entertainment for everyone. We will continue to grow the PlayStation community in new ways, such as IP expansion, while also delivering the best in technology innovation. I want to thank Hermen for his expertise and leadership as he continues his role as CEO, Studio Business Group. I am deeply grateful for the PlayStation community and their continued support and I am very excited for what the future holds.”
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.
Continuing the trend, Sony’s PlayStation team San Diego Studio has today announced MLB The Show 25 will be arriving for Nintendo Switch on 18th March 2025.
This year’s version celebrates the series’ monumental 20th anniversary – “a milestone that honors two decades of baseball history, innovation, and unforgettable memories for baseball fans around the world”. This particular entry will feature three cover athletes including Paul Skenes, Elly De La Cruz, and Gunnar Henderson.
From dry deserts, bustling forests, blazing volcanos to even frozen tundra, a variety of environments appear throughout the Monster Hunter series, each with its own unique ecosystem created by a diverse cast of monsters. The experience of adventuring through an unknown world, walking across its lands as you hunt, is one of the great joys when playing Monster Hunter.
This holds true for Monster Hunter Wilds, the newest game in the franchise. After the Windward Plains and Scarlet Forest, hunters will take their next step into the harsh lands of the Oilwell Basin, a place covered in flames and oilsilt. Once there, they’ll find their path blocked by dripping, viscous oil and all-blazing magma. While it may seem to be a sterile, lifeless place, one can see the sluggish movements of small creatures wriggling around in the mire. And here and there in the Oilwell Basin sits what looks like the remains of some ancient civilization.
Yuya Tokuda, director of both Monster Hunter: World and Monster Hunter Wilds, describes the Oilwell Basin to us.
“During the Fallow, the Oilwell Basin is a place filled with mud and oil. When the Inclemency known as the Firespring comes, it burns away that oilsilt, and at times during the Plenty the burned-away oil and soot vanishes, revealing the minerals, microorganisms and the original color of the manmade artifacts hidden underneath,” he says.
Down in the Muck
What kind of concept did the development team have in mind when constructing the Oilwell Basin? We ask Kaname Fujioka, director of the first Monster Hunter as well as executive director and art director for Wilds.
“We had two horizontally broad locales in the Windward Plains and Scarlet Forest, so we decided to make the Oilwell Basin a vertically connected place,” he says. “The environment there changes slightly when you travel between the top, middle and bottom strata. Sunlight reaches the top strata, where oil gathers like mud, and the lower you go, the hotter the place becomes, with lava and other substances.”
Tokuda continues: “From the middle to bottom strata, you’ll find creatures not unlike aquatic life that may remind you of the deep seas or underwater volcanoes. In World, we created the ecosystem of the Coral Highlands using the idea of what it would look like if aquatic creatures lived on the surface, and we’ve used the knowledge we gained in the process to create the Oilwell Basin’s creatures and ecosystem.
It’s a blazing and barren wasteland that becomes filled with vitality once the Plenty comes. Fujioka says he wants players to enjoy this contrast.
“During the Fallow and Inclemency, smoke comes out of everywhere in the Oilwell Basin like it’s some sort of volcano or hot spring,” he explains. “But during the Plenty, it takes on a clear, marine-like tone as we just mentioned. Look closely at the environmental biology and you’ll find that it’s even a region inhabited by the kinds of creatures you’d expect to find on the ocean bed.”
The Oilwell Basin’s environment is made in a way that differentiates it from other locales. While it may look lifeless when covered in oilsilt, not only do shellfish like shrimp and crabs live under it, so do small monsters that provide raw meat. Large monsters eat small monsters, small monsters filter out and consume microorganisms from the environment and oilsilt, and microorganisms derive energy from the heat of the earth. If the Windward Plains and Scarlet Forest are ecosystems built upon sunlight and vegetation, the Oilwell Basin is an environment belonging to creatures that live by way of geothermal energy.
