Nintendo Confirms The Super Mario Galaxy Movie Coming April 2026 With First Teaser Trailer

Nintendo kicked off today’s September 2025 Nintendo Direct with confirmation that Illumination is back working on a new Super Mario Bros. Movie titled The Super Mario Galaxy Movie.

It’s confirmation that arrives after rumours swept the internet yesterday, revealing that Nintendo will indeed be partnering up with the Minions movie studio yet again to create a movie adaptation of the classic 2007 Wii platformer. It’s slated to arrive in the U.S. April 3, 2026, and in Japan April 24, 2026, with its first trailer revealing a small amount of footage before showing off its official title and logo.

Today’s announcement also revealed some of The Super Mario Galaxy Movie’s cast. You can read up on everything announced during the September 2025 Nintendo Direct here.

Developing…

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).

Borderlands 4 Developer Gearbox Once Insists Its Games Do ‘Not Use Spyware’ Amid Concern About Take-Two Terms of Service

Gearbox has issued a statement in response to claims Borderlands 4 uses spyware, amid renewed concern over parent company Take-Two’s terms of service.

After a similar furore bubbled up in June, the company reiterated that while it understands there have been “some concerns” about Take-Two’s terms of service, it stressed that “maintaining transparency and confidence with the community here is always our goal, and we wanted to address some of these concerns.”

“Take-Two does not use spyware in its games,” the statement began. “Take-Two’s Privacy Policy applies to all labels, studios, games, and services across all media and platform types such as console, PC, mobile app, and website. The Privacy Policy identifies the data activities that may be collected, but this does not mean that every example is collected in each game or service.”

Take-Two provides this information to ensure “transparency to players,” as well as to “comply with its legal obligations,” Gearbox insisted.

“For example, player and device identifiers are collected in part to ensure the game is compatible with each player’s media, platform or website browser type,” it continued. “It allows us to better understand how players play games, and to personalize the user experience (like having usernames show up!). Account credentials are collected from users who choose to create accounts with Take-Two and its labels.”

The statement also touched upon “abusive mods,” which seems to be a catch-all term for hacks, cheats, or exploits. Consequently, Take-Two’s terms of service “prohibit mods that allow users to gain an unfair advantage, negatively impact the ability of other users to enjoy the game as intended, or allow users to gain access to content that the user is not entitled to. We do this to protect the integrity of the game experience for all users. Take-Two generally does not seek to take action against mods that are single-player only, non-commercial, and respect the intellectual property (IP) rights of its labels and third parties.”

Despite these concerns, Borderlands 4 got off to a big start on Steam, with a higher peak concurrent player number than any other Borderlands game on Valve’s platform. However, Borderlands 4 is currently on a ‘mixed’ Steam review rating, and while some negative reviews revolve around the Take-Two terms of service issue, most have to do with poor PC performance.

If you are delving into Borderlands 4 don’t go without our updated hourly SHiFT codes list. We’ve also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players’ choices for which character to choose (no one agreed).

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.

Intergalactic: The Heretic Prophet is Naughty Dog’s Most Expansive And ‘Maybe the Most Expensive’ Game The Studio Has Ever Made

Naughty Dog’s Intergalactic: The Heretic Prophet will be the studio’s biggest and “maybe” most expensive game ever, with creator Neil Druckmann hailing the new project as the “most ambitious game we’ve ever made.”

“What can I say and not say? I can tell you we’re in the thick of it. We’re making it, we’re playing it. We’re firing on all cylinders,” Druckmann told Variety in a new interview. “I’ve said this before, but I really mean it, I’m really feeling it right now: It’s the most ambitious game we’ve ever made. It’s the most expansive game we’ve ever made, maybe the most expensive, by the time we finish it.”

And with both The Last of Us and Uncharted getting live-action adaptations, Druckmann — who recently announced he will not be creatively involved in the upcoming Season 3 of HBO’s The Last of Us — was keen to stress that while he didn’t want to “put the cart in front of the horse” and is keen to ensure Intergalactic is “a fantastic video game first,” another Naughty Dog game could become a movie or a series if he has “the right partnership.”

“I’m sure if Intergalactic is successful, you will see it again,” he added. “Whether that will be our next game right after that, I can’t say, and I leave that door open.”

