Call of Duty: Black Ops 6 Preseason Patch Notes Released Amid Global Release Date Rollout

Call of Duty: Black Ops 6 is rolling out now (some have been playing it for hours at this point), and Activision has published its preseason patch notes that detail changes made to Multiplayer in time for launch. These are in addition to already announced changes based on feedback and data from the beta weekends.

The headline here is that aim assist is much weaker at point blank ranges for launch and smoothly increases in strength out to a short range. Aim assist is always a hot topic within the Call of Duty community with each game’s release, so it will be interesting to see feedback now the game is out in the wild.

Elsewhere, there are improved pistol and dedicated melee swap speeds, a slight increase to weapon butt melee attack speeds, and adjustments to sway, bob, and overall weapon motions to improve point of aim when entering ADS (aim down sights).

Helpfully, Activision included a weapon damage range explainer in the patch notes, which go into detail on how damage actually works in Black Ops 6 and Warzone from Season 01.

We’ve got plenty more on Black Ops 6 ahead of launch, including its 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.

Call of Duty: Black Ops 6 Preseason Patch Notes

MULTIPLAYER

Weapons

There are 33 weapons at launch waiting for you to unlock and customize. See our full breakdown on weapons at the COD blog.

Weapon Balance

While many weapon balance changes have been implemented across the board since Beta, we consider launch to be our day 1 baseline across the entire arsenal. Weapon balance is always ongoing, so we’ll be evaluating data and feedback, and sharing updates on this regularly.

  • In the Multiplayer Beta we tested a change that disabled aim assist at close ranges. While this was a change in the right direction, we felt that this was a bit jarring when crossing that close range threshold, so we’ve adjusted our approach to linearly interpolate aim assist strength. This means that aim assist will be much weaker at point blank ranges and smoothly increase in strength out to a short range. We will of course continue to monitor and assess data and player feedback.
  • Improved Pistol and Dedicated Melee swap speeds
  • Slight increase to Weapon Butt melee attack speeds
  • Adjustments to sway, bob and overall weapon motions to improve point of aim when entering ADS
    • Additional improvements coming in Season 01
  • Improved Depth of Field across all Weapons

Movement

  • Added a toggle option for Corner Slicing
  • Added an option to set the hold time to perform a Dive to Prone or Slide depending on your Slide/Dive Behavior setting
  • Added an Intelligent Movement option to set Mantle Assist Angle from tight, medium, or wide

Multiplayer Map Adjustments

Keen eyes have already noticed a handful of changes we have introduced to our Beta maps thanks to everyone’s amazing feedback. Delivering fair and consistent gameplay will always remain our goal, and as such we’ve introduced some additional cover and changes to make firefights a bit fairer, as well as various lighting changes. The below selects aren’t every change we have made, but they’ll help provide an idea of what to expect from Beta to Launch.

Skyline

  • Expanded the cover points around the hot tub at the center of the map.
  • Added new planters as cover near far spawn point.
  • Added multiple cover options throughout the map.

Scud

  • Adjusted bullet penetration values on the satellite dish panels to allow additional bullet penetration.
    • The concrete wall at the main overwatch is now broken out, which will allow more bullet penetration to make it slightly less powerful.
    • Panels are doubled up at the side overwatch to still amount a small amount of bullet penetration where there was previously none.
  • Made additional cover improvements throughout the map.

Rewind

  • Made cover improvements across multiple sightlines.

Audio

  • We’re excited to introduce our best-in-class audio experience coming to Black Ops 6 with the introduction of HRTF (Head-Related Transfer Function) via Universal Profile in Enhanced Headphone Mode, which is available to all players for free.
  • We’ve also added a setting to disable licensed music across all modes, particularly useful for content creators streaming the game.

For a closer look at our innovations in adaptive audio, spatial reverb, physics-based acoustics, game sound prioritization, HRTF support, and all-new asymmetrical hearing compensation technology, check out our dedicated audio blog.

RICOCHET Anti-Cheat

RICOCHET Anti-Cheat systems activated for Black Ops 6. Upgrades deployed include:

  • Kernel-Level Driver (PC) detection and monitoring updates across all protected titles, including Black Ops 6 and Call of Duty®: Warzone™
  • #TeamRICOCHET mitigations live in Black Ops 6 multiplayer, including Damage Shield, Disarm, Splat, and more
  • Machine-learning behavioral systems deployed to increase speed of detection
  • Machine-learning detection models added to analyze gameplay combating aim bots

For more information on RICOCHET Anti-Cheat, check out the most recent blog here.

Adjustments for Future Weapon Damage Patch Notes

Whether you’re new to the franchise or a long-time fan, understanding how your weapon of choice deals damage is an essential aspect of Call of Duty gameplay. In the past, our patch notes used some terms to describe damage values at various ranges that could create some mild confusion for some players.

In Black Ops 6 and Warzone: Season 01, we aim to avoid this confusion two-fold:

  • Creating a new Weapon Damage Adjustment table for Black Ops 6 and Warzone: Season 01 patch notes.
  • Establishing Weapon Damage Range definitions for Black Ops 6 and Warzone: Season 01 moving forward.

Weapon Damage Adjustment Table

New in Black Ops 6 and Warzone: Season 01, we’re introducing a new table to highlight the changes a weapon has undergone from one patch to the next. You’ll find it nested within our existing tables in our attempt to keep information as detailed and centralized as possible.

This new table will comprise three columns (Damage Range, Pre-Patch, and Post-Patch) and rows of up to five to account for each applicable Damage Range for a given weapon. In each Pre-Patch/Post-Patch cell, the corresponding Damage and Range (in meters) values will be found.

