Fallout 76 Review – 2024

Editor’s Note: This review takes a fresh look at Fallout 76, replacing our previous review from 2018. You can read more about our review policies and philosophy here.

As someone who hadn’t returned to Fallout 76’s post-apocalyptic West Virginia since its troubled debut back in 2018, six years really has made quite the difference. Appalachia looks pretty dang gorgeous on modern systems, its reworked leveling and perks make for an extremely engaging grind, and in stark contrast to the lonely and depressing slog I endured last time, the world is actually filled with interesting NPCs to chat up – you know, like a Fallout game. Throw in all the new quests and activities that have been added, and you’ve got yourself a pretty robust multiplayer adventure filled with gore and silliness. That said, there’s still plenty Fallout 76 misses the mark on in 2024, whether it’s an endgame that’s fairly light on content, underwhelming jaunts into other areas of the Fallout setting, or an encumbrance and storage system that’s so irritating it’s practically a requirement to pay for a monthly subscription that eases the pain. I’ve still overwhelmingly enjoyed my time blasting ghouls into pink, irradiated meat chunks, though, and can easily recommend it to anyone who similarly felt a deep yearning for more Fallout after watching the recent TV show.

Like the other 3D Fallout games, Fallout 76 is a goofy first-person shooter RPG where you explore a radioactive wasteland stuffed with disgusting monsters, complete harebrained quests that usually involve shooting and/or dismembering said monsters, and claim loot to fuel your badass survivor’s legend. Fallout 76 mixes up that playful and gory formula by letting your friends join your quest online, which comes with most of the advantages and drawbacks you might expect. A compelling story and the ability to make major decisions that impact it certainly take a backseat, but on the other hand, you get to fight giant, flying gargoyles with your buds while you all sing along to classic bops straight out of 1934.

A compelling story and the ability to make major decisions that impact it certainly take a backseat.

As a vault dweller, you emerge from the titular Vault 76 only 25 years after atomic warfare has left the world in tatters, at which point you are vaguely told to go and rebuild it or something. Instead, you’ll spend most of your time blowing it up even further with grenades, missiles, and even the odd atomic bomb while you run around completing errands foisted upon you by survivors, computer terminals, and constant pop-ups that recommend you do things like “kill the protestors” – typical heroic Fallout stuff. There are definitely some funny gags, wacky characters, and even the occasionally interesting bit of lore along the way, but Fallout 76 largely ditches the focus on story found in its single-player siblings in favor of letting you, your friends, and strangers tell your own stories in a big sandbox filled with ridiculous nonsense. That can be a lot of fun, though, and at least now there are non-robotic NPCs to talk to out in the world to make it feel more alive. (It’s still pretty wild to me that this wasn’t always the case!)

Running around shooting things and making use of the still excellent V.A.T.S. auto-targeting mechanic as you loot everything in sight is as entertaining as ever, especially when you’ve got your favorite radio station providing the perfect backdrop for horribly mangling all manner of hideous beast and smack-talking marauder. You can go around slinging a revolver like one of them western outlaw types, or put on a massive suit of power armor and spin up a laser gatling gun to hilariously mow down everything in sight. Combine that with perks that can do wild things like make you brawnier as you’re exposed to more radiation, as well as mutations that could give you scaly skin that serves as a natural layer of armor, and you’re in for some pretty great buildcrafting that adds to the insanity. There’s really nothing quite like it, and Fallout 76 manages to retain most of the beloved moment-to-moment combat and exploration the series is known for despite pivoting to online multiplayer.

Shooting things with the still excellent V.A.T.S. is as entertaining as ever.

Although you can absolutely play alone, teaming up with others is unquestionably the better experience. You’re given additional XP for bringing along a friend, not to mention you are able to take on tougher activities with less difficulty since you’ll be firing twice the bullets. It’s also especially nice to have company since many of the quests are so light on dialogue, and interactions with NPCs are more focused on action while passive story developments come in over your Pip-Boy radio.

