Don’t Wait For Fable, Play Fable 2 Instead

Buried like some kind of cursed treasure at the bottom of this week’s episode of the official Xbox Podcast was news about Playground Games’ long-awaited Fable. I call it “treasure” because it included a rare glimpse at gameplay, but “cursed” because it came with that dreaded caveat that accompanies so many development updates: a delay. Once planned to launch this year, Fable is now set for a 2026 release.

Delays, of course, are generally not harbingers of doom, despite the agonising wait they inflict. In Fable’s case, hopefully this is the sign of a richly detailed world that just needs more time to bloom. But that extra year of waiting can be put to good use: there’s no better time to play the Fable games. Specifically, I’d urge you to try Fable 2, the series’ highpoint, and (re)discover just what a strange and unique RPG Lionhead Studios’ 2008 classic is.

By today’s role-playing game standards, Fable 2 is really quite unusual. But even compared to its 2008 contemporaries, which includes the likes of Fallout 3 (released just days later) and BioWare’s early 3D games, it is practically singular in its vision. While Fable 2 features a fairly traditional campaign structure, with a linear main story and an esoteric collection of optional side quests, its RPG systems are a far cry from the crunchy stat blocks of Oblivion and Neverwinter Nights. It completely smooths out those aspects to create something incredibly approachable, even for those who find a D&D character sheet indistinguishable from hieroglyphics.

Just six main skills govern the likes of your health pool, strength, and speed. There’s only a single damage stat to consider when it comes to weapons, and nothing of the sort when it comes to armour or buff-providing accessories. Combat, despite being prevalent throughout most quests, is incredibly surface swashbuckling, spiced up only through the use of some genuinely creative spellcasting (including the wonderful Chaos, which forces enemies to dance and scrub the floors.) You’re even imperious to death – losing all your hitpoints is punished with nothing more than a minor XP penalty.

Fable 2 is the RPG for people who have never played RPGs before.

In short, Fable 2 is the RPG for people who have never played RPGs before. Back in 2008, when Oblivion’s open world Cyrodiil may have felt overwhelmingly huge and imposingly freeform for role-playing newbies, Fable 2’s Albion offered a more manageable chain of small, easy-to-navigate maps. You can freely go back and forth between these areas and, with the aid of your faithful canine companion who barks at the merest sign of adventure, you can tread beyond the beaten path to discover secrets like buried treasure, sunken caves, and the puzzle-posing Demon Doors. All this lends the world a sense of scale and opportunity grander than its actual footprint. But Albion’s geography is restrictive, largely forcing you down linear pathways from one landmark to another. This isn’t a world to get lost in, at least not in the traditional sense of the word.

Albion as a physical entity pales in comparison to the incredible worlds of BioWare’s Infinity Engine games and Bethesda’s wonderfully weird Morrowind. But to judge it on both modern and contemporary expectations of RPGs is to do it a disservice. Fable 2’s priorities lie not in climbing far-off mountains or spelunking through dungeons with a myriad of routes, but in a world that is bustling with life. Look at Fable 2 through the lens of a very different game – Maxis’ similarly singular The Sims – and you’ll find a truly remarkable simulation of society.

Albion operates like some kind of strange organic clockwork organism. Every morning, as the sun peeks over the horizon, its people wake and start their daily routines. Town criers bellow updates over the noisy crowds: “Shops are now opening!” and, when the stars begin to twinkle once more, “The time is: very late!” Much like your families in The Sims, every citizen of Albion has an interior life, driven by not just their societal roles, but also their likes and dislikes. Through the use of an ever-expanding library of gestures, you can delight, insult, impress, or even seduce every (non-hostile) person you encounter. A well-executed fart may have the patrons of a pub howling into their beers, while pointing and laughing at small children may send them fleeing for their parents. Through these emotes you can push and pull the people of Albion, charming them with your heroism and eccentricities, or pushing them away with your evil deeds and rudeness. We often talk about reactive NPCs and video game cities that feel alive, but there’s simply nothing out there that achieves those goals in quite the same way as Fable 2.

While your character is a Hero with a capital H, destined to go on grand adventures, bully bandits, and find glittering treasure, Fable 2 is a more interesting game when you fully assimilate yourself into its society. Pretty much every building in Albion is available for purchase, both houses and shops, and you can buy them with the money earned by toiling away at gainful employment (the woodcutting and blacksmithing minigames quickly become monotonous-yet-soothing distractions.) With the keys to a house in hand, you can either become a landlord, renting the property out for fair or extortionate prices, or make the building your home and furnish it to your tastes. Then there’s the next step: wooing the most attractive NPC in town by repeatedly spamming their favourite emote until they fall into your bed and, after a comedic bit of slap and tickle, you end up with a baby. The individual components of all this, as with The Sims, feels incredibly artificial. Yet the overall result produces a genuine, remarkable sense of life.

A well-executed fart may have the patrons of a pub howling into their beers.

Few, if any, RPGs have followed in Fable’s footsteps in this department. Even the towering achievements of Baldur’s Gate 3 don’t include organic romances and the ability to game the property market. But Albion’s authentic sense of life does exist in a more unexpected successor: Red Dead Redemption 2. Rockstar’s digital recreation of the old West is incredibly responsive, filled with incidental characters that believably react to your presence and behaviour. Every single NPC can be spoken to using a system that feels like a slicker, more cinematic version of Fable 2’s gestures, and your demeanor can delight or annoy. While most interactions are simple pleasantries, the lives you touch in more meaningful ways – such as sucking the venom out of a lethal snake bite – may remember you and repay you with kindness many weeks later. If Playground’s new Fable is to stay true to its origins, then its modern touchstone should be Rockstar’s unparalleled living world rather than the tabletop-inspired RPGs that are currently in vogue.

