Director Tetsuya Nomura has heard the cries for updates on Final Fantasy 7 Remake Part 3 and Kingdom Hearts 4, and he’s happy to report that development is “progressing really smoothly.”
It’s a largely inconsequential but still welcome update for two of Square Enix’s most anticipated games that arrived during the recent Final Fantasy 7: Ever Crisis second anniversary broadcast. As reported on and translated by Gematsu, Nomura took the opportunity to address waves of comments from fans hoping to see the team make an announcement.
“Apparently, [co-director Motomu] Toriyama mentioned in an interview that something might be released around the second anniversary [of Final Fantasy VII: Ever Crisis],” Nomura said when addressing comments specifically related to the Final Fantasy 7 Remake series. “So that’s probably where those expectations are coming from. Right, so things are progressing really smoothly. I can’t really say more — if I suddenly went, ‘Well, actually…,’ everyone would be really surprised! [Laughs.]”
Nomura goes as far as to say that the “release timing has already been decided” but stops short of clarifying when exactly Square Enix will share more. For now, he asks fans to be patient, adding that work on Final Fantasy 7 Remake Part 3 is “moving forward according to that schedule.”
Development for Kingdom Hearts 4, meanwhile, is progressing in a similarly positive direction, though Nomura says even less about when any further updates may arrive on this front.
“And this has also come up in the comments here and there,” Nomura added, “but Kingdom Hearts IV is likewise steadily moving forward according to schedule, so please look forward to it.”
Kingdom Hearts 4 was announced in 2022, and updates have been distressingly few and far between since. It wasn’t until May 2025, not even four months ago, that Square Enix was willing to share a substantial update, and even then, all fans had to hold onto was a handful of new screenshots and a short message from the team.
“We’ve seen how excited you are, and we are truly grateful from the bottom of our hearts,” Square Enix said at the time. “We are equally excited and can’t wait to share more about Kingdom Hearts IV when the time is right. Until then, we appreciate your patience.”
Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
Former Bethesda Softworks marketing boss Pete Hines has opened up about the Fallout 76 bag controversy of 2018, saying it led to “probably the dumbest thing” he ever did at the company.
Hines, who served as senior vice president of global marketing and communications at Bethesda before announcing plans to retire in 2023, touched on the infamous Fallout 76 Power Armor Edition during an interview with DBLTAP. The first true multiplayer Fallout experience came with too many issues to count at launch, but it’s the goodies promised with its collector’s edition that live with the former Bethesda executive to this day.
The company unveiled the pricey Power Armor Edition with the promise it would include a T-51B Power Armor Helmet, an exclusive steel case, collectible figures, and, of course, a canvas West Tek Duffel Bag. Players who picked up their copies upon the launch of Fallout 76 in late 2018, however, were surprised when the package included a cheap, nylon bag instead.
Hines doesn’t remember this element of the launch of Fallout 76 fondly, recalling how his involvement in the contents of the Power Armor Edition led to one of his biggest mistakes at Bethesda.
“My first reaction was, ‘When the f**k did we add a canvas bag to this collector’s edition?’ Because the version I approved did not have one,” he said. “They were trying to add more value to the Collectors Edition. We were always fighting with the finance people about margins, right? I would throw shit fits around. ‘We cannot charge $300 for this, it’s f***ing insulting.’ But in this case, their hearts were in the right place.”
It’s probably the dumbest thing I ever did at Bethesda.
Hines continued, explaining that the decision to include a nylon bag came as a result of a canvas shortage.
“There was literally a canvas shortage, and some folks decided we’re going to do this instead. My biggest failing there was not pushing immediately for making and sending one to everybody that wants one. Because I was still annoyed that the damn thing was in there in the first place, and nobody had told me and that this canvas shortage happened. It’s probably the dumbest thing I ever did at Bethesda.”
Fallout 76 had a notoriously rough start but is generally regarded to be in much better shape these days. Bethesda has delivered an ocean of updates and post-launch content in the years since, with the CAMP Revamp update arriving just a few days ago. We gave the multiplayer Fallout game a 7/10 in our updated review last year.
Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
When Arkane Austin delivered its cult-classic immersive sim, Prey, for PC and consoles in 2017, not everyone at Bethesda Softworks was happy shipping the sci-fi immersive sim with that name.
Former Bethesda marketing boss Pete Hines, who announced his retirement from the company in 2023, spoke about the name of Arkane’s now-beloved 2017 game during a recent interview with DBLTAP, saying that he was one individual at Bethesda who feared the baggage that the Prey name carried.