It’s especially cool that other players can join your crew and help out on missions and activities regardless of their level thanks to a scaling system that makes almost every activity playable for everyone. Way too many online games create barriers between players, where you’ll have to wait for a friend to catch up to a certain part of the story or force them to rush through a bunch of old content before they can join you – but Fallout 76 opts to let everyone join in on the action almost immediately. Not only are you given an option to skip some of the initial busywork by auto-leveling to 20 right after you leave the vault, there are only a few endgame activities that really require some playtime under your belt before they can be accessed. I even made one of my friends go and fight an uber-powerful enemy in a high-level area minutes after he finished making his character, which was both really convenient and hilarious to watch.

One major miss, however, is that many of the main story missions won’t progress for all players when they are completed in a group. You’ll either have to break your team apart and tackle them solo, or replay them multiple times together as you cycle each player in as the party leader until everyone gets credit for it. It’s just a bizarre limitation, and resulted in a few instances where I was playing the same mission as my friends, but in separate instances so we could all move past it at the same time.

One of the main things that’s been added in recent years are Expeditions, which pull you out of Appalachia and send you on brief tours of new and returning regions of Fallout’s post-apocalyptic America. In Atlantic City, you run around swamps and casinos shooting living plants who annoyingly regenerate their health, while in Pittsburg, you fight against psychotic raiders and disgusting mutants to help out the former steelworkers there. Unfortunately, each of these regions amount to just three short side quests that can be completed in a couple hours total and don’t have their own open-world maps to explore. Instead you just pop in, shoot new enemies in some admittedly cool regions, and are then quickly sent back to West Virginia with zero fanfare. I get that these areas were added as free DLC over a number of years, but they were disappointingly thin nonetheless, and I would have much rather just paid for a full expansion if it meant it had more meat on the bones.

Expeditions have some cool new regions, but are disappointingly thin.

The main world map, though, is still impressively large and filled with a lot more things to discover than when I last explored it. There’s a creepy and highly radioactive swamp in the northeast, a barren and deadly stretch of land filled with the toughest enemies to the southeast, and even a water park to shoot up if you’re in need of a vacation to the far north. Not only are these massive expanses beautiful in a disturbing kind of way and enjoyable to trek through with friends, they’re perfect for setting up camp and building a base on, which is a major part of Fallout 76. Every time you join a server filled with others, you’ll see their customized settlements out in the world and on your map – you can drop by to check out their creative abodes, buy some overpriced gear from them, or even steal or break their stuff if you want to get blasted apart by good samaritans hoping to claim the resulting server-wide bounty placed on your head.

More importantly, you can set up your own camps and fill them with useful workbenches, vending machines, resources, and storage containers that will make your life easier while out exploring the world. Unlocking building schematics, crafting furniture and defensive units, and making your bases bigger, better, and more impressive can be a really compelling part of the endgame, though you’ll need to collect and scrap a whole lot of junk to fuel those habits. This is a process that’s made way easier for those willing to pay real money for new schematics, some of which are are only available in an online store, but you can also just haphazardly toss a few pieces of equipment around a bonfire like a wild animal and call it a day – you do you. Either way, there’s a lot of interesting things to build and experiment with, and I spent quite a few hours just goofing around.

I spent quite a few hours just goofing around with building.

However, a lot of Fallout 76 (especially base-building) is limited by some very irritating storage capacities, both in what your character is able to carry and the maximum amount of loot you’re able to store in the global inventory of your unique stash chest. It didn’t take very long at all for me to realize my hoarding instincts were not sustainable, as I filled up all the storage available to me in just ten hours without even trying. As it turns out, the best way to combat this issue is by paying real money to subscribe to “Fallout 1st,” which gives you access to separate storage chests for your ammo and raw materials (among other things), greatly reducing the annoying capacity limits. It’s pretty silly that stocking up on valuables you need to keep your guns filled with bullets and your camps supplied isn’t feasible unless you pay what is essentially a monthly “loot toll” in addition to Fallout 76’s upfront price – especially in a game that incorporates survival mechanics where you regularly need a whole lot of junk to keep the action moving along.

