The 10 Most Valuable Spider-Man MTG Cards That Collectors Are Already Chasing

Marvel’s Spider-Man set for Magic: The Gathering has finally swung into stores (after its recent prerelease), and the unique combination of comic book icons and fun new play designs is making it pretty popular so far.

So popular, in fact, that one rare card has already sold for $10,000, while others are also making a strong case for collectors themselves, tallying in the hundreds for market value. That’s at least for now, as these values could still change wildly in the coming weeks.

Yet, suppose you were hoping to snag these rare cards without dropping a fortune, tough luck, as standalone prices on these bad boys likely won’t change that much.

Collector Boosters were the only real shot to pick them up, and they’ve already vanished from shelves. The only ones left are with online resellers, who are asking over $1,000 for a box of just 12 packs.

So if you’re opening packs this week (particularly if you were lucky and snagged some Collector Boosters before the rush), these are some of the priciest cards to look out for, courtesy of data from our friends at TCGPlayer.

10 – Gwenom, Remorseless (Extended Art)

Kicking off the list with a banger, Gwenom, Remorseless is a Venomized version of Gwen. It’s 4/4 with Deathtouch and lifelink, which lets you spend life to play extra cards from the top of your library.

It’s a neat idea, and one I’m curious to see players build around. The card is around $37 right now.

9 – Gwen Stacy/Ghost-Spider (Borderless)

Sticking with Gwen, but a much less spooky version, this borderless card shows our heroine relaxing before flipping into action against Electro.

Gwen Stacy/Ghost-Spider (Borderless) is around $40 for the nonfoil and double that for the foil.

8 – Miles Morales/Ultimate Spider-Man (Borderless)

Another transforming Spidey card, this version of Miles Morales powers up other cards and then transforms into a camouflaging web-slinger with first strike and haste.

He’s sitting at around $40, but you can expect to pay $70 for the foil.

7 – The Soul Stone

We’ll see this card again very soon, but The Soul Stone is not only a piece of Marvel history – its card is exciting in its own right.

To play it, you’ll exile a card in order to trigger its ‘Harness’ ability, which essentially brings a creature card back from your Graveyard every turn. It’s going for around $85.

6 – Miles Morales/Ultimate Spider-Man (Borderless)

This version of Miles Morales is the same as the prior one on this list in terms of play functionality, but it has an awesome reverse that looks like a comic book cover.

It’s pricier, too, currently fetching close to $150.

5 – Peter Parker/Amazing Spider-Man (Borderless)

He had to show up eventually, right? This card looks like the iconic moment Peter Parker gets bit by a spider on one side, and his first appearance alongside Marvel’s Fantastic Four on the other.

It’s currently sitting at around $200, and could climb.

4 – Eddie Brock/Venom, Lethal Protector (Borderless)

This Eddie Brock/Venom, Lethal Protector card is another one with a comic-book cover on the flipside, and the iconic antihero is fetching a mean price at $200.

As for gameplay, Venom lets you sacrifice cards to draw and play other spells, potentially shifting your board state pretty quickly.

3 – The Soul Stone (Borderless)

Yes, there’s a less flashy version of The Soul Stone, but this Thanos artwork looks amazing. The Borderless version of the card is currently going for around $4,000 on TCGPlayer, but the site lists its market value as closer to $1,000.

2 – Spectacular Spider-Man (Various)

The Spectacular Spider-Man cards from this set were bound to be popular, both because the card is great and its artwork is awesome, but if you have a textured foil one, you might be in for a windfall.

There are five to get, starting at around $850 for the Future Foundation Suit and the Spider Armor MK 1 Suit, while The Black Suit variant can fetch around $950.

The Six-Armed Spider-Man suit is worth just over $1000, while the awesome Bombastic Bag-Man Suit card is already up to $1,250.

1 – The Soul Stone (Cosmic Foil)

This powerful card is up for big money in its borderless format as we’ve covered already, but the Soul Stone’s Cosmic Foil variant is even harder to find. As I mentioned, one has reportedly already sold for $10,000, which just about buys a box of Collector Boosters these days.

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.

Dying Light: The Beast’s Indoor Rain and ‘Disturbed Day/Night Cycle’ Have Been Fixed, Techland Says

Dying Light: The Beast has rolled out a hotfix to ensure all players who pre-ordered the game can get their Kyle Crane Legacy Skin. This means that if you’ve updated to version 1.2.2, you only have to check your in-game stash to find it.

It follows a number of other brief updates deployed since the standalone zombie game released on September 18, most recently Hotfix 1.2.1 which addresse the “indoor rain and disturbed day/night cycle” issue and similarly popped the APEX Car Skin into the in-game stash for all who pre-ordered the game or own it through the Dying Light 2 Ultimate Edition.

