Sony Signals Single-Player Only The Last of Us Part 2 Remastered on PC Requires a PSN Account 3 Months Ahead of Launch

Sony has signalled that The Last of Us Part 2 Remastered on PC requires a PSN account three months before the game’s release on Steam.

As spotted by VGC, the Steam page for Naughty Dog’s single-player adventure includes the now-standard Sony requirement for a PlayStation Network account.

PC gamers had little hope that Sony would budge on the PSN requirement for its Steam releases, and so it has proved with The Last of Us Part 2 Remastered. As a result, PC gamers in over 100 countries won’t be able to buy the game on Steam because Sony does not operate PlayStation accounts in those markets.

PSN is available in just 73 countries, leaving many out in the cold. The Baltics, including states that are part of the European Union (Estonia, Latvia, Lithuania), and the vast majority of countries in Africa are also excluded. For years, some players in these countries have created a PSN in a supported region to get around the restrictions, but there are concerns that Sony could ban the accounts of those who do.

Sony’s PC push has been controversial to say the least, with most of its games suffering negative Steam reviews as a result of the PSN requirement regardless of whether the games themselves are great or run well. In September, God of War Ragnarök met with a ‘mixed’ user review rating on Steam following its PC launch, with most of the complaints revolving around the PSN requirement.

One disgruntled fan even created a God of War Ragnarök mod that removed the requirement, but it was pulled down out of fear of reprisal from Sony. Exacerbating the backlash is that Sony has doubled down on this policy even for single-player games, such as God of War Ragnarök, Until Dawn, and now The Last of Us Part 2 Remastered.

Sony’s PSN account requirement for its PC games was thrust into the limelight with the release of Arrowhead’s explosive PC and PS5 co-op shooter Helldivers 2 earlier in 2024. Helldivers 2 suffered a review bomb campaign on Steam after Sony made PSN accounts mandatory for PC gamers on Valve’s platform (Arrowhead subsequently decided to turn the user review history graph into a cape, which is ready for launch but has yet to release).

Sony eventually backed down and reversed Helldivers 2’s PSN account requirement, but the game remains unavailable in the many countries that lack PSN. And indeed all Sony’s games on PC now suffer from this problem.

When it announced the PSN requirement for Helldivers 2, Sony said it had to do with player security. “Account linking plays a critical role in protecting our players and upholding the values of safety and security provided on PlayStation and PlayStation Studios games,” Sony said in a statement issued at the time. “This is our main way to protect players from griefing and abuse by enabling the banning of players that engage in that type of behavior. It also allows those players that have been banned the right to appeal.”

Perhaps bracing itself for a backlash it knew was to come, Sony added: “We understand that while this may be an inconvenience to some of you, this step will help us to continue to build a community that you are all proud to be a part of. “Many thanks for your continued support of Helldivers 2!”

The Last of Us Part 2 Remastered likely faces a similar backlash on launch that Sony’s other PC games have seen, despite the Steam warning months in advance.

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.

Sleeping Dogs Movie Not Happening Anymore, Donnie Yen Confirms

Sometimes everyone already knows what happened to a project, we just need someone to confirm it.

In 2017 it was announced that there would be a live-action adaptation of the open-world crime game, Sleeping Dogs, starring Donnie Yen, who was riding high on the success of movies like Ip Man and Rogue One. Director Timo Tjahjanto was also approached to direct, giving this project a real pedigree for anyone who loves hardcore Asian action films.

Unfortunately, since about 2018 almost any mention of this movie disappeared. And now Polygon confirmed with Yen that this movie is no longer in the works.

“I spent a lot of time and did a lot of work with these producers, and I even invested some of my own money into obtaining the drafts and some of the rights,” Yen tells Polygon. “I waited for years. years. And I really wanted to do it… And unfortunately… I don’t know, you know how Hollywood goes, right?”

Yen calls it an “unfortunate thing,” but says he’s ready to move “on to better things.”

Sleeping Dogs was released back in 2012 and was developed by the now defunct United Front Games and published by Square Enix. The open world action game was effectively Grand Theft Auto in Hong Kong, with plenty of influences from Hong Kong crime cinema like Infernal Affairs and Hard Boiled. Starring undercover cop Wei Shen as he infiltrated the local Triad, Sleeping Dogs became something of a cult hit thanks to its mix of action, world design, and star-studded voice cast (including Emma Stone and Lucy Liu). The Definitive Edition received an 8.5 in our review.

Unfortunately a sequel and planned spinoff, Triad Wars, never entered into production before United Front shut down, and now the movie adaptation joins the dormant game series.

Luckily for fans of Yen, he’s been keeping himself quite busy both at home and abroad. Alongside the action movie The Prosecutor, Yen was last seen stateside as the blind assassin Caine in John Wick: Chapter 4, and according to Collider, is in talks to star and direct a Caine spinoff movie.

Matt Kim is IGN’s Senior Features Editor.

Evolving Monster Hunter: How Capcom’s Belief in the Series Made it a Worldwide Hit – IGN First

The Monster Hunter series first launched on PlayStation 2 in 2004 and has since won over many fans, evolving at a dizzying pace alongside new developments in hardware. While it may sound like a cliché to say that the whole world has been waiting for it, it’s not an exaggeration to say that hunters from around the globe have eagerly awaited the next game in the series, Monster Hunter Wilds, releasing at last on February 28, 2025.

