The Witcher 4: The People, Places, and Secrets of the Tech Demo

In a huge reveal at this week’s Unreal Fest Orlando, Epic Games and developer CD Projekt Red showcased a technical demonstration of The Witcher 4. Built in Unreal Engine 5 using many of the latest tools and technologies, it offers a window into the future of The Witcher; not just in terms of what Ciri’s saga will (hopefully) look like, but also the people we’ll meet, the places we’ll go, and the general vibe of the game we’ll one day get our hands on.

There was plenty to see in the 14 minutes of demonstration footage, so we’re here to break it down with the help of CD Projekt Red and Epic Games. Here are the 10 most important things we’ve learned about The Witcher 4 and its new tech demo.

1. The Demo is Not Gameplay

The demo we saw was played live on stage by CD Projekt Red’s Cinematic Director, Kajetan Kapuściński. But while Kapuściński was literally moving Ciri around the game world, the studio is keen to emphasise that the demo is not a true slice of the game. While the mountain region, forest, and port town you saw will be part of The Witcher 4, the quest being played and the characters Ciri interacts with may not be featured in the final game.

As Kapuściński explains to me, this “was a demo that [CD Projekt Red and Epic Games] crafted so both companies can work on some technology that will be powering The Witcher 4 in the future. So it’s not gameplay of The Witcher 4, per se.”

So if it’s not gameplay, what can we learn from it? “It shows our artistic direction and how we would like to approach some things,” Kapuściński explains. And so everything you see – the scope of the world, the density of the foliage, the way Ciri and NPCs react to each other, and how cinematic cutscenes blend with the interactive parts – is CD Project Red’s ambition. It’s how the studio currently envisions the game and what the team is working towards.

“But everything you saw is subject to be changed, because that is a snippet of what we have now,” Kapuściński says. In short, this is not a full representation of the final version of The Witcher 4.

2. Will The Witcher 4 Look Like That?

The visual quality of this tech demo is astonishing, but we’ve been here before. Many people will remember the first footage of The Witcher 3: Wild Hunt or Cyberpunk 2077, which turned out to be more ambitious, at least visually, than the final product. In The Witcher 4’s case, it’s especially easy to be skeptical, as this demonstration was running on a regular PlayStation 5 (not even a PS5 Pro!) at 60 frames per second. I asked Wyeth Johnson, Senior Director of Product Strategy at Epic Games, if this quality was genuinely something players could expect to experience on a base PS5.

“Oh absolutely. We can’t lie here,” he says. “I mean the technology that we’re making has to be directly relevant for what players expect, and players across the entire hardware spectrum are asking for amazing 60 frames per second gameplay.”

The new advancements in Unreal Engine 5.6 are allowing developers to run complex tech more efficiently. As explained in an Unreal blog post, “The Hardware Ray Tracing (HWRT) system enhancements are designed to deliver even greater performance for Lumen Global Illumination. By eliminating key CPU bottlenecks, you can author more complex scenes while maintaining a smoother 60 FPS frame rate.” The promise of all this is that the experiences that are currently typically locked behind a 30 frames-per-second ‘Quality’ mode will be available at 60fps – all without requiring new hardware.

“The goal that we set at the very beginning, to make this demo and play it live on a standard PlayStation 5 in 60 frames per second, that was a challenge on its own,” says Kapuściński. “And pushing towards that allowed us to achieve these optimizations that allow us to use technology on a bigger scale.”

3. We’re Headed North. Very North

The technical demo takes place in Kovir, a region in the very north of The Continent, the world in which The Witcher takes place. It’s situated north-west of the lands of Redania and Temeria, locations you’ll be familiar with from The Witcher 3. Its mountainous terrain is resource-rich, and so mining is one of the kingdom’s key industries. Kovir is the world’s leading exporter of minerals, and among those minerals is salt; you’ll have noticed that Ciri’s quest in this demonstration is to investigate a salt merchant’s missing cargo.

Fans of The Witcher books have waited a long time to visit Kovir, but creating it for a video game is no easy task. As Game Director Sebastian Kalemba explained as part of the demonstration, “So much of The Witcher world is natural, organic, especially Kovir with its dense forests and wild nature.” The Witcher 3 featured some grand woodland environments that remain impressive even 10 years later, but the forest shown in this demo is a league ahead of them. It stretches as far as the eye can see, with detailed pine trees creating a blanket of green through the mountain’s ravine. Both vertically and horizontally, there’s an astonishing amount of foliage detail.

“I think for the Witcher franchise, the forest is definitely the soul of the game,” says Charles Tremblay, VP of Technology at CD Projekt Red. “And this is something that we were struggling [with] since the beginning of the project. How are we going to make the next generation of foliage?” The answer was Nanite Foliage, a new Unreal technology that has a whole new approach to how assets like leaves, flowers, and pine needles are loaded into the environment. It allows for a much more detailed natural world without the need for constant load times and pop-in – and it was that that has helped CD Project Red work on a seamless forest environment that is so richly detailed.

