Palworld Players Are Using a ‘Stairway to Heaven’ Strat to Effortlessly Kill Bosses

Palworld players have come up with an ingenious way of defeating the game’s toughest bosses, and it involves building an actual in-game ‘stairway to heaven’.

As reported by GamesRadar, the video posted to Twitter / X shows how one player created a huge stairway and led a level 50 Jetragon to the top. From there, it’s a simple case of jumping off, gliding to the bottom, and destroying the lower portion of the stairway. Without this foundation, the structure comes crashing down with the Jetragon, presumably so bemused it forgot it can fly, falling to its death. The power of gravity!

This strat is so simple you imagine it’s not long for this world. Palworld developer Pocketpair has yet to indicate its readiness to take action, but we wouldn’t be surprised if it’s noticed (the tweet above has had just shy of two million views, after all) and plans a fix in an upcoming patch.

Speaking of Palworld patches, update v0.1.4.1 is out now on Steam and makes more welcome fixes. The Xbox patch, v0.1.1.4, is also out now. There is a disparity between the Xbox and Steam versions of Palworld, not least in the Xbox version’s lack of dedicated servers, which limits the number of players who can play together. Microsoft has said it will work directly with Pocketpair to assist in supplying the resources necessary to keep the momentum of the monster survival game going strong, including providing support to enable dedicated servers.

Palworld is a smash hit, crossing over an eye-watering 19 million players across all platforms since going on sale January 19. It’s the most-played game on Steam, and the biggest third-party launch in Game Pass history with over seven million players and a daily player peak of just shy of three million. On Steam alone, Palworld has sold 12 million copies.

But Palworld is also one of the most controversial video game releases in recent memory. Developer Pocketpair has said its staff have received death threats amid Pokémon “rip-off” claims, which it has denied. Soon after launch, Nintendo moved quickly to remove an eye-catching Pokémon mod, then The Pokemon Company issued a statement, saying: “We intend to investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to Pokémon.” IGN asked lawyers whether Nintendo could successfully sue.

If you’re playing, be sure to check out IGN’s interactive Palworld map.

Image credit: Twitter / X user @VmakeUmove

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.

Ex-Call of Duty Dev Reveals How Activision Tried to Convince Infinity Ward Staff to Stick Around After Firing the Studio’s Founders

It has gone down as one of the most tumultuous days in video game development history, but even now, nearly 14 years later, we’re still getting insight into the day Activision fired the founders of Infinity Ward.

In March 2010, Infinity Ward co-founders Vince Zampella and Jason West were escorted out of the studio by security after being fired for breach of contract and insubordination. The shocking news came just a handful of months after Activision had released blockbuster hit first-person shooter Modern Warfare 2, developed by Infinity Ward and launched to $1 billion in sales.

What happened next is well-documented: West and Zampella sued the Bobby Kotick-led publisher Activision for $36 million. Activision counter-sued, accusing West and Zampella of meeting EA in secret “to steal the [Infinity Ward] studio.” Of course, West and Zampella did end up co-founding rival FPS studio Respawn Entertainment with EA, bringing plenty of disgruntled Infinity Ward staff with them, and went on to develop Titanfall before smash hit battle royale Apex Legends. Complaints about unpaid royalties were lodged. In the end, all the messy lawsuits were settled. What was left of Infinity Ward went on to release Modern Warfare 3 in 2011, with the help of the likes of Sledgehammer Games and Raven Software.

Now, as spotted by PC Gamer, NetEase games lead designer and former Infinity Ward member of staff Paul Sandler has penned an article on LinkedIn dubbed ‘That day when Activision fired Jason and Vince.’ It’s a fascinating read that reveals what it was like for the rank and file to go through such a dramatic series of events.

What sticks out for me is Sandler’s recollection of Activision’s attempt to prevent Infinity Ward and thus Modern Warfare 3 from collapsing:

“There was an emergency company meeting in the kitchen space. A group of top Activision high-ups were already at the studio, ready to steady the ship. The Infinity Ward team piled into the kitchen and glared at the group of executives standing behind the long kitchen island table. One of them tried explaining what was happening, which nobody on the development team bought or cared for. The response was mostly stoic silence. Then, a team member asked bluntly if we were going to be paid the bonuses we have already earned for shipping Modern Warfare 2. Reading the tense vibe in the room, another executive took his turn and tried a different strategy. Paraphrasing, he said: ‘Guys, if you stay with the studio to make Modern Warfare 3, you will receive your MW2 bonuses. AND we will also give everyone a fifty percent salary increase’. He paused slightly before repeating: ‘That is a five and a zero, fifty percent’. The looks on peoples faces did not change. If anything, most of the team was feeling even more upset. The executive spoke again: ‘Look, I get it. I know this is a tough situation. But, just take the money and get over it.’ I specifically remember him telling us to ‘Get over it’.”