There are other mandatory things Playground will need to foster, too. Fable’s incredibly British sense of humour needs to be maintained, and so we’d best be seeing some dry, witty satire of the class system with a healthy dose of bum jokes on the side. Plus we’ll need a cast of beloved thespians that rival the teaching staff of Hogwarts (something Playground already seems to have under control, with Richard Ayoade and Matt King appearing in trailers.) But perhaps the most important, beyond that bustling world, is Lionhead’s trademark approach to good and evil.

Peter Molyneux, the founder of Lionhead Studios and lead designer of the Fable series, has a fascination with good and evil. Providing players a choice between the two was the basis of the studio’s first project, the god game Black & White, and continued to be a focus throughout the rest of Molyneux’s career, including his upcoming Masters of Albion (which is unrelated to Fable, despite its confusing name.) But Lionhead’s approach to player choice is a far cry from the nuanced, tough decisions featured in The Witcher and the best works of BioWare. In Fable 2, your options are either absolutely angelic or despicably demonic, with no grey space in between. It works in comedic extremes; an early sidequest asks you to either clear the pests out of a trader’s warehouse or destroy all his stock. Later, a ghost who killed himself after being abandoned at the altar asks that you torment his still-living former lover, and your only paths are to make her life a living hell or make her your wife.

The past decade and change of RPG development has placed priority on ultimate player expression, unlocked through choices that explore a spectrum of human behaviour. Moral quandaries, we’ve decided, should be much more complicated than the choice between saving children or burning them alive. Fable, though, thrives on the binary. It relishes the chance for you to play the most heroic hero the land ever saw, or become the most heinous villain in history. This was established in the trilogy’s first game, which saw your character literally grow devil horns if you persistently chose evil options, but really came into its own in Fable 2. The way the sequel’s quests branch to offer good or evil pathways feels richer and more creative, while that reactive world allows both your moment-to-moment and week-to-week activities to shape your reputation and purity alignment. Moral-focused outcomes in RPGs can often feel underwhelming because they place increased resources on the centre rather than the extremes, and so being truly evil ultimately feels like saving the world with a scowl. Fable 2, on the other hand, is happy for you to go full Sith (with the lightning powers to match) and it largely works because it only has two paths to juggle.

It’s not yet clear if Playground Games will get this side of Fable right. While this week’s development update came with 50 seconds of pre-alpha gameplay footage, there was little in there that truly painted the picture of an authentic Fable game. Well, aside from the mandatory chicken kick, of course. But under a minute of contextless footage was never going to tell the whole story, was it?

What we can see in those fleeting seconds is a much more detailed world than Fable has ever enjoyed. The main character’s horse points to an open world with far fewer restrictions than the 360-era games, and an incredibly rendered forest suggests that we genuinely will be able to get lost in this new Albion. But it’s the brief shot of a city, which looks dense and knotty and full of life, that gives me hope that Playground Games have stuck true to the Sims-like simulation of society that makes Fable 2 so unique. I can’t wait to point and laugh at its children, dance on its pubs’ tables, and have a whirlwind romance with a randomer I meet behind the green grocers.

But all of that is a year away. And in that time you can revisit (or experience for the first time) the wonderful world of Fable 2. You’ll easily see why it’s so beloved, and why it’s so important that Playground Games retains all of its oddities. Because what we don’t need from this project is a Fable reimagined as a Witcher clone, or as a Baldur’s Gate-alike, or Dragon Age style RPG. We just need Fable to be Fable, farts and all.

Matt Purslow is IGN’s Senior Features Editor.

The PSVR2 Price Cut Is Now Live at Target, Save $200 on the Horizon Call of the Mountain Bundle

The Sony PSVR2 Headset is the best VR headset for PS5 owners, but it has always been an expensive purchase. Thankfully, Sony announced just yesterday that the company would be dropping the recommended retail price of the headset down to $399.99. This price cut brings it more in line with the Meta Quest 3 line, which is currently $499 for the Quest 3 and $299 for the Quest 3S.

If you’re hoping to pick up the PlayStation VR2 headset for yourself at this new price, now you can! Retailers have already started adopting the price cut and you can purchase the PSVR2 Horizon Call of the Mountain Bundle for just $399.99 at Target. The bundle has already sold out at Amazon.

The Best PlayStation VR2 Deal Today

Along with the headset, this bundle also comes with a copy of Horizon Call of the Mountain which we gave a 7 out of 10 in our review. This game is exclusive to PlayStation, but that doesn’t mean you can only use the headset with your PS5. Sony released a PSVR2 PC adapter just last year that allows you to connect the headset to your PC and play SteamVR games. This has elevated the PlayStation VR2 headset to be one of the best VR headsets for PC gamers. You can check out our guide on how to connect it to PC for more info.

The 10 Best Jigsaw Puzzles for Adults to Piece Together in 2025

Solving puzzles may happen in your daily life from various word puzzle games like Wordle, or through strategy-based games and puzzle books, but piecing together a physical puzzle is a great way to focus your brain, relax and unwind. As a hobby for all ages, there are hundreds of jigsaw puzzles to choose from these days. However, as avid puzzlers ourselves, we put together a list focuses on what we’ve found as the most challenging yet rewarding puzzles with adults in mind, and even included some 3D gems in the mix.

TLDR: These are the Best Puzzles for Adults

What’s even better is they come in a variety of different styles and designs once put together. Whether you want the finished product to reflect your favorite franchise, game, artwork, or a piece of beautiful scenery, there are puzzles for everyone to enjoy. The below list includes a nice range of sizes as well, from 1,000 pieces to a whopping 3,000 pieces, so you’ll still have quite the challenge when putting them together.

The Legend of Zelda Hyrule Map Jigsaw Puzzle

If The Legend of Zelda games are right up your alley, this is an excellent jigsaw puzzle to have in your collection. Coming in at 1,000 pieces, you can piece together a full map of Hyrule to have in your home. It has a fantastic antique style that’ll be great for showing off once it’s all put together. Frame it and keep it, or pass it on to the next puzzler in your life to do next.

