Holstin: 5 Reasons to Play This Phenomenal Pixel-Art Survival Horror Game

I don’t think I’ve hungered for a game this year as much as Holstin. This survival-horror immediately caught my eye with its gorgeous pixel art, perspective-shifting gameplay, and eerie Polish setting.

So I felt super lucky to get hands-on with an all-new, two-hour PC demo, sliced right out of Holstin’s ominous beginnings. While the previous Steam demo captured Holstin’s “feel” through mocked-up puzzles and a firing-range weapons tutorial, this new build puts it all together with a meaty (pun intended) story.

My friends, you’ve gotta keep an eye on Holstin – here are a few reasons why.

#1: “Disgusting” Has Never Looked So Good

It’s the first thing you’ll notice – Holstin is really, really good-looking, right from your sudden drop into a dilapidated train station overgrown with some weird, pulsing yellow substance. The art looks already great in screenshots, but you need to see and feel Holstin in motion to truly understand what an accomplishment these graphics are. Even the title screen is amazing.

Even the title screen is amazing.

What looks like 2D top-down pixel art becomes truly impressive 3D once you learn that you can move the camera around, with slick, seamless transitions through eight different angles. Even if you’re aware of this before you begin playing, swinging around for the first time is honestly one of Holstin’s most surprising moments – yes, right up there with enemy encounters!

(As a side note, the top-down movement in Holstin lends itself really well to twin-stick action on a controller, but it plays perfectly on mouse and keyboard as well.)

While most players won’t necessarily be choosing Holstin because of its technical proficiency, it’s what really makes this aesthetic work. There’s a reason why graphics like this aren’t manifold in the industry – it’s built on the studio’s custom in-house technology, which makes it likely to cement Holstin as a standout game graphically.

#2: Mind-Blowing Perspectives

Okay, so you can spin that third-person, top-down camera around and view the world from multiple angles – but that’s not just an awesome-looking gimmick. Those angles go hand-in-hand with Holstin’s environmental puzzles. If you’re not looking behind boxes or checking around corners to find alleys, you may – and probably will – miss things that will help you find your path forward in Holstin’s strange world.

But wait! There’s more!

There are aggressive mutated people everywhere. That means you need to shoot them. But unlike other twin-stick shooters, you won’t be staying in that fixed-camera view to ready your sights. Entering aim mode transitions you into an over-the-shoulder third-person view, freeing your camera to enable pinpoint precision for your headshots.

These two very different views really add to the suspense – for instance, while in top-down view, you might miss the enemy lurking quietly around a corner. I found myself constantly on my guard, switching between both viewpoints even out of combat. (And sometimes even that didn’t save me from being pounced on and grappled down by some grisly horror of a human.) The only part of combat that initially confused me was melee, as that isn’t in aim mode – but I got used to it quickly.

Holstin plays with other camera perspectives too, though more for atmosphere than for gameplay reasons. Think: a god’s-eye view in an eerily silent, unpopulated area. Your cursor disappears, suddenly removing your primary sense of defense. You might not be switching into aim mode here, but you’ll sure feel like some ominous force is watching your every move.

#3: Meat, Tentacles, and Gore Galore

Survival horror fans will want to know how gruesome the strange environment can get, but don’t worry – the squelchy mainstays of the genre are definitely represented in Holstin. The overall goal in this demo is to find your way to a slaughterhouse, after all.

The town’s dissolution into its kind of otherworld first emerges in the form of “Plasmodium,” the aforementioned yellow substance. At first, it looks like someone went wild with foam spray – but when you approach, tentacles will rise and wiggle at you. Are they saying hi or taunting you? Either way, it’s suitably icky and adds to a pervading sense of unease.

And then there are the mutant enemies. Imagine glowing orange orbs taking over your body, their tendrils taking the place of your tendons. Imagine those same orbs buried in the Plasmodium, which slowly spreads through streets and parks like an aggressive, menacing fungus.

Something I also found unsettling was the implied gore. While you don’t see the actual slaughterhouse in this demo, you will learn how it figures into the overall narrative through conversational dialogue and scribbled scraps scattered through the world. Something wicked is going on in that place, and you know it’s not going to be pretty when you finally get there.

