Riot Games is reportedly working on a total makeover of League of Legends, according to Bloomberg.
The upcoming overhaul is allegedly called “League Next” and will be an update to the existing League of Legends rather than a standalone game, though it sounds like it’s effectively a remake. Bloomberg suggests that the update will fully revamp the game’s visual aesthetic including hcaracters, UI, and arenas. There will also be adjustments behind the scenes to help make future updates smoother. It is unclear at this time if the changes will impact game mechanics.
The report suggests that League Next is planned for release in 2027, and will be the biggest update to League of Legends in the game’s nearly two-decade-long history.
Bloomberg also claims that Riot has announced an internal reorganization, but did not provide any further details on how this will impact the studio at this time.
League of Legends was first released in 2009, and in a rare feat for a game that old has remained wildly popular ever since. It’s a multiplayer online battle arena, a MOBA, originally inspired by Warcraft 3 custom map Defense of the Ancients, and played a massive role in pioneering and popularizing the MOBA genre. It has gone on to inspire a number of spin-offs, including digital card game Legends of Runeterra, a mobile version of the game called Wild Rift, and a popular TV series: Arcane.
Bloomberg reports that League of Legends still has over 100 million players each month. The game also continues to be one of the world’s biggest esports, with the finals of its World Championship hosted in 2025 in China reaching 6.7 million viewers virtually.
League of Legends has remained so big for so long that we actually re-reviewed it years after our initial 2009 launch review…in 2014. At the time, we said it was “an amazing and intense MOBA with great depth, tons of character, and a huge community.”
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
Rabbids: Takeover Codes will help you whether you’re playing as the supportive Chef, or in the attacking Pirate or Ninja roll. When you redeem codes for Rabbids: Takeover, you’ll be able to use them in the shop to purchase items including weapon packs, stickers, and cosmetic items. So if you ever wanted to slap a Rabbid or use Hot Sauce to take them down while dressed as Edward Kenway, this is your opportunity.
Working Rabbids: Takeover Codes (December 2025)
Use these currently active codes:
TIXINVASION – Free Tickets x350
Expired Rabbids: Takeover Codes (December 2025)
There are currently no expired codes for Rabbids: Takeover, so use the above one before its too late.
How to Use Rabbids: Takeover Codes
Ready to redeem the codes above? Here’s what you need to do:
Wait until the round is over and intermission has begun
Click on the green shopping cart icon at the bottom of the screen
Copy the code from this article and paste it into the “Enter code here…” bar
Click “Redeem”
Why Isn’t My Code for Rabbids: Takeover Working?
When a code doesn’t work for Rabbids: Takeover, it’s usually because of two reasons:
The code for Rabbids: Takeover has expired
There’s a spelling mistake or an additional space in the code
Codes for Roblox experiences are typically case-sensitive, so the best way to ensure you’ve got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they’re working. Just double-check that you haven’t copied over an extra space!
How to Get More Codes for Rabbids Takeover
We regularly check and test new codes for popular Roblox experiences, so the best way to get more codes for Rabbids Takeover is to visit this article. But if you want to search for codes yourself, you can visit the Rabbits Takeover community on Roblox.
When Is the Next Update or Event in Rabbids Takeover?
Rabbids Takeover was last updated on December 18, 2025. There are no new updates or events currently announced, but if that changes, we’ll update this article. Addiitonal collaborations beteween Ubisoft and Roblox have been teased, however, with Assassin’s Creed and Splinter Cell announced as future collaborations to look out for.
Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.
Naughty Dog is allegedly requiring most of its developers working on Intergalactic: The Heretic Prophet to work a minimum of eight extra hours per week, in an effort to meet a deadline for an internal demo that will be reviewed by Sony.
This is according to a Bloomberg report, which claims that beginning in late October, Intergalatic developers have been required to work at least eight hours a week, though not more than 60 hours total per week, and to log their time in an internal spreadsheet.
Those developers have also been asked to work from the office five days per week, where previously the requirement had only been three days per week, with up to two days work-from-home. This has caused some to have to scramble to find childcare and pet care arrangements that were previously not needed.