Techland had spotted the weather abnormalities shortly after launch, promising players it was “aware that you’re experiencing issues with Indoor Rain and the Disturbed Day/Night Cycle, and fixing them is our top priority.” But because the bug only appeared in “rare situations, it takes a lot of extra testing.”

Commenters on the post expressed relief that the hotfix had been sent out, although some are still asking for more information about ray tracing, stuttering, frame drops, and memory leaks.

In Dying Light: The Beast you play Kyle Crane, a legendary hero who breaks free after years of brutal experiments. It’s currently sitting on a ‘Very Positive’ Steam review rating, and secured a 7/10 in our recent review, in which we called it “a goofy, bloody sequel with a monstrous twist, but doesn’t do much else to mix things up.”

Dying Light: The Beast Hotfix 1.2.2 Patch Notes:

  • If you’ve pre-ordered the game, this update makes your Kyle Crane Legacy Skin automatically granted from the server. After updating, check your in-game stash – if it’s not there immediately, it should appear shortly.

Dying Light: The Beast Hotfix 1.2.1 Patch notes:

  • The fix addresses the issues with Indoor Rain and the Disturbed Day/Night Cycle.
  • Once the hotfix will be live on all platforms, the APEX Car Skin will be waiting in the in-game stash for all of you who pre-ordered the game or own it through the Dying Light 2 Ultimate Edition.

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.

Final Fantasy 7 Remake Part 3 Director Tells Fans Not to Worry About Rebirth Sales, Insists the Trilogy Ender Will Be a ‘Proper, High-Quality’ Send Off

Final Fantasy 7 Remake Part 3 director Naoki Hamaguchi has assured fans that despite Square Enix admitting last year that Rebirth “did not meet expectations,” the second part of the Final Fantasy 7 remake trilogy has been “doing very well” on both PC and PS5, and the team has been able to channel that success into a “high-quality third instalment.”

“The second entry, FFVII Rebirth, has been doing very well on both PS5 and PC,” Hamaguchi told Automaton. “I know some fans have expressed concerns, but please rest assured, we’ll be able to deliver a proper, high-quality third instalment.”

The concern revolved around the suggestion that the scope of Part 3 might have been scaled back as a result of Rebirth’s disappointing profits. But Rebirth has enjoyed a comeback of sorts after debuting strongly on PC via Steam.

Hamaguchi also took the opportunity to assure the community that development on Final Fantasy 7 Part 3 is going “extremely well,” adding: “The game is shaping up nicely. A lot of the content is already playable, and the game’s direction and form are firmly set in place. Right now, the team is united around refining everything.”

RPG fans have been on the hunt for news about the next entry in the Final Fantasy 7 Remake trilogy since its last installment, Final Fantasy 7 Rebirth, launched in early 2024. We know development started as early as June 2022, with Square Enix saying last year that its goal was to see it launch by 2027. Excitement for the third and final chapter in the trilogy grew even more when the team revealed that it had completed its story earlier this year.

And though he was still being a little coy with the details, in a separate interview with German outlet JPGames, Hamaguchi revealed that the “key words […] that underpin the design philosophy and then the theme for each game” were “reunion” for Remake, and “bonds” for Rebirth. The third instalment also has a key term, but Hamaguchi’s keeping that to himself for now.

“In terms of development [of Part 3], we’re working on that right now,” he added. “We’ve got builds running where you can actually experience what that theme is through the gameplay. And we know where we’re going with it. It’s looking like it’s going in the right direction, and we’ll keep working on it and make it even better. So hopefully in the near future we’ll be able to reveal some of that.

“And yeah, this is going to be the climax, the finale of the series. And we’re going to make it a suitable finale, a really great send-off for the game. It will be something ideally we hope will please fans, will delight the fans of this much-loved series, and really reward everyone for sticking with us to the end. So look forward to that. More information in the not too distant future. It’s all in safe hands!”

Co-director Tetsuya Nomura similarly acknowledge he’d heard the cries for updates on Final Fantasy 7 Remake Part 3 and Kingdom Hearts 4 earlier this month, and happily reported that development was “progressing really smoothly.” While we wait, you can read up why the Final Fantasy 7 Remake Part 3 team “will not cheat” when it comes to Final Fantasy 7’s iconic airship.

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.

Borderlands 4 Dev Gearbox Asks PC Gamers to Wait 15 Minutes for Shaders to Compile in the Background While Playing After Reports Indicate Recent Update Causes Stuttering

Borderlands 4 developer Gearbox has asked PC gamers to wait 15 minutes for shaders to compile in the background while playing after some said this week’s update had caused increased stuttering.

The update, released September 25 (check out the patch notes here), was meant to improve Borderlands 4’s high-profile performance issues on PC, but soon after it rolled out, some players complained about stuttering.

Borderlands 4 is still on a mixed Steam review rating, with most of the negative comments revolving around PC performance. The tech experts at Digital Foundry have said their initial analysis of Borderlands 4 on PC showed significant stutter problems, and advised against running the game on its ‘Badass’ graphics setting.

