Sony has issued an update on the classic PlayStation, PS2, PS3, and PS4 limited-time console themes for PS5, as well as the prospect of more themes coming to the console.
In a tweet, Sony confirmed that the much-loved classic themes leave tomorrow, January 31, 2025. However, it also confirmed that they will return at some point, which is certainly good news for PS5 users who’ve enjoyed those nostalgia-fueled boot-up sounds whenever they turn their consoles on.
“Thank you for the fantastic response to the classic PlayStation, PS2, PS3, and PS4 limited-time console themes, which will be leaving tomorrow,” Sony said. “Due to the positive response on these 4 themes, we’re doing some work behind the scenes to bring these special designs back in the months ahead.”
Your PS5 now has themes that use imagery and sound from previous PlayStation consoles! pic.twitter.com/5UAwEplcwX
That’s the good news. Now for the bad news. In a follow-up tweet, Sony said it has no plans to release more themes in the future. Here’s the statement:
“While there aren’t plans to create additional themes in the future, we’re excited to keep celebrating legacy PlayStation hardware with you all.”
Fans were quick to express their disappointment at the news. Sony has yet to add themes to the PS5 despite it being a feature of previous consoles, and based on this statement, it’s not happening at lease with this console generation.
The nostalgia themes let PS5 users style their home screen and menus after the PSOne, PS2, PS3, and PS4 in celebration of the 30th anniversary of PlayStation on December 3, 2024. The PSOne theme adds the classic console to the home screen background, the PS2 theme adds its menu shapes, the PS3 theme adds its wave background, and the PS4 theme similarly adds the wave patterns seen in the background of the previous generation of PlayStation. All themes also add each console’s sound effects.
Image credit: Sony Interactive Entertainment.
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.
General manager Gary McKay said the studio is “taking this opportunity between full development cycles to reimagine how we work.”
“Given this stage of development, we don’t require support from the full studio,” McKay continued. “We have incredible talent here at BioWare, and so we have worked diligently over the past few months to match many of our colleagues with other teams at EA that had open roles that were a strong fit.”
IGN understands that EA has already placed an unknown number of developers from BioWare into other, equivalent roles within the company. But a smaller number of Dragon Age team members are also seeing their roles terminated, and are being offered time to apply to other roles within the company if they so choose.
Following the announcement, a number of BioWare developers took to social media to say they were now leaving the studio. Editor Karin West-Weekes, narrative designer and lead writer on Dragon Age: The Veilguard Trick Weekes, and editor Ryan Cormier all said they were looking for work, with producer Jen Cheverie and senior systems designer Michelle Flamm also confirming their exit.
IGN asked EA for specifics on how many individuals at BioWare were being impacted by this latest change, how many face potential layoffs, and how many remain at the studio, but EA’s response was vague:
“The studio’s priority was Dragon Age. During this time there were people continuing to build the vision for the next Mass Effect. Now that The Veilguard has shipped, the studio’s full focus is Mass Effect.
“While we’re not sharing numbers, the studio has the right number of people in the right roles to work on Mass Effect at this stage of development.”
BioWare’s work on Dragon Age: The Veilguard was brought to an end last week with what sounded like its last major update.
Dragon Age: The Veilguard was the first new game in the fantasy RPG series in 10 years, but it came and went not with a bang but a whimper. Amid the launch BioWare confirmed Dragon Age: The Veilguard wouldn’t get any post-launch DLC, shocking fans who had hoped for expansions as previous Dragon Age games had received.
As for Mass Effect, EA said a “core team” at BioWare is developing the next Mass Effect game under the leadership of veterans from the original trilogy, including Mike Gamble, Preston Watamaniuk, Derek Watts, Parrish Ley, and others.
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.
Pokémon Trading Card Game Pocket has today received its next major update and first full set since launch as the Pokémon Diamond and Pearl-themed Space Time Smackdown expansion is now available.
This set, which comes in two booster packs themed after Dialga and Palkia, includes a total of 207 cards and is therefore significantly smaller than Genetic Apex’s 286. That being said, 52 of these are the alternate art, Star and Crown rarity cards, and as Genetic Apex had 60 of these, there is a higher percentage of rare pieces to collect.
Space Time Smackdown’s official card count therefore comes to 155, as alternate arts aren’t included in the overall collection number. Included in this count are 10 ex Pokémon: Yanmega, Infernape, Palkia, Pacharisu, Mismagius, Gallade, Weavile, Darkrai, Dialga, and Lickilicky.
Every Pokémon type therefore has a new ex Pokémon with the exception of Dragon, and the Darkness type gained two.
Space Time Smackdown’s biggest addition is perhaps in the introduction of Pokémon Tool cards, however. These are items which can be attached to the active Pokémon to give it extra benefits in battle, and three have arrived in the new set.