#4: Adventure Gaming Puzzles That Don’t Suck

As a gamer who grew up with classic point-and-click adventures, I was very impressed by Holstin’s approach to its puzzles. Maybe I’m getting old and crotchety, but I’ve been disappointed in recent years with how linear puzzling has become in adventure-adjacent games. Receive an objective, figure out how to solve the objective, then receive the next objective.

Figuring out which are solvable in any given moment is almost a puzzle in itself.

Though Holstin is strongly narrative-driven, it never feels like a linear story with disparate puzzles slapped on top. In fact, I’d almost forgotten how challenging a well-designed puzzle tree can be. In Holstin, you won’t be completing objectives in the order they’re listed. You can work on multiple objectives at once, and figuring out which are solvable in any given moment is almost a puzzle in itself. You might have to retrace your steps, which feels realistic (like searching your house thrice for your car keys).

And as for the puzzles themselves – they make sense (well, as much as something can make sense in this mad world). Survival horror fans are all familiar with some of the genre’s most inane challenges – ranging from the dreaded sliding puzzle through to needing an intimate knowledge of Shakespeare to shelve books correctly in order to obtain a door code (*cough* Silent Hill *cough*).

None of that nonsense here. Holstin’s asks of you are simple: How are you going to get this trapdoor open? What twisting path through town will you need to forge in order to reach the playground? How you solve these problems feels organic, and really encourages you to explore your environs thoroughly.

#5: 1990s Poland Is a Trip

The Polish setting forms the bones of quite a specific – and unique – narrative. It’s not exactly a great tourism ad for Poland, but even covered with the weird tentacled Plasmodium, the town of Jeziorne-Kolonia still feels like a distinctly foreign experience compared to other games set in more vague locations.

This demo only has Polish voiceover, and as an English speaker myself, I found that this added to the believability and atmosphere – like watching a foreign flick. Though I don’t have the context of how the Polish language is structured, the voice acting sounded dead-on.

There’s the suicidal woman, her voice filled with defeat as she hands her gun over to you. The large, childlike man, squealing, talking in riddles, and just one plot twist away from losing it entirely. The cast of weirdos here is a lot wider than your usual survival-horror game – but their convincing creepiness doesn’t detract from the suspense at all. (I sure wished they would help me out in combat, though.)

And while Holstin set in the 1990s, it’s not exactly boy bands and GeoCities. For instance, your save checkpoints are decrepit-looking phone booths – and you’ll need to find physical telephone cards to actually make your save (just like the real-life anachronism of digging for change to do your laundry). Our hero Tomasz definitely does not have a cell phone for tracking objectives. Expect all the inconveniences in the pre-internet era – yet another stumbling block in your strange journey through this horrifying town.

All in all, this demo honestly blew me away – and I say that very rarely of any game. If the rest of Holstin is as polished and carefully crafted, it will be considered a survival horror classic in a decade’s time. I’m that impressed by what I’ve seen and played of it so far.

Demeo X Dungeons & Dragons: Battlemarked Reveals Debut Gameplay Trailer, Confirms Release Window and Launch Platforms

Resolution Games has revealed a debut gameplay trailer for Demeo x Dungeons & Dragons: Battlemarked, and confirmed a late 2025 release window and launch platforms.

Resolution Games, best known for digital fantasy tabletop adventure Demeo, is working with Wizards of the Coast on the first virtual reality game set in the Dungeons & Dragons universe, called Demeo x Dungeons & Dragons: Battlemarked. It’s due out on PC via Steam, and PlayStation 5, with a VR version available on PlayStation VR2, Steam VR, and Meta Quest 3.

Battlemarked adapts D&D classes, actions, and lore to Resolution Games’ Demeo action role-playing system, which is DM-less and focuses on social strategy rather than social roleplay. This, Resolution Games said, encourages group tabletalk focused on tactics and decision-making.

“While the world of Demeo is rich with lore, our previous titles focus primarily on tactical action over motivation and narrative,” said Tommy Palm, founder and CEO of Resolution Games.

Resolution Games is working with story designer Matt Sernett as the project’s narrative lead. Sernett previously worked as a designer of the Dungeons & Dragons tabletop game and contributed to Dungeons & Dragons video games including Baldur’s Gate, Baldur’s Gate 2, and Icewind Dale.