Responding to the increased stutter issues reported by PC gamers, Gearbox issued a statement on social media, below, calling on players to give the looter shooter 15 minutes of gameplay to continue to compile shaders in the background, by which time those stuttering issues should resolve. If that doesn’t work, Gearbox suggested manually clearing your shader cache via your video card manufacturer’s approved method. And, if all else fails, Gearbox pointed to its support ticket process.

As anyone who’s played Borderlands 4 on PC knows, when you first boot up the game you must wait for shaders to compile before you spawn into the virtual world. But this process doesn’t appear to catch all the shader compilation that might have to be done during gameplay, causing stutter. At least, that’s the running theory.

Gearbox’s latest statement echoes previous advice it issued on Steam that to me read like an effort to prevent players from making knee-jerk reactions to the game’s performance as soon as they changed their settings: “Please note that any time you change any of your graphics settings, your shaders will need to recompile. Please keep playing for at least 15 minutes to see how your PC’s performance has changed.” This latest advice reads much the same to me.

Meanwhile, some players are recommending traveling to certain zones in the game to brute force shaders to compile before moving on to what they actually want to do in-game.

If you are delving into Borderlands 4, don’t go without an updated hourly SHiFT codes list. We’ve also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players’ choices for which character to choose (no one agreed).

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 Witcher 3’s ‘One More Patch’ Delayed to 2026, CD Projekt Confirms

CD Projekt has delayed a planned patch for The Witcher 3 that was set to add cross-platform mod support across PC, PlayStation 5, and Xbox Series X and S later this year.

The studio had announced the patch for later in 2025 as part of the celebrations of The Witcher 3’s 10th anniversary. “For the first time, creating, sharing, and enjoying mods for The Witcher 3: Wild Hunt will be easier and more accessible than ever,” CD Projekt said at the time.

However, in a new update, CD Projekt said the patch had shifted to 2026, with no firm release window mentioned. “We apologize for the delay and will share more details as we get closer to the release,” CD Projekt said. “Thank you for your patience!”

CD Projekt had described the update as “one more patch” for The Witcher 3, which remains hugely popular and maintains a healthy number of players even now, a decade after launch.

The Witcher 3 is now up to an incredible 60 million copies sold, a figure that includes sales of the base game and the GOTY version, but excludes expansions sold separately. It’s close to overtaking the latest sales figure we have for Bethesda’s The Elder Scrolls V: Skyrim. In a June 2023 interview with IGN, Bethesda development chief Todd Howard said Skyrim had sold over 60 million copies. So, we now have a potential tie for the best-selling role-playing game of all time.

Here’s Adam Badowski, joint CEO of CD Projekt, on The Witcher 3 sales milestone:

Without a doubt, the third part of Geralt’s adventures marks a pivotal point in our history. The game earned hundreds of awards and solidified our studio’s standing, but more importantly, it brought untold hours of adventures and emotions to millions of games the world over. I am proud to announce that since its release The Witcher 3 has sold over 60 million copies, securing a place among the bestselling video games in all history, and motivating us to carry on with intensive work on the next trilogy set in this universe.

That’s a reference to The Witcher 4, which is currently in full production but won’t be out until 2027 at the earliest.

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.

‘Just What I’ve Always Wanted… the Original Deus Ex but Weirder Looking’ — Fans React to Deus Ex Remastered Debut Trailer

Aspyr unveiled Deus Ex Remastered at this week’s State of Play, debuting a new teaser trailer showcasing how the 25-year-old masterpice has been updated with character models with better lip-sync animations and ragdoll physics.

But while fans were delighted to see the classic game getting a facelift, including reimagined lighting, dynamic shadows, water physics, particle effects, and new textures, the refreshed visuals aren’t impressing everyone.

“Upgraded visuals from 2000 to 2005,” said one commenter on the YouTube trailer. Another added: “There are FREE mods available right now that make the original game look better than this, while being more faithful.”

“The amount I wanted this until I saw screenshots… oh my god that is rough. Loses the charm of the original but also still looks bad and dated,” suggested another person on Bluesky, while someone else said: “Just what I’ve always wanted… the original Deus Ex but weirder looking.”

Many fans are pointing out how “blocky” the visuals look, suggesting it looks “not cohesive and unfinished.” In fact, I struggled to find comments from fans pleased with the visuals at all beyond this pragmatic player: “I don’t care how it looks, I’m hyped.”

“Visually it looks really bad. The extremely simplistic, blocky level design clashes with high(er) quality textures and models like a ‘realistic’ 512×512 Minecraft texture pack,” suggested one fan. “The lighting isn’t great either. Very hard lights and shadows, lots of crushed blacks in the screenshots. Maybe some form of ambient occlusion would help, but I don’t think the levels were designed with any form of realistic lighting in mind.