“Don’t even get me started on that,” Hines said when asked about Prey’s name. “I definitely pissed some people off internally over that because I fought so hard against using that name. I’m the head of the spear, but I had a lot of people across my team – brand, PR and community – and we feel like we’re burdening it with a name where we spend more time explaining why it’s called Prey than we do talking about the game.”
That is wasted excitement. We could be turning that into something positive.
Hines adds that he regrets losing the battle to give the 2017 Prey a fresh start. He adds, “But nobody on this planet could have put more of a good faith effort into changing minds on that.”
“My whole point was, look how much time we spend talking about what the game is versus why it’s called this and like, that is wasted energy,” Hines continued. “That is wasted excitement. We could be turning that into something positive.”
Prey is now seen as one of the better immersive sims for more reasons than one, but it took some time for it to achieve cult-classic status. In addition to the confusion surrounding its title, game-breaking issues for PC players at launch helped tarnish its reputation out of the gate.
Bethesda eventually issued numerous fixes for those on that platform, but the damage had already been done. Tech issues almost certainly hurt Prey’s commercial performance, with Colantonio believing that its strange name also contributed to lost sales.
We gave the 2017 Prey game an 8/10 in our review. At the time, we said, “Prey’s space station is fantastically explorable and its shape-shifting enemies maintain tension when combat doesn’t.”
Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
Bethesda Softworks’ former senior vice president of global marketing and communications, Pete Hines, says gaming subscription services like Xbox Game Pass are “worth jack s***” if the game developers who create content for them are not properly supported.
The ex-Bethesda figurehead, who announced his retirement in 2023 after 24 years with the company, opened up about the state of the gaming industry during a new interview with DBLTAP. In addition to touching on the early days of the company behind Fallout and The Elder Scrolls, Hines spoke about what he feels the future of services like Game Pass looks like.
He admits his retirement from the Microsoft-owned Bethesda means his view on the matter may not be up to date. However, Hines says he witnessed what he “considered to be some short sighted decision making several years ago” that now appears to be “bearing out the way I said.”
“Subscriptions have become the new four letter word, right? You can’t buy a product anymore,” Hines said. “When you talk about a subscription that relies on content, if you don’t figure out how to balance the needs of the service and the people running the service with the people who are providing the content – without which your subscription is worth jack s*** – then you have a real problem.”
That tension is hurting a lot of people, including the content creators themselves, because they’re fitting into an ecosystem that is not properly valuing and rewarding what they’re making.
Gamers have discussed the viability of platforms like Game Pass since its launch in 2017. While a service flooded with hundreds of games for subscribers to play sounds like a dream come true for players, how the developers behind these games receive support has been hazy.
“You need to properly acknowledge, compensate and recognize what it takes to create that content and not just make a game, but make a product,” he elaborated. “That tension is hurting a lot of people, including the content creators themselves, because they’re fitting into an ecosystem that is not properly valuing and rewarding what they’re making.”
Two Bethesda studios – Redfall developer Arkane Austin and Hi-Fi Rush developer Tango Gameworks – were shut down in May 2024, though the latter was eventually saved after PUBG publisher Krafton acquired it from Xbox. In the wake of mass layoffs and studio closures, original Arkane founder Raphael Colantonio called Game Pass the “elephant in the room” and an “unsustainable model.” He added, “I don’t think GP can co-exist with other models, they’ll either kill everyone else, or give up.”
Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
With Hollow Knight: Silksong out now, many players are celebrating its unexpectedly low $20 price tag. But some independent developers are pointing out that great as this may be, it could lead to unreasonable expectations for other indie games that can’t afford to sell for that low.
This comes from a number of threads on social media from developers of games such as Unbeatable, Dorfromantik, and others. In one Bluesky thread, Unbeatable director RJ Lake says that Silksong should cost $40, “and I’m not even joking.”
But Lake isn’t upset at Team Cherry for charging $20 – that’s their perogative. But it will have an impact on gaming audiences. As Lake explains:
“millions of people will probably buy silksong on day one, and it was a game that had a very ‘low’ budget, because the budget is ‘these devs worked on it without direct pay for however long they wanted to do that,'” Lake writes. “it had a ‘these devs are independently wealthy’ budget of ‘effectively zero dollars.’
“they can price however low they want, as a result. their return on investment is infinite no matter what they do. but by charging such a low amount, they are causing lizard brain signals to fire off saying ‘this kind of game is worth twenty dollars. you should expect this game for twenty dollars.’