“When Dungeons & Dragons launched fifth edition back in 2014, the first adventure that many players went on ventured into Neverwinter Wood, and I can think of no place better for Battlemarked players to begin their journey,” said Sernett.

“The first adventure in Demeo x Dungeons & Dragons: Battlemarked will take players to familiar locations including Cragmaw Castle and Mount Hotenow. The world of D&D is just as much a part of the story as its characters, and we can’t wait for players to immerse themselves in its dangers and delights.”

Battlemarked’s second adventure, which will be included at launch, will be revealed later this year.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Elden Ring Nightreign’s Director Has Soloed Every Boss Without Relics, And Wants Players To Know It’s ‘Very Possible’ To See Everything

The challenge of playing Elden Ring Nightreign solo has been a hot-button issue since the game’s launch, but director Junya Ishizaki has confirmed solo clears are quite doable. He knows, because he’s cleared every boss in Nightreign already, by himself.

Speaking to CNET in a recent interview, Ishizaki was asked whether he has beaten every boss, including the final one, himself.

“Yes. I can hopefully give you reassurance to know that I have beaten all of the game’s bosses,” said Ishizaki. “I’ve seen everything it has to offer, both in multiplayer and as a solo player. So I want you and players to know that this is very possible, and I want you to have the confidence to give it a try yourself.”

CNET followed to clarify that Ishizaki was saying he had soloed every boss in the game. “Yes,” Ishizaki confirmed. “And without relics.”

While that’s a pretty dang impressive accomplishment in and of itself, I do like the notion that Ishizaki’s clears are also meant to be encouraging for other players. If he can do it, essentially, then you might be able to as well. I don’t know about the “without relics” part, though. You can give yourself a little bit of leeway on that.

There have been other players who have been clearing both individual bosses and the full roster of Nightlords solo as well. Still, the solo experience of Nightreign has been under scrutiny, and not just for its difficulty, but also for how some mechanics (like revival) feel more oriented around teamplay than solo.

It’s clear FromSoftware is both hearing and addressing those concerns, too. The most recent patch, 1.01.1, arrived days after Elden Ring Nightreign’s launch and took aim directly at the solo mode, increasing the runes gained by lone players and adding one free automatic revival for night bosses.

Even if the difficulty is getting tuned down, though, Ishizaki’s clears can still be inspiring for those struggling against the Nightlords in their own runs. When the rains pick up and the storm closes in, you can know someone else has already done it, and so can you.

We’ve got plenty of Nightreign tips and tricks to help you take down all the eight Nightlord Bosses, and if you’re wondering how to unlock the two locked Nightfarer Classes, check out How to Unlock the Revenant and How to Unlock the Duchess, plus How to Change Characters.

Eric is a freelance writer for IGN.

Nintendo Switch 2 Welcome Tour: So, Is it Worth $10?

Without question, the biggest discussion surrounding Nintendo Switch 2 Welcome Tour has been its price point – meaning, that it has one at all. Welcome Tour will sell for $10 on the Nintendo eShop on Switch 2 launch day, and for a piece of software mostly focused on teaching players about the new console they just spent at least $450 on, many people – myself included – have argued that it should have been a pack-in game. Price drama aside, I recently spent about 45 minutes with Nintendo Switch 2 Welcome Tour, and to be completely honest, came away somewhat intrigued and maybe even a little bit excited to play the full thing on June 5.

Before you call me a shill in the comments, let me be perfectly clear: I’m not totally in love with this game, and Nintendo Switch 2 Welcome Tour is not going to interest most players, in my estimation. But if you’re a mega Nintendo enthusiast like me, who follows the company’s quarterly financial results, reads every Ask the Developer article on Nintendo’s website, and could tell you the differences between a DS, 3DS, New 3DS, 2DS, and New 2DS XL, this is for you. Welcome Tour is an edutainment game with the goal of teaching you everything about Nintendo Switch 2 through exploring, minigames, tech demos, and quizzes, and it has just enough of that Nintendo charm to make it work.

After selecting my character from a seemingly endless line of honey-I-shrunk-the-kids-sized avatars (I really wish Welcome Tour featured Pikmin running around the console instead!), I was set loose to explore the left Joy-Con 2 and the Nintendo Switch 2 console itself. To progress to the next area of the console, I needed to find all of the hidden stamps in these locations, which are tied to specific parts of the unit like the touch screen or the cooling vents. But during the search, I stopped by activity stations laid out on each part of the map.

