Huntdown: Overtime Is a Goofy, Retro, and Delightfully Violent Roguelike | IGN Game Preview

I confess that I had never heard of 2020’s pixelated arcade shooter Huntdown, but after playing (and replaying) through the demo for its upcoming prequel, Huntdown: Overtime, I immediately went back and did so. That’s because I was so completely hooked by the hour or so of roguelike action that I was fiending for more. Playing the original was also a lot of fun, but this followup seeks to improve in just about every way, making it a bit hard to go back. The cheeky retro ‘80’s tone appeals to my thirst for nonsense, the run-and-gun sidescrolling action channels the likes of Contra or Metal Slug, and the roguelike system of upgrades and repeated failure against daunting odds made it extremely hard to put down. I went from this not being on my radar at all, to eagerly anticipating when it comes to Steam Early Access later this year, making this an early contender for my most anticipated indie game of 2026.

You can infer almost everything you need to know about Huntdown: Overtime’s absurd 80s pulp action vibe by its title alone. Taking place in the dystopian, crime-ridden city of Detroit in 2084, you play a cybernetic rogue robocop who battles against flamboyant street gangs like something out of every VHS action movie you’ve ever seen. You’ll go toe-to-toe against the likes of a shirtless bouncer who pummels you with his fists and climbs around on the ceiling like a monkey, to a six-fingered rockstar called Sammy Sixfingers who tries to kill you with an electric guitar while performing a guitar solo in front of a live audience. The whole thing is just incredibly over the top in the right kind of way, making it very easy to replay each section as you try and fail to get through levels in typical roguelike fashion.

It certainly helps that even when you’re replaying through the same series of levels, things are always a little different. For one, the bosses and levels you end up with on each run have a bit of randomness to them in terms of which you’ll get and in what order, which is aided by the fact that you’re given two routes to choose from if you’d like to avoid one you’ve seen more of than you’d like. The levels themselves seem to be procedurally generated as well, and kept me on my toes with slightly different layouts and enemies never appearing in the same order. This procedural component isn’t anything we haven’t seen before, and the level layouts and enemies you’ll find are similar enough playthrough-to-playthrough that you’ll figure out the patterns pretty quick and run out of things to be surprised by (at least in the short section I played).

It actually sort of reminded me of Hotline Miami, reimagined from a sidescrolling perspective.

Combat is also not anything new, modeled after the likes of Contra or Mega Man, where you’re running and jumping through 2D levels blasting everytc hing in sight as you avoid incoming bullets and environmental hazards. That said, though it doesn’t have many new tricks, the formula it apes is extremely polished here, even in this pre-release state. While initially I was dying a lot and felt destined to be outmaneuvered by the numerous gangsters coming after me, it took less than an hour before I was sliding around, flying through the air, and shooting my way through entire sections without taking a single hit. That’s the kind of rewarding mastery I look for in games like this. It actually sort of reminded me of Hotline Miami, reimagined from a sidescrolling perspective, because although you can take more than one hit, there’s something very pleasantly familiar about the crisp gunplay and melee combat, especially when you hit someone with a baseball bat and see their pink, pixelated giblets go soaring across the screen.

The highlight of each run is when you come into contact with the larger-than-life bosses that can be found in each level. Some of these appear in regular sidescrolling levels, whe re maybe someone named Frankie Starsimmon Sr. will attack you with a big ol’ shotgun and leave you with the option to damage her before taking her alive, or just killing her for a lesser bounty. The ability to take bounties alive for an added bonus to your reward is a particularly nice touch that I’m glad to see they added after the original. But things get especially crazy during the boss fights where you go up against someone with a dedicated boss health bar. The main fight in the demo was against a rockstar who used his stage’s pyrotechnics to try and burn you alive, and always had his stagehand nearby to hand him a new electric guitar after he lost the last one trying to hurl it through the back of your head. These fights can be really challenging, as roguelikes are wont to do, and nine times out of ten when I failed a run it was the fault of one of these deadly weirdos. But they were also some of my favorite moments, and made gearing up for the next big fight that much more exciting.

The retreaded ground you’ll encounter as part of the roguelike formula feels especially easy to get through because of the steady stream of unlockables, upgrades, and buildcrafting options that come with each new playthrough. In one playthrough, for example, you might decide to forgo guns for a pure melee weapon build, grabbing perks and upgrades that enhance your close-range combat skills, while in another you might get your hands on a new plasma rifle you just unlocked and blast your way through rows of thugs with ease. Like many of its genre peers, the joy is in having a build come together perfectly so you can bring it to bear against the string of challenging bosses that have been sending you back to the beginning again and again.

The impressive thing about Huntdown: Overtime is that, at least in the full region I played during the demo, I never started a new run without a ton of new stuff to level up and try out. Sometimes that meant I’d unlock a new weapon that could then be found and powered up during runs, while other times it meant buying a certain permanent upgrade that made my healing items more potent, made me move faster, or some other useful boon to give me an edge on my next run. The pace of unlocks and progression felt perfectly balanced so I never felt like I’d hit a wall or had nothing interesting and new to bring into battle next time. It was so easy to immediately go from one run to the next, that even though I originally sat down for a 20-minute session, I ended up playing until I beat every boss in the demo in a single sitting, completely unable to tear myself away when I was sure the next playthrough would bring me victory. And even after I had my first successful run, I then was returned to base to find even more stuff had unlocked that I just had to try, and found myself immediately going straight into my next run just to try out some new stuff. I can’t remember the last time I found myself so instantly hooked!

Even though I originally sat down for a 20-minute session, I ended up playing until I beat every boss in the demo in a single sitting, completely unable to tear myself away.

One thing that piqued my interest after I went back to play the original Huntdown is the fact that this prequel only has one playable character versus the numerous agents you could take on the role of in the first game. While it feels weird to go backwards with the number of playable characters, Overtime’s demo was so polished and finely tuned that I honestly didn’t feel like I was missing much. It seems to be their focusing in on one specific playstyle and trying to make that work extremely well vs. the buffet-style protagonists, each with their own bag of tricks, that was in the first Huntdown.

I wasn’t expecting to end up so completely won over by such a short glimpse into Huntdown: Overtime, especially after seeing its dorky story and retro art style, but you can count me among the believers. For any roguelike fans out there, this is absolutely one to watch.