The cost of AAA video game development, including first-party Sony games, remains one of the hottest topics within the industry. Microsoft’s answer is to go multiplatform with its Xbox games, releasing them on rival consoles as well as PC. Sony is late to the party on this front, refusing, for the most part, to release its PlayStation games on PC at the same time. However, it has shown wriggle room on that front recently, with its live service games like Helldivers 2 coming out on PC at the same time as PS5. Helldivers 2 even ended up on Xbox in what was a first for Sony.

As former president and CEO of Sony Interactive Entertainment America Shawn Layden has previously said, when a video game’s costs exceed $200 million — as it sounds like Intergalactic will — “exclusivity is your Achilles’ heel.”

“It reduces your addressable market,” Layden said at the time, citing the success of Arrowhead’s Helldivers 2. “Particularly when you’re in the world of live service gaming or free-to-play. Another platform is just another way of opening the funnel, getting more people in. In a free-to-play world, as we know, 95% of those people will never spend a nickel. The business is all about conversion. You have to improve your odds by cracking the funnel open.”

Intergalactic: The Heretic Prophet features a star-studded cast that includes Tati Gabrielle from the Uncharted movie as protagonist Jordan A. Mun, and Kumail Nanjiani of Marvel’s Eternals as a man called Colin Graves. It is not expected to release until 2027 at the earliest.

Druckmann also recently revealed the studio has a secret, unannounced second game in the works,

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.

EA FC 26 Editions Explained: How To Get Early Access From Next Week

Lace up your boots, EA Sports FC 26 is almost here. The franchise formerly known as FIFA will pack a ton of changes, and as has been the case for a few years now, you can jump in early depending on which edition you pick up.

Here’s everything included in the Standard Edition and Ultimate Editions of the game, including early access, Ultimate Team items, and just about anything else – and where you can buy each.

EA Sports FC 26 – Standard Edition

If you preorder the Standard Edition of EA FC, you’ll get the game (naturally), but if you buy the PS5 or Xbox Series X|S version, you’ll also get the PS4 or Xbox One version, respectively.

You’ll also get the following:

  • 3x Icons for Career
  • 1x 92+ rated Ultimate Team Icon
  • 1x 5-Star Coach in Manager Career
  • 1x 5-Star Youth Scout in Manager Career
  • Manager Live Challenge Content
  • 1x Archetype Unlock Consumable
  • 2x Double AXP for 10 matches

PS5

Xbox Series X|S

PC

Nintendo Switch 2

It’s worth mentioning that EA FC 26 on Switch 2 is a ‘Game Key Card’.

EA Sports FC 26 – Ultimate Edition

EA FC 26’s Ultimate Edition also gives you two copies of the game in the same console family on PS5 and Xbox Series X|S, but it comes with ‘Up to 7 Days Early Access’.

To be able to start playing on September 19, you’ll want the Ultimate Edition, which will give you a chance to start building your Ultimate Team lineup.

That’s made even easier with 6,000 FC Points doled out over 2 months and the Season 1 Premium Pass. You’ll also get the following:

  • 3x Icons for Career
  • 1x 93+ rated Ultimate Team Icon
  • 1x 5-Star Coach in Manager Career
  • 1x 5-Star Youth Scout in Manager Career
  • Manager Live Challenge Content
  • 1x Archetype Unlock Consumable
  • 2x Double Archetype XP for 10 matches
  • 2x FUT Player Evolution Slots

Weirdly, Switch 2 players get 4,500 points, and you can only find it on the Switch 2 store. Similarly, the PS5 Ultimate Edition is also only available on Sony’s storefront.

PS5

Xbox Series X|S

PC

Other Preorder Guides

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Mario Movie Sequel Domain Names Spotted Ahead of Nintendo Direct

With just hours to go until today’s major Nintendo Direct broadcast, fans have spotted domain name registrations that point to the upcoming Super Mario Bros. Movie sequel — and potentially reveal its title.

Multiple registrations by NBC Universal have been made that reference Super Mario Galaxy, such as supermariogalaxy.movie, the French supermariogalaxy-lefilm.com and the Spanish supermariogalaxy-lapelicula.com. All three were registered on September 10.

The beloved Wii platformer originally launched on Wii and featured a storyline that introduced space princess Rosalina, and sparked questions over Princess Peach’s original heritage — something that is very briefly also nodded to in the original Super Mario Bros. Movie.

