Mario Kart 8 Deluxe Booster Course Pass Wave 6 Arrives This Holiday as the ‘Final Wave of DLC’

Mario Kart 8 Deluxe – Booster Course Pass Wave 6, which will serve as the “final wave of DLC” for the beloved racing game, will be released this holiday and will add Diddy Kong, Funky Kong, Pauline, Peachette, and Daisy Circuit from Mario Kart Wii.

While we didn’t get an actual release date, Nintendo did share an extended look at all the content that will be part of this final wave. Oh, and it’s important to note that Diddy Kong is from Mario Kart: Double Dash!!, Funky Kong is from Mario Kart Wii, and Pauline and Peachette are from Mario Kart Tour.

Each wave of the Mario Kart 8 Deluxe – Booster Course Pass includes eight courses, so we know others will join Daisy Circuit from Mario Kart Wii. We will surely learn more as we get closer to the holiday season.

This new content is available to all players who have purchased the $24.99 Booster Course Pass in addition to those who are subscribed to the Nintendo Switch Online + Expansion Pack membership.

Wave 5 added Petey Piranha, Wiggler, and Kamek alongside such courses as Mario Kart Super Circuit’s Sunset Wilds, Mario Kart Tour’s Athens Dash, and Mario Kart Wii’s Moonview Highway.

For more, be sure to check out our Nintendo Direct roundup for all the other Nintendo Switch games that were highlighted in September’s big show.

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.

Paper Mario: The Thousand-Year Door Remaster Announced for Switch After Years of Fan Demand

Paper Mario: The Thousand-Year Door is finally coming to the Nintendo Switch. A remastered version of the acclaimed RPG by Intelligent Systems was announced during today’s Nintendo Direct, giving a new generation an opportunity to appreciate its unique charm.

Part of the long-running Paper Mario series, Thousand-Year Door mixes beautiful 3D animation with distinct 2D visuals. It joins the remake of the Super Mario RPG announced during the Nintendo Direct back in June.

Fans have been demanding a re-release of Paper Mario: The Thousand-Year Door for years now, citing its charming writing, strong RPG mechanics, and its lack of availability outside of the Gamecube.

We similarly positive in our original 2004 review. “The story is funny, the gameplay varied, and the world so charming, you’ll want to explore every last corner of it,” we wrote.

“Add to that plenty of playable characters and sidekicks, some great cameos, a memorable score loaded with classic melodies, and a quest that runs a good 30 hours long, and you’ve got another winning offshoot in the mighty Mario franchise.”

Paper Mario: The Thousand-Year Door was revealed alongside F-Zero 99, Unicorn Overlord, and a Tomb Raider Remastered Collection during the Nintendo Direct. Check our our Everything Announced for a full list of all of the announcements.

Paper Mario: The Thousand-Year Door releases on Nintendo Switch in 2024.

Developing…

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Cyberpunk 2077: Phantom Liberty – Release Date, Gameplay Updates, Story Details, and Latest News

Phantom Liberty, the first and only major expansion for Cyberpunk 2077, is nearly here. The highly anticipated DLC, which adds new quests, stories, locations, characters, and abilities, will be accompanied by a major update to the base game that adds all-new, highly requested gameplay systems.

In anticipation of the expansion and base game update, we’ve compiled this overview of everything we know about Cyberpunk 2077: Phantom Liberty, including its release date, platforms, price, gameplay updates, story details, and more.You can also check out our preview of Phantom Liberty for an extended demo.

Cyberpunk 2077: Phantom Liberty Release Date

Cyberpunk 2077: Phantom Liberty will be released on September 26. You can see the full list of available platforms below.

Cyberpunk 2077: Phantom Liberty Platforms and Price

Cyberpunk 2077: Phantom Liberty will be released on PS5, Xbox Series X|S, and PC (including Steam Deck). The expansion will not be released for the PS4 and Xbox One versions of the game.