The mandatory overtime is in service of finishing an internal demo in time for a review by Sony, after said demo missed multiple deadlines. Intergalactic: The Heretic Prophet does not currently have a public release date or window set, but Bloomberg’s report suggests internally it is targeting mid-2027.
The report concludes that the mandated overtime ended this week, and Naughty Dog will return to just three days a week mandated in-office ithrough the end of January, with a more detailed schedule to come.
Naughty Dog has been notorious for crunch over the years on series such as Uncharted and The Last of Us, with the studio even openly hiring for individuals who would be willing to crunch. In 2021, studio co-presidents Evan Wells and Neil Druckmann addressed the issue in an interview with Game Informer, saying that while they wanted to prevent burnout, they didn’t want to impose a one-size-fits-all restriction on employee passion and creativity. That same year, the studio hired a number of producers specifically tasked with alleviating workload. However, many of those producers have reportedly since left the company, and some employees have apparently already worked long hours to finish Intergalactic’s first trailer, which debuted at The Game Awards last year.
Druckmann has referred to Intergalactic as the most “ambitious” “expansive” and “expensive” game Naughty Dog has ever made. “What can I say and not say? I can tell you we’re in the thick of it. We’re making it, we’re playing it. We’re firing on all cylinders.”
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
Following multiple days of criticism from fans and fellow game developers over the studio’s use of generative AI, Baldur’s Gate 3 and Divinity maker Larian Studios CEO Swen Vincke has announced an AMA (Ask Me Anything, typically on Reddit) in the new year, inviting people to ask members of different Larian departments “any questions you have about Divinity and our dev process directly.”
In a post to Twitter/X, Vincke said that since the announcement of the studio’s next game, Divinity, at The Game Awards last week, “a lot has become lost in translation.” He continued, saying that “Larian’s DNA is agency” and said it would be irresponsible of the studio not to “evaluate new technologies,” presumably referring to the generative AI discussion that started the controversy. But he also appeared to backpedal somewhat on the idea, adding that “our processes are always evolving, and where they are not efficient or fail to align with who we are, we will make changes.”
Vincke’s full statement is below:
It’s been a week since we announced Divinity, our next RPG, and a lot has become lost in translation.
Larian’s DNA is agency. Everything we work towards is to the benefit of our teams, games, and players. A better work day, and a better game. Our successes come from empowering people to work in their own way and bring the best out of their skill & craft, so that we can make the best RPGs we can possibly make.
In that context, it would be irresponsible for us not to evaluate new technologies. However, our processes are always evolving, and where they are not efficient or fail to align with who we are, we will make changes.
To give you more insight, we’ll do an AMA featuring our different departments after the holiday break, in which you’ll get the opportunity to ask us any questions you have about Divinity and our dev process directly.
We’ll announce the date in the new year. In the meantime, I wish you all happy holidays!
Vincke’s statement comes in response to criticism of his own remarks in interviews following the announcement of a new Divinity last week. In a Bloomberg interview, Vincke admitted that Larian has been pushing generative AI internally, even though it hasn’t led to gains in efficiency or speed. Some examples given included using the technology for brainstorming, PowerPoint presentations, pitching concept art, and writing placeholder text.
In response, a number of players across various social platforms, as well as game developers and even former Larian employees criticized the studio, arguing that the listed uses for generative AI at Larian either seemed like things that didn’t benefit from generative AI at all (such as placeholder text), or alternatively were key parts of the artistic process and would suffer from not having humans at the helm throughout (concept art).
Vincke then responded with multiple statements, one given to us, and another posted on Twitter/X, where he claimed that critics were misunderstanding what Larian was doing and that “We are neither releasing a game with any AI components, nor are we looking at trimming down teams to replace them with AI.”
We also had our own interview with Vincke about Divinity, which you can read in full here.
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
The Game Awards included a reveal trailer for NO LAW, a cyberpunk first-person shooter from developer Neon Giant and publisher Krafton that’s coming to PC, PlayStation 5, and Xbox Series X|S. The trailer gave us a first look at the sleazy, lawless city of Port Desire and ended on a line that hints at the game’s tone: “Reap what you sow.”