Google AI Project Genie Allows You to Create Playable Worlds From Prompts, So of Course It’s Been Used to Rip Off Nintendo Games Like Mario and Zelda

Google has begun selling access to Project Genie, an interactive world creation tool that lets you generate playable environments from a prompt — including those featuring Nintendo characters.

The technology is certainly remarkable, as Google’s Genie 3 models playable 3D spaces in real time based upon user inputs, and allows you to run, swim, fly, or ride in vehicles around its AI-generated worlds.

But the AI technology has also launched with a telling lack of restrictions around copyrighted material — which the model also appears to have been trained upon. A preview of the possibilities published by The Verge shows its reporter able to create playable 3D scenes that look a direct copy of Super Mario 64, The Legend of Zelda: Breath of the Wild and Kingdom Hearts.

Footage published on social media shows gameplay clearly based on Nintendo’s actual Breath of the Wild, where a knock-off Link runs around a world similar to Hyrule, and accurately deploys a glider as he leaps off a cliff. Other creations include a generated world with similarities to Rockstar’s Grand Theft Auto.

Right now, Project Genie is limited to generating interactive experiences it can maintain for up to 60 seconds, with a resolution and frame rate capped at around 720p and 24fps. Still, Google is selling access as part of its Google AI Ultra subscription, its top level of access to AI features that costs $124.99 per month when signing up for a three-month package. (Also, Project Genie access is currently just for U.S. subscribers aged 18 or over.)

“Project Genie is an experimental research prototype designed to follow prompts a user provides,” Google Deepmind product manager Diego Rivas told The Verge when asked why the the product generated material that was clearly based on Nintendo intellectual property. “As with all experiments, we are monitoring closely and listening to user feedback.” The Verge noted that its ability to generate worlds based on Mario had subsequently been halted, with a warning message that blamed the “interests of third-party content providers.”

IGN has contacted Nintendo for comment.

The situation feels reminiscent to the rollout of OpenAI’s Sora 2 video model last October, which initially allowed users to generate clips featuring licensed Nintendo and Disney characters, including Mario, Darth Vader, Pikachu and an array of other Pokémon. Shortly after, OpenAI vowed to give copyright holders “more granular control” over the creation of what the company’s boss Sam Altman dubbed “interactive fan fiction.” Less than two months later, Disney said it was investing $1 billion into OpenAI to officially license 200 of its most popular characters for the AI model to use, in a move that the Mickey Mouse owner described as a way to “thoughtfully and responsibly extend” its storytelling.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Crimson Desert Promises the World, But How Much Will It Deliver?

The Legend of Zelda. The Witcher. Dragon’s Dogma. Monster Hunter. Street Fighter. And now, GTA 5? Every time South Korean studio Pearl Abyss shows off a new slice of its upcoming open-world, action-adventure Crimson Desert, I feel like I see a new line of influence. Over the six years since its reveal, we’ve seen a fantasy land akin to one Geralt would explore, puzzle shrines in the sky that could easily hover above Hyrule, and a complex combat system rooted in Capcom classics. But in the developer’s latest lengthy video detailing the world of Pywel, a new surprise awaited us: the addition of two new playable characters to join Scottish Jon Snow-alike main protagonist, Kliff Macduff. With whole skillsets of their own for us to now anticipate getting our heads around, I can’t help but be excited, but also cautiously wary. By trying to do so much, does Crimson Desert risk achieving nothing?

I say this as someone who has had the benefit of seeing and playing Crimson Desert more than pretty much anyone outside of Pearl Abyss’ walls, having visited the studio a few months back for our IGN First. Despite playing a good few hours of it, and having quite a lot of fun with its dynamic systems and satisfyingly flexible action, I still left feeling like I’d only scratched the surface of what Crimson Desert has in store. And I don’t mean that entirely positively – while it’s good to leave a preview knowing there’s plenty more to see, it’s not often you conclude a studio visit still unsure of a game’s big picture. If all those hours of hands-on haven’t successfully communicated what the game is, is something off?

We now know that Crimson Desert’s open world is twice the size of Skyrim’s and larger than Red Dead Redemption 2’s. I’ve put over 200 hours into Rockstar’s Western masterpiece and feel like I still haven’t seen everything, so it’s anyone’s guess how much awaits in this world. Crimson Desert’s Pywel is a gorgeous piece of geography, too, with streets filled with life and rivers running with glistening water. That water is also systemically linked to the gameplay options, conducting lightning magic to electrocute those who stand in it, and is transformed into blocks of ice when struck by freezing spells.

It’s all very impressive on a technical level, but leaves me wondering if this is all part of a “we can put it in the game, so why shouldn’t we?” mentality. From what I played, and from talking to the team, the ability to manipulate the elements won’t necessarily have puzzles or challenges built around them to make it a system you’d legitimately find worthwhile. In Breath of the Wild or Tears of the Kingdom, for example, you know that if you’re taught how to make giant ice cubes, a puzzle shrine will likely follow asking you to put that lesson into action. Nintendo is a developer that has been making games like this for decades now, though, whereas Pearl Abyss is a studio in its relative infancy, having only released MMORPG Black Desert Online so far. By trying to fit everything it can think a player would like to do in a fantasy open world into Crimson Desert, I fear it may be shooting straight for the moon without learning how to get into orbit first.

The power trip is there; I just worry about the rest of the journey.

It all loops back to this latest revelation that not only will we be playing through Kliff’s story, but stepping into the shoes of two new protagonists along the way. The as-yet-unnamed characters with their own (presumably) complex fighting systems look very fun to play as, don’t get me wrong — I’m particularly drawn to the quick dodging, magic-shifting, pistol-wielding woman who appears at first glance to better fit my more rogue-ish tendencies — but it’s yet another layer added on top of an already ambitious cake. I like cake, you can probably tell from a quick look at my face that that would be the case, but when it’s stacked so high that even Bruce Bogtrotter would take a pass on it, I worry it’s a sign that Crimson Desert should not be trying to have and eat it.

The other new playable hero is a hulking, giant axe-wielding brute with a machine gun attached to his wrist. If you’ve been keeping up with Crimson Desert, you’ll know that this isn’t your typical fantasy world, but one where dragons, steam trains, and mechs also roam around. It’s all very exciting in isolation, and genuinely fun to play as your giant metal monsters come face-to-face with helpless medieval soldiers holding only a shield. The power trip is there; I just worry about the rest of the journey.