The gameplay loop that hunters imagine when they hear about Monster Hunter has remained the same throughout the series even after 20 years. Hunt gigantic monsters, strip them of materials, create equipment, then head back into the next hunt. At the same time, though, it seems rare for the game design of a series to so directly reflect the benefits brought about by advances in hardware. Monster Hunter: World, released in 2018, did away with the segmented maps that players were used to seeing in the series, instead allowing them to roam about a single stage without loading times. It also made many other changes, both big and small, but veteran players remained as passionate as ever, helping it to gain global popularity.

Gaining Confidence in Monster Hunter Via World

The development team also continues to believe that the major turning point for the series in recent years was World, which did away with the fragmented map from previous titles. While Monster Hunter did already have lots of overseas fans, the proportion of them still wasn’t very large compared to the Japanese fanbase. Wilds Director Yuya Tokuda has returned following his work on World, and he has the following to say about this phenomenon:

“The gameplay loop for a game like Monster Hunter, where players repeatedly gather materials, is agricultural in nature,” he tells IGN. “Some people told me that they believed it would be hard for that to resonate with a global audience.”

The development team also continues to believe that the major turning point for the series in recent years was Monster Hunter World.

At the time of World’s creation, the development team did know that the global market was full of shooters and competitive multiplayer games. Kaname Fujioka, who acted as Director starting with the first Monster Hunter and is now Executive Director and Art Director for Wilds, says this was a period when he thought about what makes Monster Hunter fun, focusing on what to do in order to bring the game to a wider audience.

“Cooperative games weren’t part of the mainstream at the time, making World a major challenge for us,” he says. “If multiplayer cooperative play wasn’t going to be big to begin with, we would have to reconsider the very form that Monster Hunter takes. But we had absolute confidence about the kind of fun that Monster Hunter provides, and it possessed a history as a series that grew in Japan to become what it was. We never believed that a Japanese sensibility wouldn’t be able to land overseas.”

The rest of the world would surely understand the fun of Monster Hunter. Believing this, the development team decided not to fiddle with or change the central elements of the series, instead keeping the core of what makes it fun intact while trying to convey that enjoyment to a broader range of players. The development team then performed a thorough analysis of what makes Monster Hunter fun in order to do that.

The change in the development team’s environment must have also largely contributed to World’s success. Ryozo Tsujimoto, long-time producer for the Monster Hunter series, tells IGN, “I think you can also credit the fact that it became easier to communicate with foreign fans starting with World. During World’s development we developed a strong habit of looking into feedback that we received from overseas, investigating where the issues lay. By digesting what players tell us, regardless of where they’re located, we’re able to really think about what we’re communicating and what’s difficult to get across. I believe that this change of environment helped play a major role in changing our own awareness.”

World gained the support of many players as a result, successfully gaining global popularity. Tokuda says that after seeing the reaction to World, he gained a redoubled confidence in the fundamental kind of fun found within the Monster Hunter games.

“Thanks to World, we were able to reaffirm that we hadn’t made any mistakes with the core elements of Monster Hunter, giving us confidence once more,” says Tokuda. “It’s because of our experience with World that we’ve been able to feel assured as we take the next step with Wilds, further improving its core while creating an even more attractive game.”

The development team never bent, always believing in Monster Hunter’s charm and the elements at the center of what makes it fun. They began developing Wilds with the success of World driving them forward once updates for World reached a pause. They say the team’s mission at first was primarily to test out the available technology with a small team. Producer Tsujimoto tells us about those times.

“We predicted that the platforms for the game would be more powerful by the time it was released (with new-generation consoles having come in), and so our mission was to depict the world of Monster Hunter with the technology that would be available at that point in time,” he explains.

“We’ve always pictured game design that allows players to immerse themselves in hunts as hunters entering inside of Monster Hunter’s carefully depicted ecosystems.”

What would be possible on new-generation platforms while still making use of their output from World? How could they use the possibilities opened up by new-generation consoles to further evolve the series? Fujioka makes repeated use of a key term when it comes to this: “immersion”.

“Throughout the Monster Hunter series, we’ve always pictured game design that allows players to immerse themselves in hunts as hunters entering inside of Monster Hunter’s carefully depicted ecosystems,” he says. “Players bought into that sensation to some degree in World, and we tried to take it even further in Wilds.”

Through repeated technical verifications, it became clear that the team would be able to realize the image they’ve long held for Monster Hunter. Seamless map design, and an environment that changes with the passing of time. All of this would allow for an even deeper depiction of the ecosystem inhabited by massive monsters and the hunters who hunt them, generating further immersion. Depicting the world of Monster Hunter that has existed from the start of the series in greater depth and detail could allow for the surfacing of an ecosystem that includes the presence of humans in Wilds.

“It’s nature’s two faces of being bountiful yet harsh,” says Tokuda, explaining the world of Wilds. “By depicting these two sides, we hoped to create a world that includes those who live in and become involved with it, like the hunters.”

Creating Dramatic Moments for All Hunters

While Wilds retains the traditional gameplay loop of accepting a quest and going to hunt the relevant monster, Tokuda says that hunters will now need to be aware of what monsters have spawned in the world, hunting them at their discretion based on the state of these monsters.