IGN has asked Activision for comment.

As we know, despite Activision’s attempts, Infinity Ward suffered a mass exodus of staff following the firing of Zampella and West. Sandler says around 40 developers quit from a total headcount of about 100. “Activision had inadvertently splintered their flagship studio, which was also one of the best studios of all time.”

Much has changed over the course of the last 14 years. Infinity Ward endured a poor run of form with Call of Duty: Ghosts and Call of Duty: Infinite Warfare, before kicking off Call of Duty’s comeback with 2019’s soft reboot, Call of Duty: Modern Warfare, and the phenomenally popular battle royale Warzone. Infinity Ward has also released Modern Warfare 2 and last year’s Modern Warfare 3.

EA ended up buying Respawn in 2017 after the release of Titanfall and Titanfall 2. Apex Legends followed, with another team making the successful action games Star Wars Jedi: Fallen Order and its sequel Star Wars Jedi: Survivor. Respawn is currently working on a third Star Wars Jedi game, as well as an untitled Star Wars FPS. Zampella rose through the ranks at EA to become Group General Manager in charge of Apex Legends, Star Wars Jedi, Battlefield, and Need for Speed.

Image credit: Photo by Jeff Kravitz/FilmMagic

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.

Call of Duty Modern Warfare 3 Free Trial to Launch Alongside Season 2

Activision has announced a Call of Duty Modern Warfare 3 free trial that launches a day after Season 2.

Season 2, which kicks off later today, February 7, is the first big update of 2024 to the first person shooter, and adds a number of new maps, a new battle pass, and of course new cosmetics.

The free trial runs from February 8 to 12 and grants access to the new Season 2 map Stash House as well as eight other multiplayer maps across Team Deathmatch, Hardpoint, Kill Confirmed, Domination, and Team Gun Game. It also grants full access to Modern Warfare Zombies.

Season 2 itself adds a good deal to Modern Warfare 3 Multiplayer. Four new core 6v6 maps arrive across Season 2, including three brand new 6v6 maps and a remaster of Das Haus. There are two “otherworldly” themed map variants based on Skidrow and Terminal as well.

There’s a new War map, Operation Tin Man, in which you assault a downtown Urzikstan skyscraper from the skies. Five new game modes (Team Gun Game, Snipers Only, Hordepoint and Bounty, and Juggermosh) and a Vortex Playlist are all in-bound. Elsewhere, expect Season 2 Ranked Play, and the new Ninja Vest for silent running, as well as a bonus knife and throwing star ammo.

As for Zombies, the Dark Aether story act continues with a new anomaly in the Exclusion Zone, the Second Rift, new challenges and schematics, and the addition of Warlord Keres, who’s set up shop at the Killhouse in the Orlov Military Base.

Call of Duty Modern Warfare 3 Season 2 Release Times:

  • West Coast North America: 9am PT
  • East Coast North AMerica: 12pm ET
  • UK: 5pm GMT
  • Western Europe: 6pm CET
  • Japan: 2am JST December 8

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.

Palworld Steam Patch v0.1.4.1 Makes Even More Welcome Fixes

Palworld developer Pocketpair has released another patch for the all-conquering ‘Pokémon with guns’ survival game, this time bringing the Steam version up to v0.1.4.1.

The patch for the Steam version of the game, out now, makes a number of major fixes, improves some base-related issues, and further tackles cheating and exploits.

Of note, the patch fixes an issue from the previous update that affected save data, which remained in a broken state. Now, save data should load properly. Elsewhere, there’s a fix for an issue that caused some weapons equipped by other players to disappear when a player used a grenade in multiplayer, and there’s a fix for an issue that caused capture probability to not increase despite the game suggesting it had.

And, as always, there’s a funny change in the patch notes: a fix for an issue where if a Pal that was manually assigned to a breeding farm went to sleep, it would not wake up forever. Bleak!