“I can’t imagine this being worth the money, unless good controller support is a must. An unofficial remaster already exists in the form of Deus Ex Revision with vanilla maps and soundtrack.”

Aspyr’s recent credits include Star Wars: Battlefront Classic Collection, Knights of the Old Republic 2, and Tomb Raider IV-VI.

And while it makes sense that Embracer, owner of the Deus Ex franchise, Eidos Montreal, and Aspyr, would pick one of its own studios to handle the remaster of a game it also owns, some had hoped Nightdive Studios, the company behind the well-received remasters of Doom 64, Quake, System Shock, and Turok, would take on Deus Ex eventually. Indeed, Nightdive staff had expressed their desire to remaster Deus Ex one day. Alas, it wasn’t to be, leading Samuel Villarreal, lead engine developer at Nightdive Studios, to tweet:

Deus Ex Remastered is set to release on February 5, 2026, or PC, Nintendo Switch, PlayStation 5, and Xbox Series. Last year, Embracer cancelled a new Deus Ex game from Eidos Montreal, leaving the future of the series in limbo.

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.

Payday 2 DLC Bundle $50 Price Hike Was ‘An Error,’ Starbreeze Insists

Payday 2 developer Starbreeze has admitted it “messed up” when it introduced a premium subscription service alongside hiking the price of its $100 DLC bundle by 50%.

The subscription — launched earlier this week — bundled “full access to more than 65 DLCs, packed with heists, weapons, and cosmetics… for a low monthly cost” of $4.99 per month, or $19.99 for six months. At the time, the company said it allowed players to “explore Payday 2’s massive content library at their own pace, mastering the art of heisting one crime at a time” and the subscription — available via Steam — can be canceled at anytime.”

Starbreeze did not, however, warn players thinking of buying the Payday 2 Infamous Collection that it had quietly increased the price from $100 to $150 at the beginning of September, just a few weeks before it launched the subscription. Fans slammed the developer for “trying to slip [the price rise] under the radar.”

Now, in a statement to GameDeveloper, head of commercial Gustav Nisser admitted the developer had “dropped the ball on coordinating internally and communicating with our community properly.”

“The negative reaction makes complete sense, and the community has made it clear how the price change and its timing looks from the outside,” Nisser said. “We agree with the community, we messed up on this one, and we have reverted the price on the bundle effective immediately.”

He continued: “In hindsight we should have realized how it would seem. Since the bundle only charges for the items you don’t own, and the bundle discount is cumulative with any other discounts (i.e. discounts on the included items), the actual full price of the bundle can vary significantly.”

“Heisters – we’ve seen the feedback on the Infamy Collection pricing change that happened earlier this month, and have investigated,” Starbreeze told players on X/Twitter. “The pricing has been reverted to where it should be, and we apologize for this error.”

Starbreeze’s Haua also explained on Reddit: “I know that no one will believe me, but it was an error. Regardless, the damage has been done, and we hope that with this adjustment back that anyone who was hoping to get any DLC can do so through the collection.

“We do appreciate everyone who flagged the issue, and kept talking about it! Keep up being you, guys, and we hope that we can earn back any trust that may have been lost with this.”

A quick check on Steam.db confirms the price for the Infamous Collection has indeed now been reverted, although it’s not clear if anyone who’s paid the additional 50% charge over the last few weeks can claim back the difference.

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.

Formula Legends Review

From the makers of Paw Patrol Grand Prix and Gigantosaurus: Dino Kart, comes… Formula Legends, an off-brand, Formula One-inspired arcade racer. Yes, it’s certainly true that developer 3DClouds’ primary output appears to be racing games aimed at an extremely young audience so, on paper, Formula Legends might sound easy to cruise on past for those of you who are no longer eating spaghetti with your hands. However, if you’re a fan of the long and storied history of Formula 1 racing – as well as games like Art of Rally, Circuit Superstars, and Micro Machines – Formula Legends might prove to be a dark horse in the race. This colourful, toy-like arcade racer consistently impresses thanks to its charming and evolving approach to showcasing the many, many eras it represents, although the fun is punctured somewhat by a slightly laggy handling model, some annoyingly uneven AI, and its lack of multiplayer.

In case it’s not obvious by its chunky car caricatures and cartoon-adjacent art style, Formula Legends is not here to compete against the likes of Codemasters’ modern F1 series. Those games are mostly for hardcore fans who crave a realistic approach, but also tweakable enough to remain approachable for newcomers and younger players – indeed, that’s one of their real strengths. But where F1 2025 is seeking to be a credible simulation of a current elite sport, like its peers on the football pitch or basketball court, Formula Legends is still very serious about faithfully paying homage to the sport of F1 in a delightfully comprehensive way that older fans can appreciate.