Like plenty of ongoing multiplayer games, you’ll likely spend most of your time working through the endgame once you’ve completed all the main story content and reached the soft-capped max level of 50, which took me about 40 hours total. While Fallout 76 tempts you with infinitely repeatable public activities, limited time events, seasonal unlocks, and more, there isn’t a ton of content to actually chew on. Daily missions and public events, like one where the whole server is called to push back an alien invasion, provide some hilariously chaotic action, and the ability to launch nuclear bombs onto the map and then march into the mushroom cloud to take on powerful enemies and claim amazing loot is dope as heck. It’s just that there aren’t really any activities that require that loot to be beaten, and so you’d only be doing so to flex on your friends or prepare for theoretical future content that is more demanding of you.

A lot of the endgame seems to mostly be about repeating the same handful of activities indefinitely with no real purpose. I do really enjoy the ability to level up and unlock new perks endlessly, though, especially the legendary perks that only unlock once you’ve overleveled past the soft cap. Even if you’re not provided any scenarios where you’d need these perks to prevail against your foes, some legendary options have some truly awesome effects – like one that makes you generate combat-enhancing consumables out of thin air for every 40 minutes you spend playing. That makes trying to unlock them all entertaining, just not particularly compelling.

Jurassic World Evolution 3 Announced, Due Out by May 2026

Frontier Developments has announced Jurassic World Evolution 3, due out during its 2026 financial year. That means it will be out at some point between June 1, 2025 and May 31, 2026.

Frontier said it had signed a license with Universal Products & Experiences for a third Jurassic World game, which follows 2018’s Jurassic World Evolution and 2021’s Jurassic World Evolution 2. In February 2024, Universal Pictures and Amblin Entertainment announced an all-new Jurassic World event film currently scheduled for release on July 2, 2025, so Jurassic World Evolution 3 will aim to benefit from increased excitement in all things dinosaurs generated by the movie.

Jurassic World Evolution and Jurassic World Evolution 2 rank first and second respectively within Frontier’s game portfolio in terms of revenue generated in their first two years, the developer said, with Jurassic World Evolution being Frontier’s best-selling game to date since its release almost six years ago. IGN’s Jurassic World Evolution 2 review returned a 7/10. We said: “While park management and customization aspects are a bit shallow, Jurassic World Evolution 2 has tons of excellent dinosaurs and exciting ways to interact with them.”

Frontier has refocused on creative management simulation (CMS) games after a tough few years in which a number of high-profile games failed to meet sales expectations. In November, Frontier issued a trading update following poor launch sales of its real-time strategy game Warhammer Age of Sigmar: Realms of Ruin. The studio has also suffered a round of layoffs. Earlier in April, Frontier sold the publishing rights to RollerCoaster Tycoon 3 to Atari for $7 million, bringing in much-needed cash. Frontier recently came under fire from Elite Dangerous players after announcing plans to sell virtual spaceships for real money.

Countering the doom and gloom, Frontier recently said sales of its games since January have been “in-line with expectations”, with Jurassic World Evolution 2 and Planet Zoo leading the charge. The recent console release of Planet Zoo saw “strong player engagement”, with total sales up to and including the day of release greater than the sales achieved by Planet Coaster when that game came out on consoles in November 2020.

Over the next three consecutive financial years, Frontier plans to release one new CMS game per year. There’s an unannounced own-IP CMS game for FY25, which Frontier said is “on track”, the third Jurassic World game confirmed today scheduled for FY26; and a third unannounced CMS game planned for FY27.

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.

Dead by Daylight Teases Dungeons and Dragons-Themed Chapter

Behaviour Interactive is teasing its next chapter for the Dead by Daylight universe, implying a Dungeons & Dragons crossover is coming to its widely popular asymmetrical horror game.