“if enough of those lizard brain signals fire, some kinds of games with actual budgets to pay people who need to live are going to get priced out of existence unless they can get the kind of organic groundswell you can’t plan for”
A lot of other indie devs think Lake might have a point here, including folks from Deck 13 and Red Squirrel Games. Over on Twitter/X, Basti Games, the developer of Lone Fungus: Melody of Spores, asked the audience how much Lone Fungus should cost given Silksong’s $20 price. Basti had originally been planning on making Lone Fungus $20, too. But because it’s shorter in length than Silksong, should it be cheaper?
As a dev making a smaller Metroidvania than Silksong, which I originally though would be fairly priced at 20 USD… what should I price it now?
It’ll be a 10-15+ hours game, but it was made by one person with limited dev time and funds, I can’t afford to give it away for free. https://t.co/FFcgz6TI1z
Fortunately for Basti, the replies overwhelmingly encourage them to price it at $20 if that’s what’s required. “Dude charge 20$,” wrote one fan. “Price is not about the game is about context. They are able to price 20$ for a bigger game because they steem to receive a million times the cost. You are a small company, dude charge 20$ you deserve thst”
Another wrote, “10-20 is totally fair imo. Team cherry could have made silksong 40 and still sold hotcakes, the fact they didn’t just means they are cool as fuck. Don’t hold yourself to standards of giants, or else you’ll have to climb a staircase.”
Still, other developers are worried too. In an Eurogamer article on the subject, Dorfromantik developer Toukana’s co-founder, Zwi Zausch, said that the studio’s next game, Star Birds, would have its pricing impacted by Silksong.
“We’re trying not to compete too directly with Silksong, both in terms of release date and pricing. Of course, these are two very different games with potentially different player bases, but there’s definitely some overlap. That makes things tricky, especially since Star Birds is a joint project between two studios, together employing more people than Team Cherry.”
Indie game prices has historically been a challenging subject, as teams balance needing to ensure all their members are adequately paid, uncertainty around sales numbers, and the volatility of audiences in deciding not to buy smaller games at prices they perceive as too high. As AAA game prices climb fro $60 to $70 to $80, there has been renewed discussion on where indies should fall – many can’t afford to go lower than $20, but many will also lose sales if they don’t.
“People have less money now and are buying fewer games,” says Mike Rose, founder of No More Robots, “so you have to set yourself up to hopefully be that one game they buy when they do have money. And if you are a higher price, it’s now actually a bit offputting.”
Writing on social media, Ubisoft audio architect Rob Bantin shared the real reason why the Nintendo Switch 2 version of Star Wars Outlaws uses a Game-Key Card — a physical cartridge that requires owners still download the game, rather than including the full thing on the cart.
The answer? It’s all due to the Switch 2’s data speeds, and how quickly the hardware can read information from its bespoke cartridges, versus games downloaded to the console’s internal memory.
“[Star Wars Outlaws game engine] Snowdrop relies heavily on disk streaming for its open world environments, and we found the Switch 2 cards simply didn’t give the performance we needed at the quality target we were going for,” Bantin wrote.
The information has come as a surprise to some Nintendo fans who have previously grumbled over the use of Game-Key Cards, which are cheaper and therefore increasingly popular among developers of larger games which would otherwise require more costly cartridges with increased memory capacity.
“I don’t recall the cost of the cards ever entering the discussion – probably because it was moot,” Bantin continued.
While not a comprehensive reason for all developers to use Game-Key Cards, Bantin went on to explain that it was important for Ubisoft and its Snowdrop development team, especially as Outlaws was originally developed for PlayStation 5 and Xbox Series X/S — console platforms that had faster SSD memory on board.
“I think if we’d designed a game for Switch 2 from the ground up it might have been different,” Bantin said. “As it was, we’d build a game around the SSDs of the initial target platforms, and then the Switch 2 came along a while later. In this case I think our leadership made the right call.”
Last month, Nintendo launched a fresh fan survey that quizzed Switch 2 owners for their opinions on buying digital games instead of boxed copies, and specifically asked for feedback on Game-Key Cards, following their less-than-stellar initial reception among fans who prefer their physical games to include… well, the full game.
I don’t mind skipping over fluff deals, and you know by now I don’t put up with nonsense like that. These are solid markdowns on products people are already paying attention to, including two solid PS5 games, a collectible Blu-ray, or just a cheap snack to stash away.