Through Goes Hammerton

Taking a greatest hits-style approach to the history of the world’s premier, open-wheel motorsport, Formula Legends boasts a career mode that covers seven decades – stretching all the way back to the ’60s. On top of this, most of these decades are broken up into multiple mini-eras covering the early, mid, and late phases of these periods. The car models, drivers, and the teams they race for are constantly shaken up across each championship. Many of these championships are locked until you complete the one prior to it, but there are entry points in each decade. This feels like a good balance between giving us plenty to unlock, but also the flexibility to hop around the different eras as we choose. You won’t have to chronologically move all the way from the late ’60s to today – through 70-odd years of racing – just to unlock Formula Legends’ most modern car and driver combinations. You can do a vintage championship, head into the 2020s, and then jump back to the ’90s if you want to. All the while you’ll be unlocking new content. It’s all very well considered.

We ought to note that Formula Legends is completely unaffiliated with real-life F1, so there are no licensed cars or driver names. This kind of thing comes with its own sort of charm, however: Not only does it remind me of the equally unlicensed sports games full of cheeky soundalikes I played in my youth, but part of the fun for me has been discovering the silly aliases 3DClouds has cooked up for its huge timeline of teams and drivers. This means being introduced to the likes of Osvald Pastry, Charlie Lacreme, and Luis Hammerton, and also past drivers like Dave Coulthsoft, Marvin Brubble, and Mike and Malf Shoemaker. Some of them stretch the bounds of a good pun to the point of being a bit too obtuse or confusing – and it could’ve done with one more edit pass from the development team to catch quirks like Alan Jones… I mean, Al John inexplicably migrating from Australia to New Zealand in the 1980s – but it’s cute stuff overall.

[No licensed cars or driver names] means being introduced to the likes of Osvald Pastry, Charlie Lacreme, and Luis Hammerton, and also past drivers like Dave Coulthsoft, Marvin Brubble, and Mike and Malf Shoemaker.

The cars look great, and I like how their squat frames and exaggerated features make them look like the sort of Micro Machines I would’ve climbed over every kid in my class for back in the late ’80s. They sound great too, thanks to the fact that Formula Legends’ engine sounds profoundly change for each era. Well, they don’t all sound great, because the real modern F1 is limp and wheezy compared to the primal screaming present in the age of V10s – but that’s not 3DClouds’ fault. Actually, there’s currently a sound bug that causes the engine noise for the modern cars to sometimes drop out for extended periods. It’s a fault I’m sure 3DClouds will seek to fix as soon as feasible, but it’s probably an indictment on today’s V6 turbo-hybrids that I didn’t really miss hearing them that much.

Spanning so many eras of racing has also compelled 3DClouds to get clever with how it handles the vast differences between old-school racing tracks and their dramatically refurbished incarnations. For this, many tracks have up to three different versions: vintage, classic, and modern. As with the drivers and cars, the tracks are unlicensed – but they each contain enough recognisable nods to famous corners and track segments that there’s no question which ones they’re homages to.

I really enjoy how tailored the tracks are to each era. Vintage tracks make liberal use of hay bales as their one and only concession to driver safety, and they’re largely surrounded by quaint countryside, while their modern versions are lined with curbs and wrap around areas that have since become huge, built-up racing precincts. Better yet, while some tracks evolve upon a single recognisable layout – like the circuits for Belgium or Italy (which riff on Spa and Monza, respectively) – others find themselves totally reinvented.

The vintage German circuit is an extensively long track that winds through a forest, mimicking the full Nürburgring Nordschleife that F1 cars used to race on, but the classic and modern German track is a shorter and more conventional GP circuit. Similarly, the classic Australian track has a clearly different layout and aesthetic to the modern track, mirroring the real-world differences between the Adelaide street circuit of the late ’80s/early ’90s and the current circuit in Melbourne’s Albert Park. It’s this kind of attention to detail that tells me that this is not being phoned in. There are even optional visual filters that give vintage races a warmer, old-school film tone and classic races a bright, CRT TV effect to better situate them in the ’80s and ’90s. It’s a really well-curated and crafted career mode, and you can tell the team are firm F1 fans from the commitment to these small details that’s on display.

Turn Around

The disappointing part of Formula Legends is that it doesn’t always hold up out on track. There are some circuits where I’m able to get into a pretty good groove – particularly after several laps of the layout to learn the corners. However, there are a few too many other occasions where it’s difficult to find the right rhythm without yawing side to side trying to correct my line coming out of corners. I think the reason behind this is that there’s some odd lag in the steering – like it’s not responsive enough. It makes rapid changes of direction, like chicanes, quite frustrating at times. The change of angle coming a fraction late does take some getting used to. A bit more sharpness to those controls would have been preferable.