You play as Grey Harker, a seasoned military veteran who barely survived his last deployment. So he decided to leave war behind to lead a life of peace and gardening, but of course, that peaceful life wasn’t in the cards. Trouble came knocking on his door (or more like bulldozing through it), and now it’s time for some payback.
Trouble isn’t exactly rare in Port Desire. As the trailer says, it’s a city with no laws and no oversight. It’s located on the coast where the borders of three nations meet, leading to a melting pot of both people and environments. There are seedy areas soaked in neon, tall buildings that stretch into the smog-filled sky, as well as lush areas where the jungle has started encroaching on the city. And you’ll see all of it as you travel across the dense open-world city.
The Mayors have used violence and intimidation to establish a kind of order, but it’s tenuous at best. Everyone is out for themselves, justice is self-defined, and you’re seemingly always one step away from crossing the wrong person. In this den of danger and vice, Grey’s decisions are up to you.
The open-ended story of NO LAW evolves depending on the decisions you make. Will you help and protect those who need it? Or will you take what you want when you want it, whoever gets in your way be damned? These decisions have consequences, and each decision and consequence compound on each other to make each playthrough different. After all, “reap what you sow” doesn’t just apply to the people who’ve wronged Grey. It also applies to you, the player. This is the kind of story where it won’t be possible to see every path and outcome in one playthrough, and your relationships will be shaped by your choices.
Grey’s morality isn’t the only thing you’ll have control over. It’ll also be up to you how to approach combat, with several tools at your disposal. Having been in the military, Grey has training in gunplay, stealth, and hacking, but you’ll be the one to decide if he should specialize in one of these paths or be a jack-of-all-trades. He can stick to the shadows and strategically eliminate foes, use devices and hacking to outsmart them, or say to hell with all that and just rush in guns blazing, driven purely by rage.
The trailer shows some of that in action, including sneaking through vents to get the drop on enemies from above, using a device to map a room, and facing a giant mech in a 1-on-1 shootout in the street using explosives in the environment. You can also see in the trailer that environments are built with verticality in mind, providing ample opportunity for both catching enemies unawares and violently kicking them off elevated surfaces to their deaths.
This is the first look at NO LAW, but there are sure to be many more details revealed in the future. No release information was given, but we know it’s coming to Steam, Epic Games Store, PlayStation 5, and Xbox Series X|S, and it’s available to wishlist now. If you want to get the latest updates on its progress, you can follow NO LAW on Discord, TikTok, Instagram, YouTube, Twitter, or Facebook.
When I sat down to play High on Life 2 for the first time, I was optimistic but also slightly skeptical. I’m hardly alone when I say that I loved the first one – it was a rare example of a genuinely funny game and it happened to be an excellent first-person shooter to boot. But making sequels to comedies is no sure thing – just look at the long list of great comedy films that got bad follow-ups. How would a video game comedy sequel fare?
If the hour of High on Life 2 I played is any indication, it’s got a great chance to be as funny as – and possibly even more fun on the gameplay side than – the 2022 original. In that hour alone, I wandered around a beautiful beachside alien town, met a semi-depressed new gun named Travis and got completely wasted with him, impressed some alien teenagers with my skateboarding skills, circumcised a giant alien phallus with a laser, stole the fedora from the 1996 movie Dunston Checks In, tried (unsuccessfully) to solve a murder mystery, and bounty-hunted a billionaire who, yes, met his demise. Did I laugh along the way? Yup. Is the first-person shooter combat improved from the original? Certainly. Did I appreciate the variety of gameplay within this small slice of the campaign? Most definitely yes. Like I said, I went in optimistic, but when my demo ended I was more excited than ever for High on Life 2’s February 13, 2026 release.
Skate or Die
I began in Pinkline Harbor, a beach town with a bar, a skate shop, a bar and grill overlooking the sea, and more. It didn’t take long for me to find trouble, as a pair of fellow bounty hunters accosted me and eventually recognized me as a mark with a big bounty on my own head. After taking them out, the bottleneck was clear and I was free to explore the harbor.