Story and questing are incredibly important to me when it comes to open-world games. The Witcher’s twisting tales and many memorable side stories are what make The Wild Hunt an all-timer in my eyes. The cast of characters in Red Dead Redemption 2 and the way they weave seamlessly in and out of its world are what make it my favourite game ever. Crimson Desert has a lot going for it — the combat is exciting, the world is diverse and beautiful, and its systems are impressively reactive — but I can’t help but feel wary. Most of the missions I’ve played so far, at several different events, have been castle sieges, often ending in admittedly impressive boss battles. But, they’ve all been relatively thin narrative-wise, aside from an interesting detour to a mad inventor’s lair where he’d built a golden mechanical dragon, as you do. I’ve seen little of what’s going to be the thrust story-wise in Crimson Desert as a whole to get me hyped in that regard, nor met any characters that I feel will get close to my heart. And I can’t help but worry that there’s a reason we’ve seen so little of this world’s story.

Now, with the surprise addition of two extra playable protagonists to get to know on this adventure that is less than two months away, I worry that Kliff and his friends may well be fun to play as stylistically, but contain little substance within them. I’d be very happy to be wrong, though. I’ve been looking forward to Crimson Desert for a long time now, and have had a genuinely fun time whenever I’ve managed to get hands-on with it. I just wonder how all of these well-constructed building blocks will, in turn, create a greater whole. Will its gameplay systems overlap in interesting ways and be built into mission design? Will authorial intent come to the fore, or will I ultimately feel like a kid being dropped into a sandbox of possibilities with direction? I’m excited, just also a little afraid that by trying to be everything, it may end up achieving nothing.

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

After Going Gold, Crimson Desert Developer Deep in Optimization Phase ‘To Make the Game Run as Good as It Possibly Can’ Before Launch

If you’ve seen Crimson Desert’s impressive 15-minute gameplay video, you might be wincing at the thought of it running smoothly on your console or PC. Well, right now, the developers at Pearl Abyss are focusing on optimization to help ensure a “smooth” experience when the game comes out in March.

Crimson Desert is set in a huge and seamless open world packed with enemies, NPCs, and all sorts of things to do. It’s dense with detail, and you can zip around quickly on the back of a dragon. Based on the video, below, Crimson Desert will be a demanding beast — it will be interesting in particular to see how it runs on the Xbox Series S.

According to Will Powers, director of public relations at Pearl Abyss America, the developers are doubling down on the “optimization phase” as we speak, telling former IGN video extraordinaire Destin Legarie in a new interview that this is the focus ahead of Crimson Desert’s March 19 release date.

“We have gone gold. Now comes further, further optimization to make the game run as good as it possibly can,” Powers said. “And that’s as important of a part. So that’s the phase we’re currently in between now and launch to make sure that the experience when players eventually get their hands on the game, is as smooth as possible.”

Powers wouldn’t go into specifics on the graphics settings that will be available on consoles, but did confirm Crimson Desert has PS5 Pro enhancement. You can also turn off the particle effects in settings, although Powers said they do convey important information during fights.

Pearl Abyss built a new engine for Crimson Desert, and Powers explained that it’s capable of providing a 4K60 native presentation, complete with ray tracing, without the aid of graphics technology such as DLSS or FSR. But of course you’ll need powerful hardware to enable it.

“Yeah, we’ll show 4K 60 native, sure, with ray tracing on, that’s not done through DLSS or FSR, that’s done natively in-engine,” Powers said. “And then if you want to further optimize then you can tweak all the settings and do all the things, but we want to show that you don’t have to… like the game itself should be able to stand on its own.”

And on that decision to go with a proprietary engine:

“I’m not going to say that the game is absolutely perfectly optimized, but within the engine it’s using every single thing. So it’s as optimized as it can be within that space. That’s not possible otherwise. And so rendering thousands of trees within draw distance, it does those things better than an off-the-shelf engine could because of that.

“Off-the-shelf engines weren’t able to deliver the uncompromised vision that the developers set forth to create with this game. So, they needed to create their own engine in order to deliver on that vision.”

Crimson Desert’s huge open world has been a topic of debate recently. Pywel is divided into five distinct regions: Hernand; Pailune; Demeniss; Delesyia; and the Crimson Desert itself. The main quest revolves around protagonist Kliff’s journey, but you’re free to explore the world in any order, taking faction-driven quests, large-scale battles, fortress sieges and smaller, character-focused missions.

Pearl Abyss confirmed that as the story progresses, two additional playable characters become available, each with unique combat styles, skills and weapons. Exploration is a big part of the game — you travel on horseback, climb terrain, glide across distances, and later access advanced traversal options such as a missile-firing mech and a dragon. Pearl Abyss said the world is filled with hidden treasures, ancient mechanisms, puzzles and points of interest “designed to reward curiosity and discovery.” As for combat, expect to face enemy soldiers, sorcerers, beasts and machines.

Earlier this month, Powers called Crimson Desert’s open world “absolutely massive,” bigger even than that of Bethesda’s Skyrim and Rockstar’s Red Dead Redemption 2.

Speaking on the Gaming Interviews YouTube channel, Powers said that describing the size of Crimson Desert’s world in terms of numbers doesn’t do it justice, because doing so fails to capture the scope and scale of the game. But he did go as far as to compare it to two of the biggest open-world games around.

“I don’t think numbers really do it justice because, how big is that in terms of scope and scale?” he said. “But what we can say is that the world’s at least twice as big as the open world, the playable area, of Skyrim. It’s larger than the map of Red Dead Redemption 2.”

Powers went on to insist that the size of Crimson Desert’s open world wouldn’t determine its quality. Rather, what you actually do in it is the key factor.

“The continent of Pywel is absolutely massive, but size doesn’t really matter if there’s nothing to do,” he said. “Open-world games are about doing things, having activities, having distractions. So we wanted to create a world that’s not only massive, but is also incredibly interactive.”

Image credit: Pearl Abyss.

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.

NCR Power Armor From the Fallout TV Show Makes Its Way Into Fallout 76 — but You’ll Need to Spend $30 to Use It

Inevitably, the New California Republic Power Armor that made such a dramatic appearance in the latest episode of the Fallout TV show is now in Fallout 76. But rather than sell it via the in-game shop and thus allow players to buy it with Atoms, Fallout 76’s virtual currency, it is only available as part of a standalone DLC bundle priced $30.