I like playing Formula Legends from its most distant camera setting (a cockpit camera is included, but it wasn’t my preferred view) because that’s where it reminds me most of Art of Rally (and where I feel it’s at its best; a more top-down view takes the edge off the numbness in the handling model). The difference is, Art of Rally doesn’t have a gaggle of other AI cars to contend with – and it’s Formula Legends’ AI cars that are one of its key weaknesses.

It’s quite annoying how impactful even minor contact with your AI opponents can be. Essentially, any scrape with a car on the outside of you during a corner will completely overrule your steering, causing you to understeer directly into a wall or off track, and even a light touch from behind will cause other cars to immediately slow down dramatically and trap you behind them.

The inconsistent AI, which comes in just three settings (easy, normal, and hard) is a significant bugbear, especially since there’s no multiplayer mode in which to race against friends. The main problem is how much their proficiency varies between circuits. On a lot of tracks I found it entirely straightforward to keep the normal AI behind me throughout a race, sometimes pulling out to quite large leads. However, on some tracks (especially Formula Legends’ version of Monaco) they’re supernaturally quicker for no apparent reason. That should be no problem because you can just turn down the difficulty for those tracks, right? Unfortunately not: the difficulty level can’t be adjusted between races during a championship – once it’s set, it’s set for all subsequent races.

Formula Legends would be much improved with an AI system we’re able to adjust with a bit more granularity.

Formula Legends would be much improved with an AI system we’re able to adjust with a bit more granularity. Something like that could help keep the pack closer together, particularly since tyre wear, dynamic weather, and pit stops are all factors in Formula Legends’ racing. Having to think about your pit stop strategy throughout a race is a nice touch, but making those snap decisions to pit (or stay out for one more lap) would be a lot more tense if we could find a way to bring the racing closer on a more regular basis.

Borderlands 4 Gets FOV Slider on Console, Performance Improvements, and Gear Buffs in Big New Update

Borderlands 4 developer Gearbox has released the biggest update to the looter shooter since launch, adding a Field of View (FOV) slider on console, various performance improvements, and various Vault Hunter and gear buffs.

The September 25, 2025 update adds new Weekly Activities, stability and performance improvements, adjustments to some rewards/progression, and further refinements across UI, audio, visuals, and gear. Check out the patch notes, from the Borderlands website, below.

Of particular note is the addition of a FOV slider on PlayStation 5 and Xbox Series X and S, something players had asked for. Gearbox chief Randy Pitchford had responded to the complaints to suggest fairness might have had something to do with the lack of a FOV slider in Borderlands 4, although all that comment did was confuse fans given the PC version has it and there’s crossplay at launch. While its arrival is welcome, Gearbox warned console players that increasing the FOV past the default could cause some dips in performance.

Creative director Graeme Timmins had flagged that Gearbox was more interested in buffing than nerfing Borderlands 4 in the short term, leaving broken builds alone for the time being. And today’s update reinforces that approach, with no nerfs to speak of. Indeed, Timmins took to social media to say Gearbox had too many buffs to fit into today’s update, so it broke them up into their own balance update that’s due out early next week.

The update also includes fixes for the high-profile memory leak issue for Borderlands 4 on console, which causes the framerate to degrade the longer you play. But there’s more to come. “We believe we’ve made significant improvements there, but we’re still investigating data to make sure any remaining issues continue to be resolved,” Timmins explained. “We’re confident that today’s update makes a big difference though, and we’re excited to get feedback/data on it.”

Performance improvements on PC are also welcome. Borderlands 4 is still on a mixed Steam review rating, with most of the negative comments revolving around PC performance. The tech experts at Digital Foundry have said their initial analysis of Borderlands 4 on PC shows significant stutter problems, and have advised against running the game on its ‘Badass’ graphics setting, which suggests there are indeed problems with the Unreal Engine 5 title.

If you are delving into Borderlands 4, don’t go without an updated hourly SHiFT codes list. We’ve also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players’ choices for which character to choose (no one agreed).

Borderlands 4 September 25, 2025 update patch notes:

Change List:

Weekly Activities:

  • Weekly Big Encore Boss has switched to a tougher variant of a different existing boss with an even more rewarding loot pool for those that take it on.
  • The Weekly Wildcard Mission has changed. These Missions feature a guaranteed Legendary drop that you can repeatedly earn to get your ideal roll.
  • Maurice’s Black Market Vending Machine has moved to another location and changed its offerings. Remember, while the location is the same, your vending machine items are different from other players, so ask around to see if someone has the item you’re looking for!

Stability & Performance

  • Improvements to stability and performance.
  • Addressed various instances of hitching, low FPS, and crashes.
  • We are continuing to investigate and will make further improvements to stability and performance.
  • Updated character animations for performance improvements.
  • Graphics Preset could be set to High or Very High when using Run Auto-Detect in Visual Menu.
  • [Xbox] Corrected an issue where players would get a black screen after the Vault Symbol loading screen.
  • Addressed rare issues of infinite loading screens during crossplay.
  • Improved loading of characters in menus to reduce visible delays when entering character select.