The Dead by Daylight X/Twitter account posted a brief teaser trailer that suggests its next licensed chapter is based on the popular tabletop game series Dungeons & Dragons. While not much was shared, Behaviour Interactive plans to hold an 8th anniversary stream for the Dead by Daylight series next week; hopefully to confirm a release date and which D&D characters will become the killers and survivors.

A D&D-themed chapter in Dead by Daylight would be interesting, as Behaviour Interactive has yet to implement dark fantasy into its horror game. However, Behaviour has previously added sci-fi and supernatural themes, introducing licensed chapters for Alien and Ringu.

Dead by Daylight first released in 2016 on PC before making its way onto consoles, most recently the PS5 in late 2020. Since launch, Behaviour Interactive has released a slew of original and licensed chapters from various horror franchises across gaming and entertainment, such as Silent Hill, Resident Evil, Stranger Things, and Scream. Each chapter introduces a map based on that respective franchise, in addition to familiar characters serving as new playable killers or survivors. Dead by Daylight’s popularity has surged since its release, with Behaviour Interactive reporting in 2023 that the game has amassed over 60 million players.

2023 was a massive year for Dead by Daylight. Aside from introducing several new licensed chapters, Behaviour Interactive revealed during its 7th-anniversary stream that two spinoff games set in the Dead by Daylight universe are in development. One is a narrative-driven game developed by Supermassive Games titled The Casting of Frank Stone, which is set to release sometime this year. Atomic Monster and Blumhouse are also teaming up to adapt Dead by Daylight for the big screen.

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

Warner Bros. Says the Failure of Suicide Squad Kill the Justice League Contributed to a $200 Million Hit to Revenue

Suicide Squad: Kill the Justice League has disappointed Warner Bros. Discovery, owner of developer Rocksteady, to the tune of a $200 million hit to revenue.

Reporting its Q1 financial results, Warner Bros. Discovery said its Games revenue declined significantly as a result of a tough comparison with last year’s best-selling video game Hogwart’s Legacy. Suicide Squad: Kill the Justice “generated significantly lower revenues” compared with those generated by Hogwart’s Legacy during the same three-month period, the company said.

In a follow-up investor-focused call, Warner Bros. Discovery boss David Zaslav called the release of Suicide Squad: Kill the Justice League “disappointing”, before Warner Bros. Discovery chief financial officer Gunnar Wiedenfels detailed an impairment charge the company absorbed as a result of the game’s failure.

“Starting with Studios, the $400 million+ year-over-year decline during Q1 was primarily due to the very tough comp we faced in games against the success of Hogwart’s Legacy last year in the first quarter, in conjunction with the disappointing Suicide Squad release this past quarter, which we impaired, leading to a $200 million impact to EBITDA during the first quarter,” Wiedenfels said. EBITDA stands for earnings before interest, taxes, depreciation, and amortisation.

Suicide Squad: Kill the Justice League was panned by critics upon launch, with extremely low player numbers on Steam. Some of the frustration stems from Suicide Squad: Kill the Justice League not being another Batman game from Rocksteady, despite the fact it is set within the Arkhamverse. The developer’s Batman Arkham series is much-loved by fans, with 2011’s Batman: Arkham City in particular held up as one of the greatest, if not the greatest superhero video game of all time. Suicide Squad: Kill the Justice League, on the other hand, is a live service third-person combat game in which Batman is a villain.

Rocksteady now faces tough questions around Warner Bros.’ long-term commitment to Suicide Squad’s live service. Warner Bros. is yet to announce Rocksteady’s next project. But earlier this month, it revealed Batman: Arkham Shadow, a VR game developed by Camouflaj, maker of the Iron Man VR game, and set for release exclusively on the Meta Quest 3 later in 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.

