Resident Evil Re: Verse Shutting Down as Capcom Reaches “New Turning Point” With Franchise

Resident Evil Re:Verse, the multiplayer spin-off of the beloved horror franchise, is shutting down this June after less than three years on the market.

Capcom announced the shutdown in a blog post despite also saying the game had “exceeded expectation,” saying it has served its “celebratory purpose admirably” but is no longer needed as it has “reached a new turning point for the series.”

Resident Evil Re:Verse and all its downloadable content will be removed from sale on March 3 but those with the game already downloaded will be able to access it until June 29. “You will no longer be able to play Resident Evil Re: Verse once service has officially ended,” Capcom said.

The game will go down on all platforms, meaning PlayStation 4 and 5, Xbox One and Series X and S, and Steam. Resident Evil Re:Verse is available by purchasing the latest mainline entry, Resident Evil Village. No refunds for the game itself or its DLC were mentioned.

“Resident Evil Re:Verse was developed in celebration of the 25th anniversary of the Resident Evil series, and your overwhelming support for the game has far exceeded our expectations since the time of its release,” Capcom said. “Now that we’ve reached a new turning point for the series, we feel that Resident Evil Re:Verse has served its original, celebratory purpose admirably.

“We are incredibly grateful for your warm support for Resident Evil Re:Verse, and we deeply apologize for bringing you this disappointing news.”

The game made little impact when it arrived in October 2022, earning just a 5/10 in IGN’s review. “There are some good ideas in Resident Evil Re:Verse, but balance issues, a lack of content, and aggressive monetization make it little more than a sometimes-fun curiosity,” we said.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Obsidian RPG Avowed Can Hit 60FPS on Xbox Series X

Obsidian Entertainment’s upcoming role-playing game Avowed can hit 60 frames per second on Xbox Series X.

Though she offered no further insight, game director Carrie Patel told MinnMax that “you can get up to [60fps]” on Microsoft’s more powerful console, though the Xbox Series S version will be limited to the 30fps as previously confirmed.

It’s still unclear if Avowed will include a performance mode and graphics mode as has become standard, the former of which generally means 60fps with lower visuals while the latter generally means 30fps with improved visuals, or if the default setting hits 60fps on Xbox Series X naturally.

Avowed arrives February 13 for those willing to spend at least $89.99, though fans only willing to spend $69.99 are forced by Microsoft to wait until February 18. This is a recent trend deployed by publishers but has already been scrapped by the likes of Ubisoft.

Set in the same universe as Pillars of Eternity, Avowed is a first person fantasy RPG with a grand emphasis on player choice. The story weaves through tales of war, mystery, and intrigue, as players navigate the land and forge friendships or rivalries with those around them.

It earned praise in IGN’s Final Preview of the game, in which we praised its nuanced conversations, player freedom, and said “Avowed is just a lot of fun.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

The Lord of The Rings: Duel for Middle-Earth Board Game Review

Once upon a time there was a hugely popular card-drafting game called 7 Wonders. But drafting, where you pick a card to keep and pass the rest on, is pretty boring with two players, seeing as you know exactly what you’re going to be given on each pass. So, eventually, the game got a spin-off for two players only called 7 Wonders Duel which cleverly mimicked a draft by giving players a mixture of face-up and face-down cards to choose from. That was also hugely popular: indeed popular enough that it’s now received a shiny new Tolkien reskin in the form of Lord of the Rings: Duel for Middle-Earth (see it at Amazon).

What’s in the Box

Since this is essentially a card game, that’s the majority of the box contents. Fortunately they’re great cards, vibrant with evocative Middle-earth art. Some of the art actually joins together to make panoramas – although it’s unlikely you’ll manage to collect a set during play. Cards have a colored top bar to indicate what type they are, and most also have several symbols indicating both what that card can do for you, and the prerequisites for acquiring it.

Players new to this version might be more interested in the other components, which are used for tracking the game state. There’s a mini-map of Middle-earth onto which you place delightfully tiny wooden army and castle pieces. Another lovely touch is the hunt for the ring track, over which you place a plastic slider with the hobbits at one end and a movable plastic ringwraith at the other. This ensures the hobbits can inch closer to their objective at Mount Doom, the wraith can inch closer to the hobbits, but the hobbits can never get further away from the wraith.