As an example, he explains one possible situation. You’re after materials in order to craft a piece of equipment, and so you’re sprinting through the Windward Plains on your Seikret. Just then, beyond a cloud of sand, you see a large monster that you aren’t currently targeting. It’s got several wounds, as it’s likely already fought a number of other monsters. It’s not as if you need its materials at this very moment, but the rewards would be vast. After a moment of hesitation, you turn back and go after the wounded monster. Hunters need the ability to adapt to their circumstances, and Wilds provides a world where players can experience just that.

“The design (in past Monster Hunter games) where you participate in one quest at a time does provide the benefit of a game that you can always play in a stable environment, but you can’t help but feel this to be unnatural in ways for a game that depicts ecosystems in the wild,” says Tokuda. “It seems like a given that you’d face different monsters and winds from one day to the next, considering that nature-focused perspective.”

Scenes before your eyes will change from moment to moment, creating dramatic experiences and giving hunters a sense of immersion as though they’re really alive in the game’s world. As easy as that is to say, it’s by no means simple to realize it in a gaming setting. “There are only a few dramatic scenes and events you get to encounter and experience in everyday life over the course of a year,” Fujioka says. Rather than simply constructing a world, we ask what kinds of scenes he wants playing out in front of hunters and his philosophy on creating a game that anticipates these kinds of experiences.

“You may only be able to see an evening’s beauty for a few dozen minutes over the course of a day, but those moments leave an incredible impression on you,” he replies. “The team has constantly shared an awareness of how important it is to have these kinds of dramatic moments and experiences properly playing out before you in a game while also making sure that they don’t appear unnatural. There’s the risk of ‘nothing happening’ to a player within a large open world or with changes in circumstances like seamless shifts in weather. We discussed this concern many times during development, and I was quite aware as a designer to be compacting and connecting what we can do to make things more fun, creating dramatic twists that constantly play out before you.”

The developers never thought of themselves as making an open-world game.

What’s important isn’t the form that the game takes, but the form of each individual experience encountered by the player. Ever since the announcement of Wilds, many players have seen its seamless stages, real-time environmental changes and other new elements, and called it an “open world Monster Hunter”. In fact, I admit that those were the first words to come to my own mind the moment I heard the news about Wilds. But Tsujimoto says that the developers never thought of themselves as making an open world game.

“It’s not as if the words ‘open world’ came out of any of our mouths during development, either,” he says. “We wanted players to be able to experience a seamless Monster Hunter, and this is the form we ended up with as we implemented what we wanted.”

I ask what genre they would call Wilds if they had to give it one, and the three developers look at one another. Fujioka says that while he believes they used phrases like “seamless map” and “seamless stages” during World as well, he could only describe Wilds as a game that gives players “a seamless Monster Hunter experience”.

It seems that the development team consider the wide-open stages in Wilds as not their goal, but rather a result. According to Tokuda, “Creating large spaces wasn’t the goal from the time we made World. It’s more accurate to say that they became that large as well as seamlessly connected during the process of properly depicting Monster Hunter’s world. More than its size, one of the things that makes Monster Hunter unique is its density of detail. We focused on adding enough density to our stages that just by walking through them, you’ll make discoveries, notice interactable elements, and find so much in general, from targets of action to visual aspects. I think that level of detail is a part of depicting the world of Monster Hunter and its ecosystems.”

Making Monster Hunter More Accessible, Not Easier

While the series continues to change with advances in hardware, its core gameplay has always stayed the same. This is because the developers have absolute confidence in what makes it fun. The changes made in World and the improvements found in Wilds have always come from a focus on finding ways to bring what makes Monster Hunter fun to an even larger audience.

“We have data showing that many of the people who quit World partway through did so before reaching the part where you’re really playing Monster Hunter,” Tsujimoto says of the feedback they received from World. “I think there are a lot of reasons for that, but maybe they couldn’t find monsters, or they didn’t know what to do once they reached them, or maybe the weapon they brought didn’t suit them once it came time for action. We’ve been incredibly careful in Wilds to guide players to the fun of Monster Hunter without changing the core of the series.”

Mr. Fujioka explains that it’s for this reason that the difficulty in Wilds generally follows suit from World.

“Monster Hunter is an action game, which means that you’re always going to have some players who never complete the game no matter how much you adjust the numbers,” he says. “That’s why we quite carefully analyzed the reasons players can’t beat it, or why they can’t make it to a hunt, then created a way for them to grow step by step. As you progress through the game, a moment will come when these skills that you’ve learned one at a time will suddenly all be required of you. At the end of the day, our goal with Monster Hunter is to create action that you can sink your teeth into, and the enjoyment of being able to finally defeat a monster by playing together with a team as one. We’ve had the goal in every title we’ve made for people picking up Monster Hunter for the first time to ultimately be able to reach the same skill level as veteran hunters.”

Given Fujioka’s comments, it sounds as though the development team never even considered making monsters weaker in order to make the game more accessible. They believe in the hunters who decide to take on Monster Hunter, and they want to avoid at all costs lessening the fun that those hunters should eventually come to find. Instead of resorting to the simplest possible way to improve accessibility, they decided to think about a player’s experience and design a game that matches it.

Tokuda continues, “For Wilds, we conducted an even closer analysis of a player’s growth curve. It’s good that Great Jagras, the first large monster in World, could easily be hit from many different angles, but it had a broad range of attacks in return, making it feel difficult for those not used to action games. Chatacabra, the first monster in Wilds, has only focused attacks, while the next monster, Quematrice, has wider-ranging attacks. We’ve designed it in this way so that players will gradually learn how to respond as they get used to the game’s action.”