For easier understanding, we’ll identify “positive” (⇧) and “negative” (⇩) adjustments with an arrow like what you see in-game.

Weapon Damage Range Explainer

In Black Ops 6 and Warzone: Season 01, not all weapons are created the equal, but all of them respect the fundamental principle that the closer your target is to you, the more damage you will deal to them. Using the following dynamic ranges, we identify how damage works in Multiplayer and Warzone:

Maximum Damage Range

  • This range outlines the maximum potential damage a weapon can output in a single shot up to a specified distance.
  • This range will always start at 0 meters and extend outward until a player falls outside of our Maximum Damage Range, where damage begins to “step down.”

Medium and Minimum Damage Ranges

  • Picking up right after the Maximum Damage Range ends, we use Medium and Minimum Damage Ranges to identify how damage will “step down” in potency over distance.
  • Remember how we said not all weapons are created equal? Some weapons can have up to three Medium Damage Ranges while some can have zero.
    • In situations where a weapon only has one Medium Damage Range, we will label this Medium Damage range as-is.
    • If a weapon has no Medium Damage Range, we’ll omit over the Medium Damage Range rows.
  • Medium Damage Ranges
    • Picking up right after the Maximum Damage Range ends, we use Medium Damage Ranges to identify how damage will “step down” over distance.
    • Reminder: A weapon with Medium Damage Ranges can have a minimum of one Medium Damage Range and a maximum of three.
    • In all future Damage Range Adjustment tables, we’ll identify these Medium Damage Ranges as 1, 2, and 3 when applicable, with One (1) being closest to the player and Three (3) being the furthest within the Medium Damage Ranges.
      • In previous patch notes versions, these were identified as “Close-Mid,” “Near-Mid,” “Mid,” “Mid-Far,” or “Far-Mid.”
  • Minimum Damage Range
    • This range identifies the minimum potential damage a player can receive at the furthest distances.
    • This range will always pick up right after the furthest Medium Damage Range ends and will continue indefinitely unless otherwise noted.
      • Reminder: Some weapons can have no Medium Damage Range and will enter a Minimum Damage Range immediately after the Maximum Damage Range.

One Last Thing: As we progress through our future Seasons, the teams at Treyarch and Raven will adjust weapons based on feedback and data to deliver the best experiences possible for Multiplayer and Warzone respectively. These adjustments may include shared Black Ops 6 weapons having different Damage Range values between titles.

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.

Roblox Smash Hit Dress to Impress Pulls Hotdog Outfit After Players Used It to Look Like a Catwalking Penis

The developers behind Roblox smash hit Dress to Impress have pulled a hotdog costume from the game after players used it to look like a penis.

Dress to Impress, from developer Gigi, launched inside Roblox in November last year and took the controversial user-generated content platform by storm. It tasks players with putting themed outfits on their avatars before they’re ranked.

Dress to Impress is meant to be a wholesome experience, but, as reported by Eurogamer, the recently added hotdog costume sparked less savory behavior. Players changed the color of the costume and combined it with a specific hat to make their fit look phallic.

Dress to Impress development manager Zac initially took to X/Twitter to signal the removal of the hotdog costume’s colorable toggles, forcing players to use it as a plain hotdog costume. But Zac warned that if players continued to misuse the costume, it would be removed. “We want to create a safe and friendly environment for our players and it was not intended to be used this way,” Zac added.

Of course, players continued to misuse it, and so now the hotdog costume is no more. “Here’s the thing: we cannot simply change our whole UI system for a simple hotdog costume,” Zac explained.

“Creativity is the point of the game, and we see a lot of tweets that prove that. But, we just can’t give other outlets to something this serious. We love all of your creativity with it (besides the reasons we are removing it..) but it’s better for us and for the community just to end it asap.”

To that end, Dress to Impress’ hotdog costume is now replaced by a cupcake outfit. But even that has had to be changed as determined virtual penis-looking outfit fans changed the cupcake’s color to look like, well, you know. And so in response to that, the cupcake is non recolorable. Now that’s a happy ending.

Dress to Impress’ hotdog kerfuffle comes amid Roblox policy changes for pre-teen users that follow ongoing accusations of child-safety failures, which Roblox has denied. A 2023 class action lawsuit in California accused the Roblox Corporation of being misleading about “the efficacy of its filtering technologies and its ability to make the site safe and appropriate for children.” A 2021 report by YouTube channel People Make Games alleged that Roblox was exploiting child labor.

For more, check out IGN’s Dress to Impress Halloween Update 2024 guide, which has all the details and patch notes.

Image credit: @Numerou14390151

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.

Star Wars Outlaws Title Update 1.3.0 Improves Stealth, Tunes Enemy AI, and a Lot More

Ubisoft has released Star Wars Outlaws Title Update 1.3.0, which makes a number of significant changes to the game.

The patch, available across all platforms, focuses on improving Outlaws’ much-maligned stealth “to give players more flexibility in how they approach situations,” Ubisoft said. It also tunes enemy AI (another aspect of the game that came under fire) and speeder travel. The patch notes, courtesy of Ubisoft’s website, are below.

Ubisoft added that it’s aware of an ongoing issue affecting PC players after the 24H2 Windows Update, and is working to fix it. Elsewhere, Ubisoft has created a dedicated Bug Reporter tool where players can report issues and track their status, in a bid to “improve transparency and communication.”

Star Wars Outlaws has struggled since its launch in August, with Ubisoft admitting sales failed to meet expectations. Developer Ubisoft Massive has said it’s committed to improving the game, however, with more patches planned in the run up to the crucial Christmas sales period. Update 4 will arrive on November 21, featuring further combat and stealth improvements as well as free additional contracts. The upcoming story DLC, Wild Card, will “see Kay and Nix infiltrate a high-stakes Sabacc tournament where they will face off against the legendary Lando Calrissian.”