The remaining pieces are punchable cardboard. There are several stacks of shields, one for each of the neutral factions of Middle-earth that the players hope to ally with, featuring icons on the reverse to indicate the reward for doing so, and lots of gold coins. Finally there’s a tile for each region on the board indicating what fortress you can build there, what it costs, and what you gain for doing so.

Rules and How it Plays

7 Wonders: Duel simulated drafting for two by having each of its three rounds set out a pattern of cards in which a row of face-up cards overlapped a row of face-down cards. That same layout is replicated here exactly, except rather than competing civilizations, one of you is the dark lord Sauron and the other represents the free people of Middle-earth. You can’t pick a card – or flip it, if it’s face-down – until the cards beneath it in the pyramid have been cleared. This makes your choice of which card to take each turn difficult and tense, because you want to try and minimize the options available to your opponent while also maximising your own further down the line.

This card pyramid isn’t the only thing that Lord of the Rings: Duel for Middle-Earth retains from its predecessor. Indeed, pretty much the entire game flow will be familiar to veterans of that game. Most early cards are free, so you can pick them up and add them to your growing tableau. But as the game progresses, more powerful cards will either require you to have particular skill icons or prerequisite symbols from cards you already own in order to take them. If you can’t afford anything, you can use gold to make up the shortfall of matching symbols or discard a card for gold instead.

You are thus quickly caught into a dilemma as to whether to specialize in certain sets of skills, which will make it easier to get similar cards, or play as more of a generalist. There’s no right answer to this: it depends on what cards you get and in what order, and learning when to break one way or the other is a key tactical skill that comes with experience. Either way, this makes flipping face-down cards surprisingly exciting because there can be a lot riding on it if it’s the next key part in the specialist chain that you’re building. There’s nothing worse than suddenly finding you’ve handed the opportunity to pick-up a critical card to your opponent because grabbing something else you wanted revealed it.

In addition to cards that grow your tableau economy, there are also cards that move you forward on victory conditions. These are where Lord of the Rings: Duel for Middle-earth makes clear water between itself and its predecessor. Ring symbols let you advance on the quest for the ring track. If either side reaches the end of its track, it’s an instant win, with identical bonuses to be had along the way. Green cards represent an alliance with another faction such as Elves or Ents: six different such symbols and you win, while duplicates get you a bonus token from a stack specific to each faction. Finally, red cards let you place armies on the map of Middle-Earth, kicking out rivals on a one-to-one basis. If you conquer all seven regions you win, otherwise the player with the most regions when the card stack runs out takes the victory.

Each victory condition is cleverly designed to close in on its apex during the third round of play. You are pretty much guaranteed to be within touching distance of one, if not two, by then and play becomes a matter not only of trying to inch yourself over the line but selecting cards that prevent your opponent from doing the same. This ensures that play builds towards a truly thrilling climax almost every time, lending the game an epic feel that belies its relative simplicity and snappy half-hour play time.

However, after a few plays it’s hard not to wonder how much of this comes down to skill, and how much of it is luck. As mentioned previously, revealing a card that either you, or your opponent, need, can be absolutely critical to which way the victory breaks and there’s very little you can do about it. The decisions you make along the way certainly matter, but the game is engineered to be close because whatever you don’t have the opportunity to get, your enemy will. You thus pay for that crescendo of excitement with the seeds of doubt about how much your efforts influenced the final outcome. In fairness, it is difficult to design really dramatic games that don’t involve a lot of random moments, and this one hides it fairly well.

Play builds towards a truly thrilling climax almost every time.

One other secret weapon the game has in this regard is its other major new feature: fortresses. At any given time there are three fortress tiles available of the full seven, one for each space on the map. They all cost large amounts of skill symbols and gold, but come with benefits to match. Not only do these rewards tie in with the central game mechanics, such as free ring track spaces if you gain the tower of Minas Tirith in Gondor, but they allow you to place a fortress piece in the matching space, which acts as an undefeatable army there. Fortresses are thus huge pivots in winning over map spaces. At the same time, buying a tile is the only way you can delay taking a card and thus potentially force your opponent into taking one that flips those critical unrevealed cards instead.