In lieu of a brand new Fallout video game, Bethesda has leaned heavily on Fallout 76 to capitalize on boosted interest in all things Fallout following the breakout success of the Prime Video TV show. Fallout 76 has Walton Goggins’ character The Ghoul dishing out quests, for example. There is a New Vegas-style expansion (Season 2 is set in New Vegas — or what’s left of it). And now Fallout 76 has the NCR Power Armor that Maximus uses to fight a pack of Deathclaws in Episode 7.

That NCR Power Armor is a big talking point among Fallout fans for a number of reasons. It’s brand new — we’ve not seen its type in the video games before — and it sparks all sorts of questions about the Fallout lore and what we thought the NCR was capable of. Setting aside the fact that an NCR Power Armor appearance in Fallout 76, which is set before all the other Fallout video games, makes little sense lore wise because the NCR didn’t exist yet, its price has become the big talking point.

The NCR Power Armor is available in Fallout 76 via the Mojave Bundle, which includes the following:

  • Ranger Power Armor Paint
  • NCR Flag
  • New Vegas Neon Sign
  • Ad Victoriam (Super Sledge)
  • Legion Legate Outfit
  • Player Title Prefix – “Advictoriam”
  • Player Title Prefix & Suffix – “Tribune”

The long and the short of it is that if you want the NCR Power Armor, you need to hand over $30 for this entire bundle — a standard practice these days really, where DLC bundles often cost more than entire video games, and items you might not necessarily want are thrown in to improve “value.”

Some fans have said the bundle is overpriced at $30, and accused Bethesda of “cashing in” on the show by not making it available to buy for Atoms, which most players will have stashed away for DLC like this.

“Yeah, the price of the Mojave bundle is ridiculous,” one fan said. “It’s exhausting to watch a studio that once had credibility reduce everything to cash grabs. I guess a lot of people will pay for it anyway. Good luck.”

It’s a sentiment shared by many across the various Fallout subreddits, Steam’s own forum, and social media. “Yeah this is a hard pass for me. Put it in the Atom shop,” said a disgruntled fan. “£26.99 for eight items, two of which are just words!!!” added another. “Then you’ve got two C.A.M.P items, a Power Armor paint, a weapon, plus an outfit with a helmet…. Not even a cheeky few hundred Atoms thrown in! That’s actually peak lmao, but whilst people keep buying it, Bethesda are going to keep selling it!”

“This DLC includes a set of armor that I’m never going to wear because the Legate armor doesn’t fit in thematically with anything, it also includes a flag and a neon sign, none of which are of particular value to me,” reads one negative Steam review. “And with the Burning Sands starter bundle you at least get a free bullet machine. This bundle gives you nothing of value. For me the only reason to pick this up is the NCR Power Armor, which I can understand cashing in on the show, but they clearly didn’t want to put it on the Atom shop for the people who have saved atoms. I would have paid $10 for this item no problem.”

However, not all players agree. Many are pointing to the $30 price point being standard for bundles of this type in Fallout 76 (and in other games), and others are saying you can simply choose not to but it if you don’t like it.

“Is it overpriced? Yes. Is it undervalued? Yes,” countered one fan. “It’s still not predatory, because you can simply NOT BUY IT. You lose out on zero actual gameplay by not buying it. You also don’t gain any gameplay from buying it. If having this bundle gave me some type of advantage in-game, that might be predatory, but this is just another bundle. I’ve skipped plenty of those over the years. This bundle replaced the Atomic Angler bundle, which I believe was also $30. There’s ALWAYS going to be a cash bundle out there. Just don’t buy it. It’s that simple.”

“You know as weird as it is I just don’t mind,” said another. “There’s no gameplay content or quests / locations locked behind the purchase, so far every expansion has been released for free, there’s plenty to do in the game and loads of other cosmetics and camp stuff to get for free or buy with atoms from challenges, the game (imo) doles out tons of Atoms anyway, and from my understanding these bundles typically go on more than 50% off sale pretty regularly.

“So I mean like, whatever, you don’t need to day one buy every single piece of content, if Bethesda releasing these lil whale drops occasionally means the vast majority of the game can stay free for the vast majority of players that’s a good thing. Just be glad we’re not a gacha or a lootbox game or something with actual predatory pricing.”

Bethesda will of course be hoping that as many fans as possible decide that $30 is a reasonable price to pay to patrol the desert of Burning Springs like you’re straight out of the Fallout TV show. Data shows that the show has fueled an increase in player numbers for all Fallout games, with some newcomers dipping into the likes of Fallout 76 for the first time. I imagine in that context, this NCR Power Armor will prove quite popular.

Fallout 76 itself, meanwhile, is free-to-play until February 5, with the Season 2 finale set to broadcast on February 3. If you need to catch up, Amazon has released Season 1 for free on YouTube. If you’re up to date, it’s worth checking out the Fallout co-showrunner’s tease about Season 2, Episode 8, which sounds like it will have a significant impact on The Ghoul, Lucy, and Maximus. After that, be sure to check out IGN’s Fallout Season 2, Episode 7 review.

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 Biggest Magic: The Gathering Crashers and Climbers This Week – January 29

Magic: The Gathering feels like it’s more popular than ever, and with no fewer than seven sets on the roadmap, here’s hoping there’s something for everyone.

The first set of the year is Lorwyn Eclipsed, and it’s pretty darn great, actually. It’s also causing some big changes to card value as players rush to upgrade its precons, particularly the Blight Curse one. Thanks to our friends at TCGplayer, we’ve got a rundown of the movers and shakers kicking off the latest set.

Climbers

We’ll get to the Blight Curse deck in a moment, but this Spider-Man Land is seeing some play since it works with the Dance of the Elements precon.

As Multiversal Passage enters, it can become any basic land you need it to be, entering tapped or being ready to go at the cost of two life. It’s wobbling at around $10 right now, but was half that just weeks ago.

OK, it’s Auntie Ool’s time to shine. The Commander behind Blight Curse deck is all about putting -1/-1 counters on cards, and that makes Nest of Scarabs a great pick since it turns those counters into 1/1 insect creature tokens, too.