It comes amid a shakeup at Ubisoft following the collapse of the company’s share price and Outlaws’ aforementioned poor sales. Ubisoft has returned to Steam (Outlaws hits Valve’s platform on November 21) after years of Epic Games Store exclusivity on PC, delayed Assassin’s Creed Shadows into next year, and is reportedly considering partnering with Tencent to take the company private.

Star Wars Outlaws Title Update 1.3.0 patch notes:

PATCH DETAILS (version 7199763.TU3):

  • PlayStation 5: 3.48 GB (version 01.003.000)
  • Xbox Series X|S: 5.07 GB (version 1.0.3.0)
  • PC: 4.88 GB (version 1.0.3.0)

NOTABLE CHANGES:

  • Implemented stealth changes to ‘False Flag’ and other missions to give players more flexibility in how they approach situations without the risk of failing
  • Improved speeder travel by reducing collisions with objects in the environment
  • Improved NPC combat behavior
  • Increased auto-save opportunities in open world hostile areas (Imperial Compounds and Faction Territories)
  • Scaled ‘Wanted’ difficulty based on player progression
  • Improved AI speeder avoidance

FULL PATCH NOTES:

Performance & Stability

  • Fixed an issue where the game would crash when ‘New Game’ was selected
  • Improved overall stability and FPS drops
  • Fixed an issue where the game could crash when using the Electrobinoculars on PS5
  • Improved stability with GeForce Now

General Gameplay

  • Increased and improved quest checkpoints
  • Improved manual and autosave features including allowing more opportunities to save in the open world, compounds, and syndicate territories
  • Removed autosave restrictions for combat/detection
  • Improved NPC and player animations
  • ‘Wanted’ difficulty now scales based on player progression
  • Fixed an issue where Death Troopers would not spawn from search parties
  • Improved enemy AI and combat behavior
  • Fixed an issue where the Stun Shot would miss if shooting from cover when unholstered
  • Fixed an issue where the Boonta Brawler Belt did not increase grenade blast radius
  • Fixed an issue where grappling hook haptics were not present on PS5
  • Improved camera detection for defeated enemies

UI, HUD and Settings

  • Improved UI when detected
  • Updated the keybind for Hyperspace jump
  • Added segments to the VRAM meter
  • Equipment screen now has an option to mark all items as viewed
  • Fixed an issue where the map cursor could disappear when using a controller on PC

Audio

  • Made NPC voice lines more consistent with player detection
  • Fixed an issue where there was no music on Renpali station
  • Fixed an issue where multiple sound effects would disappear after completing the game
  • Improved ground wetness/snow footstep sound effect playback
  • Improved airtraffic sound effect playback
  • Improved audio for collisions

Cinematics

  • Improved textures during cinematics
  • Fixed an issue with blurred images during cinematics and dialogue scenes

Camera

  • Improved the camera when interacting with vendors
  • Improved camera re-center speed on the speeder

Worlds, Fauna and Flora

  • Increased spawn rates for speeder races
  • Made the Varaki predator on Toshara more formidable

Sabacc:

  • Fixed an issue where music and ambiance were missing

Photo Mode:

  • Enabled splitting camera inversion from gameplay camera
  • Added option to disable UI sounds in photo mode
  • Camera speed applies to both panning and movement
  • Enable switching between 16:9 and 21:9 modes
  • Implemented a color picker UI
  • Added a black, white and neon cyan Star Wars Outlaws logo
  • Fixed an issue where some UI elements could be seen in photos

Accessibility:

  • Removed glitch effect while using Electrobinoculars
  • Removed directional arrow for Kay’s captions when in standard gameplay camera view
  • Added setting to show a visual reminder of the button used for Nix quick actions
  • New settings from updates 1.2 and 1.3 added to accessibility presets
  • Menu remapping section added, allowing some keyboard controls for navigating menus to be remapped
  • The keys for Hyperspace menu and Hyperspace jump are now remappable through the keybind menu
  • Added settings to invert X and Y axis of photo mode camera
  • Moved menu narration to top of the UI menu & top of the vision preset menu
  • Added setting to stop voice lines interrupting menu narration
  • Menu narration now reads negative brightness slider values, the heal button while low on health, new quest notification, reputation changes in contracts menu, quest tracker ‘more info’ prompt, cloud upload/download notifications, that starting a Sabacc game requires a hold, and whether abilities of partially equipped gearsets are locked
  • Fixed an issue where Nix sense was not affected by protanopia color preset
  • Fixed an issue where ND5 and Gedeek would not appear as allies in high contrast mode for some missions
  • Fixed an issue where some inputs would have a double action if remapped

Miscellaneous

  • Fixed an issue where NPC speeders could collide with each other
  • Fixed an issue with the intel location for Thorden’s itinerary
  • Fixed an issue where the Trailblazer’s auxiliary devices couldn’t be used during syndicate quests

__MAIN & SIDE QUESTS __(beware of spoilers)

Canto Bight

  • Beginnings
    • Fixed an issue where Nix could get stuck when stealing credits

Toshara

  • Underworld
    • Traversal opportunities are now better highlighted
  • False Flag
    • Adjusted the mission to enable flexibility in how players approach situations in addition to stealth
    • Removed some alarm panels from the mission
    • Adjusted the text when failing the mission
    • Adjusted NPC and enemy placement
  • ‘I’m here’ Intel
    • Fixed an issue where a rock blocking the fan wouldn’t spawn if the player left the area and returned later

Kijimi

  • The Hive
    • Adjusted NPC and enemy placement
  • Fixed an issue where Jet Kordo’s vault would not be able to be opened

Tatooine

  • Jabba’s favor
    • Fixed an issue where Vail would not mount her speeder
    • Removed some alarm panels from the mission
    • Adjusted NPC and enemy placement

Akiva

  • Viper
    • Fixed an issue where the rebels could remain stuck after the Viper droid fight
  • The Scavenger
    • Fixed an issue where the speeder would not spawn after talking to Temmin
  • Money Drop
    • Fixed an issue where the objective would be missing
  • Revelator
    • Fixed an issue where players could not move or shoot the Trailblazer

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.