Resident Evil 4
This remake was already a must-play for me when it launched, but at $15 it would be rude not too. Capcom rebuilt a survival horror classic with modern controls, polished visuals, and new mechanics that keep it feeling fresh while still honoring the original. If you missed it at full price, this is a great chance to grab it.
Final Fantasy XVI
Final Fantasy XVI goes big in every way . Darker storytelling, faster combat, and those cinematic Eikon battles that really show off the PS5’s power. It’s a dense, story-driven game that still feels very approachable thanks to its action-first design. Getting a major release like this for under $25 feels like strong value, especially if you’ve been waiting for the right price to dive in.
The Boy and The Heron
This is Miyazaki’s latest film and it’s already an award-winner, so owning it on SteelBook is an easy call if you’re a Studio Ghibli fan. Beyond the collectible packaging, there are some worthwhile extras too (interviews, storyboards, behind-the-scenes looks) that make this more than just a standard Blu-ray release. The discount isn’t massive, but it’s still nice to save a few bucks on a title you’d probably want in your library anyway.
HORI USB Camera for Nintendo Switch 2
This one’s a little more niche, but I was surprised to see such a steep discount on an officially licensed Switch 2 accessory. HORI’s USB camera works across different play modes and comes with everything you need to set it up right away. It’s not something everyone will need, but if you’ve been curious about adding a camera to your Switch setup, this is a good time to try it without paying full price.
OREO Gluten Free Original & Double Stuf
I’ll be honest: this one caught my eye because it’s just a crazy-good pantry deal. Twenty snack packs for just over $5 is tough to beat, especially since gluten-free products rarely see discounts this steep. At about a quarter per pack, these are perfect for tossing in a bag or keeping at your desk.
007 First Light: Legacy And Standard Edition Preorders
The standard edition of 007 First Light includes the base game for $69.99 and is available on PS5, Xbox Series X|S, Nintendo Switch 2, and PC (via Steam or Epic). Physical copies are offered for all consoles, though Switch 2 uses a game-key card rather than a full cartridge, meaning you’ll still need the card inserted to play but can lend or resell it like a typical game card. Preorders also come with the deluxe edition upgrade at no extra cost, adding early access for digital buyers plus exclusive DLC skins and outfits. For fans who want something more collectible, the Legacy Edition ($299.99) comes packed with extras. Alongside the full game in a steelbook case, it includes a Golden Gun figurine with a stand and hidden compartment, a certificate of authenticity, and a bundle of deluxe DLC skins and outfits. Between the display-worthy replica and the bonus in-game content, this edition is tailored for Bond enthusiasts who want both a showpiece for their shelf and extra flair in-game.
LEGO Disney & Pixar Wall-E & EVE
The LEGO Disney & Pixar WALL-E & EVE Building Set (43279) is one of the new LEGO sets for September. It comes with 811 pieces and builds four characters from the movie: WALL-E, EVE, M-O, and Hal. Each has movable parts, like WALL-E’s rolling tracks and EVE’s poseable arms, plus small accessories like the plant in a boot. Once built, the figures stand about 5 inches tall and work well as shelf or desk décor.
EUKI Compressed Air Duster
The EUKI Compressed Air Duster ($39.99) is a rechargeable alternative to disposable air cans, built with a 150,000 RPM motor and three speed settings for different cleaning tasks. It weighs just 315 grams and can handle everything from clearing dust out of keyboards and PCs to inflating air beds or drying surfaces. A full charge takes about 2.5 hours and provides up to 100 minutes of use, with built-in protections for safe performance. The kit comes with a USB-C cable, storage bag, brushes, and a non-slip handle.
Runbox Slim Card Holder
RUNBOX Slim Card Holder Wallet is a minimalist aluminum case designed to hold 6–12 cards securely, with a quick-access pop-up button for easy retrieval. At just 0.5 inches thick and 2.6 ounces, it fits comfortably in any pocket while still offering expandable storage thanks to its metal backplate. Built-in RFID blocking helps protect against digital theft, and silicone clips inside keep cards firmly in place.
Pokémon TCG: Mega Evolution – Phantasmal Flames Preorders
With the Pokémon Center listings going live for preorder at any moment, it’s only a matter of time until the first expansion for the new era of Pokémon TCG, Mega Evolution: Phantasmal Flames, comes pouring down to other retailers. First up will be Best Buy, normally around 24 hours after the Pokémon Center launch, followed by Target then secondary market and small seller allocations being available on TCGPlayer. Amazon and Walmart have been known to stock Pokémon TCG preorders in the past, but it’s not always a guarantee. Phantasmal Flames drops on November 14, with prerelease events running the week before, and the big headline is Mega Charizard X ex returning in full force. What makes this set even more exciting is its size , about 90 cards before secret rares, which makes it the smallest English set in nearly a decade. For collectors like me, that usually means a much more manageable chase, while still packing in plenty of heavy hitters for players.
