Borderlands 4 Actually Wasn’t Confirmed by Voice Actress’ Resume, Despite Rumors

Earlier today, reports started to emerge that the existence of Borderlands 4 had been leaked by an actress adding the game to her resume, but Genvid Entertainment has since clarified the situation.

Fans noticed that the online resume for actress Angie Jho Lee had a listing for “Borderlands 4” under her “voice over” section, along with the role of “Aiyumi.” However, in a statement, Genvid clarified that Jho Lee is actually appearing in Borderlands EchoVision Live, a recently announced interactive streaming series.

“Actor Angie Jho Lee is a voice actor on Genvid Entertainment’s upcoming interactive streaming series, Borderlands EchoVision Live, which was announced at San Diego Comic-Con last month,” reads the statement. “While the series takes place within the Borderlands universe and is made in partnership with Gearbox Entertainment, it is not a Borderlands game. We reached out to Angie and asked her to make this change on her personal account to reflect the accurate role with the interactive series.”

As the statement notes, Jho Lee’s resume has since been updated to specify Borderlands EchoVision Live.

Further fueling the rumors was a LinkedIn page for someone named Nadia Danova, who listed “Borderlands 4” under her “Experience” section. That LinkedIn page, however, has since been scrubbed from the site, and it was a little dubious to begin with. According to GamesRadar, while the LinkedIn page was still live, it said she was working on the game while she was a developer with MoGi Group in 2021, and she listed that she left MoGi in May of 2021.

It’s worth noting, however, that that doesn’t mean Borderlands 4 isn’t eventually coming, nor has it been refuted by either today’s Genvid statement or by Gearbox – it just hasn’t been confirmed yet by today’s rumors. Gearbox co-founder Randy Pitchford tweeted in 2021 that they’re “working on the big one,” implying a fourth entry in the main Borderlands series.

“I am told of rumors that Gearbox is ‘assisting’ or ‘co-developing’ another Borderlands game (or a new spin-off game). These rumors are NOT accurate,” he wrote at the time. “Gearbox is lead dev of any future games in the Borderlands franchise (or any Borderlands adjacent games) with no co-development.”

He continued in a follow-up tweet: “More: We are definitely working on some amazing stuff that, I hope, will surprise and delight you. Plug: if anyone out there has Skills-To-Pay-Bills and wants to get in on some Borderlands action, we’re working on the big one :),” with a link to Gearbox’s careers page.

There’s still plenty else that’s happening within Borderlands as well. What seems to be a new all-in-one collection, The Borderlands Compilation: Pandora’s Box, was seemingly leaked by the South Africa ratings board last month, and Eli Roth’s Borderlands film finally got an Aug. 9, 2024, release date.

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.

South Park: Snow Day is a 3D Co-Op Multiplayer Game Coming Next Year

After an initial tease at its showcase last year, publisher THQ Nordic has revealed South Park: Snow Day, a new 3D co-op multiplayer game coming to PC, PlayStation 5, and Xbox Series X/S next year.

South Park: Snow Day focuses on Cartman and the crew as they celebrate not having school for the day, thanks to inclement weather. While not much is known about the game, it appears to be fantasy-inspired as Cartman is shown wearing his Grand Wizard King costume while other children in the trailer are shown wearing fantasy-inspired outfits.

South Park: Snow Day is developed by Question Games, a studio whose previous projects include 2015’s The Magic Circle, a fantasy puzzle game, and The Blackout Club, a first-person co-op horror game released in 2019.

This is the most recent South Park game made for consoles, following the 2017 release of South Park: The Fractured but Whole, a 2D turn-based RPG by Ubisoft. While the most recent game based on the South Park IP was the free-to-play RTS title South Park: Phone Destroyer, released in 2017 for Android and iOS.

South Park: Snow Day was one of a handful of games THQ Nordic announced at its digital showcase today. For more information on the event, check out our Everything Announced roundup.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Baldur’s Gate 3 Review in Progress: Update #2

Update #2: August 11, 2023

I’ve sunk another 20-some hours into Baldur’s Gate 3 since we last chatted, and I’m nearing the end of the gloomy and spooky Act 2. It’s getting harder to go into specifics without spoiling major elements of the plot, but the shift in tone and visual style has been welcome and refreshing. The shadow-shrouded lands I am now adventuring through have a completely different vibe and set of challenges from even Act 1’s Underdark.

What has really stuck out to me the most at this point in the adventure is the care and thoughtfulness with which the encounter designers are torturing me. I mentioned in the last update that no two combat encounters felt the same, but it’s more than that. It’s like each one is carefully designed to make me want to scream and throw my monitor out the window in a way I’ve never seen before. And I mean that in the best possible way.

