Hot Wheels Unleashed 2: Turbocharged Review

Turbochargers work by sucking in air from the atmosphere, compressing and cooling it, and subsequently blowing it into the cylinders to help your engine burn fuel at a faster rate. Unlike turbochargers, Hot Wheels Unleashed 2: Turbocharged doesn’t suck or blow, but it is pretty damn cool. This palm-sized sequel shines with graphics that range from excellent to outright remarkable, an inspired selection of life-sized environments where stools loom large like skyscrapers and skateboards are as big as sailboats, and accessible and drift-heavy handling with a couple of new twists. However, while it’s certainly a slight step forward from the excellent 2021 original, it has introduced a couple of annoying quirks – like creases in the cardboard of a Super Treasure Hunt blister pack.

Just like Milestone’s first Hot Wheels Unleashed two years ago, Hot Wheels Unleashed 2 is still the antithesis to the tossed-together, toy-licensed turds today’s parents toiled through during our own childhoods. Beneath the corporate branding, Hot Wheels Unleashed 2 really does remain an indubitably groovy arcade racer with highly imaginative tracks and some of the most brilliant-looking vehicles in the genre.

It really cannot be stressed enough just how unflinchingly faithful Milestone’s models are to actual Hot Wheels miniatures.

The car models are still absolutely amazing renditions of real-life Hot Wheels, which appear essentially photorealistic on-screen. Rotating them around in the menus and photo mode they look like genuine toys placed under a microscope; seriously, it really cannot be stressed enough just how unflinchingly faithful Milestone’s models are to actual Hot Wheels miniatures. The texture differences between plastic and metal. The faint knit lines left on injection-moulded parts. The subtle accumulations of extra paint on tapered spoilers. The difference in finishes between a glossy hard plastic tyre and a rubber Real Riders wheel. The stamped text beneath each chassis featuring the model name and production year.

Better still, the way they carry their imperfections makes them look even more credible, from the child-sized fingerprints that reveal themselves on certain surfaces under the right light, to the scratches and gouges they get from both the gladiatorial racing and going end over end on gravel.

Of course, returning players will know Hot Wheels Unleashed already looked this good. More crucially, it still feels good, too. Like all its truly great high-speed peers, Hot Wheels Unleashed 2’s arcade-typical brake-to-drift handling is easy to pick up but tricky to totally master. This depth comes via the particularly nuanced layer of in-air controls that let you adjust direction and boost through the sky like a die-cast cruise missile, which has now been augmented with double-jump and lateral dash abilities. However, this time around it also comes from the distinctly different feel of the cars in each of the six different classes.

Class War

As you’d probably expect, these new classes – Rocket, Balanced, Swift, Drifter, Off-Road, and Heavy Duty – each carry certain advantages and disadvantages. The additional bulk of Heavy Duty vehicles makes them better to battle with, but they quickly straighten out of low-angle drifts when they lose too much momentum. Off-Road vehicles can ride over rough terrain like grass and dirt without hassle, but they aren’t going to be the best models to take to tight time trials. I will say the differences between Rocket and Balanced, Swift and Drifter, and Off-Road and Heavy Duty aren’t always especially pronounced – so it actually tended to feel a little more like three classes than six to me.

The new upgrade and perk system makes things a little malleable – so it’s possible to blur the lines between classes by, say, pumping up boost stats in a Drift car at the expense of some of its handling points. You can also now change the boost mode from single, uninterruptible shots to a bar that can be drained at any pace you want (which is essential if you want a car you can hold in a drift without constantly slamming into the side walls under uncontrollable acceleration).

I did find myself giving greater consideration to what car I was bringing to each event than I did in the original. 

Regardless, I did find myself giving greater consideration to what car I was bringing to each event than I did in the original. It’s a smart way to encourage us to engage with more of the cars in our virtual garage than previously (I have to admit that, while playing the original Hot Wheels Unleashed, I pretty much raced the Back to the Future DeLorean in virtually every event once I’d unlocked it). It mostly works, too – but only when Milestone adheres to it.

Unfortunately, one of my biggest frustrations with Hot Wheels Unleashed 2 has been the instances when it forces us to take on events in vehicle classes that are ill-equipped for the job. This happens throughout the main story mode, where it was only really a minor annoyance, but it became a severe irritation trying to clear the salvo of bonus events that unlocked after I’d hit 100% completion. Hitting huge drift totals in Off-Road or Heavy Duty vehicles is just a pain. They’re simply just not as fun to drift in as the other classes, because they’re a lot worse at it. I’m guessing the argument here is that it’s a challenge, but something being challenging doesn’t automatically make it fun. Certainly not when it’s like having a drawer full of steak knives but being forced to cut your meat with the edge of a spoon.

It also didn’t really help that reaching the end of the story mode left me mostly confused, anyhow. It’s just odd being told I’ve reached 100% completion, finished both objectives in every event, and unlocking nothing but… more events. I don’t have a problem with more events, but how about some cars at that point? Six billion cars built since 1968 and we can’t get a couple of curios for finishing? Hot Wheels Unleashed seems surprisingly stingy with unlockable cars considering how many decades of them there are to choose from, though I did appreciate the time it takes for the car sales showroom to refresh its random line-up dropping from four hours of play to 45 minutes. You can even refresh it immediately for a nominal amount of in-game credits; you can get several refreshes with the credits earned from a single event. The default range still leans extremely heavily towards mostly recent models, though – or, at best, recent re-issues of older castings. It really feels like there ought to be more relics from the ’80s and ’90s in here, especially considering this is something designed for generations of Hot Wheels fans to enjoy together.

Age Appropriate

This huge spike in difficulty after the career mode is ostensibly done makes me wonder whether Milestone has slightly lost track of the spectrum of its audience here. For instance, the cutscenes in the story mode itself are pitched super young, but my nine-year-old bounced off these punishing “Extreme” endgame events faster than he does from the trampoline when his older brother starts doing backflips. I’m largely fed up with them, too.

Fortunately, even if the core single player mode eventually becomes a chore, there’s still plenty to love about the fantastic selection of new environments. My son digs everything about the new dinosaur museum, which is a multi-level map filled with enormous prehistoric displays. I’m a huge fan of both the Arcade and Gas Station locations, which have the best lighting and reflections. There’s also Mini Golf Course and Backyard, which is actually a bit of a misnomer considering how much great racing space there is inside the home as well. Unfortunately, shortcut hunting has been a bit unsatisfying this time around, and I haven’t yet found any as creatively cheesy as I did in the original. My suspicion is that since the new double jump has made it easy to leave the track, it may have seen Milestone pump up the amount of checkpoints to counteract its potential abuse? It’s a bit of a cursed monkey paw situation, as the jump mechanic has introduced deliberate gaps in tracks – which is a concept I like – but they seem to have come at a cost.

Some of that shortcut magic may be able to reappear via the phenomenal track builder. However, as much as I still love the freedom of the track builder to warp and position track at will (and not just rely on pre-set pieces), it’s disappointing the old environments weren’t also included. I’m not sure why they couldn’t have been left in for a super-sized library of locations. Sure, the new jump ability has complicated short cuts, but it adds a fresh new perspective on track building we could’ve taken to the original levels.

Two-player split-screen returns, and with more event types this time it’s been even more fun in our household than before. Waypoint has been a particular hit, especially when dad gets caught short sandbagging and accidentally missing the final checkpoint, meaning I need to publically bear the humiliation of losing to somebody less than a quarter of my age.

Minecraft Live 2023: Everything Announced

Minecraft Live returned for 2023 and brought with it some big announcements, including a new Star Wars DLC that takes players from padawan to Jedi knight, Planet Earth III DLC, a ton of new features in mid-2024’s Minecraft Vanilla Update 1.21, and more!

We’re here to break down all the biggest announcements in one place to ensure you don’t miss a thing!

Minecraft’s Star Wars: Path of the Jedi DLC Will Take Players From Padawan to Jedi Knight

On November 7, the Minecraft Marketplace will be home to the Star Wars: Path of the Jedi DLC that will take players from “padawan to Jedi knight and showcase a variety of gameplay features including lightsaber combat and using Force powers.”

