Apple Making Oregon Trail Movie That Will be an Action-Comedy With Barbie-Style Musical Numbers – Report

Apple is developing a movie based on Oregon Trail, the beloved educational computer game that has spawned multiple generations of in-jokes and memes among gamers.

THR reports that the film, which is currently early in development, will be an action-comedy with a handful of musical numbers in the vein of Barbie. Will Speck and Josh Gordon are reportedly attached to direct, with Kenny and Keith Lucas penning the screenplay alongside Max Reisman. The story, as you might expect, will be about a 19th-century covered wagon train traveling to the Willamette Valley in Oregon.

The musical aspect offers a glimpse of what to expect, suggesting that it will be a fairly irreverent take on the historical adventure. Songwriters and producers Benji Pasek and Justin Paul, who are best-known for their work on La La Land, are among those involved in the film.

The original game was developed as a text-based adventure in 1971 and produced by the Minnesota Educational Computer Consortium starting in 1975. It found a lasting place in pop culture as generations of American school children watched their characters die of typhoid, dysentary, and all manner of other maladies, or wandered around shooting way too many buffalo.

Oregon Trail looks to be the latest classic game to get its own movie, following in the footsteps of Super Mario Bros. and other well-known franchises. The trend has found mixed success, with Mario earning more than a billion dollars, but Borderlands being a flop at the box office.

The Oregon Trail does not yet have a release date. You can find the rest of the biggest movies releasing in 2024 right here.

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.

Spider-Man 2 Version 1.004.000 Adds New Graphics Modes and Ray Tracing

Insomniac Games has published an update for Marvel’s Spider-Man 2 that allows players to take advantage of the graphics and performance options for the upcoming PlayStation 5 Pro.

The Sony developer announced the update, along with a similar update for 2021’s Ratchet & Clank: Rift Apart, on social media today. Marvel’s Spider-Man 2 patch 1.004 is almost entirely focused granting owners of the soon-to-release console additional visual options to ensure they are either swinging through New York City with improved graphics or a higher framerate.

Insomniac says that the default will be set to Performance Pro mode, which targets 60fps “while retaining the image quality of the standard Fidelity mode through use of PlayStation Spectral Super Resolution (PSSR).” This is the setting that the team recommends, as it also toggles on all ray-tracing (RT) features.

On the flip side is the 30fps Fidelity Pro mode. Insomniac says this is the visual option for those looking to “experiment” with some of the new ray-tracing features offered by the PS5 Pro, which can be tuned to each player’s preference. With Fidelity Pro, you may also notice that pedestrian and traffic density may be increased in a few locations in Marvel’s Spider-Man 2, with hair detail also getting a bump.

Update 1.004 also comes with a trio of new graphical toggles: RT Key Light Shadows, RT Reflections & Interiors, and RT Ambient Occlusion. All three tools are for those who like to tailor their gaming experiences right down to the finest details, though Insomniac warns that you’ll notice changes in certain portions of New York more than others.

Expect many of the same PS5 Pro enhancements if you check out Ratchet & Clank: Rift Apart update 1.005, too, including a default Performance Pro mode and Fidelity Pro mode. This patch also fixes “missing fur wetness” in some of the cinematics that take place on Corson V.

The PS5 5 Pro won’t be out for another few weeks, but it’s still caused quite the stir among fans of Sony’s gaming endeavors since the company pulled back the curtain last month. The device was revealed to cost a steep $700, drawing criticism from those who believe the upgrade isn’t worth the price. We’ll know more about just how substantial the improvements are come launch next month.

While we wait for the PS5 Pro to launch on November 7, you can check out our hands-on preview. You can also check out why we think Sony’s latest hardware release is too much for too little. Finally, you can see full patch notes for both Marvel’s Spider-Man 2 and Ratchet & Clank: Rift Apart below.

Marvel’s Spider-Man 2 Update 1.004.000 Patch Notes

THE NEW GRAPHICS MODES

PERFORMANCE PRO (Default for PlayStation 5 Pro)

This mode targets a smooth 60 frames per second while retaining the image quality of the standard Fidelity mode through use of PlayStation Spectral Super Resolution (PSSR). All ray-tracing (RT) features are on, including ray-traced reflections, ray-tracing on water, and ray-traced window interiors. This mode is recommended for most players.

FIDELITY PRO

This mode targets 30 frames per second for players who want to experiment with new ray-tracing graphical features. These new features can be tuned individually to reach higher intermediate frame rates, especially when using the “VRR” or “120 Hz Display Mode” options. Pedestrian and traffic density may be increased in some areas, and fine hair detail is increased.