Another Core: The Communication Factor

The developers also spoke about how one other element that helps define Monster Hunter is the communication between hunters. My first time playing Monster Hunter with others was with Monster Hunter Portable 3rd on the PlayStation Portable, but even back then there were already many veteran hunters who had come before me. I remember them taking me by the hand and guiding me through what I needed to bring on hunts and what to do when encountering a monster. But without those people around me, I doubt I ever would have ever become a hunter.

“You didn’t even know where to mine, right?” Tsujimoto laughs. “Networked communication wasn’t as easy back in those days, so it was like whoever found something became a hero. That information and enjoyment would then spread from there. We even had monsters that we never officially announced in order to encourage more communication.”

Fujioka says these tricks existed within Monster Hunter from the very beginning.

“In the mission for Lao-Shan Lung, you’re asked to simply repel the monster, but it’s actually possible to kill it,” he says. “It’s designed so that it can be properly defeated even if that isn’t the goal. That information was never officially announced, though, so a player would get that experience and spread the information from there. We were intentional about putting that into the game.”

Monster Hunter began as an action game that can be enjoyed with other players, communication included. That philosophy has remained consistent ever since its start in 2004.

“What we set out to create from the very start was action enjoyed with others, whether that’s in the game’s setting or in its gameplay,” continues Fujioka. “The focus is on how much fun we can bring players through its action, and just how solid the push and pull against monsters feels. I think that what makes Monster Hunter unique is that you can get a serious action experience whether you’re playing alone or with three others.”

It may be a little early to ask, but now that Wilds nears its release, what do the developers see in Monster Hunter’s future? When I ask Fujioka this, he replies with a forced laugh. “The future, huh…” He then goes silent for a bit, as if to think back on his time developing the game, then continues, picking his words with care.

“… Well, I think I’ve exhausted myself with Wilds, and it feels like it’ll be difficult to take a broader view of the game until a while after its release,” he admits. “What I can say, though, is that there has been a dizzying amount of change in the last decade or two, like online games becoming the standard. Advances in hardware and technology are of course going to continue as well. It was a huge shock when the PSP came out and we saw the level of specs that portable games were now capable of. That would have been unimaginable 20 years before its release. All we can do is make games. But when something incredible that feels truly advanced comes along, we get so many ideas about what to do next with Monster Hunter. I think Monster Hunter is just going to keep changing to match the shifts and advances of the times.”

The interview left me with the powerful feeling that these creators firmly believe in how fun Monster Hunter is. At the same time, their faith is strong that hunters around the world will enjoy Monster Hunter. They leave the core fun of the games untouched while bringing hunters to new horizons made visible by advances in hardware. After the leap that was World, these creators now aim for even greater heights with Wilds. I can barely wait until the day that I get to hunt in the world they’ve created with it.

Monster Hunter Wilds is scheduled for release on February 28. Check out our exclusive Oilwell Basin Ajarakan and Rompopolo gameplay videos, and look out for more exclusive interview articles and videos throughout January as part of IGN First.

Shuka Yamada is a freelance writer for IGN Japan. This article was translated by Ko Ransom.

Ubisoft Investors Grill CEO, CFO on Potential Tencent Sale, Delays, and Financial Woes

Ubisoft just delayed Assassin’s Creed: Shadows by another month, amid a time of troubled financials, continued cost cuts, and ongoing rumors the company was preparing for a sale to gaming giant Tencent. In an emergency conference call today, investors grilled CEO Yves Guillemot and CFO Frederick Duguet for answers on all of the above – but their responses didn’t provide much reassurance.

Ubisoft’s call today came alongside not just the delay announcement, but a seeming confirmation of sorts that Ubisoft is preparing to sell, or at least strongly considering it. Per the press release, the company has “appointed leading advisors to review and pursue various transformational strategic and capitalistic options to extract the best value for stakeholders. This process will be overseen by the independent members of the Board of Directors. Ubisoft will inform the market in accordance with applicable regulations if and once a transaction materializes.”

Back in October, Bloomberg reported that Ubisoft’s founding Guillemot family and shareholder Tencent were in discussions to take the company private following a number of high-profile flops, game cancellations, and the collapse of the company’s share price. At the time, the talks were merely exploratory, and Ubisoft told IGN it would “inform the market if and when appropriate.” Today’s update seems to suggest that such talks, either with Tencent or in some other capacity, have moved forward in some way.

But it’s unclear exactly how, and Ubisoft’s shareholders understandably wanted more details during the conference call today. But Guillemot and Duguet weren’t biting. First, they were asked directly by a Morgan Stanley representative: “On the various transformation strategic and capitalistic options, it’s a bit of a vague phrase if you don’t mind me saying. Could you perhaps elaborate on the kind of things you’re talking about? And perhaps particularly, there were press reports of detailed discussions with Tencent that were reported on in December. Should we read that there is now some sort of proposal which the independent board members are going to review against other options? Or is that not what you mean by that?”