This gave me my first taste of High on Life 2’s new traversal mechanic: skateboarding. I’ve played a lot of first-person shooters in my day, but I’m not sure I’ve ever played an FPS with skateboarding in it until now. And I have to say, I love how developer Squanch Games has implemented it here. It’s basically your run function. When you press the sprint button, your outlaw hero deploys their board and starts riding. You can grind on rails to really get around the open playspaces faster, and you’ve got momentum like an actual skateboard does, too, allowing you to catch air if you’re skating in, say, an empty pool on a cruise ship. I’m really interested to see how the skateboarding gets utilized throughout the campaign; I already saw it incorporated into a basic puzzle in my demo.
I’m not sure I’ve ever played an FPS with skateboarding in it until now.
After solving that simple locked-door puzzle with the help of my skateboard, I cruised into Pinkbellies Bar and Grill and met Travis, a down-on-his-luck alien (who happens to be a gun) who’s getting drunk at the bar after a fight with his wife. It’s here we see a welcome tweak to the first High on Life: you now have dialogue choices for each of your gun characters; if you choose one that’s from a different gun than what you’re holding, you’ll put that gun away and take out the one whose response you’ve chosen. This allows for plenty of funny options, and while I wouldn’t say this alone encourages replayability, if you do happen to run through High on Life 2 more than once, at least you can ensure that you won’t hear all of the exact same dialogue.
Hold Your Liquor
You’ve got to keep Travis happy as you pretend to be his drinking buddy, as he’s got a spare ticket for the cruise ship you need to get aboard, since that’s where your target – the billionaire Larry Pinkstock – is believed to be. And so there’s a literal Happy-O-Meter that you’ll fill by dancing in a DDR-like minigame, playing darts while hammered, and drawing a portrait of Travis. Naturally, this leads to a bar fight and you vomiting and blacking out and waking up on the beach. Did my actions during any part of this gameplay sequence seem to really matter? Not really. But did I laugh throughout it? Absolutely.
Naturally, getting aboard the ship isn’t as easy as simply walking onto it; you’ll need to fight your way through some more bounty-hunting bad guys. This battle gives you a good sense of how traversal – from the skateboard to using Knifey as a grappling hook – is organically woven into combat. If you keep moving you’ll be tough to bring down, particularly when you mix in frequent use of each gun’s special attack; they’re each on a cooldown, so you can’t spam them. Combat definitely feels more layered in this sequel than it did in the first game. In other words, you’ve got more options at your disposal in any given encounter, and that’s a good thing.
Combat definitely feels more layered in this sequel than it did in the first game.
Once aboard the ship, called the Pinkline Panacea, you’ll need to give up your guns at the security checkpoint before enjoying the perks of your VIP ticket – which includes the highlight of the evening, a murder mystery party. Thus, getting dressed up for the big event is a must, so Travis buys you both wild, matching Austin Powers-looking purple suits from a vendor who looks suspiciously like an alien version of John Waters.
Laser That Wiener
Anyway, I needed to get my friends – aka my guns – back, and so Travis and I wandered into Pinkstock’s museum to search for them. We didn’t find them, but we did find the fedora worn by Dunston the orangutan in Dunston Checks In, which Travis instantly became obsessed with. So, how to get it for him without alerting security? Well, as luck would have it, the adjacent museum piece is a giant alien phallus, set up for museum patrons to circumcise using the circumcision laser. I won’t spoil the puzzle solution, but let’s just say that yes, I did get Travis that fedora. And acquiring it was a very funny process.
More exploration of the ship led us to the Lido Deck, where a gang of unruly teens had managed to get their hands on Knifey. And in a clear humorous nod to Tony Hawk, the teens agreed to return Knifey – if I showed off my skateboarding skills by collecting the letters scattered around the deck…that happened to spell out the word “gonads.” L-O-L. And as you can already see, High on Life 2 is chock full of variety, and I haven’t even told you about the best part of my demo yet…
Whodunnit?
After battling some more bounty hunters on the Lido Deck who were looking to cash in on the price on my head, I made my way back to my cabin and passed out before the party. Once we got to the VIP murder mystery bash, I found four strange fellow guests, and soon our mysterious host appeared.
