Remedy to Make Big Changes in FBC: Firebreak After Seeing ‘Many Players Come Into the Game and Leave Within the First Hour’

Remedy has outlined what’s next for its multiplayer Control spin-off, FBC: Firebreak, promising big changes.

It comes after Remedy posted a candid statement last month acknowledging “not everything had gone well” following FBC: Firebreak’s mid-June release.

FBC: Firebreak launched on June 17 as a paid game as well as straight into Xbox Game Pass and PlayStation Plus. Calling the launch an “exciting and nerve-wracking time,” Remedy told players it had heard feedback “loudly and clearly,” and admitted “it’s clear there are features that need to improve, and they will improve.”

Since launch, the studio has released “four patches that improve the game and partly address [player] feedback. Now that the game is live, our community plays a big part in shaping the future of the experience. This is just the start.”

Remedy then warned that the speed at which it releases patches and updates will likely slow down now as it “puts more of our development focus on the first Major Update arriving in late September.”

“We’ve seen many players come into the game and leave within the first hour. And that’s because our first hour can be frustrating; you feel ineffective and confused as to what to do. This needs to be improved,” it added in an update posted to Steam.

“For many of you already playing FBC: Firebreak, us focusing on the opening experience may seem less exciting, but to keep the game healthy (and your matchmaking fast), we need to bring in more people with a better first-time experience than before.”

For this, Remedy is working on helping new players understand the Control universe and your place in it, and balancing that between players who have played Control and those who have not. Remedy thinks better “narrative onboarding” will be achieved by playing an introductory video. From there, there’ll be better tutorials to teach you core mechanics and features — as well as leaving some secrets to find unaided — and pop up tips will be introduced in the playable tutorial.

Next is gunplay – “our current upgrades can make guns feel weak early on” — so the plan is to “drop all generic upgrades from equipment and start players with a playable and powerful version of everything a Firebreak needs from the beginning.” To do this, Remedy is developing a mod system to let you tweak your weapons — expect more as we get closer to September. There’s also a big shake up for Jobs, and the content of them, on the way.

“To accomplish this, we are replacing Clearance and Corruption Levels with pre-made, exciting (you’ll have to take our word for that for now) variations of Job experiences that can still be short or long or filled with Corrupted Items, but also a whole lot more,” the team explained.

“We are weeding out our least fun experiences, focusing on our best experiences, and adding brand new modes with plans for adding even more in the future. As part of this change, we’re also reevaluating our matchmaking flow, making it clearer and segmenting player pools more effectively, to ensure more and better matches.” We should expect the placement of items like keys and ammo stations to get mixed up, too, to better keep us on our toes.

“As we hope has become clear, we are pushing a lot of improvements and changes into the game for our first Major Update,” Remedy concluded. “Some of these ideas were improvements that we weren’t able to add before launch, but all were decided on and developed based on what we heard from you (listening to feedback) and seen from you (looking at data).

“We are extremely excited about these changes and about delivering even more than we’d originally been planning, but changes now also mean changes later. We need to see what’s working for you and to hear from you again before we can be certain that we’re prioritizing the right things. So, while we are still planning on the next Major Update in the winter, and the next one after that, the specific focuses and features are a lot more nebulous. There are a variety of topics that we are discussing and researching, but for now, we are heads down working on the first Major Update.”

Despite the launch hiccups, FBC: Firebreak topped 1 million players. “FBC: Firebreak is a compelling co-op shooter that, despite its good looks, doesn’t have the depth to keep things interesting long-term,” we wrote in IGN’s FBC: Firebreak review, awarding it 6/10.

Remedy recently confirmed its plans for ongoing support post-launch, including two new Jobs (missions) coming in 2025. More updates will arrive in 2026, the developer said. All playable content released post launch, such as Jobs, will be free to all players. Players have the option to buy cosmetics, but none of these items will affect gameplay, and there will be no limited-time rotations or daily log-ins, Remedy insisted.

