Amid Japan Concern About Assassin’s Creed Shadows, Ubisoft Confirms Day-One Patch That Makes Tables and Racks in Temples and Shrines Indestructible

IGN has confirmed that Ubisoft has quietly prepared a day-one patch for Assassin’s Creed Shadows that makes a number of important changes, including to temples and shrines.

Ubisoft provided IGN with the patch notes for this update, which the company confirmed were not included in any public announcement.

Assassin’s Creed Shadows day-one patch notes:

This update brings various improvements and fixes, including:

  • Players no longer getting stuck inside movable objects after dodging forward and interacting with them in kofuns
  • Fix for procedural weapons being removed incorrectly when selling items
  • Adjustments to prevent players from going out of bounds when proning against objects
  • Improved horse navigation, reducing issues with turning and blocked paths
  • Lighting adjustments for cave, kofun, and architectural entrances/exits
  • Fixes for cloth clipping on Yasuke’s outfits (while riding) and Naoe’s outfits (while crouching)
  • Citizens without weapons no longer bleed when attacked, reducing unintended blood spill in temples/shrines
  • Tables and racks in temples/shrines are now indestructible (Some objects like drums or bowls can still be broken as they are generic ones present everywhere in the world) (Tables are still dynamic objects, so players can still move/push them).

The headline here is a change to tables and racks in temples and shrines, which are now indestructible in the Feudal Japan-set game. Ubisoft told IGN the day-one patch is for all players and not Japan-specific, but it’s hard to see this change in particular being anything but a response to the controversy surrounding the game in the country.

Yesterday, March 19, Shigeru Ishiba, the Prime Minister of Japan, responded to a question about Assassin’s Creed Shadows during an official government conference meeting.

The Assassin’s Creed Shadows question was asked by Japanese politician and member of the House of Councillors of Japan, Hiroyuki Kada. Kada, who will campaign for re-election this summer, said:

“I fear that allowing players to attack and destroy real-world locations in the game without permission could encourage similar behavior in real life. Shrine officials and local residents are also worried about this. Of course, freedom of expression must be respected, but acts that demean local cultures should be avoided.”

Prime Minister Ishiba responded:

“How to address this legally is something we need to discuss with the Ministry of Economy, Trade and Industry, the Ministry of Education, Culture, Sports, Science, and Technology, and the Ministry of Foreign Affairs.

“Defacing a shrine is out of the question – it is an insult to the nation itself. When the Self-Defense Forces were deployed to Samawah, Iraq, we ensured they studied Islamic customs beforehand. Respecting the culture and religion of a country is fundamental, and we must make it clear that we will not simply accept acts that disregard them.”

The shrine being “defaced” in pre-release Assassin’s Creed Shadows gameplay videos is Itatehyozu Shrine in Himeji, Hyogo Prefecture, which is within Kada’s constituency. He said that he had consulted with representatives of the shrine, who confirmed that Ubisoft did not seek their permission to show the shrine and use its name in the game.

While Masaki Ogushi (Vice Minister of Economy, Trade and Industry) responded that government agencies will work together to handle matters “if the shrine seeks consultation,” in a work of artistic expression Ubisoft would probably be clear legally to use the shrine under the Constitution of Japan.

Responses from both ministers were vague at best and seem unlikely to result in any particular action, especially as Ubisoft appears to have addressed these concerns proactively with this day-one patch.

The patch does not appear to be live in-game yet, based on IGN’s tests.

Irrespective of the game’s success or otherwise in Japan, there is enormous pressure on Assassin’s Creed Shadows to do well for Ubisoft globally after a number of delays and the sales failure of last year’s Star Wars Outlaws. Indeed, Ubisoft has suffered a number of high-profile flops, layoffs, studio closures, and game cancellations in the run up to Assassin’s Creed shadows’ release.

IGN’s Assassin’s Creed Shadows review returned an 8/10. We said: “By sharpening the edges of its existing systems, Assassin’s Creed Shadows creates one of the best versions of the open-world style it’s been honing for the last decade.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Ark: Survival Evolved Fans Lash Expansion Trailer Filled With AI-Generated Slop

A new Ark: Survival Evolved expansion trailer from publisher Snail Games has been resoundingly condemned by the Ark community for being filled with evidence of appalling generative AI imagery.