NEW GRAPHICAL TOGGLES

RT Key Light Shadows : Off (Performance) / On (Fidelity default)
Use ray-tracing to calculate sun shadows at mid- to far-distance, replacing cascaded shadow maps. This improvement is most impactful on city views. Only available in the “Fidelity Pro” graphics mode.

RT Reflections & Interiors : Medium (Performance) / High (Fidelity default)
Set the quality level for ray-traced reflections and building window interiors. The “Medium” setting ray-traces at half render resolution, and the “High” setting ray-traces at full render resolution. The “High” setting will also improve smoothness of animation in reflections and interiors. Only available in the “Fidelity Pro” graphics mode.

RT Ambient Occlusion : Off (Performance) / Medium / High (Fidelity default)
Use ray-tracing to compute additional ambient occlusion lighting information. The “Medium” setting uses that information to augment screen-space ambient occlusion. The “High” setting also adds a screen-space GI bounce for additional ambient lighting information. The visual impact of this feature will vary greatly based on the scene.

Ratchet & Clank: Rift Apart Update 1.005.000 Patch Notes

THE NEW GRAPHICS MODES

PERFORMANCE PRO (Default for PlayStation 5 Pro)

This mode targets a smooth 60 frames per second while retaining the image quality of the standard Fidelity mode through use of PlayStation Spectral Super Resolution (PSSR). All ray-tracing (RT) features are on, including ray-traced reflections, ray-tracing on water, and ray-traced window interiors. This mode is recommended for most players.

FIDELITY PRO

This mode targets 30 frames per second for players who want to experiment with new ray-tracing graphical features. These new features can be tuned individually to reach higher intermediate frame rates, especially when using the “VRR” or “120 Hz Display Mode” options. Pedestrian and traffic density may be increased in some areas, and fine hair detail is increased.

NEW GRAPHICAL TOGGLES

RT Reflections: Medium (Performance) / High (Fidelity default)
Set the quality level for ray-traced reflections. The “Medium” setting ray-traces at half render resolution, and the “High” setting ray-traces at full render resolution. The “High” setting will also improve smoothness of animation in reflections. Only available in the “Fidelity Pro” graphics mode.

RT Ambient Occlusion : Off (Performance) / Medium / High (Fidelity default)
Use ray-tracing to compute additional ambient occlusion lighting information. The “Medium” setting uses that information to augment screen-space ambient occlusion. The “High” setting also adds a screen-space GI bounce for additional ambient lighting information. The visual impact of this feature will vary greatly based on the scene.

MISCELLANEOUS FIXES

  • Fixes missing fur wetness in some cinematics on Corson V that was introduced in a previous patch.

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

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

Call of Duty: Black Ops 6 Multiplayer Review in Progress

Note: This review specifically covers the multiplayer of Call of Duty: Black Ops 6. For our thoughts on the other modes, see our single-player campaign review – and for Zombies, stand by!

Launch Update – October 25, 2024:

No surprise here, but I’m still having a blast with Black Ops 6 multiplayer now that it’s out properly. What is surprising to me, however, is how much more I’m enjoying it than I anticipated I would. I have around 220 hours into Modern Warfare III multiplayer, but so far BLOPS 6 just feels better in every way – from the maps to the movement to even the gunplay. Have you ever had a really fancy steak? It’s kind of like that. Steak rules, and you think “how could this get any better?” Then you have the fancy one and it’s a revelation. I still have plenty more to play before my final review next week, but I am already excited to eat more steak.

Movement on the battlefield feels excellent. It’s so smooth, and the new Omnimove system adds a dose of dramatic flair to the way you can flop around the map. I will say, I don’t use the Omnimove system much yet, just because I’m having a bit of a time learning a new way to run, slide, and dive across the maps, but it looks like I’m not the only one still trying to figure it out. That being said, there are already clips out there of people who’ve mastered it and are now pulling off sick Max Payne-style moves, which is what it’s really all about anyway.

I was a little bummed to discover my progress from the beta didn’t move over to the final game, because I worked really hard to cap out after a late start when the beta went live (and you can read my initial beta impressions further down). But that’s not too much of a big deal as the multiplayer progression is the hook that keeps me coming back to COD, and I love unlocking weapon camos.

Speaking of which, the requirements for unlocking weapon camo are hugely simplified from last year, and the previous years as well. There was always at least one unlock requirement I dreaded in my usual quest for camos, but this year (so far) it looks like it’s just getting more and more of the same challenge. Get 10 headshots with the XM4, unlock the first camo. Get 20 and unlock the second. You can see where it’s going here. The design of the skins, especially the Special and Mastery level camos, are sick as hell, too. I’m glad I won’t have to kill two opponents in a row 10 times without releasing the trigger or any of those other kind-of-crappy challenges from Modern Warfare 3.

The design of the Special and Mastery level camos are sick as hell.