It’s a busy time for Alan Wake developer Remedy, which has a number of projects on the go. As well as FBC: Firebreak, it’s working on Control 2 and the Max Payne and Max Payne 2 remake compilation.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Valve Boss Gabe Newell Says He’s Been Retired in a Sense for a ‘Long Time,’ but in Reality Works 7 Days a Week From His Bedroom on His Boat Because He’s Having So Much Fun

Valve co-founder and boss Gabe Newell has offered a rare insight into his life, talking about his days living, working, and enjoying life on a “boat.”

In conversation with a YouTuber called Zalkar Saliev, who had just 19 subscribers at the time the interview clips went live (they’ve since acquired several hundred more), the 62-year-old Newell said he worked seven days a week from his bedroom on his superyacht, because it’s “fun” and he still “likes working.”

Asked to describe his daily routine in an interview Valve has confirmed to PC Gamer is real, Newell said: “I get up, I work, I go scuba diving, work some more. I either go on a second scuba dive or I go to the gym and work out. Then I work. I live on a boat, so I just hang out with everybody on the boat.”

“I work seven days a week,” he added. “I’m working from my bedroom, as you can tell. I like working. It’s fun. To me, it doesn’t feel like work. The kinds of things that I get to do every day are super awesome. I’ve said it before, but when you retire, you want to stop doing your horrible job and then go do what is most fun and entertaining. And so in that sense, I’ve been retired for a long time.”

Expanding on the types of work that keep him busy these days, Newell said: “Getting to work with Drew and Jeremy on AI stuff or Chris on Steam stuff… In one of the companies, we’re working on an aerosol pathogen detection device so you can see all the pathogens that are in the air. Brain computer interfaces are incredibly cool, and all of the associated neuroscience is incredibly cool. So, I just work all the time.

“But it’s not like, ‘Oh my God, I’m up late at night slaving away on stuff.’ It’s more like I can’t go to sleep because I’m having fun, you know?”

Valve, the studio behind seminal hits like Half-Life, Left 4 Dead, Dota 2, and Counter-Strike, is also the company behind the industry-leading Steam online game platform, plus the acclaimed Steam Deck handheld system. As of 2021, it employed 336 people across its hardware, Steam, and development divisions.

Newell previously worked at Microsoft, where he helped create the first versions of the Windows operating system, but left in 1996 to found Valve with Mike Harrington and develop the studio’s first game, Half-Life.

Photo by Olly Curtis/Future Publishing via Getty Images.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

With Less Than a Year Until GTA 6, Rockstar Finally Launches GTA 5 and GTA Online in Saudi Arabia and UAE

As the world waits for Grand Theft Auto 6, Rockstar has finally released GTA 5 and GTA Online in both Saudi Arabia and the United Arab Emirates (UAE).

Despite launching almost 12 years ago and selling 215 million copies elsewhere in the world, neither Saudi Arabia nor the UAE had previously cleared Rockstar’s 2013 blockbuster for sale — until this week.

Issues over the game’s age rating and local regulations banning games with violence, sex and drug use have long stood in the way of local fans playing GTA 5 legally — though as a Niko Partners report highlighted, some fans have previously got around restrictions by quietly importing boxed copies, or downloading the game via PlayStation or Xbox accounts linked to other regions.

Now, fans can simply buy a copy of GTA 5 legally, which has finally been released under the two countries’ new 21+ age rating. The launch of this higher age restriction, following the earlier introduction of localised age ratings in 2016, has helped smooth GTA 5’s belated path to release — alongside a bit of help from Rockstar parent company Take-Two Interactive to grease the wheels.

A recently-agreed partnership between Take-Two and a Saudi firm, the Advanced Initiative Company, will see the latter now act as the local distributor for all Take-Two titles, including GTA 5, WWE 2K, NBA 2K and Red Dead Redemption.

The countries, with a combined population of around 44 million, will presumably now also become a market in which Rockstar can sell GTA 6, when it finally arrives.

After more than a decade in development and a recent major delay, GTA 6 is currently set to launch on May 9, 2026, pending any further hold-ups.

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

Dead Spells Codes (July 2025)

Looking for codes for Dead Spells? IGN has you covered. We’ve jumped into the game and checked for all the newest and working codes for the Dead Rails inspired game. This fantasy survival game allows you to play as various classes including Gnome, Mushroom, and Goblin as you set off on expeditions.