4. A Horse Named Kelpie

For hundreds of hours we travelled around The Continent on a very beloved steed. But Roach was Geralt’s horse. Ciri needs her own mount, and luckily she has one. Kelpie is a black horse and we can see her in action for the first time in this tech demo. While Kelpie is new to the games, this horse has roots in The Witcher books. Originally belonging to a member of the Guild of Merchants named Hotspurn, Ciri took ownership of Kelpie when he died. Recognised as a magnificent horse wherever she goes, Kelpie’s best trick is that she can be summoned by rubbing a magical bracelet (it’s as if she were written to be a video game horse).

In the books, Kelpie is said to be able to jump over seven-foot-tall walls with ease. Anyone who’s played The Witcher 3 will tell you that’s an impossibility with Roach – he’s more likely to disappear and end up on a roof. And so all this begs the question: will Kelpie be easier and more enjoyable to control than Geralt’s old steed?

“No offense to Roach, but when you have this jank it can get you out of the immersion, that’s for sure,” admits Tremblay. “We want [players] to explore the world with [Kelpie] as a companion and it has to be close to perfection, for sure.” New tech like Unreal’s multi-character motion matching should hopefully ensure riding Kelpie is a smooth experience.

Like so many of The Witcher’s creatures, Kelpie has a mythological connection. In Scottish folklore, a Kelpie is a shape-shifting water spirit that has the ability to disguise itself as a horse when on dry land. Could this name hint at Kelpie also being able to take Ciri across spans of water? We’ll just have to wait and see.

5. The Quest and The Manticore

As we’ve established, this showcase is a technical demonstration rather than a slice of the game, and so there’s not really a quest to see, at least not in the game sense of the word. But Kalemba wanted to ensure the demo had a sense of narrative running through it – this is CD Projekt Red, after all.

“The big challenge was how to make a tech demo, but in a way that we’ll also be able to incorporate story and bits and pieces from this world,” he explains. “I love that narrative layer in this entire piece, [it] actually even helps to boost the technical achievements behind the entire demo.”

In that narrative layer, we see that Ciri has taken on a classic bit of Witcher work. She’s accepted a contract from a salt merchant to find his missing cargo and crew. Unluckily for him, both his salt and men are long gone. Luckily for Ciri, their grisly fate arrived via the blood-soaked jaws of a manticore. And, as we all know, killing monsters is exactly what Witchers are known for.

It’s a pleasant surprise to see a manticore in this demo. Production materials that were leaked during the development of The Witcher 3 suggested that manticores were planned to be part of Wild Hunt, but they were cut from the final game. While this tech demonstration is by no means confirmation of anything appearing in The Witcher 4, we at the very least have been able to see one of the beasts rendered in Unreal Engine 5. Hopefully we’ll get to fight it in the final version of the game.

Including this quest was important to Kalemba. “One of the common denominators between the writing [in the] books and the games is a cocktail of genres. It’s a cocktail of experience,” he says. The reveal trailer shown at The Game Awards last year, he explains, was a more “grounded” experience that showed the ugly realities of living in the world of The Witcher. “Here you have this adventurous vibe, you know what I mean?”

6. Welcome to Valdrest, Population: Over 300

As Ciri adventures through Kovir, she returns to Valdrest, the port town that’s home to the trader who gave her the salt contract. It’s also home to over 300 other people, thanks to a whole host of tech optimisations and Unreal Engine’s new animation framework. That means larger, more realistic crowds – Novigrad will hopefully feel primitive in comparison.

Among the town’s population we see men, women, and children, a marketplace full of traders and guards, several dwarves, a few sex workers, entertainers, and a number of different animals, including a tamed bear. Perhaps most impressive is the variety of body types and unique animations on display; it feels like everyone is an individual, something emphasised by unique characteristics, such as a disabled man walking with a crutch, or a mother wrapping her arm around her child. It’s an example of Epic’s metahuman technology bringing ever-increasingly lifelike and varied characters to video games. Something that can also be seen in the way they interact with each other…

7. A Responsive, Living World

The NPCs in Valdrest are interesting for many reasons beyond just their visual variety. As Kalemba explained during the demo, “Notice how responsive the world is. Character actions directly affect what happens around you, sometimes even setting off chain reactions. Everything is working together.” We see this in action as Ciri bumps into a merchant carrying a crate of apples, which causes him to lose balance and drop his fruit all over the floor. The apples, fully rendered with physics, begin to roll down the hill. A nearby chicken, startled by the noise, clucks and flaps away.

We also see how NPCs can react to Ciri – upon spotting her, a guard says “Oh bugger, not her again,” and spits at Ciri as she walks past. It’s reactive behaviour like this that helps sell a Witcher’s shadowy reputation. Many people are prejudiced against these mutated monster hunters. “The idea is that there are physical interactions that when you get poked at, you get a reaction to it in a way that feels plausible to you,” says Johnson. “All of these things keep you in the world.”