If you do purchase this puzzle with the goal of framing it and displaying it on your wall, we recommend purchasing some puzzle glue to help you preserve the finished product. We recommend RoseArt Jigsaw Puzzle Glue, which works great and dries quickly.

The Mystic Maze Jigsaw Puzzle

Puzzles from the Magic Puzzle Company truly are magical, and one of the best puzzle brands. Not only does this puzzle, called The Mystic Maze, feature over 50 easter eggs for you to find, but it even has a surprise ending for after you’ve finished putting it together. It’s an exciting twist on the usual puzzle, and well worth picking up for your puzzle and games collection.

See our guide to the best Magic Puzzle Company puzzles for more.

Marvel Mjolnir 3D Puzzle

If you’re looking for another unique puzzle, this 3D puzzle of Thor’s hammer, Mjolnir, is a great twist on a usual puzzle. This model kit comes with 8 sheets of 87 pieces for you to use in order to put this iconic hammer together. It even comes with a stand so you can set it up and show it off once it’s all done, making it a great addition to any superhero collection.

Marvel Infinity Gauntlet 3D Puzzle

This is another 3D puzzle from the same company listed above and features another memorable Marvel item: The Infinity Gauntlet. This puzzle comes with a few more pieces than Mjolnir – 14 sheets with 142 pieces – but comes with a stand as well so you can set it up for display afterward. If you’re a Marvel fan, this is a great investment to have, especially if you enjoy collectibles. Interested in other models? Check out our roundup of the 10 best LEGO alternatives or see more model kits for adults.

Star Wars: Galactic Child Jigsaw Puzzle

This jigsaw puzzle is absolutely worth picking up if you’re a Star Wars fan. Coming in at 1,000 pieces, it features Grogu front and center in his little pod with a gorgeous cosmic background behind him. It also comes with a full-color bonus poster to help you with piecing together this Grogu puzzle perfectly. Other Star Wars fans in your life will want to borrow this puzzle when you’re done; unless of course, you want to keep it and frame it!

Marvel Spider-Verse Jigsaw Puzzle

Venture into the Spider-Verse with this excellent jigsaw puzzle from Buffalo Games. This 1,000 piece puzzle is a sight to behold, featuring Peter Parker, Miles Morales, Spider-Gwen, Spider-Man Noir, Spider-Man 2099, Spider-Ham, and many more Spideys. It even features some of his greatest enemies lurking around if you take a closer look. This Silver Select puzzle also comes in a giftable box with silver foil accents.

Phoenix Wooden Jigsaw Puzzle

Not only does this wooden puzzle look great once it’s all put together, but the pieces themselves also have unique shapes. You’ll find shapes of animals and nature items which are fun to spot as you admire the final pieced-together product. Our pick for this Phoenix jigsaw puzzle above comes with 200 pieces, but you can also grab a large version (290 pieces) or x-large version (680 pieces).

Stained Glass Flower Puzzle

This is another puzzle that’s well worth displaying after you’ve put it together. With 1,000 pieces in the box, this puzzle features a vibrant stained glass design with flowers blooming at the center. It’s a great one to work at slowly and appreciate the beautiful result once you’re all finished.

’80s Game Room Pop Culture Jigsaw Puzzle

Feeling nostalgic? This puzzle is ready to transport you back to the ’80s and ’90s, thanks to its retro style and assortment of pop culture references that you’ll be just as busy pointing out even after you’ve pieced it all together. It also comes with 1,000 pieces, so you’ll be able to spend plenty of time immersed in it.

Harry Potter Marauder’s Map Puzzle

There are quite a few really cool Harry Potter jigsaw puzzles out there and all of them make for great gifts for Potter fans. Our overall top pick within this franchise is The Marauder’s Map puzzle. From Moony, Wormtail, Padfoot, and Prongs, this puzzle looks like the full map from the movies once it’s been assembled. The puzzle itself is from The Noble Collection, which is known for making some of the highest quality officially licensed wand and Harry Potter prop replicas.

How to Choose a Jigsaw Puzzle

As an adult, choosing the right puzzle for you requires a bit more thought than it did as a kid. There’s more to it than just finding a picture you like and making a purchase. If you’re new to the puzzle game, here are some key things to consider before you buy:

How Many Pieces?

The difficulty of a puzzle can almost always be directly attributed to how many pieces there are. For most adults a 100-piece puzzle will likely be too easy, but a 1000-piece puzzle might cause you to get frustrated and lose interest. Because of this, you need to consider how much time you’re willing to dedicate before you choose a piece count. If you want something you can finish in a single afternoon, a 500-piece puzzle is likely enough of a challenge.

How Big Is It?

Another thing to consider when purchasing a jigsaw puzzle is how big it is once its completed. If you purchase a massive 2000-piece puzzle that won’t fit on your table, you may have trouble ever finishing it. Make sure you have enough room available that you’ll be able to slowly piece your puzzle together over multiple days. You can also buy yourself a good puzzle table or board if you need extra space.

Do You Plan on Displaying It?

Perhaps the most important factor in your puzzle purchase is what you plan on doing with your puzzle once you’re done. If you are looking for something that’s just fun to put together, you will want to focus more on the number of pieces and how the colors fit together in the image. However, if you’re looking for something to display when you’re done, you’ll want something that looks more like a work of art. You’ll also likely need to purchase puzzle glue and a frame, depending on what type of puzzle it is.

Need a better table for puzzling? Check out our picks for the best board game tables and board game storage that work great for all of your puzzles as well.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

Streamer Secures Full Combo for the Most Infamous Guitar Hero Song at 200% Speed

Clone Hero streamer and content creator CarnyJared has completed a full combo (FC) for DragonForce’s infamous Guitar Hero 3 song Through the Fire and Flames — at 200% speed.

The streamer’s description of the event says it all: “IT. IS. OVER.” Posted yesterday, February 27, is recorded evidence of the unbelievable feat and world record CarnyJared managed to pull off while streaming. As he launches into his final, successful attempt at hitting all 3,722 notes without missing a beat, on-screen text reminds viewers that this grand finale is the result of nine months of practicing.