It’s reached almost $10 seemingly overnight, and is a nice, obvious inclusion for the precon upgrade package.

Generous Patron is anything but obvious, though. It puts +1/+1 counters on creatures, which at first glance feels like the opposite of what Auntie Ool’s deck will have you doing. Still, the text below reads “Whenever you put one or more counters on a creature you don’t control, draw a card.”

Since that part doesn’t specify which counters trigger card draw, enjoy drawing more cards! It’s reached $12, again almost overnight.

Faeries were popular in Lorwyn’s first go-round, and Bitterbloom Bearer is one that’s particularly sought-after. One variant has appeared in our list of the priciest cards already, and the basic one is going for around $26 right now.

Finally, Pandemonium has spiked to around $14. It’s from the Exodus set, and lets a creature deal damage as it enters play. Almost tempted to put it in my Lord of Pain deck…

Crashers

Gah, so close. I’ve been waiting for Icetill Explorer from Edge of Eternities to drop a little further, and while it’s cheaper than it was a fortnight ago, it’s still around $20.

A perfect inclusion for Landfall decks, it lets you play an additional land each turn and play lands from your graveyard, too.

Lorwyn Eclipsed only has one vampire card, but it got me thinking: How much is Edgar Markov going for these days?

The answer is around $25, but given his power for Vampire decks, he still feels like a must-buy for anyone looking to play a fanged deck.

Remember when everyone went wild for Ragost, Deft Gastronaut? This Lobster makes your Artifacts into Foods, and despite seeing a spike in recent weeks, it is still under $1.

I’ve been tooling up an Eldrazi deck recently, and picked up Sire of Seven Deaths. Its value jumps around a fair bit, but for $19 you can get a 7/7 with (deep breath) First Strike, Vigilance, Menace, Trample, Reach, Lifelink, and Ward – 7 Life. Savage.

Finally, talking of keyword soup, I picked up Atraxa, Grand Unifier. No idea where I’ll play it, admittedly, but it’s sitting around $11 right now, which is much lower than in recent months.

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.

‘Noobini Pizzanini 6-7’ – Story Kitchen’s Next Video Game Adaptation Is a Movie Based on Roblox’s Steal a Brainrot

Video game adaptation company Story Kitchen is cooking up a movie based on the popular Roblox experience, Steal a Brainrot.

As reported by Deadline, the movie studio has announced that it is officially in early development on a feature-length film based on the meme-collecting experience that launched just last May. It’s not exactly Sonic the Hedgehog, Tomb Raider, or any of the other games the studio is known for getting involved in, but it’s still something it’s (mostly) serious about.

“We’re thrilled to bring STEAL A BRAINROT to the big screen,” Story Kitchen co-founders Dmitri M. Johnson and Michael Lawrence Goldberg said in a statement. “Noobini Pizzanini 6-7.”

Deadline says the Steal a Brainrot movie will blend all of the “chaos, comedy, and competitive mischief” that has attracted the 56.6 billion visits the Roblox experience has achieved. Fans have turned up every day since May to buy “Brainrots,” which are essentially meme versions of collectible monsters not unlike Pokémon. Some Brainrots are rarer than others, with players able to generate money, sell Brainrots, and, of course, steal them from other players.

Around 400,000 users are active in Steal a Brainrot as of this piece’s publication, with the all-time peak it reached in October being a whopping 25.8 million concurrent players. Even if you’ve never played Roblox, there’s a decent chance you’ve heard about this particular experience, as multi-instrumentalist and Uptown Funk mastermind Bruno Mars helped put together an exclusive concert for Steal a Brainrot earlier this month.

Story Kitchen is bringing Steal a Brainrot to moviegoers at an unspecified point in the future. The project is in development alongside Do Big Studios and Spyder Games, and it’s led by Johnson, Goldberg, Timothy I. Stevenson, and Elena Sandoval. Think Influence, which represents the creators of the experience, is also involved in the production.

The company has shown interest in the Roblox community before, announcing in November 2025 that it had started putting the pieces together for a movie based on Grow a Garden. Other projects in the works at Story Kitchen include the live-action Tomb Raider show, a Clair Obscur: Expedition 33 movie, a Life is Strange show, an It Takes Two movie, and more.

While we wait for updates on how Steal a Brainrot will bring memes to the movies, you can read about why experiences like Grow a Garden are bringing in millions of players. You can also see where Roblox ranked on the list of the most-played console games of 2025 (and 2024).

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).

Borderlands 4 Finally Gets Photo Mode in Today’s Major Update

Borderlands 4 is getting a major update today, including, among other things, the addition of the long-awaited Photo Mode that was announced prior to the game’s launch, but was allegedly held due to the need to prioritize polishing other elements.

The update was announced via the official Borderlands 4 website, and it isn’t just a Photo Mode being added. Harlowe’s Zero-Point Action skill is getting a rework, and Ultimate Vault Hunter Mode levels will now increase dedicated loot drop levels.

But Photo Mode is the crown jewel here, and it’s available now by restarting your game and downloading the update. Once the update is installed, you can find Photo Mode in the Pause menu while you’re playing. It’ll let you adjust the camera and apply a variety of visual effects including Field of View and Depth of Field adjustments, filters, changing the time of day, and even toggling visibility of elements such as characters or even damage numbers. Entering Photo Mode will also pause the game entirely in single-player mode (sorry multiplayer folks, just doesn’t work that way). There’s a full guide to how to use the Photo Mode and all its settings right here.

Photo Mode was promised for Borderlands 4 way back in June of 2025, with creative director Graeme Timmins saying on social media that while it was planned, the team was prioritizing polishing other core elements, and Photo Mode thus wouldn’t be around at launch.