Phantom Liberty costs $30 USD. Alternatively, those who don’t own the base game can buy the base game and expansion bundle for $80 USD.

Cyberpunk 2077: Phantom Liberty Trailer

The official Keanu Reeves-narrated Cyberpunk 2077: Phantom Liberty trailer debuted during the Xbox Games Showcase in June. Check it out below:

Cyberpunk 2077: Phantom Liberty Story Details

CD Projekt Red describes Phantom Liberty as “a new spy-thriller adventure for Cyberpunk 2077.” The developer cited Tinker Tailor Soldier Spy, Bridge of Spies, James Bond, Ocean’s Eleven, and Bourne Identity as inspirations. Players will once again step into the shoes of V, who’s been hired as a government secret agent to save Rosalind Myers, president of the New United States of America.

Phantom Liberty is set in a new area called Dogtown, described by CD Projekt Red as “a ruined city-within-a-city ruled by a trigger-happy militia.” Within Dogtown, players can expect to encounter “a web of shattered loyalties and sinister political machinations,” leading to “high-octane gigs and quests with stakes like never before.”

Joining Keanu Reeves, who reprises his role as Johnny Silverhand, is actor Idris Elba. The Night City newcomer plays Solomon Reed, a member of the Federal Intelligence Agency “who knows better than anyone how to tap into the countless webs of spies and netrunners, how to extract information, and how to break into even the most tightly guarded places.”

In addition to Myers and Reed, new characters include Alena “Alex” Xenakis, a shapeshifter hired by Reed; Colonel Kurt Hansen, the antagonistic leader of Dogtown; and Songbird, President Myers’s personal netrunner.

Phantom Liberty will have multiple endings — one of which will unlock a sixth ending for the base game. This new ending for Cyberpunk 2077, according to game director Gabe Amatangelo, “has to do with your new relationships and characters and situations.”

Cyberpunk 2077: Phantom Liberty Gameplay Updates

Phantom Liberty and the base game’s 2.0 update are bringing several additions and changes to the Cyberpunk 2077 experience. Below, we’ve listed the most notable updates for each, with additional information on the biggest additions below:

Phantom Liberty Updates

  • A new district (Dogtown)
  • Increased level cap (60)
  • New storyline and characters
  • New story quests, gigs, boss fights
  • Endless dynamic events (vehicle missions and airdrops)
  • New Relic skill tree and abilities
  • Vehicle missile launchers
  • 100+ new items: weapons*, cyberware, vehicles, and fashion

*Among the new weapons shown off: a shotgun called Order, a handgun called Grit, an SMG called Warden, a sniper rifle called Osprey, and a special prototype weapon called Hercules.

Cyberpunk 2077 2.0 Updates

  • Redesigned skill trees and perks
  • Revamped cyberware and new capacity system
  • Vehicle combat and car chases
  • Combat AI improvements
  • New police system
  • UI and UX improvements
  • Loot, items, and crafting changes
  • New radio stations

New Police System

Cyberpunk 2077 2.0 rebuilds the police system with an emphasis on clarity: “Criminal activity is punished, runners are chased, and cyberpsychos are flatlined, no questions asked,” said CD Projekt Red.

The size and speed of the police response will now correlate to the severity and location of the crime, with murder in a wealthy district resulting in a fast and heavy police presence, for example.

Getting away from the police will seemingly be more of a challenge too: “For those who decide to run, we prepared engaging car chases and roadblocks to make the escape more difficult,” said CD Projekt Red. “As a player, you will know when the police are not after you anymore. NPCs will leave the scene in a way that is natural and intuitive. You can lose them by running away from the crime scene on foot or driving away. Make sure to stay out of their sight.”

If you’re caught, the police will “have no mercy” — bribes and surrender are off the table. Reaching five stars will spawn a “surprise Max Tac mini-boss experience,” of which there are various archetypes.