If this were a tabletop D&D game, I would have to conclude that the dungeon master is a right bastard. But I still gotta hand it to him for the creativity and craftsmanship with which his sadistic bullshit is shaped. One fight will involve teleporting imp creatures who garrote my party members before carting them off to separate locations, preventing spellcasting and forcing everyone to fend for themselves. The next might be against some terrifying insectoids who leave everyone literally petrified with fear, so I have to find a way to win without being able to move. At no point have I been able to fall back on a repetitive, grinding routine. And I love that.

If this were tabletop D&D, I would have to conclude that the DM is a right bastard.

It also continues to amaze me how almost nothing in this enormous game feels like filler. Every random house I wander into or side quest I pick up rewards me with a memorable, unique, handcrafted experience. In a recent encounter, I was able to skip an entire boss fight by having our barbarian win a drinking contest against a powerful being. It’s not just the amount of stuff there is to do in Baldur’s Gate 3 that is exceptional, it’s the amount of stuff that is actually worth doing. That’s set it apart from the likes of Assassin’s Creed Valhalla and, dare I say, even Tears of the Kingdom. This type of love and care really is what I want to see big-budget CRPGs focus on in the future, even if they have to sacrifice quantity to make it happen.

Ascending to level 8 and picking up the druid Halsin (yes, the guy from the famous bear sex trailer) as a permanent companion have given me even more combat options, though I’m not thrilled with how druids work overall. For all the, er, hype over Halsin’s bear form, it seems like it kind of sucks in combat. When he transforms he has only 10 AC and about half as many hit points as in his humanoid form. Some of the higher-level transformations, like saber-toothed tiger and owlbear, may be a lot more useful, and I might just not have gotten the hang of him yet, since he joined my party when I had already gotten used to the other characters for about 70 hours. But I was looking forward to having my bear boyfriend be my new tank, and it seems like he’s just not that good at it.

I’m at an odd point in the story, still, where I’ve definitely had more new questions arise than I’ve had answered. But looming just ahead is Moonrise Towers, where I’ve been promised by various characters that I might finally come to a better understanding of what’s going on. And judging by the ominous drums in the distance, that’s coming not a moment too soon.

Update #1: August 8, 2023

I’m now about 55 hours into Baldur’s Gate 3, with the first 50 of those having taken place almost entirely within the first act – which has been considerably expanded and cleaned up from what was available in Early Access. My party is now level 7, and much like in tabletop 5th Edition D&D, hitting level 5 was a huge moment at which the combat really started to feel satisfying. Getting extra attacks for my martial characters and big area-of-effect spells like Fireball for my casters has greatly expanded the destructive tactical combos I can string together, allowing me to best even some truly terrifying boss monsters with my wits and careful planning. The first few levels were a bit of a slog, but the payoff has been worth it.

I’ve gotten to know my companions better as well, and yet they remain full of surprises. I’m also dating most of them at this point, and I haven’t been punished for my anime protagonist harem antics yet. Also full of surprises is Baldur’s Gate 3’s map of the Sword Coast, which is so packed with varied and memorable side quests that I’ve been searching every corner of every shack and meadow. Usually, I’m at least rewarded with some loot. In some cases, I’m treated to an entire storyline that I might have missed entirely otherwise.

Dealing with a mischievous hag or making a very unlikely ally out of the last creature you would expect to be sympathetic to my plight have been among the main highlights. But there hasn’t been a single one that left me bored or underwhelmed, as though it was there simply to pad out the campaign. The creativity and care with which every little side adventure is constructed is delightful. And Larian has made excellent use of the vast D&D bestiary to ensure that no two combat encounters ever feel the same.

The vast D&D bestiary ensures no two combat encounters feel the same.

I’m also still encountering some bugs, but the first post-launch patch seemed to fix some of the more persistent ones, like the weird lighting glitches in dialogue scenes. Some have stuck around, though: My journal’s recounting of one side quest that I resolved by knocking a person unconscious claims that I both killed and spared them, leaving them in a state of narrative superposition that you’d need to read Schrödinger to make any sense of. I also had a save become corrupted to the point that I’d crash to the desktop every time I loaded it, which lost me about 45 minutes of progress. Luckily, this has only happened once so far.

As I march on into Act 2, I’ve really hit a stride with Baldur’s Gate 3’s mechanics, but I also feel a bit dejected and aimless as all of the promising leads I was following to get this tadpole out of my head have dried up. I can only hope that new possibilities await me in the city of Baldur’s Gate itself. And maybe some nicer clothes, considering I’m sitting on a huge pile of gold and our only options for apparel in Act 1 were the druid commissary, GoblinMart, Mushroom Town, and a smuggler cave. When I finally stroll those glittering streets, I’ll be back with another update.