The product lineup looks pretty stacked too. We’ll be getting the usual booster packs and booster box (36 packs), a 9-pack Elite Trainer Box featuring a shiny new Charcadet promo, and an Ultra-Premium Collection built around Mega Charizard X ex. On top of that, two theme decks for Mega Gengar ex and Mega Diancie ex are arriving a few weeks early on October 24, which is a fun way to get a taste of the set before launch. If you’re like me and love cracking packs, the booster box is the way to go, but the UPC is already looking like the big collector piece this time around.
What ties it all together is the Japanese set Inferno X, which hit shelves there in late September. That set had only 80 cards, and once you add in the Mega Gengar and Mega Diancie decks, you basically get the full Phantasmal Flames lineup. We’ve already seen some killer reveals, including the Mega Charizard X ex secret rare previewed at Worlds, so I’m fully expecting that to be the chase card when this launches. Between the smaller set size, Charizard hype, and some solid gameplay cards, I think this one’s going to fly off shelves and I’m definitely locking in my preorder.
Back To The Future Steelbook Preorders Are Live
The 40th anniversary Back to the Future steelbooks are a collector’s dream. Each movie in the trilogy is getting its own limited-edition release on October 14, with sleek new steelbook packaging featuring inside-and-out film artwork. Priced between $29.99 and $34.99, each edition includes the movie on 4K UHD, Blu-ray, and digital, along with a treasure trove of bonus features, from archival documentaries and outtakes to new retrospectives with co-writer Bob Gale and cast/crew members.
Pokémon TCG: Holiday Calendar (2025) Cheaper At TCGPlayer
The 2025 Pokémon TCG Holiday Calendar is shaping up to be a holiday highlight for fans without breaking the bank. While Amazon has it listed for $67.94, with the lowest price right now is actually at TCGplayer, where you can snag it for just $61.97. Inside, you’ll get a festive advent-style box with 25 surprises: eight foil promo cards with a snowflake Poké Ball stamp, six booster packs, seven fun packs, two coins, sticker sheets, and a bonus code card for Pokémon TCG Live. With boosters pulled from recent Scarlet & Violet expansions like Destined Rivals and Journey Together, this calendar offers both collectible promos and real gameplay value at the best price you’ll find online today.
Marvel Legends Series Wolverine Premium Roleplay Mask
Hasbro’s Marvel Legends Series Wolverine Premium Roleplay Mask is a must-have for fans of the clawed mutant, whether you’re into cosplay or just want a striking display piece. Priced at $99.99 and set to release on October 1 (with preorders live now at Amazon), this full-scale 1:1 mask recreates Wolverine’s look from Deadpool & Wolverine. It sports the classic yellow-and-black design with realistic battle damage and white eye screens, giving it a screen-accurate edge. The mask also comes with its own display stand, so it’ll look just as good on a shelf as it does when you wear it.
Tony Hawks Pro Skater 3 + 4 Under $35
As part of Amazon’s Labor Day sale, Tony Hawk’s Pro Skater 3+4 has dropped to its lowest price yet, making now the perfect time to grab it. Normally priced higher, this updated collection delivers classic arcade skateboarding with a modern polish. In our review where we scored it an 8/10, we praised the game for proving “the series’ over-the-top skateboarding formula is totally timeless,” even if some of the tweaks to THPS4 and the soundtrack choices didn’t fully land. At this price, though, you’re getting an iconic piece of gaming history for less than ever before.
Pokémon TCG ETBs and Booster Bundles
When it comes to sealed Pokémon TCG products, the real bargains today are on ETBs and booster bundles. White Flare is sitting at just $75 on TCGPlayer, which is a nice break from the usual $90+ price tags. Even the newer Destined Rivals and Black Bolt boxes are running cheaper there than anywhere else. And if you don’t want to spring for a full ETB, Prismatic Evolutions booster bundles are going for as low as $59, which feels like an easy pickup if you’re chasing singles without committing to a whole box.
I’m also eyeing a few of the new Funko Pop! preorders that just went live. Turtwig drops at the end of September for $15.99, while Ninetales and Absol are both set for mid-December at $14.99 each. These usually disappear around launch week, so if you’re the type who likes locking in new releases before they vanish, it’s probably worth snagging them now instead of hunting later at inflated prices.