The Xbox patch, v0.1.1.4, will be released soon, Pocketpair added. There is a disparity between the Xbox and Steam versions of Palworld, not least in the Xbox version’s lack of dedicated servers, which limits the number of players who can play together. Microsoft has said it will work directly with Pocketpair to assist in supplying the resources necessary to keep the momentum of the monster survival game going strong, including providing support to enable dedicated servers.

Palworld is a smash hit, crossing over an eye-watering 19 million players across all platforms since going on sale January 19. It’s the most-played game on Steam, and the biggest third-party launch in Game Pass history with over seven million players and a daily player peak of just shy of three million. On Steam alone, Palworld has sold 12 million copies.

But Palworld is also one of the most controversial video game releases in recent memory. Developer Pocketpair has said its staff have received death threats amid Pokémon “rip-off” claims, which it has denied. Soon after launch, Nintendo moved quickly to remove an eye-catching Pokémon mod, then The Pokemon Company issued a statement, saying: “We intend to investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to Pokémon.” IGN asked lawyers whether Nintendo could successfully sue.

If you’re playing, be sure to check out IGN’s interactive Palworld map.

Here are the Palworld Steam update v0.1.4.1 patch notes in full:

▼Major Fixes

・Fixed an issue where the game would always crash and save data would be corrupted when the total number of Pals captured by the guild reached approximately 7000.

・In the previous patch, save data that had already been in this state (for servers, the server’s world data) remained in a broken state that made it impossible to load, but after applying this patch it will be resolved and will load properly.

・Fixed an issue where some weapons equipped by other players would disappear when a player used a grenade in multiplayer.

・Fixed an issue where, although the displayed capture probability increased when the capture power was strengthened with Lifmunk Effigies, the capture probability did not actually increase at all due to an internal processing bug.

▼Base related

・Fixed an issue where if a Pal that was manually assigned to a breeding farm went to sleep, it would not wake up forever.

・Fixed an issue where no wood would drop when Pal at the base felled a tree.

▼Others

・Implemented countermeasures against some cheats and exploits.

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.

Stellar Blade Dev Talks Inspirations, and Yes, Nier Automata Is Right Up There

Developed as a PlayStation 5 exclusive by South Korea-based studio Shift Up, Stellar Blade emphasises fast-paced action and boasts a post-apocalyptic setting. Both its flashy combat and stunning visuals scream next-gen, yet at the same time, Stellar Blade is not shy to hide the past it was inspired by. IGN Japan had the chance to sit down with the developers and talk through their inspirations.

As Eve, players perform flashy combos while quickly reacting to enemy attacks by parrying and dodging at the right time to create openings for counters. Developer Kim Hyung-tae told IGN that Sekiro: Shadows Die Twice and Bayonetta were some of the action games his team was inspired by.

Visually speaking, Stellar Blade’s world shares vibes with many science fiction works that have a post-apocalyptic setting, albeit with a strong Asian touch. Many of the game’s main characters have Asian appearances, and Xion – a city built by the last survivors on Earth – appears to be heavily inspired by modern Asian cityscapes.

“As for Stellar Blade’s world-building, we designed it by mixing cultural elements from Hong Kong, Japan, China and Korea,” Kim said.

“That being said, Xion isn’t only inhabited by Asian people, and we didn’t intend to make it look like a specific country or culture. The most important thing about Xion is that it is a city built for the world’s last survivors. Of course, I have enjoyed many different cultures and art myself, so I can’t deny that I was inspired by other science fiction works with a similar dystopian setting.”

As some of the main inspirations on Stellar Blade’s world, Kim mentions cyberpunk manga series Battle Angel Alita and the 1982 science fiction film Blade Runner.

However, Stellar Blade’s biggest source of inspiration might be Nier Automata. The combination of Yoko Taro’s stylish action and dystopian world-building feels close to Stellar Blade. On top of that, both games have a badass anime-inspired female protagonist.

“Nier: Automata left a huge impression on me,” said Kim. “It made me realize that a game like this could be made, and allowed me to rediscover the kind of game that I want to make.”

Stellar Blade launches on PS5 on April 26.

Esra Krabbe is an editor at IGN Japan.

Final Fantasy 7 Rebirth Preorders Get a Massive Discount Before Release Day in the UK, But Only for a Limited Time

Final Fantasy 7 Rebirth preorders are currently down to just £56.65 in the UK right now. This is a tremendous deal, and guaranteed to arrive on launch day February 29. All you need to do is use promo code LOVE10 (see here) to secure the game at a discount.