Working Dead Spells Codes (July 2025)

  • 40Klikes – 100 Burgers (NEW)
  • Gullible – 50 Burgers (NEW)
  • SteamPunk – 100 Burgers
  • LIZARD – 50 Burgers

Expired Dead Spells Codes (July 2025)

As of this month, these codes have now expired:

  • 35Klikes
  • 1MVisits
  • Thief King
  • 30Klikes
  • 25Klikes
  • Traits!
  • 20Klikes
  • 15Klikes
  • VampireMansion!
  • 10Klikes
  • 5000!

How to Redeem Dead Spells Codes

You’ll need to find the blue lizard in Dead Spells in order to redeem codes, so to find it and get your rewards, follow these steps:

  1. Launch Dead Spells on Roblox
  2. When you log into a server, go straight ahead past the water fountain.
  3. Then, look for the blue lizard wearing a monacle near the noticeboard. It will say Enter Codes above it
  4. Approach the lizard and interact with it to enter codes
  5. Enter the code into the box and hit claim

How to Get More Dead Spells Codes

We check for new codes every day, so the best way to find out about the latest Dead Spells code is to save this article and keep checking back. You can also hunt for codes in the dediated Discord server, where codes are also announced.

Why Isn’t My Dead Spells Code Working?

If your code for Dead Spells isn’t working, it’s likely for one of two reasons:

  1. The code has been entered incorrectly
  2. The code has expired

If a code is not accepted in Dead Spells, it will say “code does not exist or is expired.” It doesn’t make it clear what the problem is, you’ll just know the code hasn’t worked. The good news is, if you use our article, we’ll move codes into expired when they stop working, so you can tell the difference. If a code is in the active and working list, however, be sure to copy and paste it exactly as you see it here. We test each of the codes before uploading them, and Roblox codes are often case-sensitive, so it’s important that it’s exact.

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

Flashpoint: Worlds Collide Codes (July 2025)

Want codes for Flashpoint: Worlds Collide? In this article, you’ll find the latest active codes so you can earn cash, experience, suits, and more fast. IGN has you covered for when new ones are released and updates when they expire. This article also explains how to redeem codes if you’re not sure!

Working Flashpoint: Worlds Collide Codes (July 2025)

According to the developer, most codes will expire after one week but there are occasional codes that don’t. So make sure you’re quick enough to redeem the new ones before they’re gone! Here are all the current active codes for Flashpoint: Worlds Collide and the rewards you’ll get for redeeming them:

  • Velocity9 – 1 V9
  • N3G4T1V3 – Negative Flash (Rebirth)
  • jldownfall – The flash [SSKTJL]
  • clicksteryt – Clickster Suit

Expired Flashpoint: Worlds Collide Codes (July 2025)

Unfortunately, these codes have expired and will no longer work:

  • sorryforthebugs:(
  • d3layedp0int
  • thankyoufor800klikes!!
  • L1GHTN1NGTHR0W
  • 1MILINTERESTED
  • sorryfordelay:(
  • hehehehaw666klikes!
  • thisnextcodegoesouttomykingwagwarnitsking
  • LovxellIsSoooooCoolAndHandsomeAndHePullsAllTheLadiesAndHesAlsoSuperTallAndRichWith10GazillionDollars
  • yay500kinterested!!
  • siliisthecoolestdevandastroshouldgivehimaraisebecauseheisthebestdev
  • WeLoveVerifiedAndAppreciateHimVeryMuch
  • yay350kinterested!!
  • 100kinterested!!
  • 200kinterested!!
  • yippee1milmembers
  • woahhh50kinterested
  • 350klikes!!
  • comeonletsgetto50kplayers!!
  • yay75kinterested
  • 300klikes!!
  • UPDATESOON!!
  • thankyouguysfor200waitnoimean200klikes!!yeahthatsoundsaboutright
  • 250klikes!!
  • 25kplayers
  • 30kplayers
  • MartyZealousTooQuick
  • wallywestgoat
  • 14kPlayers
  • 69kLikes
  • holymolywehit150klikes
  • 15kplayers
  • 20kplayers
  • getthegameto100klikesformorecoolcodes
  • 100klikes!!
  • 50kinterestednext?
  • UnderneathTheTree
  • walnut
  • sub2varisyt

How to Redeem Flashpoint: Worlds Collide Codes

Before you can redeem codes for Flashpoint: Worlds Collide you’ll need to follow a few simple steps. Make sure you do these before trying to claim any in-game:

  1. First, join the Varis Studios Roblox group.
  2. Launch Flashpoint: Worlds
  3. Press the “Codes” button at the top left of your screen
  4. Enter your code here and press the Redeem button to get your rewards.