For all the vibrant card art and name-checking of key places and people in Middle-earth, the game doesn’t end up feeling like an evocation of Tolkien’s trilogy. Grabbing ring cards is no substitute for the long, desperate chase depicted in the books and there’s no real matchup between allying factions and the rewards they offer. Worse, the game often feels counter-thematic. There’s nothing to stop Sauron allying with his most implacable foes, the Elves, and the armies of the free peoples often end up conquering the shadow realm of Mordor and buying its fortress of Barad-Dur. These outcomes would have been unthinkable in the carefully constructed legendarium, but they’re so common here it makes light of Tolkein’s vast imaginative effort.

Where to Buy

See More Lord of the Rings Board Games:

Monster Hunter Wilds Gets PC Benchmark and New System Requirements

Monster Hunter Wilds is just a few weeks away, and Capcom has released a PC benchmark for players to see if their system is up to snuff. Alongside that, the PC system requirements have been officially lowered.

As announced during yesterday’s Capcom Spotlight, the PC benchmark for Monster Hunter Wilds is live on Steam right now. The tool will need to compile some shaders once it’s loaded up, but otherwise it’s fairly easy to run and see where your computer lands. It’s a good idea to check, especially if you’re curious about how the updated system requirements might affect your performance.

Previously, the system requirements for hitting 1080p and 60 frames per second (with Frame Generation enabled) called for an Nvidia GeForce RTX 2070 Super, NVIDIA GeForce RTX 4060, or AMD Radeon RX 6700XT graphics card; an Intel Core i5-11600K, Intel Core i5-12400, AMD Ryzen 5 3600X, or AMD Ryzen 5 5500 CPU; and 16 GB of RAM.

In an updated page alongside the benchmark, Capcom appears to have lowered the requirements. For Recommended, or 1080p (FHD) with 60 frames per second and Frame Generation enabled, here are the new requirements:

  • OS: Windows 10 (64-bit required) / Windows 11 (64-bit required)
  • Processor: Intel Core i5-10400 / Intel Core i3-12100 / AMD Ryzen 5 3600
  • Memory: 16 GB
  • Graphics Card (GPU): GeForce RTX 2060 Super / Radeon RX 6600 (8 GB VRAM)
  • Storage: 75 GB (SS required)

This should, per Capcom’s site, have Monster Hunter Wilds running at 1080p and 60 frames per second with Frame Generation enabled. As you might have noticed, it’s a slight but still noticeable down-tick in requirements.

Users are already reporting some noticeable benefits to performance in the benchmark compared to the beta test, though that’s with Frame Generation enabled. Steam Deck still doesn’t seem likely; while the gaming rig I tested passed with flying colors, my personal attempt on the Deck didn’t elicit promising results.

What’s noticeable, alongside the processing changes, is the difference in storage size. Before, Monster Hunter Wilds called for 140 GB of available space on your SSD; now, it’s 75 GB. As file sizes seem to constantly grow year-over-year, it’s surprising to see such a change.

For more on what’s in store for Monster Hunter Wilds, be sure to read up on our recent IGN First coverage, showcasing bouts with fearsome beasts like the apex monster Nu Udra, and our final hands-on impressions of Capcom’s latest Monster Hunter before it arrives later this month. Monster Hunter Wilds is out for PlayStation 5, Xbox Series X and S, and PC on February 28, 2025.

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.

Xbox and Nintendo Spurred the Two Scariest Moments of Former PlayStation Exec Shuhei Yoshida’s Career

Shuhei Yoshida, former president of Worldwide Studios for Sony Interactive Entertainment, has revealed that Nintendo and Xbox each orchestrated the two scariest moments of his long career at PlayStation.

Yoshida told MinnMax that the release of the Xbox 360 one year before the PlayStation 3 was “very, very scary,” as those who considered waiting for Sony’s console would be well behind in tasting the next generation of video games.