The trailer was released in the wake of Snail Games’ GDC announcement of its “in-house developed new expansion map, Ark: Aquatica”. The studio describes the expansion as a non-canonical side story to Ark in “an ambitious underwater setting featuring 95% of gameplay taking place beneath the surface.”

“This is disgusting and you should be ashamed of yourselves,” wrote Irish YouTuber Syntac in response to the trailer. This statement from the popular Ark-oriented video creator, who has over 1.9 million subscribers, is currently the top comment on the Ark: Aquatica trailer.

Comments from other viewers are unanimously and similarly negative, decrying the trailer as “pathetic” and “embarrassing.” The trailer is rife with traces of AI slop, including schooling fish blurring in and out of existence, a hideously deformed hand clutching a spear gun, a levitating octopus floating in front of a shipwreck that doesn’t know whether it’s a rock or not, human feet that morph into floppy flippers, and more.

For its part, original Ark: Survival Evolved developer Studio Wildcard has immediately distanced itself from the discussion, clarifying on social media that Ark: Aquatica is not being being developed by its team, and that “Studio Wildcard remains entirely dedicated to the production of Ark: Survival Ascended & Ark 2, and we’re excited to bring Ark: Lost Colony to you later this year!”

Since missing its previously planned late 2024 release window the future of Ark 2 has been unclear amongst fans, but Studio Wildcard confirmed this week that development on the dinosaur survival sequel is continuing. It also revealed Ark: Lost Colony, a new expansion for Ark: Survival Ascended that will lead into the sequel.

Ark: The Animated Series star Michelle Yeoh reprises her role in the trailer.

Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff.

inZOI Early Access Review in Progress

There are a lot of fine details that go into making a life simulator fun but also reflective of the real world. You have to balance customizability and creative freedom with just enough rules to make choices feel realistic and challenging, and then invisibly weave those decisions together in a satisfying way. (It turns out recreating life is hard – sorry for all the flak, Dr. Frankenstein.) Yet, despite the difficulties, it’s a task developer Krafton has taken a respectable stab at with inZOI based on what I’ve played of its Early Access launch version so far. Its beautiful, realistic aesthetic makes a striking first impression, and the ambitious simulator systems underneath initially result in some impressive harmony. However, as I continue to spend more time within this simulation, the seams of inZOI’s universe are starting to show, leaving the world more empty than you might expect.

Addressing the elephant in the room first, it’s impossible not to immediately compare inZOI to The Sims, a series it’s very clearly both taking inspiration from and attempting to compete with. You play as an omnipotent figure who can create and control little citizens as they live their best, or more often worse, lives. You can build up a house from scratch, manipulate the features of each person (who are called Zoi), and embroil them in all the local drama you can find. They can have jobs, go to school, and explore the local area with as much or as little free will as you allow. These surface-level similarities quickly run thin, though, once you start digging into Krafton’s unique take on this genre.

When you start a new game in inZOI, you must first build a household using the detailed Character Creator Studio. Alongside choosing their name, gender, and age, you can select a Trait that defines your avatar’s personality. There are 18 to choose from, ranging from Authoritarian to Individualist, with each option providing a handy Characteristics sidebar describing how this choice will affect how they operate in-game. As a hardworking freelancer, I opted for the Go-Getter trait, which values professional activities and, in an endearing twist, also holds onto nervousness for longer than other Zois. As you press on into the ebb and flow of virtual life, your Zoi will develop their ego further as they encounter likes and dislikes, such as fast food and fitness, that meddle with their mood. inZOI neatly wraps up personality archetypes into simple grab-and-go options, which, while convenient, can feel a bit limiting.

Where looks are concerned, you can pick from a sizeable list of presets or take a more fine-tooth comb approach, tugging at the specific anchor points on your Zoi’s body and face – I opted for a combination of both, finding my closest match and generously moulding them in my image. There’s a selection of preset colours alongside a granular colour picker for many options too, allowing more nuance in your choices. Courtesy of inZOI’s realistic visual style, my Zoi quickly resembled a real person, and I enjoyed the process of coordinating their make-up and hair with my own.

It’s inZOI’s fashion sensibilities that really make it stand out.