In true Nintendo fashion, there is a completionist element to all of it.

One minigame had me test out the mouse controls by piloting a UFO trying to survive against an endless stream of spiky iron balls. In true Nintendo fashion, there is a completionist element to all of it, where I was awarded one or two stars depending on how long I lasted in that endless challenge. The mouse controls felt good, and after just missing out on the top rank, I felt the drive to try again for the high score. Earning more stars grants access to harder minigame difficulties, and the menus indicate there are plenty of medals to hunt down.

The most memorable tech demo so far had me play World 1-1 of Super Mario Bros. from the NES in 4K, in its original resolution. Since the NES worked with so few pixels compared to modern technology, this results in the entire level stretched out across the 4K TV screen I was playing on, and it’s a cute way to look at how far we’ve come. This demo had five achievements to complete, which should be a breeze for anyone familiar with the course. Other demos showcased Switch 2’s HD Rumble, 120fps, and HDR capabilities. It’s clear Nintendo is very proud of the new technology it’s embracing this generation, and Welcome Tour shows it off in a way that’s accessible to all audiences, including those who aren’t super tech savvy.

Elsewhere, Welcome Tour’s Insight Quizzes shared some fascinating information about things like why they settled on the U-shaped kickstand and how Switch 2’s front-facing speakers are an improvement over the OLED model. Nintendo doesn’t want us to show you the information in these quizzes before launch, but I found it genuinely interesting to get a look at Nintendo’s thoughtful design behind multiple aspects of the new hardware. Again, your mileage will greatly vary depending on how much you care about these minute details, but as someone who covers this company that’s generally incredibly secretive, this level of knowledge and transparency was refreshing. After Welcome Tour’s announcement, I assumed the information presented within the software would be common knowledge to hardcore Nintendo fans and come across as an advertisement for a product you already bought, but it legitimately doesn’t feel that way in practice thanks to how in-depth and niche some of the details are.

Even though I enjoyed Welcome Tour more than I expected to, I walked away feeling more strongly that it should have been included with the console. It’s a charming, light experience that grants fascinating context to the hardware it’s designed around, and it’d be great if all Switch 2 owners could check it out in between Mario Kart World sessions on launch day. Instead, everyone has to decide if it’s worth their $10 to learn about the Switch 2 cartridge slot and watch an HDR fireworks display, and the whole conversation surrounding Welcome Tour has suffered because of Nintendo’s irritating decision to charge for it. To help you decide if you want to spend your $10, stay tuned for our full review of Nintendo Switch 2 Welcome Tour coming shortly after launch.

Logan Plant is the host of Nintendo Voice Chat and IGN’s Database Manager & Playlist Editor. The Legend of Zelda is his favorite video game franchise of all time, and he is patiently awaiting the day Nintendo announces a brand new F-Zero. You can find him online @LoganJPlant.

Sony Confirms State of Play PlayStation Showcase for Tomorrow, Will Last 40+ Minutes

Sony has confirmed a State of Play showcase for tomorrow, June 4.

In a PlayStation Blog post, Sony Interactive Entertainment content communications manager Tim Turi said fans will get “news and updates on must-play games coming to PS5.” Turi continued: “The show highlights a selection of great games from creators across the globe.”

That’s not much to go on, but it seems likely we’ll see more of Sucker Punch’s PlayStation 5 exclusive sequel, Ghost of Yotei, which launches in October.

Could we also see Insomniac’s Wolverine game, or what’s next from Sony’s other development studios, such as God of War maker Sony Santa Monica, Days Gone developer Bend Studio, and Horizon studio Guerrilla, which is working on a multiplayer spin-off?

Sony-owned Bungie also has Marathon in development, and Fairgames — without Jade Raymond at the helm — is still in the works.

The 40+ minute show begins June 4 at 2pm PT / 5pm ET / 11pm CEST.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Another Day, Another Hollow Knight: Silksong Steam Update — Could We Finally Get a Release Date This Week?

Another day, another Hollow Knight: Silksong SteamDB update that’s whipped information-starved Hollow Knight fans into a frenzy. Could this one finally be the one?

