The developers of A Quiet Place: The Road Ahead have revealed its microphone noise detection, an optional feature that lets the game’s monsters hear sounds players make in real life.
A Quiet Place: The Road Ahead is a single-player horror video game based on Paramount Pictures’ popular post-apocalyptic franchise, which revolves around blind extraterrestrial creatures with an acute sense of hearing. The first movie, starring Emily Blunt and John Krasinski, met with criticial and commercial acclaim back in 2018.
Here’s how the noise detection works: by activating your microphone, this optional feature lets the game’s deadly creatures detect every sound you make in real life, bringing the horror “right into your room.”
Here’s the official blurb:
Capturing the frantic terror, unnerving atmosphere and gripping human drama that made the franchise famous, A Quiet Place: The Road Ahead is designed for fans of the films, horror games, and story-driven adventures alike. With nothing more than your wits and the simple tools you can scavenge, you’ll have to overcome the many treacherous challenges and obstacles that lie ahead, all while trying to survive the ever-present dangers that lurk all around you.
Experience the harrowing journey of Alex, a young college student suffering from asthma and struggling to survive the end of the world alongside her boyfriend, Martin. But the nightmarish creatures stalking the land aren’t the only threat she’ll have to contend with as she travels through the ruins of civilization in search of a safe haven for herself and her family.
A Quiet Place: The Road Ahead is developed by Stormind Games, the Italian studio that created survival horror franchise Remothered and action RPG Batora: Lost Haven, and published by Warhammer 40,000: Space Marine 2 maker Saber Interactive. It launches on PC, PlayStation 5, and Xbox Series X and S on October 17.
It’s a busy time for the A Quiet Place franchise. Following the breakout first movie in 2018 and its 2020 sequel, prequel A Quiet Place: Day One came out in June, with a third mainline movie expected in 2025.
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.
With the gaming world waiting with baited breath for Nintendo to announce Switch 2, the company behind Mario has once again surprised its fans with the announcement of a completely unexpected piece of hardware: an interactive alarm clock.
“Ever wish that you could wake up in one of the playful worlds from Nintendo?” the company asked in a note to press. “Well, it’s time to stop dreaming!”
The Nintendo Sound Clock: Alarmo is an interactive alarm clock designed to add “some Nintendo charm to your home and your daily routine.” Alarmo is due out early 2025 priced $99.99, with Nintendo Switch Online members in the U.S. and Canada able to buy it right now via the My Nintendo Store.
Alarmo features motion sensor technology that responds to your movements, letting you snooze your alarm with motion alone and stop it by getting out of bed. You can pick from 35 scenes inspired by five Nintendo titles – Super Mario Odyssey, The Legend of Zelda: Breath of the Wild, Splatoon 3, Pikmin 4, and Ring Fit Adventure – then set a time and let Alarmo do its work.
Here’s the official blurb from Nintendo:
In the morning you’ll experience immersive sounds and music from the scene you picked. Rise to sounds of the Mushroom Kingdom with Mario and friends, begin your day’s adventure with Link and Princess Zelda, or start fresh with the Inklings from Splatoon 3. And those are just some of the experiences you can wake up to!
That’s not all – you can also check Records to see how much you move around in your sleep, set an hourly chime themed to your chosen title, and change between Steady or Gentle Modes for your morning alarm. In Steady Mode, the alarm will gradually get more intense the longer you stay in bed, whereas Gentle Mode offers a more consistent intensity level. There’s also Button Mode for a more traditional, tactile “hit the snooze button” alarm clock experience. You can even use sleepy sounds to wind down with soothing music and sounds at your set bedtime.
Wake up to a world of games with Nintendo Sound Clock: #Alarmo – an interactive alarm clock that detects the movements you make while getting up! pic.twitter.com/tLbCE6iUHX
Here’s how it works. Before the alarm, a character from the title you selected waits patiently on screen. When the alarm begins, gentle sounds unique to the scene you’ve chosen begin to play. Then, a visitor arrives. After a few seconds, someone (or some thing!) from the scene you picked will appear. You can then wave your hand or move your body to make the clock quieter. Depending on the title you’ve choosen, you might also hear coins or other familiar game sounds when you interact with Alarmo.