The large monsters that live in the Oilwell Basin are distinct from those found in other locales as well. One such monster is Rompopolo, a globular and noxious creature with a mouth resembling thin needles. What ideas could have led the developers to Rompopolo’s bizarre design? Fujioka explains
“We designed it as a tricky monster that lives in swamps and creates chaos for players by using its stored up toxic gas,” he says. “The idea of a mad scientist came up often when we were trying to depict this trickiness. We were inspired by this concept when giving it a slightly chemical purple color and glowing red eyes. The equipment you can craft from it is surprisingly cute, though. So is its Palico equipment.”
While Tokuda categorizes the Rompopolo Palico equipment as “amusing,” I could see exactly what they both meant when I got to play with it myself. I hope you’ll craft the equipment and check it out, too.
Flames of Ajarakan
Another new monster appearing in the Oilwell Basin is Ajarakan, a monster that feels like a massive gorilla enveloped in flames. That said, unlike the Scarlet Forest’s Congalala, it seems to have a slimmer sort of silhouette.
Another new monster appearing in the Oilwell Basin is Ajarakan, a monster that feels like a massive gorilla enveloped in flames. That said, unlike the Scarlet Forest’s Congalala, it seems to have a slimmer sort of silhouette.
While we saw many scenes of Rompopolo and Ajarakan fighting for turf in this video, we actually see it grab Rompopolo’s body with both arms to give it a bear hug. Its martial arts-inspired movements make frequent use of its fists, giving it a charm unlike that of fanged beasts we’ve seen before.
“Normally when we design fanged beasts, their hips are low to the ground, putting their heads at about eye level with the hunter,” says Tokuda. “We thought that this can make it harder to sense the threat that the monster poses. That’s why we were conscious of giving this monster a more top-heavy and towering silhouette. We then added flame elements that are at home in the Oilwell Basin, as well as grabbing attacks reminiscent of a wrestler that highlight its physical strength. It’s a monster that combines strength, physical attacks and flames, like its attack where it melts something and tosses it at you.”
Fujioka also comments on Ajarakan’s design: “With one unique monster after the next making an appearance, we thought that this might be a good time to add a monster whose strengths are easy to understand. That’s how we got Ajarakan. It just punches or slams its fists on the ground to make flames shoot up, making it the kind of monster that’s strong by way of all its super-straightforward attacks.”
Ajarakan occupies a fairly high position in Oilwell Basins’s ecosystem. Compared to Rompopolo, which makes full use of poison gas and oilsilt, Ajarakan really does stand out with its flashy appearance, with flames and magma accompanying each one of its attacks, making you very conscious of the area’s pecking order.
“At first it was just kind of a physically powerful monster,” says Fujioka. “That’s why I talked quite a bit with our artists and designers about giving it more personality in some way. It’s a monster in a fiery location, so I wanted to make use of flames and heat. That said, I didn’t want it to simply breathe fire or create flames. That’s how we ended up with a design where the monster seems to be wearing flames on its back, similar to the Buddhist deity Acala. From there we got the idea of Ajarakan’s rising internal temperature giving it enough heat and power to melt anything in front of it, which seemed to give it so much more personality. Ajarakan will grab the hunter or hug Rompopolo, and we wanted to make players think about how much they’d want to avoid getting hugged by an absurdly hot creature. We decided to make it seem scary by making it so hot that it’ll melt anything and everything around.”
Unlike the tricky Rompopolo, Ajarakan’s design focuses on straightforward power. As there’s the risk of its concept of depicting simple strength leading to no-frills movements, Fujioka says the team kept giving it flashier and flashier moves as they reached the end of development.
“We kept adding lots of different interesting techniques, like it jumping into the air, balling itself up and falling to the ground,” he says.
A monster generations in the making
Ruling over the Oilwell Basin’s ecosystem as its apex predator with octopus-like tentacles is the “Black Flame,” which we can finally name for the first time: Nu Udra. With its slimy body covered with the flammable oil it secretes, it stretches and wriggles around the Oilwell Basin in every direction. Just as the Windward Plains’ Rey Dau controls lightning and the Scarlet Forest’s Uth Duna envelops itself in water, Nu Udra coats itself in flames. The two developers say that apex predators in Wilds are designed with the element of their region strongly in mind. Of course, finding an octopus in a scorching hot area is odd. Was this really the animal that inspired the monster?
