Bethesda has used Fallout Day to announce the Fallout: New Vegas 15th Anniversary Bundle, which celebrates Obsidian’s much-loved post-apocalyptic role-playing game turning 15 years old.
This edition will be available for pre-order on October 23 via the Bethesda Gear Store, and includes:
Fallout: New Vegas: Ultimate Edition PC Code
Victor Statue (8″ PVC): The friendly Securitron stands tall and is ready to roll
Doc Mitchell’s Evaluation Cards (8×8 cardstock set): Straight from your first moments in Goodsprings, a true piece of New Vegas history
Vault Boy Enamel Pin (1.5″): Vault Boy stacks the odds with poker chips in hand
Mojave Express Patch (3.5″ × 1.9″): Woven, iron-on, and full of wasteland charm
NCR Recon Patch (3.25″ × 3.5″): Woven, iron-on insignia of the New California Republic’s finest
Collector’s Big Box: A throwback-style display box created exclusively for the anniversary
2010’s Fallout: New Vegas still lives long in the memory, and interest in it is surging as a result of Fallout Season 2, which will head to New Vegas for Season 2 in December. Indeed, there are all sorts of rumors floating around about potential Fallout remakes now that The Elder Scrolls IV: Oblivion Remastered is out the door (Fallout 3 Remastered was leaked back in 2023, but those plans may have changed). And we know Bethesda wants to eventually get to Fallout 5, albeit after The Elder Scrolls 6.
“For other Fallout games in the future, you know, obviously I can’t talk about those right now, but I would say, sort of rushing through them, or we kind of need to get stuff out that is different than the work we’re doing in 76… we don’t feel like we need to rush any of that,” he said. “The Fallout TV show fills a certain niche in terms of the franchise and storytelling.”
The last mainline Fallout game was Fallout 4, which was released in 2015. DLC content for the entry was steadily released for PC and consoles over the next year, and in 2018, Bethesda launched its multiplayer-centered offshoot, Fallout 76. While fans slowly flocked to the West Virginia-set open-world RPG, it wasn’t until the premiere of Prime Video’s Fallout TV show that the Bethesda series leveled up in terms of attention.
Still, Howard wouldn’t budge when it came to desires for a substantial video game release. For him, it comes down to wanting to treat Bethesda’s franchises with care.
“Totally get the desire for a new kind of mainline single-player game,” he said. “And look, those things take time. I don’t think it’s bad for people to miss things. We just want to get it right and make sure that everything we’re doing in a franchise, whether it’s Elder Scrolls, Fallout, or now Starfield, that those become meaningful moments for everybody who loved these franchises as much as we do.”
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.
Gearbox has released the big Borderlands 4 Day 30 patch, which makes a number of key balance changes to the game.
This update, released October 23, includes widespread stability improvements, multiplayer fixes, UI polish, and a suite of quality-of-life upgrades across visuals, audio, and accessibility. It also addresses various reported issues for Vault Hunters including major balance tuning, loot systems, gear, and achievements — further refining late-game, mission flow, and overall player experience.
“We will monitor the community closely for feedback and respond after the changes have settled,” Gearbox said. “This measured approach to your input will provide a consistent and better experience. As a reminder, our primary goal with balance adjustments is to provide you the greatest number of viable builds.”
The update launches alongside the free Horrors of Kairos Seasonal Mini-Event. From today, October 23 to November 6, players will experience “a terror-inducing blood rain during all world boss encounters, with the added chance to loot the all-new legendary ‘Murmur’ Tediore Assault Rifle and ‘Skully’ Order Grenade.
Borderlands 4 Day 30 October 23 update patch notes:
Change List:
Horrors of Kairos!
Added support for the Horrors of Kairos! This free mini-event will be live from October 23 to November 6.
Added the “Murmur” Legendary Tediore Assault Rifle and “Skully” Legendary Order Grenade to the rewards for world bosses across Kairos! These special drops will only be available during Horrors of Kairos, and delivered to the Reward Center. These do not change the rates on any other gear for that boss.
Read the official announcement article for Horrors of Kairos for more information on the event and a spooky SHiFT code to shoot fear into your enemies!
Progression, Loot, & Rewards
Reduced Specialization Respec Machine cost from 5000 Eridium to 1500
Added drops to a certain boss fight that was not dropping loot
[PC] Ultimate Vault Hunter Level 5 Rank Up mission now correctly increases rank on Steam
Granted missing cosmetic rewards for players who completed Kairos Speaks with 155 Echo Logs prior to a previous update
Improved equipment handling when opening Rewards while driving
Lost Loot Machine logic updated to better prioritize higher-quality loot in overflow situations
Lost Loot Machine SDU upgrades now properly expand slots in multiplayer sessions
Addressed a reported issue with the Lost Loot Machine that could cause duplications in multiplayer
Loot enemies now drop more cash
Golden Chests can now consistently be opened after joining a session and redeeming SHiFT keys
Reward Center behavior adjusted after claiming the Gilded Glory Pack, to prevent it from losing function
Break Free reward bundle redemption standardized, will now correctly apply account-wide as intended
Adjusted unlock conditions so Rift Incompatible achievement now correctly completes for all players in multiplayer
Cut That Out achievement now unlocks when viewing the board from a further distance.
Level-based progression updated so Crimson Rising achievement unlocks at character level 10 as designed
Timing adjustments made so Catch a Ride! achievement unlocks only at the intended progression point
Challenge tracking updated so Jakobs Throwing Knives no longer count as gun kills
Ensured that Bobblehead collectibles in Pester’s Grotto and Motherbird Node were accessible.
Discovered locations now stay discovered when returning to single-player after multiplayer
Various Fast Travel stations have been adjusted to unlock when they’re intended to, including concerns seen in Ultimate Vault Hunter Mode
Vault Key animations now play correctly during ECHO-4 sequences
ECHO Log pickup in Unpaid Tab now counts properly
Amara’s Escort to Core objective now consistently advances when replayed
Improved various instances of mission waypoints not showing up accurately
Gameplay & Missions
Maurice’s Black Market Vending Machine is able to be interacted with reliably in multiplayer
Legendary Vending Machine no longer closes unexpectedly during Vend of the Line
Made general improvements to prevent enemies from getting stuck when spawning, and addressed various reported spawn point issues
Addressed bounties Beatloaf, Grip, and Shagriculture not reliably spawning
Addressed reported instances of Terminus Range Vault enemies getting stuck on ledges during encounters
Addressed a reported issue in co-op during the Splashzone boss fight, leading to more consistent behavior
The Howl Capture Station no longer reactivates after safehouse capture
One Fell Swoop has been updated to prevent players from being left floating in the air. Bio-Bulkhead now shows the correct elemental icon and movement has been smoothed to eliminate jitter after certain attacks
Warden Scathe no longer clips through arena walls in his boss fight
Improved Echo Location guidance across several missions
Patched collision gaps, holes, clipping, and invisible walls
Corrected Order drop pod events to consistently reach that ground and no longer appear stuck in the air
NPCs should no longer cause players or vehicles to get stuck when the player runs them over
Pangolin enemies can now be damaged by grenades while in ball mode
Chain Master trait now tethers to all allies in range when multiple enemies have the ability
Mangler enemies no longer desync their position when dodging in multiplayer
Vault Hunter Changes
Harlowe the Gravitar
Addressed some Gravitar builds that reportedly caused performance slowdowns; they should no longer prevent UI elements from updating or Fight For Your Life sequences from completing
Gravitar passive and Augment bonuses to Gun Damage now correctly apply to Ripper Heavy Weapon barrels and the Ripper Legendary Heavy Weapon Steamer; Entanglement interactions also function as designed
Gravitar class mods have been adjusted to no longer roll +5 Pencils Down and push passives past their intended cap
Creative Bursts
Balance Adjustments:
Neutron Capture now converts all Gun Damage into radiation, and now only applies to Gun Shots, and not all instances of Gun Damage.