Eventually, your visit will end and gentle sounds will play again until your visitor returns. (This will repeat a number of times if you stay in bed.) If you stay in bed too long, your alarm will get more intense and you’ll get a visit from someone “more persuasive,” Nintendo warned. (Yes, it’s Bowser.) When you get all the way out of bed, the alarm will stop and you’ll be treated to a brief victory fanfare.
Like releasing patches for its video games, Nintendo will update Alarmo with scenes from Mario Kart 8 Deluxe and Animal Crossing: New Horizons for free when they become available.
It’s worth noting that Alarmo is only compatible with Twin to King-sized beds, so it won’t work with a single. It should be placed facing the center of the bed, within arm’s reach, and no higher than eight inches above the sleeper, Nintendo said. If there is more than one sleeper in the bed, Nintendo recommends using Button Mode for “the best experience.”
It’s not the expected Switch 2 announce, but Alarmo is new hardware from Nintendo, which is always worth getting out of bed for.
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.
Starfield’s Shattered Space DLC was meant to usher in a new era for Bethesda’s divisive space game Starfield, rekindling memories of the studio’s great DLCs of the past such as Fallout 4’s Far Harbor. But following its launch last month, things haven’t gone to plan.
Sci-fi RPG Starfield launched in September 2023 as Bethesda’s first brand new intellectual property in years and its first mainline single-player game since Microsoft bought parent company ZeniMax Media in March 2021. IGN’s Starfield review returned a 7/10. We said: “Starfield has a lot of forces working against it, but eventually the allure of its expansive roleplaying quests and respectable combat make its gravitational pull difficult to resist.”
A year later, Shattered Space has a ‘mostly negative’ user review rating on Steam, as Starfield players complain about everything from a lack of value to boring quest design.
Now, Emil Pagliarulo, studio design director at Bethesda Game Studios, has responded to one fan’s concern about not just Starfield and Shattered Space, but the direction Bethesda is headed. This concern was prompted by a GamesRadar interview with Pagliarulo who enthusiastically bigged up the expansion. This, the fan said, suggested Bethesda was dismissive of community concern around Starfield.
In a series of tweets, Pagliarulo responded directly to this suggestion and more generally to the ongoing discourse around Starfield and Bethesda. “My optimism is in no way meant to be mud in the eye of any dissatisfied fan,” Pagliarulo insisted. “That’s not how it works.”
Pagliarulo went on to say “I’m also very proud of Shattered Space. We all are,” and confirmed that most of the quests and levels in the expansion were developed by designers who worked on previous Bethesda games and DLC, going all the way back to 2002 masterpiece Morrowind. “They’re good at what they do, and it shows,” he added.
If folks have played Shattered Space and still don’t like it, that makes me sad, honestly.
“If folks haven’t played Shattered Space, and they like Starfield, I think they’re missing out,” Pagliarulo continued. “If folks have played Shattered Space and still don’t like it, that makes me sad, honestly. Just know that we’ve also been hearing from plenty of people who love it.”
Pagliarulo offered an explanation of sorts for this apparent disconnect between the way he views Shattered Space and how fans have reacted to it. “Maybe it’s a game of expectations,” he suggested. “Fans want a lot, and we do all we can to accommodate them. Here’s what I can tell you – nobody, and I mean nobody, at Bethesda is patting themselves on the back while ignoring our players.”
Now Shattered Space is out, fans have wondered what’s next for Starfield. In June, Bethesda Game Studios’ Todd Howard said the company was committed to supporting Starfield, which has seen 14 million players across PC and Xbox Series X and S, and confirmed at least one other story expansion would release following Shattered Space. Howard said Bethesda is aiming to release an annual story expansion for “hopefully a very long time.”
Pagliarulo reiterated this commitment of support, saying Bethesda will continue to address community concerns and make fixes while “listening to our fans every step of the way.”
“Starfield is a massive game, and it takes time for us to address things,” he explained. “We move as fast as we can, as safely as we can. Game development is always tricky, but with a game as big as Starfield, every fix could potentially break something else.
“To close, let me just say… I love games. I love Bethesda’s games. I’ve been playing them since the Terminator days. All I or anyone here wants to do is make those games and then make them better. No ego. No arrogance. Just a lot of hard work, and appreciation of our fans.”