Gunsmithing in the Beta was one of my biggest concerns, as it just felt clunky and unfriendly, but it’s rock-solid in the final game. Overall, that seems to be the theme of every part of BLOPS 6: it just feels awesome and works really well. Optimization is crazy, too, as I cranked the preset to Extreme and I’m using just under 7GB of VRAM.

I’ll have my final thoughts after the weekend, but so far I’m having a freaking awesome time. While none of the multiplayer modes are really jumping out at me yet, Gunfight’s super-small maps and 2v2 play is a blast if you’re playing with a friend, and Hardcore is open right off the rip.

Oh look, I just got a notification the playlist has updated. Time to get back to it.

Original Beta Impressions – September 9, 2024:

Summer is in the rear view, which means it’s once again Call of Duty beta time. This year Treyarch is in the driver’s seat with a follow-up to Black Ops Cold War set in the early 1990s – and friends, I am all-in on the setting. After spending the weekend grinding multiplayer matches to hit the beta’s level cap, I’m cautiously optimistic that this year’s entry could recapture everything I loved about 2020’s Cold War.

First off, some context: I have about 200 hours of multiplayer time in last year’s Call of Duty: Modern Warfare 3, and found myself enjoying it quite a bit more than our reviewer (which is fine, reviews are opinions, and opinions differ). However, a lot of that has to do with the social aspect of it. I have a core group of friends, the Beeflords, with whom I’ve been playing every Call of Duty multiplayer annually since Black Ops IIII. Having a dedicated squad makes playing multiplayer way more fun, and with regular content additions and balancing updates, I feel like MW3 is now in a much more solid spot.

Despite my fondness for both MW3 and Cold War, I tried to dive into Black Ops 6 with an open mind, and I’m glad to say I’m liking what I’m seeing so far. As far as a beta goes, this is one of the better ones I can remember. For example, back when I did my first impressions of the Modern Warfare 2 beta, I was actually pretty concerned by what I saw, but almost all of the rough edges had been sanded off by release. With the Black Ops 6 beta, I actually find myself with very few concerns already. After 12+ hours of shooting, diving, sliding, and shooting again, I’m left really excited for the full game, because it feels pretty damn good right now.

Probably the biggest change from the old formula is the “Omnimove” system. It seems like Treyarch looked at all the dolphin diving in Call of Duty and said “let’s just lean into that.” You can now sprint, slide, and dive in all directions, including backwards. Diving backwards puts you in a supine position, where you’re laying on your back, with 360-degrees of movement. This is a feature I never knew I wanted. Diving prone in previous Call of Duty games restricts your aiming and movement pretty severely, but the supine position gives you a new tactical strategy to employ. In fact, if you lay prone and move backwards, you’ll switch to the supine position, so you don’t even really need to do the dramatic sprint-to-backwards-dive motion.

The Omnimove system feels amazing once you get the hang of it.

Which, if you’re on PC, is probably a good thing. As cool as the Omnimove system is, it definitely feels like it’s designed with a controller in mind. I don’t play Call of Duty with a controller because I am a man of taste and intellect, but I’m also old and my brain isn’t very elastic. Learning the key combinations in the training missions was a bit like learning to rub my head and pat my belly at the same time. To dive into the supine position, the key combination is S to move backwards plus the Shift key to sprint and then the Ctrl key to dive. It’s the same for any of the sprint-to-dive commands, with their respective keys replaced for S. It took me a few runs through training before I could master it, but the effect is quite awesome. Sliding and diving in every direction is fun, and it makes for an even more fluid and exciting time in multiplayer matches.

From an outside observer’s perspective, it’s pretty dramatic to see someone diving sideways, guns blazing as they dispatch an enemy. It’s awesome, actually, and getting the movement down, especially the slides, feels amazing once you get the hang of it. Again, it does feel specifically designed for use with controllers, but regardless how you play, sliding around and shooting in all directions is just good old fashioned fun.

One thing I do really hope they improve before the final release is the gunsmithing interface, because I don’t like it at all as it stands. Gunsmithing and chasing down weapon skins has always been one of the hooks that keeps me playing Call of Duty, but in the beta it’s kind of a pain (and since it’s a beta, there are no skin challenges to unlock). It resembles the interface when you edit your loadouts in a match in previous games, so you don’t get to see which attachments are still locked until you open up the category in the interface. There’s no “lock” icon on the option to show you the entire category is still unavailable, only locks on the icons for the attachments IN those categories.

I found that pretty frustrating when I was leveling up my weapons. It means I’d have to open up the gunsmithing interface and then open up every attachment category, occasionally having to scroll down the options, to find out “oh, I haven’t unlocked the option to swap out my grip yet.” I ended up backing out of lobbies several times rather than making quick adjustments between matches, because I wasted a lot of that precious time manually checking what categories were open.