Pokémon Funko Pop! Deals
Amazon’s been quietly slashing prices on a bunch of Pokémon Funko Pops, and some of them are cheaper than a booster pack. The biggest surprise for me was Horsea at just $4.31—that’s wild considering it normally goes for $12.99. There are plenty of others worth adding to your shelf too, like Fidough for $7.99, Dratini for $11.30, and even the 10-inch Pikachu for $62, which is a solid drop from its usual $75.99. Whether you’re filling gaps in your collection or just want a budget-friendly pick-up, today’s lineup has a nice mix of starters, legendaries, and fan favorites.
Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of “Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior”. Find Christian on X @ChrisReggieWait.
While we eagerly await Resident Evil: Requiem to give us a good scare next year, Amazon’s dropped an excellent deal on a slightly older Resi title that’s worth picking up to keep you on your toes in the meantime. The excellent Resident Evil 4 remake for PS5 has dropped to just $15 at the retailer. Yes, you read that correctly! This marks its lowest price yet, according to price tracker camelcamelcamel, making now an excellent time to scoop it up for your library if you haven’t had the chance to yet.
Resident Evil 4 for PS5 Down to $15 at Amazon
Considering when it first came out it was listed for $59.99, this makes for a 75% discount from that original price, which is an incredible amount of savings for a game we absolutely adored (awarding a shining 10/10 in our review). IGN’s Tristan Ogilvie said at the time that, “Its combat is friction-free but no less stress-inducing thanks to its ferocious cast of creatures, its story rapidly shuttles through a series of action scenes that are diverse in structure but uniformly unwavering in intensity, and its world is rich in detail and full of fun and often snarling surprises.”
If you’ve yet to add it to your libary, there’s truly no better time than now to do it. Especially considering Resident Evil: Requiem is set to arrive next year in February. Plus, with spooky season right around the corner, now is the perfect time to have a scary game ready to play when October hits. And if you’re curious which order these games should be played in before the new one drops, check out our breakdown of how to play the Resident Evil games in order so you can set yourself up for success next year.
Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.
MindsEye developer Build A Rocket Boy has released Update 4 across PC, PlayStation 5, and Xbox Series X and S, insisting it remains “committed to refining” the game following its disastrous launch.
In July, IGN reported that Edinburgh-based BARB had issued at-risk of redundancy emails to its around 300-strong UK workforce after MindsEye flopped at release.
All the while, MindsEye’s troubled launch saw the developer cancel sponsored streams, with reports of players securing refunds even from the normally stubborn Sony. Steam concurrent player numbers, which do not tell the whole story of a game’s popularity, were worryingly low.
Story-driven action adventure game MindsEye was initially designed to be a part of Everywhere, the ‘Roblox for adults’ creation platform led by former Grand Theft Auto design chief Leslie Benzies. BARB eventually switched to focus on MindsEye, but it has so-far failed to do the business for the company.
In July, Benzies told staff that the studio would bounce back and relaunch MindsEye, blaming its struggles on internal and external saboteurs, among other things.
In a post to the MindsEye community issued today, September 5, BARB said “we remain committed to refining MindsEye and enhancing the gameplay experience. Ongoing updates will continue to be shared.”
To that end, Update 4 introduces a range of UX improvements, numerous performance enhancements, and tackles bugs. Update 4 is significant in terms of size, weighing in at 15GB on PC, 7.2GB on PS5, and 12.1GB on Xbox Series X and S. Update 5 will deliver a “major” performance, combat and enemy AI system improvement, BARB teased.
This week, the CEO of MindsEye publisher IO Interactive, which is working on 007 First Light, responded to the game’s launch, telling IGN: “that was definitely tough, right?”
The question now is whether BARB can save MindsEye by encouraging players not just to come back to the game, but to actually buy it.