First Impressions: August 3, 2023

Baldur’s Gate is estimated to clock in at around 100 hours on a first playthrough. Review copies were distributed this past Sunday morning; this first draft you’re reading was due the following Wednesday. I am, sadly, not a Time Wizard (yet), so I’m going to do my best to help you make a day one buying decision based on what I’ve played so far and update this article as I go along with new thoughts and insights until we can roll credits. At around 22 hours deep – still within the first act that was available to Early Access players – I can say that I more or less love Larian’s latest high-fantasy behemoth.

One issue video games often run into when trying to adapt the experience of playing Dungeons & Dragons on the tabletop is the freedom and imagination you get to express in overcoming problems using real-world logic. And while no game will probably ever match that level of freedom, Baldur’s Gate 3 is a big step forward from the likes of Skyrim or Dragon Age. And that goes such a long way toward making the world feel more real and making me feel really smart for coming up with unconventional solutions.

If something looks flammable, you can probably light it on fire with a fire spell. If an enemy is standing in water and you zap the water, it does about what you would expect. You can get to a lot of secret areas by climbing and jumping. Just about anything that looks like you should be able to pick it up, including most furniture, can be picked up and even thrown if you have enough strength. This level of care extends to the people who inhabit the world, as well. Everyone has a name and is fully voice-acted – including, astoundingly, all the animals. Playing through as a ranger with the Speak to Animals spell, I have yet to find a single bird, ox, or wolf who didn’t have something to say. I was even able to talk a ferocious owlbear out of eating me.

Baldur’s Gate 3 starts with an appropriately epic intro.

The writing is strong so far, as well. (My biggest criticism of Larian’s Divinity: Original Sin games was that they didn’t really succeed in making me care about the plot.) Baldur’s Gate 3 starts with an appropriately epic intro featuring a squid-like spaceship being chased through magic portals by dragons, and the player characters becoming infected by mind parasites that will slowly turn them all into brain-eating cthulhu monsters called mind flayers if they can’t find a cure. The voice acting across the board has been excellent, too. And while I don’t exactly like all of my traveling companions, they’re all very interesting with lots of secrets and rich backgrounds I’ve only begun to unfurl.

And while Faerûn may be a more grounded and serious world than Divinity’s Rivellon – and I definitely prefer it that way – there are still some quirky and off-the-wall side quests to vary the tone. At one point I accidentally walked in on a female ogre and a bugbear about a quarter of her size… um… spending some quality time together. It didn’t end well for anyone, but I got a good laugh out of it after I did my best to will that image out of my mind forever.

I have run into several bugs, but nothing game-breaking. In one area, a goblin I spoke to failed to play her dialogue lines, the camera hung on a shot of one of my party member’s faces for far too long, and then a different party member from the one who had initiated the conversation was forced into the negotiating role – something she was very poorly suited for. There are also some cases of clothing on models clipping into their bodies when they bend a certain way, lighting glitches in certain dialogue scenes, and other visual weirdness. It could all be filed under annoyances. We’ve also gotten two large bug fixing patches since the review build dropped, so I’ll go back and check if these issues are still present once the final launch version of the code is available.

There are simply too many spells.

Combat has been improved from the Early Access version I first played in 2020, and it feels much more fluid and flowing now. That being said, it does suffer somewhat from trying to be such a faithful adaptation of Dungeons & Dragons 5th Edition, a system that works better on the tabletop than it does in the digital realm. There are a lot of buttons to learn about and deal with even at first level, and every caster you add to the party makes this worse. Leveling up a spell-focused character is an exercise in decision fatigue. There are simply too many spells, many of which I feel like no one will ever use. And the amount of damage enemies do in comparison to your health pool at lower levels can make even small battles really stressful.

At the same time, death has been made somewhat meaningless – you meet a character fairly early on who can resurrect any party member for 200 gold, which honestly isn’t that much. I would have much preferred a Baldur’s Gate 3 balanced around a lower risk of death, but with higher consequences if you do kick the bucket.

Progression also feels a bit stingy. There are only 12 levels available out of the 20 in 5th Edition, meaning you will level up 11 times over 100-plus hours. Gaining a level does feel like a significant event, but the fact that my party is still only level 4 after over 20 hours of play feels kind of glacial. I have been rewarded with other power increases like magic items along the way, and those can make a big difference. But many times I’ve completed a big quest, seen how little it filled up my experience bar, and sighed in disappointment.