Below we’ve pasted the full patch notes, including all the other updates to Harlowe and Ultimate Vault Hunter Mode:

Progression and Rewards

Contract Missions:

  • Patrol: Order troops: Now progresses when killing enemies
  • Trace: Scrap Core: The scrap core object is able to be interacted with consistently and the contract from Dominion can now be completed
  • Convinced the Intrusive Thoughts Vile Ripper, Deep State Phalanx, and Breaux Chambeaux Phalanx bounties to show up when a player has taken their contracts

Vault Card Challenges:

  • “Loot or Purchase 10/15 legendaries” Vault Card weekly challenge will no longer reset with a save/load
  • “Loot or Purchase Ordnance” will now increase when conditions are met
  • “Kill enemies with Torgue guns and gear” will now progress when using Torgue legendary grenade Firepot
  • “Kill X enemies with Maliwan guns and gears” and the Maliwan Challenge “Last Wan Standing” will now progress as intended

Challenges:

  • Legendary Forsaken Chaos and Legendary Midnight Defiance have been removed from the Collect All Phosphene Challenge
  • Updated Maliwan status effects to better identify what triggered the status effects, leading to better tracking on challenges

Progression and rewards

  • Addressed a reported issue that was causing travel to Dominion to be locked by a player leaving a transition area in multiplayer
  • “Potty Mouth” Mission: Objectives are no longer blocked when exiting to the main menu
  • Addressed an issue causing unlocked DLC content to be unavailable while offline
  • True Mode is now able to be consistently enabled for newly created level 30 UVHM characters
  • Added a tutorial for True Mode when the campaign is completed
  • Players creating a new character in multiplayer will now receive all intended rewards
  • Addressed a reported issue causing all equipment to be lost when quitting to the main menu during a countdown in multiplayer when switching to solo play
  • Addressed issues with the “Gourd Your Loins” cosmetic reward not being awarded with SHiFT code
    • If you were impacted by this issue the first time around, or you missed these gourd-geous heads during the Horrors of Kairos event, this SHiFT code will redeem your missing cosmetic! This code will not reward anything to those that successfully received their cosmetic rewards the first time.
    • Redeem the SHiFT code below (check out our SHiFT User Guide if you don’t already know how) to get the “Gourd Your Loins” Vault Hunter Head and the “Hex Appeal” Weapon Skin!*
    • THFB3-R9XKK-CFBJW-T33BB-9R3CC
    • *Requires a copy of Borderlands 4, SHiFT Account, and Internet connection. Must redeem by December 31, 2030. One redemption per SHiFT Account. Terms apply.

Vault Hunters

  • Addressed reported issues where critical hit damage sometimes wasn’t being applied to critical hits

Specializations

  • Daredevil: Action Skill Cooldown rate has been adjusted to .5% and a multiplicative Action Skill Damage bonus has been added
  • Runner: Melee Damage bonus is now a multiplicative instead of additive

Harlowe the Gravitar Skill Rework

Dev Note: We’re making several changes to Zero-Point as another step towards making this skill tree feel more satisfying and better balanced relative to Harlowe’s other trees. Because we’re changing the fundamental behavior of Zero-Point to include the old Inertia Augment behavior in the base skill, we want to see how these changes balance out before doing more work in the rest of the tree.

We have our eye on a few other passives that may be candidates for some buffs, but between the recent passive buffs that were implemented several weeks ago, combined with today’s changes, we’ll revisit those in the future once we’ve gathered adequate feedback on the current changes.

Long term, we want to ensure that each Vault Hunter has plenty of build diversity, with each Action Skill having its own pros and cons. If and when we see one falling behind, we’ll continue to explore changes like today’s.

  • Zero-Point (Base Skill): Now includes the benefits of the previous “Inertia” Augment. Killing an enemy in Stasis now resets the duration, searches for a new target, and makes the duration decrease faster
  • Inertia Augment (Changed): Updated to increase Harlowe’s Slam Damage. Whenever she slams an enemy, create Mini Unstable Energy Pocket projectiles that randomly deal Cryo or Radiation damage. Additionally, she also gains increased Status Effect Damage and Status Effect Chance. This effect stacks.

Amon the Forgeknight

  • Amon now consistently deals bonus Cryo Damage when equipping Cryonic Thrum Augment in multiplayer
  • Prevented unintended increases in the number of segments in the Vault Hunter bar when Amon activates his Action Skill
  • Dragon’s Breath now applies properly to Ripper Heavy Weapons with beams
  • Firewall Forgeskill will now block Moon-Maddened Callis projectile attacks

Vex the Siren

  • Addressed the cooldown for Prismatic Ichors sometimes resetting when applying a status effect
  • Phase Pocket Passive no longer resets the Taser underbarrel magazine when using a Vladof Enhancement
  • Healing numbers now present correctly when Specters are using Ripper Legendary Sniper Rifle Tankbuster
  • Addressed Incarnate Action Skill behavior so that it continues to work while using the Vibe Check Capstone with the Legendary Class Mod Technomancer

General Gameplay:

Bloomreaper Boss Fight:

  • Falling into the fog will now consistently kill players instead of having them fall out of the map
  • The purple rift will now only appear after the boss is defeated
  • Addressed an instance of Bloomreaper keeping the Invincible health bar in the second phase
  • Addressed an exploit that would allow UVHM time trial rewards to be obtained while not in UVHM
  • Addressed an issue that would cause the chest for Platinum rewards to be empty after fulfilling the requirements
  • Disc-shooting heavy weapons will now damage Bloomreaper’s crystals
  • Vile Creeps should no longer get stuck in the air

World Events and Bosses:

  • Increased the spawn rate of world bosses in the Punitive Manufactorium area
  • Rewards will now reliably spawn when completing the Airship or The Goredello world events
  • Minister Screw is no longer able to be frozen
  • Toy Pinheads are now affected by singularity grenades
  • Idolator Sol now takes damage from Elemental Hazards created by skills while Bio Armor is broken
  • Vile Lictor’s limbs will now continue to respawn after freezing them
  • Gennifer will now remain inside the refugee even if the player is dying near the area
  • Lowered the amount of Badass enemies spawning in one spot by Electi Safe Collectable
  • Ensured that boss fights consistently reset when all players have died
  • Restored the ability to interact with Fortresses if travel was canceled by leaving a transition area in multiplayer

Loot and Stations:

  • UVH levels now increase dedicated loot drop levels. The higher the level, the higher the chance of dedicated loot dropping!
  • Changed the Respawn Station outside of Umbral Foundry to a Fast Travel station to allow for easier travel to the entrance
  • Prevented loot items from dropping into unintended areas after defeating The Oppressor or killing all enemies in Ripper Drill Site Saw’s Clench
  • Red Chest in Coastal Bonescape will only unlock when all enemies are killed

Mission, Enemy and ECHO Location Updates:

  • Guns Blazing: Arjay will now consistently engage in combat against enemies
  • The Power Ballad of Rodd Vomit: Addressed enemy pathing to reach the player
  • Missions will no longer progress unexpectedly in multiplayer when switching from splitscreen to solo play
  • Radioactive Rail Liner will now attack if players are close to it
  • ECHO Location guidance improvements
  • Rift Champion icon removed from the Compass, with cleaned-up functionality for those icons in the Map

Guns & Gear

Enhancement:

  • Adjusted the Underdog enhancement to only apply to Vladof underbarrel weapons as intended. This will remove an unintended damage bonus that was happening when some guns switched their ammo or element types. We also updated Wombo Combo rockets so they now correctly count as underbarrel damage and receive this boost

Tediore:

  • Tediore Legendary Assault Rifle Chuck now throws properly when the player has over 120% gun reload speed
  • Addressed a behavior that prevented homing on the third gun spawned by Tediore reloads when specific conditions were met
  • Removed extra gun from Tediore shotguns with Ripper magazines

Maliwan:

  • Maliwan Legendary SMG Ohm I Got will no longer consume Energy Shield when Overshield is active
  • Only active element Status Effects will spread when killing an enemy with a Maliwan-licensed part with Maliwan Enhancement and Transfuser Core
  • Singularities now spawn correctly on Maliwan Sniper Rifles with Singularity Grenade Launcher underbarrels

Jakobs:

  • Addressed Jakobs ricochet damage to apply the intended amount of damage on Jakobs weapons

Torgue:

  • Torgue Legendary Pistol Hardpoint will fire as intended with Tediore licensed-part “Shooting”
  • Torgue Legendary Shield Compleation now properly triggers Segment Break armor shield augments

Order:

  • Order Legendary Sniper Rifle Rooker needle projectiles will consistently home in on enemies at a distance with the Callous augment. It will also no longer spawn unintended underbarrel projectiles with Jakobs licensed parts and a Jakob enhancement with Leaper and Bounce Pass

Ripper:

  • Ripper Legendary Shield Watts 4 Dinner will now consistently give the overshield in multiplayer from Overshield drops

CoV:

  • Weapons with CoV magazines now continue to fire when using Bullets to Spare firmware level 3 with the Ventilator enhancement

Daedalus:

  • Daedalus SMGs with the Overcharge attachment and a Ripper Magazine will now inherit the Ripper magazine charge-up time

Atlas:

  • Atlas Sure Shot perk is no longer triggered by Rafa Peacebreaker Cannons Action Skill while equipping a weapon with Atlas licensed parts and the Sure Shot enhancement
  • Updated Tracker Antenna and Trauma Bond to no longer incorrectly apply to gear without Atlas-licensed parts

Ordnance

  • Heavy Weapons now cause damage to BoomBoom Drones during the Callis boss fight

Firmware:

  • Skillcraft will now receive the proper amount of stacks when dealing skill damage to enemies
  • Deadeye 2-piece now functions as intended with intended projectiles
  • High Caliber 3-piece now functions as intended with Atlas Tracker Grenade
  • Get Throwin’ now properly increases Heavy Weapon Ordnance damage

Visual, Audio, and Animation updates to Guns and Gear:

  • Restored prefixes to Tediore Legendary Grenade UAV
  • Order Legendary Pistol Bully with Hyperion Shield enhancement now display with all parts on the item card
  • Repkit will no longer disappear when trying to heal after climbing
  • Corrected animations for Daedalus SMGs with Atlas Underbarrel attachments when switching
  • Corrected audio on the Daedalus Legendary Shotgun Missilaser
  • Maliwan Legendary Shotgun Mantra now shows the Amara Phase Fist when fired
  • Adjusted effects on Maliwan Legendary SMG Ohm I Got and Daedalus Legendary Shotgun Missilaser to be consistent throughout gameplay
  • Adjusted animation on Tediore Shotguns to prevent shell cases from appearing when using secondary fire
  • Tediore weapons no longer explode when thrown if they overlap with water
  • Tediore Assault Rifles and Pistols have consistent laser sights on gear
  • Effects for Vladof Legendary Assault Rifle Whiskey Foxtrot will now expire as intended
  • Adjusted reload animation for Ripper Shotguns with CoV magazines
  • Adjusted Ripper effects when shooting Ripper guns with Maliwan-licensed underbarrel parts
  • Ripper Grenade Transmitter effects have been restored when they are despawning
  • Adjusted missing effects of needles when using the Order Legendary Sniper Rifle Rooker

Audio & Visuals

  • Vault Hunter voices now return to normal after unequipping the Kittycopter head customization
  • Marcus now talks at the proper time
  • The second round of the Goredello will now announce the enemy type
  • Updated various sound effects to play while fighting Bloomreaper
  • Updates to various incorrect or missing VO lines
  • Damage numbers have been removed when continuing to shoot Arjay when the fight has ended
  • Corrected ECHO-4 appearance when using the ECHO-IVIV frame and Nurple paintjob customization
  • Ensured Vex the Siren’s tattoos glow as intended with all skins
  • Melee animations for Rafa the Exo-Soldier will now play correctly in multiplayer
  • Characters can now climb after double jumping at the Abandoned Post Safehouse in the Coastal Bonescape
  • Resolved climbing animations not syncing in multiplayer
  • Using the grapple point by the propaganda speaker in The Howl will now take the player to the roof of the house
  • Adjusted Idolator Sol animations when buying Boss replay in multiplayer
  • Reduced the brightness of Seeker Witness’ laser effects
  • Ripsaw’s rotating blade effect will now disappear after death
  • Minister Screw’s triangle effects now disappear after death
  • Ensured Bruce’s head consistently disappeared in multiplayer during Angry Mob mission
  • Addressed reported instances of NPCs performing their animations early or in the wrong locations
  • Adjusted effects on power cores during the “Powerdrop” Mission
  • Carried items will no longer become attached to a weapon after firing and reloading quickly
  • Adjusted fading distance in the intro
  • Addressed hitching with Vault Hunter saves in the main menu
  • Reduced the number of unused materials throughout the game
  • Prevented Shield Boosters from blocking the screen
  • Trees inside buildings no longer blow in the wind
  • Missing animations when destroying the grate near the Vault Fragment in Tonnage Peel have been restored
  • Unintended transition effects will no longer appear on players outside of Vile Lictor boss arena
  • Fire no longer starts popping when getting closer to Dominion
  • Prevented flickering after opening an Electi Safe
  • Haybales in The Howl no longer show glass VFX when hit
  • House now displays properly during Breeding Daisies
  • The lights on the Candlelight Catastrophe skin now flash consistently
  • Ensured the launch pad in Cuspid Climb is consistent with other launch pad areas
  • The Black Market Vending Machine will no longer have an obstructed view if spawned in Tonnage Peel
  • Lowered several floating items
  • Addressed multiple cases of lootables not being able to be opened
  • Updated various cinematics for consistency
  • Addressed clipping, missing collision, out-of-bounds access, stuck spots, and visual errors in various areas of the game