These include Giant Cape, which gives the Pokémon an extra 20 Hit Points; the Rocky Helmet, which does 20 HP to the opponent’s Pokémon whenever the active trainer takes damage; and the Lum Berry, which removes conditions such as Poison from the Pokémon.
Battles
As is the case with every new set release, the addition of Space Time Smackdown has brought new Solo Battles to Pokémon TCG Pocket. Eight new battles are available in the Intermediate tier, nine are available in the Advanced tier, and eight are available in the Expert tier, though none have been added to the simplest Beginner tier.
These focus on Pokémon introduced in the set such as Dialga ex and Palkia ex but also the likes of Togekiss, Bastiodon, Glacion, Magmortar, Magnezone, Rampardos, Tortrerra, and more.
As for multiplayer, it’s too early to tell exactly what will shake up the meta but many of the Space Time Smackdown cards have great potential to. Infernape ex, for example, can do 140 damage for just two Fire Energy, and while it discards both of these on impact, this is still an incredibly powerful and quick move that can one hit knock out all but the strongest ex Pokémon.
Palkia ex also poses a threat given its resemblance to Mewtwo ex. It similarly does 150 damage for four Energy, though also does 20 damage to each benched Pokémon at the cost of losing 3 total Energy. Weavile ex, meanwhile, has a single one Energy attack that does 30 damage or 70 if the defending Pokémon has damage. Perhaps the biggest boost will come to Steel type decks though, as Dialga ex and a wealth of other cards join the likes of Melmetal and Bisharp which are already available.
Missions and Rewards
Myriad new missions have joined Pokémon TCG Pocket alongside Space Time Smackdown too, though these are relatively similar in structure to what players are used to. Collecting signature cards will unlock rental decks as usual, for example, while piecing together the entire set slowly but surely will unlock Dialga and Palkia icons.
Museum missions have returned too, including two for collecting each 1 Star card and another two for collecting each full art 2 Star card. The final secret mission is called Champion of the Sinnoh Region and is awarded for collecting the full art Cynthia card alongside 1 Star cards of her four key Pokémon: Gastrodon, Lucario, Spiritomb, and Garchomp.
Missions, as usual, award Pack Hourglasses, Wonder Hourglasses, Emblem Tickets for the shop, and more, though notably none of the controversial Trading Tokens. Developer Creatures Inc. did give players a free 500 of these to celebrate trading’s addition to the game though.
Rewards can be used to unlock some new items in the shop too, including Dialga and Palkia album covers and the Lovely Hearts backdrop. A new Poké Gold bundle has replaced the previous Gardevoir one too, this time focusing on Cynthia.
Trading
Creatures Inc. still hasn’t commented on the controversial trading update since its release yesterday, with its social media accounts and the game itself only really focusing on Space Time Smackdown. The aforementioned “Trade Feature Celebration Gift” did arrive with 500 Trade Tokens and 120 Trade Hourglasses (the former of which is enough to trade a single ex Pokémon), but the developer has otherwise remained quiet on fan complaints.
Trade Tokens are at the centre of the controversy, as these are required for trading any card at 3 Diamonds or higher. 120 Trade Tokens are required to trade a 3 Diamond card, 400 are required to trade a 1 Star card, and 500 are required to trade a 4 Diamond card, meaning an ex Pokémon.
They can only be obtained by essentially selling cards. Players can delete from their collection a 3 Diamond card for 25 Trade Tokens, a 1 Star card for 100, a 4 Diamond card for 125, a 2 Star card for 300, a 3 Star immersive card for 300, and a Crown gold card for 1500. Cards of lower rarities are worthless, though require no Trade Tokens to trade either.
This means players must sell, for example, five ex Pokémon before they can trade one ex Pokémon, or five 1 Star card (the rarest available to trade) before they can trade one 1 Star card. What’s more, selling one Crown rarity card, which are the rarest in the game and may not be obtained even after months of playing, will only net players enough tokens to trade three ex Pokémon.
Fans have called it “hilariously toxic” and a “monumental failure,” and lamented that a “safe way for the community to connect more” was sacrificed for something “so laborious.”
Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.
The developer of the Path of Exile games has apologized to fans of the first game after putting a new update on hold until a crucial update for Path of Exile 2 is out the door.
Grinding Gear Games had promised fans that it would continue to update action RPG Path of Exile 1, which has been running for over 10 years now, through the release of Path of Exile 2 in early access and beyond.
However, Path of Exile 1’s 3.26 update, which was originally planned for release late October before the Path of Exile 2 launch, then planned for mid-February this year, is now delayed further, with all hands on deck sorting out Path of Exile 2’s problems. Path of Exile 1’s last league release was Settlers of Kalguur in July 2024.