The gunplay feels really good, but the guns aren’t as weighty as MW3.

As far as the gunplay, well… it’s Call of Duty, so it feels really good – though I don’t want to say “great” quite yet, because the guns don’t feel as weighty as in MW3 either. My general feel for almost all the guns is they take one or two shots too many to finish off an opponent. The notable exceptions to this are the two sniper rifles, which feel way overpowered as a result. Credit where credit is due, sniper rifles feel perfectly balanced in MW3, probably more so than in any other CoD I can remember. But in Black Ops 6 they currently feel too easy to use. The normal trade-off is still there, in that they’re slow to aim down sights with, but just aiming in the general vicinity of an opponent, particularly with the LR 7.62, often results in a one-shot kill. Of course, sniper rifles in multiplayer are baby guns for babies, except when I’m using them, in which case they’re good, actually. On a medium-sized map like Babylon, the SVD sniper rifle is one of the best choices if you want to rack up kills, and both it and the aforementioned LR 7.62 also make great choices for SCUD, the biggest map in the beta.

I also had a lot of fun with the Jackal PWD submachine gun, which is tied with the XMG light machine gun for my favorite option in the beta. I actually don’t have any real complaints with any of the guns, although as I mentioned before, there is a bit of weight missing from them compared with what I’ve grown accustomed to with MW3. The only two categories I didn’t really like too much were the marksman rifles and the shotguns, as I didn’t find a good map where either one of those choices felt appropriate. The marksman rifles didn’t suit me well for the medium and large maps, and the shotgun didn’t feel like a great choice in the small maps, either, so I rarely used them.

The Black Ops 6 beta has six maps split across two different play modes: Core Moshpit and Faceoff. Core has four larger maps with different game modes, while Faceoff takes those same modes and squishes them down into smaller maps. I didn’t love any of the maps, to be honest, especially the smaller ones. My favorites are probably SCUD, a sprawling former SCUD missile site set in Saddam Hussein’s Iraq, and Rewind, another larger map set in a suburban strip mall complete with video rental store.

I didn’t like either of the small maps available in the Faceoff modes. Gala, which is set in what appears to be a Washington D.C. ballroom, is just a little too big for a “small” map, and its multi-level layout makes it feel both crowded and yet somehow still not quite small enough. Modern Warfare 3’s Stash House and Meat, along with the classic Shipment, are good examples of tight layouts that are among my favorites of all time when it comes to Call of Duty’s small map matches. They encourage strategic movement and require you to keep your head on a swivel, whereas Pit in particular has a central hub connecting with tunnels that just doesn’t feel as fluid or fun to move around in. Meanwhile, Gala’s relatively wide-open spaces meant running up the middle to claim an objective in Hardpoint was a death sentence, and a few well-placed snipers on each end of the map dictate the tempo of the entire match.

I loved using the Sleeper Agent Field Upgrade to “switch” teams.

I would rather have maps with lots of corners to peek around than ones with lots of obstacles to hide behind, which is how the beta maps feel for the most part. SCUD might be one of my favorite maps, but even that has several camping spots for snipers to hole up in and there’s no clear path to flank them without a little bit of luck or a well-placed spawn. However, SCUD otherwise does have a great overall layout that invites the use of pretty much any class of gun. There are tight interiors for shotguns and SMGs, medium-length corridors for LMGs and assault rifles, and of course the map-spanning hidey-holes for snipers to infuriate you with their repeated headshots.

Rewind similarly enjoys a layout well-suited to a variety of weapon types, and if you’re good with any single class of weapon you’ll find your rhythm. One of the new Field Upgrades I absolutely love using is Sleeper Agent, which makes you “switch” teams for its duration. To the enemy, you look like one of their own, and you extend the length of this charade every time you get a kill. During a match on Rewind, I activated this upgrade and repeatedly caught my opponents completely unaware, letting them run past before quickly turning on them with an easy shot to the back. I got a triple kill using Sleeper Agent in the beta, all while cackling maniacally. You still show up on the radar as an enemy, but in the heat of the moment, no one notices and it’s a lot of fun to use.

Oh, and the tactical nuke is back. In the entire time I’ve been playing CoD I only met the conditions to trigger it during a multiplayer match once. That was way back in Modern Warfare 2 on Xbox 360, and it required 25 unanswered kills. Black Ops 6 asks for a whopping 30 unanswered kills and, needless to say, I have not triggered it (yet). But the good news is no one else did either! So that’s nice.

As far as scorestreaks go, there’s nothing here that is functionally different from what we’ve seen before. There’s a UAV, a counter-UAV, an RC car with explosives strapped to it – it’s all very familiar. The watchdog helo, which you can call in when your score hits 1,100 points, feels a little too accessible, as almost every match I played on an outdoor map had multiple helo calls. On the flipside, though, if you have an LMG with a big enough magazine, you can shoot them down without needing to reload.