The art and music, though, I have almost no complaints about. Both bring the Forgotten Realms to life as a colorful but grounded high fantasy world with everything from humble halflings to terrifying red dragons rendered in a style that feels realistic without becoming uncanny or weird. It’s exactly how I would want an infinity-style CRPG in 2023 to look. The character creator is wonderful, too. I spent at least an hour or so messing around with the different playable races and all of the visual options available to them.

On the whole, I really am loving Baldur’s Gate 3.

On the whole, I really am loving Baldur’s Gate 3 so far. It definitely has some blemishes, from minor bugs to a combat system that I don’t exactly adore at lower levels. But I’ve been waiting 14 years for another alignment of the planets like Dragon Age: Origins, when an old-school CRPG got a big enough budget to look like a high quality animated movie – but the design hadn’t been completely steered in the wrong direction in a misguided attempt to reach a different market like the later two Dragon Ages. This is the closest anyone has ever come to recapturing that magic.

Check back in the coming days for more of my thoughts as the story progresses, and stick around for the final review in the coming weeks.

Baldur’s Gate 3 Studio Reveals Most Popular Player Character Classes and Races

Baldur’s Gate 3 developer Larian Studios has revealed a number of statistics from the game’s launch weekend, including the most popular player character class and race choices.

In a post on Steam, Larian showed off graphs for both, revealing that the most popular player character class so far is Paladin with over 200,000 players, followed by Sorcerer, Warlock, Rogue, and Bard in that order. Cleric was the least popular, as the only class with fewer than 100,000 people choosing it.

In a similar breakdown of character race choices, Halfelf was revealed as the most popular, but was only a slim margin ahead of Humans and Elves. The least popular races were Halflings and, at the very bottom, Githyanki. So if you’re playing a Githyanki Cleric, you’re a rare person indeed.

Larian also revealed that the vast, vast majority of players (93%) are choosing to play as custom characters, but of the Origin characters Gale is the most popular (closely followed by Karlach and Astarion). And of those making custom characters, 10% were in the character creator for over an hour mulling over every aspect of their avatar. And all players combined on opening weekend spent a total of 88 years in character creation. Wowzers.

One of the most fascinating stats is that a total of 368 people finished the game entirely during opening weekend. This is a surprising stat, but maybe not for the reasons you’d think. Baldur’s Gate 3 achieved a peak concurrent player count over the weekend of above 800,000 players, and total had many, many more though we don’t have an exact number. And 79% of players got at least as far as the end of the tutorial on the Nautiloid, according to Steam achivements, which is a pretty high number given how many players buy games and just don’t play them. Baldur’s Gate 3 only takes about 32 hours to beat if you mainline the story, so given the huge amount of players, it’s rather surprising that statistically, more didn’t sprint to the end as fast as possible. That’s possibly a testament to how endlessly distracting Baldur’s Gate 3 can be!

Finally, a few other fun stats include Scratch the dog being pet over 750,000 times (pet him more, cowards!), 65% of players making a morally “good” decision in Act 1’s major questline, and 100,000 people being rejected by Astarion (with many, many more surely to come).

If you’re still stuck in the character creator yourself, check out our guides to Races and Subraces, Classes and Subclasses, and How to Build a Character before you get started in Baldur’s Gate 3. Then take a peek at our walkthrough whenever you find yourself stuck.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Starfield Is the Biggest Game for Xbox Since Halo 5

We are now less than one month away from the launch of Starfield, the new space-exploration RPG from Bethesda Game Studios – makers of The Elder Scrolls series as well as Fallout 3 and 4. And after an excellent and very well-received 45-minute Starfield Direct presentation in June, hype is running high. This is the first game from this team, led by decorated game director Todd Howard, in eight years (Fallout 4). It’s topped the Steam wishlist charts for the past two months. It is, by the developer’s own account, the biggest game it’s ever made (and for what it’s worth, from the hour I got to play it with Howard – first from the beginning and then quickly jumping between a couple of other save files – I saw nothing to doubt the team’s claims). And as the Xbox’s first-party/exclusive game journey continues to carve out its strange and unforeseen path, it’s turned out to be the most important launch for the platform in a long time.

And that’s what I wanted to talk about today. I don’t want to get into the tired old discussion about the lack of blockbuster Xbox exclusives again. But I do think it’s interesting, without dwelling on that, to see how far we have to walk back to get to a game launch as notable as the one Starfield is about to have. It’ll provide some good context for why Starfield matters so much.