The system for adjusting facial features is a thoroughly engrossing time-sink, but it’s inZOI’s fashion sensibilities that really make it stand out. During the creation process, you need to curate nine different outfits, including formalwear, sleepwear, and weather-appropriate attire for summer and winter. There’s a decent mix of modern trends, like cargo-style parachute pants, alongside tailored classics like military and leather jackets. Basics like t-shirts also come in multiple lengths, and you can mix and match and layer to your heart’s content. Safe to say, I spent even longer here, curating a Y2K-inspired outfit complete with leg warmers, Doc Marten dupes, and an adorable oversized baseball jersey. It’s not a totally flawless system, with the baggier silhouetted clothing options clipping against the Zois in strange ways. Still, this felt like one of the more polished aspects of inZOI, and I thoroughly enjoyed playing dress-up with my creations.

Once your family is organised, the next step is finding them a home. Currently, inZOI boasts two locations: the Korean-inspired city of Dowon, and the Californian Bliss Bay. You can build your own house or move into a predesigned lot, with each township featuring a small selection of public plots like shops, cafes, and open spaces like parks or shrines. Unfortunately, it’s here that I first noticed the seams of Krafton’s ambitious project starting to show. Illuminated neon signs coat the streets of Dowon with a dreamy multicolour glow, while in Bliss Bay, the setting sun imbues the beach with a soothing coastal atmosphere. Sit too long, though, and it all starts to feel a bit hollow. Those neon signs sit atop empty buildings, and the gentle sunlight reflects off static bits of set dressing. It’s clear a lot of care has been taken to give the impression of a bustling environment, and I admired those details – particularly the faux McDonalds, which garnered a giggle from me – but I couldn’t shake the feeling that much of the world is mostly a facade.

That nagging sensation continued into my Zoi’s daily life, where I could manage their needs like hunger and hygiene but not really make headway on how they fit into the digital culture. Despite choosing the Go-Getter trait, I didn’t get the impression it was making too much of a tangible difference in my day-to-day activities, especially when my other Zoi was acting essentially the same despite the fact I’d given them an oppositional personality style. I ran into the same blockades when I started a family in a separate household, with many conversations repeating on a loop no matter who I was controlling. Topics like Cryptocurrency and the power of humility kept showing up in my dialogue tree. It was admittedly funny the first few times, but gradually, that repetition made progressing relationships a tad monotonous.

It’s delightful that the things like your Zoi’s treadmill display seems functional, or that the detail of their food is so convincing that my stomach often rumbled in unison with my avatar’s as they tucked into their lunch. However, these pockets of well-designed actions can make the simplistic or repetitive alternatives feel cold by comparison. Over time, it was as if my Zoi was less of an individual and more of a semi-controllable drone, performing tasks without rhyme or reason. Perhaps the options will diversify once they fill out their likes and dislikes and make more friends, though I certainly didn’t notice any differences across the roughly 15 hours I’ve played so far.

inZOI is an Early Access game, and as of right now, it certainly feels like one.

Thankfully, a salve to this weirdness is inZOI’s Karma system, which punishes or rewards citizens based on their actions. When interacting with other Zois or objects, you’re occasionally presented with a choice accompanied by a yin and yang symbol, letting you know that performing that action will affect their Karmic score. Stealing coins from a parking meter is considered bad, whereas giving directions to a random person is considered good. While I was initially sceptical, I soon came to feel the system’s wrath. I sent my Zoi on an unwarranted tirade, hulking out at the local park and kicking a vending machine before attempting to win a stuffed turkey toy at a claw machine. After a shocking number of attempts, the toy remained trapped in its plexiglass prison. From here, I directed my Zoi to become a model citizen, complimenting strangers and telling gregarious jokes before returning to the same machine. Wouldn’t you believe it, they won a prize on their first attempt this time. Karma is a simple concept that works well in practice and offers a pleasant invisible boundary to rub against – I only wish more actions would impact the score.

There is still much more to do and see before I reach a final verdict, like diving into its careers, cars, and the nitty-gritty of the build mode, and that’s just to start. inZOI is an Early Access game, and as of right now, it certainly feels like one. The lifelike visuals and smattering of highly detailed interactions feel at odds with its rougher, less immersive edges, giving the world a sometimes strange and sterile atmosphere. Even so, there’s a surprising amount of depth hidden amongst these blind spots, and I’m keen to see if inZOI can deliver on its monumental promises – both in the long-term, and as I work toward my final review of what’s here at launch in the coming weeks.

Split Fiction Players Earn Trip to See Hazelight’s Next Game After Beating Hidden ‘Laser Hell’ Level

Split Fiction players have stumbled upon a secret level that fans have dubbed “Laser Hell,” and it’s so difficult that Hazelight is rewarding the first pair who managed to beat it.