Iconic Star Wars characters will also be showing up throughout the adventure, including Ki-Adi-Mundi, Shaak Ti, Coleman Kcaj, Saesee Tiin, and Plo Koon.

Planet Earth III DLC Will Be Released in 2024 From Minecraft Education and BBC Earth

In celebration of the upcoming Planet Earth III series this fall, Minecraft will be presenting its own Planet Earth III DLC from Minecraft Education and BBC Earth in 2024. Much like its Frozen Planet II DLC, this content will “immerse players in the wonders of the natural world with the overarching message that everything in nature is connected and we therefore need to take care of our planet so it can take care of us.”

Minecraft Legends to Receive Some Exciting New Updates, Including New Lost Legends

Minecraft Legends principal design director Craig Leigh shared some exciting updates coming to Minecraft Legends, and they include new Lost Legends like Creeper Clash in time for Halloween and Snow vs Snout in December.

Minecraft Legends’ December update was also teased, and it will see the addition of frogs, a new piglin unit and structure, and new witch allies who can throw potions.

Minecraft Vanilla Update 1.21 Will Add a Ton of New Features in Mid-2024

Minecraft Vanilla Update 1.21 will arrive in mid-2024 and will add a bevy of new features, including automated crafting, combat trial chambers, copper bulbs, a trial spawner, and the Breeze.

The Crafter is the name of the automated crafting system and it will be of “particular interest for redstone engineers.”

The combat trial chambers will be procedurally generated structures undergound and will present new and unique challenges for players to overcome. The Breeze will appear in these trials and they move by jumping and shooting wind energy projectiles that explode. Also, it will explode immediately if they run into a player.

The copper bulb is a new light-emitting block that will oxidize overtime, and the more oxidized it is the dimmer it becomes.

Lastly, the Trial Spawner will not spawn any additional mobs for a while after it has spawned a specified number of mobs. These spawners will also reward players by ejecting its loot.

Winner of the 2023 Mob Vote Is the Armadillo

The Minecraft community had the chance to choose either an armadillo, penguin, or crab for the for the 2023 Mob Vote, and the armadillio won with a 42.3% win percentage. Crab came in second with 32.5% and penguin came in last with 25.2%.

Minecraft’s 15th Anniversary Celebration Will Kick Off in 2024

While no specific details were shared, it was confirmed that 2024 will see the kick off of Minecraft’s 15th Anniversary Celebration.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Mortal Kombat 1: Invincible’s Omni-Man Gets a Gameplay Trailer and Release Window

Alongside confirming a November 2023 release window, NetherRealm has revealed the first gameplay trailer for Invincible’s Omni-Man at NYCC 2023.

Omni-Man will be the first playable character in Mortal Kombat’s Kombat Pack 1 and will be available as a standalone fighter or as part of the Mortal Kombat 1 Premium Edition. The trailer is a brutal look at Omni-Man in action and shows that many of his moves were pulled straight from the Prime Video series.

If you need a bit of a refresher, you can check out this comparison of the scenes right below!

During the reveal at Skybound’s 20th anniversary panel at NYCC, Robert Kirkman and Ed Boon shared that “every moment of Omni-Man in Mortal Kombat 1 is inspired by a piece of the show.”

Speaking of the show, Omni-Man also made an appearance in the Season 2 trailer for Invincible, in which Mark Grayson worries he may become too much like his father.

Omni-Man will arrive alongside the Kameo fighter Tremor, and is just the start of the pack that will also see the arrival of Quan Chi, Peacemaker, Ermac, Takeda Takahashi, and Homelander. There will also be such Kameo fighters as Ferra, Johnny Cage, Chameleon, and Mavado.

In our Mortal Kombat 1 review, we said, “The bone-crunching gameplay of Mortal Kombat 1 is some of the best the series has ever seen, thanks to the game-changing Kameo system. Netherrealm delivers a fantastic single-player story mode as well. However, the new Invasions mode is a grind and the online options feel dated.”

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Enter IGN Rewards Sweepstakes to Win Nintendo Switch OLED, Bigscreen TV, Steam Deck, and More

If you love freebies and sweepstakes, today (and many other days on IGN) is your lucky day! There are quite a few cool giveaways going on right now, so you can enter for your chance to win a Nintendo Switch OLED, Steam Deck, Vizio TV, PlayStation 5, and the new Mission: Impossible movie, just to name a few.

The Custom Terra Alia Nintendo Switch OLED Sweepstakes

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Sweepstakes closes on Oct. 31, 2023.

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  • My Little Universe Steam Key – $14.99 Value/Key

Sweepstakes closes on Nov. 2, 2023.

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Brian Barnett writes reviews, guides, features, & more for IGN & GameSpot. You can get your fix of his antics on YouTube, Twitch, Twitter, Bluesky, & Backloggd, & check out his fantastic video game talk show, The Platformers, on Spotify & Apple Podcasts.

Universal Studios Orlando Halloween Horror Nights 2023 Review

With All Hallows’ Eve just a couple weeks away, spooky season is officially here. Of course, the scares started creeping up the calendar much sooner at Universal Orlando Resort, where the park’s annual Halloween Horror Nights event has been raising goosebumps and chilling spines since September 1. That month-plus of frights has mostly come courtesy of the celebration’s 10, elaborate haunted houses, including an especially terrifying take on acclaimed PlayStation game The Last of Us.

But while Joel and Ellie’s inclusion on this year’s roster has fueled its fair share of nightmares, HHN’s other walk-through attractions also deserve your screams. As any horror enthusiast worth their weight in spilled entrails knows, however, those cries of terror can be triggered by any number of very specific elements – from the monster lurking beneath your bed to the clown peering through your window. With that in mind, we braved this year’s slate of mazes and broke them down by distinct categories catering to fright fans of all stripes. Read on, if you dare.

Best Storytelling: The Darkest Deal

If you like your scares supported by absorbing storytelling, you’ll want to sign up for The Darkest Deal, the rare haunted house that prioritizes narrative progression and character development as much as nightmare-conjuring encounters. Guests follow the career path of Pinestraw Spruce, a fledgling Mississippi Delta musician who finally finds success after making the titular pact with the menacing “Collector.”

While Spruce’s journey introduces its share of frightening foes, the assortment of hellspawn and other unsavory characters never overshadows the story. From the opening scene – where we see Spruce accepting the terms of the doomed deal – to the moment we witness his soul being sucked from his body, The Darkest Deal spins one of the event’s most comprehensive, compelling tales.

Most Meta Approach: Chucky Ultimate Kill Count

Universal Creative could’ve easily crafted a Chucky attraction based on the possessed plaything’s popular Syfy series, scared the pants off park patrons, and called it a day. But the twisted minds behind this year’s event had a decidedly more disturbing idea: What if the “real” Chucky – furious to discover no one’s actually meeting a grisly end in his haunted house – crashed the party to guarantee a high corpse count?

This refreshingly self-aware approach sees the terrifying toy possessing the house’s 250 Chucky dolls, spurring his red-headed army to carry out a seemingly endless variety of creative, gore-soaked kills. The clever concept even finds some of the attraction’s live performers reacting in utter terror to Chucky taking matters into his own, murderous hands. A fun finishing touch sees survivors passing beneath a digital counter tallying the night’s deaths.

Most Inspired Concept: Dueling Dragons: Choose Thy Fate

Given a passing glance, this maze might seem like a better fit for a Renaissance fair than Universal’s annual fright fest. (Not to be confused with Six Flags’ annual Fright Fest.) But don’t let the medieval castle setting and Merlin’s whimsical greeting fool you, as Universal Creative has brilliantly re-imagined one of the resort’s retired roller coasters – Islands of Adventure’s Dueling Dragons – into a house that blends high fantasy with hair-raising horror.