As Xbox’s first-party game journey continues to carve out its strange and unforeseen path, [Starfield] has turned out to be the most important launch for the platform in a long time

First, let’s look at the existing Xbox Series generation. I’d argue that Starfield’s launch trumps anything we’ve had over the past (almost) three years. Halo Infinite in 2021 is probably the game you’d think of first, and while Halo 6 was certainly a big deal – it had been six years since the previous mainline Halo game was released, and it was excellent! – I’d argue there was way too much baggage weighing down Infinite’s launch for it to have been as big of a deal as it could’ve (and probably should’ve) been.

The other Xbox Series candidate – though it was a cross-gen game – was Forza Horizon 5. Its launch couldn’t have gone much better, really. It earned a 10/10 review score from IGN (among many other outlets), and it went on to win IGN’s 2021 Game of the Year award. But despite the accolades and player-count success, Forza’s car-game nature works against it when you’re looking solely at what game makes the biggest, most impactful launch.

That brings us back to the Xbox One generation. Again, the dearth of big exclusives is a story we need not retell, but what were the biggest and most important game launches for that system? Gears 5 in 2019? Gears of War 4 in 2016? While I personally adore The Coalition’s pair of Gears entries (here are both reviews to prove it) and feel they get a bad rap from the Xbox community, it is nevertheless true that Gears was not as big of a deal after the original trilogy (this includes Epic’s own Gears of War Judgment).

This brings me back to 2015 and the game I’ve landed on for this exercise: Halo 5: Guardians. While Halo 5 ended up being a Jekyll-and-Hyde of a product – its Locke-centric campaign was a massive letdown by Halo standards, while its brilliant multiplayer showed that 343 was pretty darn dialed in to the Bungie-developed glory days of competitive Halo play – it was nevertheless a huge launch. This was in no small part due to its brilliant marketing campaign, in which players were promised by both ads and the outstanding Hunt the Truth tie-in podcast that they’d be hunting down a renegade Master Chief. As we all know, the campaign couldn’t live up to the excitement and potential that the marketing campaign displayed.

Still, Halo 5’s launch was a big one. It was the first mainline Halo release for the Xbox One, its unique marketing campaign and podcast had players pumped up, and we’d had to wait two years into the console generation before it arrived. Demand was real and it was pent-up.

So too now is the community ready to pop off in support of Starfield. Bethesda Game Studios is the most accomplished blockbuster game development studio Microsoft has had since Bungie, Howard and team haven’t shipped their own game in eight years, and Starfield is their first original IP – and one in which, from my own observation, it looks like its scope will run both wide and extremely deep. We’ll know for sure on September 1, when Starfield is released for those players who purchase the pricier version of the game. It’s almost time to party like it’s 2015.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

IGN UK Podcast 709: More Baldur’s Gate 3 Because Why Not

All we’ve been doing is playing Baldur’s Gate 3, so Cardy, Matt, and Mat, are here to give an update on their adventures so far and why they continue to be impressed by Larian’s latest. Somehow, Cardy has managed to find a few hours to check out the new season of Overwatch 2 and its long-awaited story missions. Has it been worth the wait? Listen to find out.

What do you think of Baldur’s Gate 3? Had any good snacks recently? Drop us an email: ign_ukfeedback@ign.com.

IGN UK Podcast 709: More Baldur’s Gate 3 Because Why Not

Tekken 8 Chief Harada Hits Out at ‘Silly’ Threats of Violence Over Eddy Gordo

Tekken 8 development chief Katsuhiro Harada has hit out at a threat of violence over whether or not a character will be in the game.

Harada tweeted a response to the threat from a Twitter user demanding Tekken character Eddy Gordo is playable in the upcoming Tekken 8.

“When people make these silly threats, I and everyone at FGC [fighting game community] suffer the following losses,” Harada began before making three key points (below).

One, event operators overreact and increase security, which increases costs and the burden on players. Harada said in some cases his attendance at events may end up being cancelled.

Two, company bosses respond to these sorts of threats by asking Harada to cancel “inclusion in the game”, which relates to the inclusion of certain characters in Tekken, such as Eddy.

And three, if the person making the threat uses the word “we” instead of “I”, the probability of the first two points becoming a reality increases.

“By enthusiasts behaving excessively, repeating these words and actions, or fake information and hoaxes, or threats, the motivation of the development staff will decrease rapidly, and as a result, the requests of enthusiasts will be far from being realised,” Harada said.

Harada has been an outspoken critic of toxicity from the Tekken fanbase, often pulling no punches when it comes to responding to tweets from “fans”.

“Thank you for [the] pointless reply,” Harada replied to one Twitter user who criticised his tweet. “I’ve never seen anyone as unreadable as you. You ‘seriously’ need to study up. Farewell.”

It sounds like Harada has had enough of these sorts of threats, which are on the rise as Tekken 8’s roster of playable characters comes into focus. Harada’s tweet went viral, with 2.3 million views and trending status on Twitter. “Seriously?” Harada tweeted in response.