Co-op fans found yet another reason to celebrate the studio’s latest cooperative story after content creators E1uM4y and Sharkov shared their successful run on Chinese social media platform Bilibili. Their three-minute video showcases not only what a successful run looks like but also the hellish tasks that await inside it. Split Ficition’s Laser Hell level is a gauntlet of demanding platforming challenges that see players dodging up and around a series of laser rooms, but it is doable — and there’s a special video for those who see it through to the end.

As demonstrated in E1uM4y and Sharkov’s video, reaching the end of Split Fiction’s hardest level rewards Mio and Zoe with a clip recorded by Hazelight’s own Josef Fares. After opening the video with applause, he says he’s “super amazed” by anyone who was able to beat the level while joking that his praise isn’t for “you guys who are looking (at) this on YouTube.”

“Wow. Amazing. You have to understand, this challenge, there are barely people on our team that can make it,” Fares says in the video. “It took us a lot of time to finish it. I’m telling you; this is a crazy, crazy achievement you have done.”

It’s a feat worth celebrating indeed, but wait, there’s more! Fares promises that the first pair of players who manage to beat Split Fiction’s Laser Hell level and confirm their success will be flown out to Hazelight in Sweden for an early look at the studio’s next game along with a few “other surprises.” It’s a promise that the director personally followed up on and confirmed in a post on X/Twitter.

If you and a friend (for some reason) feel like taking a shot at Laser Hell yourselves, YouTuber ItzBytez uploaded a solid look at the whole level from front to back, including the puzzle that needs to be solved to even access it. All you need to do is input a binary code listed under a Skotos label at the location shown, have your partner stand beside you, and you’ll be taken down to a room where you’ll surely spend countless attempts trying to see Fares’ video in person.

As for what exactly Hazelight will be showing E1uM4y and Sharkov, those details remain a mystery. Fares recently shared that the studio has been working on its next project for around a month but declined to spill much in terms of its story, name, or release plans. We do know, at least, that the Hazelight team is “very excited” about it.

Split Fiction launched earlier this month for PC, PlayStation 5, and Xbox Series X and S and quickly became yet another co-op success for the studio. After securing 1 million sales in just 48 hours, Mio and Zoe’s story pulled a total of 2 million in just one week. We’ve yet to hear any more information about sales stats, but it sounds like Hazelight is very happy with how Split Fiction has performed so far.

Michael Cripe is a freelance contributor 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).

Cyberpunk 2077: Gangs of Night City Board Game Gets a Big Discount on Amazon

Cyberpunk 2077 was a massively popular video game. And considering all the board game adaptations of video games that now exist, it was no surprise when Cyberpunk eventually made its tabletop debut. It’s a fun game. It’s also on sale right now for nearly 30% off at Amazon, dropping the price to $78 instead of its usual $110. If you’ve been thinking about adding Cyberpunk 2077: Gangs of Night City to your shelf, now is a good time to do that.

Save 29% Off Cyberpunk 2077: Gangs of Night City

While the original video game Cyberpunk 2077 put you in the shoes of a single character on the streets of Night City, this excellent board game adaptation zooms out and puts you in charge of a whole gang, fighting with rivals for turf, money, and power. It’s a wise choice: rather than trying the awkward task of fitting a digital, real-time experience into the tabletop world, upping the scale lets Gangs of Night City play to the strengths of a board game, with well considered tactical and strategic options at your disposal. Yet the game still manages to re-create the rich setting of the video game on your table, both mechanically and aesthetically.

Your tools in your bid to corner the dystopia underworld are three different unit types and a fun action selection system. Once used, your each action type needs to be refreshed before you can take it again, presenting players with difficult desicions around order and timing. Many actions involve units on the board: Solos are combat figures that secure territory, Techies can supplement your combat forces while also completing missions there to gain points, while Netrunners compete in a taut risk versus reward minigame for bonuses.

More Board Game Deals

The beauty of this system is the way these subsystems dovetail neatly to give you a wide strategic space to explore. Each unit type spearheads an overall approach you can specialize in, or you can mix and match to try and gain an edge. The game is interactive and dynamic and you’ll need to read the situation and tailor your tactics accordingly in the tussle for area control. To top it off, there are fine production values to enjoy, with detailed miniatures and a suitably neon-spangled board depicting Night City. And if you get the bug for the game there’s a range of expansion content to add in.