“I am rightfully thankful for everybody that has supported me throughout this ridiculous grind. I have the best supporters on the entire platform of Twitch and YouTube,” CarnyJared explains in the video’s description.

“We all spent an unfathomable amount of time staring at the same 3,722 notes, figuring out any possible way to hit them more efficiently. Somehow it worked out, and somehow I am able to sit in front of this computer which you have all cumulatively provided to me, and make a living playing Clone Hero.”

Through the Fire and Flames running at regular speed can be a lot to process for the untrained eye, so watching CarnyJared blaze through the song at 200% speed feels completely incomprehensible. There’s not much else to say; FCing a seven-and-a-half-minute song in just over three minutes is extremely impressive.

Achieving an FC on the open-source Guitar Hero-like known as Clone Hero requires playing a song in its entirety without missing a single note. On-screen stats in the streamer’s video reveal that he’s reached nearly 2,000 FC runs past the song’s first bridge, only 662 past its second bridge, and 227 to its solo section. The Through the Fire and Flames 200% FC you see today marks only the fourth time CarnyJared has managed to pass the solo.

This is a moment that will live with me forever.

“I am blessed every single day to wake up and have food in the kitchen, and a place to sleep because of you amazing group of people,” CarnyJared adds. “And I also thank my family, who has not only supported me my whole life, but they all specifically watched and supported this entire grind at my lowest and highest points. This is a moment that will live with me forever.”

He called the Through the Fire and Flames 200% FC the “hardest thing” he’s ever done in his life, so the celebration that follows his successful run tracks with the effort he’s put into completing it throughout the last nine months. For those interested in seeing how such an inhuman achievement can be accomplished in the world of Guitar Hero and Clone Hero, CarnyJared teased that fans can expect a “1 hour+” documentary in the next few months.

For more on how the Guitar Hero community is keeping the game alive, you can watch music game streamer Acai test out CRKD’s new guitar controller in Fortnite Festival as part of IGN Fan Fest 2025.

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).

Pokémon Fans Are Hoping Legends: Z-A Will Bring a Certain Elemental Monkey Trio to Nintendo Switch at Last

Yesterday’s Pokémon Legends: Z-A gameplay reveal flooded us with new information about the upcoming Pokémon games set in a futuristic Lumiose City, including looks at dozens of Pokémon we should expect to see there. But one trio of monsters that fans were really hoping to see did NOT appear: the elemental monkeys Panpour, Pansage, and Pansear.

Why are fans so hung up on the monkey trio? It’s a bit complicated. The three monkeys and their evolutions have been a part of an increasingly shrinking list of Pokémon that are currently unavailable in any Nintendo Switch game. If you want to truly catch ’em all, you still can, by transferring them from other Pokémon games pre-Switch to Pokémon Home. But at the moment, the following Pokémon are unavailable for capture natively in any Nintendo Switch Pokémon game:

  • Panpour
  • Pansage
  • Pansear
  • Simipour
  • Simisage
  • Simisear
  • Patrat
  • Watchog
  • Furfrou

This list used to be much longer, but Game Freak added a ton of new Pokémon in the DLC for Pokémon Scarlet and Violet that culled the list down to these nine. What’s more, the trailer we saw yesterday showed both Patrat and Furfrou, confirming these two at least will be available in Legends: Arceus. And since Watchog evolves from Patrat, it’s a safe bet it will be in the game too. So that just leaves the three monkeys.

The elemental monkey trio was first introduced in Pokémon Black and White, and are somewhat beloved by fans due to the unique way the player obtains them. In Black and White, the first Gym the player encounters will use a typing that the player’s starter Pokémon is weak against. However, if the player visits a certain person in the Dreamyard, they’ll receive the monkey that has an advantage against that Gym, making it easier to tackle. Their designs are also memorable for being based on the “Hear no evil, see no evil, speak no evil” wise monkeys of Japanese folklore.

Realistically, the odds of the monkey trio showing up in Legends: Z-A are actually pretty good. It would be very surprising for Game Freak to leave them out of what could possibly be the last major Pokémon game on Nintendo Switch, and given that they appeared in the Kalos region PokéDex back in the day, it only makes sense for them to still be there in Z-A.

Even if the monkeys are included, there’s still one other problem Game Freak needs to solve: Spinda. Spinda is catchable on Nintendo Switch in Brilliant Diamond/Shining Pearl, but due to an error in how the game reads its spot patterns, it cannot be transferred to Pokémon Home. You can still get a Spinda from pre-Switch games transferred to Home, but the weird stuck nature of Spindas on Switch means that the dizzy little bear could probably use a functional Z-A appearance too, if Game Freak feels amenable.

Our first real look at Pokémon Legends Z-A gave us a lot to take in, and we’re still dissecting the footage to find all the connections between this and other, past Pokémon games. You can catch up on everything we saw at yesterday’s Pokémon Presents right here.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Monster Hunter Fans Say Goodbye to Their Favorite Chefs From Past Games As Wilds Launches

Monster Hunter Wilds is now out in the wild, and monster hunters are logging on in droves to start exploring the Forbidden Lands. Before they go, though, a few are taking a moment to remember some beloved NPCs from games past who kept their bellies full for every hunt.

Over on the Monster Hunter subreddit, posts have popped up reminding players to leave well-wishes for the chefs of previous Monster Hunter games, specifically Monster Hunter World and Rise. Cooks aren’t just the NPCs you tend to interact with pretty often, ensuring you’ve got good food buffs before heading out to fight against a scary beast; they’re also, broadly, pretty well-liked in the community.

The Grammeowster Chef from Monster Hunter World Iceborne, for instance, is a sweet elderly Felyne all bundled up in scarves, since she’s the head chef at Seliana’s Canteen. One post reminded players to let her know they’d be away for a while, because of Wilds’ launch.