But Yoshida said “the biggest shock I had from an announcement from the competition” was when Nintendo announced that Monster Hunter 4 was going to be a 3DS exclusive. “That was the biggest shock,” he said.

Monster Hunter was a colossal hit on the PlayStation Portable, to the point where it had two exclusive games, but Yoshida had no idea Nintendo had secured this new game for its own console. To make matters worse, it then slashed the price of the 3DS by $100, putting it well below the PlayStation Vita.

“After launch, both Nintendo 3DS and Vita were $250 but they dropped $100,” Yoshida said. “I was like, ‘Oh my god’. And [then they] announced the biggest game… The biggest game on PSP was Monster Hunter. And that game is going to come out on Nintendo 3DS exclusively. I was like, ‘Oh no.’ That was the biggest shock.”

Yoshida retired in January after more than three decades with Sony, where he became a face of the PlayStation brand and was beloved by fans worldwide. His no longer being with the company has allowed Yoshida to share some previously unheard insight such as this, however.

Yoshida has also said how he’d have tried to resist Sony’s embattled live service push and even given his two cents on why it won’t make a remake or sequel to cult classic Bloodborne.

Photo by Stuart Wilson/BAFTA/Getty Images for BAFTA.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

WWE 2K25 Hands-On Preview

Ever since its successful 2022 reinvention, 2K’s popular WWE series has continually made a host of iterative improvements in an attempt to not only build upon its winning formula but also justify its annual releases. WWE 2K25 certainly promises a new batch of iterations, including a brand new, online interactive world called The Island, a revamp of its story, general manager and Universe mode, a new hardcore match type called Bloodline Rules, and several more. However, I can’t say if all these new additions will elevate 2K25 above its predecessor because, unfortunately, I didn’t get to sample any of them at a recent preview event.

Instead of sampling this year’s most significant alterations, my time with 2K25 was largely focused on the (mostly) unchanged core gameplay and this year’s adjusted Showcase Mode, which focuses on The Bloodline stable of wrestlers. But while I was locked out of most of this year’s new ideas, I did appreciate some small but significant alterations. They’re enough that I’m confident WWE 2K25 will be another successful evolution of the series and most likely worth any wrestling fan’s time.

WWE 2K25’s Showcase Mode focuses on the history of the Anoa’i family, headlined by its most recent stars Roman Reigns and The Bloodline, but also celebrates previous generations like The Wild Samoans, Yokozuna and, most famously, The Rock. The mode now includes three types of matches: Ones where you recreate history, others where you create history, and most interestingly for me, matches where you alter history. I got to experience all three types in the shape of recreating Nia Jax’s Queen of the Ring victory from 2024, creating a dream Wild Samoans versus The Dudley Boyz match, and altering the history of the iconic Roman Reigns against Seth Rollins bout from the Royal Rumble in 2022. All three offered their own style of fun and unique perspective for any hardcore WWE fan and an improvement on last year’s showcase mode. But that’s not to say there aren’t still some small issues.

The Showcase Mode in last year’s WWE 2K24, much like the one in WWE 2K23 before it, was hampered by an over-reliance on switching to real-life footage that ran for multiple minutes – a system developer Visual Concepts dubs “Slingshot”. As I pointed out in my preview for WWE 2K23, “I found myself wanting to be back in the action and create these moments myself, not just watching clips of footage that are already burned into my brain.” Two years later, I’m happy to confirm that although the issue is not completely solved, progress has been made.

The cut to real-life footage is now gone, as is the over-reliance on taking you away from the action (at least as far as I experienced in the hands-on session). Key moments are recreated in-engine through animation, providing a less jarring experience and a level of satisfaction from seeing iconic moments realised in the game’s (mostly) gorgeous graphics. These sequences also seem significantly shorter, meaning less time away from controlling the action.

That’s not to say that all my prior gripes with staying in control have been addressed, though. During the conclusion of my Nia Jax match, complete control was taken away from me. Rather than stay in the ring, I was forced to embody a bystander during the 1,2,3. Ideally, I’d like more control during these important moments. I want to relive them with my own gameplay decisions, not merely observe as a passive bystander.