Duguet replied:

The objective of this process is to unlock the best value potential of our assets to the benefit of our stakeholders, and to foster the best conditions to create great games in the fast-evolving market. That’s the overall objective, so that’s why we mentioned that we appointed leading advisors. So we are currently actively exploring different options. And we can’t say more. Of course we won’t comment on specific rumors we have seen in the market, but we are convinced there are several potential paths to generate value from Ubisoft assets and franchises. We will inform the market if and when a transaction materializes.

That…doesn’t really clarify anything! And the Morgan Stanley guy seemed to feel the same, because he followed up by acknowledging Ubisoft didn’t want to say what the different options were, but asked if they could say “whether there are any concrete courses of action or scenarios that are being considered, or is this more of an exploratory kind of process?” elaborating that he wanted to know what was different about this announcement as opposed to past statements by Ubisoft about such exploration.

Duguet’s response was short. “We are limited with what we can say today, but we’ve started a process.” Then, seemingly realizing this could be interpreted as a too-specific confirmation, added, “with advisors.”

The other shareholders didn’t let Ubisoft off the hook here. A Barclays representative pointed out to Guillemot and Duguet that Tencent had recently been designated as a Chinese military company by the U.S., and wanted to know if that would hinder it becoming the majority owner of Ubisoft. Guillemot declined to comment. A representative from HSBC asked “what stage” the advisors were at, and when Guillemot could expect to get some initial findings. Guillemot would only say they “have started working” and that they could expect “good progress” in the coming months.

Admittedly, there’s only so much Guillemot and Duguet can say about a potential acquisition without throwing it into legal and negotiational jeopardy, but that doesn’t mean the skepticism around the board’s alleged plans wasn’t warranted. A number of other questions went unanswered during the call, such as a question about how many AAA games Ubisoft expected to release in the coming fiscal year (“you’ll know more by May”) and what specific sort of feedback Ubisoft got that sparked the month-long delay of Assassin’s Creed: Shadows (Duguet and Guillemot tag-teamed an answer about positive community sentiment that did not address the investor’s actual question at all).

Overall, the tone of the discussion was one of significant concern for the health of Ubisoft and the shareholders’ investments, and it’s no surprise why. For several years now, Ubisoft has seemed to be in a strange, slow downward spiral, with a number of high-profile flops, layoffs, studio closures, game cancellations, and delay after delay after delay.

Meanwhile, rumors continue to spin about what exact proposals the board is considering, with some media outlets floating the idea that Tencent is increasingly reluctant to embrace Ubisoft due to the Guillemot family’s insistance on retaining a significant amount of control. Sans Tencent, there are few other companies big enough and rich enough to spend the cash needed to save the albatross Ubisoft has grown into.

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.

Like a Dragon: Pirate Yakuza in Hawaii to Get New Game Plus as Free DLC After Infinite Wealth Backlash

Ryu Ga Gotoku Studio will release the New Game Plus mode for Like a Dragon: Pirate Yakuza in Hawaii as free downloadable content after facing controversy over charging for it in previous game Like a Dragon: Infinite Wealth.

RGG announced the New Game Plus mode during a Like a Dragon Direct today, January 9, though didn’t say when the “post release patch” would arrive exactly. Pirate Yakuza in Hawaii itself launches February 21.

The studio faced backlash from fans in early 2024 when it revealed the New Game Plus mode for mainline entry Infinite Wealth would be locked behind the more expensive edition.

Pirate Yakuza in Hawaii similarly has different editions but these just include digital extras such as new crew members and skins, while the most expensive version has some physical bonuses such as an eye patch and pirate flag.

The game is a spin-off sequel to Infinite Wealth, the eighth mainline entry in the Yakuza / Like a Dragon series (or ninth including Yakuza 0). It follows Majima as he wakes up with amnesia and becomes a pirate, exploring the likes of Hawaii along the way.

A trailer released at the October Xbox Partner Showcase revealed a proper first look at ship combat akin to Assassin’s Creed 4: Black Flag and the return of the beloved character Taiga Saejima, perhaps teasing more ties to the main series than previously thought.

It will also be a decent bit longer than previous Yakuza spin-off Like a Dragon Gaiden: The Man Who Erased His Name, with its story taking around 15 to 18 hours to complete. Fans can also dress up Majima as longtime series protagonist Kiryu Kazuma, but only if they sign up for email notifications.

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

Attack on Titan Revolution Update 2.5 Introduces Thunderspears and Armored Titan Raid

Attack on Titan Revolution Update 2.5 is kicking off 2025 for Roblox fans with a new Armored Titan Raid, a rework for Fritz, new Abnormal variants, and more.

The update, which is live now for players across all platforms, launched earlier today and seeks to set the Attack on Titan simulator up for a colossal year. Arriving alongside the ongoing Christmas festivities, every gameplay tweak and cosmetic addition gives players new anime-themed gear and challenges to enjoy.

The aforementioned Armored Titan Raid tops the list of additions, with the team behind Attack on Titan Revolution describing it as a two-phase event that tasks soldiers with defending rescue boats while fighting off the plated beast. With this comes new Raid Artifacts, such as the Scars and Rifle, and cosmetics, like the Young Reiner’s Outfit and Marleyan Band.

The Fritz rework, meanwhile, includes extra defense and support perk slots with an assortment of smaller tweaks, as well as the skills Founder’s Vengeance, Founder’s Will, and Chaos. As for those new Abnormal variants, Roblox players can expect to fight off the Leader, Rager, Ducker, and Iceburst, with each featuring unique qualities to keep players on their toes. The Leader, for example, stands apart with glowing yellow marks and can buff titans in close proximity.