So, will the currently-untitled Super Mario Bros. Movie sequel also be named Super Mario Galaxy? While these domain names have convinced many fans, there’s still some uncertainty.

Last night, evidence of internal website addresses featuring the title “Super Mario Bros. 2” were also spotted on Universal Pictures’ website. And then there’s the fact that Universal itself briefly referenced the film as “Super Mario World” in a hastily-scrubbed press release back in May.

Still, the timing of these domain names being registered has raised eyebrows, with fans now feeling confident there will be some kind of announcement made during today’s Nintendo Direct.

The original Super Mario Bros. game is about to celebrate its 40th anniversary, and there is an expectation that Nintendo will mark the occaison with a flurry of announcements — as it did for the game’s 35th birthday five years ago.

Oddly, if the movie is indeed titled Super Mario Galaxy, this won’t be the first time we’ve seen the title appear on the internet. Earlier this year, an image featuring “The Super Mario Galaxy Movie”-emblazoned cans of Old Spice deoderant appeared on the internet, sparking discussion over its authenticity. Several Mario-themed trademarks linked to the image were also purportedly found via the Canadian Intellectual Property Office, fans said, including “Space Mischief,” “Cosmic Quest,” and “Brooklyn Bounce,”

At the time, fans remarked on the fact that the cans appeared to include previously-unseen artwork of Luigi and Yoshi, though the leak could not be fully verified. Time will tell if it ends up matching with whatever Universal has decided will be the movie’s final name.

Nintendo and Universal’s Super Mario Bros. Movie sequel, whatever it’s called, will launch in theaters on April 3, 2026. Today’s Nintendo Direct, meanwhile, will air at 6am Pacific / 9am Eastern / 2pm UK time later today — and IGN will be reporting live.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Nature Board Game Review

Nature, a game about creating an ecosystem and evolving its inhabitants, is not exactly a new idea. Publisher North Star Games first released a similar title, Evolution, in 2014. Evolution spawned multiple expansions and spinoffs over the subsequent years, to much acclaim. Designer Dominic Crapuchettes just can’t let this idea go as 2025’s Nature is the latest iteration of this longstanding series. I’m glad he’s stuck with it, because this new standalone title is the most splendid variation yet.

Just like in Evolution, players steward a number of distinct species they must feed and protect. You gain a new budding lifeform in each of the four rounds, with species consisting of a size and population. The former represents its overall mass and scale, while the latter is the number of animals in the genus. So a small herd of elephant-like creatures would have a size of four but only a couple of population.

The most interesting aspect is that each species also consists of up to three trait cards. This is the nerve center of the design, as it consists of a nuanced card system that elicits difficult strategic decisions. The biggest concern is hand management, as well as guiding the evolutionary force in response to a shifting environment. Each animal is fighting for survival, and that includes gathering precious limited food from the central watering hole, or possibly going the carnivore route and hunting for sustenance. Your ability to work toward these goals and curb threats rests in the card play.

Trait cards function primarily as evolving mechanisms for defense or food gathering. You can play a Fast card on one of your species to help them outrun predators. Or maybe armored plating to provide a hardy shell. Similarly, claws may help you gather plants more efficiently, or provide an offensive bonus when hunting other creatures.

What’s marvelous is that the system is ostensibly a tableau builder. This is a style of game, popularized by games like Race for the Galaxy and 7 Wonders, where players place cards in their own personal area, creating an engine to generate points or resources. Nature twists this formula to create dynamic isolated tableaus that represent player-crafted species. So instead of managing a single tableau, players construct and manipulate several small sets of various properties. It’s a clever concept, using an existing mechanism to craft an ecosystem of evolving entities that must continually change in order to adapt to their environment.

The environmental pressures that incentivize adaptation are mainly a result of the hunter system. When you are playing cards during your turn, you may always slap a hunter trait onto one of your species. This makes them carnivores, shirking the watering hole and instead seeking to outmaneuver prey and feed on their population. A reason to do this is that the watering hole plant food is limited, particularly late game when the number and population of species has escalated.

Predators also devour population, effectively harming opponent’s tableaus and weakening their species. Population and feeding lead to points in this game, as each token of food devoured gets banked for end game scoring. Feeding off another player’s pack not only scores you points, but it also lowers the ceiling on their food consumption. It’s a brutal aspect of the game, but one rooted in player interaction and evolutionary force.