Why Isn’t My Flashpoint: Worlds Collide Code Working?

There are two main reasons why a code usually doesn’t work in any Roblox game and the same goes for this experience:

  • The code is expired
  • The code has been entered incorrectly

If a code has been entered incorrectly or has expired, you’ll see a message that says, “Not an active code!” To stop this from happening, we recommend copying and pasting the code directly from this article. We check and test each code before we add them to our article. However, when copying them, you can sometimes accidentally include an extra space somewhere. This is why you should always double-check that there aren’t any additional spaces!

Where to Find More Flashpoint: Worlds Collide Codes

We’ll update this article when new codes are added so you can always check back here and keep up-to-date with the latest codes. Flashpoint: Worlds Collide has its own dedicated Discord server where codes are announced, as well as game updates. Certain codes may require going to specific YouTuber channels to find them as well.

What is Flashpoint: Worlds Collide in Roblox?

Flashpoint: Worlds Collide is a Roblox experience that revolves around Flash from the DC Universe. Players can speed through the city as their own avatar or wear one of many outfits as they fight criminals and earn money doing it.

As you stop crimes, you’ll gain experience so you can upgrade your skills and become faster. Which you’ll need to do if you want to beat other players in races where speed is all that matters. Or you can put more of your skill points into stats like health and damage so you’re an even stronger crime fighter. Become the super hero that you want to be.

Jeffrey Lerman is a freelance game journalist for IGN who has been covering games for over a decade. You can follow him on Bluesky.

Humble Bundle Has All of the Borderlands Games for Only $16 Ahead of the Borderlands 4 Release Date

Humble Bundle has a psycho deal for Borderlands fans. Until next Friday, July 25, you can grab every Borderlands game, as well as Tiny Tina’s Wonderlands, for just $16. If you’re unfamiliar with how Humble Bundle works, the more you pay, the more you get. So while $16 gets you all eight games, you can choose to pay less to get only some of the games on the list. Conversely, if you pay more than $16, not only do you get all of the games, but you also contribute to charity and video game publishers.

Borderlands x Wonderlands Collection at Humble Bundle

This bundle (a $279 value) includes all of the mainline Borderlands games, the VR version of Borderlands 2, the Telltale games, and more. The bundle is missing the iOS-exclusive Borderlands Legends real-time strategy game, but here’s everything that comes in the collection:

  • Borderlands
  • Borderlands 2
  • Borderlands 3
  • Borderlands: The Pre-Sequel
  • Tales From the Borderlands
  • New Tales From the Borderlands
  • Borderlands 2 VR
  • Tiny Tina’s Wonderlands

And for an in-depth breakdown of how to play all of the Borderlands games in chronological order, we’ve got you covered. Since this deal is specific to PC gamers, It’s also worth noting that every game on this list is playable on the Steam Deck except for Borderlands 2 VR. As of right now, we haven’t gotten any confirmation that Borderlands 4 will be Steam Deck verified or even playable on the handheld, however.

Borderlands 4 has been generating a lot of buzz in 2025, but did you forget that a Borderlands movie actually came out last year? Well, good thing I’m here to remind you that IGN’s Matt Donato reviewed the big screen adaptation, giving it a three overall saying “Borderlands is a catastrophic disappointment that plays like hacked-to-pieces studio slop, betraying everything fans adore about Gearbox Software’s franchise in derivative, regrettable fashion.”

Here’s to hoping the next game brings the franchise back to it’s full potential when it releases in September later this year.

Borderlands 4 Is Available for Preorder Now

Once you’re caught up on the entire Borderlands saga, you can preorder Borderlands 4 before it drops September 12 on PS5, Xbox Series X/S, Nintendo Switch 2, and PC. It promises the same high-octane looting and shooting the core games are known for with some new twists and turns along the way. You can check out IGN’s Borderlands 4 preview for all of the little details we know about the game so far.