The inspired result is an experience that retains the ride’s original tale of rival warlocks battling it out before being turned into fire- and ice-spewing dragons, while complementing the established yarn with plenty of fresh, terrifying touches. These include a cast of jump scare-inducing creatures – many enhanced by pulse-spiking effects representing the warlocks’ respective elemental powers – as well as an impressive appearance from the titular beasts. Toss in multiple endings – a cool callback to the coaster’s dual tracks – and we can’t wait to see which bygone attraction gets the haunted house treatment next.

Most Fan-pleasing Adaptation: The Last of Us

If you’ve never experienced PlayStation hit The Last of Us, or watched the acclaimed HBO series it recently spawned, this house will feel like familiar zombie-apocalypse fare. That said, if you’re already acquainted with Joel and Ellie’s journey – particularly the pair’s harrowing trek through Hunter-occupied Pittsburgh – you’re in for one of the evening’s best attractions.

An incredibly authentic adaptation with skyrocketing production values to spare, this Infected-filled house is a heart-stopping romp that essentially puts brave guests inside the world of the game. On top of recreating iconic scenes and unleashing a relentless lineup of fungally-altered favorites – from Stalkers and Clickers to Runners and Bloaters – the house packs enough fan-pleasing shoutouts, nods, and Easter eggs to fill a FEDRA quarantine zone.

Best Monster Mash-up: Universal Monsters: Unmasked

You needn’t navigate more than a handful of the night’s mazes to encounter enough ghouls, ghosts, creatures, and creeps to fuel a lifetime of nightmares. While you’ll meet everything from colonial-era cultists to creepy carnival folk, few of the featured foes will prey on your fragile nerves like the Universal Classic Monsters.

Luring unsuspecting guests into a creature-quadruple-feature of sorts, Universal Monsters: Unmasked pits patrons against the Phantom of the Opera, the Hunchback of Notre Dame, Dr. Jekyll and Mr. Hyde, and the Invisible Man. Supported by stunning makeup, costumes, and sets – including the atmospheric, lantern-illuminated streets of Paris – the attraction trades the classic versions of these movie monsters for gory, graphic reinterpretations that wouldn’t look out of place in a viscera-splattered slasher flick.

Most Unexpected Connected Universe: Dr. Oddfellow’s Twisted Origins

Film and television aren’t the only mediums cashing in on the connected-universe craze, as HHN’s Dr. Oddfellow’s Twisted Origins could give Marvel a run for its multiverse. While this maze initially looks like another gruesome circus packed with creepy clowns and scary carnies, the bloody big top is actually a decades-in-the-making deep dive into one of the event’s original creations.

Established as one of HHN’s “icons” 20-plus years ago, Dr. Oddfellow returns to take center stage, stealing souls and scaring guests with an especially twisted assortment of circus acts – the bullwhip-wielding dude in the pink tutu and animal mask still haunts us. But more than breathing fresh life – and death – into the “killer clown” trope, this one digs into the origins of the ringmaster/fake physician, as well as his most famous victim, Jack the Clown. Those brave enough to further explore Oddfellow’s story can visit the park’s five open-air “scare zones,” all of which are also tied to the disturbing doc.

Best Blood and Gore: Bloodmoon: Dark Offerings

If it’s good old fashioned graphic violence you crave, Bloodmoon: Dark Offerings has your back – and maybe your ritually sacrificed spine, too. Featuring enough severed heads, lopped limbs, and exposed innards to turn the stomach of a slaughterhouse worker, this one is definitely not shy about flaunting its fake blood budget.

But it’s not all about gory shock value either, as this richly detailed house effectively transports visitors to a colonial-era community populated by lunar-obsessed cultists. Even as these robed, chanting fanatics hunt us non-believers with their blades, it’s hard not to appreciate the haunting beauty of the set design, as well as its ability to immerse visitors in its unsettling alternate history. That said, it’ll probably be the towering, sacrificial totem made of body parts that’ll stick with you long after you exit (escape?).

Best TV-inspired Haunted House: Stranger Things 4

Over 32 years, Halloween Horror Nights has adapted countless genre films and TV series, accurately retelling their stories via impressive sets, cool effects, and talented live actors. This year’s Stranger Things’ house retains this authentic approach and attention to detail, but adopts more of a “greatest hits” position in recreating the series’ recent batch of Vecna-haunted episodes.

For fans, this means being placed in the middle – quite literally – of some of the season’s most iconic moments and memorable encounters. Walking right between Eleven and Henry Creel, while the former blasts the latter into the Upside Down, is a highlight, as is any scene reacquainting us with fan-favorite Hellfire Club leader Eddie Munson. Whether you’re seeking a season 4 recap or just can’t get enough of Kate Bush’s “Running Up Tthat Hill,” this one delivers like a piping hot Surfer Boy pizza.

Best Blend of Humor and Horror: Yeti: Campground Kills

If you prefer your horror with a helping of dark humor, Yeti: Campground Kills should occupy the top spot on your HHN itinerary. Set in a ’50s-era National Park, this maze finds a crew of not-so-happy campers besieged by a family of the hairy, mythical beasts.

The towering creatures rack up quite the kill count, leaving more than a few bloody, detached limbs in their wake. But while the many mutilated corpses will send a chill down your spine, the colorful, B movie-inspired cast and story will stretch a smile across your face. From the pissed-off woman with apparent plans to fend off the intruders with a frying pan to the outdoor retirement party that had the unfortunate luck of being scheduled during the Yeti apocalypse, the morbid humor often steals the spotlight from the rampaging monsters.

Best Film Adaptation: The Exorcist: Believer

Billing this attraction as a movie adaptation is cheating a bit since the film it’s based on hadn’t yet been released when the house first welcomed guests. That said, this scream-eliciting take on the 50-years-later sequel to The Exorcist works brilliantly as a real-life, immersion-ratcheting teaser that’ll immediately put the recently released movie on your radar.

Beginning with a tense setup surrounding a pair of missing teenage girls, the maze quickly goes from unsettling to utterly terrifying when the story jumps ahead. While the teens are apparently found, they return home… different. More specifically, they’ve been possessed by a demonic entity that transforms them into two of the most blood-curdling kids this side of The Shining’s Grady twins. Toss in a chilling exorcism scene that only seems to anger the possessed pair, and this house is better – and scarier – than its source material.

Now That Microsoft Owns Activision Blizzard, Fans Are Setting Out Their Resurrected Games Wishlist

In case you did not know, Microsoft now owns Activision Blizzard after announcing the plans over a year ago. With the merger now complete, Xbox owns some of the biggest gaming franchises, including Call of Duty, Overwatch, and World of Warcraft.

While it is easy to craft a wishlist of games you wish would be produced because of this new merger, such as a Halo game made by Infinity Ward, a Crash Bandicoot racing game by Playground Games, or even a new Call of Duty game from 343 Industries. Yet, many users on the social media platform X wish and remain hopeful that Xbox will leverage these new IPs to revive some classic, forgotten gems in Activision’s IP vault.

The biggest one is Guitar Hero, the music rhythm game that uses plastic guitars to play rock music. The irony of this comes a few days after a report was published that revealed Activision CEO Bobby Kotick brought in James Corden during a company meeting earlier this week and teased the revival of the dormant franchise.

After the acquisition was announced in early 2022, Xbox head Phil Spencer said he was eager to visit abandoned Activision franchises, with Guitar Hero being one such property name-dropped during an interview with The Washington Post.

And some are even pointing out to stop at Guitar Hero and bring back the series’ spinoff game DJ Hero, too.

Fans of the 90s shooter Hexen are pouring out support, trying to manifest the return of the franchise. Fans were hopeful when Phil Spencer wore a Hexen shirt during the Xbox showcase in June. Only for the head honcho of Microsoft’s gaming arm to reveal that the t-shirt was not hinting at the return of the series but rather a nod to how much he loved the series. But there could be a possibility with Xbox now owning both the game’s developer (Raven Software) and the publisher (Id Software).

And you have people that really want Xbox to revive Tony Hawk’s Pro Skater. Unlike the previous games mentioned in this article, Tony Hawk’s Pro Skater most recently had a remake of the first two installments released for modern consoles.