Similarly, another post jokes about letting Monster Hunter Rise’s dango chef Yomogi know that they’ll be gone for a bit, saying they’re “going out to get cigarettes.” Though, the chef certainly made some decent revenue on all those dango. “Bro it’s fine, I’ve paid her entire college tuition by this point,” said one commenter.

We can’t talk about chefs without mentioning the classic one from Monster Hunter World, the Meowscular Chef, either. He’s a personal favorite NPC, with his eye scar, giant knife, and incredible poses every time he served up a new meal. The “best, most muscley boy”, as one commenter so aptly said.

It might seem silly to get sentimental over this, but chefs are a core part of the Monster Hunter loop. They’re the NPCs you tend to visit often, and you always get little cutscenes of them serving up the food that fuels your hunts. It doesn’t hurt that their designs are often fantastic, from a burly Felyne chef to the sweet Grammeowster.

A nice meal before heading out was routine for my own multiplayer ventures, and it might even be why Capcom is adding a new “place to gather” in its first Title Update for Monster Hunter Wilds. Having those little zones adds a lot, and having the right character in place only helps, if it wasn’t clear from all the players of previous Monster Hunters wishing the chefs goodbye before heading to Wilds.

Players are certainly digging into Monster Hunter Wilds too, with player numbers hitting massive peaks within 24 hours of its official launch. It hasn’t all been perfect, as PC players have been reporting concerns over performance, prompting Capcom to issue an official response.

To help get your Monster Hunter Wilds adventure started, take a look at what Monster Hunter Wilds doesn’t tell you, and a guide to all 14 weapon types in the game. We’ve also got a detailed Monster Hunter Wilds walkthrough in progress, a Monster Hunter Wilds multiplayer guide to explain how to play with friends, and if you’ve played one of the open betas, here’s how to transfer your Monster Hunter Wilds Beta character over.

IGN’s Monster Hunter Wilds review returned an 8/10. We said: “Monster Hunter Wilds continues to smooth off the rougher corners of the series in smart ways, making for some extremely fun fights but also lacking any real challenge.”

Eric is a freelance writer for IGN.

When’s the Right Time for Diablo 5? Blizzard’s Rod Fergusson Wants Diablo 4 ‘To Be Around for Years… I Don’t Know if It’s Eternal’

Diablo general manager Rod Fergusson opens his talk at DICE Summit 2025 by talking not about success, but about one of Diablo’s most high-profile failures: Error 37.

Error 37 was an error that appeared to players at the launch of Diablo 3, preventing them from accessing the game due to extremely high numbers of players all trying to join at once. The issue, which impacted massive amounts of players, resulted in widespread criticism of Blizzard’s handling of the launch, and even became meme-ified. Blizzard eventually fixed the error and Diablo 3 was ultimately (with a lot of time and work) a success.

But understandably, Blizzard and Fergusson have been eager to avoid anything like that ever happening again, especially as Diablo evolves into a more complex live service endeavor than it’s ever been before, with frequent small updates, ongoing seasons, and major expansions planned at regular intervals. Diablo 4, moreso than any of its numbered predecessors, has embraced live service.

Another Error 37, or something like it, would be catastrophic. Especially if Blizzard wants Diablo 4 to persist beyond its major content releases: a true live service juggernaut.

Diablo, Immortal

At DICE Summit 2025 in Las Vegas, I spoke with series general manager Rod Fergusson following his talk entitled: “Evolving Sanctuary: Building a Resilient Live-Service Game in Diablo IV.” On stage, Fergusson covered four key components to ensuring the resilience of Diablo 4: successfully scaling the game, keeping the content flowing, not getting too attached to purity of design, and keeping players updated on what’s coming at the expense of surprising them.

Throughout his talk, Fergusson reiterated the team’s goals of keeping players around regularly, consistently, and for the long haul. His descriptions of content roadmaps and seasons-ahead planning is a stark contrast to past numbered Diablo games – while the series is certainly no stranger to expansions and updates, Diablo appears to be committing to a live service trend that’s seeing massive AAA games stick around for much longer and change more rapidly and significantly than they ever have before, rather than leaning on new, numbered releases every few years.

So I asked him what the plan was: is Diablo 4 eternal, or rather, immortal? Is there a marker Fergusson is looking for to know when it’s time to move on to Diablo 5, or will Diablo 4 simply be the Diablo forever, similar to Blizzard’s endlessly popular MMO World of Warcraft?

Maybe not forever, Fergusson replied. But certainly for a very long time, if he has his way.

“We want it to be around for years,” he said. “I don’t know if it’s eternal. I think Destiny tried and did that like, ‘This is a ten-year game,’ and then they quickly were not. We want people to see the road ahead, because we know that, to play a Diablo game, you’re probably putting hundreds of hours in and we want people to know that we’re respecting their time and that we’re not just here and gone.”

Fergusson reminds me that there was over a decade between the release of Diablo 2 and 3, and another decade between Diablo 3 and 4. Granted, neither of these games had anything near the aggressive update cadence that Diablo 4 is planning. But they also didn’t have Fergusson at the helm, as he joined in 2020 after years of leading the Gears franchise. And Fergusson, for his part, believes in looking ahead…but not too far ahead.

I learned my lesson about calling the shot too early.

For instance, Fergusson announced in that same DICE Summit talk that Diablo 4’s second expansion would not be arriving until 2026. Despite originally planning for an expansion a year, the team’s timeline for Vessel of Hatred was extended when they moved staff working on the expansion onto necessary, immediate updates to the live game when Diablo 4 launched, and again when the first season dropped. There were 18 months between the launch of Diablo 4 and Vessel of Hatred, not 12 as planned. But when I ask Fergusson if 18 months is the new normal for expansions, he’s not willing to commit to a specific time frame. He knows better now.

“I learned my lesson about calling the shot too early. So I think giving, ‘Hey, you can relax for the next 11 months,’ is about as far as I want to go in this right now…We’re not at a place where we want to put a stake in the ground and call it. Because we’re still building it and learning from it…Our process is generally that we get internally to a place where we have the certainty to make a call, and then you get to a place where you publicly want to make that call. We’re not at the public part yet.”