There are a number of other cool events we see, such as a man being thrown out of a tavern (apparently for cheating at Gwent – does this mean our beloved card game will be back for another round?). It’s unclear if these behaviours are scripted or dynamic based on schedules or routines à la The Elder Scrolls 4: Oblivion, and when asked, CD Projekt Red would not say what its ambitions were there. But the goal is a living, breathing world.

“For us, the world words we are creating, it’s super important for us to actually make them as vivid and as believable as possible,” says Kapuściński. “Naturally behaving, properly looking NPCs are an important part of it. So yeah, we’ve proved that with previous games, and we’re not aiming any lower than that.”

8. Seamless Cinematics

Because this is a technical demonstration and not actual gameplay, we didn’t see a lot of “game” – you’ll no doubt have noticed how the camera swung away from Ciri’s conversation with the merchant before any kind of dialogue system and UI could be shown. But what we did see is a vision of how dialogue sequences in The Witcher 4 will begin, and it’s completely seamless. The Witcher 3 featured brief loading screens as it transitioned from the gameplay camera to the cinematic camera, but all that’s gone now thanks to Unreal Engine’s tools. Now, as Ciri approaches the geographic trigger point for a dialogue – in this case, a balustrade – the camera automatically ‘unhooks’ itself from its regular game position behind Ciri and begins to frame the scene as required for the cinematic.

CD Projekt Red first achieved seamless game-to-cinematic transitions in Cyberpunk 2077, where it was vital to maintaining the first-person immersion. While things are a little different here, thanks to the third-person perspective, it’s cool to see the studio’s vision for keeping the experience flowing naturally.

9. A Small Gift for All Witcher Fans

Right at the end of the demo, Kalemba said that the demo was going to finish with “a small gift for all Witcher fans.” That gift was a first look at Lan Exeter.

While it is briefly mentioned by characters in both The Witcher 3 and its expansion, Blood and Wine, this is the first time we are seeing this grand city rendered for a video game. Lan Exeter is a port city in Kovir and the kingdom’s winter capital (there is also a summer capital, called Pont Vanis) that features in Andrzej Sapkowski’s Witcher books. With no pedestrian walkways, the only way to navigate Lan Exeter is via its canal network. Unsurprisingly, the city is essentially a wintry, fantasy Venice.

The Great Canal that runs through Lan Exeter leads to a number of important places, but the most important of them all is Ensenada Palace; the residence of the King of Kovir and Poviss. On the boat ride to the palace, a visitor would also be able to see the grand homes of many admirals and business magnates. It seems a sure bet that we’ll be visiting at least one or two of those estates when we visit Lan Exeter in The Witcher 4.

10. The Next Generation of Open World RPGs

As the demo draws to a close, Kalemba says, “I think what we’re doing together [with Epic Games] is going to bring in a new generation of open world RPGs.” But what exactly does that mean?

“For us, story [and] quest is always key,” says Tremblay. “And now with the immersion, we want people to experience this world, but the technology should not be in the way. We want people to feel like they belong to this world, they interact with the world, that they can experience the emotion of the character, feeling that they are connected to the story. With our partnership and all the tools we build and all the technology, I think it’ll be yet another level for us going forward.”

“For us, we don’t want to get in the way of artistic vision,” says Johnson. “We want everybody who uses Unreal Engine to come at the tools and the technology unburdened by what they imagine and believe that it can’t do. We want [them] to come to the technology with a vision of ‘Here’s what we want to achieve. We’re going to dream big, and we hope that the engine moves out of our way as efficiently and effectively as possible and allows us to achieve it.’”

Matt Purslow is IGN’s Senior Features Editor.

Holstin: 5 Reasons to Play This Phenomenal Pixel-Art Survival Horror Game

I don’t think I’ve hungered for a game this year as much as Holstin. This survival-horror immediately caught my eye with its gorgeous pixel art, perspective-shifting gameplay, and eerie Polish setting.

So I felt super lucky to get hands-on with an all-new, two-hour PC demo, sliced right out of Holstin’s ominous beginnings. While the previous Steam demo captured Holstin’s “feel” through mocked-up puzzles and a firing-range weapons tutorial, this new build puts it all together with a meaty (pun intended) story.

My friends, you’ve gotta keep an eye on Holstin – here are a few reasons why.

#1: “Disgusting” Has Never Looked So Good

It’s the first thing you’ll notice – Holstin is really, really good-looking, right from your sudden drop into a dilapidated train station overgrown with some weird, pulsing yellow substance. The art looks already great in screenshots, but you need to see and feel Holstin in motion to truly understand what an accomplishment these graphics are. Even the title screen is amazing.

Even the title screen is amazing.

What looks like 2D top-down pixel art becomes truly impressive 3D once you learn that you can move the camera around, with slick, seamless transitions through eight different angles. Even if you’re aware of this before you begin playing, swinging around for the first time is honestly one of Holstin’s most surprising moments – yes, right up there with enemy encounters!

(As a side note, the top-down movement in Holstin lends itself really well to twin-stick action on a controller, but it plays perfectly on mouse and keyboard as well.)