Unfortunately, the developer, Vicarious Visions (who also developed the Crash N. Sane Trilogy), was merged and reassigned as a support studio. Of course, Xbox will have leverage to add the previous entries onto its subscription service, Xbox Game Pass.

One post I enjoyed came from Ted Timmins, the Senior Creative Director at Raven Software, who posted about his excitement for the merger and also asked users how they felt about a sequel to the 2005 business simulation game The Movies, which was published by Activision and developed by the defunct Fable developer Lionhead Studios.

What is interesting to point out is that Timmins used to work at Lionhead.

Of course, this is a small sample size of all the games Xbox could theoretically revive from Activision Blizzard’s portfolio. The sky is the limit, but we must wait and see. Until then, if you want to catch up on the history of this historic merger, check out our timeline. Or see how the industry reacted to the news.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Tekken 8: Rebuilding Tekken in Unreal Engine 5 + Tekken’s Legacy – IGN First

It’s cold at the recording studio at Bandai Namco’s offices in Irvine, California. Tekken 8 producer Michael Murray and I are mic’d up, waiting for the go-ahead from the production team. We’re talking about the weather in the different places we’ve lived, the two American fighting game majors we’re representing (I’m wearing an EVO shirt; Michael is wearing a Combo Breaker hoodie), and Tekken. Lots and lots and lots of Tekken. We spent most of the prior day playing and talking about Tekken 8, but it’s always a little different doing it in front of a camera, and we wanted to be prepared.

Michael Murray is uniquely qualified to talk Tekken; he joined Namco in 2001 because he loved the series. He started out in localization, which wasn’t really a thing at Namco at the time, and he’s been at the company ever since, working on Tekken the entire time. He started out on Tekken 4, but he also worked on several other games, including Ridge Racer, MotoGP, SoulCalibur II, and Ace Combat 4, among others. After spending several years doing localization, he started going to EVO and other fighting game events, where you might have seen him translate for long-time Tekken executive producer Katsuhiro Harada.

Michael has worn a lot of hats: he started working on Tekken in a design capacity during Tekken 6, and transitioned to it full-time by Tekken Tag Tournament 2, where he had his own mode to design. Michael did some marketing work after the merger with Bandai (while, I might add, still working on the games themselves), and started working as a producer in Tekken 7, a role he still occupies for Tekken 8. He also worked on Tekken: Bloodline, an anime adaptation of Tekken 3 that you might have seen on Netflix. That’s 22 years of Tekken, for anyone keeping track. While we were talking, he joked that he spends so much time with Harada that he often knows how he’ll answer questions before he actually answers them. Like I said, I couldn’t have picked anyone better to talk Tekken 8 with.

What follows is an excerpt from a much longer interview on almost every aspect of Tekken’s history and Tekken 8. It’s been condensed and edited for clarity. Don’t worry though; many of Michael’s other thoughts on Tekken 8 will appear in the rest of our exclusive IGN First coverage, running all through October.

IGN: Tekken has a long history of pushing technology forward, and Tekken 8 looks incredible visually. Can you talk about what you wanted to accomplish going into Tekken 8, and how you approached that challenge?

Michael Murray: So, I guess first, to touch on Tekken 7 a little bit: that was a big learning experience. You know, we released the game and supported it for five years. And we kind of had a little bit of a chance to test different things and see what resonates with fans.

And like you said, Tekken is a long-running series. So we learned many things, you know, such as people like villainous characters for guest characters, and things like that.

But also, towards the end, I think one of your favorite characters, Lidia, was added. We noticed that back in the day, maybe around Tekken 3 or so, a lot of people mentioned that they really love that we have real martial arts. So one of the themes was trying to bring that back in with Wing Chun and the Okinawan karate, etc.

But another key theme was that they picked up Tekken because fighting games were kind of a benchmark for what particular hardware could do at the time. Tekken especially was known for its graphics at the time, and SoulCalibur, and some of our other fighting games. So we really wanted to make sure that we had the graphic elements covered for this time.

Being on a new generation of hardware, it’s the first time we were on PlayStation 5, and Xbox Series X and S. So we want to make sure that everything really popped. And so it’s not just about having pretty 4K graphics, but the environments, the characters, the detail, the depth, all of that visually, that whole experience.

To achieve that, we actually threw out all the character models that we had from Tekken 7; we started from scratch. So all the characters, all 32 in a roster, were built from zero, which was quite entertaining because we’re doing the sculpting and everything from scratch. And so it was interesting to see kind of weird-looking Jin Kazama, at first, for example, it’s like, “It doesn’t look quite right!” Even though most of us had been doing this for twenty-something years, right?

And so it took a little bit of trial and error until, you know, the models were perfect. But then, once we showed off Kazuya, I think it was at EVO that year, We were like, “Wow, okay, we’re ready.”

And the fans just exploded with excitement over the level of detail and quality we had in the game models. And then I think now that people have had a chance to play the CAT and the CNT as well, and gotten their hands on the game, they say they see that, not only in the character models but the environments themselves. We were playing earlier, I believe you saw the New York stage that we had. Just the level of detail, not just how pretty it is, But, you know, the puddles on the ground and the reflections, all the different billboards and the detail there. I think all of that – the graphical level that we were able to attain for Tekken 8 – was one of the early goals we had, and I’m pretty happy with the benchmark we hit so far. I mean, obviously, Harada-san says, “We’re not done. You know, we can do more.” But I think what we have so far is pretty great.

IGN: As someone who lives in New York, the New York stage made me very happy because it looks like you could walk through the city and see some of that stuff. So obviously, there are huge advantages to leaving behind the last-gen consoles and focusing entirely on the new generation. Another big thing that people are excited about is that Tekken 8 uses Unreal Engine 5. What has UE5 allowed you to do that you couldn’t do before, and how hard has it been adapting that engine to make a fighting game?

Michael Murray: Well, there are various things. Some of them are user-facing. Some of them are more just development-wise. So, Tekken 7 was the first time we used an external engine. Up until then, it was always just our programmers you know, coding the game.

So when we made the switch to UE4 for Tekken 7, many people probably don’t know this, but [Unreal Engine] mainly just handles drawing the graphics. The actual mechanics of the game and all of that underlying stuff is done in our own proprietary code and scripting. And that’s also the case this time as well for UE5.

So all the enhancements that you see the graphics, the lighting, and the character models, and all that stuff making the game look pretty is handled by UE. But all the underlying game mechanics and things like that are still our technology.

That said, you know, in development, it does make it a lot easier, because before, when we were making past Tekken titles, it was mainly on PlayStation hardware, but if we wanted to port it, it was much more difficult than if you have an engine and makes it a lot easier to port to the different platforms you need to. So, it makes development a lot easier in certain aspects and the game a lot prettier, I guess you could say. But maybe not as drastic a change as a lot of people would think.

IGN: I think it’s really interesting that you brought up being able to more easily do stuff like porting. People associate engines with visual fidelity. But obviously, you all still had to do all the internal work to make Tekken work on Unreal. So I think that’s good for people to know.

Michael Murray: Oh, wait! There is one other thing. It’s quite interesting because UE is an engine that a lot of people are familiar with, I have noticed a lot of non-Japanese engineers are now joining the team.

In the past, it would have been difficult to try to get them up to speed on our current game code and how we were creating the game. But now you can just say, “Okay, this person has experience with UE5,” and also for creating tools or something for the game. It’s much easier to take those tools over to other games because they’re imported into UE5. So, yeah, several development aspects make [Unreal Engine 5] more convenient.

IGN: We’ve talked about the visuals, but that’s something that people can see. What are some of the things next-gen consoles and Unreal Engine 5 allow you to do that players might not notice that adds to the game, and what is your favorite visual or technical touch in Tekken 8?

Michael Murray: I think it’s visible, right, but maybe what a lot of people don’t notice is the fine details in the graphics. So, you can do 4K. That’s a resolution, right? It’s more about the design of the stages, the atmosphere, and the character models, and Harada actually did a lot more direction in that area this time. He just was like, “There has to be a lot more detail. You have to fit it into a small space. It has to look spot on.”