Many of these processes are identical to Nature’s predecessor, Evolution. The reason for this new edition of the game was to unify the design and its many branching expansions under a single family of products that all function together. This also allows for the Nature base game to be streamlined and simplified for a new generation of players. Crapuchettes’ goal here is to craft a game that offers a welcoming enough foundation for a wide audience, while allowing for endless expansion to layer complexity and nuance atop that sturdy base. Nature is intended to appeal to virtually any level of gamer, hobbyist or newcomer.

By at measure, Nature is predominantly a success. There are several expansion modules that add things such as dinosaurs, flying creatures, random events, and environments such as the Amazon or Arctic Tundra. Most add a new deck of trait cards which are kept separate from the primary set of cards. The unified implementation makes for easier integration, with setup and teardown being quite simple. The framework also allows for multiple expansions to be used together in order to tweak the experiences. This is the strongest quality of Nature, as it plays quite differently depending on the chosen content.

Say for instance you want a more violent and exciting game. The Jurassic expansion adds more nifty tools for predators, so that’s an easy inclusion. But tossing in the Amazon setting will also introduce a bluffing element with hidden traits, which will ratchet up the tension and result in more daring attacks. Next time you play you can swap Jurassic for Flight, which will result in a far less confrontational session and instead focus on flocks of birds migrating as a new avenue for scoring.

The extensibility is a core asset of the design.

The extensibility is a core asset of the design. Nature as a streamlined and simplified experience on its own would be disappointing for those of who have played this game system previously. But I don’t think comparing the core set of Nature to Evolution: Climate is fair. The breadth and scope of each product needs to be evaluated, and Nature’s ability to evolve and plug in new content in a manner similar to its own player-driven trait selection is frankly, a magnificent adaptation.

The main drawback to Nature is the somewhat obtuse feeding process. The process involves grabbing food from the watering hole equal to the size of your species, and is completely independent of the population. Additionally, bigger creatures don’t need to eat any more food, which is odd. This works mechanically and is an important aspect of the system, but it’s unintuitive and something players can struggle to internalize. The rest of the design is elegant, with the card play being clean and consistent and everything flowing extraordinarily well. I’m not sure the design itself could be carved away any further, but it’s a lingering question due to this mechanism not sitting perfectly flush.

Still, Nature meets its overall objective. It has a modest ruleset, and massive potential. Inserting a new expansion is seamless and the additional rules heft is only a couple of paragraphs. The core system is still sharp. It conveys its themes of evolutionary biology effortlessly. North Star Games continues to progress its flagship hobbyist title, unfurling new tricks and peculiarities.

Kirby Air Riders Is More Like Super Smash Bros. Than You Think

When I was 13, my dad let me drive his car for the first time. It wasn’t on city streets – just in a big, empty parking lot – but I will never forget that’s the day I learned that a car creeps forward even when the driver’s not pressing the gas. Sure, I was only going a few miles an hour, but as a terrified, inexperienced driver, my heart was pounding and I felt totally out of control. I hit the brakes like a kick drum, starting, stopping, starting, and stopping, until I finally got a handle on the machine. It was a steep learning curve; before then, the closest experiences I had to real-life driving were go karts and Mario Kart, and I naively thought my hundreds of laps of motion control steering on Coconut Mall would give me some idea of what to expect.

Strangely, I thought about this memory a lot just a few days ago during my first hands-on demo with Kirby Air Riders. There are certainly a number of similarities: your character moves forward automatically without pressing any buttons, I was going completely off the rails and heavily relying on the brakes until I got the hang of things, and – most notably – my Mario Kart skills didn’t transfer whatsoever. But surprisingly, it was my Smash Bros. muscles that I found flexing instead, with Air Riders feeling like a strange pseudo-sequel to Super Smash Bros. Ultimate in the same way that Donkey Kong Bananza gave the Super Mario Odyssey treatment to another franchise. Let me explain.

Ever since Mario Kart World and Kirby Air Riders were formally revealed for Switch 2 back in April, lots of us have wondered the same thing: “Why is Nintendo releasing two kart racers in the same year?” It’s a fair question, one that even Air Riders director – and the creator of Kirby himself – Masahiro Sakurai posed in his presentation last month, joking that it “basically is like Mario Kart,” and one that he even brought up when Nintendo asked him to make Air Riders years ago.