This is the best Final Fantasy 7 Rebirth preorder deal in the UK right now, making it the perfect time to secure your copy and ensure you’re among the first to explore the expanded universe. Don’t miss out on this opportunity to save big and embark on an unforgettable adventure. But, the only caveat is that this LOVE10 code will expire after February 8, so there’s a limited time frame on this one.

Final Fantasy 7 Rebirth promises to bring back the nostalgia while adding layers of depth to the story and gameplay that we’ve been dreaming of since the original. The game is the highly anticipated second installment in the Final Fantasy VII Remake trilogy, taking the iconic story into its next chapter.

The anticipation surrounding the release of the game is palpable, with fans eagerly discussing how good they expect the game to be. Whether you’re a die-hard fan or a curious newcomer, Final Fantasy VII Rebirth is shaping up to be an unforgettable journey through one of gaming’s most cherished universes.

In our final hands-on preview of Final Fantasy 7 Rebirth, we said: “This second game in the reimagined trilogy is like an extension that flows out of its predecessor rather than another radical rethink. But Rebirth is layered with several new ideas that, at least across the duration of a recent three-hour playable demonstration, suggests Cloud and co’s upcoming journey will feel like a genuine sequel rather than a full-priced expansion.”

There’s also a new relationship system, called Bonds of Friendship, that has been added to Final Fantasy 7 Rebirth. As explained in the system’s tutorial, “the strength of these bonds can alter portions of the story.” One of those story moments is the Gold Saucer date, and you’ll be able to see how your potential partner feels about you via a variety of emoji-like faces.

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

EVO 2024 Lineup Announced: Mortal Kombat 1 and Tekken 8 Make Their Debut, and a Classic Returns

The biggest fighting game tournament in the world is returning to Las Vegas. EVO 2024 will take place from July 19-21st in a new venue: the West Hall of the Las Vegas Convention Center. EVO 2024 will be the biggest EVO ever, featuring several new additions and eight games gracing the main stage. All told, four games will be making their debut as a main title. We learned a ton about what EVO will look like in 2024 from the EVO Announcement Show on Twitch. In short, it’s going to be much, much bigger than last year’s event.

EVO 2023 was a great show, and we documented the journey of IGN’s own Mitchell Saltzman as he competed at the event. but this year will see several improvements to the EVO format. First up, there will now be a dedicated registration area to keep lines shorter. In addition, the EVO show floor will be open all three days. That means three days of artist alley, publisher booths, the EVO Arcade, and more.

Speaking of the EVO Arcade, EVO 2024 will be the largest in EVO history with a bigger BYOC (Bring Your Own Controller) area. This year, there will also be an all-new art gallery with works from the history of the FGC on display and a brand new stage for EVO showcases on Friday featuring interviews, exhibitions, and more. The popular cosplay contest will also return, and perhaps most importantly, you’ll no longer need separate tickets for the Finals on Sunday. Since the show floor will be open all three days, you can go back and forth from the Finals to the show floor as much as you like.

In addition to all the details on the event itself, we also got a look at the eight games that will grace the EVO main stage, four of which will be making their EVO debut, which are highlighted in bold:

  • Street Fighter 6 (Capcom) – PS5
  • Tekken 8 (BANDAI NAMCO Entertainment) – PS5
  • Mortal Kombat 1 (WB Games) – PS5
  • Guilty Gear: Strive (Arc Systems Works) – PS5
  • King of Fighters XV (SNK) – PS5
  • Granblue Fantasy Versus: Rising (Cygames, Inc.) – PS5
  • Under Night In-Birth II [Sys:Celes] (French Bread) – PS5
  • Street Fighter III: 3rd Strike (Capcom) – Arcade

You’d expect newcomers like Tekken 8 and Mortal Kombat 1, but it’s good to see smaller, lesser-known games like Granblue and Under Night get their turn under the bright lights. The real story, however, is the return of Street Fighter III: 3rd Strike, which makes sense, since Evo 2024 will be the 20th anniversary of EVO Moment 37. Yes, that EVO moment 37. There will also be a community stage where community-run tournaments will get their time in the sun, though those games haven’t been announced yet.