MindsEye Update 4 Patch notes:
IMPROVEMENTS
Environment
Trailer Tanks in Free Roam now explode when shot at
Several improvements have been made to architecture and assets to help with performance
Improved weather change when player leaves the Factory at the start of Robin Hood Mission
Improved traversal on A New Job and Loose Ends missions where player may get stuck in certain assets
Visual Effects
Cutscene VFX performance improvements
Cutscene VFX management changes and Niagara system updates to reduce CPU spikes and overall frame rate
Disabled ambient rubbish to improve performance
NPC
Small performance improvement on Robots
NPCs that are aiming and in-cover now look more natural
Art
General performance improvements: shaders, assets, collisions
UI
Resolved inconsistent dropdown menu behaviour in graphics settings, ensuring reliable input response
Added the ability to skip cinematics
Audio
Audio Optimisation regarding Mass Vehicles
Music adjustments throughout MindsEye missions
Added Destruction SFX on Glass Bottle Props
Missions
Conditional dialogue now triggers with more natural pacing
The companion drone torch is now automatically enabled when entering or starting in dark areas
Animation
Optimised the ambient and civilian animations
Exit/entry animations no longer play for driverless vehicles
Gameplay
Aim assist will focus on enemies in vehicle turrets over the driver
BUG FIXES
Various Mission flow bug fixes
Fixed pixelated reflection in Rocket Transporter window
Fixed Industrial vent asset to help with performance
Resolved an issue where players transitioning from Meeting Marco Silva to Executive Paranoia could drive through objects and fall through the map
Fixed ambient animation glitches in Welcome to Redrock City
Fixed an issue where camera rotation was lost after cutscenes
Several lighting LOD pop issues fixed in cutscenes
Fixed a bug where burning vehicles wouldn’t transition to destroyed state
Fixed several traversal issues in world where the player may get stuck
Fixed an issue in The Ziggurat where a hole in wall allowed players to climb through and trap themselves
Fixed an issue in Oh Lily! where players could get stuck in Morrison’s Silo without a way to get back out
Fixed collision on glass roof of Silva Factory
Fixed a number of Character Model issues in cutscenes that made them look deformed and stretched for a few frames
Resolved Silva’s teeth looking too bright on medium/ lower settings on PC
NPCs no longer freeze when interacting with certain objects
Weapon Wheel hover SFX is now triggered correctly, without delays
PC only
The character Red Sand Male 25 is now available for use in Build.MindsEye
Fixed a UI issue where backing out of a submenu in ‘Build’ caused the second-last selected tile to remain highlighted
Fixed a bug where the ‘effects’ tile would remain highlighted after returning to Build mode from Play mode
Fixed an issue where the placement header text overlapped UI elements in the asset settings menu when playing in French
Fixed a bug causing specific Korean characters to appear invisible in vehicle spawner labels
Fixed a localization issue where the French translation of “Total PI” overlapped with the performance impact number in the top toolbar
Replaced the incorrect icon used for the MindsEye menu button in Play/ Build with a proper menu icon
[Min Spec Performance Improvement]: Disabled Nanite compute materials as it has a negative effect on GPU rendering time in our game, especially on older Nvidia Graphics Cards.
[Min Spec Performance Improvement]: Fixed an issue where our Nanite render pipeline always used the Hardware Rasterizer path rather than correctly splitting between Hardware Rasterizer and Software Rasterizer
Console only – PlayStation and Xbox
Fixed a UI focus issue where the graphics settings tab failed to auto-focus on the first option when accessed on PS5 and Xbox
BUILD.MINDSEYE PATCH NOTES – PC ONLY
IMPROVEMENTS
Publishing UGC Content
Added a toggle to enable or disable Logic Nodes from being captured in the thumbnail capture of UGC Content
Logic Nodes
Timer Nodes improved; you can update or refresh their value at any time through multiple other logic nodes, and can now be refreshed infinitely
Timer Logic Nodes now support decimal places up to .000
Custom UI Nodes updated to always be set to “Node Active” = True, by default
Attributes Menu, Catalogue & Versioning
Minor QoL & screen position improvements to the Creator HUD, Attributes Menu & Tools
Minor QoL improvements to naming, duplicated items, missing thumbnails or icons in the Assets Catalogue
Updated the search functionality in Assets Catalogue to take into account both object name and the tags
Added a warning when the player reaches the maximum number of allowed versions when creating new versions
Added missing hotkeys to the Controls Panel for Inserting Path Points
Featured Stamps Updates
Multiple fixes and QoL improvements to existing set of Featured Stamps
Added more Stamps to the Featured Stamps tile
BUG FIXES
Removed EVERYWHERE vehicles from Build.MindsEye – those vehicles were made accessible unofficially, and we will bring them to MindsEye when they are ready
Fixed an issue where the AI Spawner Spawn limits and Performance Scores of spawners were not correctly calculated
New Performance Score applied to AI Spawners as follows:
AI Spawner – Performance Score: 10 / Max Quantity Allowed: 10
Individual AI NPC – Performance Score: 6 / Max Quantity Allowed: 100