So like, when I was talking about the reflections or just the atmosphere. I think when you played the New York stage, there were two variations. One of them’s the evening, and it transitions to night.

And so you go from this gorgeous sunset to the snowflakes falling at night, and the police car, the lights, and all of that stuff that’s going on. So just that kind of ambiance, I guess you could say; the atmosphere that’s created because of these small, minute details. And we’re bumping into the hotdog cart, which causes all this stuff to fall out of it. All of these little things alone aren’t something that stands out. But when they all come together to kind of create that atmosphere in the battle arena that you’ve chosen, I think it’s a lot more important than just the resolution of the graphics, per se.

IGN: It felt like every time I was playing a stage, I was noticing something new, especially with the New York stage. I was admiring the sunset, or I’m looking at the cars, I’m looking at the way the characters interact with the environment when they get hit. I think in some of the matches earlier today, you were playing, Nina, and we were both like, “Oh, her dress is dirty now.

Michael Murray: [laughs] Right?

IGN: This is also the first time Tekken is releasing on consoles before getting an arcade release. Can you talk about how that changed your design process or the way you approach development? Because that’s a huge change.

Michael Murray: Yeah, that’s a huge, huge topic.

So I know a lot of people, especially fighting gamers, you have like a certain audience with one installment. And you might have quite a different audience for the next. So I noticed a lot of people were playing Tekken 7 who had probably never played a Tekken before. So maybe they weren’t quite aware that Tekken usually had this pace where you release in the arcades first. And then maybe you would put it on consoles, but more often, there would be some kind of a point five installment update to the arcade. And then it would come to consoles, right, or console, you know, depending on the installment. [laughs]

So that allowed us to first create the core gameplay mechanics, the core roster, have people play that in the arcade, and then do location tests. And we’re talking about the arcade not only in Japan, and Korea, but when you had it in North America and Europe, etc, at the time.

So we could test the game and all these different locations, people were constantly playing it, and we were able to update the game. And then finally, you have to add all the content for the console version, whether that’s some kind of a story, a mini-game, or customization. So that kind of iteration was really important for us early on; getting the game really solid before we ported it to the console. So it’s quite a big deal that this time we start from the consoles, right?

And one thing that they kind of changed along the way, I guess you could say, was around the Tekken 7 era. Not everyone had arcades in their regions. So we saw that the arcade installment released in Asia, in Japan, but maybe not in the West. So we actually had to take arcade boards to EVO one year to give access to players who wanted to play the game, et cetera. So that model became not as viable as it had been in the past.

Another problem with that model was that when we started doing esports more, like a more cohesive league that we did ourselves, the Tekken World Tour, a lot of people were unhappy that Japan had had the game before because it was at arcades, right, and other people who didn’t have access until later had to play catch up.

So it’s quite important this time that everyone starts at the same time with the game, and it’s supported by esports, etc. But what this means is, we have to find another way to first build the game, the base, the roster, the gameplay mechanics. It has to feel completely new, different from 7, all of this stuff for just the core game. And then we also have to create all the customization and the bells and whistles that people expect from a console release, all at the same time.

So since we don’t have location tests, you know, we had to find different ways to go about it. Obviously, since it’s connected via the internet, we can pull data from like the CNT that we did recently, the upcoming CBT. We also took the game around in a CAT, the first iteration to EVO and Combo Breaker to get some hands-on time. So we replaced the location test with these big tournaments, and then the network, and were able to gain feedback from the fans on what they liked about the gameplay mechanics, the balancing of the individual characters, if the game is accessible, approachable, easy to understand, all these different things We had to change for Tekken 8 because it’s starting first on consoles. So it’s quite a big change.

IGN: It sounds like quite a challenge, not having that time to iterate and be like, “Okay, right now we can just focus on this. And later when we bring it to consoles, we can add story mode,” or “we can have fun mini-games,” like the returning Tekken Ball.

Michael Murray: It’s a challenge just to do what I just talked about. But when you consider that we’re not even reusing some of the models and brushing them up. But creating them from scratch, just even added more to that difficulty [laughs]. So it was really a huge challenge. And I’m just really impressed with the team and how they’ve been able to rise to the occasion.

IGN: To kind of change gears, another big part of Tekken aside from the tech is the story. Can you talk about what we might expect to see from Tekken 8’s story mode? Is it similar to Tekken 7’s?

Michael Murray: I think we’ve shown a little bit in some of the trailers about the story mode. And so people who have played Tekken 7 will kind of know a little bit of what to expect. It was a quite popular mechanic that we did previously where you had the CG movie that kind of sets the tone for the scene. In this case, the battle between Kazuya and Jin on the New York stage. I think everyone’s probably seen that in the trailer so far.

But then it transitions with no loading or anything, straight into the actual battles, right? And then with Tekken 7, while you’re playing through the story, it’s not just you know, fight CPU One, fight CPU Two, and they have a short exchange, etc. There are a lot of different CG scenes that kind of give a little bit more background into what’s going on with the characters.

You have little mini-games like Lars had. He could shoot a gun on one of the stages if you remember. So there are little things like that that change up the combat you don’t typically find in the head-to-head combat in Tekken 8. So that kind of stuff is safe to say in return for Tekken 8. Obviously, it’ll look a lot better. [laughs]

And the volume also has been increased for Tekken 8. I can’t talk a whole lot about some of the story content yet. But we can say that, you know, it leads off of Tekken 7. We saw that conclusion between father and son, Heihachi and Kazuya. and now that shifts to that kind of conflict between Kazuya and his son Jin and the surprise return of Jun after so many years.

We realized that some of the story arcs had been kind of left hanging and we tied some of them up in Tekken 7, but some cool things like that are in the story as well. Plus, you’ve seen we’ve been adding new characters throughout 7. And we announced Azucena as well. So seeing how these characters appear will be something to look forward to, I think.

IGN: It’s also interesting because Tekken has been about the Mishimas for so long and this generational conflict between father and son, father and son, and Tekken 7 kind of resolves part of that. And now Tekken 8 is kind of setting itself up to resolve another part of that, perhaps?

Michael Murray: [laughs] Perhaps, perhaps.

Do you think there might ever be a version of the Tekken story that moves beyond the Mishimas?

Michael Murray: It could be. It’s tough because the main protagonist of the story depends on who your favorite character is, right? We can’t make 32 different versions of the story. It used to be almost like that with old Tekken. You clear the mode, you get the ending. It was hard to tell who actually won the tournament because it depended on whose perspective it was.

But now it’s more tied into a centralized story with the story mode. But then we realized that people want to know more about their favorites. So we also have the character episodes that were in Tekken 7 making a return for Tekken 8. And those are some of my personal favorites.

Because I think when we look back at what made Tekken popular you know, we were touching on the graphics, the real martial arts; another was the comedy, I think. Tekken 7 had a really serious tone overall, but a lot of people miss some of the goofiness that happened with Paul or Law, you know? Law had the restaurant and he had to sell it to pay for his son wrecking the motorcycle, or Paul did something really crazy. So that comedic element makes a little bit more of a return this time around, especially in the character episodes.

IGN: Finally, just to wrap up this section about Tekken’s legacy, I’m gonna hit you with kind of a philosophical question. It’s been fascinating to watch the evolution of fighting games as a genre. Everything starts in 2D with Street Fighter and Mortal Kombat. And then there’s a bunch of 2D games, and then 3D games become the really big thing. Tekken, Virtua Fighter, Dead or Alive, SoulCalibur; even Mortal Kombat went 3D for a while.

And now we’re back to 2D games in what is pretty widely regarded as another Renaissance for the genre as a whole. And Tekken is kind of the last 3D game standing. There’s not much that has the level of continuity and releases as frequently as Tekken does. Can you talk about the series’ legacy, and why you think it’s been uniquely able to find this level of success?

Michael Murray: That’s a really difficult question! [laughs]

I think a lot of things made Tekken successful, and maybe they’re not necessarily because it’s a 3D fighter. I mean, a lot of it just boils down to the content. If you remember the old PlayStation days when you would actually be able to play games when the game was loading, or all the different minigames and all this stuff we had. So I think that was a big part of Tekken’s success.