I expected a very light bit of clue-gathering in this sequence, and if that’s all it had been, High on Life 2 still would’ve earned points in my book for continuing to mix up the gameplay. However, developer Squanch Games had other ideas. The murder mystery is no joke, both tonally and difficulty-wise. The team clearly took this section very seriously, and as such you’ll need to talk to all four suspects repeatedly, scour the room for both obvious and hidden clues, make notes in your on-screen notepad, and eventually not just accuse one of the four, but have collected enough evidence and made enough connections to establish a motive and credibly pin the crime on one of them. I’m purposely not going to say any more about this because I don’t want to spoil any of it for you, but I’ll admit that while I did end up accusing the correct person, I hadn’t solidly established a motive, and thus, I failed to solve the murder mystery. I can’t wait to play this again in the final version of the game in order to take another crack at it.
Who’s the Boss?
I escaped the murder mystery via a water slide that took me to the lower deck. This led to another big battle where I got to test out another new weapon in High on Life 2: the Flint Turtles. They’re temporary-use pickups in the practical sense, and in the literal sense, they’re adorable reptiles who happen to breathe fire, making for convenient single-use flamethrowers. One miniboss fight and a few more rounds of regular combat later and I finally found myself at the end of my demo in a proper boss fight against Kreg, the leader of the bounty hunter gang that had been harassing me throughout my demo.
Kreg proved to be a pretty traditional first-person shooter boss foe. He had attack patterns to learn and weak moments where I could really let him have it. I wouldn’t say this fight was better than the excellent boss battles in the first High on Life, but it was an engaging enough encounter.
All told, I was pleasantly surprised by my hour with High on Life 2. Not surprised that it was good, to be clear – I expected that – but rather delighted by just how nicely the gameplay has evolved from the first game, and how much smart, funny, and unexpected variety there was throughout the gameplay. I wasn’t simply shooting the entire time. Far from it! If the whole of High on Life 2 matches what my one-hour slice brought to the table, then it’s going to be a very welcome addition to Xbox – including Game Pass on day one – PC, and PS5.
Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.
Last Sacrament Special reunites writer Alex Paknadel and artist Troy Little for a new 48-page adventure. This issue is again a collaboration between comic book publisher Oni Press, game publisher Devolver Digital, and development studio Massive Monster.
Here’s Oni’s official description of the special:
Following the events of CULT OF THE LAMB: THE FIRST VERSE and October’s CULT OF THE LAMB: SCHISM SPECIAL #1, the cult is decimated and its faith shaken in the wake of a shocking and bloody betrayal. Power, duty, and determination will all be tested as Lamb must reckon with the remaining threats of the Old Faith. Meanwhile, Ratau—still firm in his faith in the Red Crown—tries to protect and guide Lamb’s remaining followers and undermine the blasphemy of the rival camp. As The One Who Waits prepares their return, great sacrifices must be weighed for the future of the Cult of the Lamb.
Cult of the Lamb: Last Sacrament Special #1 will be released on March 4, 2026. You can preorder a copy at your local comic shop.
Nintendo has finally won damages in a Wii Remote lawsuit it’s been fighting since 2010, over an unofficial controller that infringed on the company’s patents.
15 years on, Nintendo has claimed victory in its extremely long-running battle against Bigben Interactive (since renamed Nacon), and has been awarded a judgment worth $7 million (around $8.2 million). The actual damages Nintendo has been awarded count for around half the amount, while the rest is made up of interest, since the case has dragged on for so long.
Why has it taken a decade and a half to sort? As reported by GamesFray, Nintendo won an early ruling on the case back in 2011, though Nacon has been able to delay a further decision on damages until now. And the matter still isn’t over, as Nacon is now appealing the verdict — holding off on paying for even longer.
Back in 2010, Nintendo said a third-party Wii controller made by Nacon, then Bigben, infringed on its own patents and had caused the company to lose money. Without that third-party controller on the market, Nintendo argued, customers would have otherwise bought more of its official Wii Remote instead.