Warhammer 40,000: Space Marine 2 Community Rallies Against ‘Gatekeepers’ Who Say Players Who Get the Lethal Difficulty Helmet Reward Now the Game Is Easier Again ‘Don’t Deserve It’

With the release of Warhammer 40,000: Space Marine 2 Update 4.1, the community is rallying against “gatekeepers” who have called on developer Saber Interactive to retire a reward given only to those who complete all PvE missions on the hardest difficulty.

Update 4.1, out now, follows hot on the heels of last week’s controversial Update 4.0, widely criticized by Space Marine 2 fans for making the game significantly harder. The backlash to Update 4.0 even spread to Space Marine 2’s Steam page, where disgruntled players review-bombed the game.

Update 4.0 added the Lethal difficulty to Space Marine 2’s PvE Operations mode, and with it exclusive rewards. One of these rewards, the Survivor’s Helm, is highly coveted by the community because all PvE missions must be completed on Lethal to unlock it.

Before today’s release of Update 4.1, Lethal difficulty was not only brutally hard, but unfairly so. It included the universally hated ‘Tight Formation’ system, which forced players to stick close together in an almost impossible fashion. Update 4.1 has stripped this mechanic out from Lethal mode entirely, with developer Saber admitting its mistake.

The rollback has caused some players who own the Survivor’s Helm to not only “act superior” online because they obtained it when Space Marine 2 was at its hardest, but to demand Saber now retire it or prevent it from displaying on characters who obtain it post 4.1. Some have even asked for yet another reward exclusive to those who completed a Lethal Operation on 4.0.

The Space Marine 2 community accused one player who said those who get the helmet post-4.1 “don’t deserve it” of “gatekeeping.” “As someone who already has the helmet, who cares if people know?” said redditor veqtro. “I know I got it before the patch and that’s all that matters. I’m proud of myself and I don’t need others to be proud of me. Everyone deserves the chance to earn it.”

“It’s literally just a helmet in a game,” added Bantabury97. “You can be proud of your achievement but to act superior because of it is just sad. One day, this game will be offline, and your achievement will be lost to time. Worthless. Nothing to show for it. It carries no weight nor worth. If you come here to say you got it, great man, good for you for beating the challenge. But if you come here to dunk on others for NOT getting it, then you’re part of the problem and need to go outside and touch grass.”

“Anyone who says this should automatically have their precious helmet turned into a Leandros face,” joked kidmeatball.

You can be proud of your achievement but to act superior because of it is just sad.

One of the (many) silly things about gatekeeping this Space Marine 2 helmet is that it might have been obtained by cheesing the Bio-Titan boss on the new PvE map, as one player managed to do solo on Lethal.

This isn’t the first time a video game community has rallied against gatekeeping of virtual items and it won’t be the last. Indeed the communities for FromSoftware’s infamously hard action games often deal with gatekeeping around how the likes of Dark Souls and Elden Ring are “meant to be played.”

Meanwhile, most Space Marine 2 players are excited to jump back in now the game is less stressful across all difficulties, and Bolters have finally been given a buff.

IGN has plenty more on Space Marine 2, including a deep-dive on the game’s burgeoning modding scene and accompanying complications. Last month, Saber Chief Creative Officer Tim Willits told IGN how the breakout success of Space Marine 2 had “changed everything” for the company. And eagle-eyed fans have spotted the Space Marine chapter now all-but confirmed to get a cosmetic pack after the Dark Angels, and even an unannounced new Thousand Sons enemy type.

Image credit: MrCha0s1 / reddit.

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.

Nintendo’s Switch Online Playtest Goes Live and Players Immediately Leak Gameplay and Even Stream It

Despite Nintendo’s warning to Switch owners not to breathe a word about its mystery online playtest, players have posted screenshots, gameplay videos, and even streamed it online now it’s live.

Earlier this month, Nintendo asked those who successfully signed up for its then mysterious Switch Online Playtest not to reveal what it was once it went live. Documentation includes a request “that you do not discuss or disclose content from either the Nintendo Switch Online: Playtest Program test software or website with others.”

Users leaked details from the playtest’s website as soon as they had access earlier this week, and now the playtest has gone live the curtains have well and truly been pulled back.

Nintendo has worked to take down various streams and videos this morning, October 24, but it faces an uphill battle, with footage doing the rounds across social media and Discords. Remarkably, it appears Nintendo failed to disable screenshots and recording for the playtest, further fueling the “leaks.”

One Twitch channel that streamed the playtest now contains the boilerplate “Content from this channel has been removed at the request of the copyright holder” message. The owner of the channel took to reddit to say their channel is now “super dead.”

“Yeah I got fully DMCA’d, so channel super dead,” redditor BrettWils_ said, before threatening to share the footage. “I recorded everything locally, but not sure I want to take further risk and share it through other means. Open to it if anyone has a safe-ish way to do it tho.”

Spoilers for Nintendo Switch Online: Playtest Program test follow.

Gameplay shows a somewhat bizarre third-person MMO in which players move blocks about on a planet’s surface. The odd-looking avatars can use a rope to swing like Spider-Man and attach to surfaces in the world. It’s been likened to Minecraft and Dragon Quest Builders, with the focus on carrying blocks around and placing them to create ever higher staircases.