In a video message, Path of Exile 2 game director and GGG co-founder Jonathan Rogers explained that the studio brought the Path of Exile 1 team across to help get Path of Exile 2’s endgame into shape ahead of the December launch, but thought that they would be able to return to get 3.26 ready for its mid-February launch.
It turned out that was impossible, given the myriad problems Path of Exile 2 has. “We were fooling ourselves,” Rogers admitted. Not only was Path of Exile 2 itself delayed a few weeks, but it suffered from crashes and balance problems that needed to be addressed immediately.
“How could I justify taking some of the most experienced developers we have off PoE2 when it’s on fire?” Rogers said.
The upshot is the Path of Exile 1 team is still working on Path of Exile 2, and will continue until Path of Exile 2 0.2.0 has shipped and probably a couple of weeks after that. “Unfortunately, I just can’t promise a date right now,” Rogers added. Path of Exile 2 is currently at 0.1.1.
“I’m really sorry for how this went down,” he continued. “Honestly, I should have predicted the fact that taking the Path of Exile 1 team off Path of Exile 1 would lead to this outcome, and I probably should have resisted doing it. But at every stage I just kept thinking, we still have time, we still have time. And then we didn’t have time any more.
“We still have a lot to learn about how to run two games simultaneously. We were overconfident. We still need to work out how to structure our studio to make this possible. But we do have a solid plan for what we want to do with 3.26.”
The long wait for the Path of Exile 2 early access launch finally came to an end when it released on PC, PlayStation 5, and Xbox Series X and S on December 6, 2024. It saw massive success, securing its place as the 15th most-played game Steam game ever.
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.
Assetto Corsa Evo is easily one of the most exciting racing games of 2025. The huge open-world map of German countryside surrounding the famous Nürburgring Nordschleife that developer Kunos Simulazioni is currently crafting for it should make it one of the biggest in the genre. Literally, that is. The map is going to be 1,600 square kilometres in size. That’s about 15 Forza Horizon 5s. However, we’ll need to be patient for that, as the first chunk of it isn’t set to arrive in Evo’s evolving early access version until mid-year, and then grow from there. For now, at least, we get five tracks and 20 cars to noodle around in. The good news is that the driving feel is unsurprisingly fabulous, right out of the gate. At this point, however, that’s… essentially it. It’s hard to argue Evo makes a strong case as an immediately crucial purchase in this early state if you’re not especially keen on taking some warm-up laps before the main event kicks off.
It’d be unfair to haul Assetto Corsa Evo over the coals too severely for its current technical blemishes. Yes, I’ve had it hitch up and drop frames occasionally and, yes, it’s crashed or frozen on me several times following its launch – although I’ve certainly had lengthy stints on-track where it’s been entirely cooperative on my current high-powered PC setup (RTX 4080, Intel Core Ultra 9 185H). Overall, it’s admittedly not running on all cylinders right now, but that’s the nature of ‘Early Access’ as a concept. We obviously need to be prepared for it to be a little more Alpha Romeo than Alfa Romeo at this point.
And while five circuits and 20 available cars is modest, it does make for a decent amount of combinations to experiment with – and that’s without factoring in the adjustable wet weather options that obviously have very real effects on handling. If you think you’ll be happy to simply hotlap solo around the initial tracks (which include Mount Panorama, Brands Hatch, Imola, Laguna Seca, and Suzuka), Evo’s early access version may keep you busy for at least a few days. It’s certainly worth remembering the early access program for Evo’s immediate predecessor, Assetto Corsa Competizione, launched with just a single car and a single track – the Lamborghini Huracan GT3 race car and the Nürburgring GP circuit. By comparison, Evo’s launch is at least a considerably chunkier one.
The first salvo of circuits includes a track from the US, Japan, the UK, continental Europe, and Australia.
Moreover, it’s a well-curated one. Notice, for instance, the first salvo of circuits includes a track from the US, Japan, the UK, continental Europe, and Australia. That’s a thoughtful mix that I don’t doubt was deliberate. Similarly, the short but sweet car list includes a spectrum of vehicles, ranging from front-wheel drive hatches to purpose-built race models. The feel of the cars I’ve tested so far has been top notch. I won’t pretend to be able to gauge the accuracy of the tyre model with the kind of insight you might glean from a professional racing driver, because I’m not one; I’m a car nerd journalist with a handful of trackdays in my past that I’m skeptical I’ll ever be able to afford to repeat. What I can say is the sensation of grip is excellent and I was instantly confident to push hard across the top of the mountain at Bathurst. Things always get a little murky when I’m comparing experiences gleaned many years ago using totally different racing setups (I personally migrated from a Thrustmaster TS-XW racing wheel to a direct drive Moza R12 some years ago), but Evo already seems to have nailed that feeling of being able to overdrive a car but still snap it back under control, because the grip will return as long as you wrestle it back into the window. That always suits me, as I’m a bit more of a butcher than a surgeon when it comes to racing sims these days. Forget the whole world turning into ice the second you slip into a slide; Evo is wonderfully intuitive.