But if you’re looking at a 3D fighter, I guess… the team didn’t originally intend it, but it really found a wide audience outside of Japan. And I think partway through, when they realized that, we started to cater a little bit more to that, especially after I joined the team were able to interact with the community a lot and see what they liked about the game and focus on the strong points that really resonated with them.

And I think that continually updating it, first in the arcade when they were everywhere. It was pretty frequent; once every three years or so, or maybe some kind of a point-five update to keep everyone interested. One thing I’ve noticed after being on the team for twenty-some years is that with each installment, it’s not like you have the same people playing throughout. You have a whole new audience pretty much each time. So if you don’t have a new update, you’re not going to keep generating newer and younger players to keep your player base healthy. So I think Tekken was successful in some regard, because we continually updated the franchise, and then also just making it widely available because I think it was one of our first franchises in the company to actually go multi-platform. And then, with Tekken 7, to take to the PC, because there’s a big audience there.

So I think these things are kind of what led Tekken to maintain its popularity. I think, also, trying to respect the legacy players as well. Because if you spend all this time playing Tekken, and obviously, some of your skills are going to transfer over to the new installment, which is good and bad. I mean, if it’s too similar to something you’ve done earlier, then it’s not a proper sequel, right, and you’re gonna lose your player base, and they’re gonna lose interest.

But if you throw everything away and start fresh, then they’re gonna be upset that they spent all this time learning how to wavedash or something like that, and they can’t use it anymore. So I think we’ve done a pretty decent job at striking a good balance between keeping those legacy skills and letting people enjoy that in later installments, while at the same time adding enough new stuff to keep them interested.

IGN: Obviously, Tekken 8 has changed a lot between the CAT and the CNT. And now the CBT is starting soon. What are some of the things that have changed from the CNT to CBT that you are excited for people to get their hands on and get feedback about?

Michael Murray: Right, so I think there are a lot of changes that people who’ve been following the game will be happy about. Obviously, there’s our brand-new Heat mechanic.

When I say Heat mechanic, there are several tied to it, right? Like the Heat Smash, Heat Dash, etc.

IGN: Heat Engagers…

Michel Murray: Right! So what we noticed was, Heat was supposed to be an access to all kinds of different tools that players can creatively use as they please. But it seemed to kind of settle into a pattern when the pro players started to play where they would launch someone and then do a Heat Burst right in the middle of a combo, and then continue with the Heat Dash to the wall, etc. So it looked like the combos were quite long and did a lot of damage. And it was just the same use in every case.

So we wanted to change it up a bit. So the way that people will be using the Heat Burst, and Dash is not the same, so we won’t be seeing those kinds of extended combos, or someone getting juggled for so long. And we’ll see people hopefully using it in other manners.

And the way that the Heat Gauge is depleted, etc, has changed a bit because of that. But also, when you do a Heat Burst… So like you were saying, there’s the Heat Engager, which you start by hitting your opponent with a certain move, and then there’s the Heat Burst, which you can trigger automatically, at any time.

When you trigger that, now you have armor, which you probably noticed in our fights where you would hit me with something, and then I would engage the Heat with that. And I would, you know, eat the attack with the armor, but then I would have Heat and access to all the tools that that has. So we’re hoping to see a little bit of difference in the way people start employing that in matches because of that change.

But then there’s a bunch of others, right? We saw that a lot of people were asking to be able to button map stuff to L3 and R3, and we were able to do that. So, you know, quick fix, and people are happy. So we added that.

And then also a big change to Special Style. It used to be you had square, triangle, cross, and circle, right? Each had maybe one attack each. But now we have the combination of directional inputs for some of those, which gives you more choices for the Special Style, which is a huge change as well.

We also realized in the CNT that people have a variety of different characters that they try out. And then they settle on a favorite for the test. And we looked at some of the character usage and maybe some of the characters that didn’t get as much play time as we’d hoped. And we kind of reevaluated them and maybe added a few techniques or revamped their mechanics a little bit to make them more interesting. So there are a few characters that have had some adjustments since then, as well.

IGN: So there’s quite a bit even if you’ve played the CNT to get in there and get excited about. Based on all the characters that we’ve played over the last couple of days, I have noticed some of those changes just for the characters I was playing. And it’s been a lot of fun to see what has changed with the Heat system and what’s changed with them. And I think anybody who has not played the CNT is going to come in and think it feels incredibly natural. And if you have played the CNT, you’re gonna be like, “Oh, that’s cool.” So obviously a lot to look forward to there for people, you know, new or old, to the Tekken 8 beta.

Michael Murray: And then, of course, the three characters that weren’t in CNT: Azucena, Feng Wei. and Raven.

IGN: And all of them feel good. It’s been a blast to play.

Michael Murray: And the stage! Ortiz Farm, right?

IGN: Yes! With the alpacas! And the wall launchers. Yeah, that stage is easily one of my favorites so far. And I’m excited to see the crazy stuff people are going to do with wall launches because I know it’s going to look awesome.

So, to kind of wrap things up: if you could say one thing to long-time fans or anyone looking to get Tekken about Tekken 8, what would it be? What would you want them to know about?

Michael Murray: I’d say first thank you for supporting Tekken 7 because that’s what made all this possible: to have such a great sequel to the game, and to be able to do all the things that we’re doing with Tekken 8.

So obviously that first, but then I’ve met a lot of people in my travels who ask, “What do you do?”

“I make Tekken.”

“Oh, I love that game! I played so much of Tekken 3 or Tekken 5!”

I want those people to try this game. The story is set in a way that we can refresh you and catch you up on stuff you may have missed. So even if this is your first Tekken, or maybe the first Tekken in ten years or whatever, you can enjoy the story. And I think the mechanics… there are some things that you’ll remember, it’ll become muscle memory, you’ll pick it up right away, and some things that’ll be easier to learn because of all the things that we talked about today. So I think now is a really exciting time to join the community, where that’s esports because of all the stuff that’s going on now; we were talking about Rew Major this past weekend, and also the finals coming up in New Orleans.

It’s just, I don’t know… I’ve been on the project for twenty-some years, I don’t know if I’ve ever seen this much hype around the game. I think it’s a perfect time to jump in. And I hope we’re making it quite easy to do that in Tekken 8, so I hope everyone will check it out.

IGN: When we interviewed Harada-san before the big reveal at the Game Awards, I asked, if he could throw any Tekken character into a volcano, who would he pick? And he gave a fantastic answer. So now I have to ask you: If you could throw any Tekken character into a volcano, who would you pick and why?

Michael Murray: Like Harada-san, depending on the day, I can think of several people I’d like to throw in there. [laughs]

But in Japan, we have this word called chūnibyō, which means like, you have this thing where you think maybe one day you’ll get hit on the head and you’ll wake up and you have superpowers like Jin Kazama, right? The team often laughs at me because I’m in that kind of category on the team. So if I respond well to something like this… Jin in Tekken 8, he’s got all of those elements. They’re like, great, we have that checked off. So with that in mind, I would say I would provoke someone to throw me into the volcano. So hopefully that would activate the Devil Gene, and then I would get the superpowers, That would be my answer.

IGN: That is a fantastic and very brave answer.

Michael Murray: If it doesn’t work out, I don’t know, but… [laughs]

IGN: At least you tried, right? And you have lots of upside if you get it right.

Michael Murray: Right?

IGN: I want to say thank you once again, to Michael Murray, producer on Tekken 8, and a longtime producer on Tekken, for sitting down with us and for doing this incredible interview.

Michael Murray: Thank you!

U.S. Union Hails Microsoft Activision Blizzard Buyout

The Communications Workers of America union has expressed delight in Microsoft’s takeover of Activision Blizzard, calling it a “new day” for workers at the Call of Duty maker.

The CWA, the largest communications and media labour union in the United States, said the completion of the $69 billion buyout represents “a milestone in the effort to improve working conditions in the video game industry”.