While most players won’t necessarily be choosing Holstin because of its technical proficiency, it’s what really makes this aesthetic work. There’s a reason why graphics like this aren’t manifold in the industry – it’s built on the studio’s custom in-house technology, which makes it likely to cement Holstin as a standout game graphically.

#2: Mind-Blowing Perspectives

Okay, so you can spin that third-person, top-down camera around and view the world from multiple angles – but that’s not just an awesome-looking gimmick. Those angles go hand-in-hand with Holstin’s environmental puzzles. If you’re not looking behind boxes or checking around corners to find alleys, you may – and probably will – miss things that will help you find your path forward in Holstin’s strange world.

But wait! There’s more!

There are aggressive mutated people everywhere. That means you need to shoot them. But unlike other twin-stick shooters, you won’t be staying in that fixed-camera view to ready your sights. Entering aim mode transitions you into an over-the-shoulder third-person view, freeing your camera to enable pinpoint precision for your headshots.

These two very different views really add to the suspense – for instance, while in top-down view, you might miss the enemy lurking quietly around a corner. I found myself constantly on my guard, switching between both viewpoints even out of combat. (And sometimes even that didn’t save me from being pounced on and grappled down by some grisly horror of a human.) The only part of combat that initially confused me was melee, as that isn’t in aim mode – but I got used to it quickly.

Holstin plays with other camera perspectives too, though more for atmosphere than for gameplay reasons. Think: a god’s-eye view in an eerily silent, unpopulated area. Your cursor disappears, suddenly removing your primary sense of defense. You might not be switching into aim mode here, but you’ll sure feel like some ominous force is watching your every move.

#3: Meat, Tentacles, and Gore Galore

Survival horror fans will want to know how gruesome the strange environment can get, but don’t worry – the squelchy mainstays of the genre are definitely represented in Holstin. The overall goal in this demo is to find your way to a slaughterhouse, after all.

The town’s dissolution into its kind of otherworld first emerges in the form of “Plasmodium,” the aforementioned yellow substance. At first, it looks like someone went wild with foam spray – but when you approach, tentacles will rise and wiggle at you. Are they saying hi or taunting you? Either way, it’s suitably icky and adds to a pervading sense of unease.

And then there are the mutant enemies. Imagine glowing orange orbs taking over your body, their tendrils taking the place of your tendons. Imagine those same orbs buried in the Plasmodium, which slowly spreads through streets and parks like an aggressive, menacing fungus.

Something I also found unsettling was the implied gore. While you don’t see the actual slaughterhouse in this demo, you will learn how it figures into the overall narrative through conversational dialogue and scribbled scraps scattered through the world. Something wicked is going on in that place, and you know it’s not going to be pretty when you finally get there.

#4: Adventure Gaming Puzzles That Don’t Suck

As a gamer who grew up with classic point-and-click adventures, I was very impressed by Holstin’s approach to its puzzles. Maybe I’m getting old and crotchety, but I’ve been disappointed in recent years with how linear puzzling has become in adventure-adjacent games. Receive an objective, figure out how to solve the objective, then receive the next objective.

Figuring out which are solvable in any given moment is almost a puzzle in itself.

Though Holstin is strongly narrative-driven, it never feels like a linear story with disparate puzzles slapped on top. In fact, I’d almost forgotten how challenging a well-designed puzzle tree can be. In Holstin, you won’t be completing objectives in the order they’re listed. You can work on multiple objectives at once, and figuring out which are solvable in any given moment is almost a puzzle in itself. You might have to retrace your steps, which feels realistic (like searching your house thrice for your car keys).

And as for the puzzles themselves – they make sense (well, as much as something can make sense in this mad world). Survival horror fans are all familiar with some of the genre’s most inane challenges – ranging from the dreaded sliding puzzle through to needing an intimate knowledge of Shakespeare to shelve books correctly in order to obtain a door code (*cough* Silent Hill *cough*).

None of that nonsense here. Holstin’s asks of you are simple: How are you going to get this trapdoor open? What twisting path through town will you need to forge in order to reach the playground? How you solve these problems feels organic, and really encourages you to explore your environs thoroughly.

#5: 1990s Poland Is a Trip

The Polish setting forms the bones of quite a specific – and unique – narrative. It’s not exactly a great tourism ad for Poland, but even covered with the weird tentacled Plasmodium, the town of Jeziorne-Kolonia still feels like a distinctly foreign experience compared to other games set in more vague locations.

This demo only has Polish voiceover, and as an English speaker myself, I found that this added to the believability and atmosphere – like watching a foreign flick. Though I don’t have the context of how the Polish language is structured, the voice acting sounded dead-on.

There’s the suicidal woman, her voice filled with defeat as she hands her gun over to you. The large, childlike man, squealing, talking in riddles, and just one plot twist away from losing it entirely. The cast of weirdos here is a lot wider than your usual survival-horror game – but their convincing creepiness doesn’t detract from the suspense at all. (I sure wished they would help me out in combat, though.)