Compared to ACC, race cars also feel a little less punishingly stiff and cling to the track more tenaciously, even while clattering over bumps or kerbs. In ACC, I generally felt like I was going as fast as I could without losing control. In Evo, I’ve found I feel like I could probably push faster. If I had the skill, that is.
There’s also a really great feeling of balance, especially as cars squirm under braking, and the feel of the front end becoming lighter and heavier based on elevation changes is nice and pronounced.
So yes, in the tradition of the original Assetto Corsa and ACC before it, Evo is already a genuinely terrific driving experience. But does that make this first taste a must-play?
Right now, no. Not really. If you get it today you’re essentially just pre-ordering the final game at a slightly discounted price. That alone could be reason enough for you to grab it, and it’s a totally fair argument. However, other than confirming it feels good, there’s just not really much more joy to extract from Evo for the time being. As a man who peeled countless demo discs from the front of magazines back in ’90s, I’ve certainly got nothing against what’s essentially a hefty demo, but it’s not one I really want to keep playing anymore after seeing all of its tracks. But I’ll definitely be back for more when it’s available and some of the more annoying aspects have been resolved.
Simply put, the racing itself just isn’t that robust at the moment, and it’s tedious being punted off track by computer-controlled opponents who simply try to drive through you around corners. I don’t know what the answer is, but the AI certainly still needs work. There have definitely been times when other cars seemed to be deliberately giving me racing room, and others where they’ve made unscripted mistakes. That’s good, because it creates the illusion they’re not just machines. It’s also true that getting speared into from behind is an unfortunate reality in real racing. Incidents happen, sure. But it’d be something that would happen to you quite irregularly in reality, whereas it’s far too common in Evo for racing to remain fun. If I wanted to get rear-ended for kicks, I’d brake-check Lance Stroll in a drive-thru.
If I wanted to get rear-ended for kicks, I’d brake-check Lance Stroll in a drive-thru.
That’s a pretty big problem when these races are largely all Evo offers in its current condition. There were supposed to be some other modes available, based on what was announced when the early access version launched, but ever since I started playing Evo has been stuck in ‘Offline’ mode. Evo’s Driving Academy mode and Special Events are currently inaccessible to me. All I can do is generate custom practice or race sessions. Tying functionality to an always-online caveat is very concerning, and I cannot fathom why it’s necessary for single-player content. Fortunately, there’s still plenty of time for Kunos to tweak that on the road map ahead.
During today’s Q2 investors call, Microsoft CEO Satya Nadella revealed that Indiana Jones and The Great Circle has reached 4 million players.
In an otherwise ho-hum earnings report for its gaming division, a bright spot appears to be MachineGames’ newest release which has garnered critical acclaim, multiple awards, and now millions of players. While sales numbers are hard to pin down given its availability on Xbox Game Pass, 4 million is still an impressive number of players considering not many people knew exactly what to expect in a modern, AAA Indiana Jones game.
We loved it ourselves, calling it an “irrestistable and immersive global treasure hunt,” along with nominations for Game of the Year and Best Xbox game. You can read our full review here.
Elsewhere in Xbox land, Microsoft confirmed that Game Pass PC grew 30% last quarter and set a new quarterly revenue record. On the cloud gaming side, 140 million hours of streaming has been logged. All this helped Xbox content and service revenue grow 2%.
There’s still work to be done however. While the Game Pass figures were stronger than expected, overall gaming revenue declined 7% and Xbox hardware revenue declined 29%.
What does this all mean? Well, Microsoft still has ground to make up in the console and hardware space, but its continued investment into Game Pass appears to be paying off. Game Pass growth on PC makes sense given Xbox had a slate of big game releases last quarter that includes Indiana Jones but also Call of Duty: Black Ops 6 and Microsoft Flight Simulator. All of which were available on Game Pass day one for Ultimate subscribers.
If you ask players what gets them excited about the Monster Hunter series, some will surely bring up making new equipment utilizing materials gathered on their hunts. Just about every hunter has felt the joy of completing a head-to-toe armor set with a matching weapon after hunting the same monster again and again.
Equipment in the Monster Hunter series has followed a certain concept ever since its earliest games: Beat the monsters and take on their power through equipment crafted from their remains. Players rely on their own strength to slay powerful monsters, then make those monsters’ abilities their own to grow even stronger.
In an interview with IGN, Monster Hunter Wilds Executive Director and Art Director Kaname Fujioka explains the concept behind Monster Hunter’s equipment. “While the range of our designs has now grown broader, we used to be very conscious of the kind of idea that if you’re wearing Rathalos’ equipment, you’ll look like Rathalos.” This new title sees new monsters as well, each bringing its own colorful equipment. For example, Rompopolo, a monster whose design is meant to evoke a mad scientist, has a unique piece of head armor that looks like a plague doctor’s mask. You can see the armor set in the hunt video below.