Elsewhere, 2K25 makes minor improvements to other rough edges. Previous showcase modes relied heavily on a checklist system, requiring you to complete often rudimentary manoeuvres to trigger the match’s live-action sequences. A common complaint is that this approach makes a match feel less like dynamic gameplay and more like a to-do list. This system is back, which no doubt will prove contentious once again, but it has been slightly refined for WWE 2K25, with added optional objectives on a timer. You’re rewarded for completing these actions with cosmetics, but most importantly you’re not punished for failing them as you were in previous entries. It’s a vital (baby) step in the right direction.

The standout addition to Showcase Mode is without a doubt the aforementioned ability to change the conclusion of certain historic matches. Where Roman Reigns once lost by disqualification to Seth Rollins, you can now experience how things could have played out should Roman have altered his temperament in the final moments. It’s a fresh experience for hardcore fans of WWE and I’m very excited to see what happens in the other unannounced change matches.

While there are notable changes in modes and match types, the core gameplay essence of WWE 2K25 is basically the same as before with some minor tweaks. That’s not necessarily a bad thing. I was already happy with the grappling action in WWE 2K24, so I largely believe it’s a smart decision to stick with the proven, successful formula. There are though a few interesting additions and returns, however.

WWE 2K25 sees the long-requested revival of chain wrestling, a gameplay sequence that was sacrificed with WWE 2K22’s huge engine revamp. During the opening moments of a bout, instigating a grapple will now force players into a mini-game that allows you to gain the upper hand. After locking up you can choose to drive, wrench, attack and ultimately reposition your opponent into a spot that is advantageous to you. Like the trading blows mechanic introduced last year, chain wrestling adds another staple of WWE action, taking another vital step towards accurately recreating what fans see on TV every week.

Also making a return is the submission system, a mini-game in which you must either avoid or match your opponent’s colour block on a wheel. While it has an overwhelming U.I. presentation, it quickly becomes second nature, and I’m glad to see it return. If you’re less excited by its reappearance, it can fortunately be disabled in the options. The same goes for chain wrestling and other quick-time event moments – they’re all optional.

Wrapping a bottle of Logan Paul’s luminous juice around your opponent’s head certainly feels like the best use of the egregious electrolytes.

Without a doubt, my favourite gameplay feature from WWE 2K24 also makes its triumphant return: weapon throwing. Not only has the roster of weapons been improved, but the backstage brawls have now expanded into new environments that are perfect for weapon tossing. The best location I experienced in the demo was the WWE archives, which not only allows you to toss apples, footballs and megaphones, but also drops you into a WWE fan’s dream environment, littered with history and easter eggs galore. Oh, and you can also fight on top of a giant Wrestlemania sign and everyone’s favourite giant fist from the Smackdown days of yore.

As to be expected, much like in real life, the ring area is covered in Prime sponsorships. Say what you will about that, but it does allow you to use the Prime Hydration Station’s giant bottle as a weapon. For my money, wrapping a bottle of Logan Paul’s luminous juice around your opponent’s head certainly feels like the best use of the egregious electrolytes.

Perhaps the most notable gameplay alteration this year, though, is the long-overdue intergender gameplay. For the first time in a 2K WWE game, you’re able to pit the men against the woman in a match of your choosing. This, along with the largest roster ever (with 300+ wrestlers to choose from) finally opens the doors to a whole host of matchups that previously weren’t available.

Lastly, although the demo build featured a limited amount of new updates to explore, I did get some hands-on time with the brand-new match type called Underground. It’s a rope-less variation of an exhibition match that puts you in a Fight Club-like setting with lumberjacks around the ring. This is something completely brand new for the series and something I can share more about later this month as part of our exclusive IGN First content. Be sure to check IGN later this week to get a look at a full match, as well as a full, detailed explanation of the new match type from Visual Concepts developer, Derek Donahue.