“Yes, it was octopuses,” says Fujioka. “We also wanted its silhouette to be striking when it rises up and gave it what look like demonic horns, but we also tried designing it in a way where you can’t tell where its face is.”
Tokuda explains that even the music that plays when fighting Nu Udra is based on demonic imagery.
“We had the composers include phrases and musical instruments reminiscent of black magic,” he says. “I think it ended up being a unique and good piece of music.”
The squirming movements of Nu Udra’s tentacles apparently follow in the footsteps of monsters like Lagiacrus, which appeared in Monster Hunter Tri. A tentacled monster like this is a concept that both Tokuda and Fujioka have long wanted to make a reality.
“One of the concepts in Tri was underwater combat, so I did write a proposal for an octopus-shaped monster at the time, emphasizing its distinctive underwater movements,” says Tokuda. “I had fun coming up with all kinds of ideas, like ‘It has lots of legs, which means lots of parts you can sever!’ There were challenges keeping us from making that a reality, though, including technical ones. But even so, I’ve been holding onto that proposal for all this time.”
We’ve seen monsters in the past such as Yama Tsukami and Nakarkos that wriggle around as they use appendages like their tentacles. I ask Fujioka if they took the movements of these past monsters into consideration when developing Nu Udra.
“We’re always interested in using monsters who move like that in moments where they’d stand out, as their silhouette and the impression they give are nothing like standard monsters with limbs and wings,” he says. “While including too many unique monsters will cause players to get tired of seeing them, dropping one in at just the right moment leaves such a strong impression. That’s why we had Yama Tsukami appear in the game the way it did,” he says, referring to the scene in Monster Hunter 2 (Dos) where you encounter Yama Tsukami floating over the mountains in a deep forest. “You glance up, see it flying above you, and think, ‘What the heck is that?’ I think there’s a kind of adventurous feeling you get from seeing something a bit odd, similar to cryptids.”
Hearing this, Tokuda adds with a nostalgic tone, “You know, I’m the one who put that (Yama Tsukami) there.” While they weren’t able to create the same kind of actions for Yama Tsukami as they have for Nu Udra due to the technology at the time, they say they wanted to find some way for it to leave an impression.
A constant feeling I get throughout this interview is one of just how sincere Monster Hunter’s team is throughout the development process about creating monsters, and that they make use of so many techniques in the process. Even if it can’t be done with current technology, these creators have countless ideas in their heads about how they want to use a monster. Then when they develop a new title, they draw on this stockpile when creating new monsters. In that sense, you could call the realization of a monster that makes full use of its tentacles like Nu Udra a major accomplishment for both Tokuda and Fujioka.
“While Yama Tsukami and Nakarkos were monsters that attacked you with their tentacles while fixed there in a stage, Nu Udra makes use of its physical traits as a cephalopod to freely move around the area. In that way, the gameplay it enables could be seen as something we’re trying for the very first time here.”
Fujioka continues: “Monsters with tentacles like that pose a lot of technical challenges, like controlling it with respect to the terrain and its target. When we began development on Wilds, the technical department’s tests went incredibly well, and so we felt like we could really make it happen this time.”
“When we saw the tests, we also thought to make it the apex predator of the Oilwell Basin,” adds Tokuda. “That’s just how much of an impact this monster has.”
“While there are countless proposals that I’ve had rejected due to technical reasons, it feels like I’m finally getting to attempt one of those this time around.”
Even outside of hunting, I get the sense that fine attention was placed on Nu Udra’s animations. After you deal it enough damage, it wraps itself around what looks like an ancient ruined pipe in order to wriggle its way around the area. It even enters into small holes in the terrain without any trouble at all. Every one of Nu Udra’s movements posed a challenge to the art team led by Fujioka.