There is a player progression system, with avatars able to level up in the hub area. There’s a shop, too, and players can unlock new tools to help with the building part of the game. Footage shows the hub area packed with player avatars, and out on the planet multiple players stacking blocks within and without their Beacons.

The playtest looks a little barebones to be considered a standalone game in its own right, although players are reporting having plenty of fun with it. Nintendo may be using the playtest with future games in mind, or perhaps it plans to flesh the test out over time with new features. Nintendo’s secrecy over its playtest is almost as bizarre as the playtest itself.

The playtest is a Switch experience for now, but the big question is whether it will also be available on the upcoming Switch 2, which Nintendo has yet to formally announce.

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.

Alan Wake II: The Lake House DLC Review

Under any other circumstance, The Lake House would sound like a nice spot for a serene summer getaway. In this case, though, it’s the setting for the second and final installment of Alan Wake II DLC, so it is naturally anything but. There’s no rest and relaxation to be found here, only another double-fisted dose of flashlights and firepower in this tightly paced two-hour tour inside the cold, concrete walls of a remote Federal Bureau of Control facility. In raw gameplay terms, The Lake House is not as eccentric a departure as Night Springs was a few months’ back, but as far as closing the book on Alan Wake II’s story and providing a bridge to the upcoming Control 2 goes, it’s yet another meta-storytelling slam dunk for the team at Remedy Entertainment.

You might remember The Lake House from the main Alan Wake II campaign, or at the very least the exterior of its grounds since it’s found behind a locked gate in Cauldron Lake near where the murder victim is found at the start of Saga Anderson’s story. This FBC research facility was strictly off-limits to Saga, but in this new chapter we’re able to fully explore it as returning FBC Agent Kiran Estevez. I liked Estevez in the main campaign and was happy to spend some time in her shoes, but the real show-stealing performances here come from the husband and wife scientist team of Jules and Diana Marmont. Initially I was laughing out loud at the petty bickering between them that occurs in the facility’s welcome video, but their relationship evidently took a much darker turn as evidenced by the many memos and emails I pored over as I continued my engrossing investigation inside the sinister shapeshifting structure.

The facility itself is only five floors, but thanks to its proximity to the Altered World Event in Cauldron Lake and the disturbing research experiments conducted by the Marmonts, The Lake House is as consistently unsettling a space as anything from the main Alan Wake II campaign. One floor finds Estevez caught in a disorientating loop, another has shifting canvases splashed in abstract Jackson Pollock-style sprays, while another still is just a near-never-ending room of ominously clattering typewriters, like a manifestation of the infinite monkey theorem minus the tiny simian scribes. It’s a superbly constructed bit of otherworldly office space that I delighted in exploring, whether I was thumbing through the chilling pages of another Alan Wake manuscript or having conversations with a possessed painting so angry it made Vigo the Carpathian from Ghostbusters II seem like a portrait of a puppy dog.

The Lake House is as consistently unsettling a space as anything from the main Alan Wake II campaign.

The Lake House is absolutely blanketed in an unnerving atmosphere, but it’s perhaps a little lacking as far as puzzles go. Aside from carrying battery cubes to electrical sockets, which stimulates the eye with its orange glow but isn’t particularly taxing on the brain, there are otherwise only a handful of computer passwords to figure out using calendar dates mentioned in memos and the like. These hackneyed hacking jobs are pretty easy to deduce, and it was a little disappointing that there was nothing new here to match the mind-bending magic tricks provided by Alan’s world-altering Angel Lamp in the main campaign.

Shadow Complex

Combat against the shadow-cloaked staff of The Lake House is equally as straightforward for the most part, but it’s still extremely tense thanks to its typically claustrophobic close-quarters encounters. Estevez might be an FBC agent, but sadly she doesn’t possess the shapeshifting gun or superpowers that Jesse Faden wielded in 2019’s Control. Instead, a pistol, shotgun, and a combination of flashlight, flares, and flashbangs are at her disposal, and I burned through every last round and spare battery as I desperately tried to illuminate and exterminate each sickle-slinging flanker and sledgehammer-swinging heavy that ambushed me along the way.

Outside of its main boss fight, there’s only one new enemy type to be found in The Lake House, but it’s a doozy. The long-limbed freaks that slither out of painted canvases seem like Remedy’s towering, tie-dyed take on the Slender Man, and since they seem immune to Estevez’s attacks I was going hard on the dodge button early on to frantically try and evade their outstretched clutches. Eventually Estevez gets her hands on a grenade launcher powerful enough to turn the tables on these paint-streaked Stretch Armstrongs, but that didn’t mean that dealing with them ever became too easy – grenade ammo is scarce, the painted shadows are slim enough that they’re somewhat easy to miss, and the fact you need to charge up each shot before you fire puts some added pressure into the timing of each takedown.

The Lake House’s challenge jumped up even further in its final boss fight – whose identity was a fun surprise from a story perspective – and it brought my brief return trip to the world of Alan Wake II to a dazzling and demanding denouement. My short stay in The Lake House was brutalist in its architecture and brutalising in its action, and although it’s bittersweet that my time with Alan Wake II has officially come to an end, the tantalising story teases of what comes next in the Remedy Connected Universe has me locked and loaded for Control 2.

First Control 2 Teaser May Have Just Been Revealed Thanks to an Optional Scene in Alan Wake 2’s New DLC

The connections within Remedy’s shared universe continue to grow strong amid the release of Alan Wake 2’s new DLC, titled the Lake House. Included in the DLC is what looks like a pretty substantial teaser for Control 2, the upcoming sequel to the cult favorite supernatural horror game. You can watch the full scene in the video below.