And while Holstin set in the 1990s, it’s not exactly boy bands and GeoCities. For instance, your save checkpoints are decrepit-looking phone booths – and you’ll need to find physical telephone cards to actually make your save (just like the real-life anachronism of digging for change to do your laundry). Our hero Tomasz definitely does not have a cell phone for tracking objectives. Expect all the inconveniences in the pre-internet era – yet another stumbling block in your strange journey through this horrifying town.

All in all, this demo honestly blew me away – and I say that very rarely of any game. If the rest of Holstin is as polished and carefully crafted, it will be considered a survival horror classic in a decade’s time. I’m that impressed by what I’ve seen and played of it so far.

Demeo X Dungeons & Dragons: Battlemarked Reveals Debut Gameplay Trailer, Confirms Release Window and Launch Platforms

Resolution Games has revealed a debut gameplay trailer for Demeo x Dungeons & Dragons: Battlemarked, and confirmed a late 2025 release window and launch platforms.

Resolution Games, best known for digital fantasy tabletop adventure Demeo, is working with Wizards of the Coast on the first virtual reality game set in the Dungeons & Dragons universe, called Demeo x Dungeons & Dragons: Battlemarked. It’s due out on PC via Steam, and PlayStation 5, with a VR version available on PlayStation VR2, Steam VR, and Meta Quest 3.

Battlemarked adapts D&D classes, actions, and lore to Resolution Games’ Demeo action role-playing system, which is DM-less and focuses on social strategy rather than social roleplay. This, Resolution Games said, encourages group tabletalk focused on tactics and decision-making.

“While the world of Demeo is rich with lore, our previous titles focus primarily on tactical action over motivation and narrative,” said Tommy Palm, founder and CEO of Resolution Games.

Resolution Games is working with story designer Matt Sernett as the project’s narrative lead. Sernett previously worked as a designer of the Dungeons & Dragons tabletop game and contributed to Dungeons & Dragons video games including Baldur’s Gate, Baldur’s Gate 2, and Icewind Dale.

“When Dungeons & Dragons launched fifth edition back in 2014, the first adventure that many players went on ventured into Neverwinter Wood, and I can think of no place better for Battlemarked players to begin their journey,” said Sernett.

“The first adventure in Demeo x Dungeons & Dragons: Battlemarked will take players to familiar locations including Cragmaw Castle and Mount Hotenow. The world of D&D is just as much a part of the story as its characters, and we can’t wait for players to immerse themselves in its dangers and delights.”

Battlemarked’s second adventure, which will be included at launch, will be revealed later this year.

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.

Elden Ring Nightreign’s Director Has Soloed Every Boss Without Relics, And Wants Players To Know It’s ‘Very Possible’ To See Everything

The challenge of playing Elden Ring Nightreign solo has been a hot-button issue since the game’s launch, but director Junya Ishizaki has confirmed solo clears are quite doable. He knows, because he’s cleared every boss in Nightreign already, by himself.

Speaking to CNET in a recent interview, Ishizaki was asked whether he has beaten every boss, including the final one, himself.

“Yes. I can hopefully give you reassurance to know that I have beaten all of the game’s bosses,” said Ishizaki. “I’ve seen everything it has to offer, both in multiplayer and as a solo player. So I want you and players to know that this is very possible, and I want you to have the confidence to give it a try yourself.”

CNET followed to clarify that Ishizaki was saying he had soloed every boss in the game. “Yes,” Ishizaki confirmed. “And without relics.”

While that’s a pretty dang impressive accomplishment in and of itself, I do like the notion that Ishizaki’s clears are also meant to be encouraging for other players. If he can do it, essentially, then you might be able to as well. I don’t know about the “without relics” part, though. You can give yourself a little bit of leeway on that.

There have been other players who have been clearing both individual bosses and the full roster of Nightlords solo as well. Still, the solo experience of Nightreign has been under scrutiny, and not just for its difficulty, but also for how some mechanics (like revival) feel more oriented around teamplay than solo.

It’s clear FromSoftware is both hearing and addressing those concerns, too. The most recent patch, 1.01.1, arrived days after Elden Ring Nightreign’s launch and took aim directly at the solo mode, increasing the runes gained by lone players and adding one free automatic revival for night bosses.

Even if the difficulty is getting tuned down, though, Ishizaki’s clears can still be inspiring for those struggling against the Nightlords in their own runs. When the rains pick up and the storm closes in, you can know someone else has already done it, and so can you.

We’ve got plenty of Nightreign tips and tricks to help you take down all the eight Nightlord Bosses, and if you’re wondering how to unlock the two locked Nightfarer Classes, check out How to Unlock the Revenant and How to Unlock the Duchess, plus How to Change Characters.

Eric is a freelance writer for IGN.

Nintendo Switch 2 Welcome Tour: So, Is it Worth $10?

Without question, the biggest discussion surrounding Nintendo Switch 2 Welcome Tour has been its price point – meaning, that it has one at all. Welcome Tour will sell for $10 on the Nintendo eShop on Switch 2 launch day, and for a piece of software mostly focused on teaching players about the new console they just spent at least $450 on, many people – myself included – have argued that it should have been a pack-in game. Price drama aside, I recently spent about 45 minutes with Nintendo Switch 2 Welcome Tour, and to be completely honest, came away somewhat intrigued and maybe even a little bit excited to play the full thing on June 5.