WWE 2K25 continues the recent tradition of the series, layering new features on top of existing and robust fundamentals. Nothing right now feels particularly revolutionary as the formula feels largely consistent with last year’s offering just with some small-but-smart tweaks. Time will tell if the advertised big sweeping changes and new modes I didn’t get to see will truly make this edition stand out from its peers, but from my brief experience, it’s hard to say this is anything but a very incremental step for an already well-realised series.

Dale Driver is an Executive Producer of Video Programming at IGN and a lifelong WWE fan/apologist who acknowledges his Tribal Chief. Be thoroughly bored by following him on Bluesky at @daledriver.bsky.social

Kingdom Come: Deliverance 2 Has Already Sold 1 Million Copies, Dev Calls It a ‘Triumph’

Kingdom Come: Deliverance 2 looks like a massive hit, with one million copies sold just a day after launch.

Warhorse Studios’ medieval Europe action RPG sequel launched on February 4 across PC, PlayStation 5, and Xbox Series X and S, and soon shot to the upper echelons of Steam’s most-played games list.

On Valve’s platform, Kingdom Come: Deliverance 2 hit a peak of 159,351 concurrents, a number that will surely grow as it heads into its first weekend on sale. For context, the first Kingdom Come: Deliverance hit a peak Steam concurrent player count of 96,069 seven years ago.

It’s worth noting that Kingdom Come: Deliverance 2’s actual peak concurrent player count will be bigger, given the game launched on console as well as PC. However, neither Sony nor Microsoft make player numbers public.

In a tweet, Warhorse called Kingdom Come: Deliverance 2 “a triumph,” suggesting it’s done the business for the Czech video game developer and its owner, Embracer subsidiary Plaion.

The question now is how big can Kingdom Come: Deliverance 2 get? It’s currently the top-selling game on Steam by revenue, globally, ahead of the likes of Counter-Strike 2, Civilization 7, and Monster Hunter: Wilds, which suggests it will have legs for some time.

IGN’s Kingdom Come: Deliverance 2 review returned a 9/10. We said: “Armed with excellent melee combat and an exceptional story, Kingdom Come: Deliverance 2 is one part sequel and one part coronation, bringing a lot of the original’s ideas to fruition.”

Getting started in Kingdom Come: Deliverance 2? Check out our advice on Things to Do First and How to Make Money Fast Early, or head to our Walkthrough hub for a step-by-step guide to the main quest. We’ve also got guides for the myriad Activities and Tasks, Side Quests, and even Cheat Codes and Console Commands.

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.

MultiVersus Players Praise Major Season 5 Gameplay Changes Ahead of Server Shutdown — and Now #SaveMultiVersus Is Trending Online

MultiVersus will shut down when Season 5 ends in May, but the sweeping changes to combat speed that were introduced in a new update have fans enjoying its gameplay now more than ever — and even sparked a #SaveMultiVersus trend on social media.

The community for the Warner Bros. platform fighting game woke up ready to dive into its fifth and final season when it launched yesterday, February 4, at 9am PT. Developer Player First Games had spelled out plans to shutter the project last week, teasing that the update would include DC’s Aquaman and Looney Toons’ Lola Bunny as its last playable characters. What was poised to be a somber sendoff for MultiVersus actually brought on extensive movement changes across the board, resulting in a much faster-paced experience overall. It’s a fundamental adjustment that players have begged Player First to implement for years, and it arrives just as things are coming to an end.

Players first took notice that combat in Multiversus had been sped up after Player First published a Season 5 Combat Changes Preview video on X/Twitter. For those who have played the free-to-play Warner Bros. fighting game in the past, the differences are impossible to ignore, as characters can be seen chaining together combos and moving across the screen faster than ever before. It’s a substantial shift away from the floaty gameplay fans criticized during the MultiVersus beta test in 2022, and it’s even faster than what was seen when it relaunched in May of last year.

Season 5 update patch notes reveal that the increase in combat speed comes as a result of a reduction to hitpause “across most attacks in the game.” It means stringing together combos will be faster than you remember regardless of who your main is, with a handful of specific characters receiving additional adjustments to their speed, too. Morty, LeBron, Iron Giant, Bugs Bunny, Black Adam, and many more feel especially quick thanks to changes that allow them to fast fall when using certain aerial attacks. Garnet, meanwhile, now has stronger ringout potential on the ground and weaker ringout potential in the air to help level out her impact as an already fast character.