I don’t know if they pulled down some of the Black Ops 6 multiplayer modes before I got to them, but in my time grinding to the level 30 beta cap, I played Team Deathmatch, Domination, Hardpoint, Faceoff Kill Order, and Kill Order. There are supposedly two other modes available, Faceoff Kill Confirmed and Gunfight, but I never saw a single match of them, which is fine since neither is new. In fact, of all the available modes, the only one not in last year’s Call of Duty is Kill Order, which is basically team deathmatch with a High Value Target (HVT). The HVT for both teams appears on the map and radar and is randomly assigned to members of the team after the current HVT is downed. When you’re the HVT, you are completely unable to hide, but you do have three armor plates a la Warzone, as well as the ability to be revived by your teammates when downed, so long as they get to you in time.

As far as betas go, Black Ops 6 already seems to be in a great place.

When I’m playing online without my group, I generally stick to Deathmatch and Team Deathmatch, usually in hardcore mode. When my friends log on, we open the pool up to any game mode. That’s mostly because objective-based modes are most fun when everyone is, you know, actually trying to complete the objective. The entire weekend, in every Kill Order match I played, I was never once revived or even protected as the HVT. That sucks, but it’s also just the nature of the beast when you play with random people. Unfortunately none of my friends and I were able to link up our schedules to play together during the beta weekend, but I’m really looking forward to trying Kill Order with a full team. Even one extra person at your side when you’re the HVT would be hugely helpful, because otherwise people treat it (and pretty much all the objective-based modes) as team deathmatch.

I still have a lot more to play once Call of Duty: Black Ops 6 comes out next month, but as far as betas go, it already seems to be in a great place. A few adjustments to weapon balance, some more UI tweaks, and the larger selection of maps at launch would fix most of the complaints I have with it right now. The gunplay is, as always, rock-solid, I never ran into a single bug, and graphically it’s really sharp. I’m feeling really good about this year’s installment… I just hope my operator skins from MW3 transfer over. That llama suit wasn’t free, you know.

Pyramid Head Creator Masahiro Ito Says He Was Too Busy Making Silent Hill to Get a Girlfriend

Original Silent Hill art director and Pyramid Head creator Masahiro Ito has said he was too busy making Silent Hill games to get a girlfriend.

PC Gamer spotted a handful of X/Twitter posts from Ito who made clear that his time as a game developer wasn’t all sunshine and daisies — and not just because he was working on the terrifying survival horror franchise.

For a four-year period between 1999 and 2003, Konami released Silent Hill, Silent Hill 2, and Silent Hill 3, and Ito was heavily involved in their creation.

“All the time I was attending my art university or was developing Silent Hill 1, 2, 3, and a cancelled title, I never had any girlfriends cause I had no time for it,” Ito said. “I never thought I was a genius, but I was terribly competitive. The only way to beat geniuses is to give yourself up entirely to what you wanna accomplish.”

Though Ito didn’t say he regrets his time working on the series, which is currently enjoying a resurgence thanks to the criticially and commercially acclaimed Silent Hill 2 remake, Ito has been blunt about the series in the past.

“I wish I hadn’t designed f**kin Pyramid Head,” he said in a 2022 post. This comes alongside criticism of publisher Konami too. “To use [Pyramid Head] in so many titles makes [Pyramid Head] cheaper,” Ito said in a now deleted post.

Konami partnered with developer Bloober Team to recreate the game where Pyramid Head debuted. It arrived October 8 to glowing critical reception and strong sales too, leaving many fans of the previously dormant horror franchise eager for more.

In our 8/10 review, IGN said: “Silent Hill 2 is a great way to visit – or revisit – one of the most dread-inducing destinations in the history of survival horror.”

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

Sonic x Shadow Generations Sells 1 Million Units on Launch Day, Sega Reveals

Sonic x Shadow Generations has already sold one million units, Sega has announced, despite only coming out today, October 25.

Being a souped up remake of 2011’s Sonic Generations didn’t slow down the Blue Blur on the sales front, with the figure covering worldwide sales on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X and S, Nintendo Switch, and PC.

Alongside the remake portion comes Shadow Generations, a brand new chunk of gameplay similar to how Super Mario 3D World was enhanced by Bowser’s Fury in the Nintendo Switch remake.

“Sonic x Shadow Generations is a title that combines two games: Sonic Generations, where players can enjoy speedrunning various stages with Classic Sonic and Modern Sonic, enhanced with new elements, and Shadow Generations, a completely new game featuring the dark hero Shadow racing through dynamic environments,” the official synopsis reads.