But among all of these distinctive sets of monster equipment, the developers say they want players to pay special attention to the various pieces of starting equipment that your hunter begins the game wearing.
“I designed the starting weapons for all 14 weapon types from scratch,” says Fujioka. “That’s the first time I’ve done this, as far as I can remember. Until now, players would begin the game as a new hunter, and so they would tend to start with truly primitive and simple weapons. But as the protagonist is a chosen hunter in this game, it actually wouldn’t feel right for them to be carrying a plain weapon. I wanted to make it feel like you’re a bit of a star, even when you’re only carrying starting equipment.”
Monster Hunter Wilds Director Yuya Tokuda adds, “Incidentally, weapon designs in Monster Hunter: World generally retained a certain form, but they featured a customized appearance based on which monster materials were used. However, in Wilds, each weapon has its own unique design.”
These starting weapons are designed in order to reflect the story that you are an experienced hunter, selected to investigate the Forbidden Lands. Tokuda adds that the starting armor is also full of attention to detail on the part of the creators so that it matches the story.
“The starting armor for this game is called the Hope series,” he says. “The design looks incredibly cool, to the point where I think you could even use it until the very end and it wouldn’t feel out of place.”
With its deep emerald green base color, the Hope set turns into an outfit with a hooded long coat once completed. Fujioka explains that constructing the set wasn’t simple, with each part standing alone while also coming together to create a full ensemble.
“We’ve actually given more attention to the Hope series than any other equipment in this game,” he says. “Previous games in the series have had separate upper-body and lower-body armor, and we couldn’t actually depict them coming together to create something like a coat. We just had to make each piece its own part due to gameplay design and how the game managed it, but I wanted to see if we could make a single flowing hooded coat. We made that happen in this game by investing a lot of in-game resources into it. Of course, players will find lots of different pieces of equipment as they proceed through the game, and we do also want them to keep trying out one new weapon after the next. That’s why we attempted to make the Hope series one that doesn’t stand out too much but still has a sense of elegant coolness.”
It’s quite a luxury to be able to start a game with equipment that creators have put so much effort and thought into. These 14 starting weapons and the Hope series have been carefully made to look like the kind of equipment that an impressive star hunter would wear. We’re excited to take a close look at all their detail in the finished game.
Monster Hunter Wilds is scheduled for release on PlayStation 5, Xbox Series X|S and PC on February 28. Don’t miss all the other exclusive Monster Hunter Wilds content found in January’s IGN First.
It’s well known that fans weren’t particularly enthused about the weapon designs in Monster Hunter: World, leading them to wonder if Monster Hunter Wilds will follow suit or not. Though we’ve seen a handful of weapons from Wilds, we haven’t seen quite enough to make a determinative verdict on our own about their general design philosophy–but now, Monster Hunter Wilds Director Yuya Tokuda has cleared up this question.
When speaking about the Hope series armor and weapons, Tokuda told us: “Incidentally, weapon designs in Monster Hunter: World generally retained a certain form, but they featured a customized appearance based on which monster materials were used. However, in Wilds, each weapon has its own unique design.”
The direct comparison to how weapon designs were in Monster Hunter: World answers the question clearly–we don’t have to worry about weapons looking too similar to each other in Monster Hunter Wilds. And though some weapons in Monster Hunter: World eventually upgraded to the point of being entirely unique, many lines weren’t so lucky. You can see in the image below just how similar the final aqua line Sword and Shield is to the final Pukei-Pukei sword and shield, and how similar the final bone line long sword is to the final Jyuratodus long sword, for example. These were the most upgraded versions of these weapons when Monster Hunter: World first released.
Compare those to the designs we’ve seen in Monster Hunter Wilds so far in the slideshow below. All are, without a doubt, entirely unique.
There is a moment near the end of Ninja Gaiden 2 Black where you retrace the original Ninja Gaiden’s opening level in reverse. I know that level like the back of my hand, having played it over and over and over again two decades ago on a demo disk until I could beat Murai, the first boss, without getting hit. And though you aren’t forced to go all the way to the beginning of that first stage here, this area isn’t what it used to be. It’s dilapidated, rotting, falling apart; you can see the damage caused by time and the events of the first game clearly. Ninja Gaiden 2 Black never directly comments on this; Ryu doesn’t mention it, and the camera never pulls any tricks to call attention to it. It’s a moment of subtlety that’s very un-Ninja Gaiden, but as I ran back through these familiar stomping grounds, I had an enormous smile on my face. Like this remake as a whole, it may not quite be what it once was, but slicing and dicing my way through it feels as good as ever.