Ruining the Surprise…on Purpose

Fergusson’s caution is warranted here, especially as his team prepares to be more transparent than ever before about their future plans. Part of that is the aforementioned content roadmap, due to be shown off in April. Another element is the Public Test Realm, or PTR, where players who opt in can play through a version of upcoming patches before it’s pushed live to the wider public. Fergusson says in his talk that the team initially struggled with the decision to use features like a PTR or content roadmaps, for fear of spoiling the surprise for players. But he’s overcome that fear.

“You just realize that it’s better to ruin the surprise for 10,000 people so that millions of people have a great season,” he said during his talk. “And even if you mess up PTR, even if whatever you’re offering to them in the mechanics is bad, I would much rather have a bad week of a PTR than a bad three months trying to recover from putting in something that we were surprising players with and it turned out to be wrong.”

“You can get really spun up on it,” he added to me later in our conversation. “And we’ve had it in the early days. We’re like, ‘Oh, this got data mined, people know this.’ Okay, how many people saw it? And it’s on this Reddit thread, and there’s probably 8,000 people there. But we are going to have millions of people. So at the end of the day, it’s okay. We haven’t ruined the surprise for everybody.”

It’s better to ruin the surprise for 10,000 people so that millions of people have a great season.

One challenge Fergusson’s facing now is that he wants to offer the PTR to more people, via consoles. Right now, players can only access the PTR via Battle.net on PC, which Fergusson says is due to certification challenges and the general difficulty of releasing new builds on consoles. But he says it’s something Blizzard is investing in, now with the support of parent company Xbox.

Another perk of Xbox, he says, is Diablo 4’s presence on Game Pass. Put simply, it lets Diablo amass as many players as possible. He compares it to why Blizzard decided to release Diablo 4 on Steam in addition to Battle.net – it was simply a matter of reaching more people.

“One of the things that’s different from when you think of a live service that’s behind a pay gate, like a premium live server, which is what Diablo is, versus a free-to-play live service like Diablo Immortal is, there’s an opportunity easier to grow Immortal because there’s no barriers to entry, right? Whereas, buying the boxed product or buying the main game is a barrier for some. So that’s what Game Pass gets rid of, that barrier. You have this opportunity where you can see new Game Pass players coming in all the time, because they’re just like, ‘Oh, I just got Game Pass. Oh, cool, that’s in there?’ And off they go. So it is interesting in terms of sustaining continued new players.”

All Hours Diablo

As we wrap up our conversation, I ask Fergusson about what he’s been playing lately, in hopes of getting a grip on what he’s inspired by. I ask if he’s picked up Path of Exile 2, and how he feels about people comparing it to Diablo 4. Fergusson disagrees with the comparison. “They’re very different games,” he says.

But he’s still trying to keep folks who love both games in mind for future updates. “A lot of people actually tell us, ‘do what you’re going to do, but just do us a favor and don’t line up your seasons over top of each other. Let me play one season for three weeks and let me play another season for three weeks. Don’t make me have to pick and choose.’ So I get that. As a person who plays lots of games, I totally understand that.”

So what is Fergusson playing right now? He tells me his top three games of 2024 by playtime. In third place, NHL 24. In second, Destiny 2.

And in first, no surprises here, it’s Diablo 4. He has 650 hours of Diablo 4 playtime on his home retail account alone, not counting work time. He tells me he’s currently playing Companion Druid, but he also just rolled a Dance of Knives Rogue. He just loves Diablo that much. Always has.

“It’s something about the habit of the game,” he says. “I get interrupted from- I’m halfway through Cyberpunk, I’m halfway through Witcher 3, I’m halfway through Space Marines 2000. I get to these points where I am into a non-service game, then I get distracted by something shiny. But I have this habit of, I got to go do my daily in NHL to go open my free pack of cards, and I have to go play with my brother in Destiny 2 because this is what the game we play together on. And then I just…The reason I came to Diablo five years ago was because it was my favorite game to play. So just because I work and I work doesn’t stop me from going home and playing it for hours and hours too.”

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Shroud by Adrian Tchaikovsky – Review

Cosmic horror, along with sci-fi in general, is a difficult genre to get right. It thrives on the unknown, the creeping sensation that something is just out of sight, not entirely clear, itching at your reality. But, if you don’t get the balance right, you’ll end up with a galaxy wide narrative that’s as deep as a puddle. Shroud understands this well, twisting its story in ways that leave you adrift in its dark world. It’s a book that revels in disorientation, pulling you deeper into its mysteries the more you struggle to grasp them. When it’s at its best, it makes you feel lost in all the right ways.

Shroud is an utterly gripping story of alien encounter and survival from Adrian Tchaikovsky, author of the Arthur C. Clarke Award-winning Children of Time, and paints a grim and grotesque vision of the future, where humanity’s expansion into the cosmos is as much a test of endurance (and capitalist hell) as it is a descent into existential dread.

The descriptions of Shroud itself—its tendrils curling through the void, the sensation of alien briar tightening around the atmosphere—are striking. The opening chapters, in particular, are a masterclass in setting the tone, so much so that I found myself rereading them just to soak in their gnarly brilliance again and again.

Shroud constantly shifts, leaving you unmoored in a way that mirrors the characters’ own descent into fear and uncertainty.

Tchaikovsky’s writing heavily leans into ambiguity, using a mix of perspectives and deliberately vague language to reinforce the unknowable nature of Shroud and its horrors. The book constantly shifts, leaving you unmoored in a way that mirrors the characters’ own descent into fear and uncertainty. Alien encounters are presented in strange, fragmented imagery rather than overtly explicit detail, making them all the more unsettling.