“The story begins as a mysterious creature called the Time Eater creates distortions in time and space, setting off separate adventures for Sonic and Shadow. Players can look forward to a high-speed action-adventure with distinct gameplay experiences and narratives.”

The game has reviewed well critically too. “Sonic x Shadow Generations takes an already excellent game and spring jumps it to new heights with a creative Shadow campaign and an appreciable graphical upgrade,” IGN said in our 9/10 review.

Sonic x Shadow Generations is the latest hit for Sega; the Atlus-developed RPG Metaphor: ReFantazio also sold one million copies on launch day.

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

Axis & Allies 40th Anniversary Edition Board Game Review

War board games are one of, if not the, oldest genres of board games, with some of the earliest examples dating back to the days of the ancient Greeks. Fast forward a few thousand years, and you will find Axis & Allies, one of the modern era’s most prolific and well-regarded war games. Now, under the care of Renegade Studios, comes a re-release of the much sought-after Anniversary Edition of Axis & Allies with the Axis & Allies 40th Anniversary Edition, and at long last, fans and new players alike can once again find this elusive prize.

For those unfamiliar with the Axis & Allies franchise, the game places anywhere from two to six players in the roles of either the Axis Powers (Germany, Italy, Japan) or the Allies (United States, United Kingdom, and Soviet Union) during various conflicts of World War II in the 1940s (with a few exceptions, such as A&A 1914, set in World War I, and G.I. Joe: Battle in the Arctic Circle).

While many modern games of its type may rely on intricate tech trees, special abilities, and other systems, Axis & Allies is one of the purest forms of war board games out there. It’s a game where you move your pieces around a large board, roll dice to win fights, and conquer cities to achieve victory—a game where solid strategy and planning matter most. This experience has helped the series survive for so long. Among the plethora of versions and multiple editions, this Anniversary Edition release is widely regarded by fans as the de facto version. It’s even featured as the game played in Renegade’s Axis & Allies World Championship Tournament at this year’s GenCon, thanks in part to a few unique aspects that make it stand out from its fellow A&A siblings, like A&A 1942, A&A Pacific 1940, or A&A Europe 1940.

Spread across three large boards, Axis & Allies includes both 1941 and 1942 scenarios to choose from, which dictate where players will place their starting units and the order in which each country takes its turn. From there, play alternates between countries placing new units, moving units, rolling dice to resolve attacks, and buying new units, with the end goal being to hold a certain number of special victory cities. Mix in some special rules for land, air, and sea units, and you have everything you need to enjoy one of the longest-running board game franchises of modern times – simple in concept, rich in depth.

For those fortunate enough to have snagged a copy of the 2009 Anniversary Edition release, aside from a few visual adjustments for historical accuracy on the map (Honolulu now points to the correct island, for example), a bigger board, and a new FAQ section in the rulebook, Renegade’s new version is the same. All 672 miniatures retain the same detailed designs and can be easily stored in the returning nation-specific storage boxes, which are adorned with artwork that creates a collage when stored securely in the game’s box. All of the cardboard tokens are thick and sturdy, and the IPCs (the currency used to purchase new units) are still that same Monopoly-style paper. Though I’m not much of a fan of that myself, I opt for just a trusty notepad to keep track.

The components all feel sturdy and honor the previous releases, but there are slight stumbles, and I wish Renegade had gone a bit further with their tweaks beyond just fixing grammatical hiccups. Of particular note, it is far too difficult to distinguish the various naval ships, especially the Destroyers, Transports, and Battleships. A subtle tweak to the sculpts or something similar would have been welcome (as a quick Google search shows, this complaint isn’t new).

Some issues, such as units feeling cramped on their respective spaces on the map, can be alleviated somewhat by the deluxe neoprene map that is 20% larger, though it comes at an additional cost. All in all, though, for its $100+ price tag, the base Anniversary Edition is still a wonderfully produced board game.

Playing through a game of the Anniversary Edition is an event unto itself that will easily take a day or more to complete, especially if you are a newcomer to the series. To put it into perspective, the games during the world tournament, featuring teams of some of the best players out there, were limited to six hours. While this may sound daunting, there is something truly magical about having a game that turns into a weekend-long event with your friends.

In terms of length, the 40th Anniversary Edition finds itself in the middle range of the pack, with options like 1941 offering much of the same mechanics in a game that will only last a couple of hours. Alternatively, you can combine Europe and Pacific to create the utterly epic Axis & Allies Global, which will take even the most experienced players months of weekends to complete (a dream of mine to do one day). Thanks to Renegade’s efforts in reprinting the series, it’s fairly easy to snag a copy of whichever version you prefer.