That moment is a good summary of Ninja Gaiden 2 Black, an Unreal Engine 5-powered remake of 2008’s Ninja Gaiden 2, one of the Xbox 360 era’s definitive action games. Ninja Gaiden 2 Black is, according to Team Ninja, supposed to be the definitive edition of Ninja Gaiden 2, combining a stunning visual upgrade with several balance changes. Unfortunately, as good as 2 Black is – and let me state without equivocation this is a remarkable visual upgrade to an already excellent action game – it is not the end-all, be-all edition of Ninja Gaiden 2 that the Black moniker implies. Like many of the weapons Ryu wields, 2 Black is something of a double-edged sword. Its changes cut both ways.
But before we dig into what 2 Black isn’t, let’s talk about what it is. This is what I like to call an Action Jackson: a 3D beat-em-up with a hyperintense focus on combat above all else. Like previous versions, 2 Black takes place a year after the Xbox reboot of Ninja Gaiden. This time, the Black Spider Ninja Clan and Greater Fiends have formed an alliance to resurrect the Archfiend, and Dragon Ninja and ultimate badass Ryu Hayabusa is the only one who can stop them (though he does get a little help from his friends and the CIA). The story is more an excuse for you to travel the world, meet exciting and interesting monstrosities, ninjas, and Fiends, and turn them into limbless torsos than it is a fleshed-out narrative.
That said, I forgot how funny it is. Greater Fiends voiced by Steve Blum quote Shakespeare at you! You fight a lightning man on the Statue of Liberty! A giant, four-armed werewolf named Volf brings you to the colosseum in Venice, which is full of more werewolves, for a duel to the death, and he’s like “do you want him to die?” and all the werewolves cheer, and then he’s like “who do you want to kill him?” and then all the werewolves are like “Volf!” and he’s like “Yes! I, Volf, will kill him!” and so you’re just fighting a giant four-armed werewolf in the colosseum while a bunch of werewolves are cheering him on. This, folks, is the best camp this side of the river.
Even by genre standards, Ryu Hayabusa is a walking arsenal.
But you’re not here for that. You’re here for the combat, and on that front, 2 Black delivers and then some. Ninja Gaiden 2’s whole deal is that you can delimb enemies, cutting off arms, legs, and even heads as you rip through rooms, opening up anyone who is suddenly short a body part for an instant execution if they’re still up and walking (or crawling) around.
The downside is that enemies that are injured are even more dangerous. These dudes will jump on you, stab you, and blow themselves up to kill you. Unlike Devil May Cry or Bayonetta, Ninja Gaiden is not about styling on your enemies. It is about surviving. Your foes will not stand there and wait for you to attack them, nor will they do long, slow attacks with a noticeable windup. No, these dudes are fast, ferocious, and unrelenting, and they think you kicked their dog and are pretty sure you said something about their momma. They want you dead.
The thing is, they’re up against Ryu Hayabusa. Ryu isn’t your typical Action Jackson protag; the dude, even by genre standards, is a walking arsenal. By the end of the roughly 10-hour campaign, you’re going to be walking around with no less than nine melee weapons, three ranged weapons, and four different flavors of fancy Ninja magic (Ninpo), and each melee weapon has a unique moveset with combos to learn and special techniques to master. You haven’t lived until you’ve decapitated someone with a Flying Swallow, used the Lunar Staff or Vigoorian Flail to combo half a dozen enemies at once, or pulled off the almighty Izuna Drop to slam a dude’s head into the ground so hard that it explodes.
Ryu feels like a character from a fighting game. He has a complex moveset and combos to learn, the ability to block attacks and then sidestep or dodge backward, special moves and magic, and a unique counter-attack ability specific to each weapon that allows him to transition from defense to offense in the blink of an eye. Oh, and he’s a Ninja, so he can do stuff like run up walls and leap down for a powerful blow, jump on his enemy’s heads, and leap forward and hurl them across the screen by the neck.
In recent years, action games have leaned heavily on parries and invincibility-frames to get you out of trouble, but that’s not how 2 Black operates. Ryu has excellent defensive tools, but Ninja Gaiden is about positioning, aggression, and mastery of both your weapons and slew of techniques. You are always moving, always looking for an opportunity to go on the offensive, and always prioritizing the biggest threat, whether it’s an injured enemy who might try to grab you, a caster hanging back to pepper you with spells, or an enormous werewolf looking to tear your face off and eat it.
This is a symphony of death and you are the conductor.
At its best, this is a symphony of death and you’re the conductor, chaining together combos, dodging and counter-attacking, and using the Essence dropped by enemies to immediately charge your Ultimate Techniques, which are attacks so powerful that they can slice and dice an entire room. Ryu is always the coolest guy on screen, and when you’re cooking, the enemies throwing themselves at you to die give off that “surely I will be the guy that kills John Wick” vibe. When you’re not, you can die very, very quickly. You’re going to get good, or you’re not going to progress.