Vehicular Combat

Players will now be able to fire guns while driving a car or bike. Additionally, some vehicles will come equipped with mounted weaponry.

“Together with Phantom Liberty we’re introducing vehicle combat,” said CD Projekt’s Paweł Burza. “You’ll be able to fire guns from your car or bike or use weapons, which are mounted on your car.”

New Perks

Within the redesigned skill tree system are several new perks. Among the most enticing shown off thus far are an air dash and the ability to deflect incoming bullets with melee weapons, as well as a couple of new finishing moves, including Savage Sling, in which V weaponizes enemy corpses.

Cyberware Capacity

A new capacity system will limit the amount of cyberware players can install on V, though a new Edgerunners perk will allow that limit to be surpassed at a cost (e.g., a health debuff). “It’s all about this balance between risk and reward,” said quest director Paweł Sasko. “We are not going as far as the introduction of cyberpsychosis though, have that in mind.”

Cyberpunk 2077: Phantom Liberty New PC Specs

With the overhaul, CD Projekt Red has updated its PC requirements for Cyberpunk 2077. Notably, Cyberpunk will stop supporting HDDs for the minimum requirements: “SSDs offer faster loading times, improved streaming, and better overall performance when compared to HDDs,” the developer explained.

Current Cyberpunk 2077 owners with systems below the minimum specs will still be able to play the game, though CD Projekt Red “will discontinue active support for them and stop testing the game on those setups” once the update is released.

Will There Be Another Cyberpunk 2077 Expansion?

No, CD Projekt Red has confirmed Phantom Liberty will be the only paid/major DLC for Cyberpunk 2077.

“As we have announced a long time ago, we’re not going to make a second or third expansion”, said CD Projekt’s Michał Nowakowski. “This is the only expansion of the game, and it has nothing to do with the numbers and how satisfied or not we are with sales or anything of the kind.

“It’s a technological decision to be honest. This is the last time we’re working on the REDengine, for the time being at least, and in the foreseeable future as you know we are working on the Unreal Engine from Epic. This was one of the key reasons why we decided [Phantom Liberty] was the only one.”

Rather than work on a future expansion, CD Projekt Red has its sights set on a Cyberpunk 2077 sequel, codenamed Orion. Development will be led by Phantom Liberty director Gabe Amatangelo. The sequel, according to the developer, “will fully unleash the potential that this universe offers.”

Cyberpunk 2077: Phantom Liberty Preorder Bonuses

Those who pre-order Phantom Liberty will receive a new in-game vehicle, the Quadra Sport R-7 ‘Vigilante.’ Those who have a GOG account can redeem further pre-order content, while GOG account holders who also own The Witcher 3 and/or Gwent will receive even more pre-order goodies. The breakdown of pre-order content is explained in the infographic below:

Jordan covers games, shows, and movies as a freelance writer for IGN.

Starfield’s First Loot Cave Is a Puddle

Starfield has a quite remarkable glitch that lets you take everything a major vendor has and sell it back to him for infinite money.

The glitch, spotted by redditor Heretic0 and verified by IGN, revolves around the small puddle outside Shepherd’s General Store in Akila City. Here’s how it works:

  • Shift into third-person
  • Crouch
  • Move to the small puddle directly outside Shepherd’s General Store
  • Profit

Incredibly, this puddle grants guilt-free access to what appears to be the Shepherd’s General Store vendor chest hidden underneath the map. You can grab all the items within (watch out for encumbrance!), then sell them for credits. Adding insult to injury, you can sell the items to Emerson Shepherd himself. Perhaps that’s why he looks so tired.

This glitch is surely not long for this world (Bethesda recently said it will release Starfield updates regularly, and you’d think a fix for this is on the list), but that hasn’t stopped players from buying a home nearby so they can quickly and easily store the puddle-provided loot. Indeed, players are reporting gift-giving puddles all across Akila City, which suggests there’s something very wrong with the water there.