Dev Note: Neutron Capture is one of the best damage scalars in the entire game, but during testing, we found that this was erroneously applying to all instances of Gun Damage and was able to scale in unanticipated ways as a result. This new change will still see Neutron Capture being one of the best (if not the best) damage scalars in the game, but the power level will be much more in line with our expectations. Additionally, since all damage from the Gun is converted into Radiation, it should have more scaling vectors for clever build crafters, and allow for meaningful boosts from Gun Damage.
Cosmic Brilliance – Passive
Flux Generator + Annihilation interaction updated so spawned grenades now scale correctly with character level
Amon the Forgeknight
Shield visuals adjusted for improved clarity in combat situations
Trait – Forgeskill
Adjusted interaction with Forge Master class mod so Forgeskill now respects its cooldown in multiplayer
Onslaughter – Calamity
Camera behavior stabilized when combining Onslaughter with Order Legendary Pistol Noisy Cricket
Attack frequency of Rocket Punch is now consistent in multiplayer
Balance Adjustments
Seeing Red Duration restored no longer increases per point invested, and is now 4 seconds for all ranks.
Dev Note: Seeing Red was always meant to have huge damage scaling potential, but was always meant to be hard to maintain. We didn’t want to nerf this passive’s power, but we’re making the effect harder to maintain.
Scourge – Vengeance
Scorched Kairos passive now displays consistent magazine size values for the Ordnance gadget
The Forgewave no longer fires unintentionally during Glacial Rapture
Projectiles no longer get stuck in the air when Forgemaster Firewall is active during the Fortress Indomita boss fight
Blackout Shock Damage now properly scales with points invested
Blackout is now 15% per point, down from 21% per point
Dev Note: After fixing the scaling of the DoT (damage over time), we found that Blackout was overperforming a bit, so we gave it a slight re-adjustment. This will still be an overall buff, now that the DoT properly scales.
Crucible – Cybernetics
Visuals corrected so Forgeknight Forgeaxe no longer disappears when activating Crucible at the same time as throwing with Double-Edge
Corrected animation of Crucible while climbing
Raging Inferno Incendiary Damage now properly scales with points invested
Vex the Siren
Challenge “Me, Myself, Myself, and I.” now tracks correctly in multiplayer, independent of clone duration on other players
Dead Ringer – The Fourth Seal
Specter’s copied weapon now displays proper visual effects when firing with a Maliwan Element Switcher
Incarnate – Vexcalation
Bleed from Bloodletter has been updated so it no longer recursively triggers itself, preventing unintended damage loops
Phase Phamiliar – Here Comes Trouble
Balance Adjustments
Double Trouble Illusion Damage Multiplier is now 75%, up from 50%
Double Trouble Illusion’s Duration is now 8 seconds, up from 5 seconds
Apex Beast Damage Dealt increase increased to 15% from 10% per stack of Unsealed
Rafa the Exo-Soldier
Free Grenade from Filantropo class mod now deals appropriate damage even when no grenade is equipped
People Person skill tree
Action Skills – APOPHIS Lance
APOPHIS Lance changed to penalize Gun Accuracy instead of Gun Handling, resulting in projectile speed being unaffected.
APOPHIS Lance now benefits from cooldown reduction effects
Gear
Skills that boost Gun Handling now properly increase Projectile Speed
Addressed reports that swapping weapons with the Free Loader Enhancement on an Order weapon with a Ripper magazine would cause all weapons to not consume the accurate amount of ammo
Health restoration from Legendary Repkit Adrenaline Pump now works correctly when combined with Legendary Shield Guardian Angel
Reduced critical chance on Jakobs crit knife to 30%
Dev Note: It had to happen, you knew it was going to happen!
Jakobs Legendary Pistol San Saba Songbird no longer stacks infinitely when swapping weapons
Using a Jakobs Shotgun with Torgue sticky projectiles and the Knife Launcher underbarrel no longer deals knife damage after switching fire modes
Jakobs weapon parts updated so ricochet effects only trigger from intended damage sources
Ripper Legendary Shotgun Golden God overheating effect now clears correctly when switching weapons
Corrected behavior on Maliwan Legendary SMG Ohm I Got so the first three shots no longer consume ammo without dealing damage during continuous fire
Maliwan Legendary Heavy Gun Gamma Void corrected to apply proper increased Radiation damage to enemies inside the Singularity
Weapons with COV magazines now function correctly if a repair animation is interrupted with a Repkit in multiplayer
Daedalus Legendary SMG Frangible removed from chest loot tables
Daedalus Legendary AR First Impression reduced the critical damage multiplier
Recoil behavior improved while charging and firing Order ARs and Torgue Heavy with Triple Barrel parts with Gun Handling passives
Vladof Flamethrower underbarrel no longer deals infinite damage or bypasses Bio Armor
Torgue Grenades with Spring and Apex Augments now always explode on its first apex
Grenades with Spring Augment and Divider Payload now have the intended three additional bounces when paired
Gadgets no longer reset to maximum uses after gaining Second Wind
Healing Orbs spawned from Legendary Repkit Kill Spring can no longer heal enemies
Order Legendary Shield Cindershelly combat voice lines now trigger at the intended frequency, less often to be less distracting
Tediore underbarrel names now match correctly across item cards and ammo widgets
Maliwan Lingering Payload and Splat Pack Augment projectiles no longer persist when thrown at vending machines
Gear Balance: Assault Rifles:
Star Helix fire rate increased by 33%
Bonnie and Clyde base damage increased by 40%; Pair of Thieves: Bonus damage granted increased to 150% from 100%
Bugbear base damage increased by 40%; Rotary Gun: Max Damage increased to 200% from 100%
Rowan’s Charge base fire rate increased by 100%
Rowan’s Charge recoil reduced slightly
Lucian’s Flank base damage increased by 50%
Lucian’s Flank recoil reduced slightly
Aegon’s Dream base damage increased by 35%
Heavy Weapon Ordnance:
Gamma Void base damage increased by 450%; Singularity Duration decreased to 6s from 10s, Radiation damage amp increased to 50% from 40%, Gamma Void Cooldown increased by 100%
Ravenfire base damage increased by 25%
Class Mods:Dev Notes: Class Mods relating to Melee Damage, Action Skill Damage, and specific one-off stats on Legendaries have been buffed to make them more desirable.