Spoiler warning: This video contains spoilers for both the Lake House DLC and possibly Control 2.

The optional scene near the end of The Lake House DLC features FBC Investigations Agent Kiran Estevez being transported first to the Oceanview Motel and then to Panaopticon in The Oldest House — the setting for the original Control. There she has an extended conversation with Control protagonist Jesse Faden’ brother — Dylan Faden — who offers a glimpse into what lies in store for the future of the Remedy-verse.

Remedy hasn’t been shy about the connections between Alan Wake and Control as it continues to build its shared universe. Earlier this year, the studio teamed up with Annapurna to fund movies set within its universe, and it has continued to talk up the connections between the two series. Control 2, for its part, was first announced back in 2022, with director Mikael Kasurinen saying it will be an “unexpected journey.” Remedy is also working on the recently-announced FBC Firebreak, a three-player co-op game set to release in 2025.

In the meantime, Remedy is busy wrapping up Alan Wake 2, which was one of the best-reviewed games of 2023. The Lake House DLC is the second set of Alan Wake 2 downloadable content, pitting FBC agent Estevez (Janina Gavankar) against a series of supernatural horror. It’s out now on PC, PS5, and Xbox Series X|S.

For more, check out our newly-updated list of the 25 best horror games ever made.

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.

Beyond Good & Evil 2 Gets New Creative Director as Veteran Designer Fawzi Mesmar Takes the Reins of Long-Delayed Sequel

The long-delayed sequel Beyond Good & Evil 2 officially has a new creative director, with veteran designer Fawzi Mesmar announcing that he is taking the reins in the wake of the sudden death of Emile Morel in 2023.

“Today I’m glad to share that I joined Beyond Good & Evil 2 as Creative Director. I have been working with those peeps for years now on this ambitious game and witnessed their talent firsthand,” Mesmar wrote on Linkedin. “I am standing on the shoulders of creative giants that have supported the team before me, and I look forward to continuing to craft a game that is truly unique for players to enjoy.”

IGN has reached out to Ubisoft for further comment and an update on the status of the game, which has remained largely under wraps since first being revealed in 2017.

Mesmar has held numerous positions over the course of his lengthy career in the games industry, including the head of design at DICE between 2019 and 2021, and over the last three years has been the Vice President of Global Creative at Ubisoft. Earlier this year he received an ambassador award at the 2024 Game Developers Choice Awards.

Mesmar will help lead a project that has come to be known as one of gaming’s most infamous cases of vaporware. Much is known about it save that it’s an open world prequel to the original Beyond Good & Evil and that it is being developed by Ubisoft Montpellier, with a handful of early demos emerging over the years. The game’s original director, Michel Ancel, departed Ubisoft in 2020, though he’s now consulting on a nascent Rayman game.

Notably, it seems as if Beyond Good & Evil 2 is starting to pick up steam. Ubisoft has reportedly moved most of the team behind Prince of Persia: The Lost Crown to the project, and the addition of Mesmar gives it direction at the top. However, Ubisoft is dealing with plenty of other problems, including rumors of a potential takeover and disappointing sales around major tentpole releases like Star Wars Outlaws.

Beyong Good & Evil 2 does not have a release date and seems unlikely to come out any time soon, but you can check out all the rest of the best video games of 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.

Target Has a 25% Off Coupon Good for Any Board Game, Including Wingspan, Splendor, and Azul

Target is offering Target Circle members a 25% off coupon that is good for one toy or kids’ book. This includes just about every one of the thousands (!) of board games that’s sold from Target direct (note that marketplace vendors are excluded). The Target Circle membership is free to sign up, so everyone can partake in this deal. As long as you’re signed into your account, the coupon should automatically apply during checkout.

Note that free shipping is on orders over $35. You can choose in-store pickup if the option is available (many board games at Target only have a delivery option). Target Circle Card members get an additional 5% off and free 2-day shipping with no minimum on several of the board games. Circle Card is a credit card or debit card with no annual fee.

25% Off One Board Game at Target

We’ve added the most popular board games above (just swipe sideways), but we’ve also picked out our personal favorites below with some detail on why they’re worth adding to your burgeoning board game collection.

Wingspan

We haven’t seen a deal on Wingspan at all in 2024, until now. Target has it for $39.74 when you apply the 25% off coupon. This Stonemeier game first released in 2019, but we still consider it one of the best board games to play in 2024. Wingspan is a deceptively simple and yet endlessly replayable game, and you’ll find yourself developing and honing new strategies with every subsequent playthough. In our Wingspan review, Matt Thrower writes “As you might have gathered, Wingspan is a moderately complex game, certainly more so than most of its peers who’ve made the jump into wider popularity. But it’s clear from the success of the game that its delightful components and appealing theme are more than enough to get many players to take the plunge. And, once there, they’re won over by the absorbing and addictive strategies on offer.”

Wingspan is a very accessible game for both casuals and enthusiasts. Its design is gorgeous, featuring over 170 detailed bird illustations by Elizabeth Hargrave, charming game board backdrops, and cute little tokens and egg minatures. The rules are easy to follow, and each game lasts about an hour, so you won’t need to carve out a huge chunk of time to play it.

Splendor

Another excellent game worth mentioning in this sale is Splendor, which is down to $17.99 after the 25% off coupon is applied. Splendor is a 2014 release that’s still considered one of the best board games for all experience levels, and it’s priced lower than most other board games targeted towards the same audience. There’s plenty of strategy here, but at the same time, the rules aren’t daunting and the average playtime is a very reasonable 30 minutes. This fast game is easy enough for kids to learn but satisfying for players of all ages, making it a good board game for families.