It’s a lot to take in, but if you can’t get enough EVO, EVO Japan is set to take place in April 27-29, which will feature every game at EVO minus Mortal Kombat 1. If you’re looking to register or just want to learn more, you can head over to https://www.evo.gg for additional details.

Will Borger is an IGN freelancer. You can find him on Twitter @bywillborger

Final Fantasy 7 Rebirth: The Final Preview

I don’t think anyone is going to be surprised to learn that Final Fantasy 7 Rebirth feels incredibly similar to Final Fantasy 7 Remake. This second game in the reimagined trilogy is like an extension that flows out of its predecessor rather than another radical rethink. But Rebirth is layered with several new ideas that, at least across the duration of a recent three-hour playable demonstration, suggests Cloud and co’s upcoming journey will feel like a genuine sequel rather than a full-priced expansion.

During the hands-on demo I was able to play through the first two chapters of Final Fantasy 7 Rebirth. The opening section recreates the Nibelheim Incident flashback from the original game; an important slice of Sephiroth’s backstory that reveals the main reason for his villany. This scenario plays out more or less identically to what you remember of Remake – a linear trek through a simple environment, elevated by exceptional combat and character work. I liked this structure in Remake and I still like it in Rebirth.

It is in chapter two, though, that Rebirth begins to show how things have changed. Freed from the restrictive streets and corridors of Midgar, your party is set loose in a large open world of rolling grasslands and towering trees. The demo did not make it clear if the continent is made up of large segmented zones or if it is a genuine, seamless open world, but what I can say is that the sizable region in this demo chapter feels much more expansive and authentically natural than the areas seen in last year’s Final Fantasy 16.

These zones initially feel somewhat empty but that is soon changed after discovering and activating a scattering of ‘remnawave towers’. Following open world tradition, these towers plot a variety of activities on your map that can be undertaken as distractions from the main storyline. I unfortunately didn’t have enough time to fully dig into these side tasks, but they include hunt-style battles and item salvaging. I’m left with the impression that these mini quests won’t be Rebirth’s most compelling feature, but hopefully they will be an improvement upon both Remake and FF16’s monotonous side stories. At the very least the side content does promise worthwhile rewards: for instance, scanning and defeating monsters in the world will upgrade the returning combat simulator, which in turn will unlock new summon materia – the magical orbs that manifest god-like allies in battle.

It remains to be seen if Rebirth has perhaps overloaded combat with too many extras, but right now I like what I’ve sampled and am excited to learn its tactical depth and breadth.

The grasslands area that extends around and beyond the small town of Kalm is not structured identically to the world of the original Final Fantasy 7, but it nonetheless feels authentic to that game. Lush forests harbour the Chocobo Farm, which is once again managed by Bill, Billy, and Chloe. Push onwards and the verdant grass gives way to gloomier swamplands that are terrorised by the monstrous Midgardsormr – the renamed but still-infamous Midgar Zolom snake. As in Remake, all of this covers a significantly larger and more detailed area than the same region of the original game, turning what were once minutes of play into hours.

Simply getting around these zones feels more freeing and smooth thanks to the improved movement that allows Cloud to easily hop up over small and mid-sized obstacles, and a basic climbing mechanic that sees him clamber from one yellow handhold to another. It’s not exactly Uncharted, but this added element of ‘outdoorsiness’ provides an enjoyable sense of adventure. Add in the expected Chocobos for fast, feathered trips, and you’ve got a strong basis for wider exploration.

Of course, those wide open zones are home to more than just trees and flowers. There’s plenty of enemies roaming the world and Remake’s exceptional combat returns. This time around you have the full freedom to arrange your party how you wish, choosing a trio from your recruited pals. You can put together three different parties and switch between them on the fly while exploring, allowing you to have pre-arranged setups for different scenarios. Spotted a large beast in need of a battering? Get your melee-focussed Cloud-Tifa-Red XIII party ready and dive in. Are flying monsters lurking in the skies ahead? Just cycle to your ranged Cloud-Barret-Aerith team and you’re good to go.

Red XIII is now a fully-playable companion, acting as an agile attacker who can build up combos of claw swipes. He also has a Vengeance gauge, which builds with every successful block and can eventually be triggered to boost his attack power and dodge speed. But a new character isn’t the only added layer to the combat – alongside the character combo synergy abilities which return in an enhanced form from Remake’s Intermission DLC, there’s now a whole skill tree system that allows you to build out a character’s strengths beyond just their Materia choices. Remake felt like a sweet spot for Final Fantasy combat and character crafting, so it remains to be seen if Rebirth has perhaps overloaded it with too many extras, but right now I like what I’ve sampled and am excited to learn its tactical depth and breadth.