“We did quite a lot of work on depicting flexible bodies this time with Nu Udra,” he says. “At the start of development, we try coming up with pretty unreasonable ideas, whether or not we can actually achieve them. It’s a challenge to ourselves in a way, and while it does cause a lot of challenges for our artists, the final product looks so amazing if we’re able to actually make it take shape.”
The team uses new technologies to make possible the ideal expressions they’ve accumulated as the series progresses. They give it a try even if they aren’t sure they can make it happen. I even get a sense of what it feels like to be on the Monster Hunter development floor when I hear these two talk.
“When we first implemented the movement of it going inside a hole, an animator told me, ‘When you weaken it and it starts heading back to its nest, please wait here for a moment!’,” says Tokuda. “Apparently they wanted me to see it going into its little hole, and I still remember replying, ‘Oh, that really is amazing!’ The animator looked so satisfied as well.”
“It might not be easy to get the chance to see it, but the way it squirms around while wrapped around a pipe is so well made too,” says Fujioka. “I do hope you check it out. Only games are able to depict things like that in real-time instead of as some premade scene. I’m incredibly proud of it as a crystallization of the staff’s efforts.”
Fujioka’s tone of voice gives me a strong sense of just how satisfied he is with the level of detail of Wilds’ monsters and how proud he is of the team who created this game.
Once I actually try taking on Nu Udra, I have significant trouble finding an opening on its flexible and ever-changing body. If I let my guard down and stick too close to it, it uses its head to launch a powerful counterattack. While I struggle, I somehow manage to focus enough of my attacks to successfully break a tentacle part, only for its severed tip to thrash around on the ground. Is it possible to destroy all of its many legs?
“You can cut off so many tentacles,” Tokuda explains. “While I suppose it depends on how you count them, all of the parts that resemble legs that touch the ground can be severed. While the tentacles do move right after they’ve been cut off, they begin to rot after some time passes. If you try to carve a part that’s rotten and no longer moving, you won’t get good materials from it. The same also applies for breakable parts of other monsters, like tails.”
“Nu Udra uses its tentacles to launch attack after attack on its target. We were conscious to give its attacks a unique tempo through a combination of focused attacks, and area-of-effect attacks using its head and flames. We wanted to make it a massive monster that still seemed to launch a barrage of attacks. With all of its tentacles, though, it’s possible that it becomes difficult to tell who it’s targeting in situations like multiplayer hunts. That’s why we’ve made it so that it has sensory organs at the tips of its tentacles that use light to indicate when and who it’s going to attack.”
At times, Nu Udra will hold its tentacles in the air and slam them into the ground as an attack. Like Tokuda says, its area that would correspond to the palm of a human hand gives off light when it does this. This light-emitting section of its body is Nu Udra’s sensory organ. But as it doesn’t use vision to understand the world around it, Flash Bombs don’t affect it.
Nu Udra poses a significant challenge. I ask Tokuda what players can do to start working toward defeating it.
“Its body itself is fairly soft, and it has lots of breakable parts,” he replies. “I think hunters should think about how to determine where to attack. Cutting off a tentacle will also shorten its area of effect attacks, making it much easier to move around. You could also call it a monster made for multiplayer, as that means its targets will be split up. You may be able to enjoy it even more by using SOS flares, Support Hunters included.”
Fujioka expands further. “As we designed this monster, I thought it’s one that can be tackled in a way that’s very much like an action game in the sense that destroying its parts can help you get closer to defeating it. Gravios is another monster where you discover a way to defeat it as you destroy its tough armor, right? The ability to carefully watch a monster’s movements and use that to make a decision fits perfectly with Monster Hunter’s overall approach.”
A welcome reunion
In his answer, Fujioka brings up the name Gravios. That’s right, players can reunite with Gravios, who hasn’t been seen since Monster Hunter Generations Ultimate, in the Oilwell Basin. As a monster covered in what looks like a rocky carapace and which emits hot gas, Gravios really is a perfect monster for the area.