It’s not as unforgiving as it sounds. Save statues restore your entire health bars the first time you use them, and most of your life (minus a red section that grows over time as you take damage) is restored once you finish any given encounter. Even then, you’ve got items to fix that red section, heal you in a pinch mid-combat, and if all else fails, you can always kill more enemies and pray for blue Essence that will restore health. It’s never over until it’s over.
So it’s a flawless combat system, right? Well… not quite. Just like in the original, the camera can be a little janky and get stuck in weird places from time to time. It’s not too bad if you’re proactive about managing it and smart about how you approach fights, though it can have issues with tight corners and you will get hit off-screen every now and then. It’s an annoyance, but a minor one.
The other major problem is the quality of the boss encounters. Some of them like Volf are challenging, memorable, fun, or a combination of the three. But then there’s fights like the Water Dragon, a weird worm thing in the subway, or the Nuclear Armadillo (yes, really). And those… well, those kinda suck. Not because they’re hard, necessarily, but because they’re just plain not engaging to fight, force you to play in ways that zap the fun from Ninja Gaiden 2’s combat system, or rely on some weird gimmick. Even some of the best fights can overstay their welcome with repeated re-runs. I mean, I love the Genshin fight, but did I really need to do it four times, especially when it doesn’t change much during the rematches? How many times do I need to teach you this lesson, old man?!
Between fights, you’ll get to explore each level, which are linear but still reward heading off the beaten path with health bonuses, Ninpo upgrades, Essence, and Crystal Skulls (Why was 2008 the year of the crystal skull?) that provide discounts at the shop. It’s here, in the stages themselves, that you see the depth of 2 Black’s visual upgrades. Yeah, the new character models look amazing (love the new hair, Sonia), but the lighting changes and texture upgrades really make these environments pop. Ninja Gaiden 2 has always been gorgeous, but it’s easy to forget how ambitious it was. These levels are huge, and occasional camera issues aside, the platforming sections are largely really enjoyable and provide some nice variety between combat encounters. I particularly like the one in the clock tower – running up walls and doing bird flips is fun! Who knew?
The stages are where you can best see the visual upgrades.
So overall, Ninja Gaiden 2 Black is pretty great. If anything, though, its biggest flaw is that it’s based more on the 2009 PlayStation 3 port Ninja Gaiden Sigma 2 than it is the original 360 version. This is a little inside baseball, but bear with me for a second: For those who don’t know, Ninja Gaiden 2 and Sigma 2 are very, very different. I’m not going to go into extreme depth here because there’s too much to list, but Sigma 2 added or removed certain bosses, costumes, and weapons, reworked levels, changed how weapon upgrades work, and even added three new characters (Rachel, Momiji, and Ayane) with their own story chapters. It’s… a lot. So much so that Team Ninja has even crafted a handy dandy comparison table listing what’s in all the different versions.
The differences I really want to highlight, though, are the changes to enemy density and health, as they have the single biggest impact on how 2 Black actually plays. Compared to the original, Sigma 2 substantially reduced the number of enemies on-screen at once. There are dozens of enemies on iconic sections like The Stairs in the original release, so many that it could actually force the framerate into the single digits on Xbox 360. In 2 Black, you might get eight or so on screen at once in the same sequence. In exchange for sheer numbers, enemies in Sigma 2 (and thus, 2 Black) get more health and take longer to delimb, but are less aggressive. Even a Ninja Dog could tell you that these changes make combat worse. Environments are often empty and enemies feel spongy. Certain enemies, especially bigger ones like werewolves or the gargoyle-esque Van Gelfs (which are already immune to staple attacks like the Izuna Drop) take much, much longer to delimb and kill, making combat encounters with a lot of them drag.
I played 2 Black on the Path of the Acolyte difficulty (Normal) for this review because I figured it is what most people will play, though this was considered Easy in the original 360 release. After finishing it, I fired up the original Ninja Gaiden II on my Xbox Series X and played for a while on Path of the Warrior, which 2 Black lists as Hard and the original lists as Normal. Even on a higher difficulty, enemies died more quickly – I could often delimb or outright kill individual ninjas with a single attack from the Dragon Sword when it might take a full combo to do so in 2 Black – and it was exciting to fight more enemies on-screen at a time. Ninja Gaiden 2 just feels faster and better than Ninja Gaiden 2 Black. Ryu even seems to move through the environments more quickly, and it’s more exciting to play as a result.
2 Black’s issues don’t stop there. The combat changes from Sigma 2 also mean that enemies will sometimes block attacks in a combo after being hit or fall out of a combo mid-string. While this inconsistency does technically make 2 Black more like its predecessor, 2’s combat system isn’t built for it the way Ninja Gaiden Black’s is and it feels bad every time it happens.