Rewards & Progression

  • Addressed a reported issue where players could lose or be rewarded unintended extra Skill Points in multiplayer.
  • Addressed an issue that could prevent Contract target enemies from consistently spawning.
  • Updated Repkit lifesteal challenge to track lifesteal from any source.
  • Prevented region discovery trophies/achievements from unlocking before discovering all areas.
  • Prevented instances of unowned DLC content appearing in chests or in menus.
  • Improved clarity of DLC-related warnings and reward availability.
  • Addressed a reported issue where the Reward Center could stop working after claiming the Gilded Glory Pack rewards.
  • Rewards Center popup now correctly excludes already-claimed cosmetics.
  • Reduced sell prices on Gilded Glory Pack gear in Vending Machines.
  • Updated the Break Free Pack reward bundle to redeem properly in all instances.
  • Challenge timing has been updated so players can properly progress from Ultimate Vault Hunter (UVH) 4 to UVH 5 after completing the required Wildcard Mission.
    • When ranking up in multiplayer, players that are not the host will not see the change to their UVH level, but will be able to switch to the higher level. This will be addressed in an upcoming update.
  • Updated Class Mods to prevent them from dropping with incorrect skill points.

Vault Hunter Changes and Balance Adjustments

Harlowe the Gravitar

  • Gravitar Ground State Capstone has been corrected to remove inaccurate verbiage about enemies taking reduced damage when they do not.
  • Gravitar Flux Generator no longer heals enemies with Potential Transference Capstone.
  • Updated Gravitar Accretion passive to consistently grant Lifesteal to allies.
  • Addressed various reported issues with Gravitar Unstable Energy Pocket created from CHROMA Accelerator Action Skill.
    • Includes instances where it would not disappear properly, convert to Cryo Damage, or split as intended with certain skill tree combinations. Skills that saw updates: Special Purpose Magnets Augment, The Shattering Light Capstone, QED passive, Break the Ice passive, Containment Breach Augment, and Eureka! Passive.

Amon the Forgeknight

  • Forgeknight Primal Surge passive now properly restores Shield and Ammo.
  • Forgeknight Firewall Action Skill has been adjusted so Vengeance cannot be stored by Firewall before Scourge is active, as intended.
  • Forgeknight Onslaughter Rocket Punch now connects more reliably with shielded enemies.
  • Addressed a reported issue with Forgeknight Forgeaxe not consistently seeking nearby enemies.

Vex the Siren

  • Addressed a reported issue with Siren Grave Harvest Augment being triggered while Incarnate is not active.
  • Addressed a reported issue where Siren Blight Attunement passive could occasionally fail to damage the Timekeeper.
  • Damage caused by Siren Spirit Bomb passive now counts properly as Companion Damage and changes its color to match attuned element.

Rafa the Exo-Soldier

  • Addressed a reported issue preventing Exo-Soldier Blowout passive from stacking properly when repeating Action Skills.

Gameplay

  • Addressed a reported issue in the “Overwriting a Wrong” Side Mission where nodes would not spawn consistently.
  • Addressed a reported issue in the “Talk to Zadra” Mission where the objective could fail if players exited and relaunched mid-dialogue.
  • Updated beam hit detection, as it was causing beams to not be blocked properly. Eg: Forgeknight Forgeshield.
  • Repkits now consistently consume the correct amount of charges after activating Forgeknight Scourge action skill.
  • Prevented Forgeknight from sliding at the end of Molten Slam.
  • Addressed various reported instances of enemies getting stuck.
    • Impacted Missions: during “Kill Order Forces” in the Fadefields, “His Vile Sanctum” Mission, and “A Lot to Process” Mission.
  • Addressed reported desync issues observed with Lightweight Armature enemy movement in multiplayer.
  • Updated Zadra’s Lab Fast Travel unlock to after discovery.

Gear

  • Vladof Atling Gun Heavy Weapon Ordnance now properly targets Primordial Guardian Inceptus.
  • Queen’s Rest Pistols with Daedalus Ammoswitcher licensed underbarrel now shoot the correct projectiles.
  • Gear with the Short Circuit Augment now traces properly toward enemies instead of random directions.
  • Addressed reported edge cases where interrupting reload could cause ammo desyncs that would prevent ammo from firing.

Gear Balance Changes:

  • Hellwalker: now always spawns with Fire element.
  • Tediore weapons: +10% Damage and +10% magazine size.
  • Order Pistol Lucky Clover (Rocket Reload): increased fire rate.
  • Order Sniper Rifle Fisheye: increased Damage.