This isn’t the first infinite money exploit Starfield players have discovered. It wasn’t long after Bethesda’s space role-playing game launched that players worked out how to get under the map in New Atlantis and steal from vendors, some of which carry a huge number of credits.

These sorts of glitches will be familiar to fans of Bethesda games. Getting under the map to steal from vendors is a common Skyrim trick, and the Elder Scrolls RPG has loads of hidden vendor chests that players use to get rich quick.

There’s a lot going on in the world of Starfield. It’s seen over six million players since launch, making Starfield Bethesda’s biggest ever game launch. Players have worked out how to make ships the AI can’t hit, discovered many hidden references to other games like Skyrim, and used thousands of potatoes to show off its “mind-blowing” physics. Bethesda has outlined a raft of improvements coming to Starfield, including DLSS support on PC, and an eat button for food. The developer has also said it would love to add city maps to the game.

If you’re interested in modding Starfield, check out IGN’s guide on how to install Starfield mods. However, if you’re still just getting started, here are all the things to do first in Starfield.

IGN’s review explains the pull to seek out Starfield’s “immense amount of quality roleplaying quests and interesting NPCs” is strong, despite a rough start and some core aggravations.

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.

Unannounced Horizon Forbidden West Complete Edition Reportedly Also Coming to PC

Horizon Forbidden West Complete Edition is coming to PC as well as PlayStation, according to the reliable reporter behind PlayStation Plus leaks.

Dealabs’ billbil-kun reports Horizon Forbidden West Complete Edition should release on Steam and the Epic Games Store within the next month.

Sony hasn’t even announced Horizon Forbidden West Complete Edition, but it popped up on Singapore rating’s board, the IMDA, in a now-pulled listing. The edition reportedly bundles the main game and its Burning Shores expansion. While Forbidden West launched on PS5 and PlayStation 4, Burning Shores launched on PS5 only.

Guerrilla’s Horizon Forbidden West launched in February 2022, and was awarded a 9/10 in IGN’s review. “A triumphant combination of enthralling combat, top-tier creature and character design, and a captivating open world, Horizon Forbidden West is an absolute blast and fantastic showcase for the power of the PS5,” we said.

The Burning Shores expansion launched in April 2023, and met with an 8/10 from IGN’s review. “A couple of poor boss battles aside, Burning Shores is a great new chapter with enough creative new bells and whistles to keep Horizon fans more than happy,” we said.

In May, PlayStation CEO Jim Ryan insisted Sony was sticking to its guns with its current strategy of not launching PC versions of its games on day-one, dismissing the idea of releasing PC versions of PS5-exclusive games, such as God of War: Ragnarok, on the same day they launch on PS5 proper. Porting them over to PC two to three years after the fact has been working out well for Sony, Ryan added.

Sony ported Horizon Zero Dawn over to PC in 2020, three years after it released on the PS4, making it the first major first-party PS4 exclusive to cross over to the platform. The company was previously against PC releases, preferring to stick to consoles.

In 2021, Ryan said Sony planned to port more of its games to PC, starting with Days Gone, because its “ease of making [them] available to non-console owners has grown”.

Sony has yet to comment on the Complete Edition, but an announcement seems imminent. Sony has announced a new State of Play broadcast set for 2pm PT today, September 14, which will focus on indie games and third-party titles. But perhaps we’ll see Horizon Forbidden West Complete Edition pop up during 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.

Baldur’s Gate 3 Patch 3 Release Date Confirmed Alongside Full Support on Mac

Baldur’s Gate 3’s third major patch launches September 21, developer Larian has announced. Patch 3 launches alongside full support for Baldur’s Gate 3 on Mac.

The hope with Patch 3 is Larian is able to address ongoing performance issues, particularly with Act 3, across PC and console now the sprawling Dungeons and Dragons-themed role-playing game is out on PlayStation 5.