Fixed an incorrect controls description for Build Collision Control List Keys; now correctly displayed as (B) instead of (P)
Improved camera behaviour in Build.MindsEye: your last position is now saved more frequently for a more reliable creation experience
Fixed an issue with erratic camera behaviour when using the Group Macro Node
Fixed an issue where players were unable to like Stamps with long names
Fixed an issue that prevented players from editing Stamp Descriptions that exceed the 220 character limit
Fixed an issue that caused vehicles to move very slowly, or not at all, when using Custom Speed on the Drive To Node
Grid snapping is now enabled on the XY Plane by default
Fixed an issue with Destructible Assets not being selectable
Fixed issues with Filtering in the Assets Catalogue
Fixed various issues with the Vehicle Selection UI Node
Fixed multiple issues with the Transform Variable Node and Advanced Transform Node parsing incorrect values into the Location and Scale Overrides
Stamp Attributes now display the correct Thumbnail based on the current Version selected
Fixed various issues with spawn-points and spawning in Build.MindsEye
Fixed various issues with the Physics Force Node causing objects to disappear
Fixed an issue where Foliage Assets were not searchable in the Catalogue
Fixed a crash caused when attempting to ungroup a group within a group
Fixed a crash caused by undoing creation and deletion of large Stamps
Fixed an issue with some deprecated assets being displayed in the library – which were discernible by having “DONOTUSE” in their name
Fixed texture issues on a number of assets in the Build.MindsEye Catalogue
Fixed an issue with missing Localisations for the Light Effects in Build.MindsEye
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.
The splash damage caused by Hollow Knight: Silksong’s massive launch impact has spread beyond huge Steam concurrents and struggling storefronts to the parts of the internet where video game pirates hang out — and there something interesting is happening: the pirates are urging each other to buy the game instead of downloading the cracked version.
Team Cherry’s hotly anticipated Hollow Knight sequel finally came out on September 4, 2025 priced $20, six years after it was announced, and instantly crashed storefronts including Steam.
As the storefronts recovered, player numbers swelled to the point where Silksong hit an incredible launch day peak of 535,213 concurrent players on Steam, enough to make it the 18th most-played game ever on Valve’s platform. The true player count across all platforms will be much higher.
Silksong also launched DRM-free on GOG, so it was no surprise to see a cracked version available to download in the hours after launch. What was a surprise was the response from some veteran video game pirates, who urged their peers to support Team Cherry and buy the game instead.
“First game I’ve bought day of release in a decade probably,” said pyrokzg on the piracy subreddit in response to a thread upvoted 7,000 times. “Not even the decade for me. It’s the very first,” added Vamsi-Thopu.
So, why is this happening? Clearly, there is a huge amount of goodwill from across the internet directed at Team Cherry, the small indie developer that saw the original Hollow Knight blow up to such an extent that it was able to take its merry time with this ambitious sequel.
But there’s also a feeling that Team Cherry does things the right way. For a start, there’s a DRM-free version available at launch, but the Australian studio was also keen to honor the promises it made with its original Hollow Knight Kickstarter all those years ago. There’s even a free upgrade for the Nintendo Switch 2 version. In short, Team Cherry are the good guys, and the feeling is they deserve their success.
“It’s a 3-4 person team that has done right by their fans at every turn,” said No-Shape6053, also on the piracy subreddit. “Making sure the PC release is DRM free. Making sure all original backers of Hollow Knight get Silksong free on their choice of platform. This is a time where if we can afford to support them, we should.”
“Support the devs if you can, they deserve it,” added iTzNowbie. There’s plenty more where that came from, too. “The only game I will feel bad if I ever pirated it,” said beastfire24. “Hey the game is pretty cheap. This one, we should not pirate,” said Sythrin.
Interestingly, some have expressed surprise at the collective urge not to pirate Silksong, which itself prompted a discussion about why this is happening with Silksong but hasn’t happened with similarly beloved indie games in the past.
“Usually people here claim that the title, price, or the indie status makes no difference to them, but I guess that Silksong is just that respected,” offered MixaLv.
“I’m surprised too,” added ALIIERTx. “Many times people are like, ‘I don’t care if I pirate from indie developer,’ but on this one everyone is pretty defensive against piracy. I’m fascinated.”
Responses to this reinforce the Team Cherry angle. “Team Cherry has built themselves an amazing reputation,” suggested Someone_Existing_1. “Because they’re only a three-person studio, they can keep their games super cheap due to far less employees needing pay. Also they aren’t greedy f***s like most companies, so their DLCs are all free and there’s no microtransactions or online-only bulls**t.”
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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.