All Class Mods:
Melee Damage Action Skill Damage on level 50 class mods has increased to 60%
Skill Damage on level 50 class mods has increased to 45%
Siren Class Mods:
Avatar’s Attunement Skill Duration on level 50 class mods has increased to 45%
Kindread Spirits’ Command Skill Cooldown rate on level 50 class mods has increased to 45%
Forgeknight Class Mods:
Blacksmith’s Forgedrone Duration on level 50 class mods has increased to 45%
Blacksmith’s Legendary Effect now also increases all Forgedrone Damage by 20% per active Forgedrone
Viking’s Detonation Damage on level 50 class mods has increased to 60%
Forge Master’s Forgeskill Damage on level 50 class mods has increased to 60%
Elementalist’s Legendary Effect now also increases all Damage Dealt by Amon by 2% per active Affinity Stack
Gravitar Class Mods:
Bio-Robot’s Hazard Damage on level 50 class mods has increased to 60%
Skeptic’s Stasis Damage on level 50 class mods has increased to 60%
Other Gear:
Dev Notes: Gear effects that are related to Melee and Action Skill Damage have increased effectiveness. We want these builds to be pushed up a bit, but wanted to distribute the power among the various pieces of gear to make them more desirable.
Rep Kits:
Hard Hitter now grants 50% Melee Damage Dealt, up from 40%
Firm Ware:
Reel Big Fist now grants 25% Melee Damage at rank 1 and 2, up from 15%/25%
Action Fist now grants 25% Melee Damage at rank 1, up from 15%
Action Fist now grants 30% Action Skill Damage at rank 2, up from 30%
Action Fist now grants 30% Action Skill Damage on Melee Kill, up from 25%
Shields:
Boxer Armor Shields now grant 20%/30%/50% Melee Damage depending on parts rolled, up from 15%/25%/40%
Berserker Energy Shields now grant 20%/30%/50% Melee Damage depending on parts rolled, up from 20%/27.5%/35%
Specializations
Groundbreaker:
Groundbreaker now only stores Gun, Action Skill, and Ordnance damage.
Dev Note: Groundbreaker was causing recursive loops that could lead to infinite damage by storing “Bonus Damage” across the board. We still want this skill to be effective, but it should not be able to scale infinitely. We’ll be monitoring Melee builds after this change to make sure they are meeting expectations, and will further adjust if necessary. This ultimately had to be fixed so we can establish a baseline before we investigate further buffs/changes.
UI & UX & Text
Sorting settings in menus now persist when switching tabs or leaving the menu
“Toggle Junk” behavior has been corrected to target the desired item in Bank menus and Backpack
Weapon wheel no longer sticks when opened near Guns vending machines
Combat Radar now features a dedicated Legendary Loot Indicator, making high-value drops easier to spot in the heat of combat
Press/Hold input now cancels correctly without triggering unintended actions
“Apply Settings” prompt only appears when changes are made
[PS5 and Xbox] Splitscreen updates, including number text scaling, Equipment/Backpack improvements, scrollbar behaviors, Party list layout, and “Flip Card” functionality
Restored Fullscreen resolution controls and switching behavior
Weekly Activities now populate after campaign completion
Maurice’s Black Market Vending Machine timer updates to show correct cooldown
Firmware 3-Piece bonuses (Ahoy, Oscar Mike, Daed-dy O’) now show cooldown icons; Deadeye Tier-3 stacks now appear in the passive bar
Boss Bar spacing corrected when Combat Radar is active
Transfer Machine naming has been standardized across the game
Travel notification now displays the initiating player’s name
ECHO Location path remains readable over time; made improvements to pathfinding
Updated various UI visuals and icons for alignment, consistency, and clarity
Updated localization and various text descriptions across the game
Standardized/updated terminology across gear, menus, customization, and manufacturers
Visuals
Updated various character and NPC animations
Corrected various reported instances of VFX not rendering correctly
Grapple Vault points now show proper models instead of placeholders
Reduced reported instances of visual pops at cinematic starts
Audio
Audio and VO now remain active when returning to menus after level traveling in multiplayer
Adjusted audio mix for improved balance across gameplay and VO
SFX volume slider now correctly applies to high HDR-value sounds
Addressed several reported instances of VO not playing as intended across multiple missions and scenarios
Vault Hunter battle voiceover frequency has been tuned so lines repeat less often
Missing pain reaction audio restored for several named NPCs
Improved various subtitle timing and text
Background music now continues as expected during the Idolator Sol boss fight
Unique audio cue restored for Phosphene (shiny) gear spawns
Settings & Accessibility
Personal Cross-play settings can now be adjusted immediately after switching Party Privacy from Local Only to Public in Session Settings
Air Dash is now fully usable on controller when Toggle Crouch is set to Off under Accessibility → Gameplay
Individual graphics options now reset properly after making changes and then selecting Run Auto-Detect in Options
[PS5 and Xbox] Field of View resets consistently to Default on consoles without showing mismatched values
Player Experience
Improvements to stability
We are continuing to investigate and will make further improvements to stability and performance.
Addressed multiple reported issues across multiplayer, missions, menus, and engine systems.
Improved matchmaking and session stability.
Addressed performance in multiplayer when there were large numbers of homing projectiles
Refined graphics settings and shader handling
Improvements made to patch reliability and automation processes
Ocean could occasionally fail to load
Miscellaneous
[Epic] Rich Presence now displays correctly in non-English languages on Epic
[PS5] Friend list now loads properly after logging out and back in during patch checks on the title screen
Joystick input now behaves consistently when lowering deadzones
[PS5 and Xbox] SHiFT account linking verification codes now auto-copy and apply correctly on console
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.
Some Battlefield 6 players are up in arms after first information about Season 1 revealed what they believe is an out of place soldier skin.
Fans have waited weeks for a first look at Season 1 and its new maps, modes, and guns. However, after EA and Battlefield Studios finally pulled back the curtain with a trailer yesterday, the only thing on the community’s mind was a question: could this be the beginning of the end?
New Battlefield 6 maps like Blackwell Fields and Eastwood certainly served as meaningful attention grabbers, but it’s just one skin that has completely controlled the conversation. The cosmetic in question is Wicked Grin, a new skin for the Assault Class. A sneak peek at the suit arrived via various Battlefield 6 Season 1 previews that hit the web yesterday, revealing a wardrobe that fans feel ranges from grounded to gaudy.
PC Gamer was one of a few sites to share an image of the skin, which features dark blue highlights from head to toe. It’s Class operator also sports a toothy smile painted across their bandana. It’s been more than enough to set off alarm bells among the Battlefield 6 community, especially considering the Wicked Grin skin description teases that it can be “unlocked as a free store gift.” It suggests Assault players could flood lobbies with those standout blues as soon as next week, potentially bringing fans’ fear of goofy skins into reality. Even if this or any of the other Season 1 skins remain a far cry from the dozens of celebrity, superhero, and cartoon character crossovers present in other popular shooters like Call of Duty and Fortnite, tens of thousands of fans are clearly unhappy with what they’re seeing so far.