It’s a busy time for the 450-person Bethesda Game Studios, which currently operates five teams: Starfield; Elder Scrolls 6; Fallout 76; mobile; and external development partnerships. It’s working on the aforementioned Elder Scrolls 6, ongoing content for Fallout 76, various mobile games, updates for older games, and, eventually, the next Fallout.
But will Starfield see a sequel? If it does materialize it may be some time before we see anything of it, with Elder Scrolls 6 expected no earlier than 2028 and another Fallout game set to follow.
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.
The CEO of the developer behind Spectre Divide, a new free-to-play competitive multiplayer shooter fronted by streamer Shroud, has insisted the game isn’t dead despite low player concurrent numbers.
Spectre Divide launched early September on PC via Steam, where it saw an encouraging 30,971 peak concurrent players. But that concurrent figure has fallen steadily since on Valve’s platform where it has a ‘mixed’ user review rating. Yesterday, October 8, Spectre Divide had a peak of 2,769 concurrent players.
Now, a month on from launch, Mountaintop Studios CEO, Nate Mitchell acknowledged the discourse around Spectre Divide low player numbers, but vowed to stick with the game.
It’s true that Spectre’s concurrent player count is lower than we’d all like.
“Some folks out there have declared Spectre ‘dead,’ mostly as a result of low concurrency,” Mitchell said. “It’s true that Spectre’s concurrent player count is lower than we’d all like.”
Mitchell admitted that a PvP game like Spectre Divide needs lots of players for healthy matchmaking, and that without them, players will experience longer queues and less fair matches.
“With that said, I can assure you that Spectre isn’t going anywhere,” he added. “The servers aren’t shutting down, and the updates aren’t going to stop.
“If player count drops from here, we have strategies for bringing players together, like combining the matchmaking queues. And we’ll continue working toward bringing new players in. We love this game – we’ve poured our heart and soul into it these past four years – and we’re just getting started.”
Mitchell explained that Mountaintop is an independent studio with a small team, but “we have the funds to support Spectre for a long time. And I promise: We’re going to make Spectre awesome together.”
As for the future, Mitchell said the developers need some time “to go heads-down, improve the game, and tackle some of your bigger asks,” with Season 1 set to kick off in December or January. Priorities include client performance, ping and server regions, anti-cheat, and game stability.
Last month, shortly after Spectre Divide launched, Mountaintop cut 13 staff, with Mitchell saying at the time that the layoffs “make sure we’re set up to support Spectre and its community for the long term.”
Expanding on the reasoning now, Mitchell said: “We made the difficult decision to reduce our monthly spend to make sure we were set up to support Spectre for the long term. In the run up to launch, the studio grew from more than 85 devs to support a bigger live service roadmap. We’re now back to around 75 full-time devs, but we have plenty of firepower to bring our plans to life.”
As for Shroud’s ongoing involvement, Mitchell said Mountaintop is still working with the streamer on future design iterations, “and he’s been helping us think through ways to make Spectre as compelling as possible for both community members and streamers.”
But, Mitchell stressed, Spectre Divide does not belong to Shroud, as some had assumed. “The reality is that Mountaintop has been bringing Spectre to life since 2020, and the game belongs to Mountaintop,” he said.
Spectre Divide launched amid a tumultuous time for the video game market and in particular live service games. 2024 has seen a number of high-profile live service missteps, including the failure of Rocksteady’s Suicide Squad: Kill the Justice League and Sony’s Concord.
Photo by Robert Reiners/Getty Images.
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.
Firaxis is working with the Shawnee tribal nation to ensure “an authentic, sincere recreation” in the upcoming Civilization 7.
In Civilization 7, Shawnee are an Exploration Age civilization, which means they will have to become another civ in the Modern Age (presumed to be the Lakota or Iroquois).
Here’s Firaxis’ official description:
An Algonquian-speaking people originally from what is now the eastern United States, the Shawnee fought hard to keep their land and traditions. Their fiercest battles were with the United States, as the new nation pushed westward. Seeking to build a coalition of indigenous people to form a united front, the Shawnee established a settlement at Prophetstown, but the U.S. Army loomed on the horizon.
Speaking to the Associated Press, producer Andrew Frederiksen revealed that developers from Firaxis had asked the Shawnee to imagine a Shawnee university or library of the future and to create new Shawnee words to describe futuristic concepts for use in the hotly anticipated 4X game.