Another headline from Attack on Titan Revolution Update 2.5 involves the new Thunderspear gear. The full patch notes detail the obtainment method, which involves reaching Prestige 1 and completing a series of quests, and how the new explosive tools can be used to gain the upper hand in battle. Finally, fans can expect a series of quality-of-life changes, bug fixes, and other smaller, foundational changes to greet them when logging in for Update 2.5 for the first time. Highlights include an automatic detonation setting for Spears, an extension for battle pass 2, and an additional free memory storage slot.

Attack on Titan Revolution is kicking off 2025 with more content themed after one of anime’s most popular stories. For more on how to enjoy this Roblox take on omnidirectional action, you can find our full list of active codes here. You can also check out the full 2.5 Update patch notes below.

Attack on Titan Revolution Update 2.5 Patch Notes

Update 2.5 + Christmas Event

New Christmas Event:

  • Christmas 2D Lobby
  • Christmas-Themed 3D Lobby
  • New Winter Tokens Currency
  • Obtained from killing titans with Christmas hats

Spawn Rates:

  • Elf Hat titans have a 1/5 chance to spawn and drop 1 Winter Token
  • Santa Hat titans have a 1/50 chance to spawn and drops 10 Winter Tokens.
  • Can also be obtained through robux

New Event Cosmetics:

  • Grumpy (Exclusive) [Armored Titan Skin]
  • Santa Hat (Exclusive)
  • Elf Hat (Exclusive)
  • New Event Market Section + Buying Boosts

Christmas Crate Cosmetics:

  • All cosmetics have an equal chance of appearing at 11.11%
  • Candy Cane Blades
  • Christmas Gear
  • Christmas Sheath
  • Cookie
  • Gingerbread Blades
  • Hot Chocolate
  • Pointy Candy Cane Blades
  • Santa Sack
  • Snowman Head

Armored Titan Raid:

  • Defend the rescue boats while fighting the Armored Titan
  • Two phases:
  • Phase 1: Weaken the Armored Titan – During this phase, players must attack weak points on the Armored Titan in order to expose its nape. This phase ends when the Armored Titan’s HP reaches 50.0%.
  • Phase 2: Defeat the Armored TItan – During this phase, the Armored Titan has been sufficiently weakened, allowing all parts of its body to take damage.

New Raid Artifacts:

  • Scars (Mythical)
  • Rifle (Legendary)
  • Backpack (Epic)

New Raid Cosmetics:

  • Young Reiner’s Outfit (Legendary)
  • Marleyan Band (Rare)

Fritz Rework:

  • Passives:
  • Unlock any family exclusive shifter skills
  • Extra Defense Perk Slot
  • Extra Support Perk Slot
  • 20.0% Shifter Stats
  • 15.0% Crit Chance/Damage
  • 10.0% Damage in Raids
  • 10.0% Gem Gain
  • 10.0% Damage
  • 10.0% CD Reduction
  • 10.0% Awakening Bar Gain
  • 10.0% Gold/Bar XP Gain for all party members

Skills:

  • Founder’s Vengeance
  • Founder’s Will
  • Chaos

Thunderspears:

  • Obtainment Method: (Requires Prestige 1+)
  • Thunderspear Quests:
  • Thunderspear Handle:
  • Create 3 watch towers in Outskirts [Skirmish Objective]
  • Escort 1 horse carriage in Outskirts [Skirmish Objective]
  • Thunderspear Thruster:
  • Collect 3 Ice Burst Stones in Utgard [Skirmish Objective]
  • Thunderspear Base:
  • Retrieve 3 Missing Supply Crates in Giant Forest [Skirmish Objective]
  • Defend the Missing Supply Crates in Giant Forest [Skirmish Objective]

New Thunderspear Skills:

Offense:

  • Grasp Blast
  • Flashbang
  • Hellfire Barrage
  • Meteoric Rain
  • Dual Shot
  • Revolving Pierce

Defense:

  • Homing Missile
  • Combustive Counter
  • Ackerman/Shiki
  • Thunder Barrage
  • Lightning Bolt
  • Additional Thunderspear Information:
  • Has a max kill cap (TS limbs hit) of 3 by default.
  • The number on the left is the distance the player is away from being able to trigger the thunderspear
  • The more green it is, the closer the player is, and the redder it is, the further the player is from the thunderspear
  • There is a setting to control whether you want to detonate the thunderspear manually or automatically after unlocking Scout’s Instinct
  • Thunderspears will automatically explode if:
  • It has been in the air for 5 seconds without hitting anything
  • It has been 10 seconds since it’s hit something
  • The player is 1000 studs away from the thunderspear

Season 2 Battlepass:

  • New Cosmetics for Thunderspears:
  • Icarus Equipment [Tier 75] (Premium)
  • Icarus Gear [Tier 100] (Free)

New Abnormal Variants:

Leader:

  • Titan with glowing yellow marks that buffs nearby titans by screaming.
  • Causes nearby titans to become enhanced with 25% stat boost in walkspeed, nape health, and damage.
  • The enhancement from Leader variants is cancelled when the leader is killed.

Rager:

  • Titan with glowing red marks, a 100% stat buff in speed, and the ability to scream.