Humble Bundle is part of IGN Entertainment, the division of Ziff Davis that includes GamesIndustry.biz, IGN, and MapGenie.

Myles Obenza is a freelance writer for IGN. Follow him on Bluesky @mylesobenza.bsky.social.

Line of Fire: Burnt Moon Board Game Review

Of the many war-themed board games, Osprey Games’ Undaunted series is arguably one of the best in the current board game generation. These games’ unique deck-building mechanics, mixed with historical theaters of war, including Normandy, Stalingrad, or North Africa, have helped grow its fanbase. And the release of last year’s Undaunted 2200: Calisto took the series from the fields of World War II and into space with a futuristic science fiction entry. Now, the team at Osprey has distilled the experience of the series into a solely deck-building experience with the release of Line of Fire: Burnt Moon. And they’ve done so with a surprising level of success.

Ditching the modular tiles or fold-out boards of the Undaunted games, Line of Fire gives two players a set of five identical location boards, each with an assigned point values. Once all five get randomly placed out for both players, each side deploys forces to the various spots in an effort to hold eight points’ worth of locations, or destroy all of the oppositions land-capturing units, claiming victory.

Turns begin with both players drawing four cards, and secretly selecting one of those to offer up in a bid to gain that round’s initiative. Whoever offers the card with a higher value gets to play first. Both of those cards are then discarded and the first player takes their turn placing out their hands of cards, followed by the second player, and once they are finished, new hands are drawn and the the process starts over.

Set on Jupiter’s moon, Io, in the world of Undaunted 2200, Line of Fire has a science fiction motif. So, instead of troops on the ground, you deploy ROVs – Remote Operated Vehicles – into the warzones. ROVs are composed of four different varieties, divided into A and B forces. Each ROV type has special actions it can take. For example, the MOSS units allow you to capture locations, while the DaCU units can build fortifications that can only be activated by playing an identical unit card on a previously deployed card. Players also have access to a small selection on personnel cards which provide benefits including adding cards to your deck or disabling an opponents ROVs, further adding strategy elements to Line of Fire.

For players who are familiar with Osprey’s Undaunted titles, many of Line of Fire’s mechanics will feel identical, from the initiative bidding to removing casualties. When a unit is destroy in Line of Fire, players first try to remove a copy of that card from their hand. If none are in their hand, they then search their discard, then their deck, then the reserve, and lastly remove the unit on the board that is being attacked. I personally love this approach, as I find searching for hold cards and seeing your supply slowly dwindling away to be far more of a tense experience than simply removing the card that was attacked. It’s also through this method that if ever all of you or your opponent’s MOSS ROVs (the only unit type that can capture) are gone from the deployed regions, you lose.

Despite the box’s small footprint, Line of Fire provides a riveting strategic experience in a fairly short time frame. The matches I played rarely took even a half hour to complete, with games taking even less time the more experience both players have, as you can quickly play your three cards and be done.

The matches I played rarely took even a half hour to complete.

Even with both choices of cards being identical, there is still a good bit of strategy required in Line of Fire. Knowing what cards to add to your deck, where to deploy them, and when to retreat when a battlefield is lost are all key decisions you have to make. Being a deck-building game, there is still some aspect of luck involved, as the cards you have in hand dictate what actions you can take on your turn – but I never found that luck overpowered solid tactics and decision making. That said, I did find that some of Line’s design direction made it harder to get into than I feel it really needed to be, with much of that coming down to the card designs and naming.

Admittedly, I have not yet played Undaunted 2200: Callisto, so this may be less of an issue for some folks, but the naming of the ROVs threw my friends for a loop and never made sense. Terms like “infantry”, “tank”, and “sniper” I can grasp at a glance, but if you were to ask someone which of “MOSS”, “TIR”, “xED”, or “DaCU” was your heavy artillery unit, they would probably look at you and walk away.

Between the random names and various symbols that make almost as little sense as the names, it just makes the cards harder to decipher than they need to be, even with the handy reference cards that both players have. I get that Line is set in the future and leans into the science fiction element, but sometimes it’s just easier to say “my tank is attacking your plane”.