On the surface, it’s an obvious comparison. Mario Kart World and Kirby Air Riders both feature a large roster of characters racing through colorful courses on various karts/machines, as they weaponize a wide lineup of power-ups to try to take first place. It’s easy to see why onlookers (and even Sakurai himself) would question the choice to place both of these games in Switch 2’s first six months on the market. But once I got Air Riders in my hands, I realized that Mario Kart World and Air Riders really don’t play like each other at all, even in their respective racing modes.

I got to try out the same pair of race courses as our previewer Leanne Butkovic did late last month, first speeding through the starter track, Floria Fields, before taking on the more intense Waveflow Waters. I was immediately struck by how fast Air Riders is compared to the GameCube original, where the racing always felt a bit sluggish. It echoes the jump from Smash 64 to Smash Melee: Melee is faster, more competitive, and stacks a ton of new mechanics on top of the original, just as Air Riders does when compared to Air Ride.

The difference is that Melee came out two years after the first one, and Air Riders is arriving more than two decades after its original, and it’s honestly really cool to see Sakurai pick up right where he left off, creating an iterative sequel that builds upon and fixes issues of what came before as if no time has passed at all. When Air Riders was first teased, I didn’t know what to expect from a legacy Sakurai sequel as he returned to a series from so long ago, and the answer being that it’s basically a GameCube game, but better, is a pretty cool direction to take.

Kirby Air Riders echoes the jump from Smash 64 to Smash Melee.

Air Riders felt like a roller coaster ride at first, as I swung around tight turns and glided through exciting setpieces like a stretch of road with rumbling waterfalls on either side of it. The strategy for these races is nothing like Mario Kart World, where it’s all about knowing your route on the track, crossing your fingers for the right item at the right time, and executing shortcuts when you get the power-up you’re looking for. Air Riders is more about attacking and reacting to your opponents – Nintendo even opened its behind-closed-doors presentation to the media by calling it a “Vehicle Action Game” rather than a kart racer. To play Air Riders successfully, I needed to focus on combat and my opponent’s positioning while racing around the course, both by attacking enemies to charge up my devastating special and following the leader’s exact path to take advantage of the new Star Slide ability that increases your speed when you collect the trail of stars machines leave behind. Once I wrapped my head around these core mechanics, I started to understand that from a gameplay perspective, Mario Kart World isn’t the immediate comparison point for Kirby Air Riders: it’s Sakurai’s other darling, Super Smash Bros.

Smash is technically classified as a fighting game, but it has really carved out its own niche with its focus on advanced platforming and knocking opponents out of the arena rather than depleting a health bar, and the same concept can be applied to Kirby Air Riders. Both Smash and Air Riders exist on the outskirts of their traditional genres, resulting in games that can be intimidating at first glance due to how they defy expectations, but ones that provide shocking mechanical depth to those who heavily invest in their systems. As I said, I was incredibly overwhelmed during my first Air Riders play session, but determined to understand its intricacies, I returned to the demo three additional times during PAX West, gradually getting better and more confident each time. I was reminded of the first time I played an eight-player match of Super Smash Bros. for Wii U. It was overstimulating, chaotic, and hard to follow, and I thought there was no way it was a mode I’d ever get attached to. But Sakurai games have a way of drawing you in, and it wasn’t long before eight-player matches became a staple on game nights with friends.

I could see the same thing happening with Air Riders’ City Trial mode, which I’ve now had the chance to play eight times. This returning fan-favorite from the GameCube original drops you into an open city alongside up to 15 other players, giving you five minutes to find a better machine to ride and upgrade, with stats and powerups that spawn throughout the map. At the end of five minutes, you compete in one of a lineup of competitions with the machine you developed which range from seeing who can glide the furthest to the straight-up speed test of a drag race.

Air Riders presents itself as a cute, simple racer, but in reality, it’s a complex action game.

Despite Sakurai warning against it in his presentation, I spent my first few City Trial runs gobbling up every power-up I could find, and it resulted in a machine that was way too fast for the minigames that followed. I was completely off the rails, and I initially felt punished for being too greedy during the exploration segment of City Trial. But for subsequent runs, I started being more selective about which power-ups I grabbed and which I left behind, trying to make a machine well-suited for any of the possible minigames that could show up.