Overnight, Hollow Knight: Silksong was quietly updated on Steam, with SteamDB noting that one package received its first update in over a year (thanks, Eurogamer). It immediately sent the rumor mill into overdrive, with players speculating that something’s afoot. Will we finally see more at Summer Game Fest? Could it be part of the Xbox Showcase? Or could we even get a Nintendo Switch 2 shadow drop…?!

Of course, fans immediately began scouring the updates for clues. And while some have been hurt before by a flurry of nothingburger, this update is particularly exciting because several fans believe we have proof Hollow Knight: Silksong — or at least some version of it — has “been uploaded to the Steam servers.”

“[Is this R]eal?” asked one fan hopefully. “Real,” the OP replied.

Team Cherry has always done things on its own timescales, and is notoriously tight-lipped, leaving us speculating over the tiniest, and sometimes silliest, details. Now, however, it really feels like there’s something coming… here’s hoping we find out what it is sooner rather than later.

Team Cherry’s sequel is one of the most anticipated games in the world right now, topping the Steam wishlist charts for years. Silksong made a brief appearance at Nintendo’s Switch 2 Direct in April, and soon after Team Cherry nailed down the 2025 release window, much to the relief of its very patient fans. And now, given we know it will be playable for those who can be at Australia’s national museum of screen culture, ACMI, from September 18, some are speculating that we could be looking at a launch before then… although nothing’s confirmed as yet, of course.

IGN recently exclusively shared a Silksong sprite sheet and… well, the internet internet-ed.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Stellar Blade Director Can’t Wait to See Our PC Mods

Stellar Blade director and producer Kim Hyung Tae reportedly “fully supports” mods and is looking forward to trying them out.

According to several sources, Kim was reportedly asked about his stance on modding at a recent press conference in Yeouido, South Korea. “First of all, I fully support the phenomenon of players using mods. In fact, I myself also want to try out some of the more exciting mods,” he replied.

“I look forward to seeing many players create their own mods and engaging in healthy competition with them to see whose mods are more attractive. I also hope that more players can get involved in mod creation.”

Which is just as well, really, as the game isn’t even out on PC yet, and already there are dozens of mods listed on Nexus for the PC demo, covering everything from new skins to reshaders and VR to nail polish. There are also several more hidden carefully from public display and categorized as “adult.” Let’s leave it at that, shall we?

IGN’s Stellar Blade review returned a 7/10. We said: “Stellar Blade is great in all of the most important ways for an action game, but dull characters, a lackluster story, and several frustrating elements of its RPG mechanics prevent it from soaring along with the best of the genre.”

The PC version of Stellar Blade launches via Steam on June 11 along with a raft of PC-specific features, including AI upscaling via Nvidia DLSS 4 and AMD FSR 3, an unlocked framerate, Japanese and Chinese voiceover, ultrawide display support, higher resolution environment textures, and DualSense support for haptic feedback and trigger effects. It was originally region locked in 100+ countries, but is now available to pre-order on PC in “over 250 regions.” And no, there is no Stellar Blade multiplayer mod… but there are signs of multiplayer in the game files.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Dune: Awakening’s Rentable Private Servers Available at Launch — Here’s What You Do (And Don’t) Get

Private servers are coming to Dune: Awakening, albeit with “concessions” to ensure players retain the large-scale aspects of multiplayer worlds.

Developer Funcom confirmed the news in an update posted to the Steam store page, revealing “rentable private servers” will be available from the moment the game goes live for “head start” (read: early access) players on Thursday, June 5.

“We’ve previously communicated that private servers are for post-launch, but we’re happy to share that progress has been faster than expected,” the team said. “We do, however, want to manage expectations about how private servers work in Dune: Awakening. As you know, this is not your typical survival game.”

Each server will belong to a World consisting of “several other servers,” all of which will share the same social hubs and Deep Desert. Funcom said that by doing this, it’ll help retain a “neighbourhood-like feel.”

“We decided early on that we did not want to remove the large-scale multiplayer aspects of the game as that is such a crucial part of the Dune: Awakening experience, and the game’s content and mechanics are deeply rooted in this setup,” the update explained.

“That meant we had to make some concessions in terms of how much control players have over their private servers. The result is a model where you have fewer settings available than you would in some other survival games such as Conan Exiles.”