Shawnee Tribe Chief Ben Barnes, already a fan of 1999’s Sid Meier’s Alpha Centauri, jumped at the chance to be involved with Civilization 7 after Firaxis said it wanted to make a playable character out of their famous leader Tecumseh.
“Firaxis was asking questions about language we never would have thought to ask,” Barnes said. The partnership also involves a donation of hundreds of thousands of dollars in language revitalization programs and facilities.
According to Firaxis, Tecumseh, “the one who leaps across the great expanse,” was a Shawnee chief “who challenged the westward expansion of the early United States. Together with his brother Tenskwatawa, he spread a message of unity and resistance among indigenous people. Although Tecumseh was killed during the War of 1812, his vision of cultural persistence lives on.”
Firaxis historian Andrew Johnson revealed that academics had warned the studio against including Tecumseh as a playable leader, but got in touch with Shawnee leaders directly to find out what they thought. “I think so often you get people assuming that representation in Civ is a reward of some sort. It’s not,” Johnson said.
“This is a company and we’re selling a product and we’re using an image and likeness to make a profit. And getting your ‘civ’ in Civilization doesn’t really help you very much if you’re struggling to preserve your culture.”
AP said the partnership comes after an acknowledgement from Civilization creator Sid Meier and other Firaxis executives of “past missteps in the Civilization franchise’s casual treatment of history, including how it incorporated Indigenous groups and colonization more broadly.”
The report mentions that Firaxis ditched its plan to add a historical Pueblo leader in 2010 after tribal leaders objected, and that the studio faced public criticism in Canada for including a Cree leader in Civilization 6.
In 2018, a prominent Cree leader complaining that it “perpetuates this myth that First Nations had similar values that the colonial culture has, and that is one of conquering other peoples and accessing their land. That is totally not in concert with our traditional ways and world view.”
We always kind of felt, ‘Here’s a way that you can change history.’ Maybe we can make Stalin a good guy. But that might have been stretching things a little too far.
Meier talked about the early Civilization games’ inclusion of Indigenous leaders such as Montezuma of the Aztecs, as well as the likes of Josef Stalin and Mao Zedong. “We never realized people would take it as seriously as they do,” Meier said. “We always kind of felt, ‘Here’s a way that you can change history.’ Maybe we can make Stalin a good guy. But that might have been stretching things a little too far.
“We learned a lot as time went on. It is now a badge of honor for a nation to be included in Civilization. We’ve been lobbied by different countries, et cetera.”
In Civilization 7, Tecumseh specializes in diplomacy and defense. His unique ability, Nicaakiyakoolaakwe, increases food, production, and combat strength based on the number of allied city-states. Shawnee as a civ excel at utilizing natural resources. Their unique ability, Nepekifaki, gives more food for settlements built on river tiles but slightly reduces food for any cities not built on rivers. Its associated wonder is the Serpent Mound.
The Shawnee civilization is part of the Tecumseh and Shawnee Pack DLC, which is included in the Deluxe and Founders Editions of Civilization 7. It is not included in the Standard Edition of Civilization 7, but is available as a bonus offer for pre-orders of the Standard Edition until February 11, 2025, and will be available for separate purchase thereafter.
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.
Not all video game remakes are recreated equally. For every genuinely game-changing Final Fantasy VII Remake or Metroid: Zero Mission, you have comparatively more surface-level restorations like 2018’s Shadows of the Colossus or 2020’s Destroy All Humans! that transplant most of the original material into a new game engine that looks nicer but doesn’t really change how it works. Until Dawn fits firmly into that latter camp. Its colourful cast of horny teenagers and spooky snowy mountain setting have never looked better, but its gripping, life-or-death decision-based gameplay is more or less identical to how I remember it from the 2015 original. The general lack of gameplay improvements and noticeable performance problems are a poor trade-off for what it offers, and that makes it tough to recommend, particularly since its premium price makes Until Dawn seem less like a must-have bit of moonlit murder and something closer to a case of daylight robbery.