From a visual and component standpoint, Line of Fire is a striking game, with artwork and designs that evoke classic science fiction book covers with blocky-square robots. Both players also have unique artwork for their units, that are also clearly denoted by heavy use of either redish-pink colors or blues for their respective side. This extends even into the storage solution with each player’s cards, fortifications and location tiles all fitting snuggly into a color-coordinated box, that both then are carried in a magnetically sealed box roughly the size of a VHS tape. I’m a sucker for games with good storage solutions, and Line of Fire’s does it’s job splendidly, making it quick and easy to set up and break down, and small enough to fit in your bag to take with you.

Flip 7 Card Game Review

As much as I love a good “heavy” game, one that fills my tabletop with decks of cards, a sprawling board, and colorful assortment of components, I also appreciate a small games that I can bust out at a moment’s notice, that I can teach in just a minute or two, and have a great time with. The newest game in my collection that fits that role spectacularly is Flip 7, a card game we’ve featured as one of the best cheap games you can buy. It was also nominated for the prestigious Spiel des Jahres, and won Board Game Geek’s Party Game of the Year during their Golden Geek Awards 2024. It’s very good.

Designed by Eric Olsen and published by the OP Games, Flip 7 at its core is a push-your-luck game where players race to be the first to reach 200 points by playing cards blindly from a deck of cards that range from 0 to 12. For all the numbered cards (except zero), each card has as many copies as its value – there’s a single 1-value card, two 2s, etc. A player’s turn immediately ends if they ever pull a duplicate value card, they choose to pass their turn and take the points they have earned in that round, or if they manage to flip seven value cards, which also earns the player bonus points. Rounds continue until one player has reached those 200 points.

Despite being a simple game, Flip 7 is visually striking with an Art Deco aesthetic and cards featuring bright colors and large numbers. Each number has its own color, with the modifier cards a bright honey-yellow that contrasts with the more tan-centric backgrounds of the number cards to avoid confusion. As a pleasant added touch, some of the frills and decorations on the cards connect seamlessly to one another, allowing you to create a lovely, rainbow-like collage of cards with each one you pull.

Flip 7 has such a low barrier of entry, really only requiring at least one of the players to be able to do simple math (even that you can mitigate somewhat thanks to the free tracking app), and with games only taking maybe 15 minutes, it makes it an easy recommendation for basically anyone. It’s a game that I could just as easily recommend for my friends I play heavy board games with, or my mom, who is more comfortable in the land of solitaire, and know that both audiences would have fun with it. The fact that this game scales up incredibly well, too, for parties is just an added cherry on top.

Where Flip 7 may be a bit of a turn off for some folks comes from the fact that this game is, at its core, a game of pure luck, with the only strategy coming from whether or not you’ll risk drawing another card to try for more points. Ideally, I would have loved if there was a smidge of a hint of an element that lends itself to strategy in here. Flip 7 fills very much the same spot as, say, an UNO or Skip-Bo, simpler games that appeal to a far broader market – but in those games, players have more choices they can make, as opposed to Flip 7’s only real choices it provides players is to either to draw a card or not play.

Among my collection, I have a very elite selection of games, my Glove Box Collective. These are games I like to keep in my car’s glovebox so that I always have them on hand when I go places. These are games that I can bust out at a moment’s notice, when I have a few minutes to kill, when I’m meeting friends at a local brewery, or am simply visiting family. Flip 7, thanks largely to its quick-to-teach and easy-to-play nature, has earned its spot among this most prestigious collection of mine.

I do wish that there was a bit more player choice involved but the tense “should I or shouldn’t I” nature of the game has led to some great moments of celebration where taking that risk has resulted in me winning a game, and those of frustration where I blew through all of my extra chance safety cards back-to-back only to still lose. But such is life in games of luck.

Where to Buy

PlayStation Exclusive Ghost of Yotei Gets Official Popcorn Bucket Inspired by a Traditional Japanese Rice Bucket

We’re now used to outlandish popcorn buckets for Hollywood movies. Who can forget the Deadpool & Wolverine popcorn bucket from last year, which let people eat out of Wolverine’s head? Speaking of popcorn bucket heads, The Fantastic Four: First Steps’s Galactus head is a gargantuan $80.