Ticket to Ride: Europe

One of the few hobby board games to cross over into full mainstream sales, Ticket to Ride is a steaming success story. It’s a combination of familiar concepts with players collecting cards, like a Rummy game, in order to try and claim matching routes on a map. It’s a great game for all ages and works well as a two-player board game, or with a group, and it has spawned multiple spinoffs and expansions. Right now, Ticket to Ride Europe is the best deal going at Target. This edition changes the board to a beautifully illustrated Europe and introduces new elements like tunnels, ferries, and train stations for added strategic depth. It’s a standalone edition and doesn’t require the base game.

Pandemic and Pandemic Legacy

The Pandemic base game and all three seasons of Pandemic Legacy are eligible for Target’s 25% off coupon, although right now Season 2 is the best deal at only $40.49. In Pandemic Legacy, you and your friends work together to cure deseases. Building on the success of the original Pandemic, these new editions introduce “legacy” concepts to the game, which adds and removes elements as you progress through the game, based on your decisions, successes, and failures. After a few plays, your copy will be a unique record of your group’s style and experience. So in addition to offering a very personal tale to engage you, Pandemic: Legacy also individualizes your strategic experience.

Azul

You can pick up a copy of Azul for $23.99 after you apply the 25% off coupon. Many board games are about mystery or war, but Azul is totally different. Players in Azul compete to design the most beautiful tiled mosaics they can. In our Azul review, Matt Thrower writes “Between its beautiful presentation, simplicity and depth there’s little doubt that Azul has earned its place as a modern classic. While the tinkering with its formula undertaken by its sequels has created more challenging games, none has captured the fine blend of accessibility and interactivity that makes it special.”

The Quacks of Quedlinburg

Not unlike the potentially explosive potions players brew in-game, The Quacks of Quedlinburg has managed to bottle contained chaos into a mystifyingly unique tabletop experience. The award-winning board game has drawn comparisons to the Mario Kart franchise due to its sheer wackiness, approachable gameplay, and the fact that Quacks’ ingenious rules (and occasionally dumb luck) can catapult players from the basement to the front of the pack at a moment’s notice.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

Warhammer 40,000: Space Marine 2 Players Praise the Emperor as Dev Rolls Back Controversial Balance Changes

Warhammer 40,000: Space Marine 2 developer Saber Interactive has announced Update 4.1, set to hit the game on October 24, and detailed its patch notes.

Update 4.1 follows hot on the heels of last week’s controversial Update 4.0, widely criticized by Space Marine 2’s community for making the game significantly harder, even on easier difficulties. The backlash to Update 4.0 spread to Space Marine 2’s Steam page, where disgruntled players review-bombed the game.

The Update 4.1 patch notes were published alongside a message to fans from game director Dmitriy Grigorenko, who, having digested the criticism of the last week, admitted: “The key takeaway for me, personally, is that I forgot that once the game comes out, it’s no longer a dev’s game. It’s yours first and foremost.”

To that end, Saber will establish Public Test Servers (PTS) that will let players try out major balancing updates and make their voices heard before they are pushed onto public branches. Expect PTS to go live early 2025.

As for the changes made with Update 4.1 there’s plenty to dig through (patch notes below), but overall they should make Space Marine 2’s PvE Operations mode feel easier via a series of buffs to weapons and the Space Marines, nerfs to the enemies, and in some cases the removal of controversial mechanics entirely.

Players of Space Marine 2’s new Lethal difficulty will be delighted to hear the universally hated ‘Tight Formation’ system, exclusive to Operations mode’s hardest difficulty, is not long for this world. Grigorenko revealed that the system was designed as a first step towards the introduction of gameplay modifiers down the line, both negative and positive, “but your feedback showed that the proximity requirements felt too restrictive.”

“Classes like Assault and Vanguard felt especially penalized as playing them effectively requires a certain freedom of movement,” Grigorenko added. 4.1 ditches the Tight Formation system entirely, and Saber will continue to work on modifiers until they’re ready.

There’s a nerf to the Tyranid’s dreaded Zoanthropes, too, with a reduction in their shield’s effectiveness. Indeed, enemy spawns have been nerfed across the board. From 4.1, Extremis enemy spawn rates in Minimal, Average, and Substantial difficulties will revert back to their pre-Patch 4.0 levels and will be significantly reduced in Ruthless difficulty.

Finally, Bolters are finally getting a buff. Ever since Space Marine 2’s explosive launch last month Bolters have underperformed, much to the disappointment of Warhammer 40,000 fans who love the weapons from the Games Workshop tabletop and lore. From 4.1, damage across the Bolter family of weapons is increased.

And if you were wondering whether 4.0 had nerfed the Space Marine roll, Saber confirmed that it had, although this was a bug and not a design decision. 4.1 fixes a bug that caused roll distance to be shorter than before.

These are all welcome changes, and players have already reacted positively, but what caused Saber to go so hard with 4.0 in the first place? Grigorenko said that Patch 3.0 had caused an increase in win rates (Ruthless went from 60% to over 80%, for example), and it had received feedback that Space Marine 2 had become too easy even at its maximum difficulty.

In addressing this, 4.0 went too far in a number of areas, particularly spawn rates even on lower difficulties. “Your feedback made it clear that the game had become more intense and stressful on lower difficulties, and this was never our intention,” Grigorenko said. “As I’ve personally emphasized in interviews, Space Marine 2 is all about the power fantasy, and Patch 4.0 negatively impacted it for many of you.”