“So, weren’t we supposed to have realistic skins for some time?” one popular comment from a fan says. “Something that someone would really wear during a war? Yet it seems that with the start of Season 1, everything will turn to colorful mess, with no way of differentiating teams based on uniforms, the game will look more like a Paintball or [ActionSportGames] event.”
“I will not revive anyone wearing this kind of skin. My take,” one Reddit user says. “I’m gonna miss the days when everyone has default and beta skins,” another Reddit user adds. “I’m afraid this game won’t be recognizable in the future.”
EA and BF Studios have never set a hard rule describing what exactly their version of a grounded Battlefield 6 looks like. Still, the Season 1 skin is being perceived as a breach of trust after the community had been told to expect grounded visuals across the board for at least a while.
“We are a gritty, grounded, realistic shooter,” Ripple Effect and BF Studios technical director Christian Buhl told IGN last month. “That’s what we intend to be, and that’s what the game is going to look like for a while.”
Many admit that there is still much ground to cover before Battlefield 6 stops looking like the grounded military shooter that it currently is and starts introducing some of the more outrageous characters seen in other games. There’s also the fact that there are, of course, many other more grounded outfits both in the Battlefield 6 base game and coming in Season 1. As for what we’ve seen from Season 1 so far, though, fans are now more on edge than ever.
“Is it realistic? No,” another community comment adds. “Is it more grounded then Beavis and Butt-Head, Peter Griffin, Sgt. PsPsPs, Wubz, Feelin Sloothy, the list goes on… I would say yes.”
“If you want to use regular, realistic outfits, there are plenty,” someone else says. “If someone wants to wear one with a bit of colour, they can. It’s a video game, not real war.”
Michael Cripe is a freelance writer 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).
With Fallout Day upon us and rumors swirling around remakes, remasters, and even new games in the famous post-apocalyptic role-playing series, one Hollywood star has made his thoughts crystal clear.
That star is Danny Trejo, whose appearances in the likes of From Dusk till Dawn, Con Air, and Spy Kids made him a cult figure. But he’s intimately familiar with Fallout, too, having played Raul Alfonso Tejada, a Ghoul companion, in the much-loved Fallout: New Vegas.
So it stands to reason that Trejo would, like so many fans, love to see Fallout: New Vegas return in some fashion. Responding to Bethesda’s official Instagram post on what to expect from Fallout Day, Trejo said: “Remaster New Vegas boss!” alongside a fire emoji. Trejo has 3.1 million followers on Instagram, so his comment will be heard loud across the social network.
Alas, a Fallout: New Vegas remaster was not on Bethesda’s official list of games set to appear during its Fallout Day broadcast, which is set for 10am PT / 1pm ET / 6pm UK today, October 23. Specifically on Fallout 76, Bethesda will show more of the Burning Springs update. This big expansion, due out in December, sees Walton Goggins reprise his fan-favorite role as The Ghoul from the Fallout TV show.
Fallout Shelter is also mentioned, as is Fallout 4 and Creations, which suggests the decade old role-playing game will get some new content soon. Creations are community created mods released officially for Bethesda’s video games.
Elsewhere, there are new merch drops, community in-person events, and a post-show celebrating the community. There is no specific mention of the Fallout TV show, either. with Season 2 due out in December.
There are all sorts of rumors floating around about potential Fallout remakes now that The Elder Scrolls IV: Oblivion Remastered is out the door (Fallout 3 Remastered was leaked back in 2023, but those plans may have changed). And we know Bethesda plans to eventually get to Fallout 5, albeit after The Elder Scrolls 6.
“For other Fallout games in the future, you know, obviously I can’t talk about those right now, but I would say, sort of rushing through them, or we kind of need to get stuff out that is different than the work we’re doing in 76… we don’t feel like we need to rush any of that,” he said. “The Fallout TV show fills a certain niche in terms of the franchise and storytelling.”
The last mainline Fallout game was Fallout 4, which was released in 2015. DLC content for the entry was steadily released for PC and consoles over the next year, and in 2018, Bethesda launched its multiplayer-centered offshoot, Fallout 76. While fans slowly flocked to the West Virginia-set open-world RPG, it wasn’t until the premiere of Prime Video’s Fallout TV show that the Bethesda series leveled up in terms of attention.
Still, Howard wouldn’t budge when it came to desires for a substantial video game release. For him, it comes down to wanting to treat Bethesda’s franchises with care.
“Totally get the desire for a new kind of mainline single-player game,” he said. “And look, those things take time. I don’t think it’s bad for people to miss things. We just want to get it right and make sure that everything we’re doing in a franchise, whether it’s Elder Scrolls, Fallout, or now Starfield, that those become meaningful moments for everybody who loved these franchises as much as we do.”
Perhaps Danny Trejo should have a word?
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.
Helldivers 2 developer Arrowhead has released the Into the Unjust: 4.1.0 update, which it said is designed to make the game “feel better to play.”
This much anticipated update overhauls how Arrowhead approaches patching “to better target the pain points you’ve shared with us.” The studio said that means “more focus on stability, balance, and the issues that affect your experience the most.”
Over 200 bugs have been fixed, along with key balance updates and quality-of-life improvements. Arrowhead said that while new features are coming, this patch marks “a big step forward: both in the game itself and in how we work to improve it.” More refinements are already underway, the studio continued.
In terms of balance, the overall effectiveness of primary weapons, sidearms, throwables, and stratagems is increased. SMGs and pistols, for example, have been adjusted to emphasize their role as close-quarters weapons, with increased close-range damage and increased damage falloff.
It’s worth noting changes are made to enemies across the board. The Dragon Roach, for example, has seen its spawn rate decreased, and destruction of the wings now results in instant death. Each wing has a health pool, and the Dragon Roach should be more susceptible to explosions because even if you hit the body you now also hit the wings and do more damage. Overall, there should be fewer Dragon Roaches and they should be easier to take down.
Check out the patch notes, courtesy of the Helldivers 2 Discord, below:
Helldivers 2 Into the Unjust: 4.1.0 patch notes:
Balancing
General changes
Primaries, Sidearms, Throwables, and Stratagems
Improvements have been made to increase the overall effectiveness of primary weapons, sidearms, throwables, and stratagems
Light vs. Medium Penetration Weapons
Light and medium penetration weapons now offer more distinct advantages.