Here’s what our reviewer said in her review of the 2015 original:
That sentiment still largely rings true – it’s basically the same game, after all. While Supermassive’s subsequent choose-your-own-misadventure horror stories, like 2021’s The Dark Pictures Anthology: House of Ashes and 2022’s The Quarry, have come close to matching it, Until Dawn still remains the most well-rounded execution of the choice-and-consequence-heavy formula that the developer has made its own. Its schlock horror story is crammed with entertainingly gory scenarios inspired by the likes of Saw, The Descent, and Poltergeist, and its cast is headlined by strong performances from Hayden Panettiere, Peter Stormare, and Rami Malek, whose characters remain just as engaging today as they were nine years ago – even in spite of the occasionally cringe-inducing dialogue.
Back in Blackwood
While the cast and remote Blackwood Pines setting remain the same, everything has been rebuilt on an entirely new engine (Unreal 5) for this remake, and it shows in ways both good and bad. There’s no question that the higher-quality textures and dramatically improved lighting combine to give this interactive slasher film a considerably more realistic edge, and there are a number of welcome environmental touches, like snow that visibly crumples underfoot and the rays of a setting sun reflected in the window glass of a gondola.
However, these enhancements come at the cost of a frame rate that’s often every bit as shaky as the freaked-out teens onscreen, and at its worst this rebuilt Until Dawn is also prone to coming apart completely like a serial killer’s victim on the sharp end of a saw blade. I managed to make it through my full playthrough without ever being unceremoniously bumped out to the PlayStation 5’s home screen, but another member of IGN’s staff reported no fewer than six crashes within the eight-hour story’s opening half. Until Dawn is supposed to be about preventing its cast of characters from meeting a sudden end at the hands of an unspeakably evil presence, not an indecipherable Sony error code.
These enhancements come at the cost of a frame rate that’s often every bit as shaky as the freaked-out teens onscreen.
Whereas the original Until Dawn is experienced mostly from fixed camera perspectives, the 2024 version – for the most part – favours an over-the-shoulder, third-person view not unlike the recently released Silent Hill 2 remake. There are definite benefits to this manual camera control system, both in the sense that it allows you to better observe the heightened detail in the creepy environments around you, and also swivel your viewpoint around to identify the small number of new areas to explore off the beaten path. For instance, you’ll find a car park outside the ski lift station in the story’s opening hours that wasn’t there before. However, there’s not much of interest to find in this handful of new locations, and I can’t help but feel that the new camera system works against the overall cinematic presentation. Until Dawn’s consistent close-up chase cam meant it felt less like I was puppeteering the characters in an interactive slasher movie and more like I was sauntering my way through a survival-horror shooter, minus the actual combat.
It’s also a strange choice that developer Ballistic Moon has scrapped the ability to walk faster in this remake. Characters will automatically break into a sprint during quick-time event-heavy chase sequences, but otherwise there’s no longer the option of speeding the exploration of environments up a bit with the press of a button like you could previously. Combine that with a distinctly drunken sluggishness to character movement that sees them stumble a few steps too many in one direction after you’ve changed to another, and Until Dawn is now slower and clumsier to control than it used to be, which is not exactly ideal when you’re trying to herd a group of hapless teenagers towards surviving the many horrors of the night.
Teenage Future Injure Totems
The sloppier movement also makes it more of a chore to scour your surroundings for totems. Collecting these scattered Native American artifacts once again gives you brief glimpses at potential character fates, which provide some foresight into your decision-making, only this time their placements have been reshuffled – presumably to make finding them more of a challenge for returning players. That’s all well and good, but I wish that actually triggering the premonitions hadn’t been turned into such a fiddly process.
In the original Until Dawn you found a totem, flipped it over to see a character’s potential death, then moved on. Now you have to pick the totem up, then slowly shift it up and down and swivel it left and right before a tiny glimmer of light appears somewhere on its surface and the vision is finally revealed. It just feels annoyingly unwieldy, like trying to retrieve a pick from an acoustic guitar after you’ve accidentally dropped it into the soundhole, and really only serves to needlessly drag out what was previously a fairly immediate and straightforward process.
This token totem twist is pretty much the only new gameplay mechanic of note. Aside from a slightly lengthened prologue and a new post-credits scene that hints at the possibility of a sequel, Until Dawn otherwise features all the same choices, quick-time events, and potential character fates that it did previously, and the crowd-friendly, pass-the-controller co-op gameplay introduced in later Supermassive Games adventures sadly hasn’t been retrofitted in here. It is slightly more tailorable to personal preferences, though, so if you find that your hands are too shaky for the ‘Don’t Move’ sequences that instruct you to keep the controller as still as possible, you can just go ahead and disable them from the pause menu, for example.