Where to Buy

Microsoft CEO Satya Nadella Gets $30 Million Pay Raise Amid Year of Massive Gaming Layoffs

The CEO of Microsoft, Satya Nadella, is getting a pay raise. A $30 million one.

According to a proxy filing published earlier this week and spotted by NBC, Nadella’s compensation for the fiscal year 2024 totaled $79,106,183. $2.5 million of this was his base salary, $71.24 million was stock awards, $5.2 million was non-equity incentive plan compensation, and the rest was a mixture of other types of compensation.

This is significantly higher than last year, when Nadella’s compensation totaled $48.5 million. While Nadella’s base salary remained flat between years, he saw a massive jump in the past fiscal year in stock awards, going from $39.24 million last year to $71.24 million this year.

Per the filing, the ratio of total annual compensation of Nadella to the median employee at Microsoft was 408 to 1.

Notably, the filing points out that this number actually incorporates Nadella taking a pay cut. The “cash incentive” portion of his pay was reduced at Nadella’s own request due to a security breach in 2023 where a Chinese espionage group hacked government email accounts through Microsoft. Per the filing, without this reduction, Nadella’s non-equity incentive plan compensation would have totaled $10.66 million instead of $5.2 million.

“Since the Board of Directors appointed Mr. Nadella as the third Chief Executive Officer in its history in 2014, Microsoft has nearly tripled revenue to $245.1 billion, nearly quadrupled net income to $88.1 billion, and more than quadrupled diluted earnings per share to $11.80,” the filing reads. “In addition to another year of consistently strong financial performance, Mr. Nadella and his leadership team have positioned Microsoft to continue to drive performance for years to come.”

Microsoft’s 2024 fiscal year took place from July of 2023 to June of 2024. During that period, the company acquired Activision Blizzard for $69 billion, a point that’s celebrated in the Microsoft filing. However, the company also laid off 1,900 staff from its gaming workforce in early January. A few months later, it closed Redfall developer Arkane Austin, Hi-Fi Rush developer Tango Gameworks, and laid off others within Bethesda. And already this quarter, Microsoft has laid off another 650 gaming staff in a move which Xbox head Phil Spencer attributed directly to the acquisition.

Microsoft’s first quarter earnings call for fiscal 2025 will take place next week, providing an update on the company as a whole as well as the gaming division. Microsoft has been doing well on the strength of Azure, Cloud, Office, and its other divisions, and the Activision Blizzard acquisition has provided it with a significant boost to gaming revenue. However, hardware sales have been dipping over the last year (a problem also faced by Xbox’s rivals) and non-Activision Blizzard content sales have been relatively flat over the last year.

Photo by Dimas Ardian/Bloomberg via Getty Images.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Silent Hill 2 Remake Hotfix Addresses Progress Breaking Bug

Bloober Team has released a patch for the Silent Hill 2 remake which brings the game to Version 1.05 and fixes a progress breaking bug.

The patch notes were released on Steam and focus predominantly on the issue introduced in Version 1.04, which stopped some players progressing past the Labyrinth section of the survival horror game.

“We are happy to announce a new update for Silent Hill 2 that addresses a critical issue in the Labyrinth level, after Patch 1.04 for both Steam and PlayStation 5 players, and introduces Steam Cloud save functionality for PC players on Steam,” Bloober Team said. The full patch notes are available below.

Bloober Team said it was aware of the issue on October 22 when the bug was discovered. Several Silent Hill 2 players shared their frustration online as the Labyrinth section began living up to its name a little too well, trapping players inside its walls forever.

This section is a giant puzzle, as players must manipulate a cube to shift the walls around and open new pathways to progress. But after Patch 1.04 was released, some pathways wouldn’t open at all. This has now been fixed, however.

Bloober Team and publisher Konami released the Silent Hill 2 remake on October 8 to glowing critical reception and strong sales, leaving many fans of the previously dormant horror franchise eager for more.

Bloober has said it’s open to making other Silent Hill games, though at the moment is focused on its sci-fi survival horror game Cronos: The New Dawn.

In our 8/10 review of the Silent Hill 2 remake, IGN said: “Silent Hill 2 is a great way to visit – or revisit – one of the most dread-inducing destinations in the history of survival horror.”

Silent Hill 2 Remake Version 1.05 Patch Notes

Fixes

  • Labyrinth Progression Blocker: Fixed an issue where players who saved their game in the Labyrinth, after Toluca Prison, on the previous version encountered a progression blocker if the save data was loaded after updating to Patch 1.04. We have implemented a fix by adding a safeguard that forces proper activation of the necessary triggers, ensuring smooth progression moving forward.
    Features
  • Steam Cloud Saves: We have enabled Steam Cloud support for PC players on Steam. Please note that the game will automatically sync with the latest cloud save data. If the cloud save is more recent than the local save, it will overwrite the local data without a warning pop-up. We recommend players back up their local saves if you wish to keep multiple versions.