UI, Text, Localization

  • Sorting in the Customization Menu now defaults to show Unlocked Customizations first
  • Corrected an issue causing the Backpack to appear empty after filtering
  • Repkits now appear as intended in Inventory
  • Addressed a reported issue causing Vault Cards to not update or progress in multiplayer
  • Addressed a reported issue causing Vault Card progress to reset or disappear after a disconnect
  • Vault Cards will no longer carry over progress if the same challenge reappears after the daily reset
  • Updates to Vault Card UI
  • Various optimization updates to UI
  • Addressed various reported issues with scroll bar, sorting, and menu UI
  • Updated localization, various text descriptions, subtitle timings, icon visibility, and alignment across the game
  • Material thumbnails in the Customization menu now appear correctly
  • Updated Credits

Splitscreen

  • “Flip Card” functionality has been restored after level transitions
  • Corrected various scrolling issues in the Vault Cards Menu during splitscreen
  • Corrected a case of a persistent “Logging in” message when a secondary player joins splitscreen
  • The Golden Chest will no longer get stuck with the “Transaction in Progress” message when the secondary player leaves after opening
  • Both splitscreen players will now see all mission items during “Breeding Daisies” mission
  • Resolved an issue with Recent Friends not functioning as intended when a player is added to splitscreen during gameplay
  • Adjusted Vault Card UI to prevent overlapping or not displaying the entire Item Card
  • Vehicle FOV will now change for both players
  • Adjusted nameplate text sizes to scale correctly in splitscreen
  • Updated various UI elements for correct placement and to prevent overlapping

Player Experience

  • [Console Only] Several instances of incorrect gear meshes have been corrected on consoles
  • [PC Only] Adjusted default mouse sensitivity and added a setting option to disable mouse smoothing
  • Blended facial animations for better optimization
  • Visual optimizations for Jakobs Legendary Shotgun Rainbow Vomit
  • Optimizations to Mission Menu
  • Various improvements to stability and optimization

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Magic: The Gathering’s Lorwyn Eclipsed Booster Box Is Already Discounted

Magic: The Gathering has a frankly ridiculous schedule for 2026, but while the Teenage Mutant Ninja Turtles, The Hobbit, Marvel heroes, and Star Trek are on their way, we’re starting the year with Lorwyn Eclipsed.

An in-universe set that’s seeing positive buzz already, thanks to being a return to a fan-favorite plane and the fact that there’s no City Pigeon or Hot Dog Cart in sight, it launched on January 23 but is getting a discount already.

Amazon is offering a Play Booster Box of 30 packs for $129.98, a 21% drop from the list price of $164.70.

Save On Magic’s Latest Set Right Now

Some quick math will show you that with this discount, you’re paying $4.63 per card. That’s a drop of almost a dollar per pack, going by the per-pack pricing of $5.49.

That’s a lot of cards, and it might even be worthwhile splitting a Play Booster Box with a friend at this price.

Amazon’s been on a bit of a tear recently with Magic deals. In the last few days we’ve seen discounts on the upcoming Teenage Mutant Ninja Turtles Play Booster Box, as well as the same product for Edge of Eternities – one of Magic’s most underrated 2025 sets.

Picking up a Lorwyn Eclipsed Play Booster Box is a great way to fill out your collection, or upgrade your Commander Decks. Speaking of which, we’ve taken a look at the new decks in our guide.

For more on Lorwyn Eclipsed, be sure to check out our list of the best chase cards in the set right now, as well as a look at all eight creature types in the new set.

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.

Rainbow Six Siege Tease Sees Splinter Cell Meet Metal Gear Solid as Solid Snake Is Revealed as New Operator

Rainbow Six Siege is getting a Metal Gear Solid crossover, as Ubisoft is teasing that Solid Snake will appear as a new Operator in Year 11.

A 15-second clip for the tactical action game’s next roadmap lays it on thick, showing not just a faceless body wearing a familiar sneaking suit but a Metal Gear Solid 1-style Codec Call from none other than Splinter Cell star Sam Fisher. It’s the kind of crossover fans have dreamed about for decades, brought to life as Ubisoft teases a full reveal for the Year 11 roadmap that’s scheduled to take place next month, February 15, at 8 a.m. PT / 11 a.m. ET on the Rainbow Six Siege Twitch page.

It’s unclear if today’s tease is just for the Solid Snake Operator or if fans should instead expect a selection of skins from Konami as well, but judging by the fanfare surrounding the reveal, it looks like Ubisoft went all out for this latest collaboration. Either way, the Solid Snake teaser marks what is likely the most exciting Operator in the last 10 years.

There were some early signs that Rainbow Six Siege could soon meet the world of Metal Gear Solid. Reputable dataminer @Shiiny77 suggested a collaboration was in the cards for Year 11 Season 1 just last week, teasing that “it is not just a skin collaboration” like fans have seen in the past. Insider Gaming later said it was able to independently verify the leak as well.

“There is so much out of this collab and the season itself, its so packed,” @Shiiny77 added at the time.

Metal Gear Solid may be one of the wildest crossovers for Rainbow Six Siege so far, but it’s far from the first. Other recent collaborations have brought the Attack on Titan and The Boys universes into the fold with various cosmetics for existing Operators. Splinter Cell didn’t launch with the game when it first launched back in 2015, but Sam Fisher did go on to get his own Operator in the form of Specialist Zero in 2020.

We’ll learn more about what this official meeting between Solid Snake has in store February 15. In the meantime, Rainbow Six Siege recently received a massive 10-year update to become Rainbow Six Siege X. You can check out why we think it’s now an 8/10 in our review.

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).