Overall, however, this Until Dawn remake remains a pretty hard sell given that right next to its listing on the PlayStation Store is the PlayStation 4 version, which still looks sharp and runs at a smooth 60fps on the PlayStation 5 at only a fraction of the cost. The new Until Dawn costs over four times as much as the original (at least, here in Australia), and there’s no upgrade path for existing owners of the PS4 version like there has been previously with other first-party Sony games like the PS5 ports of Horizon Zero Dawn and The Last of Us Part II. To be fair, those were technically remasters rather than remakes (The Last of Us Part I is a remake that also had no upgrade path from the PS3 or PS4 remastered versions), but I’d argue that the improvements to Until Dawn are so superficial that it feels much closer to a remaster than a remake anyway.
For Prime Day, Amazon is taking 40% off the popular and highly rated SteelSeries Arctis Nova 7p wireless gaming headset, now only $109. The Nova 7p is one of the best wireless PS5 gaming headsets (it’s also compatible with PC) and at this price point there’s really nothing else that can even remotely compare. If you’re in the market for a new gaming headset, you shouldn’t hesitate. For one reason or another, deals on SteelSeries Arctis Nova 7 headsets expire quickly.
40% Off the SteelSeries Arctis Nova 7p Gaming Headset
IGN writer Matthew Adler reviewed the PC version of the Arctis Nova 7. He writes “SteelSeries continues to push the boundaries of what a headset is capable of. With the addition of simultaneous Bluetooth audio, you can enjoy music, podcasts, or just chat with your friends without losing your game audio – all with a single pair of headphones. The Arctis Nova 7’s new design is sleek, lightweight, and still remains one of the most comfortable headsets I’ve ever used.”
The SteelSeries Arcis Nova 7p is the latest successor to the highly rated Arctis 7 series of headsets. This is a sturdy and comfortable headset; the headband has a flexible metal core that can be twisted without snapping and, in my opinion, the AirWeave memory foam earcups are more comfortable than the pricier Arctis Nova 7 Pros. It’s every bit as good as its predecessor but with some welcome upgrades like a USB Type-C charging port, longer 38-hour battery life, fast charging (6 hours of battery with just 15 minutes of charging), simultaneous wireless and Bluetooth connectivity, and multi-platform compatibility. It’s also fully compatible with the PlayStation 5’s Tempest 3D Audio.
If you’re looking for deals on other PS5 accessories, check out the best PS5 deals going on right now (we update it often). If you don’t yet own a PS5 console, you’re in luck. The PS5 Slim is currently on sale for Prime Day, and Sony recently announced a more powerful PS5 Pro that is currently up for preorder and ships out next month. For all other deals, head over to our Prime Day megapost to see our cherry-picked list of the best deals we’ve found.
More Prime Day Deals on Gaming Hardware
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.
If you thought video games were an expensive hobby, you should check out board games. These things can cost a lot, so it’s great that you can save money on a bunch of popular board games during Amazon’s October Prime Day, which runs until midnight October 8. Tons of popular board game favorites are on sale right now, often at the lowest price they’ve ever been. So if you’re looking to stock up your board game collection, you’ve come to the right place.
Board Games on Sale
A wide range of board games are on sale, with a good variety of genres and prices. Pandemic Legacy is a great campaign board game to pick up if you have a board game group that meets regularly, because it’s a has you play a series of game sessions, each one leading into the next. Catan and Ticket to Ride are great beginner board games for people who are interested in getting into the kinds of deeper games on the list.
Dominion and Splendor are fantastic engine-building games that can become quite cutthroat as you and your opponents piece together resource-making machines. Azul is a beautiful game that’s easy enough to learn that you can play it with the family. If you like it, check out our Azul buying guide, which has info about the base game and its many, many spinoffs and expansions.
And if you like board games based on video games, you’re in luck here. There’s not one, but two games based on Bloodborne, the video game that everyone wants to be remastered but maybe never will? The board or card game may have to keep you occupied until it happens. Or if you’re more into the Fallouts and Cyberpunks of the world, you can pick up board games for those on sale now too.
Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Threads.
Another day, another video game adaptation has been announced. This time, it’s Sega’s Shinobi series.
Universal and Sega announced Tuesday that they’re developing a film adaptation of the hack-and-slack video games, and they’ve found a director appropriately well-versed in action to take the helm. Sam Hargrave, a stuntman and filmmaker best known for directing the Chris Hemsworth-starring Netflix movie Extraction, is on board to direct. Ken Kobayashi will write the script.
Plot details haven’t been revealed yet, but the Shinobi series largely followed the ninja Joe Musashi as he fought evil. The first Shinobi game originally launched in arcades in 1987, with Musashi becoming one of Sega’s flagship characters. The series spans 14 games and in an unexpected announcement at last year’s Game Awards, Sega revealed that a new Shinobi game is in development (alongside new entries in other Sega series like Jet Set Radio, Crazy Taxi, and Golden Axe).
It’s only the latest video game to get the adaptation treatment, and Universal itself has found massive success with other ones in the past. The studio’s Super Mario Bros. Movie is the second-highest-grossing film of last year (after Barbie), and still holds the distinction of being the highest-grossing video game adaptation of all time. A follow-up was officially announced in March, which is set to arrive in April 2026.
Universal also had the Five Nights at Freddy’s adaptation (through Blumhouse Productions), which found enough success to merit a sequel as well.
Not to mention, another Sega property, Sonic the Hedgehog, has also sped onto the big screen to franchise-making success for Paramount Pictures. Notably, Toru Nakahara, who produced the Sonic movies as well as the Knuckles spinoff series, is among the producers of Shinobi for Sega.
Further details, including a release window and the wildly important casting of Musashi, have not yet been announced. For more in the meantime, check out our roundup of every upcoming video game movie and show.
Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.
Roblox Corporation stocks dipped on Tuesday after a new report from investment firm Hindenburg Research, which accused it of deliberating inflating its daily active user stats and fostering what it described as an “X-rated pedophile hellscape” for children.
As reported by the Wall Street Journal, Hindenburg Research is a well-known short-selling firm known for investigating high-profile stocks and making bets against them, which sometimes leads to investigations by the U.S. Justice Department. Its previous targets have included green transportation company Nikola, India’s Adani Group, and Super Micro Computer.
A former data scientist told us that activity in Vietnam ‘inflated a lot of our numbers. Like crazy, insane, in terms of engagement, DAU[s]’
In its report, Hindenburg Research says Roblox’s claim of 79.5 million daily active users is inflated by between 25 percent and 42 percent, citing a technical consultant that it says monitored 7,200 Roblox games across 2.1 million server, collecting 297.7 million rows of real-time player data. It also notes that in 2023, Roblox told the SEC that it is “unable to identify if a user has multiple accounts,” and claims that a large amount of engagement stems from bot rings operating out of countries such as Vietnam.
“A former data scientist told us that activity in Vietnam ‘inflated a lot of our numbers. Like crazy, insane, in terms of engagement, DAU[s],” the reports says.
Elsewhere, the report accuses Roblox of being a haven for groomers and pedophiles due to its lack of “up-front screening to prevent them from joining the platform.” In one of its most serious accusations, the report claims to have found a group called “Adult Studios,” which has since been blocked, with 3,334 members openly trading child pornography and soliciting sexual acts.
Roblox’s response is an abject failure to address the two core allegations in our report, including:
1. Evidence that Roblox has been systematically lying for years about the number of people on its platform and their genuine level of engagement.
A Roblox spokesperson called the report “misleading” in a statement to the Wall Street Journal and accused Hindenburg Research of having an agenda. “We firmly believe that Roblox is a safe and secure platform and in the financial metrics we report.”
Hindenburg Research responded by arguing that the company’s response failed to address the report’s core allegations. IGN has reached out to the Roblox Corporation for any further comment.
Many of the accusations within the report have been circulating for some time now. 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.
“Overall, we think Roblox has adopted the Silicon Valley approach of ‘growth at all costs’, whether by misleading or outright lying to investors about its key metrics or by opening its platform to dangerous predators and illicit content unsuitable for children,” the report says, with the Hindenburg Group saying that it has taken a short position in shares for the Roblox corporation.
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.