Before you call me a shill in the comments, let me be perfectly clear: I’m not totally in love with this game, and Nintendo Switch 2 Welcome Tour is not going to interest most players, in my estimation. But if you’re a mega Nintendo enthusiast like me, who follows the company’s quarterly financial results, reads every Ask the Developer article on Nintendo’s website, and could tell you the differences between a DS, 3DS, New 3DS, 2DS, and New 2DS XL, this is for you. Welcome Tour is an edutainment game with the goal of teaching you everything about Nintendo Switch 2 through exploring, minigames, tech demos, and quizzes, and it has just enough of that Nintendo charm to make it work.

After selecting my character from a seemingly endless line of honey-I-shrunk-the-kids-sized avatars (I really wish Welcome Tour featured Pikmin running around the console instead!), I was set loose to explore the left Joy-Con 2 and the Nintendo Switch 2 console itself. To progress to the next area of the console, I needed to find all of the hidden stamps in these locations, which are tied to specific parts of the unit like the touch screen or the cooling vents. But during the search, I stopped by activity stations laid out on each part of the map.

In true Nintendo fashion, there is a completionist element to all of it.

One minigame had me test out the mouse controls by piloting a UFO trying to survive against an endless stream of spiky iron balls. In true Nintendo fashion, there is a completionist element to all of it, where I was awarded one or two stars depending on how long I lasted in that endless challenge. The mouse controls felt good, and after just missing out on the top rank, I felt the drive to try again for the high score. Earning more stars grants access to harder minigame difficulties, and the menus indicate there are plenty of medals to hunt down.

The most memorable tech demo so far had me play World 1-1 of Super Mario Bros. from the NES in 4K, in its original resolution. Since the NES worked with so few pixels compared to modern technology, this results in the entire level stretched out across the 4K TV screen I was playing on, and it’s a cute way to look at how far we’ve come. This demo had five achievements to complete, which should be a breeze for anyone familiar with the course. Other demos showcased Switch 2’s HD Rumble, 120fps, and HDR capabilities. It’s clear Nintendo is very proud of the new technology it’s embracing this generation, and Welcome Tour shows it off in a way that’s accessible to all audiences, including those who aren’t super tech savvy.

Elsewhere, Welcome Tour’s Insight Quizzes shared some fascinating information about things like why they settled on the U-shaped kickstand and how Switch 2’s front-facing speakers are an improvement over the OLED model. Nintendo doesn’t want us to show you the information in these quizzes before launch, but I found it genuinely interesting to get a look at Nintendo’s thoughtful design behind multiple aspects of the new hardware. Again, your mileage will greatly vary depending on how much you care about these minute details, but as someone who covers this company that’s generally incredibly secretive, this level of knowledge and transparency was refreshing. After Welcome Tour’s announcement, I assumed the information presented within the software would be common knowledge to hardcore Nintendo fans and come across as an advertisement for a product you already bought, but it legitimately doesn’t feel that way in practice thanks to how in-depth and niche some of the details are.

Even though I enjoyed Welcome Tour more than I expected to, I walked away feeling more strongly that it should have been included with the console. It’s a charming, light experience that grants fascinating context to the hardware it’s designed around, and it’d be great if all Switch 2 owners could check it out in between Mario Kart World sessions on launch day. Instead, everyone has to decide if it’s worth their $10 to learn about the Switch 2 cartridge slot and watch an HDR fireworks display, and the whole conversation surrounding Welcome Tour has suffered because of Nintendo’s irritating decision to charge for it. To help you decide if you want to spend your $10, stay tuned for our full review of Nintendo Switch 2 Welcome Tour coming shortly after launch.

Logan Plant is the host of Nintendo Voice Chat and IGN’s Database Manager & Playlist Editor. The Legend of Zelda is his favorite video game franchise of all time, and he is patiently awaiting the day Nintendo announces a brand new F-Zero. You can find him online @LoganJPlant.

Sony Confirms State of Play PlayStation Showcase for Tomorrow, Will Last 40+ Minutes

Sony has confirmed a State of Play showcase for tomorrow, June 4.

In a PlayStation Blog post, Sony Interactive Entertainment content communications manager Tim Turi said fans will get “news and updates on must-play games coming to PS5.” Turi continued: “The show highlights a selection of great games from creators across the globe.”

That’s not much to go on, but it seems likely we’ll see more of Sucker Punch’s PlayStation 5 exclusive sequel, Ghost of Yotei, which launches in October.

Could we also see Insomniac’s Wolverine game, or what’s next from Sony’s other development studios, such as God of War maker Sony Santa Monica, Days Gone developer Bend Studio, and Horizon studio Guerrilla, which is working on a multiplayer spin-off?

Sony-owned Bungie also has Marathon in development, and Fairgames — without Jade Raymond at the helm — is still in the works.