Ducker:

  • Titan that has no cosmetic indicators at first sight, but evades nape attacks by rolling backwards, and can thrash wildly when attacked from the front or sides.

Iceburst:

  • Spawn exclusively in Utgard map on Hard+ difficulty
  • Drops ice burst stones for thunderspear quest
  • In order to defeat them, players must hit their nape 3 times in quick succession (within 7.5 seconds after each hit) which causes an explosion, making their nape vulnerable.

New Thunderspear Perks:

  • Maximum Firepower (Body) [Mythical]
  • Spear Speed increases by 20.0%~40.0%
  • Spear Count increases by 2~4
  • Spears no longer have recoil when being fired
  • Everlasting Flame (Offense) [Mythical]
  • Blast Radius increases by 15.0%~30.0%
  • Each explosion does 10.0%~30.0% burn damage
  • Munitions Master (Support) [Legendary]
  • Spear Count increases by 2~4
  • Munitions Expert (Support) [Epic]
  • Spear Count increases by 1~2

Thunderspear Conversion Stats: (When Thunderspears are equipped, these stats will convert for perks and artifact substats)

  • ODM Damage = TS Damage
  • ODM Control = TS Control
  • ODM Gas = TS Gas
  • ODM Speed = TS Speed
  • ODM Range = TS Range
  • Blade Durability = 0.5x Conservation Chance
  • Swing Duration = Blast Radius
  • ODM Limbs hit = 0.5x TS Limbs hit

New Thunderspear Memories (Can only be rolled after unlocking thunderspears):

  • Afterimages (Offense) [4-Star]
  • Spear explosions create a smaller explosion in their wake, doing 30.0% DMG
  • Steel Frame (Defense) [3-Star]
  • All explosions deal 25.0% less self DMG and grant immunity to any explosions for 5s
  • Marksman (Offense) [3-Star]
  • Increase DMG by 0.4% for each 5m traveled per spear (Max 465m)
  • Surgeshot (Offense) [1-Star]
  • Holding your Spear’s M1 for longer increases the BLAST RADIUS

New Gamepasses:

  • Memory Bag
  • Increase the maximum amount of memories that you can hold by 3 (Default 1 without gamepass)
  • Auto Sell
  • Automatically sell selected rarities for perks/artifacts that are obtained from crafting/missions/raids

Balancing:

  • Talent “Overslash” now procs from where the titan dies instead of where your player is
  • Skill “Command” now affects stat “Conservation Chance”
  • To get the ‘Warbringer’ achievement, you now need 25.0% damage
  • Armored Shard cost lowered to 24,999

QOL Changes:

  • Added Setting ‘Automatic Detonation’ for Spears
  • Added 1 free memory storage slot
  • ‘Battlepass 2’ extension that lasts 2 weeks

Bug Fixes:

  • Fixed perk “Tyrant’s Stare”
  • Reduced lobby loading times a bit(?)
  • Maybe fixed losing random body parts when ragdolled(?)
  • Fixed perk slots sometimes just not appearing
  • Fixed perk slots sometimes not being interactable

Misc. Changes:

  • No titans spawn in raids after 15 minutes
  • Added ‘Follow’ rewards in the Main Menu (PERMANENT buffs)
  • Added ‘Onikiri Spear Gear’ and ‘Onikiri Spear Equipment’ obtainable from the Onikiri Raid (Must be using Thunderspears while in this raid for TS related drops).
  • 0.3% (Hard)
  • 0.9% (Severe)
  • 3.0% (Aberrant)

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Final Fantasy 7 Rebirth on PC Supports 4K Resolution, 120FPS, Nvidia DLSS, and More

Square Enix has shared the list of features available in the PC version of Final Fantasy 7 Rebirth, which includes up to 4K resolution and 120 frames per second alongside Nvidia DLSS support.

A trailer for the PC version, below, arrived ahead of its January 23 release date and, while it stopped short of specifics, did confirm that Final Fantasy 7 Rebirth will feature improved lighting and enhanced visuals compared to the PlayStation 5 version.

Not completely departing from its original platform, however, it does also include support for the DualSense wireless controller and all the additional features it brought. Mouse and keyboard support is available too.

Final Fantasy 7 Rebirth will offer three graphics presets (low, medium, and high) though Square Enix said it has “numerous graphics options.” This includes the ability to customize the number of background non-player characters appearing on screen.

The role-playing game arrived in February 2024 as the second part of the Final Fantasy 7 Remake trilogy. It follows Cloud, Aerith, Tifa and the rest of the party as they leave Midgar and explore an open world and its vibrant towns and cities.

The PC version therefore arrives almost a year later as part of Square Enix’s push to go multiplatform, though director Naoki Hamaguchi has asked fans to please not make inappropriate mods upon its PC release.

In our 9/10 review of the original PS5 version, IGN said: “Final Fantasy 7 Rebirth impressively builds off of what Remake set in motion, both as a best-in-class action-RPG full of exciting challenges and an awe-inspiring recreation of a world that has meant so much to so many for so long.”

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

Microsoft’s First Xbox Developer Direct of 2025 Teases a First Look at ‘Another Studio’s Brand New Game’

Microsoft has announced the return of its Developer Direct showcase, and confirmed what fans can expect to see.