That said, however, 2 Black does do a lot right in addition to the visual upgrade. The higher level of gore from the original release is back, as is the weapon upgrade system. Sigma 2 just gives you free upgrades at certain points; in 2 Black and the original, you can buy upgrades at any shop with Essence, which you also spend on healing items. I challenged myself to play through 2 Black without using any healing or Ninpo restoration items unless I found one when I was already full up, so this didn’t affect me a ton, but having upgrades cost Essence again is a good change because it forces you to choose between saving it to boost your weapons or spending it on items that will help you stay alive. Even intro screens before each mission resemble the more appealing ones from the original release more than Sigma 2. These things may feel minor, but they matter.
Enemies are spongier than in the original, but less than in Sigma 2.
2 Black also smartly removes the not-great Giant Buddha Statue and Statue of Liberty (yes, really) boss fights that Sigma 2 added while retaining good additions like the Dark Dragon. And while enemies are still spongier than in the original, they do at least feel less spongy than Sigma 2 and there seem to be more of them. Still not quite as many as in the original, though without playing all three games back to back to back and counting corpses, it’s impossible to say.
And the good stuff from Sigma 2 is still here. I like the new levels with Rachel, Momiji, and Ayane. None of these characters have Ryu’s expansive kit, so there isn’t as much depth to them, but they all feel unique and are fun to play as, especially in one-off chapters. This is still Ninja Gaiden, so they still look Like That (Ayane’s costume is particularly silly), but 2 Black never treats them as anything less than Extremely Competent Action Girls and they’re a nice change of pace, even if the transition from Ryu to them occasionally feels jarring from a story perspective.
Finishing the campaign unlocks additional costumes for every character (though not as many as in Sigma 2, and even some of the costumes from the original are not present), which is neat. You’ll also open up Chapter Challenges if you wanna replay chapters and compete for a high score, though there aren’t online leaderboards, and 2 Black does not bring back the original’s New Game Plus mode. There’s the Formerly Co-op With Another Real Person But Now Only With an NPC Friend Tag Team Missions, too, if you’re looking for more to do, which is nice. And I also appreciate the return of Sigma 2’s Hero difficulty, which is great for folks new to action games or who might need additional accessibility options.
If I have one other complaint with 2 Black, it’s that there are bugs here and there. It crashed on me once, had a few texture bugs in extremely funny places like The Stairs (if you know, you know), and once a door with some enemies (and goodies) behind it failed to open. The latter was, admittedly, really funny: I just heard rocket ninjas shooting at me from inside a train as I furiously tried to get in and kill them and they furiously tried to get out and kill me, but it did mean I had to restart from my last checkpoint to fix it.
PlayStation and Quantic Dream’s story-driven adventure game Beyond: Two Souls is getting a TV series reimagining from original star Elliot Page.
Deadline reports that Page’s Pageboy Productions has acquired the rights from Quantic Dream in the hopes of adapting it into a television show. The project is said to be in early development and is expected to keep the video game experience’s non-linear narrative in mind as work progresses. Additional details, including casting information and release plans, have yet to be revealed.
Page told Deadline that filming Beyond: Two Souls was “one of the most challenging and fulfilling acting experiences” of his career. He continued: “The story’s rich narrative and emotional depth offer us a fantastic foundation. We want to create a unique vision of the characters and their journeys that resonates with fans and newcomers.”
Pageboy head of development and production Matt Jordan Smitt elaborated on how he, Page, and the rest of the team plan to “honor the game’s legacy while inviting fresh perspectives.” He added: “Delving into questions of survival and how split-second decisions can alter not just our lives, but the lives of others, are key to telling the story.”
The original Beyond: Two Souls launched for the PlayStation 3 in 2013 before eventually making its way to PlayStation 4 and PC in 2015 and 2019, respectively. Directed and written by Quantic Dream’s David Cage, it follows the story of Jodie Holmes, a girl with psychic powers that allow her to communicate with a spirit she calls Aiden. Aside from the non-linear narrative that explores different sections of her life, the game was known for its inclusion of big-name actors like Page and Willem Dafoe.
Cage said he is collaborating with Page on the Beyond: Two Souls TV show, though the extent of his involvement is unclear.
“We are absolutely thrilled to collaborate again with Elliot Page on this project,” Cage said. “I was blown away by his acting performance in the game, and I couldn’t think of anyone else to tell this story with the same passion on another medium. Beyond: Two Souls is a very special game for millions of players around the world who were moved by the story of Jodie and Aiden, and their journey in life and beyond. I know that Elliot has all the talent and instinct to make it something really unique on TV.”
It will be some time before the Beyond: Two Souls TV series makes its debut. In the meantime, you can see IGN’s original review for the game here and all of our Quantic Dream video game reviews here.
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).