MultiVersus Season 5 turns the nearly one-year-old fighting game into something almost completely different, and those diving in already are finding far more to enjoy than just two new characters. The problem is that this… is it. Just as Player First finds its footing with an update that delivers long-awaited gameplay changes, MultiVersus will completely shut down come May 30. Its demise will bring the end of seasonal content drops as well as its removal from digital storefronts as Warner Bros. Games guts online play from the experience entirely, leaving only offline modes for fans to experiment with.

Now, fans are left feeling shocked and powerless as MultiVersus becomes the experience they’ve always dreamed of just in time for it to completely shut down. X user @PJiggles_ commented on the changes, calling MultiVersus “the most interesting bad game in existence,” referring to its beta rollout, 2024 relaunch, and sudden combat speed increase. Professional Super Smash Bros. player and content creator Jason Zimmerman (a.k.a. Mew2King) replied to a Player First post to ask why movement speed was increased now and not earlier.

…but man, if this was how the relaunch started off we could’ve really had something.

“I know everybody’s been playing the blame game when there likely isn’t a single individual or even group who deserves the entirety of the blame,” one Reddit user said, “but man, if this was how the relaunch started off we could’ve really had something. (Apex Legends) is probably one of the worst monetization schemes out there but it lasted so long because it nailed the fundamentals at the start.”

It’s painful, especially as players gather not only to mourn the game’s demise but to celebrate such a drastic leap in quality. Reddit user Desperate_Method4032 said the Season 5 update fixed “every issue I had with the game,” explaining that things like touched-up shield animations helped turn MultiVersus into an experience that looks and feels far more polished. Although the gameplay shakeup follows confirmation of shutdown plans, they said the “potential” has them hoping Warner Bros. could reverse course.

“I’m not naïve,” Desperate_Method4032 said. “Just a fan with tons of love for the characters showcased in this game. But is it so wrong to have just LITTLE bit of hope that the game will make a comeback? There’s just far too much potential to let things end like this. Not when the game finally feels like it found its footing.”

Unfortunately, while some are expecting the worst and hoping for the best, Player First and Warner Bros. show no sign of backing down from their plan to cease service this summer. MultiVersus game director Tony Huynh took to X earlier this week to share a few closing thoughts while addressing long-unanswered player questions and concerns. Warner Bros. also disabled real-money transactions as of January 31, leaving players unable to purchase content without using previously earned in-game currency. The Season 5 premium battle pass has been made free for all players as one final gift.

MultiVersus will go dark, for good this time, at 9 am PT on May 30. While Warner Bros. has already initiated its shutdown plans, players are finding some joy by creating and sharing memes. It’s a bittersweet moment for the fighting game community as they relish a game that finally lives up to their expectations just before it meets its end.

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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).

EA Says Madden and FC Might Find ‘Real Energy’ on Nintendo Switch 2

As you’d expect, EA is eyeing the Nintendo Switch 2 as a platform for its games. In a recent financial call, CEO Andrew Wilson was asked directly about Nintendo’s next-gen console, and he replied to suggest the company has plans to release many of its games there.

Wilson singled out EA’s money-spinning sports franchises, Madden and FC, as potentially finding “real energy” on Nintendo Switch 2, and also pointed to The Sims as a game that could do well on the console.

“Anytime a new console comes into the marketplace that’s of a benefit to us, it gives us the ability to access and acquire new players,” Wilson said. “Typically, we’ve had franchises perform very well on Nintendo platforms. Certainly our expectation is that products like FC and Madden and others might find real energy on the platform as they have done in the past.

“When you think about something like The Sims and the My Sims cozy bundle, which performed well ahead of our expectations, 50% of all players were new to EA. That represents a great opportunity for us.

“So again, nothing in our models at this juncture, but our expectation is that anytime a great new console comes in the marketplace that gives us access to new players and new communities, that we have the IP that will benefit from that.”