Light penetration weapons generally deal a higher percentage of their total damage against durable enemies, differentiating them more clearly from medium penetration options
SMGs and Pistols
SMGs and pistols have been adjusted to emphasize their role as close-quarters weapons. Close-range damage has been increased, and damage falloff has been increased to reinforce their short-range combat identity
Melee Weapons and Throwables
Melee weapons and throwables have been improved to make each feel more impactful and unique in their function
Resupply Rack
The resupply rack is not climbable anymore
Primary weapons
SG-8P Punisher Plasma
Damage projectile decreased from 100 to 0
Damage explosion increased from 150 to 225
SG-8S Slugger
Damage increased from 280 to 330
Durable damage increased from 75 to 90
AR-23 Liberator
Damage increased from 80 to 90
Durable damage increased from 15 to 22
AR-23A Liberator Carbine
Damage increased from 80 to 90
Durable damage increased from 15 to 22
AR-23P Liberator Penetrator
Damage increased from 60 to 65
AR-23C Liberator Concussive
Damage increased from 65 to 75
Durable damage increased from 30 to 35
AR-61 Tenderizer
Durable damage increased from 22 to 30
AR-32 Pacifier
Damage increased from 50 to 55
Stun value per projectile increased from 1.5 to 2
SMG-37 Defender
Damage increased from 80 to 100
Durable damage increased from 8 to 18
Drag increased from 0.6 to 1.2
MP-98 Knight
Damage increased from 70 to 90
Durable damage increased from 7 to 18
Drag increased from 0.6 to 1.2
SMG-32 Reprimand
Damage increased from 125 to 135
Drag increased from 0.6 to 1.2
SMG-72 Pummeler
Damage increased from 70 to 85
Durable damage increased from 7 to 18
Stun value per projectile increased from 1.5 to 2
Drag increased from 0.6 to 1.2
LAS-16 Sickle
Damage increased from 55 to 60
Durable damage increased from 5 to 6
MA5C Assault Rifle
Damage increased from 80 to 90
M7S SMG
Damage increased from 70 to 80
Durable damage increased from 7 to 16
Drag increased from from 0.6 to 1.2
StA-11 SMG
Damage increased from 70 to 90
Durable damage increased from 7 to 18
Drag increased from 0.6 to 1.2
PLAS-39 Accelerator Rifle
Extra spare magazines increased from 8 to 12
Ergonomics increased from 40 to 60
Sidearm weapons
CQC-2 Saber
Damage increased from 110 to 125
Durable damage increased from 55 to 65
CQC-5 Combat Hatchet
Damage increased from 110 to 160
Durable damage increased from 55 to 80
Attack speed has been slightly reduced
CQC-42 Machete
Damage increased from 170 to 200
Durable damage increased from 80 to 100
P-2 Peacemaker
Damage increased from 85 to 95
Durable damage increased from 25 to 30
Drag increased from 0.6 to 1.2
P-19 Redeemer
Damage increased from 60 to 70
Durable damage increased from 5 to 12
Drag increased from 0.6 to 1.2
P-113 Verdict
Damage increased from 125 to 135
Drag increased from 0.6 to 1.2
M6C/SOCOM
Damage increased from 100 to 110
Drag increased from 0.6 to 1.2
P-92 Warrant
Drag decreased from 0.3 to 0
Gravity multiplier decreased from 1 to 0.3
Throwables
TED-63 Dynamite
Damage increased from 700 to 1000
Armor penetration increased from Medium to Heavy
Demolition strength increased from 30 to 40
Stagger increased from 30 to 40
Uses decreased from 4 to 3
G-7 Pineapple
Shrapnel from main explosion increased from 7 to 18
Demolition strength on the main explosion increased from 20 to 30
Inner radius on shrapnel explosion increased from 1 to 2.5m
Damage on shrapnel explosion increased from 70 to 100
Removed lifetime on the shrapnel
Shrapnel from the shrapnel explosion decreased from 6 to 0
G-50 Seeker
Higher priority for flying enemies
Highest target priority for marked target
Damage increased from 400 to 500
G-6 Frag
Uses increased from 5 to 6
G-3 Smoke
Uses increased from 4 to 5
Throwing knifes
Damage increased from 250 to 300
Durable damage increased from 100 to 150
PLAS-1 Scorcher
Plasma projectiles will now pass through foliage without losing velocity
Stratagems
PLAS-45 Epoch
Duration until explosion increased from 3 to 3.25 sec
Delayed muzzle charge VFX by 0.5 seconds so it now appears when the projectile is overcharged, improving visibility of the charge state
Damage on standard projectiles explosion increased from 400 to 500
Demolition strength on overcharged projectile increased from 10 to 30
M-105 Stalwart
Damage increased from 80 to 90
Durable damage increased from 15 to 22
FLAM-40 Flamethrower
Canister capacity increased from 130 to 150
Starting canisters increased from 2 to 3
Max spare canisters increased from 4 to 5
APW-1 Anti-Materiel Rifle
Durable damage increased from 180 to 225
Starting magazines increased from 4 to 5
Max spare magazines increased from 6 to 8
AC- 8 Autocannon
Damage increased from 260 to 325
GL-52 De-Escalator
Damage increased from 55 to 100
Durable damage increased from 55 to 70
MS-11 Solo Silo
Health increased from 800 to 1500
Enemies will not attack it
Increased demolition strength needed to destroy it
Orbital Railcannon Strike
Cooldown decreased from 210 to 180 sec
EXO-45 Patriot Exosuit
Missile Armor penetration in worse angles increased from 6-6-4-0 to 6-6-5-0
Rotary gun ammo capacity increased from 1000 to 1350
Enemies
The goal is to make light and medium armor-piercing weapons equally effective against certain common enemies by adjusting their durable damage and durable resistance values
Illuminates
Fleshmob
Targeting the faces deals extra damage to its main health, effectively creating weak spots
Main health decreased from 6000 to 5000
Most health zones are slightly more durable
Slightly less vulnerable to fire to balance health decrease
Elevated Overseer
Main health decreased from 600 to 450
Head health increased from 150 to 200
Head zone armor decreased from 3 to 2
Torso health decreased from 600 to 450
Arms health decreased from 300 to 250
Slight increase on how easy it is to set on fire
Leviathan
Now equipped with beam-based weaponry
Leviathans will not show up in missions outside of cities
Terminids
Rupture Strain enemies
Updated textures for all Rupture Strain enemies for better readability
Rupture Warrior
Movement speed when underground has been decreased
Needs to surface more often when moving underground
Its burrow attack is slightly slower and leaves more space to be dodged
Smaller damage boxes when attacking from below
Front legs armor decreased from 3 to 2
Will prefer to emerge before attacking turrets instead of destroying them from below ground
Rupture Spewer
Retuned the timing of how fast it starts to act from when it unburrows
Bile Spewer Variations
Increased size of its mouth weak spot
Brood Commanders
Slightly harder to set on fire
Warriors
Slightly harder to set on fire
Slight durable increase in head and body
Dragon roach
Spawn rate decreased
50% lower on difficulty 5,6
40% lower on difficulty 7,8,9
33% lower on difficulty 10
Destruction of the wings results in instant termination of the Dragon
Wings now have their own health pool of 4000
Increased how much damage wings take from explosion
Bile spewers
Slightly harder to set on fire
Larger body parts are slightly more durable
Hive Lord
Improved performance during Hive Lord encounters.