In response, Bigben said that customers could have chosen other third-party controllers as well as its own, so Nintendo couldn’t claim it would have definitely lost out. But Nintendo ultimately won this argument, as a court decided that the company’s patents were strong enough that no other third-party controller could have been made without others infringing on Nintendo’s patents also.
If nothing else, this latest development shows that Nintendo is nothing if not persistent. And if the company does want to pursue you, prepare to still be fighting, three console generations later.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Landing in August, Edge of Eternities adds a space flavor to Magic, and comes with two great preconstructed decks. Now, thanks to a discount at Amazon, you can save on a bundle of them with two for each player.
Two of Magic’s Best Commander Decks Are Discounted Before Christmas
Not only did Edge of Eternities mark a surprising left-turn into a space opera, but it also introduced two great Commander decks – Counter Intelligence and World Shaper.
The first is all about proliferating counters to power up your creatures, using Kilo, Apogee Mind to basically keep those tokens coming every time it’s tapped.
World Shaper, on the other hand, is all about playing lands to trigger Landfall effects, while also using cards to cheat them out of your graveyard for near limitless expansion of your army.
Both are great decks in themselves, but this bundle nets you two of each for an ideal playset for two players just starting out in Commander. It’s down to $121.55, a drop of 32%, which brings each deck down to around $30.
Given World Shaper is currently selling for $43 on its own, while Counter Intelligence is $36 (and that’s on sale), you’re getting a great deal here, allowing you to open up the decks and play right out of the box with a friend – or sell two of them on to buy singles to upgrade with.
And that’s saying nothing of the Collector Sample Pack in each, which includes a pair of cards in rare treatments.
All in all, this is a great deal for anyone curious about Edge of Eternities. It’s also still the last wave of Commander decks from 2025, given they weren’t offered in Spider-Man or Avatar.
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.
FIFA has announced its next soccer game will be published in partnership with Netflix and developed by new studio Delphi Interactive.
Following the end of its partnership with EA in 2022, FIFA announced it was working on a portfolio of Web3 games ahead of the FIFA World Cup Qatar 2022, but it has been pretty quiet since then. According to its president Andy Kleinman, however, Delphi has been working for the past 30 months “to continue the legacy of one of my favorite video games of all time, FIFA.”
Delphi, seemingly established in 2023, hasn’t yet shipped a game, but describes itself as “the architects” behind 007 First Light and “uncompromising about quality.”
While we haven’t seen any screenshots yet, let alone gameplay, a press release claims the game will be “fast to learn, thrilling to master, and built for anyone to jump in,” and playable — either solo or online — without a controller, as “all you need is Netflix and your phone.”
“Football is the biggest thing in the world. As lifelong FIFA fans, we’re honoured to help usher in the bold, next generation and reimagine the future of the franchise. Our mission is simple: make the FIFA game the most fun, approachable, and global football game ever created,” said Casper Daugaard, founder & CEO of Delphi Interactive. Kleinman called it “one of those pinch-me” moments and hailed the project as “a historic exclusive partnership to launch the next generation of the FIFA football simulation titles.”
“FIFA is very excited to team up with Netflix Games and Delphi Interactive ahead of the FIFA World Cup 2026,” added FIFA President Gianni Infantino said. “This major collaboration is a key milestone in FIFA’s commitment to innovation in the football gaming space, which aspires to reach billions of football fans of all ages everywhere in the world and will be redefining the pure notion of simulation games. Our reimagined game truly marks the beginning of a new era of digital football. It will be available for free to Netflix members and is a great historic step for FIFA.”
Partnering with Netflix and enabling soccer fans to get involved “with just the touch of a button” does sound like the sports sim will be more accessible to a casual audience. However, Netflix stresses the game will only be available “on select TVs in certain countries.”
As Netflix subscribers can presently only play games in the U.S., Canada, United Kingdom, Spain, Mexico, France, Italy, Poland, Netherlands, Sweden, Belgium, Switzerland, Austria, Ireland, Finland, Germany, South Africa, Australia, and New Zealand, that leaves a lot of soccer-loving countries without access. And while Netflix’s CEO claims the game will be playable for “free,” it’s not entirely clear if this access will be paywalled behind certain subscription tiers.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.