Harada’s tweet is a stark reminder of the shocking abuse video game developers often face from so-called fans. It’s an age-old problem, but it shows no sign of improvement. In July, Destiny developer Bungie said it refuses to return to the game’s subreddit due to abuse.

Earlier this week, Harada confirmed Tekken 8 does not include anti-piracy software Denuvo. Harada made the statement after a now-deleted tweet pointed out Tekken 8’s End User License Agreement [EULA] on Steam mentions Denuvo is being used under the third-party software category.

“[T]his EULA is probably simply a copy/paste of Tekken 7 or something…” Harada said. “Anyway, I’ve no plans to introduce Denuvo or anything else in Tekken 8, so stop your tedious allergic reactions to every single thing and sit quietly (sit the hell down).”

Tekken 8 is set to launch on PlayStation 5, Xbox Series X and S, and PC. Check out IGN’s Tekken 8 hands-on preview for more.

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.

Rockstar Officially Working With GTA Roleplay Server Team, Sparking Fresh Excitement About GTA 6

Rockstar has made the surprise announcement that it’s now officially working with the modding team behind the wildly popular Grand Theft Auto 5 roleplay servers FiveM and RedM.

Cfx.re, the team behind the biggest Rockstar roleplay and creator communities FiveM and RedM, are now officially part of Rockstar Games.

FiveM is the main host for some of the biggest GTA RP servers, and enjoys thousands of players even eight years after GTA5 came out on PC.

“Over the past few years, we’ve watched with excitement as Rockstar’s creative community have found new ways to expand the possibilities of Grand Theft Auto 5 and Red Dead Redemption 2, particularly through the creation of dedicated roleplay servers,” Rockstar said in a statement.

“As a way to further support those efforts, we recently expanded our policy on mods to officially include those made by the roleplay creative community.

“By partnering with the Cfx.re team, we will help them find new ways to support this incredible community and improve the services they provide to their developers and players.

“We look forward to sharing more in the weeks and months ahead.”

The news has surprised and delighted Rockstar fans, given the company’s combative relationship with modders in the past. In 2015, Rockstar banned the team behind the FiveM mod, calling the project “an unauthorised alternate multiplayer service that contains code designed to facilitate piracy”.

The founder of the mod later alleged Rockstar parent company Take-Two sent private investigators to their home to intimidate them into shutting down the project.

The news comes ahead of the unveiling of Grand Theft Auto 6, and the prospect Rockstar plans to launch the game with its own online roleplaying features.

Cfx.re, for its part, downplayed this suggestion, telling fans: “please, do not ask us about the next GTA!”

“This is a huge step forward in the growth of our community, and an opportunity for us to work with Rockstar Games to advance the FiveM platform and the creative community surrounding it,” the Cfx.re team said in a statement.

“While our day-to-day operations won’t have any noticeable changes, with Rockstar’s support, we are going to continue to improve our platform and we are truly excited for what this means for our users, community, and creators!

“And for those curious about what else Rockstar is working on, please understand that our partnership with Rockstar Games is focused on our FiveM and RedM platforms. So please, do not ask us about the next GTA!

“Thank you all for your support. We can’t wait to see what the future brings!”

The reaction to the news is overwhelmingly positive. Here’s a snippet:

GTA 5 has consistently sold roughly five million units per quarter for the last several years, and GTA Online continues to be a major revenue driver for Take-Two. Developer Rockstar confirmed that GTA 6 was in active development last year, but has otherwise officially kept quiet on its progress. A massive leak late last year showed off some of the incomplete game, but Take-Two boss Strauss Zelnick told IGN a few months later that while this was an “emotional matter” for developers, it hadn’t impacted the business.

GTA 6 is expected to launch in either fiscal year 2025 or 2026. Fiscal 2025 begins April 2024.

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.

Moving Out 2 Review

Just as likely to break windows and knock down doors as it was to temporarily fracture friendships, 2020’s Moving Out was a raucously entertaining co-op game that took the typically tiresome task of shifting furniture and turned it into a giddy form of slapstick. The hilariously chaotic couch-carrying fundamentals of the original remain relatively unchanged in Moving Out 2, but the formula has been refreshed to a substantial degree via a more outlandish approach to level design and added environmental interactivity that brings a bit more depth to the furniture-flinging strategy. It’s a shame that little has been done to make it more compelling for solo players, so just like the chore it’s based on you’ll have to wrangle at least one buddy into helping you out, but when you do Moving Out 2 delivers tightly packed tension and hilarity by the cardboard boxload once again.