Automatons
Base Alarming
Automaton troopers in bases will require better visual confirmation before calling in reinforcements, instead of calling them in immediately
Devastators
Slightly harder to be put on fire
Large body parts are slightly more durable
Command Bunker Turret
Removed ragdolling from its projectiles explosion
Factory Strider
Slightly less vulnerable to fire
War Strider
Shoots 2 fewer grenades per salvo
Shoots grenades less often
Removed ragdolling from its projectiles explosions
Added weak spots aim for the eyes and the vents on the back
Scout Striders
Armored top shield is more durable
Fixes
Stratagems
Fixed an issue where Helldivers were unable to call down stratagems in the objective area of the “Nuke Nursery” cave mission
Fixed an issue with the B-100 Portable Hellbomb stratagem sometimes falling on Cave roofs in the “Destroy Spore Lung” mission
Fixed an issue with the drill objective stratagem sometimes landing in unintended places such as on top of caves, in Nuke Nursery Hive World missions
Players can now stay aiming down sights when activating the LIFT-860 Hover Pack
Crashes
Fixed a rare crash occurring when fighting Illuminates
Fixed a crash when hotjoining and readying up before other hotjoiners
Fixed a crash occurring when a player would re-join multiple times
Fixed a rare crash caused by Eagle-1
Fixed a rare bug where the Eagle-1 would never be removed from the game session and eventually cause crashes
Fixed rare crash bug that could happen when spawning in groups of enemies
Fixed crash affecting Helldivers trying to lean out from a vehicle
Fixed a crash that could happen when scrolling through the weapon customization menu
Fixed a crash that could happen during game shutdown
Weapons
Fixed armor penetration values in the Stats Menu for CQC-5 Combat Hatchet, CQC-30 Stun Baton,CQC-19 Stun Lance, CQC-2 Saber, CQC-1 One True Flag and the G-7 Pineapple grenade; the armor penetration value displayed as Medium instead of Light
Improved initial bullet alignment while strafing and riding in vehicles
Moved the first person camera further away from the MS-11 Solo Silo’s Target Designator scope
Fixed the weapon reload animations desyncing when wielding armor passives that give increased reload speed
The FAF-14 Spear can now lock onto Automaton AA turrets
Fixed projectiles hitting direct center of sights when extremely close to objects
Haptics feedback is now present throughout the firing of the FLAM-40 Flamethrower stratagem
Miscellaneous
Fixed a bug where Hive Lord body parts would not spawn properly
Fixed an instance where the Helldiver couldn’t re-join their previous host, if said host left a joined game in progress from the loadout
Fixed a bug where the LIFT-182 Warp Pack would sometimes get stuck suspended in the air or crash
Fixed disconnection issues when joining a solo player with 3 cross-platform players
Fixed mesh clipping for the arms on some animations
Reduced the chance of the Extraction Shuttle clipping through terrain
Fixed a flickering bug on the avatar when the Helldiver gets affected by mud or snow
Fixed a bug hole covered by terrain in one of the CR10 Mega Nests
Rupture Warriors can no longer destroy deployable turrets while still underground
Fixed an issue where the front door of the GATER could become inaccessible
Fixed a rare issue where the player could be disconnected when they are a part of a mixed platform, 3 person lobby that joins a solo player under poor network conditions
Fixed an issue with Illuminate dropships not taking correct damage during the “Repel Invasion Fleet” missions
The currency symbol for Saudi riyal is now displayed correctly in the in game shop
The Oil Rigs reverse audio will no longer continuously play if the player attempts to reverse during oil extraction
Fixed Helldivers going through the floor in the tutorial mission, when diving near the barbed wires
Fixed a rare soft-lock in tutorial
Helldiver is now killed when driving into drill holes during Nuke Nursery missions
Fixed an issue where Helldivers could enter a vehicle even though the seat got claimed by someone else first
Fixed controller vibrations behaving incorrectly when connecting or disconnecting controllers on PC
Fixed miscellaneous threading issues in the audio system
Fixed minor texture clipping issues on the floor between hellpod launchers on the ship
Fixed an issue where voice chat could sometimes change volume unexpectedly – particularly when entering caves
Optimizations
Optimized status effects
Optimized physics by only enabling powered ragdolls when needed
Optimized physics body handling for damage calculations
Optimized Automaton units and NPC eyes, by changing them from particle effects to shaders
Optimized AI behaviors by analyzing and stripping out redundant code
Reduced stuttering during drop-in sequence for missions on Hive Worlds
Improved audio IO performance
Snow distribution and overall look has been reworked
Improved performance by tweaking LOD settings for characters
Optimized asset distribution for several planets types
Optimized scattered assets such as grass on various planet types
Optimized asset distribution in Hiveworlds and Terminid caves
Optimized asset setup and geometry for assets used in Hiveworlds and Terminid caves
Optimized status effect physics and particle systems while maintaining visual feedback and fidelity
Optimized various Automaton explosion VFX
Optimized Acid Rain effects during Acid Storms
Optimized Dragonroach fire attack VFX
Made various optimizations to the fire system, including particle and light optimization.
Improved performance by optimizing the rendering of several shaders
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.
The trouble is, there’s always been a discrepancy in price, with the Final Fantasy 6 deck ‘Revival Trance’ going for much less, Final Fantasy 7’s ‘Limit Break’ going for much more, and the other two falling somewhere in between.
Best Buy’s answer? Discounting them all to the same price.
Best Buy Has Every Final Fantasy Magic Deck Under MSRP
On the positive side, this means you can get Limit Break, a deck that regularly sells for much more than its MSRP, for $48.99.
It’s a very fun deck that’s themed around equipment and dealing combat damage, and will no doubt be an easy pickup for anyone who waited for a discount.
On the downside, that means Revival Trance is also $48.99. It’s under MSRP, sure, but this deck’s messy game plan and lack of big reprints mean you can snap it up for around $35 elsewhere if you keep an eye out.
Rounding out the quartet, I’ve been having more fun with Scions and Spellcraft recently, the Final Fantasy 14 deck helmed by Y’Shtola. It’s all about pinging opponents around the table for damage, which isn’t something you often get in a blue/white/black deck. It’s $48.99 now.
Finally, arguably the best deck from the set, Counter Blitz is helmed by Final Fantasy X’s Tidus and Yuna, and lets you manipulate counters to deal big damage or keep Summons around longer. And, guess what? It’s $48.99 now, too.
Each deck also comes with a ‘Collector Booster Sample Pack’ which includes two cards in foil or borderless treatment, too.
Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.
Fresh off the launch of Ghost of Yotei, we caught up with Jason Connell, Creative Director at Sucker Punch, along with Wizards of the Coast’s Jacob Covey, Steve Sunu, and Annie Sardelis, to learn how Jin Sakai’s world was reimagined in card form.
They shared how brushstroke met blade, and how Sucker Punch’s involvement went far beyond a simple seal of approval. And even more excitingly, IGN has also got an exclusive first look at Ghost of Yotei’s Atsu card, joining the upcoming PlayStation superdrop.
“Once we had the basics set up, it was a super collaborative process” – Jason Connell, Sucker Punch
A Cardboard Ghost
“Part of the fun of working with game studios is the mutual fandom between us—there’s usually a Magic fan or three on their side and a group of fans for their game on our team,” WOTC Art Director, Jacob Covey, explains.
When it comes to Sucker Punch, there are even a few tournament games being played within the development team.
“It’s about 10-12 folks who play monthly, mostly Commander format,” Jason Connell explains. “A few people who regularly come into the office have decks at their desks just in case the mood ever strikes.”
As for making it happen, the conversation began a while ago, and it was Wizards who wanted to work on a PlayStation collaboration.