UI & UX

  • Updated gear thumbnails in cases where they did not display properly, and ensured stand-in thumbnails load properly.
  • Updated various UI visuals for alignment, consistency, and clarity.
  • Adjusted inventory dropdown menus to prevent unintended selected changes.
  • Added D-pad navigation support to the Reward Center and improved handling of the Inventory Overflow message.
  • Prevented Matchmaking Menu hint bar from displaying incorrect prompts when joining another player’s game.
  • Addressed compass occasionally displaying incorrect location name after teleporting.
  • Updated localization and various text descriptions across the game.
  • Added various improvements to compass, custom waypoint placement, and ECHO location.

Visuals

  • Addressed carryable objects disappearing or appearing in the wrong location after being picked up; includes cases in Ready to Blow, Lost Capsules, and Hangover Helper Missions.
  • Improved triggering of Armor Segment breaks VFX when Shield Capacity effects expire.
  • Updated NPC and enemy pathing.
  • Addressed VFX concerns with various weapons, vehicles, and elemental states.
  • Various animation updates.
  • Various visual updates and improvements.
  • Adjusted rift portal effect to corrected visuals.
  • Updated ECHO-4 to have correct positioning when viewing various menus, and to prevent clipping.
  • Ambient critters have a more natural spawn behavior.

Audio

  • DJs in Carcadia Burn and Fadefields now play their VO when starting or completing Contracts.
  • Adjusted radio music mix for improved audibility.
  • Added missing audio for multiple weapon types, customization, and menu navigation.
  • Reduced instances of voiceover cutting out during Missions.
  • Updated startup movies to have correct audio.

Settings & Accessibility

  • [Xbox/PlayStation] Enabled Field of View (FOV) slider on console.
    • Note: Increasing the FOV past the default could cause some dips in performance.
  • Vehicle Field of View settings will now be changed for both users when playing in splitscreen.

Misc

  • Addressed reported instances of incorrect or deleted characters appearing in Menu or Lobbies.
  • Enabled Tab key in SHiFT UI.
  • Added haptic feedback for controllers to Exo-Soldier Unmissable Missiles Augment.
  • Updated Credits listing.

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.

‘Think RuneScape’ — Arrowhead CEO Rules Out Helldivers 3, Will Keep Updating Helldivers 2 ‘For as Long as It Can Go’

Helldivers 3 is not in any plan developer Arrowhead has right now, the studio’s CEO has confirmed. Instead, it wants Helldivers 2 to keep going for years and years, like veteran MMO RuneScape.

Jagex’s fantasy MMO RuneScape began life as a browser game an incredible 25 years ago. It’s had over 300 million accounts since, and is still going strong today.

So, rather than follow Helldivers 2 with Helldivers 3, as the video game industry would perhaps expect, Arrowhead wants to follow RuneScape’s lead.

As spotted by GamesRadar, Arrowhead CEO Shams Jorjani clarified the studio’s plans in a post on Discord. “We have no plans for HD3,” he said, “just HD2 for as long as it can go. Think RuneScape.”

The idea of a Helldivers 3 had come up recently when Jorjani said a social hub space like the Tower in Destiny was “on the feature list for the next one.” But he later clarified that he was talking about Arrowhead’s next game, not a Helldivers 2 sequel.

His latest comment is consistent with prior statements on the studio’s plans. Jorjani has in the past said Arrowhead hopes to build upon Helldivers 2 to such an extent that it basically becomes a Helldivers 3, but that was clearly figuratively speaking.

“Myself and the directors agree we would love this to be a forever game,” Jorjani added in another Discord post. “Assuming we get a grip on the performance and dev practices we can keep expanding it for a long time. PlayStation is super supportive.”

Jorjani’s comments shouldn’t come as a surprise. The studio has indicated it plans to support Helldivers 2 for years to come, and only recently launched the Sony-published game on Xbox Series X and S and the Into the Unjust update, which added Hive Worlds.

In April, Helldivers 2 production director Alex Bolle told IGN “we want it to be around for years and years and years to come.”

“And it’s almost like, how do we stay true to the Helldivers 2 fantasy, challenging enough that we keep making amazing new features and new systems and all that while we stay true to who we are?” he continued. “And I think it’s something that is so motivating for the years to come.

“The more we figure out how to thrive in a live environment, and we still have a way to go to figure out a lot of things around that, the more we can let creativity loose on new systems that we would’ve never thought about a year ago when we released. I’ve worked on live games before and it’s where you feel like you have something you can figure out: what if I would do this cool thing I’ve seen in other games and adapt it to our sauce, that still makes it true to ourselves? I’m looking forward to this moment.”

So, while Helldivers 3 isn’t happening, more Helldivers stuff very much is. In January, Sony announced that Helldivers 2 was being adapted into a film as part of a collaboration between Sony Productions and Sony Pictures. No other details were offered.

Helldivers 2 is the fastest-selling PlayStation Studios game of all time with an incredible 12 million copies sold in just 12 weeks. Check out IGN’s review of Helldivers 2 on Xbox Series X and S to see what we think of the game as it is today.

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.