Little Kitty, Big City Review

As a cat owner, I spend an excessive amount of time looking these fur-covered creatures in the eyes and wondering what they truly want. Would they enjoy the world outside, or would they immediately come running back to their parents’ protective embrace? Little Kitty, Big City attempts to answer this question for me and every other indoor cat owner out there through an adventure that fictionalizes the thoughts and feelings of a feline friend lost in a small Japanese metropolitan sandbox. Solving platforming puzzles in this charming environment is a relaxing time from the get-go, but like a cat aiming to jump up to the top of a dresser and not quite making it, Little Kitty, Big City falters in a few areas that keep it from being a wholly satisfactory experience.

Little Kitty, Big City finds its main character, a short-haired black cat that lacks a defined name, trying to return to their high rise home after a fall from an apartment window. You’ll cross paths with all manner of obstacles, be that busy humans staring at their phones or other animals, that can either help or delay your progress. Along the way, your titular kitty makes friends both large and small in a quest to regain the strength needed to climb back up to its apartment.

That opening fall worried me slightly that Little Kitty, Big City would contain aspects of animals suffering that I was not eager to see, but that concern was quickly dismissed. At no point are you actually at risk of harm – the kitty’s biggest problem is finding a way around disgusting puddles of water in a flooded street, and even aggressive dogs simply bark to assert authority before being easily distracted by a handy treat. Smaller animals, such as a father duck and his flock of baby ducks he wants to bring back home, are never in any danger and are enjoying their outlandish captive circumstances more than fearing them.

These streets have more of a neighborhood feel than that of a metropolis.

The “Big City” in the title actually refers to a relatively small group of interconnected streets with more of a neighborhood feel than that of a metropolis. For the proportional size of a cat, there’s a decent amount of space to cover, with cat-repellent standing water forcing you toward certain puzzle-lined areas, but this is not the four-footed equivalent of a massive open world. Instead, Little Kitty, Big City encourages you to find your way up and over buildings and obstacles rather than simply walking down the sidewalk.

The main campaign is all about regaining enough strength to make the climb home by eating fish. The first of four is simply given to you as part of the story, but others require some feline sneakiness to obtain, like stealing one from a fisherman’s catch. Going in a straight line to these objectives, something cats are not exactly well known for, can get you to the credits in just an hour or two max, but the meat (or dry food equivalent) of this adventure is in its side quests. You can stop and help various other animals to cross off items off a list, be that a Shiba Inu digging up its yard or a bird desperate to live out a Kaiju battle fantasy in the streets.

That is the entire campaign in a nutshell: find fish, do side quests, collect some cute hats as you go, and scratch it all off of your kitty agenda. It is hard to consider that light structure a flaw since Little Kitty, Big City does not aspire to be anything greater than a cozy game where you guide a cat around town to do things a cat might do. It’s interested in being a fun way to spend an afternoon, not one you lose yourself in for the rest of the month. It is cute to watch the kitty sunbathe in a pile of laundry just because it can, but getting to that pile of laundry will not necessarily fill you with a sense of accomplishment.

All this could make Little Kitty, Big City seem over-simplistic, but I came to believe its simplicity is actually its strength. There was no part where I was at a loss of what to do, nothing to disturb the good vibes of being a little cat in a world full of new discoveries. There was no danger around any corner or combat I needed to stay ready for – it is entirely about making friends with other animals who have big personalities while celebrating a fun-filled neighborhood alongside them. Little Kitty, Big City is not failing to be more, it is choosing not to be more than it needs to be.

Where it can grate on my patience, unfortunately, is in the actual act of reaching these goals. Climbing up various buildings through a patchwork path of air conditioners, pipes, and vents can occasionally feel outright frustrating due to imprecise jumping and camera controls. Jumps do not always travel accurately to where the landing interface indicates you’ll go, sometimes leaving you halfway between one pipe and another with no choice but to jump off the wall like a spring. This is complicated further by the camera slamming against walls and violently zooming in to compensate, something that happens quite often when you are trying to scamper up somewhere and need a better view.