For more, check out our Cyberpunk 2077: Gangs of Night City board game review. And if that’s not enough to quench your board gaming thirst, check out the Elden Ring board game review next.

Matt Thrower is a contributing freelance writer for IGN, specializing in tabletop games. You can reach him on BlueSky at @mattthr.bsky.social.

Diamond Select Toys Celebrates Jeff the Land Shark in Adorable New Statue

Thanks in no small part to his role in Marvel Rivals, it’s safe to say Jeff the Land Shark is one of Marvel’s most popular new characters to come along in recent years. If you’re the type of collector with a Jeff-shaped hole in your Marvel figure lineup, Diamond Select Toys has you covered with the Marvel Animated-Style Jeff the Land Shark Resin Statue.

Check out the slideshow gallery below for an exclusive look at this adorable new collectible:

First revealed at New York Toy Fair earlier this month, this Jeff statue is the latest addition to DST’s long-running Marvel Animated line of statues. But whereas most of these pieces have been based on the artwork of Skottie Young, Jeff is instead inspired by the work of the Japanese artistic duo Gurihiru (specifically, the cover to It’s Jeff #1).

This Jeff statue is cast in resin and measures about 3 inches tall. It was sculpted by Casen Barnard. The statue is priced at $59.99 and is limited to 3000 pieces worldwide. The statue is slated for release during the Holiday 2025 period. Preorders will open on the Diamond Select Toys website and other retailers on Friday, March 21.

For more Diamond Select collectibles, have a look at their epic Spider-Man 2 diorama and their stylish Phoenix Legendary Scale Bust.

Also, be sure to check out the many Marvel collectibles available on the IGN Store.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.

Hollow Knight: Silksong Gets Casual Mention in Xbox Indies Post, Sends Community Into a Fervor

Hollow Knight fans have been waiting quite a while for news about its sequel, Hollow Knight: Silksong. The wait has been so unbearable that even a casual mention, like the one Xbox dropped in a recent ID@Xbox post, can ignite the fires of those holding out for a 2025 drop.

On Xbox Wire, ID@Xbox director Guy Richards shared a post detailing how over $5 billion have been paid to independent developers through the program. It mostly goes over the success of past ID@Xbox launches, ranging from Phasmophobia and Balatro to Another Crab’s Treasure and Neva. Then, in a portion about upcoming games, we get the name-drop:

“Looking ahead, our lineup is incredible with upcoming games like Clair Obscur: Expedition 33, Descenders Next, and FBC: Firebreak to play across the whole Xbox universe… and of course Hollow Knight: Silksong too!”

This mostly confirms that Hollow Knight: Silksong will launch sometime between me typing this, right now, and the end of all time. Granted, those games are interesting mentions. Clair Obscur: Expedition 33 is set for April 24, Descenders Next for April 9, and FBC: Firebreak has had a tentative 2025 window. This could imply Hollow Knight: Silksong is within some measure of grasp.

Fans are, to some degree, understandably impatient to learn whether Silksong might arrive, as it’s been roughly six years since its announcement. Now, let’s see how the Silksong faithful are reacting to this mention.

“Where’s the bait?” one commenter asked on the Silksong subreddit. Another said: “Silksong being mentioned by Xbox?” and followed it up with an image of the Squid Game Season 2 scene where protagonist Seong Gi-hun declares: “I have played these games before!”

There is a palpable air of both joking and irony that comes with communities like this, where groups have essentially bonded over waiting for news about something. Another post draws attention to this, noting that “we” — the Silksong holdouts — are a “circus at this point,” making their point with the Patrick Star/Man Ray meme format.

The prevailing hope, or joke, is that news about Hollow Knight: Silksong is destined for April 2, during Nintendo’s Switch 2 Direct. To fans’ credit, developer Team Cherry did stoke the flames a bit with some vague posting around the official reveal of the Switch 2. The believers hold out hope, while the doubters sow doubt. “We are an [$8] Mega Buffoon Pack,” one commenter said in response to the circus meme.

Hope and doubt comes in all shapes and sizes. But my favorite response to Xbox casually saying, “and of course Hollow Knight: Silksong too!” and all the speculation and cycles this causes, came from Reddit user u/cerberusthedoge: “We got Hollow Knight Silksong 2 before Hollow Knight Silksong.”

Eric is a freelance writer for IGN.