“Ben Jafari [a manager at WOTC] worked hard to not only make this happen between many different studios at once, but to do it on the same timeline,” Covey reveals.
“We knew we wanted to work with these iconic PlayStation properties, so it was difficult to narrow it down to just a handful.”
That initial discussion then fed down to the team at Sucker Punch, Connell said, and it was clear that the two Ghost titles would make for ideal fits.
“Across both the Sucker Punch and PlayStation side, it was pretty clear that Ghost could be a really great fit as one of the featured franchises, though, so it came together pretty naturally once they reached out. We were definitely excited by the idea.”
The rub? Ghost of Yotei hadn’t been revealed to the public yet.
Landing a Sucker Punch
“Our conversations with Wizards of the Coast began before Yotei had been announced, which we admit was probably frustrating from the Wizards’ side since we had to be so cryptic,” he recalls.
“We just kept saying we had a great idea for a secret card, but then saying we couldn’t elaborate yet, and thankfully, they were such great partners that they rebuilt the schedule to accommodate us delivering the information and art for Atsu after we announced the game last year, even though the rest of the cards had been locked in by that point.”
“We knew the drop would be coming right around Yotei’s launch, so it felt like a perfect fit to try to get her included, and we’re grateful it worked out.
“We aim to be authentically rooted in the Ghost universe while giving it our unique spin” – Jacob Covey, WOTC
As for card designs, the Sucker Punch part of the Secret Lair drop incorporates Jin Sakai and Atsu, the two protagonists of both games.
“On the art side, Sucker Punch was very trusting and also involved in helping us remain true to their carefully constructed universe, full of its own untold stories,” said Covey.
“We aim to be authentically rooted in the Ghost universe while giving it our unique spin, focusing on how the characters and settings relate to the Magic ecosystem and gameplay.”
“We had some great early conversations with the Wizards team, including an initial kickoff where we just explained the key points of Ghost of Tsushima and sent over some materials from the game,” Connell adds.
“We explained what we felt was important to capture, even discussed some specific artist names and our overall style. It was really interesting getting a glimpse into their process, meeting artists and writers and directors who oversaw all of the different pieces that go into making a card.
“Once we had the basics set up, it was a super collaborative process. While the actual writing and artist selection happened on the Wizards side, we had a ton of input and chances to provide feedback and went through multiple rounds making sure everyone was happy with the overall look and mechanics for the cards.”
One of the ways Wizards and Sucker Punch helped bring Jin Sakai to Magic: The Gathering was to lean into the duality of his fighting styles in Ghost of Tsushima, where he’s torn between samurai combat and the stealthier ‘Ghost’ path.
“Jin Sakai is about a warrior torn between two identities — the honorable samurai and the shadowy Ghost,” Connell explains.
“From the start, I wanted to capture two ways of approaching encounters in Ghost of Tsushima…” – Annie Sardelis, WOTC
“Wizards of the Coast did a great job capturing this in the card with the Standoff ability, which represents his swordsmanship, while Ghost highlights his stealth and ability to strike fear into his opponents. The rest of the Secret Lair cards that Wizards of The Coast curated for this drop helped show his journey to support that theme: tools of conflict, sacrifice, and shifting control that echo Jin’s struggle between tradition and survival.”
“From the start, I wanted to capture two ways of approaching encounters in Ghost of Tsushima,” explains WOTC Senior Game Designer, Annie Sardelis.
“I combined elements of how Magic has classically expressed a lone fighter’s skills by only giving that bonus to a single attacker. Since double strike and “can’t be blocked” are phrases we’ve seen time and again on Magic cards, I added the words to help my coworkers become familiar with what I was going for. Flavor words, like flavor text, can help give creative definition to rules text, and we ended up keeping them.”
A PlayStation Pantheon
Aside from Ghost of Tsushima and Yotei, there are sets focused on God of War’s Greek and Norse tales, as well as Horizon Forbidden West and two sets for The Last of Us.
Despite the mix of gods and robot dinosaurs, however, it was the gritty post-apocalyptic tale from Naughty Dog that gave Sardelis the biggest challenge.
“The hardest challenge I signed myself up for are the four “Survivors” Partners from The Last of Us series,” she explains.
“I thought it was important to represent all the playable characters in the story, but I also wanted your Commander games to feature the infected. It was tricky to find out how to generate the Fungus Zombie tokens on characters that canonically fight against them!”
“Any player can make infected tokens with Ellie, Brick Master and Abby, Merciless Soldier riffs on cards like “Hunted Dragon” to create an increasing number of tokens. Once that was figured out, the rest of the pieces were designed to complement a token/sacrifice strategy- hopefully in a way that inspires mixing and matching between the two drops!”
As for Commander, it’s Magic’s most popular format, and I wanted to know which of the new PlayStation cards would make an ideal choice to helm a 100-card deck.
“If you’re sitting across from me, I think you can expect me to have an Aloy, Savior of Meridian deck or Jin Sakai, Ghost of Tsushima deck somewhere on me,” WOTC Senior Product Designer, Steve Sunu, says.
“Annie Sardelis really hit it out of the park for all these designs, Aloy and Jin specifically feel like the designs were created just for a player like me. Annie’s an incredible designer, and we were so lucky to have her lend her talent to these new-to-Magic designs.”
Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.
This article also includes contributions from Robert Anderson, Senior Commerce Editor for IGN.
Borderlands 4 looks like a big hit in the U.S. at least, where it has outperformed Borderlands 3 in terms of money made.
U.S. video game data company Circana said Gearbox’s looter shooter was the best-selling premium video game of September, debuting as the third best-selling game of 2025 so far. It was September’s best-seller on both the Xbox and aggregated PC storefront charts.
Most importantly for publisher 2K Games, Borderlands 4 generated the highest launch month dollar sales of any title in the franchise’s history, nearly 30% higher than the previous best, Borderlands 3.
It’s worth noting this stat isn’t about unit sales, rather revenue generated. Borderlands 4 launched at $69.99 (eventually, after a weird kerfuffle online about whether it would jump to $80), with the Deluxe Edition priced $99.99 and the Super Deluxe Edition at $129.99. At its launch in September 2019, Borderlands 3 cost $59.99 for the standard edition, $79.99 for the Deluxe Edition, and $99.99 for the Super Deluxe Edition. It’s also worth noting that Borderlands 3 was a PC exclusive to the Epic Games Store for six months after its release, whereas Borderlands 4 launched across PC via Steam as well as consoles.
So, we don’t have hard sales figures yet (2K Games has made no announcement so far). But according to Circana, Borderlands 4 was the first Borderlands title to launch as the best-selling game of its release month, so there’s that.
NBA 2K26, by the way, is 2025’s best-selling game year-to-date, ahead of Capcom’s Monster Hunter: Wilds. Helldivers 2 was the fourth best-selling game of September on Xbox platforms, after debuting third during its August launch month. Helldivers 2 ranked as the sixth best-selling game overall in September and was 19th for the 2025 year-to-date period.
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.