The cute cartoon aesthetic at least holds up over the course of the entire campaign. The animations were clearly created by someone who has spent a lot of time watching actual cats, and are realistic enough to make me instinctively whisper “big stretch” under my breath at least once. I also had a fun time pressing the “Meow” button and watching my real-life cats whip their heads around in confusion.

Xbox Exec Reportedly Told Staff ‘We Need Smaller Games That Give Us Prestige and Awards’ a Day After Shutting Down Hi-Fi Rush Dev Tango Gameworks

The boss of Xbox Game Studios reportedly told Bethesda staff “we need smaller games that give us prestige and awards” just a day after shutting down Hi-Fi Rush developer Tango Gameworks.

The Verge reported on the remarks after it emerged that Tango Gameworks was in the process of pitching a Hi-Fi Rush sequel and wanted to hire additional staff before its sudden closure. Similarly, Arkane Austin had hoped to make another immersive sim in the Dishonored vein that would have required staffing up before it was shut down.

The report, which sheds additional light on the shock closures of Tango Gameworks and Redfall developer Arkane Austin, claimed Xbox leadership felt that the overall studio system was “spread too thin,” with Xbox Game Studios chief Matt Booty reportedly likening it to “peanut butter on bread.”

IGN first broke the news of the closures on Tuesday along with a report that Arkane Austin was working on DLC for Redfall before it was closed.

Xbox leadership held a town hall meeting with ZeniMax staff on Wednesday, May 8, and during it attempted to answer key questions around the decision to close a number of Bethesda studios, one person who was in attendance told IGN. Microsoft has declined to comment.

IGN understands that Booty told staff the closure of Arkane Austin was not about the failure of last year’s disastrous Redfall, rather about the future prospects of the studio. Bloomberg’s Jason Schreier has reported that ZeniMax was under pressure to make significant cuts, and chose Tango Gameworks and Arkane Austin because they were in the process of pitching projects that would have required increased investment, rather than studios already working on greenlit games. One person in attendance at the meeting told IGN that the suggestion was that because these studios were currently pitching new games, they had the weakest legs to stand on when it came to picking who to cut.

IGN also understands that the line about studios being spread too thin potentially includes Xbox studios, too, so not just those under Bethesda owner ZeniMax’s umbrella. There is now increasing concern that other Xbox studios may face the chopping block as Microsoft continues to make cuts to its gaming business.

Tango Gameworks’ critically acclaimed rhythm action game Hi-Fi Rush was deemed a success upon its launch. It shadow-dropped straight into Game Pass on Xbox and PC, and was sold outside the subscription service priced $30. Last year, amid reports that Hi-Fi Rush had failed to sell well enough, Aaron Greenberg, vice president of Xbox games marketing, insisted that Hi-Fi Rush “was a break out hit for us and our players in all key measurements and expectations. We couldn’t be happier with what the team at Tango Gameworks delivered with this surprise release.”

In the town hall meeting, Booty reiterated that Hi-Fi Rush was a success, but, according to a person in attendance, staff were told the factors for that success had changed in the year since, and so the studio’s prospects had lowered. As has been reported, Tango Gameworks had pitched Hi-Fi Rush 2 as a follow-up project. IGN understands the Hi-Fi Rush 2 pitch was rejected in part because it was deemed too expensive.

Microsoft failed to provide a clear answer when asked about the current factors of success at Xbox, but it seems that Game Pass users are no longer the be-all and end-all of Microsoft’s gaming ambitions, as they once were just a few years ago, and that selling video games on as many platforms as possible is increasingly important.

Microsoft has faced tough questions around the potential cannibalization effect of Game Pass, particularly on games that launch on the service day-one. While Xbox executives have insisted sales can be boosted by a game’s presence on Game Pass, some publishers remain unconvinced. Unlike Microsoft, console rival Sony does not release its new exclusives straight into its subscription service. And, according to The Verge, Microsoft is currently debating whether to release this year’s Call of Duty game straight into Game Pass, potentially negatively impacting sales of the full-price mainline release.