I ask Tokuda what led them to decide to have Gravios make another appearance (for more details, check out this Gravios interview as well).
“When we were thinking of monsters that match the Oilwell Basin’s environment, make sense in the game’s overall progression and don’t play too similarly to any other monsters, we thought that we could make Gravios seem like a fresh challenge and decided that it would reappear,” he says.
As Tokuda says, the reappearing Gravios had become a monster with an even harder body than I remembered. Its massive presence is overwhelming when compared to the other monsters in the Oilwell Basin. When I somehow figure out a way to attack its rocky carapace, I’m able to form red wounds on its body like any other monster and unleash a Focus Strike.
“When bringing Gravios over to this game from previous titles, above all else, we wanted to make sure it still had its distinguishing features like its hardness,” says Tokuda. “From a game design perspective, we also wanted it to be a monster that appeared after you’ve progressed a good bit and had gone through everything the game’s design has to offer. That’s why I came up with the idea of it being a monster where it’s difficult to figure out a way to defeat its hard body at first, only for hunters to find more and more clues as they make good use of the wound system and part breaking.”
If Gravios is making an appearance, does that mean we’ll also be seeing its juvenile form, Basarios? I ask the question, only for Fujioka to simply reply, “Sorry, but Basarios will be taking this one off.” It seems like the time isn’t quite right yet, and we’ll have to wait longer before we see Basarios again.
As the two explained during our interview about monster selection, the Monster Hunter team is careful to not make offhanded decisions about having monsters reappear, only doing so if they can be used to their fullest in a game. That means that the team must have decided to not include Basarios in this game after multiple discussions. Though a bit unfortunate, many other monsters not touched on in this article will also make an appearance in the Oilwell Basin. I can’t wait for the day when I get to go hunting there, Cool Drink in hand.
Monster Hunter Wilds is scheduled for release on PlayStation 5, Xbox Series X|S and PC on February 28. For more, check out our exclusive 4K gameplay videos hunting Ajarakan and Rompopolo in the new Oilwell Basin area, our interview with the development team on how Monster Hunter has evolved over the years, and details on the game’s delicious food system. And look out for more monstrous exclusives throughout January as part of IGN First!
Shuka Yamada is a freelance writer for IGN Japan. This article was translated by Ko Ransom.
Donkey Kong Country Returns HD swung onto Switch earlier this month and it’s a perfectly good time. Nothing we haven’t seen before, but still a good bit of fun. That is unless you want to play some of the later stages in co-op, it seems, because fans have discovered an oversight that sucks all the fun out of platforming with your pals (thanks for the heads up, GamingReinvented).
As shared on YouTube by the wonderfully named DK fan channel, Kong Kompendium, Returns HD has a problem with its co-op combat: two players can’t bounce off the same enemy. It might not sound that weird on paper (heck, Mario does it all the time), but such an ability becomes pretty crucial as you progress into the game’s later stages — where bouncing on enemies is the only way to proceed — making a full co-op run on Switch far from ideal.
MLB The Show 25: Paul Skenes, Elly De La Cruz, and Gunnar Henderson Are Your Cover Athletes
Ramone Russell, Product Development Communications, San Diego Studio
Summary
A triple play of talent: MLB The Show 25 features three cover athletes for the first time ever with Paul Skenes, Elly De La Cruz, and Gunnar Henderson.
MLB The Show 25 launches March 18, 2025, for Xbox Series X|S; early access begins March 14.
Check out the Gameplay Trailer next Tuesday, February 4, at 9:00 am PT on San Diego Studio and MLB The Show social channels.
In 2025, MLB The Show is celebrating its monumental 20th anniversary, a milestone that honors two decades of baseball history, innovation, and unforgettable memories for baseball fans around the world.