So if you decide to rent a private server, you’ll have one Hagga Basin, just like the official server, and belong to a World of other private servers (and you’ll be able to pick which one when signing up). You will not be able to rent or control social hubs or the Deep Desert, but you can still “take full advantage of Dune: Awakening’s large-scale multiplayer content and mechanics.”

Enough of what you don’t get — what about what you do get if you rent a private server? Funcom said you’ll be able to disable security zones entirely, “making all parts of Hagga Basin PvP enabled,” or you can have pockets of PvP, much like the official servers. You can also disable taxation and sandstorms, as well as name your server and set a password for it. Private server owners can also visit other World servers if they know the password and even claim land (something you can’t even do on the official servers).

“Enabling private servers for Dune: Awakening has not been trivial considering our unique large-scale multiplayer setup, and it was important to us to retain the fundamental MMO-like gameplay that makes Dune: Awakening so unique,” the team concluded. “That means it does come with some restrictions on how you can configure them compared to some other survival games such as Conan Exiles.

“But we hope that this service will still be meaningful to those of you who prefer to play on servers you do not have to share with others, and we hope that the shared World structure will add an extra dimension without taking away from the unique content and mechanics that makes Dune: Awakening what it is.”

“As a longtime fan of Dune, it also just feels so good to explore and learn more about a world that I’m quite fond of, and Funcom has clearly put a ton of effort into worldbuilding and lore, even despite taking quite a bit of creative liberty by placing Awakening within a parallel reality and canon than the books/movies,” we wrote in IGN’s Dune: Awakening closed beta impressions preview.

“There are little details that have a massive impact on gameplay. I won’t go into spoilers, but this kind of attention to detail touches just about every aspect of the world, including the factions and characters you meet along the way, which should be a treat for any fan of the setting.”

Dune: Awakening is set to release on June 10, 2025, on PC, PlayStation 5, and Xbox Series X and S after a three-week delay to fix issues identified during its beta testing. Players with a “head start,” however, get to play five days early, from June 5. For more, check out details on the MMO’s business model and post-launch plans. We’ve also got the global release time schedule for Dune: Awakening right here for you, too.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

VTuber Usada Pekora Is in Death Stranding 2, and While Some Japanese Fans Hate It, Others Note Hideo Kojima Games Always Have Unexpected Crossovers

Kojima Productions recently announced that VTuber Usada Pekora will be making a guest appearance in Death Stranding 2: On the Beach. However, this surprise cameo seems to have ruffled the feathers of some rather vocal Japanese Death Stranding fans on social media, some of whom are now proclaiming that they won’t buy the game anymore.

Usada Pekora is a Hololive VTuber whose carrot-loving avatar is an anime girl with rabbit ears. As well as singing, she often streams games and has recently been playing Elden Ring: Nightreign. Fitting with her hungry, mischievous rabbit girl avatar, she is known for frequently adding the made-up word “peko” into her sentences (which probably comes from the casual Japanese expression “pekopeko,” which means “very hungry”).

As seen in Kojima Productions’ video below, Pekora will appear as a hologram in Death Stranding 2, calling out greetings to Sam and thanking him for his hard work (she says “otsupeko deshita instead of the actual Japanese phrase “otsukaresama deshita).

Some Japanese fans reacted strongly to the announcement of Usada Pekora’s cameo, with some commenters on X saying “I won’t buy Death Stranding 2 now.” Others elaborated on their reasons. “Death Stranding 2 is done for. When a game I planned to buy gets treated like this, I definitely won’t buy it,” said one user. “Stop pandering to VTubers. I won’t buy it now,” added another. It could be that these users find the VTuber and her affected speech annoying, or feel that Pekora doesn’t match Death Stranding’s more serious tone. In response, defenders have been giving equally terse replies such as, “Then don’t buy it then!” and, “If you are not going to buy DS2 just because Pekora is in it, then don’t!”

This is not the first time that Usada Pekora and Hideo Kojima have crossed paths. As reported by Denfaminicogamer, Pekora visited Kojima Productions back in August last year, posing with Kojima for the obligatory snap in front of Ludens.