As IGN reported, Baldur’s Gate 3’s split-screen mostly works fine, but performance tanks when two characters explore different parts of a city, with the frames per second fluctuating especially in the densely populated Act 3.

Split-screen has proven to be a pain point for Baldur’s Gate 3, particularly on Xbox. Larian compromised by removing split-screen from the Xbox Series S version, though it may get the feature at a later date.

Larian Studios is also working on cross-play support that will allow PS5 owners to hop on their PC and pick up where they left off and vice versa.

In IGN’s review of Baldur’s Gate 3, which returned a 10/10, we said: “With crunchy, tactical RPG combat, a memorable story with complex characters, highly polished cinematic presentation, and a world that always rewards exploration and creativity, Baldur’s Gate 3 is the new high-water mark for CRPGs.”

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.

Firewall Ultra Review

I was optimistic that Firewall Ultra could be the long-awaited MacGuffin in the fancy new PS VR2’s come-up story. The original, Firewall: Zero Hour, entered the scene with bombast in 2018, making the most of far less impressive tech, so it makes sense that eye-tracking, Sense controllers, and foveated rendering might add new layers of depth to multiplayer VR shooting. But while Firewall Ultra does make great use of a few of the PS VR2’s features – especially the OLED display and 3D audio spatialization – it’s not nearly as revolutionary as I’d hoped. Thanks to molasses-thick progression that is punishing far more often than rewarding, clunky controls that feel straight-up unnatural thanks to an overreliance on eye-tracking, and an overall lack of content – Firewall Ultra is ultimately only a competent sequel at best.

Despite it being a competitive multiplayer first-person shooter like Firewall: Zero Hour, the first enemy I grappled with after booting up Firewall Ultra was its nauseating menu. This menu interface is based entirely on eye-tracking, with seemingly no way to turn that feature off in favor of much simpler pointing and clicking. I have a relatively strong stomach for VR, but this was unusually uncomfortable for me to navigate for the first couple of hours. This sucks because it’s here where basically everything important but the shooting happens, from setting up your character to joining a match.

At least Ultra’s confusing menu is not the very first thing you see. Instead, you’re shuffled through a comprehensive and helpful tutorial zone. It’s full of shooting ranges and drills that do a decent job of getting you used to the controls, but don’t be fooled: no matter how many times you run drills against its peculiarly-crafted dummies, there’s no Captain Price to ferry you to the next mission. When you’re ready to leave, you’ll want to open up your menu, select an option, and – what the heck is going on?

There is some meat on Firewall Ultra’s multiplayer-centric bones.

Firewall Ultra doesn’t do a ton of onboarding. This is partially because there’s no dedicated campaign; just a bunch of menus and a hub area that it plops you into between rounds. It’s serviceable, but surprisingly barebones. At least the main hub room where you queue up lets you change your loadouts at the weapon bench, set up your squad, or even jump into a different match through Firewall’s clunky in-game menu. But it’s not that approachable, and thanks to specific options being locked behind computers scattered around the hub area – including the weapon vendors that let you eventually purchase new weapons and gear as you unlock them – it’s far more confusing to get your bearings than it should be.

Contract Revoked

That said, there is some meat on Firewall Ultra’s multiplayer-centric bones. The Contracts mode returns as Ultra’s bread-and-butter game mode, as well as its only PvP option. It sets two teams of four players against one another in a game of cat and mouse, where one team defends an access point while the other team tries to get through those defenses. The spoils go to whoever wins two out of three rounds, and each team gets at least one chance to play as the attacker and the defender.

The Contracts mode is well-crafted, with each teammate able to customize their loadout with different skills, characters, guns, equipment, and so forth. Unfortunately, I stuck to the predetermined loadouts thanks to an arcane progression system that is downright sluggish, where rewards are gated both by a slow-earn currency and an experience bar that takes forever to move.