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

Valve Finally Fixes BLU Scout’s Pants, 17 Years After Team Fortress 2 Came Out,

Valve has finally fixed a problem with Team Fortress 2 that’s been in the game since it launched 17 years ago.

Ever since the influential hero shooter came out on October 10, 2007, the Scout’s pants on the blue side were the wrong color. Now, among patch notes for a recently released Team Fortress 2 update, Valve buried the big news: Scout’s pants are now fixed.

Here’s the rather innocuous line from the patch notes:

  • Fixed BLU Scout using the incorrect team color pants

In typical Valve fashion, it made the change without explanation or fanfare. No explanation for why it’s taken 17 years to change the color of Scout’s pants, and no reason for why it’s done so only now. Ever mysterious, Valve is.

It’s fair to say the reaction from the Team Fortress 2 community has been a mix of shock and excitement. “They changed a character design 17 years later! What!” X/Twitter user @heavyfortres asked.

“Honestly I can’t believe they did it,” redditor KyleTheWalrus added. “BLU Scout had gray pants and blue belt loops for 17 years, and he has several cosmetics that require the gray pants color to work correctly.

“If they fixed anything, I was sure they would just make the belt loops gray because it’s easier. But those crazy bastards took the hard route.

“Now we wait another 17 years for the rest of Scout’s pants cosmetics to become the correct shade of blue. Hooray!”

Valve’s relationship with the Team Fortress 2 community has certainly had its ups and downs over the years. The game’s had an awful bot problem for some time, and exacerbated players often call for Valve to do more to clamp down. They’ve also asked for more support and content for Team Fortress 2 from Valve, which, some say, is more focused on its other, more popular games. Team Fortress 2 remains incredibly popular, though, and is among one of Steam’s most played games ahead of the likes of Warframe, Overwatch 2, and Destiny 2.

Last month, Team Fortress 2 players got creative in the fight against the shooter’s rampant bot problem by turning a 340,000 signature strong petition into an actual book and delivering it to Valve headquarters.

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.

Call of Duty: Black Ops 6 Could Boost Game Pass by Up to 4 Million Subs — but at the Cost of 6 Million Lost Sales, Analysts Predict

Black Ops 6 comes out today, October 25, and it does something no other Call of duty game has done before: launch straight into Game Pass.

Following Microsoft’s $69 billion acquisition of Call of Duty maker Activision Blizzard, the pressure is now on its gaming business to deliver. With that in mind, Xbox boss Phil Spencer has decided to take the plunge and release Black Ops 6 as a day one Game Pass game, albeit restricted to the Ultimate and PC Game Pass tiers.

This is a momentous moment not just for Call of Duty but for Game Pass, which has struggled for growth in recent years. Latest official figures put Game Pass subscriber numbers at 34 million. That’s 34 million paying subscribers across console, PC, and cloud. Indeed Microsoft removed its $1 introductory Game Pass trial just weeks before Black Ops 6’s launch, as it did with last year’s Starfield — further evidence, after recent price hikes and tier changes, that the pressure is now on for Game Pass to make the absolute most of the power of Call of Duty.

Will it pay off for Microsoft? In interviews with GamesIndustry.biz, analysts predicted Black Ops 6 could boost Game Pass subscriber numbers by between 2.5 million and 4 million. However, analysts also predicted a significant impact on sales of Black Ops 6. Call of Duty is usually the best-selling game of the year, but there is now a big question mark over whether it will achieve that record once again with Black Ops 6 given it’s available as part of Game Pass.

Wedbush boss Michael Pachter told GI that putting Black Ops 6 into Game Pass could result in up to six million lost sales, based on the idea that 25% of Game Pass subscribers might have bought the game anyway. Countering this, Pachter said Game Pass could swell by between three to four million subscribers.

This is a perhaps expected shift, but is it overall better for Microsoft and Activision? The theory is that getting more players through the door than ever before, even at the cost of sales of the game, will eventually pay out because of Call of Duty’s lucrative live service, which is fueled by premium battle passes and costly cosmetic packs. Microsoft may be playing the long game here, even though it risks negative headlines about Call of Duty sales being down compared to previous years.

Of course, now Microsoft has taken the plunge with Call of Duty little is off the table when it comes to Game Pass. The expectation now is that each year’s premium Call of Duty game will launch day one on Game Pass, and fans are still waiting for the back catalog to be added.

We’ve got plenty more on Black Ops 6 ahead of launch, including its strange arachnophobia mode, built-in support for better audio tech that costs $20, Activision’s new ambitious plans to beat cheaters, and confirmation it doesn’t include the dreaded Riot Shield.

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.