The prose itself even feels unstable at times, as if the words are bending under the weight of something beyond comprehension. Tchaikovsky does his best at making the sci-fi elements accessible, but it’s still a style that won’t work for everyone—those looking for clear explanations or firm resolutions may find themselves frustrated at times—but it’s undeniably effective at immersing you in a world that feels utterly alien.

The characters, particularly Juna Ceelander and Mai Ste Etienne, are an interesting study in detachment. They begin as almost intentionally blank slates, their personalities stripped down to what’s necessary to survive in their assigned roles. There’s a sense that they’re meant to be shaped by their time on Shroud, and they do develop more emotion as they struggle against its horrors. Yet there’s also moments they also regress, hollowed out by their experiences for the faceless corporate machine that sent them there in the first place.

But while Shroud excels at mood and mystery, it stumbles slightly when it tries to settle into a more structured narrative. The middle section loses some of that hypnotic unease, instead slipping into a “monster of the chapter” rhythm that, while functional, feels at odds with the book’s more unsettling moments.

It’s the storytelling equivalent of an explosion in Aquaman—it gets things moving, but not always in a way that feels as meaningful as the world Tchaikovsky has built. Thankfully, the book finds its footing again in the final stretch, closing things out with an inevitably bleak, bittersweet flourish.

What stood out to me most was how Shroud shares themes with something like The Expanse, with heeps of gritty realism, but Tchaikovsky has made his narrative that bit more intimate, spending most of its time in the minds of a few lost souls rather than sprawling across a grand political landscape. It’s a story of survival, in a bitter sci-fi setting, that also manages to explore where we are now, where we could go, and whether there’s anything worth holding onto when we get there.

How Monster Hunter Took Over the World

In the leadup to its global launch, Monster Hunter Wilds broke pre-order records on both Steam and PlayStation. It effortlessly followed in the footsteps of its extraordinarily popular predecessors, 2022’s Monster Hunter Rise and 2018’s Monster Hunter: World, achieving sales that truly cements Capcom’s unique and esoteric RPG series as one of the biggest video game franchises in the whole world.

But that wasn’t always the case. Less than a decade ago, the idea of a Monster Hunter game attaining such remarkable popularity across the globe would have seemed alien. Rewind the clock even further, back to when Monster Hunter hit the scene in 2004, and it would have seemed even more farfetched: the original game was met with mixed reviews. It wasn’t until a year later when Monster Hunter made the jump to the PSP did the series really blow up… in Japan.

That’s right. For a long time, Monster Hunter was the poster child for the “game series bigger in Japan than the rest of the world” phenomenon. The reasons for this were simple, as this story will explain, but that didn’t stop Capcom from trying to figure out how to break Monster Hunter through to the international market. And, as Monster Hunters World, Rise, and now Wilds proves, it was well worth the effort.

This is how Monster Hunter went from a domestic hit to a global force.

Around the time of Street Fighter 5’s launch in 2016, Capcom underwent an internal reorganization in order to prepare for a new generation of games. These games would run on the company’s brand new RE Engine, a replacement for Capcom’s ageing MT Framework. But this change was about more than just tools. Alongside the engine upgrade came a new mandate to ensure Capcom’s games were being made not just for existing, territory-specific fans, but for a global audience.

“It was a few factors that came together,” says Hideaki Itsuno, a former game director at Capcom best known for his work on Devil May Cry. “The change of the engine and also all teams were given a very clear goal at that point to make games that reach the global market. [Games] that are fun for everyone.”

If you look at almost all of Capcom’s games released during the PS3 and Xbox 360 era, you get the feeling that the company was going all-in on trying to capture an imagined version of the “Western games market.” The action-heavy Resident Evil 4 was a big hit, true. But the more gun-focused spinoffs like Umbrella Corps, as well as the sci-fi shooter series Lost Planet, were all clearly chasing late-2000s Western gaming trends to no avail. After several years, Capcom realized it needed to create games that could appeal to everyone, not just fans of traditional Western genres.

All teams were given a very clear goal to make games that reach the global market.

“I think that we had that clear goal of just focusing and not holding anything back,” Itsuno says. “Towards making good games that would reach people from all over the world.”

Itsuno notes that the time leading up to 2017 was pivotal. “The changes in organization and the changes in the engine, all these elements came together around that time,” he says. When Resident Evil 7 launched that year, it kickstarted a Capcom renaissance.

No other series embodies this new company goal for global success better than Monster Hunter. While it had its diehard fans in the West, for decades Monster Hunter was much, much bigger in Japan than the rest of the world. The series was never conceived to be something that was only big in Japan, but there were real-world factors as to why this happened.

Firstly, Monster Hunter found tremendous success moving from PlayStation 2 to the PSP with Monster Hunter Freedom Unite. The handheld gaming market has always been much stronger in Japan than in the West, as seen with the success of not just the PSP but also Nintendo’s DS and, more recently, the Switch. The popularity of handhelds in Japan is rooted in a number of factors, but the thing that really worked for Monster Hunter, according to the series’ executive producer Ryozo Tsujimoto, was that Japanese gamers were able to reliably play with friends thanks to the nation’s heavily developed wireless internet network. It was years ahead of anything available in the United States at the time.

“20 years ago, Japan was in a very, very solid state in terms of the network environments available to people, and being able to connect and to play online together,” Tsujimoto says. “And of course, we’re not speaking for everyone there, because we realize that there are people who may not have had the chance to play with friends back then. But by moving over to handheld systems, we were able to grow that player base that was interacting and playing multiplayer together.”

Monster Hunter, which is built on a core pillar of cooperative play, recognized that this aspect would best be served when friends could quickly jump into hunts together. There was no better avenue for that at the time than handheld consoles. Thanks to Japan’s advanced internet, it meant Monster Hunter was being developed for a local market first, even if that wasn’t an intentional approach.

This created a loop of sorts. Monster Hunter games would become best-sellers primarily in Japan, and to keep pace with the audience, Capcom would release Japan-only content and host Japan-only special events, further reinforcing Monster Hunter as a “Japan-only” brand.