Only the first two episodes of Dispatch’s eventual eight have been released so far, but it’s safe to say I’m already quite invested in this unique narrative adventure, which feels like a spiritual successor to the Telltale Games of the 2010s. Half TV show, half puzzle game, this superpowered workplace comedy quickly captured my attention with its cavalcade of oddball characters, engaging minigames, and giggle-inducing dialogue. It’s too early to say where the story will lead across the next three weeks of its episodic release schedule (and we’ll have a final, scored review at the end), but the threads AdHoc Studio are pulling on are immediately compelling, and I’m cautiously optimistic.
Dispatch takes place in an alternative take on modern Los Angeles where superpowered beings, aliens, demons, and all manner of hyperpowered humanoids live amongst the regular folk. Naturally, some of these gifted beings use their powers for good, while others opt for a distinctly villainous approach. With so many supers roaming the streets, an organisation called the SDC has stepped in, launching an insurance-type racket that allows citizens to pay for the privilege of a powerful watchdog. One of the aforementioned good guys is the series’ protagonist, Robert Robertson — otherwise known as Mecha Man — whose heroic aspirations are quickly thwarted when a rogue explosive takes his suit out of commission and plops him into the role of a call centre worker at a small branch of the SDC. So far we’ve only experienced his first day on the job, but I’m already compelled by his predicament and curious to see how this desk job will impact his halcyon dreams of helping people.
Dispatch is split into two distinct parts: most of the time you’ll be chatting through beautifully animated scenes, picking amusing dialogue options, and doing quick-time events like those seen in The Wolf Among Us or the Life is Strange series. Certain decisions trigger a heart-pounding ‘X Person remembered that’ notification at the top of the screen, which feels like a refreshing jolt of nostalgia in 2025. Crucially, though, I often couldn’t feel the weight of my decisions until I had already committed to them. So far, my choices haven’t seemed false or meaningless — I was frequently surprised by how even the most nonchalant comment could impact the tale, and only time will tell how considerable these ripple effects may become.
The rest of your time in Dispatch is spent at work in the role of a titular Dispatcher, assigning superheroes to a variety of jobs. Unlike the animated sequences, these sections take place on a computer screen and resemble a point-and-click puzzle. Using your mouse and wits, you’ll monitor a city map where orange exclamation points periodically pop up with a timer, alerting you to various jobs SDC needs to handle efficiently. Each hero under your command has a stat matrix, similar to that seen in Pokémon, and as a job appears, you’ll receive a verbal description of the issue with aligned icons denoting the stats needed to successfully resolve it.
I was frequently surprised by how even the most nonchalant comment could impact the tale.
From here, your job is to match your best hero, or in some cases heroes, by their stats and personalities and then send them on their way. You’ll be told right away whether you’ve passed or failed, with success earning you a stat boost you can apply to your hero for future shifts. It’s a moreish feedback loop that works well with the tonal complexity of the context surrounding it. Dispatch carefully balances your team’s tongue-in-cheek banter with the stressful necessity of saving citizens on time, which is a blast.
That’s not all, though, as there’s a secondary hacking minigame folded into your workday. Here, you’ll roll a 3D object through a cybernetic maze as the clock ticks down, using arrow key inputs to forge a path towards the end goal. Given that these scenarios are often blended with an intense event happening across town, the stakes feel high, and it was easy to get absorbed in the fantasy. Dispatch’s ‘augmented episode’ approach is compelling so far — it helps that the script is so witty and satirically acerbic, and delivered well by its ensemble cast.
As well as the puzzles in play, your team is another complication to your success. Robert Robertson is new to the job, so naturally, he’s not exactly running a gold star operation. The group you’re trying to control is entirely comprised of former villains who, after a life of crime, are trying to reintegrate into society. As you can likely imagine, it’s not going well. The concept of ethically murky superhumans has been explored across film and TV before, but Dispatch often diverts expectations through a steady mix of dirty jokes and sincere interactions that keep you on your toes.
For example, in a meeting after my first shift, my boss, Blonde Blazer, asked why I had a bloody nose. Moments earlier, due to some potentially ill-advised decisions during a conversation, one of my ‘heroes’ promptly smacked me in the face. I had a choice here: I could snitch on her, or pretend everything was fine. Hoping not to get hit again, I chose not to fess up, which led to a warm interaction between myself and another member of the SDC. Dispatch could have chucked in another joke here for a cheap laugh, but it didn’t. This measured restraint imbues the world with a sense of realism that’s easy to get emotionally invested in.
It’s still early but, as of right now, I’m totally enthralled in this world.
It helps that the pool of characters I’ve met so far have wormed their way into my heart, even when their attitudes stink. No one is one-dimensional, and while it’s unclear what’s hiding in their layers, it already feels like there is a lot to unpack. There’s Invisigal – formerly Invisibitch – a bratty, quippy menace escaping a dubious past voiced by Laura Bailey; the SDC leader Blonde Blazer played by Erin Yvette, whose noble front hides a world of insecurity; and Jeffrey Wright’s Chase, a retired hero and potty-mouthed veteran of the game, just to name a few standouts. I would be remiss not to mention Robert here, too, who, thanks to Aaron Paul’s emotive and nuanced performance, feels deeply flawed but lovably human.
Just a quarter of the way through this story, it’s still too early to say where Dispatch might end up. It’s clear there’s lots still to come, from levelling up my heroes in the Dispatch minigame to living out Robert’s saviour fantasy after his accident. I’ll be back with a scored review shortly after the release of the final episodes on November 12 – but, as of right now, I’m totally enthralled in this world, and I’m keen to get tangled up in Robert’s fractured personal life.
The first Battlefield 6 Season 1 trailer is here, revealing a first look at the new Blackwell Fields and Eastwood maps, new weapons, and more.
EA and Battlefield Studios published the debut trailer for the Season 1 update ahead of its launch next week, October 28. The two-minute video shows off glimpse of the team’s plans to keep Battlefield 6 content flowing following its strong October 10 launch for PC, PlayStation 5, and Xbox Series X | S.
“Blackwell Fields spans besieged facilities and homesteads under a burning horizon, supporting all combat sizes with land and air,” an official description for the new Battlefield 6 Season 1 maps says. “Eastwood turns a quiet villa and golf retreat into a frontline, with land vehicles and helicopters in play.”
Today’s Battlefield 6 Season 1 trailer shows off first gameplay on the Blackwell Fields map and Eastwood map, but it also serves as an update for content fans have already been told to expect. BF Studios previously shared a roadmap for its first seasonal content run earlier this month, revealing three waves of updates that are set to roll out from next week through December 9.
Things kick off with the Rogue Ops update next week, starting with highlights like Blackwell Fields, the Strikepoint mode, Traverser Mark 2 vehicle, GGH-22 pistol, SOR-300SC carbine, Mini Scout sniper rifle, rail cover & LPVO attachments, and more. California Resistance content then follows November 18, bringing the Eastwood map and Sabotage limited-time mode, as well as a trio of new weapons. Finally, Empire State gets the Ice Lock makeover with the Winter Offensive update December 9. We know it includes at least one new tool in the form of the Ice Climbing Axe melee weapon.
Michael Cripe is a freelance writer 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).