While it comes as little surprise to hear the likes of Madden and FC will be released on Nintendo Switch 2, fans will be wondering what version of those games they can expect on the console. Historically, EA has released what it calls “legacy” versions of FIFA on Nintendo Switch, but in recent years it has aimed for feature parity for the rebranded FC franchise. Given the Switch 2 will be a more powerful console than its predecessor, perhaps FC 26, say, will be closer to the FC 26 on PlayStation, Xbox, and PC.

Now Nintendo has announced the Switch 2, we’re starting to build a picture of what to expect on it in terms of games. There is a long list of rumored third-party titles coming to the console, and in an interview with IGN, Civilization 7 developer Firaxis called Switch 2’s apparent Joy-Con mouse mode “definitely intriguing.” French video game and accessories maker Nacon, publisher of the likes of Greedfall 2, Test Drive Unlimited, and RoboCop: Rogue City, has said it has Switch 2 games ready to go. The long-awaited Hollow Knight: Silksong is also rumored to be set for Switch 2.

As for Nintendo, we know it’s working on a new Mario Kart. Expect to find out more at a Nintendo Direct in April.

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.

EA CEO Says Dragon Age: The Veilguard Failed to ‘Resonate With a Broad Audience,’ Gamers Increasingly Want ‘Shared-World Features’

EA CEO Andrew Wilson has commented on the financial failure of Dragon Age: The Veilguard, saying it failed to “resonate with a broad enough audience.”

Last week, EA restructured Dragon Age developer BioWare to focus on Mass Effect 5 only, meaning some who worked on The Veilguard were moved to projects at other EA studios.

The decision followed EA’s announcement that Dragon Age: The Veilguard had underperformed on its expectations for the long-awaited action RPG. EA said Dragon Age “engaged” 1.5 million players during its recent financial quarter, which was down nearly 50% from the company’s projections.

IGN has chronicled some of Dragon Age: The Veilguard’s development challenges, including layoffs and the departure of several project leads at different stages.

According to Bloomberg reporter Jason Schreier, BioWare staff believe it was a miracle Dragon Age: The Veilguard released a complete game “after EA forced live-service into it, then reversed course.”

Now, speaking in an investor-focused financial call, Wilson suggested its role-playing games need to have “shared-world features and deeper engagement alongside high-quality narratives.”

“In order to break out beyond the core audience, games need to directly connect to the evolving demands of players who increasingly seek shared-world features and deeper engagement alongside high-quality narratives in this beloved category,” Wilson said in prepared remarks.

“Dragon Age had a high-quality launch and was well-reviewed by critics and those who played. However, it did not resonate with a broad enough audience in this highly competitive market.”

Reading between the lines, Wilson is suggesting that if Dragon Age: The Veilguard had “shared-world features” and “deeper engagement,” it might have sold more copies. But it’s hard to understand that position when you consider EA backed BioWare’s major reset of Dragon Age. As IGN has reported, this reboot saw Dragon Age shift from the skeleton of a multiplayer game with repeatable quests, a tech base, and the outline of a story, to a full-blown single-player RPG.

Fans are already saying EA has learnt the wrong lessons from Dragon Age: The Veilguard, and are pointing to the enormous success of single-player only RPGs that have been released recently, including Larian’s all-conquering Baldur’s Gate 3. Either way, it seems Dragon Age is now dead, at least for the foreseeable future. But what does this all mean for Mass Effect 5?

EA CFO Stuart Canfield touched on EA’s decision to restructure BioWare to focus on the next Mass Effect, which has reportedly involved cutting the 200-person studio down to less than 100 people.

“Historically, blockbuster storytelling has been the primary way our industry bought beloved IP to players,” Canfield said. “The game’s financial performance highlights the evolving industry landscape and reinforces the importance of our actions to reallocate resources towards our most significant and highest potential opportunities.”

It’s worth noting that single-player only games make up a tiny portion of EA’s overall revenue. The bulk of the company’s cash comes from live service (74% in the last 12 months). Ultimate Team is doing the heavy lifting here, but there are live service contributions from everything from Apex Legends to The Sims. The upcoming Skate is a live service, and the next Battlefield will inevitably be treated as such, too.

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.