To mark this special occasion for San Diego Studio and PlayStation Studios, MLB The Show 25 proudly features not one, nor two, but three cover athletes for the first time ever: Paul Skenes, Elly De La Cruz, and Gunnar Henderson. These rising stars join a rich history of legendary cover athletes, symbolizing the future of baseball as we celebrate 20 incredible years of the franchise. Here’s some more information about each of our cover athletes:
Paul Skenes
Paul Skenes’ journey began in high school and continued throughout college, where he cemented his status as one of most talented young pitchers in baseball by winning a national championship before being selected as the No. 1 overall pick by the Pittsburgh Pirates in the 2023 MLB Draft. The following season, Skenes made his MLB debut and became the first player in MLB history to start the 2024 MLB All-Star Game just one year after being drafted. He capped off an incredible 2024 season by earning National League Rookie of the Year honors and being named to the All-MLB First Team. His story and skillset align perfectly with Road to the Show, where you can chart your own path to greatness.
Elly De La Cruz
Elly De La Cruz’s meteoric rise from the minors to the majors perfectly captures the excitement of working up to a big league debut and becoming a star. Since making his Major League debut in 2023 with the Cincinnati Reds, Elly has consistently proven to be one of the most electrifying players on the field. He became one of the youngest players in MLB history to hit for the cycle and is renowned for his blazing speed on the bases and his cannon-like arm, further cementing his status as one of the league’s most promising talents. The 2024 All-Star showcases an impressive five-tool skillset and a dynamic switch-hitting approach — exactly what MLB The Show fans dream of when developing or acquiring their starting shortstop in Franchise mode.
Gunnar Henderson
Rounding out this triple play of talent is the 2023 American League Rookie of the Year, Gunnar Henderson. Selected 42nd overall in the 2019 MLB Draft, Gunnar quickly ascended through the Orioles’ farm system, making his MLB debut late in the 2022 season. Heading into 2023, he was named the #1 prospect on MLB’s Top 100 list. In his first full season in the majors, Gunnar became a cornerstone of the Orioles’ young core, helping lead the team to its first postseason appearance in seven years. His outstanding performance earned him AL Rookie of the Year honors and a Silver Slugger Award. Gunnar’s star continued to rise in 2024, as he was selected to start in the MLB All-Star Game and compete in the Home Run Derby. His MLB journey resonates deeply with MLB The Show fans who strive to dominate head-to-head competition in their pursuit of greatness on the diamond.
Play Ball Starting March 18, 2025, on Xbox Series X|S
We are also thrilled to announce that MLB The Show 25 will launch on March 18, 2025 on Xbox Series X|S. Early Access begins on March 14, 2025, for anyone who purchases the Digital Deluxe Edition on the Microsoft Store for Xbox. Pre-orders for all editions (Standard Edition and Digital Deluxe Edition) will open on February 4 at 6:00 am PST on TheShow.com and Microsoft Store for Xbox.
We’ll also have a first-look at our first Gameplay Trailer next Tuesday, February 4 at 9:00 am PT on San Diego Studio and MLB The Show social channels. You can also look forward to even more weekly feature reveals, including Feature Trailer Deep Dives featuring MLB Network host Robert Flores, and the return of Feature Premieres from the development team at San Diego Studios.
For all the fans, make sure to sign up for the MLB The Show Scouting Report to stay updated on all the latest features, updates, and legends coming to MLB The Show 25, while unlocking amazing rewards along the way. Starting in April 2025, subscribers will receive an exclusive pack every month through December 2025 (internet connection required), packed with incredible in-game rewards. Plus, the Golden Ticket Sweepstakes will return in 2025, with winners selected every month for amazing prizes like Packs, Stubs, clothing, autographed items from Elly De La Cruz, Gunnar Henderson, and Paul Skenes, along with even more surprises we can’t wait to reveal. Don’t miss out — sign up today on TheShow.com!
While you’re there, don’t forget to also set up your MLB The Show account and prepare for Opening Day. MLB The Show 25 allows you to easily move from platform to platform and keep access to your entire inventory of cards (learn more here). Head over to https://account.theshow.com/ and create your MLB The Show Account. After creating your MLB The Show account, login with your platform account and link it to your MLB The Show account, and you are all set.