Multiverses may well have been done to death by super hero movies at this point, but Moving Out 2 uses them to good effect here in order to place you into a series of entertainingly absurd scenarios. Things get fantastical right away when a number of interdimensional portals open up around the small town of Packmore, leading your team of heavy lifters to steer their delivery truck through tears in the fabric of space and time in order to pick up and pack an assortment of quirky cargo.

In one moment you’ll be struggling to steer a sofa-sized croissant through a swirling roulette table made of gingerbread, and in the next you’ll be dodging out of the way of sliding obstacles in a tilting cottage being held aloft by a giant landlord. Moving Out 2 is stacked high with personality, and its light story is stuffed with so many guilty-pleasure puns it feels like it was at least partially scripted by throwing darts at a board covered in dad jokes.

Moves Like Stagger

Like a box of fine china that’s been carefully carried to the back of the delivery truck, SMG Studio has taken an ‘if it ain’t broke, don’t fix it’ approach to the central gameplay of Moving Out 2. Much like the original game, ferrying objects to the designated drop-off point in tandem with your co-op partner is a delicate dance that involves careful verbal coordination and constant battle between your combined inertia and the obstacles in your path. The movers themselves – a roster of bizarro bobbleheads that has been greatly expanded in numbers since the original – feel just as deliberately clumsy as ever, and their move set is every bit as simple. This familiarity admittedly meant that, for the opening set of levels at least, Moving Out 2 initially felt closer to a standalone expansion pack than a fully-fledged sequel.

However, before too long a number of welcome environmental enhancements bring more noticeable points of difference to proceedings. There are some satisfyingly silly new ways to complete each moving job, like playing a game of beer pong with a toaster by bouncing it off the taut fabric of an open umbrella and watching it soar into the flatbed of the truck, or piloting a wrecking ball drone to crash through a series of pillars in order to clear a path for your fellow movers. In one level the deliverable items were strung up high above the stage, and my co-op partners and I had to position a large fan to blow us up into the air to try and drag everything down using our combined weight. There’s still a fair amount of time spent manoeuvring stubborn, L-shaped couches through narrow hallways and tearing microwaves straight out of the walls, but there are enough distinct little diversions in each scenario to make Moving Out 2 consistently feel like more than a mere retread.

Moving Out 2 is stuffed with so many guilty-pleasure puns it feels like it was at least partially scripted by throwing darts at a board covered in dad jokes.

Other environmental elements are introduced in order to place a greater emphasis on carefully planning your routes through each level, like doors that only open one way through mazes of interconnected rooms and even colour-coded portal gates that blink you from one side of the map to the other, both of which can quickly lead to confusion if you don’t keep your wits about you. Elsewhere, giant batteries aren’t just tricky to transport around but they also only last for a short period of time when placed into power circuits, putting you under greater pressure to push and pull furniture through open doors before the batteries deplete and the doors slam shut. There’s generally a fair bit more to coordinate this time around, and by coordinate I essentially mean yell incoherent directions at your friends or loved ones and then try not to lose your cool when they inevitably misinterpret you. If your group’s anything like mine, the collective mood will swing from frustration to elation at regular intervals.

That’s not to say every stage demands such a shouty amount of collaboration, and Moving Out 2 weaves in plenty of straightforward score attack stages over the course of the journey that more closely resemble Mario Party-style mini-games in their relative simplicity. Lobbing gumballs through moving basketball hoops or dragging luggage through a Fall Guys-style gauntlet run makes for some more focussed slices of fun amidst the more elaborate tasks. This healthy balance between more involved objectives and instantly gratifying goals helps Moving Out 2 maintain an enjoyable rhythm as you crash the delivery truck in and out of the three main parallel worlds – the sugarcoated Snackmore, the wizarding world of Middle Folkmore, and the futuristic floating city of Pactropolis – before arriving in a fourth and final realm where fragments of each of the disparate realities are merged into a series of wacky endgame mash-ups.

Cloudy with a Chance of Pratfalls

Some of Moving Out 2’s scenarios were more popular than others, though, at least among the players on the couch beside me. The regenerating clouds in some of the sky-high apartments that must be continually sucked away with a handheld vacuum proved to be exhausting in every sense of the word, while any job that involves the corralling of chickens into farmyard pens is generally pretty clucking annoying. Also, if I smash my nose with one more stepped-on garden rake I’m likely to become as certifiable as Sideshow Bob. But thankfully, Moving Out 2 mixes things up so often that no single element – popular or otherwise – ever really outstays its welcome, whether they be ziplines, pulley systems, or even drivable trains.

In one particularly ludicrous level where you have to forcefully furnish a lounge room by firing television sets and sofas through the windows with an oversized slingshot.