Microsoft is set to remain neutral when Activision Blizzard employees express interest in joining a union, providing a clear path to collective bargaining for almost 10,000 workers, the CWA said. Activision Blizzard has been accused of fighting union efforts at every turn.

In recent years Activision Blizzard employees have issued a number of complaints about sexism, a toxic work culture, and even walked out over reports controversial CEO Bobby Kotick failed to make the company’s board aware of allegations of rape and other serious misconduct. California’s Department of Fair Employment and Housing sued Activision Blizzard in July 2021, alleging a retaliatory “frat boy” culture. Activision Blizzard has denied the accusations. Kotick is set to exit Activision Blizzard at the end of the year.

Following the buyout, Communications Workers of America President Claude Cummings Jr said: “Over two years ago, workers at Activision Blizzard’s studios captured the country’s attention through walkouts and other protests over discrimination, sexual harassment, pay inequity, and other issues they were facing on the job.

“Their efforts to form unions were met with illegal retaliation and attempts to delay and block union elections. Now these workers are free to join our union through a fair process, without interference from management. Microsoft’s high-road approach should be the norm across the industry.”

The provisions of the neutrality agreement, which goes into full effect 60 days after the close of the acquisition, are:

  • Microsoft will take a neutral approach when employees covered by the agreement express interest in joining a union.
  • Covered employees will be able to easily exercise their right to communicate with other employees and union representatives about union membership in a way that encourages information sharing and avoids business disruptions.
  • Employees will have access to an innovative technology-supported and streamlined process for choosing whether to join a union.
  • Employees can maintain confidentiality and privacy of that choice if they wish.
  • If a disagreement arises between CWA and Microsoft under the agreement, the two organisations will work together promptly to reach an agreement and will turn to an expedited arbitration process if they cannot.

In December, around 300 quality assurance workers at Microsoft’s ZeniMax Media, which owns the likes of Starfield developer Bethesda, Redfall developer Arkane, and Wolfenstein developer MachineGames, formed a union with the CWA. At the time, Microsoft said it would remain neutral in the process and not try to dissuade workers from achieving formal recognition, and has since recognised the union. In April, ZeniMax Workers United of CWA announced the start of bargaining for its first ever contract with ZeniMax and Microsoft.

Speaking following today’s groundbreaking news, CWA Local 6215 member Dylan Burton, a Quality Assurance Tester at id Software, ZeniMax, in Dallas, Texas, said: “Every Activision Blizzard worker should take advantage of this opportunity to have a legally-protected voice.

“Management may come and go but a union contract means that no matter who is in charge, the standards are the same and they have to treat you with respect. During our union organising campaign, Microsoft was true to its word. We were able to decide for ourselves, and no-one faced any retaliation for supporting the union.”

The video game industry is witnessing a growing labour movement in games that includes Sega, Workinman Interactive, Blizzard Albany, Raven Software, the aforementioned ZeniMax QA, video game voice actors, and most recently, Avalanche. 2023 has been a particularly brutal year for the industry, which has seen thousands of staff let go, studios shuttered, and projects cancelled.

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.

IGN UK Podcast 718: Nando’s with David Beckham

A new Mario game is upon us and Dale is here to give us his preview thoughts of Super Mario Bros. Wonder. He’s joined by Cardy and Jesse as a rambling episode loses all control as under-the-radar horror movies are recommended, crisps are talked about, Bob the Builder makes an appearance, and there’s quite frankly too much David Beckham chat.

Have any thoughts about The Endless Search theme? Got any good demo disc stories? Get in touch at ign_ukfeedback@ign.com

IGN UK Podcast 718: Nando’s with David Beckham

The Microsoft Activision Blizzard Deal: A Complete Timeline of Events

After one year, eight months, and 26 days, Xbox has finally completed its acquisition of Activision Blizzard, meaning it now owns premium video game franchises including Call of Duty, Overwatch, and Diablo.

Microsoft announced its intention to buy Activision Blizzard on January 18, 2022 but unlike its relatively smooth acquisitions of studios like Starfield and Fallout maker Bethesda, the historic $68.7 billion deal was almost brought to a halt several times.

The deal seemed doomed at times, with the United States’ Federal Trade Commission (FTC), European Union, and UK’s Competitions and Markets Authority (CMA) all bearing down on Xbox and Activision Blizzard. The pair emerged successful, however, as the deal was finally closed on October 13, 2023.

IGN has outlined every challenge faced by Microsoft and Activision Blizzard below, providing a complete history of the deal and how they finally managed to push it through.

First Concerns Raised by U.S. Senators

The first in a long line of concerns surrounding the Activision Blizzard acquisition arrived on April 1, 2022 as four U.S. senators including Bernie Sanders wrote a letter to the Federal Trade Commission (FTC) challenging consolidation in the tech industry.

Sanders alongside Elizabeth Warren, Cory Booker, and Sheldon Whitehouse, wrote they were “deeply concerned” about the deal’s impact on workers. The senators referenced the wave of sexual harassment and other allegations issued against Activision Blizzard, saying the acquisition could “further disenfranchise these workers and prevent their voices from being heard.”

The letter continued: “The FTC should assess whether the ways in which these companies have failed to protect the rights and dignity of their workers are driven by monopsony power or amount to anticompetitive harms in our labour market, and if so, if the merger will exacerbate these problems.”

Wall Street Questions Viability Despite Shareholder Approval

What could have been a strong step forward for the deal only raised more questions as, on April 28, 2022, 98% of Activision Blizzard shareholders voted to approve the company’s acquisition by Microsoft.

The deal was approved at $95 a share, but shareholders grew concerned as this number had been slowly lowering at the time to the low $80 range and as low as $75.60 on April 29. This was interpreted by some as a lack of shareholder confidence around the deal’s ability to ultimately pass.

Despite dipping further towards the end of the year, however, and encountering some other ups and downs, share prices began steadily rising again as of May 2023.

UK’s Competitions and Markets Authority Launches Investigation

What would become the biggest hurdle for Microsoft and Activision Blizzard to overcome began on July 6, 2022 as the UK government’s Competitions and Markets Authority (CMA) announced an investigation into the deal.

Responsible for ensuring fair competition between businesses in the UK, the CMA said it intended to “consider whether the deal could harm competition and lead to worse outcomes for consumers”, citing concerns around high prices, lower quality products, and reduced choice.

Microsoft maintained confidence in the face of the investigation, saying it expected and thought it appropriate the deal should be scrutinised by regulators. “We have been clear about how we plan to run our gaming business and why we believe the deal will benefit gamers, developers, and the industry,” Microsoft corporate vice president and general counsel Liza Tanzi told IGN at the time.

Call of Duty Becomes the Centre of Debates

As an Activision Blizzard game and the most popular release each year, Call of Duty quickly became the centre of conversations surrounding the deal. While questions were raised from day one, and Microsoft and Sony threw accusations and condemnations towards each other fairly regularly, actual possibilities surrounding exclusivity only emerged later.

On September 1, 2022 as the CMA recommended a second phase investigation into the deal, Microsoft said Xbox Game Pass would receive new Call of Duty games day one, but this wouldn’t impact their launch on PlayStation. Talks between the console competitors began behind the scenes too, with Xbox allegedly offering to bring Call of Duty to PlayStation for three years beyond the current contract.

PlayStation CEO Jim Ryan raised an issue with the plan a few days later on September 7, however, calling Microsoft’s proposition an “inadequate” solution on “so many levels”. Ryan highlighted the impact on gamers, saying he and Sony “want to guarantee PlayStation gamers continue to have the highest quality Call of Duty experience, and Microsoft’s proposal undermines this principle.”

CMA Raises More Concerns as Xbox and PlayStation Squabble

An update from the CMA on October 12, 2022 raised several areas in which the competition regulator had concerns over the deal. “There is a realistic prospect of a substantial lessening of competition in gaming consoles, multi-game subscription services, and cloud gaming services,” the regulator said.

The increased scrutiny from the CMA triggered a wave of new arguments from both Xbox and PlayStation, as the former tried desperately to see the deal through and the latter sought to block it. This led to many unusual statements over the next couple of months from Microsoft in particular.