Players familiar with Kojima’s work will know that his past games feature many unexpected crossovers, Easter eggs and bizarre elements. These include fourth wall-breaking mentions of other games, as well as the inclusion of real-life products and people (creepy developer “ghosts” in MGS2, anyone?). Metal Gear Solid 3 introduced the Kerotan frog character and featured the real-life Japanese snack Calorie Mate, both things that technically don’t match its 60s jungle setting — not to mention the Ape Escape monkeys that pop up in Snake Vs. Monkey.

Even the first Death Stranding got Horizon: Zero Dawn-themed holograms, with the PC version getting even more crossover references to other games (Half Life, Portal, and Cyberpunk 2077) in the form of items. With Kojima’s penchant for putting all kinds of references and crossovers into his games, it seems likely that Usada Pekora will be one of many that players can discover in Death Stranding 2 when it releases on June 26.

Earlier this week, we reported on Death Stranding 2: On the Beach‘s ESRB rating, which suggests players will be able to use an unconventional melee weapon. Hideo Kojima is also working on a live-action Death Stranding film with A24, and we recently learned that a Death Stranding anime is also in the works. He’s also working on a PlayStation exclusive action espionage project called Physint, and called the upcoming Xbox-published OD “a game I have always wanted to make.”

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

Dune: Awakening Global Release Times, Including Early Access, Confirmed

Funcom has confirmed the global release times for Dune: Awakening.

Inspired by Denis Villeneuve and Legendary Entertainment’s blockbuster films, Dune: Awakening is a survival MMO set on the most dangerous planet in the universe, where players can explore Arrakis in an open-world game for the first time ever.

You survive by learning the ways of the Fremen, and expand your potential through combat, the spice, building, and trading. It’s set to release on June 10, 2025, on PC, PlayStation 5, and Xbox Series X and S after a three-week delay to fix issues identified during its beta testing. Players with a “head start,” however, get to play five days early from June 5.

We had a great time with it, writing in IGN’s Dune: Awakening beta preview: “As a longtime fan of Dune, it also just feels so good to explore and learn more about a world that I’m quite fond of, and Funcom has clearly put a ton of effort into worldbuilding and lore, even despite taking quite a bit of creative liberty by placing Awakening within a parallel reality and canon than the books/movies.”

Last week, Funcom put on a livestream showing off Dune: Awakening’s mid-to-endgame, and a wide tour of the Hagga Basin “to emphasize the size and variety players can expect,” including the “lush O’odham, the forbidding Hagga Rift, the tall spires and imposing rock formations of Jabal Eifrit, to name just a few.” Up until now, even beta players have only seen around 25% of Hagga Basin, so the stream showcased “these huge and diverse landscapes” in all their glory.

“Before even considering the vast dunes and dangers of the Deep Desert, players will experience a full-scale survival game,” Funcom teased.

“They will rise through the ranks of the Atreides or Harkonnen; build powerful strongholds; brave Imperial Testing Stations; craft advanced schematics; explore and harvest in a variety of vehicles, and much, much more.” Furthermore, the “Landsraad feature allows anyone to contribute in the effort to impact their entire faction, whether they prefer PvE or PvP.”

For more, check out details on the MMO’s business model and post-launch plans.

Dune: Awakening global release times — head start/early access:

Thursday, June 5, 2025

PDT (Los Angeles):

  • 7am

CDT (Mexico City)

  • 8am

CDT (Chicago):

  • 9am

EDT (New York):

  • 10am

CLT (Santiago):

  • 10am

BRT (São Paulo)

  • 11am

BST (London)

  • 3pm

CEST (Berlin)

  • 4pm

GST (Dubai)

  • 6pm

CST (Beijing)

  • 10pm

KST (Seoul)

  • 11pm

JST (Tokyo)

  • 11pm

Friday, June 6, 2025

AEST (Sydney)

  • 12am midnight

Dune: Awakening global release times — standard access:

Tuesday, June 10, 2025

PDT (Los Angeles):

  • 7am

CDT (Mexico City)

  • 8am

CDT (Chicago):

  • 9am

EDT (New York):

  • 10am

CLT (Santiago):

  • 10am

BRT (São Paulo)

  • 11am

BST (London)

  • 3pm

CEST (Berlin)

  • 4pm

GST (Dubai)

  • 6pm

CST (Beijing)

  • 10pm

KST (Seoul)

  • 11pm

JST (Tokyo)

  • 11pm

Wednesday, June 11, 2025

AEST (Sydney)

  • 12am midnight

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.