Now it’s time for video games to get in on the act. Upcoming PlayStation 5 exclusive Ghost of Yotei is getting its own official popcorn bucket as the video game crosses the divide into blockbuster movie territory.

Alamo Drafthouse Cinema is working with Sony to showcase five classic samurai films inspired by Ghost of Yotei on the big screen in a programming series called Way of the Samurai, and as part of that it will launch a custom Ghost of Yotei-themed menu featuring appetizers, desserts, and cocktails “crafted to complement the mood and mythology of the films.”

But the big draw is the exclusive, 100-ounce Ghost of Yotei popcorn bucket modeled after a traditional Japanese rice bucket. The popcorn bucket launches today, July 17, at AlamoMart.com and will be available in theaters from August 2 to September 4.

The special Ghost of Yotei menu will be available at Alamo locations nationwide during the Way of the Samurai screenings.

The movies are:

  • LADY SNOWBLOOD (1973, dir. Toshiya Fujita) – A blood-soaked tale of revenge that
  • influenced KILL BILL and countless others.
  • LONE WOLF AND CUB: SWORD OF VENGEANCE (1972, dir. Kenji Misumi) – A
  • brutal, beautiful saga of a disgraced samurai and his infant son on a path of vengeance.
  • THE TALE OF ZATOICHI (1962, dir. Kenji Misumi) – The first installment of the
  • legendary blind swordsman series.
  • 13 ASSASSINS (2011, dir. Takashi Miike) – A modern epic of strategy and sacrifice that
  • redefined large-scale action.
  • RAN (1985, dir. Akira Kurosawa) – The master's sweeping tragedy of power, madness,
  • and betrayal.

As for Ghost of Yotei, Sony recently revealed more information on the game during a dedicated State of Play. Ghost of Yotei launches October 2, 2025 on PS5.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Julian LeFay, ‘Father of The Elder Scrolls,’ Steps Back From Game Development Due To Cancer

Julian LeFay, former chief engineer at Bethesda and co-founder of OnceLost Games, is stepping back from game development due to his ongoing battle with cancer, the company announced yesterday.

In a video from OnceLost Games, producer Victor Villareal announced the news. “Our technical producer Julian LeFay, who I’m sure needs no introduction, has been fighting a battle with cancer for the last several years,” said Villareal. “He’s fought bravely and strongly, but it seems he doesn’t have very much time left. He has stepped away from the project to spend that remaining time with his family and loved ones.”

LeFay is often referred to as the “father of the Elder Scrolls” series, as he joined Bethesda Softworks after its founding in 1987 and led the company as Chief Engineer through games like The Elders Scrolls: Arena, The Elder Scrolls II: Daggerfall, and Battlespire. Julianos, the God of Wisdom and Logic, and one of the Nine Divines in The Elder Scrolls, is named after LeFay.

Dabbling in various projects over the years, LeFay co-founded the studio OnceLost Games in 2019 with former Bethesda colleagues Ted Peterson and Vijay Lakshman, to work on a Daggerfall spiritual successor called The Wayward Realms.

Peterson penned a statement, released in the description of the announcement video from OnceLost games, tracing his history with LeFay.

“I could talk stories about our friendship and how we’ve worked together recently with our team on Wayward Realms as creative and technical directors, but I need to come to the point of this,” wrote Peterson. “Julian has been courageously battling cancer. His doctors have informed us that his time with us is limited, and we are preparing to say goodbye to a true legend of the industry.”

Peterson invited fans to share thoughts, prayers, well-wishes, memories, or simply the impact LeFay’s life and work has had on them.

“To me, this is deeply personal, and I regret every second I didn’t spend with one of the most charming, smart, funny, and interesting people I’ve ever met,” wrote Peterson. “It’s also a spur to action for me: I will not let down his legacy.

“That said, a final quote from the eminently quotable Julian LeFay,” he continued. “He said this at our last team meeting, and I believe it represents him and his beliefs well. ‘It is personal. And if it’s not personal, then you’re just doing work for hire and you’ll never have the motivation to accomplish a significant goal.'”

Eric is a freelance writer for IGN.