Xbox essentially called PlayStation too big to fail, for example. “While Sony may not welcome increased competition, it has the ability to adapt and compete,” it said, adding that Xbox has a “number of significant disadvantages” in streaming. Microsoft president and vice chairman Brad Smith also said Xbox’s acquisition of Activision Blizzard was fair because PlayStation has significantly more exclusive games.

Looking to put the Call of Duty argument to bed (though it continued for several more months), Xbox boss Phil Spencer said on October 31 the company would continue to release the shooter on PlayStation “as long as there’s a PlayStation out there to ship to”. This was followed by an offer from Xbox on November 11 to keep Call of Duty on Sony’s consoles for ten years alongside similar commitments to Nintendo.

The Federal Trade Commission Enters the Fray

In what appeared at the time to be the biggest hurdle for Microsoft at the time, the United States’ Federal Trade Commission sued to block Xbox’s acquisition of Activision Blizzard. In a statement, the agency said Xbox would “gain control of top video game franchises” and therefore “harm competition in high-performance gaming consoles and subscriptions services by denying or degrading rivals’ access to its popular content.”

The FTC pointed to Microsoft’s history of acquisitions and making those games exclusives, like it did with Bethesda and games including Starfield and Redfall. Xbox again remained confident, however, with Microsoft president Brad Smith saying it will “continue to believe that [its] deal to acquire Activision Blizzard will expand competition and create more opportunities for gamers and game developers”.

Activision CEO Bobby Kotick chimed in too. “This sounds alarming, so I want to reinforce my confidence that this deal will close,” he said in an internal memo delivered to employees.

European Union Issues Antitrust Warning

The European Union became the latest government body to target the deal on February 3, 2023 when it issued a formal antitrust warning to Microsoft. The statement of objections was not made public but the EU had previously raised concerns over the exclusivity of Call of Duty.

Microsoft said it was still committed to “finding a path forward” for the deal. “We are listening carefully to the European Commission’s concerns and are confident we can address them,” a spokesperson said at the time.

CMA’s Provisional Report Says Deal Could Harm Gamers

Just days after the European Union issued its antitrust warning, the CMA delivered a blow of its own by stating the Microsoft and Activision Blizzard deal could harm gamers. Outlined in its provisional report on February 8 the CMA reiterated several previously mentioned complaints alongside the impact on cloud gaming.

It noted that Microsoft already accounts for 60% to 70% of this market, and adding the likes of Call of Duty to their current Cloud offerings in an exclusive manner could “alter the future of gaming” and potentially harm UK gamers.

Microsoft and Activision responded to the claims, with the former promising again that it will bring Call of Duty to other platforms. “When we say equal, we mean equal. Ten years of parity. On content. On pricing. On features. On quality. On playability,” Microsoft added.

Activision also remained hopeful about its ability to convince the CMA of the deal’s consequences. “These are provisional findings, which means the CMA sets forth its concerns in writing, and both parties have a chance to respond,” it said. Putting its money where its mouth is, Microsoft signed a ten year deal with Nintendo to bring Call of Duty to its platforms on February 21.

CMA Blocks Microsoft’s Acquisition of Activision Blizzard

Though things seemed to be going a little better for Microsoft on March 24, 2023, when the CMA announced it was now less concerned about the Activision Blizzard deal going through, the competition regulator surprised the industry when it moved to block the deal on April 26.

Its official verdict came without PlayStation’s complaints or Call of Duty exclusivity at the forefront, however, as cloud gaming instead emerged as the main reason for blocking the acquisition. “The deal would alter the future of the fast-growing cloud gaming market, leading to reduced innovation and less choice for UK gamers over the years to come,” the CMA said.

It added that Microsoft failed to provide a solution to its concerns over the deal’s impact on the cloud gaming market.

Microsoft retaliated by saying it would appeal the decision, saying it is “disappointed” by the result that “appears to reflect a flawed understanding of this market”. Microsoft president Brad Smith spoke out against the CMA the following day, saying “people’s confidence in technology in the UK has been severely shaken”.

European Commission Approves Deal

Microsoft’s acquisition of Activision Blizzard was approved by the European Commission (EC) on May 15 with a verdict that directly countered that of the CMA’s. Though it reached similar conclusions — that the deal would not harm the console market but could harm cloud gaming — the EC was satisfied with Microsoft’s proposed remedies for these concerns.

“The commitments [offered by Microsoft] fully address the competition concerns identified by the Commission and represent a significant improvement for cloud gaming as compared to the current situation,” said the EC’s statement.

Addressing its concerns that the deal going through would monopolise the sector, Microsoft offered a 10-year licensing commitment for consumers in the European Economic Area. This commitment guarantees that Activision Blizzard games will not be locked to Game Pass Ultimate or the Xbox Cloud Gaming platform.

Microsoft versus the Federal Trade Commission

Following a five day court battle with the FTC, Xbox’s acquisition of Activision Blizzard finally got a win as Judge Jacqueline Scott Corley ruled in favour of Microsoft. “Microsoft’s acquisition of Activision has been described as the largest in tech history,” Judge Corley said on July 11.

“It deserves scrutiny. That scrutiny has paid off: Microsoft has committed in writing, in public, and in court to keep Call of Duty on PlayStation for ten years on parity with Xbox. It made an agreement with Nintendo to bring Call of Duty to Switch. And it entered several agreements to for the first time bring Activision’s content to several cloud gaming services.”

The trial brought forward several stories of its own, including Microsoft’s next generation plans and an admission it has “lost the console wars”, among other statements it would likely rather keep quiet. The FTC wasn’t happy with the verdict, of course, and immediately filed an appeal challenging the verdict.

Looking to Overcome the CMA

Microsoft’s win against the FTC seemingly gave the deal new legs as both Xbox and Activision Blizzard quickly moved to address the CMA. The deal was being approved by other regulators across the world too, including China, New Zealand, and Japan, essentially leaving the UK as the final hurdle to overcome.

Microsoft had submitted its appeal in May, but the UK’s Competition Appeal Tribunal (CAT) later paused it on July 17 to allow both parties more time to negotiate. Microsoft and Activision meanwhile postponed the merger deadline by three months, moving from July 18 to October 18.

“The recent decision in the U.S. and approvals in 40 countries all validate that the deal is good for competition, players, and the future of gaming,” said Activision Blizzard CCO and executive vice president of corporate affairs Cheng Meservey.

A month later, on August 22, 2023, Microsoft submitted a new deal for review with the CMA. It restructured the deal to buy a “narrower” set of rights, which included signing a deal with Assassin’s Creed maker Ubisoft to sell the cloud streaming rights for all current and new Activision Blizzard PC and console games released over the next 15 years (excluding the European Economic Area).

Crossing the Final Regulatory Hurdle

Microsoft’s nearly two year pursuit of Activision Blizzard was finally completed on October 13, 2023 as the CMA finally cleared the deal. The CMA framed its decision as a victory for the preservation of competitive prices and better services in cloud gaming.

“In August this year Microsoft made a concession that would see Ubisoft, instead of Microsoft, buy Activision’s cloud gaming rights,” the CMA said. “This new deal will put the cloud streaming rights (outside the European Economic Area) for all of Activision’s PC and console content produced over the next 15 years in the hands of a strong and independent competitor with ambitious plans to offer new ways of accessing that content.”

Anticipation built across the industry as stock in Activision Blizzard was halted overnight, and Microsoft finally announced that its acquisition of Activision Blizzard, the largest in video game history, was now complete.

“We love gaming. We play games, create games, and know first-hand how much gaming means to all of us as individuals and collectively, as a community,” Xbox boss Phil Spencer said.

“And today, we officially welcome Activision Blizzard and their teams to Xbox. They are the publishers of some of the most played and most beloved franchises in gaming history across console, PC and mobile. From Pitfall to Call of Duty, World of Warcraft to Overwatch, Candy Crush Saga to Farm Heroes Super Saga, their studios have pushed the boundaries of gaming for players around the world.”

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