Ultra’s post-launch addition of assignments is promising, but in its current form, it’s basically just a tacked-on mission system where you get a bit of extra XP after earning a certain number of kills with specific weapons – once per day, at that. It’s still needlessly difficult to level up if you aren’t constantly getting five or six kills in a single match. In such a team-focused multiplayer shooter, it’s perplexing that Firewall Ultra went so far out of its way to keep me at lower levels, even when I spent most of a match reviving my downed teammates, spotting enemies on the security cameras, or using tactical gear like door blockers and flashbang grenades. Since most of the buyable weapons and items only open up at later levels, progression almost feels locked away for Firewall Ultra’s most elite players – or whoever is willing to pay for the privilege by speeding things up with real money microtransactions. Those haven’t been fully rolled out yet, aside from a few buyable characters – one of them already comes with a suspiciously overpowered perk – but it remains to be seen just how deep Ultra’s microtransactions will ultimately go.

The rest of my team scurried between cover, resulting in one of the most intense VR shootouts I’ve experienced recently.

At least this time around there’s also a PVE mode, Exfil, which sends four players to capture three different points on a map while waves of competently AI-controlled enemies spawn in from all sides. These matches don’t offer much of an XP or currency reward either, but they can be a great way to get used to Ultra’s controls and maps.

Silent Hall

Speaking of maps; my favorite part of Firewall Ultra is its small but diverse collection of eight different locations, each delicately crafted to feel dynamic. For instance, the Crossroads map sets the control point inside of a house that’s accessible from four or five different entrances, forcing the defending team to hunker down and take their chances on which areas to seal up and defend. Meanwhile, the attacking team needs to find creative ways to break the defending team’s guard. Playing defense required my team to work together to play a game of whack-a-mole against an opponent that was doing everything in its power to make us second-guess our positioning, whereas playing offense on the same map required the use of guerrilla tactics like making myself a decoy by providing cover fire from a remote location. At the same time, the rest of my team scurried between cover, resulting in one of the most intense VR shootouts I’ve experienced recently.

Each map is designed to force both teams to play in asymmetric ways, rewarding strategic interplay where teammates help one another adapt to enemy tactics through spoken communication over voice chat, rather than rewarding one squadmate jumping into the fray with a shotgun like Rambo. Doing that is usually an excellent way to lose a match early.

Somewhat janky character models are the weakest part of Ultra’s presentation.

Maps like Social and Oyil Rig cleverly use darkness, which appears pitch black in the PS VR2’s OLED display and can be exploited by a skilled player to move across a room or corridor undetected. Likewise, most guns have flashlights that can counter a stealthy enemy player – and even blind them, unless they close their real-life eyes. But the coolest of Firewall Ultra’s additions is that dead teammates now take control of the map’s security cameras, giving them the ability to mark enemy players and call them out to surviving squadmates via comms. This mechanic keeps things fresh since communication is key to survival, and it’s exhilarating to outmaneuver and outstrategize the opposing team when everyone is working together.

G-OLED-eneye

These skirmishes are tense and tactical, making exceptional use of the PlayStation VR2’s OLED display, Pulse 3D audio, and controller haptics. Its somewhat janky character models are the weakest part of Ultra’s presentation, but its environments and weapons are intricately designed. Weapons feel satisfyingly hefty, providing a ton of force feedback in my Sense controllers as well as believable onscreen muzzle flashes and excellent sound design. On the same note, Firewall Ultra probably features the best use of 3D spatialization in any VR game I’ve played. Not only do my weapons sound lifelike, rooting me in Firewall’s world, but nearby footsteps and gunshots also sound like they’re positioned exactly where they look like they’re coming from. At one point, I thought one of my teammates closing a door I’d just walked through was someone coming into my actual room.

I’m less happy about Firewall Ultra’s control scheme, which feels like several steps backward. There’s no manual reloading, and instead of having weapons holstered on your avatar’s body, you now need to hold a button on your primary controller while you select the weapon you want with your eyes. Thanks to this system, switching weapons mid-combat isn’t just slow and unnatural – it’s also nauseating.