Sakurai’s fingerprints are truly all over Air Riders. From the slick menu and UI design – which is traditionally designed by his wife, Michiko Sakurai – to the dramatic, slow-motion, red and black finish zoom that punctuates destroying an opponent’s machine just like the final knockout in a match of Ultimate. Even the main menu’s basic black title set on a white background is the same style as Ultimate, and Air Riders’ Japanese website could easily be confused with Sakurai’s other series at a quick glance, complete with character renders and alternate costume designs that scream Smash Bros. Each character’s unique special move instantly reminded me of a Final Smash, and the sheer level of polish and attention to detail across every facet of my demo was unmistakably Sakurai.

I’m so interested to see how the public perceives Air Riders when it comes out in a couple of months. It’s more nuanced than it appears, and for that reason, I don’t think Air Riders demos very well to people playing it for the first time. I spent about two hours watching various groups demo it at PAX West, and the vibe of players felt very familiar to my very first hands-on session: overstimulated, overwhelmed, and generally confused. Air Riders presents itself as a cute, simple, approachable racer that only uses the control stick and a couple of buttons, but in reality, it’s a deep, complex action game that demands your full attention. That tough, contradictory first impression, combined with the surface-level comparisons to Mario Kart, and Air Riders’ hefty $70 price tag, makes me worried that people won’t give it the time of day when it launches in November. I hope not, because after meeting Air Riders on its own terms and working across several demo sessions to understand it, I walked away very excited for a fascinating sequel from one of my favorite creators.

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.

Fish It! Codes (September 2025)

Fish It! will have you clicking away for hours as you try to catch all the variations available in the game. As of the time of writing this, Fish It! claims to have over 1,000,000 variations for you to collect. With new updates planned for the Roblox experience’s future, it looks like that number will only continue to increase. So with that in mind, why not use a few codes to help you along the way?

Working Fish It! Codes

Before you can use codes, you’ll need to reach level 10, so make sure you spend some time hooking as many fish as possible before trying them out.

  • 100M – 1x Luck II Potion
  • MUTATE – x1 Mutation Potion

Expired Fish It! Codes

These codes can no longer be redeemed, but they’re listed here so you can still try if you like!

  • SHARKSSS
  • ARMOR
  • SORRYSPINS
  • FREEBIES

How to Redeem Fish It! Codes

  1. Jump into Fish It! and complete the tutorial
  2. Continue to fish and complete quests to reach Level 10
  3. Look for the Store Icon at the top of the screen. It’s the red basket.
  4. Scroll down to the bottom of the Exclusive Store.
  5. Enter the code under Redeem Codes.
  6. Hit Redeem and enjoy your goodies!

Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.

Hellraiser: Revival Dev Plans to Go as Extreme ‘As the People That Make Rules Will Let Us Go’

The developers of Hellraiser: Revival intend to push its M Rating as far as it can with the upcoming video game adaptation.

Clive Barker’s Hellraiser: Revival is a story-driven, single-player survival horror action game set in the Hellraiser universe. It’s developed by Boss Team Games, creator of the recently delisted Evil Dead: The Game, and is due out on PlayStation 5, Xbox Series X and S, and PC via Steam.

Hellraiser, for the uninitiated, is a cult classic horror franchise made up of 11 films and various comic books, all based on The Hellbound Heart novella by English author Clive Barker. The star of the show is Pinhead, a ‘Cenobite’ who harvests human souls to torture in sadistic experiments. And you can see that in action in the trailer, which — content warning! — contains as much sex as it does body horror.

Hellraiser: Revival is not for the faint of heart. If you’re wondering just how extreme the game gets, be sure to check out IGN’s hands-on Hellraiser: Revival preview for all the gory details. But in short, expect body horror, sex, no holds barred nudity, nightmarish scenes, and a healthy dose of hell.

It’s ‘Resident Evil For Sickos,’ we said coming out of our time with Hellraiser, but just how extreme can the developers at Saber Interactive take it? In an interview with IGN, Saber development chief Tim Willits said the studio plans to push Hellraiser as far as the people who make the rules around an M Rating will let them.

“We are going to go as far as we possibly can, as far as the people that make rules will let us go,” Willits insisted. “And I hope that we can make one version, but we are willing to go as far as we possibly can go.”

Of course, what we’ve seen of Hellraiser: Revival so far is in keeping with Clive Barker’s cult classic Hellraiser movies, so tonally, there’s no real difference. But there’s something unique about seeing and doing all this horrific stuff from a first-person perspective that’s a bit more in your face than watching a film in a theater or at home.