IGN has plenty more on Space Marine 2, including a deep-dive on the game’s burgeoning modding scene and accompanying complications. Last month, Saber Chief Creative Officer Tim Willits told IGN how the breakout success of Space Marine 2 had “changed everything” for the company. And eagle-eyed fans have spotted the Space Marine chapter now all-but confirmed to get a cosmetic pack after the Dark Angels, and even an unannounced new Thousand Sons enemy type.

Warhammer 40,000: Space Marine 2 Update 4.1 patch notes:

Gameplay and Balancing Tweaks – Operations mode

AI director and enemy spawns

DG: Here was our reasoning before Patch 4.0: When the game came out in September, the Ruthless difficulty win rate hovered around 60%. Weeks later, and with the changes introduced by Patch 3.0, we saw that the same win rate had jumped to over 80%, and we received a lot of feedback stating that the game had become too easy—even at its maximum difficulty (at the time).

With Patch 4.0, our aim was to tweak enemy spawns to increase the overall number of enemies rather than reverting to buffing their Health. Unfortunately, this had an impact on the easier difficulty levels as well.

For example, the win rate on the easiest difficulty dropped slightly after Patch 4.0, from 95% to 93%. This may not look like a lot, but numbers aren’t everything. Your feedback made it clear that the game had become more intense and stressful on lower difficulties, and this was never our intention. As I’ve personally emphasised in interviews, Space Marine 2 is all about the power fantasy, and Patch 4.0 negatively impacted it for many of you.

This is why we’re rolling back these changes. Extremis enemies’ spawn rates in Minimal, Average, and Substantial difficulties will revert back to their pre-Patch 4.0 levels and will be significantly reduced in Ruthless difficulty to hopefully strike a balance between how hard the game was at launch and how “easy” it became with Patch 3.0.

Minimal, Average, and Substantial Difficulties:

  • Reduced spawn rate of Extremis enemies to match pre-Patch 4.0 levels

Ruthless Difficulty:

  • Significantly reduced spawn rate of Extremis enemies

Weapons (only in Operations mode)

DG: We’ve been wanting to address the Bolter family for a while, as they’ve been underperforming across all difficulty levels. This has been a frequent piece of feedback from many of you, and the data confirmed improvements were needed across the board. The percent Damage increase is based on which classes have access to which kind of weapon and how the Bolters compete with the other options available.

  • Auto Bolt Rifle -> Damage increased by 20%
  • Bolt Rifle -> Damage increased by 10%
  • Heavy Bolt Rifle -> Damage increased by 15%
  • Stalker Bolt Rifle -> Damage increased by 10%
  • Marksman Bolt Carbine -> Damage increased by 10%
  • Instigator Bolt Carbine -> Damage increased by 10%
  • Bolt Sniper Rifle -> Damage increased by 12.5%
  • Bolt Carbine -> Damage increased by 15%
  • Occulus Bolt Carbine -> Damage increased by 15%
  • Heavy Bolter -> Damage increased by 5%

Difficulty

⚙️ Ruthless: Player’s Armour is increased by 10%

DG: We are partially rolling back the change from the previous patch on Ruthless difficulty following your feedback. With Patch 4.1, we’re hoping to find the right compromise between how easy Ruthless difficulty felt after Patch 3.0 and how it felt after last week’s Patch 4.0.

The reason why it was reduced last week was that we noticed a very substantial bump in win rates on Ruthless after Patch 3.0, as Minoris enemies would no longer remove the entire Armour bar with their attacks, ranged AI Damage was nerfed across the board, and the ability to regenerate Armour by parrying normal Minoris attacks was added.

Additional note: Despite the last patch notes listing a decrease in Armour in Substantial difficulty, this change was mistakenly left out of our last update, hence why you won’t see it being reverted as part of this week’s patch.

⚙️ Lethal: “Tight Formation” system is removed

DG: Before anything else, let us clarify our reasoning for the introduction of this mechanic. As we worked on adding a new difficulty tier, we needed to make sure this new challenge was meaningful and interesting. With “Tight Formation”, our objective was to add a new layer of challenge for our most skilled players by adding horizontal progression rather than just vertical progression (i.e., dealing more damage to ever stronger enemies). This game is about the power fantasy, and enemies that take dozens of melee hits break it. Thus the challenge needed to come from other sources.

This system was also designed as a first step towards the introduction of gameplay modifiers down the line, both negative and positive—something World War Z players will be familiar with—but your feedback showed that the proximity requirements felt too restrictive. Classes like Assault and Vanguard felt especially penalised as playing them effectively requires a certain freedom of movement.

As a result, we’re removing the system entirely and will continue to work on modifiers until they’re ready. We will continue to monitor your feedback after the deployment of Patch 4.1 to make sure Lethal difficulty feels as challenging and rewarding as it should.

⚙️ AI

DG: A recurrent piece of feedback we’ve seen is that the AI allies can feel useless at times. We already improved allies’ behaviour in Patch 3.0, and we hope this additional buff will help solo players complete their Operations.

  • Bots deal 30% more damage to bosses.

DG: Fighting Zoanthropes is often reported as a source of frustration. Alongside the changes to the AI Director, we’re taking away some of their shields’ effectiveness to alleviate some of that frustration.

  • Zoanthrope: Shield swap cooldown with another paired Zoanthrope is increased by 10%.

General Fixes & Tech

  • Fixed a bug that caused roll distance to be shorter than before.

DG: This was probably the most impactful and annoying consequence of Patch 4.0. While i-frames were the same, the distance difference made it much less effective versus ranged attacks. With this bug fixed, you should feel a great improvement in your fights against ranged enemies and bosses.

  • Fixed bug with unlocking Lethal difficulty rewards decals.
  • Crash fixes and general stability improvements.

Our teams are constantly working on improvements to the game’s stability. This patch is no exception, so you should encounter fewer crashes.

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.