The Dreadnaught has returned. The fabled Hive ship and Throne World to Oryx himself is once again a threat to humanity. It’s under the shadow of this ominous return that Guardians will begin their adventures when Destiny 2: Heresy, the game’s third Episode and final epilogue of the Light and Darkness Saga, launches on February 4. Today, the Destiny team hosted a livestream featuring an in-depth look at what players can expect from Heresy, including exclusive interviews with developers and live gameplay from the Episode.
Today we’re covering some of the highlights of Heresy that were featured in today’s show. For even more, check out the livestream recap here.
A menacing return
Orbiting the planet Saturn amidst its massive rings, the Dreadnaught never really left the lore of Destiny, serving both as an ominous reminder of Guardians’ previous conflict with Oryx in The Taken King expansion and, later, as a staging ground for the forces of Xivu Arath. With Heresy, the Hive ship will once again return to the forefront.
“What’s significant about the Dreadnaught’s return for Heresy is that it’s going to be changing, and we’re going to be fighting through it in ways we’ve yet to experience,” said Destiny 2Narrative Architect Nikko Stevens. “The Dreadnaught has reawakened for the first time in almost a decade, spurring the Vanguard and Guardians across the system to take notice. We finally get to see what has become of the Dreadnaught years after Oryx was felled and its halls were left to corrode, without a Navigator.”
Into The Nether
During Heresy, Guardians take the fight into the Dreadnaught itself in a new activity known as The Nether. With an action-packed mix of exploration, combat, as well as gameplay modifiers and escalating difficulty (not to mention some excellent rewards), The Nether promises to keep players on their toes each time they board.
“There is a constant surge of Taken forces and corruptive power spilling from the Dreadnaught in Heresy,” said Stevens. “The outpouring of corruption is like an acerbic current that pushes back against Guardian forces attempting to board the Dreadnaught. This is where The Nether comes in.”
With a combination of area patrols, multiple bubbles full of challenging enemies, each culminating in heroic boss fights, and all set in the haunted corridors of a metamorphosed Dreadnaught, The Nether activity will find Guardians besieging the sprawling ship to disable its weaponry and prevent the Taken corruption from spreading. With lessons learned from previous rogue-lite experiments in Destiny 2such as The Coil from Season of the Wish and Deep Dives from Season of the Deep, Guardians can also look forward to a constantly varied experience. For example, after completing a bubble, the Power level of enemies increase. In addition, the activity introduces a new twist to the combat formula in the form of boons that directly affect gameplay.
Three types of boons will be available for players to collect: minor, major, and corrupted. Minor boons offer boosts to stats and will stack upon collection. Major boons are acquired by completing a bubble, and though they won’t stack, they offer gameplay-altering benefits such as building up Static Charge stacks by sprinting, ultimately allowing you to unleash a powerful thunderbolt by firing your weapon. Corrupted boons also offer a significant gameplay boost, but also a downside as well. For example, one corrupted boon increases the damage done to targets while also increasing damage taken from sources.
“We’ve also experimented with player modifiers, with increased health pools, no regenerating of health, low ammo drops and revive tokens, and a modification on healing in the sandbox over the course of play,” said Destiny 2 Senior Designer Ryan Harris, adding that build crafting is a key to success in the Nether activity. “Players should look to build their loadouts geared for survivability as the game mode modifiers increase health pools of players significantly while also stopping all health regen.”
Alongside the new narrative twists as well as new gear and updates, today’s livestream also introduced the newly announced collaboration between Bungie and Lucasfilm Games to bring Star Wars-inspired gear and accessories to Destiny 2. Available with the launch of Heresy are three new armor ornaments (one per Guardian class), each inspired by the soldiers of the Galactic Empire, in addition to a number of Star Wars-inspired accessories.
With three Acts coming this Episode, Heresy still has plenty of fun left in the coming months, with new activities, amazing gear to collect, and much more. Heresy is also just the start of a great 2025 for Destiny 2, so be on the lookout for more!