Monster Hunter did have fans in the West, and they were enviously looking from the outside in.

But the reality was that Monster Hunter did have fans in the West, and they were enviously looking from the outside in as Japanese players received exclusive tie-ins and quests. But as the Western world improved its internet infrastructure and online play became practically mandatory for most console gamers, Tsujimoto and the team saw an opportunity to launch their most advanced and most globally-accessible Monster Hunter game to date.

Released in 2018 on PlayStation 4, Xbox One, and PC, Monster Hunter: World was a gigantic change for the franchise. Rather than being scoped for small, less-capable handheld consoles, it delivered large-scale, AAA console quality action with souped up graphics, bigger areas, and, of course, bigger monsters.

“Our approach to the globalization of the series and Monster Hunter in general really ties into not only the themes that we had going into designing the game, but also in the name of the game,” Tsujimoto reveals. “The fact that we called it Monster Hunter: World is really kind of a nod to the fact that we wanted to appeal to this worldwide audience that we wanted to really dig into and experience Monster Hunter for the first time.”

It was also vital that Monster Hunter: World not do anything that gave off the impression that Capcom was prioritizing one market over the other. Monster Hunter: World would be released simultaneously worldwide, and there wouldn’t be exclusive content locked to Japan, something Tsujimoto says “comes with realigning ourselves to hit those global standards that people come to expect of titles around the world.”

It wasn’t just a matter of making sure other regions got Monster Hunter: World at the same time as Japan (though it certainly helped). Tsujimoto and co. drilled deep to see what other ways Monster Hunter’s formula could be tweaked to broaden its appeal with players from all around the world.

“We did focus tests and user tests across the world, and some of the impact of those — the feedback and the opinions that we got during that really affected how we designed our game systems and really affected how much success we had as a global title for that game,” Tsujimoto says.

One important change that resulted from these playtests was simply showing damage numbers when players hit the monsters. Little tweaks here and there to an already successful formula drove Monster Hunter to the greatest heights it had ever reached. Previous Monster Hunter games had typically sold around 1.3 to 5 million copies, not including re-releases and special editions. Monster Hunter: World and its 2022 follow-up, Monster Hunter Rise, both recorded sales greater than 20 million copies.

This explosion of player growth didn’t happen by accident. Instead of changing the spirit of Monster Hunter to suit Western tastes, Tsujimoto and the team found ways to open up the series’ unique (and, admittedly, obtuse) nature to a wider audience without making sacrifices. This approach continues with the series’ latest game, Monster Hunter Wilds.

“At its heart, Monster Hunter really is an action game, and that sense of accomplishment you get from really mastering that action is an important aspect of Monster Hunter,” Tsujimoto explains. “But for newer players, it’s really getting to that point. The steps involved in getting to that sense of accomplishment is really what we’re trying to strategize for, in terms of designing for new players. So with World and Rise, for example, we were taking really great care to analyze where players got stuck, what was hard to understand, what they were having trouble with, getting player feedback, and also doing our own kind of research into that. And all of that kind of knowledge has impacted how we’ve implemented new systems into Wilds.”

Within 35 minutes of its release, Monster Hunter Wilds hit 738,000 concurrent players on Steam, a figure more than double Monster Hunter: World’s all-time high. And so there’s every chance that Capcom’s latest hunt may go on to quickly exceed even World and Rise’s lofty achievements. And thanks to a collection of glowing reviews and the promise of more content to come, it seems incredibly likely that Monster Hunter Wilds will continue the series’ mission to take over the world.

This article is an excerpt from an upcoming IGN story that explores how Capcom turned itself around after a chain of missteps and failures. Discover the whole story of Capcom’s fall and rise soon, only on IGN.

Matt Kim is IGN’s Senior Features Editor.

Monster Hunter Wilds Title Update 1 Gets Early April Release Date, Adds an Endgame Hub for Players to Gather

Capcom has announced early details of Monster Hunter Wilds’ first major patch, which is due early April.

Amid the huge launch of Monster Hunter Wilds itself, Capcom detailed Title Update 1 in a post on Steam. The company said the patch’s early April release date, set to arrive a little over a month after the game itself, “will give hunters enough time to prepare for the new content, and challenges, that await them.”

To that end, Title Update 1 adds a new level of challenge: “Prepare your gear, and resolve, hunters!” Capcom said. “TU1 will bring with it a monster of formidable strength at a level above Tempered!” Meanwhile, a new challenging monster will be added with Title Update 1.

Interestingly, Title Update 1 also adds an endgame place to gather. “A new place to meet, communicate, have meals together and more with other hunters will be added to Monster Hunter Wilds in TU1!” Capcom said.

“This area will be available to hunters who have completed the main story, so get hunting and be ready!”

Early reaction to the news that Title Update 1 will add a place for endgame players to gather has been mixed, with some welcoming the addition, others wondering why it’s not in the game at launch. It sounds very much like a Gathering Hub from previous Monster Hunter games, but as some have pointed out, it’s interesting that Capcom has chosen not to call it that here. While other players can turn up in your camp, Monster Hunter Wilds lacks a true social hub, so hopefully whatever this is will fill the void.

Capcom released a few images showcasing this new place to gather:

Meanwhile, Capcom issued a Monster Hunter Wilds troubleshooting guide amid ‘mixed’ Steam user reviews.

To help get your Monster Hunter Wilds adventure started, take a look at what Monster Hunter Wilds doesn’t tell you, and a guide to all 14 weapon types in the game. We’ve also got a detailed Monster Hunter Wilds walkthrough in progress, a Monster Hunter Wilds multiplayer guide to explain how to play with friends, and if you’ve played one of the open betas, here’s how to transfer your Monster Hunter Wilds Beta character over.

IGN’s Monster Hunter Wilds review returned an 8/10. We said: “Monster Hunter Wilds continues to smooth off the rougher corners of the series in smart ways, making for some extremely fun fights but also lacking any real challenge.”

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.