But what has prompted Microsoft to make these cuts to ZeniMax in the first place? In January, Microsoft announced plans to axe 1,900 staff from its video game workforce, a devastating round of layoffs that follows the company’s $69 billion acquisition of Call of Duty owner Activision Blizzard. Microsoft, currently worth more than $3 trillion, faces declining revenue year-over-year for its gaming business when Activision is taken out of the equation, as well as stagnant Game Pass subscriber growth. Sales of Xbox consoles have collapsed and, according to Xbox boss Phil Spencer, the video game industry is failing to grow meaningfully. Add this to reported increased internal scrutiny on Microsoft’s gaming business following the Activision Blizzard acquisition, and you have a recipe for disaster.

Meanwhile, staff across Microsoft’s gaming business face an increasingly anxious time. John Johanas, creative director at Tango Gameworks and director on Hi-Fi Rush, reacted to Booty’s quote about Xbox needing “smaller games that give us prestige and awards” in devastating fashion:

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.

V Rising Full Launch Causes Surge of Players on Steam

Vampire centric action role playing game V Rising has now fully launched on Steam after two years in Early Access, and it’s off to a very hot start.

V Rising enjoyed a 24 hour peak of 78,164 concurrent players on its May 8, 2024 launch date, according to player tracking website SteamDB. While this wasn’t quite the 150,000 player peak it enjoyed upon its Early Access launch, it was a huge spike in numbers for the game which was previously averaging less than 10,000 a day.

Developer Stunlock Studios announced the release date in March 2024 but its full 1.0 patch notes (which you can see here) only arrived as the full game launched.

“The journey to full release was rife with dangers and challenges, but your feedback and raw excitement helped us navigate the winding roads to a victorious 1.0 launch,” Stunlock said of its release. “We’re very excited to take this last step with you because we can truly spread our wings beyond this last footfall and take to the skies!”

V Rising is also confirmed for PlayStation 5 but currently only has a vague 2024 release window. The game begins with the player as a fully-customizable vampire waking up after a century-spanning sleep, very weak and in need of blood. But what begins as a survival action game in the vein of Diablo soon turns into a fully open world adventure with base-building, co-op, and versus multiplayer.

In our 9/10 review, IGN said: “V Rising has been nicely polished up during its dark slumber in Early Access, allowing it to fully rise to the occasion with its excellent boss design and challenging ARPG combat.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Hi-Fi Rush Is 35% Off on Xbox Right Now

Microsoft’s decision to close several development studios, such as Tango Gameworks, Arkane Austin, and more, has generally been met with a big thumbs-down online. Tango was responsible for break-out hit Hi-Fi Rush in 2023, a game considered one of the best on Xbox in recent years, and went on to win a BAFTA for Animation.

Hi-Fi Rush is still available on Xbox Game Pass, or you can purchase it digitally at a discount right now. It’s 35% off via the Microsoft Store, down to $19.49 (or equivalent in your region). This is the lowest price we’ve ever seen the game drop to on Xbox.

Hi-Fi Rush is also a part of the Humble Choice Bundle for May, alongside Yakuza Like A Dragon, Steel Rising, and more. You can join Humble Choice for $11.99/month (£8.99/month for the UK), collecting all these PC games to keep permanently, and you can skip a month or cancel anytime. To top things off, each code included is for Steam.

Both developers and fans have shared their disappointment at the studio closures at Microsoft. Announced to staff via email on the morning of May 7, 2024. Head of Xbox Game Studios Matt Booty told employees of the studios, which joined Microsoft under Bethesda parent company ZeniMax, the cuts were a result of the “reprioritization of titles and resources.”

“This is absolutely terrible,” wrote Arkane Lyon director Dinga Bakaba on X/Twitter, whose studio survived the closures and will continue working on Marvel’s Blade. “To any executive reading this: friendly reminder that video games are an entertainment and cultural industry, and your business as a corporation is to take care of your artists and entertainers and help them create value for you.”