Developer Direct is set for Thursday, January 23 at 10am Pacific / 1pm Eastern / 6pm UK. In a blog post, Microsoft said fans “will get an inside look at a selection of highly anticipated games coming to Xbox Series X|S, PC, and Game Pass players this year.” That confirms a focus on 2025 games only.

Expect developers to offer an in-depth look at their upcoming titles. Compulsion Games will show off South of Midnight, Sandfall Interactive will showcase Clair Obscur: Expedition 33, and id Software will reveal more on Doom: The Dark Ages.

Microsoft also teased that it will “visit a surprise location to see another studio’s brand new game.”

What is that brand new game? There’s a lot of speculation right now that Bethesda may be ready to reveal the much-rumored The Elder Scrolls IV: Oblivion remaster, which was listed in documents accidentally published as part of the Federal Trade Commission (FTC) versus Microsoft trial over the buyout of Activision Blizzard.

Neither South of Midnight, Clair Obscur: Expedition 33, nor Doom: The Dark Ages have release dates yet, so perhaps we’ll get those during the Developer Direct. Either way, Microsoft is set to firm up its 2025 lineup of games at the show.

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.

Marvel Rivals Blade First Look Image and In-Game Lore Leak Suggests Season 2 Release

Marvel Rivals fans now have their first official look at upcoming playable character Blade and even an idea of when he’ll be playable, via a fresh leak.

First revealed by X/Twitter user Miller Ross, the Blade image is lifted from an in-game gallery card set to launch alongside Season 1. The image also features Ratatoskr, a giant Asgardian squirrel beast. Developer NetEase Games has yet to announce Blade as an upcoming playable character.

According to the in-game lore, new villain Dracula “subdues” Blade and Ratatoskr, but the Fantastic Four, set to arrive with the launch of Season 1 this week, are ready to save the day.

Based on this image and lore, fans are speculating that by the end of Season 1, the Fantastic Four will have defeated Dracula and saved Blade, making him available as a playable character for the launch of Season 2.

Blade was leaked as an upcoming playable character ahead of this official first-look. The vampire hunter is part of a list of leaked characters that popped up even before Marvel Rivals launched in December. That list included Mister Fantastic and Sue Storm, both of which are due out with Season 1’s launch on January 10.

Season 2 is expected to launch in April 2025. In the shorter term, we have Marvel Rivals Season 1 global release times info, Season 1 patch notes, and official stats that reveal Marvel Rivals’ pick and win rates in Quickplay and Competitive modes for Season 0.

Check out IGN’s Marvel Rivals Review to find out what we think. And keep an eye on the latest Marvel Rivals codes for free skins, and vote on the strongest Marvel Rivals characters in our community tier list.

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.

Marvel Rivals Season 1 Global Release Times Confirmed, Maintenance Planned Ahead of Launch

Marvel Rivals developer NetEase Games has confirmed the global release times for the Season 1 update, which sees the arrival of the Fantastic Four.

While Marvel Rivals is available across PC, PlayStation, and Xbox, NetEase has targeted a simultaneous launch for Season 1, dubbed Eternal Night Falls, on January 10.

Season 1 begins with the addition of Invisible Woman and Mister Fantastic, with Human Torch and The Thing arriving in the second half of the season. There are three new maps, special events, and a new Doom Match game mode.

The new Battle Pass includes “over double the content” of the Season 0 pass, NetEase said, with the Luxury Pass featuring 10 new costumes for the heroes.

The three new maps include Sanctum Sanctorum and Empire of Eternal Night: Midtown, which arrive in the first half of the season, and Central Park, which will be added in the second half.

The new Doom Match puts 8-12 players in factions on a single map. Players begin in different parts of the map and earn points by knocking out enemies. Whichever faction includes the top 50% of players wins.

NetEase has published the Marvel Rivals Season 1 patch notes early, revealing all the nerfs and buffs coming to the cast of playable characters. When you’re done with that, check out official stats that reveal Marvel Rivals’ pick and win rates in Quickplay and Competitive modes for Season 0.

Marvel Rivals Season 1 Eternal Night Falls global release times

  • 1am PST, January 10
  • 4am EST, January 10
  • 9am GMT, January 10
  • 10am CET, January 10

It’s worth noting that NetEase plans to bring the Marvel Rivals servers offline for just over two hours ahead of the launch of Season 1 for planned maintenance. During this time players will not be able to access the game.

  • Maintenance Schedule: 11pm PST January 9 to 1.10am PST January 10.

The maintenance looks set to bleed into the Season 1 launch time, so players should brace themselves for a delay unless NetEase can bring the maintenance to an end earlier than planned.

Marvel Rivals is a smash hit for NetEase, securing 10 million players in just three days and 20 million in two weeks. The free-to-play superhero team-based PvP shooter launched on December 6 across PC via Steam and the Epic Games Store, PlayStation 5, and Xbox Series X and S, and while Sony and Microsoft do not make player numbers public, Steam makes Valve stats available.

On Steam, Marvel Rivals peaked over its launch weekend with 480,990 concurrent players, which was enough to put it in the top five most-played games on Valve’s platform. It’s the 20th highest concurrent player number ever seen on Steam, ahead of the likes of Helldivers 2, Grand Theft Auto 5, and Destiny 2.

Check out IGN’s Marvel Rivals Review to find out what we think. And keep an eye on the latest Marvel Rivals codes for free skins, and vote on the strongest Marvel Rivals characters in our community tier list.

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.