“We want to be a responsible publisher / developer, but we are going to push it as far as we possibly can in the context of the game and the movie.”

Clive Barker is working with Saber on Hellraiser: Revival to ensure it fits with his vision for the universe. This back and forth should result in a game fans of the movies will get a real kick out of, Willits added.

“He’s come back and said, ‘Yeah, Pinhead wouldn’t do that,’” Willits explained. “And he’s come back and said, ‘Yeah, you got to tweak this a little bit.’ Because this is his world and he knows stuff that we don’t even think about.

“And he’s been really fast too. Sometimes when you work with famous people you throw something over and then six months later they come back and they complain about something. No, he’s that on it.”

Doug Bradley, the original actor behind the Cenobite leader Pinhead, has reprised his role for the game, adding to the authenticity of the project.

Here’s the official blurb:

Discover the tale of Aidan, who must unlock the dark powers of the Genesis Configuration, a mysterious puzzle box, to help his girlfriend from a hellish abyss. As Aidan, you’ll harness the box’s infernal abilities to survive your pact with the sinister Pinhead and battle against the twisted cult that worships him and the Cenobites. Fail, and your suffering will be legendary, even in Hell.

Hellraiser was thrust back into the public consciousness in 2022 with a franchise reboot film. IGN’s Hellraiser review returned an 8/10. We said: “Hellraiser is a reinvigorated reboot that gets the blood pumping, starting with Jamie Clayton’s worthy Pinhead performance that sets a fresh tone with immense reverence paid to Clive Barker’s works.”

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.

Ubisoft Staff Reportedly Raised Concerns About Saudi Arabia Deal for Assassin’s Creed Mirage DLC, as Company Insists it Maintains Creative Control

Ubisoft employees have raised concerns around the company’s partnership with Saudi Arabia to create new Assassin’s Creed Mirage DLC, a fresh report has revealed.

The upcoming content was first reported on back in January by a French financial newspaper, Les Echoes, which stated that the DLC had received funding from Saudi Arabia’s controversial Public Investment Fund (PIF). Ubisoft did not respond to me when asked for comment on that report at the time.

Months later, Ubisoft quietly announced the DLC itself in late August, in a social media post sent out early one Saturday morning. The brief reveal confirmed that the add-on would see Mirage hero Basim visiting AlUla, an ancient site that’s now one of Saudi Arabia’s cultural highlights.

In an internal Q&A shared with Ubisoft staff and published by GameFile, an employee asked if management believed partnering with Saudi Arabia, specifically following the killing and dismemberment of Washington Post journalist Jamal Khashoggi, would tarnish the company’s image.

Management responded by addressing the fact that Guillemot had recently visited Saudi Arabia as part of a delegation alongside French president Emmanual Macron, but dismissed this as a “classic diplomatic tool for expanding France’s influence and reach around the world” that would help disseminate the country’s values.

As for the origins of the DLC, the management response to the query simply stated Ubisoft did “not comment on rumors.”

Ubisoft management also attempted to draw a distinction between the country’s leader and chairman of the PIF, Saudi crown prince Mohammed Bin Salman, and the PIF itself. “The latter’s money is not MBS’s, and talking with partners who do not share our democratic values ​​does not mean abandoning them,” the company’s response reads.

GameFile reports that Guillemot visited Saudi Arabia again last month to speak at the New Global Sport Conference and announce Mirage’s AlUla DLC at the event (something which also explains the unusual timing of the news being made public at the same time, albeit with no mention of Guillemot’s speech).

“We are working with AlUla, which is a UNESCO site, which is not known yet very much,” Guillemote said, announcing the DLC at the Saudi event. “But we are creating content that will be given for free to players that play Mirage, and they will be able to go in that site.

“As you can see, they will be able to play there, to have a story in this environment. I am sure they will love this region, just also because it has been done with specialists [of] archaeology, really people that know what happened then and why it was so important.”

IGN recently asked Ubisoft for more detail on the matter and was told that, as with every Assassin’s Creed game, it had creative control on the proposed content. This title update to Assassin’s Creed Mirage was “made possible thanks to the support of local and international organisations,” Ubisoft added, “through access to experts, historians and resources to ensure the creation of an authentic and accurate setting.”

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social