At times it even flips the work order entirely, giving you the job of moving in by emptying the delivery truck and furnishing a house by positioning each object in a predetermined place; the fun, of course, comes from gleefully bashing and crashing every package towards the front door like you’re Ace Ventura posing as a UPS delivery man. While moving in was eventually patched into the original as a way to effectively play the main levels in reverse, here it’s implemented in a far more deliberate manner, like in one particularly ludicrous level where you have to forcefully furnish a lounge room by firing television sets and sofas through the windows with an oversized slingshot.

Still, at other times you fumble the goods even when you don’t mean to. Playing on the Nintendo Switch, there was a shared sense among my co-op partners and I that characters seemed a little more prone to randomly dropping items than they were in the original, and such is the deliberate wonkiness of the general movement and physics I’m not completely sure if this is an intentional handicap to add extra unpredictability to the mayhem or merely a bug with the controls. Either way, it never became a major issue, but certainly it seems that while you can customise your character’s head to be anything from a cassette tape to a corn cob, no matter what you do they all share the exact same set of butterfingers.

Speaking of those characters, I appreciated the way Moving Out 2 litters its levels with hidden character crates, alternative costumes, and bonus arcade game cartridges to find. Sniffing out these unlockables encouraged repeat playthroughs of the majority of Moving Out 2’s 50-odd main levels and provided additional reward to poking and prodding every corner and curious mechanical device I came across. That said, it’s a shame that the returning cryptic clue-based side objectives don’t give a little onscreen pop-up as you complete them like they did in the original, because it did lead to a fair bit of trial and error as I repeatedly wandered around a specific stage trying to work out exactly which optional task an obtuse hint like ‘Best Friends Forever’ could possibly be referring to.

On that note, it also seems a little punitive that Moving Out 2 demands you successfully meet the main delivery quota in any given stage in order to register the completion of any side objectives. In the previous game, you would still get credit for these optional tasks even if you were timed out before loading the truck, which made it easier to go back and hoover up anything you missed the first time through. There are also some missing presentational flourishes, like the way the loaded truck doesn’t shutter its doors and peel out at the end of a level like it did in the original. Instead, it just sits there while you’re booted back out to the main map. In coming up with the many grand designs for Moving Out 2, it seems like some of these minor details may have been overlooked, and I can’t help but notice their absence.

Lastly, while moving house on your own in Moving Out 2 is substantially easier on your back than moving house on your own in real life, it’s only marginally more fun, and as was the case with the original it remains the least enjoyable way to play. There’s significantly less challenge shifting a series of objects when you don’t have to coordinate with a partner, and equally there’s not the same sense of unpredictability to conjure up anywhere near as many laughs. Thankfully, Moving Out 2 features online multiplayer for the first time in the series, and while I wasn’t able to test it as part of this review process, it’s nice to know that players who might not be able to enjoy local multiplayer games can still enjoy clearing houses with friends without having to leave the comfort of their own.

All Baldur’s Gate 3 PC Improvements and Fixes Will Make It Into the PS5 Version

Larian has told PlayStation 5 owners that all the fixes it’s putting out for the PC version of Baldur’s Gate 3 will carry over to the release version on Sony’s console.

In a tweet (below), Larian director of publishing Michael Douse confirmed all of the improvements and fixes to the Steam hit will be reflected in the PS5 version “and beyond”.

This suggests Larian plans to update Baldur’s Gate 3 on PC and PS5 in lockstep, which is encouraging for console owners. There’s still no word on a release date for the Xbox Series X and S versions, however, thanks to a complex problem surrounding Microsoft’s feature parity policy. You can read all about Larian’s struggle to get Baldur’s Gate 3 running well on Xbox in IGN’s report.

Since Baldur’s Gate 3 launched on Steam last week, Larian has released a handful of updates, including one that brought much-needed fixes for genitals and undies, and an emergency hotfix that changed the way personal story databases work because players had maxed them out.

The latest hotfix, 2.1, also reactivated cross-saves ahead of the PS5 launch. Hotfix 3 is “in the oven”, Larian said, and adds further fixes in the near future. Expect those to make the cut, too. The PS5 version of Baldur’s Gate 3 is set to come out September 6.

There’s so much going on in the virtual world of Baldur’s Gate 3, from a community debate about save scumming to players who are convinced they can “fix” Shadowheart. Find out what we think of the game in IGN’s recently updated Baldur’s Gate 3 review in-progress. Oh, and be careful when you Long Rest in Baldur’s Gate 3.

For more info, check out how our guide to building a character in Baldur’s Gate 3 as well as our guide to Baldur’s Gate 3’s races and subraces.

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.