Firewall Ultra does make aiming slightly easier in two key ways, but even then, they’re both still experimental and clunky in practice. First, pressing L2 now toggles ADS, but it doesn’t really work in VR. Wherever my head is pointing, my gun simulates lining itself up as though I were looking down the sights, but it’s not exactly locked to a position that gives me the most control or even the most accuracy, with the gun jammed uncomfortably close to my face. Second, grenades rely entirely on eye-tracking, showing you your grenade’s trajectory before you lob it. This makes it easier to visualize where a grenade will land, but it’s a poor simulation of hand-eye coordination since you don’t actually throw grenades as you do in other VR shooters. You simply press a button and your avatar does it for you, which feels unnatural compared to other VR shooters.

The Xbox MasterCard Is a Real Credit Card – Unlocked 612

A busy week sees us digging into a number of topics, including our hands-on impressions of Forza Motorsport, Gearbox reportedly being put back up for sale by the financially wobbly Embracer Group, saluting Epic Games Chief Creative Office Donald Mustard upon his retirement as we remember his three awesome Xbox exclusives from the OG Xbox and Xbox 360 days, the Xbox MasterCard and why you should be careful with it, and more!

Subscribe on any of your favorite podcast feeds, to our YouTube channel, or grab an MP3 of this week’s episode. For more awesome content, check out IGN racing game guru Luke Reilly’s recent in-depth Forza Motorsport hands-on preview in the video below!

For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Like a Dragon Direct Announced for Sept. 19 With New Info on Infinite Wealth and More

Those looking for more information about Like a Dragon Gaiden: The Man Who Erased His Name and Like a Dragon: Infinite Wealth will want to mark their calendars for Sept. 19, as SEGA has announced a RGG Like a Dragon Direct for that day.

The stream, Ryu Ga Gotoku Studio’s first dedicated Western broadcast, promises to share “the latest news, trailers, and more” for aforementioned titles and will serve as the dev team’s counterpart to the RGG Summit airing from Japan. It will air on SEGA’s Twitch and YouTube channels at 9 p.m. PT on Sept. 19.

Like a Dragon Gaiden: The Man Who Erased His Name is just a few months from release, hitting Xbox Series X/S, Xbox One, PlayStation 4, PlayStation 5, and PC on Nov. 9. We have less information, however, about Infinite Wealth, the eighth mainline installment in the Yakuza series. RGG Studio announced in a previous stream that it would be releasing in early 2024.

Previously, we caught up with Like a Dragon series producer Hiroyuki Sakamoto at gamescom to talk about Like a Dragon Gaiden, a spinoff that still bridges the events of Yakuza: Like a Dragon and Infinite Wealth. There, Sakamoto talked about the decision to bring back Kiryu as a protagonist, saying that was always the plan despite the events of Yakuza 6: Song of Life and Yakuza: Like a Dragon.

It marks a busy week for direct announcements, with Nintendo announcing a Direct and PlayStation revealing a State of Play for tomorrow as well.

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

Star Wars: Jedi Survivor Director Stig Asmussen Is Leaving Electronic Arts

Star Wars Jedi: Fallen Order and Jedi: Survivor director Stig Asmussen is leaving Electronic Arts, Bloomberg reports.

“After careful thought and consideration, Stig Asmussen has decided to leave Respawn to pursue other adventures, and we wish him the best of luck,” an EA spokesperson said. “Veteran Respawn leaders will be stepping up to guide the team as they continue their work on Star Wars Jedi: Survivor.”

Asmussen has been a director at Respawn Entertainment since 14. Before that he worked at Sony Interactive Entertainment, where he worked primarily on the God of War series, including helming God of War III. Asmussen has not disclosed his next destination.

Star Wars

Thumbnail image credit: Barry Brecheisen/Getty Images

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.