The 40+ minute show begins June 4 at 2pm PT / 5pm ET / 11pm CEST.

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.

Another Day, Another Hollow Knight: Silksong Steam Update — Could We Finally Get a Release Date This Week?

Another day, another Hollow Knight: Silksong SteamDB update that’s whipped information-starved Hollow Knight fans into a frenzy. Could this one finally be the one?

Overnight, Hollow Knight: Silksong was quietly updated on Steam, with SteamDB noting that one package received its first update in over a year (thanks, Eurogamer). It immediately sent the rumor mill into overdrive, with players speculating that something’s afoot. Will we finally see more at Summer Game Fest? Could it be part of the Xbox Showcase? Or could we even get a Nintendo Switch 2 shadow drop…?!

Of course, fans immediately began scouring the updates for clues. And while some have been hurt before by a flurry of nothingburger, this update is particularly exciting because several fans believe we have proof Hollow Knight: Silksong — or at least some version of it — has “been uploaded to the Steam servers.”

“[Is this R]eal?” asked one fan hopefully. “Real,” the OP replied.

Team Cherry has always done things on its own timescales, and is notoriously tight-lipped, leaving us speculating over the tiniest, and sometimes silliest, details. Now, however, it really feels like there’s something coming… here’s hoping we find out what it is sooner rather than later.

Team Cherry’s sequel is one of the most anticipated games in the world right now, topping the Steam wishlist charts for years. Silksong made a brief appearance at Nintendo’s Switch 2 Direct in April, and soon after Team Cherry nailed down the 2025 release window, much to the relief of its very patient fans. And now, given we know it will be playable for those who can be at Australia’s national museum of screen culture, ACMI, from September 18, some are speculating that we could be looking at a launch before then… although nothing’s confirmed as yet, of course.

IGN recently exclusively shared a Silksong sprite sheet and… well, the internet internet-ed.

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.

Stellar Blade Director Can’t Wait to See Our PC Mods

Stellar Blade director and producer Kim Hyung Tae reportedly “fully supports” mods and is looking forward to trying them out.

According to several sources, Kim was reportedly asked about his stance on modding at a recent press conference in Yeouido, South Korea. “First of all, I fully support the phenomenon of players using mods. In fact, I myself also want to try out some of the more exciting mods,” he replied.

“I look forward to seeing many players create their own mods and engaging in healthy competition with them to see whose mods are more attractive. I also hope that more players can get involved in mod creation.”

Which is just as well, really, as the game isn’t even out on PC yet, and already there are dozens of mods listed on Nexus for the PC demo, covering everything from new skins to reshaders and VR to nail polish. There are also several more hidden carefully from public display and categorized as “adult.” Let’s leave it at that, shall we?

IGN’s Stellar Blade review returned a 7/10. We said: “Stellar Blade is great in all of the most important ways for an action game, but dull characters, a lackluster story, and several frustrating elements of its RPG mechanics prevent it from soaring along with the best of the genre.”

The PC version of Stellar Blade launches via Steam on June 11 along with a raft of PC-specific features, including AI upscaling via Nvidia DLSS 4 and AMD FSR 3, an unlocked framerate, Japanese and Chinese voiceover, ultrawide display support, higher resolution environment textures, and DualSense support for haptic feedback and trigger effects. It was originally region locked in 100+ countries, but is now available to pre-order on PC in “over 250 regions.” And no, there is no Stellar Blade multiplayer mod… but there are signs of multiplayer in the game files.

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.

Dune: Awakening’s Rentable Private Servers Available at Launch — Here’s What You Do (And Don’t) Get

Private servers are coming to Dune: Awakening, albeit with “concessions” to ensure players retain the large-scale aspects of multiplayer worlds.

Developer Funcom confirmed the news in an update posted to the Steam store page, revealing “rentable private servers” will be available from the moment the game goes live for “head start” (read: early access) players on Thursday, June 5.

“We’ve previously communicated that private servers are for post-launch, but we’re happy to share that progress has been faster than expected,” the team said. “We do, however, want to manage expectations about how private servers work in Dune: Awakening. As you know, this is not your typical survival game.”

Each server will belong to a World consisting of “several other servers,” all of which will share the same social hubs and Deep Desert. Funcom said that by doing this, it’ll help retain a “neighbourhood-like feel.”

“We decided early on that we did not want to remove the large-scale multiplayer aspects of the game as that is such a crucial part of the Dune: Awakening experience, and the game’s content and mechanics are deeply rooted in this setup,” the update explained.

“That meant we had to make some concessions in terms of how much control players have over their private servers. The result is a model where you have fewer settings available than you would in some other survival games such as Conan Exiles.”

So if you decide to rent a private server, you’ll have one Hagga Basin, just like the official server, and belong to a World of other private servers (and you’ll be able to pick which one when signing up). You will not be able to rent or control social hubs or the Deep Desert, but you can still “take full advantage of Dune: Awakening’s large-scale multiplayer content and mechanics.”