Pokémon Go Director Says Obtrusive Ads Will ‘Not Now, Not Ever’ Happen After Scopely Acquisition

Pokémon Go, alongside Niantic’s broader gaming division, was recently acquired by mobile gaming juggernaut Scopely. The $3.5 billion sale has players a little worried about what it means for the walk-around monster-catching game, and its director is trying to assuage those fears.

In a new interview with Polygon, Pokémon Go senior product director Michael Steranka discussed the sale to Scopely and what its plans are under the Monopoly Go! publisher. Steranka said he’s been looking online at some of the player theories. “What I would love to be able to get across is like, ‘Hey, it’s actually great,'” Steranka said. “It’s going to be a good thing for the game and for the communities out there.”

Concerns over Pokémon Go’s future run the gamut, from monetization and mechanics to influence from Saudi-based ownership. When asked about the potential for intrusive ads and playtime restrictions, Steranka said “definitively no, that is not happening in Pokémon Go — not now, not ever.”

“Again, Scopely really recognizes how unique this game is, and they’ve told us themselves that they would be foolish to try to change the recipe of what’s made this such a huge hit and a success,” Steranka insisted.

“So yeah, absolutely not. We will not be building into our games any type of obtrusive ads or anything like that. I just really want to reiterate Scopely as a company, the way that they operate is they give all of their teams the agency to make the decisions that’s right for their games. And that is not something that we feel would ever be right for Pokémon Go.”

Steranka went on to stress that the Go team does not sell player data to third parties, “full stop,” and that it only leverages location data for game operations, with any data needed stored on U.S.-based servers and following all “incredibly strict” regulatory best practicies as best it can.

Getting out and going outside will remain a core focus, too, even after leaving Niantic: “And I would be remiss if through this transaction, Pokémon Go became Pokémon Stay at Home,” Steranka said.

Eric is a freelance writer for IGN.

In Mortal Kombat 1, the T-1000 Has a Skeleton, Intestines, a Heart, and A… Soul?

Mortal Kombat 1’s T-1000 update has added the iconic Terminator 2 villain to the fighting game, and with it revealed how the developers at NetherRealm have handled its liquid metal form in the face of the series’ trademark Fatalities.

The gory fighting game franchise is famous for slicing and dicing characters in all sorts of gruesome ways, ripping out organs and even complete skeletons. Some characters tear the very soul from their hapless foe’s body, or break bones every which way possible.

But none of this should work on the T-1000, right? The T-1000 is made entirely out of a liquid metal called mimetic polyalloy, meaning it can reform into any shape it touches of the approximate size. And that’s exactly how the T-1000 works in Mortal Kombat 1, with his moveset, Fatalities, and Brutalities all in keeping with the character’s movie rules.

Of course, when it comes to damage being done to T-1000 in the game, some of those rules had to be broken. But as players have discovered, the developers at NetherRealm have done a fantastic job creating a custom look for the T-1000 when it’s on the receiving end of Fatalities and other devastating attacks.

X / Twitter user @daehnny published a series of videos showing how the T-1000 reacts to being torn to pieces. We see that in Mortal Kombat 1, the T-1000 melts as it does in the movies.

But we also see that in Mortal Kombat 1, the T-1000 has a skeleton of sorts and even an intestine. And, not to get too philosophical, but in the world of Mortal Kombat 1, the T-1000 has a soul.

There are some cool visuals at play here, with a dissolve effect for the T-1000 that makes the character look a little more unique than it would otherwise.

And yes, it turns out even the relentless T-1000 has a heart.

There are also unique effects for when the T-1000 is on the receiving end of a Fatal Blow, and we see the character turn to liquid form when it’s “dead,” which is a cool detail.

Of course, none of these Fatalities and Fatal Blows would actually kill the T-1000 were Mortal Kombat 1 playing by the rules established by the films. But then, Mortal Kombat 1 has never really made much sense. It’s about over-the-top, laugh-out-loud violence, and there’s no reason the T-1000 shouldn’t get in on the fun.

Meanwhile, Mortal Kombat 1 players have been working out the T-1000’s Brutalities, and there are some cool Easter eggs in there, as well as references to Terminator 2 itself.

T-1000 is the final DLC character in the Khaos Reigns expansion, and follows playable fighters Cyrax, Sektor, Noob Saibot, Ghostface, and Conan the Barbarian. Fans have wondered for some time now whether NetherRealm plans a third set of DLC characters, or a Kombat Pack 3, amid questions about the 5 million-selling Mortal Kombat 1’s success.