Microsoft acquired ZeniMax in 2021 for $7.5 billion and with it came Bethesda studios such as Arkane, Tango Gameworks, and Alpha Dog Games. Its acquisition streak reached new heights in 2023 with the $69 billion acquisition of Activision Blizzard, which finally went through in October 2023, just six months before it closed these other studios.

Xbox also announced The Elder Scrolls Online developer ZeniMax Online Studios would absorb Roundhouse Studios, but the other Bethesda teams would be unaffected. Starfield and The Elder Scrolls 6 developer Bethesda Game Studios, Indiana Jones and the Great Circle developer Machine Games, Doom developer id Software, and the aforementioned Marvel’s Blade developer Arkane Lyon are all unaffected.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Save 20% Off Super Mario RPG for Nintendo Switch

Starting today, Amazon has the excellent Super Mario RPG remake for Nintendo Switch for only $44.80. That’s 25% off the original $60 MSRP and the best price we’ve ever seen. Even better, this game is a physical copy that’s sold and shipped from Amazon direct, not a marketplace vendor.

Super Mario RPG for $44.80

Super Mario RPG is a remake of the 1996 SNES classic. It was one of the best games to grace the console back then amidst a sea of other incredible titles, and Nintendo did a great job of staying faithful to the game’s charm and fun factor. A whole slew of improvements have been implemented to bring this game up to modern day standards, including updated visuals, music, gameplay mechanics, and several small yet welcome quality-of-life UI improvements. Check out our Super Mario RPG review for a detailed rundown of all of the the changes and our official impressions of the game. Still, it’s understandably difficult to pay $60 for a remake no matter how good it is, so a deal like this is certainly welcome.

Looking for more Mario games? Here’s a list of every Mario game for the Nintendo Switch.

GTA 6 Website Changes Hinting at New Screenshots Has Fans Going Feral

More Grand Theft Auto 6 news may be on the horizon, as a recent update to the Rockstar Games website has sent fans into a frenzy.

As spotted by X/Twitter user @GTAVI_Countdown, the developer’s page was updated to include GTA 6 in its database alongside placeholder spots for four screenshots, cover art, and the release date (via TheGamer). Not much longer after the discovery was made, the website was updated to remove these details, suggesting they made their way online a bit earlier than the developer anticipated.

As the social media user notes, the code with placeholders can still be accessed.

GTA 6 is in active development and grows closer to its release every day, and we know that Rockstar will have something more to say eventually. However, fans believe those screenshots will arrive sooner rather than later.

It’s been five months since the developer officially revealed the first trailer for its latest title, but more importantly, Rockstar parent company Take-Two Interactive will hold an investor call come May 16. It’s possible that the screenshots and potentially more information could be revealed ahead of the meeting next week. Adding to the madness is the fact that Rockstar recently purged most of its Instagram page, a strategy it used before revealing its first GTA 6 trailer. Reddit user Ok_Owl_9137 noticed that the page seems to be keeping only 14 posts live at any time, with many speculating that the number could point to a May 14 reveal.

Rockstar has not announced if new information is on the way. So, while fans have presented some interesting information, it’s best to keep expectations low until the studio has something official to reveal.

Just one GTA 6 screenshot is enough to turn fans into internet detectives, much less four. So, of course, many were quick to spread reactions and memes.

It’s no surprise to see that Rockstar has been pretty quiet since first revealing GTA 6 last December. The series is known for its detailed worlds and smorgasbord of activities, and it’s still not set to come to PlayStation 5 and Xbox Series X | S (and not PC) until some point in 2025. It could be nice to see some screenshots if an update is indeed on the way, but there’s no telling when or if something more substantial, like a first look at gameplay, will arrive.

For more, you can read up on how ScHoolboy Q and T-Pain are involved in GTA 6. Be sure to also check out why Rockstar’s next game could be one of the most important video game releases ever. For everything else we know about GTA 6, read here.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.