Enough of what you don’t get — what about what you do get if you rent a private server? Funcom said you’ll be able to disable security zones entirely, “making all parts of Hagga Basin PvP enabled,” or you can have pockets of PvP, much like the official servers. You can also disable taxation and sandstorms, as well as name your server and set a password for it. Private server owners can also visit other World servers if they know the password and even claim land (something you can’t even do on the official servers).

“Enabling private servers for Dune: Awakening has not been trivial considering our unique large-scale multiplayer setup, and it was important to us to retain the fundamental MMO-like gameplay that makes Dune: Awakening so unique,” the team concluded. “That means it does come with some restrictions on how you can configure them compared to some other survival games such as Conan Exiles.

“But we hope that this service will still be meaningful to those of you who prefer to play on servers you do not have to share with others, and we hope that the shared World structure will add an extra dimension without taking away from the unique content and mechanics that makes Dune: Awakening what it is.”

“As a longtime fan of Dune, it also just feels so good to explore and learn more about a world that I’m quite fond of, and Funcom has clearly put a ton of effort into worldbuilding and lore, even despite taking quite a bit of creative liberty by placing Awakening within a parallel reality and canon than the books/movies,” we wrote in IGN’s Dune: Awakening closed beta impressions preview.

“There are little details that have a massive impact on gameplay. I won’t go into spoilers, but this kind of attention to detail touches just about every aspect of the world, including the factions and characters you meet along the way, which should be a treat for any fan of the setting.”

Dune: Awakening is set to release on June 10, 2025, on PC, PlayStation 5, and Xbox Series X and S after a three-week delay to fix issues identified during its beta testing. Players with a “head start,” however, get to play five days early, from June 5. For more, check out details on the MMO’s business model and post-launch plans. We’ve also got the global release time schedule for Dune: Awakening right here for you, too.

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.

VTuber Usada Pekora Is in Death Stranding 2, and While Some Japanese Fans Hate It, Others Note Hideo Kojima Games Always Have Unexpected Crossovers

Kojima Productions recently announced that VTuber Usada Pekora will be making a guest appearance in Death Stranding 2: On the Beach. However, this surprise cameo seems to have ruffled the feathers of some rather vocal Japanese Death Stranding fans on social media, some of whom are now proclaiming that they won’t buy the game anymore.

Usada Pekora is a Hololive VTuber whose carrot-loving avatar is an anime girl with rabbit ears. As well as singing, she often streams games and has recently been playing Elden Ring: Nightreign. Fitting with her hungry, mischievous rabbit girl avatar, she is known for frequently adding the made-up word “peko” into her sentences (which probably comes from the casual Japanese expression “pekopeko,” which means “very hungry”).

As seen in Kojima Productions’ video below, Pekora will appear as a hologram in Death Stranding 2, calling out greetings to Sam and thanking him for his hard work (she says “otsupeko deshita instead of the actual Japanese phrase “otsukaresama deshita).

Some Japanese fans reacted strongly to the announcement of Usada Pekora’s cameo, with some commenters on X saying “I won’t buy Death Stranding 2 now.” Others elaborated on their reasons. “Death Stranding 2 is done for. When a game I planned to buy gets treated like this, I definitely won’t buy it,” said one user. “Stop pandering to VTubers. I won’t buy it now,” added another. It could be that these users find the VTuber and her affected speech annoying, or feel that Pekora doesn’t match Death Stranding’s more serious tone. In response, defenders have been giving equally terse replies such as, “Then don’t buy it then!” and, “If you are not going to buy DS2 just because Pekora is in it, then don’t!”

This is not the first time that Usada Pekora and Hideo Kojima have crossed paths. As reported by Denfaminicogamer, Pekora visited Kojima Productions back in August last year, posing with Kojima for the obligatory snap in front of Ludens.

Players familiar with Kojima’s work will know that his past games feature many unexpected crossovers, Easter eggs and bizarre elements. These include fourth wall-breaking mentions of other games, as well as the inclusion of real-life products and people (creepy developer “ghosts” in MGS2, anyone?). Metal Gear Solid 3 introduced the Kerotan frog character and featured the real-life Japanese snack Calorie Mate, both things that technically don’t match its 60s jungle setting — not to mention the Ape Escape monkeys that pop up in Snake Vs. Monkey.

Even the first Death Stranding got Horizon: Zero Dawn-themed holograms, with the PC version getting even more crossover references to other games (Half Life, Portal, and Cyberpunk 2077) in the form of items. With Kojima’s penchant for putting all kinds of references and crossovers into his games, it seems likely that Usada Pekora will be one of many that players can discover in Death Stranding 2 when it releases on June 26.

Earlier this week, we reported on Death Stranding 2: On the Beach‘s ESRB rating, which suggests players will be able to use an unconventional melee weapon. Hideo Kojima is also working on a live-action Death Stranding film with A24, and we recently learned that a Death Stranding anime is also in the works. He’s also working on a PlayStation exclusive action espionage project called Physint, and called the upcoming Xbox-published OD “a game I have always wanted to make.”

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.