Parent company Warner Bros. Discovery has indicated, however, that it still believes in the Mortal Kombat franchise. In November, CEO David Zaslav said that on the games side of things, the company plans to double down on just four titles, one of which is Mortal Kombat.

And just this week, NetherRealm offered a first look at skins based on the Mortal Kombat 2 movie that are coming to Mortal Kombat 1 at some point in the future.

In September, Mortal Kombat development chief Ed Boon said NetherRealm had decided on its next game three years prior, but promised to support Mortal Kombat 1 “for a long time to come.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Steam Accounted for More Than Half of Monster Hunter Wilds’ Total Dollar Sales in the U.S.

Monster Hunter Wilds is a smash hit across the globe, with an incredible 8 million copies sold in just three days. In the U.S., Capcom’s action game is the best-selling game of 2025 so far, and it’s PC in particular that’s dominating.

According to Circana, not only was Monster Hunter Wilds the best-selling game of February, but launch month dollar sales more than doubled the total Monster Hunter: Rise achieved during its March 2021 debut.

As you’d expect, Monster Hunter Wilds was the best-selling game of February across PlayStation, Xbox, and Steam. But here’s the interesting stat: Steam accounted for more than half of Monster Hunter Wilds’ total dollar sales. That’s despite some high-profile performance issues on PC that have led to a ‘mixed’ user review rating for Monster Hunter Wilds on Steam.

Perhaps Monster Hunter Wilds’ PC success shouldn’t come as a surprise, given PC has become increasingly important for multiplatform releases. Speaking to IGN in a recent interview, Strauss Zelnick, boss of Rockstar parent company Take-Two, said the PC version of a multiplatform game can generate 40% of overall sales, or even more with certain games.

That stat came as part of a discussion about the current console generation. In the U.S., February video game hardware spending fell by 25% when compared to a year ago, to $256 million. That’s the lowest February total for video game hardware spending since the $184 million reached in February 2020.

Zelnick pointed to the PC platform as growing in importance while publishers wait for Sony and Microsoft’s next moves and with the Nintendo Switch 2 waiting in the wings.

“We have seen PC become a much more and more important part of what used to be a console business, and I wouldn’t be surprised to see that trend continue,” he said. “Of course, there will be a new console generation.”

Monster Hunter Wilds is evidence of the trend, then. But it wasn’t the only new release in February to do well. In fact, according to Circana’s data, the top four best-selling games of February 2025 were new releases, with Kingdom Come: Deliverance II, Sid Meier’s Civilization VII, and PGA Tour 2K25 joining Monster Hunter Wilds. Other new releases appearing among the month’s top 10 best-sellers included Obsidian’s Avowed, which also launched day-one into Game Pass, and Sega’s Like a Dragon: Pirate Yakuza in Hawaii.

Circana said the launch month dollar sales total Kingdom Come: Deliverance II reached in February 2025 was more than five times higher than the original Kingdom Come: Deliverance achieved during its February 2018 debut. Embracer Group, parent company of Kingdom Come: Deliverance developer Warhorse Studios, has already hailed the sequel’s sales success.

February 2025 U.S. Top 20 Best-Selling Games:

  1. NEW Monster Hunter: Wilds – Capcom USA
  2. NEW Kingdom Come: Deliverance II – Plaion
  3. NEW Civilization VII – Take-Two Interactive
  4. NEW PGA Tour 2K25 – Take-Two Interactive
  5. NBA 2K25 – Take-Two Interactive
  6. Call of Duty: Black Ops 6 – Microsoft (Corp)
  7. NEW Avowed – Microsoft (Corp)
  8. Like a Dragon: Pirate Yakuza in Hawaii – Sega
  9. Grand Theft Auto V – Take-Two Interactive
  10. Madden NFL 25 – Electronic Arts
  11. Minecraft – Multiple Video Game Manufacturers
  12. EA Sports FC 25 – Electronic Arts
  13. Marvel’s Spider-Man 2 – Sony (Corp)
  14. Red Dead Redemption II – Take-Two Interactive
  15. Hogwarts Legacy – Warner Bros. Games
  16. EA Sports College Football 25 – Electronic Arts
  17. Helldivers II – Sony (Corp)
  18. Elden Ring – Bandai Namco Entertainment
  19. Dragon Ball: Sparking! Zero – Bandai Namco Entertainment
  20. Astro Bot – Sony (Corp)

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.