While shocking stabbings, amazing airships, and weird weapons is what the original Final Fantasy 7 is best remembered for, one of my favourite things about the PS1 classic is its variety of goofy minigames. Remake established the new trilogy’s dedication to that eclectic variety of gameplay types with things like the motorbike chase and Honey Bee Inn dance number, and I’m pleased to see Rebirth has a whole new slate of weird oddities to entertain us. A collectable card game called Queen’s Blood, in which you lay cards in a trio of lanes in an attempt to claim the highest score, hopes to steal the hearts of Triple Triad fans. Out in the fields, you must outwit Chocobos in a humorous stealth sequence that has you weaving between patches of long grass and throwing rocks as distractions. And once you’ve snuck up on and caught a chocobo, you can of course indulge in a bit of chocobo time trial racing.

None of these activities are pinnacles of gameplay design, but that’s not the point; the weird diversions from the standard explore-fight-upgrade loop was what made the original Final Fantasy 7 so flavorful, and I’m pleased Square Enix recognises that. Not all of the new experiments land, though; I’m hoping the one where you push a slow, heavy vacuum around to suck up toxic mako fumes is a one-and-done.

Rebirth promises to continue in style this worthwhile reinvention of one of history’s landmark RPGs.

While it’s great to see things return, this trilogy is also defined by what it changes. By and large, this demo was relatively restrained in regards to alterations to the original story beats. Chapter one is a faithful recreation of the climb up Mt. Nibel, aside from it now being the home of the Materia Keeper battle. You’re also in direct control of Sephiroth, too, who has a suitably devastating moveset with a very cool parry system. Dedicated fans will also find delight in tidbits of dialogue that appear to closer unite these events with that of Crisis Core – at one point Sephiroph says to Cloud, “Perhaps you’d like to say a few words to your sword, first?”, which is fun for those who recognise its significance.

It’s in chapter two that I found a bigger story shift, as Shinra soldiers parachuted into Kalm in hunt of Avalanche, forcing the gang to flee out into the grasslands. This adds much more tension to what was previously a very low-key period of the original game, with Cloud having to creep along elevated platforms to avoid capture. Sadly there’s no use of genuine stealth mechanics here – there’s no way to be caught or mess up, so the tension is simply narrative rather than systemic. But as far as the story goes, it’s nonetheless a fun new minor wrinkle in a tale many of us know incredibly well.

With this substantial hands-on, Square continues to show the confidence it established in the first game of the Final Fantasy 7 remake project. Its most notable addition for Rebirth, the open world, is a welcome extra, but the full quality of its activities remains to be seen. Regardless of their success, though, I feel that once again the combat, characters, and overall story will be the main, uncontestable hook, and there’s no signs of them having diminished. And so Rebirth promises to continue in style this worthwhile reinvention of one of history’s landmark RPGs.

Matt Purslow is IGN’s UK News and Features Editor.

Brock Lesnar Removed From WWE 2K24 Special Edition Cover

As the WWE continues to distance itself from Brock Lesnar, the wrestler has been removed from the cover art of the special edition of 2K’s upcoming WWE 2K24.

As spotted by wrestling reporter Andrew Ravens, who also posted a side-by-side of the original cover and the latest one, Lesnar was cut from the promo art of the Forty Years of WrestleMania edition of the game. There’s now a larger version of John Cena where Lesnar used to be.

It’s unclear if Lesnar will be removed from the game altogether when it releases on March 8. A source with knowledge of the situation, however, tells IGN that steps are being taken to update the game in accordance with recent developments surrounding Lesnar and his reported connection to a lawsuit against Vince McMahon and the WWE. IGN has reached out to 2K for comment.

Lesnar has already been removed from 2K’s WWE Supercard mobile game. The developments come after the publication of the aforementioned bombshell lawsuit filed by former WWE employee Janel Grant, which contains a long list of disturbing allegations against McMahon, including sexual assault and sex trafficking.

The lawsuit alleges, among other things, that McMahon directed Grant to take explicit photos of herself for a WWE star that the company was trying to re-sign. The wrestler is not named in the lawsuit, but the Wall Street Journal reports that Lesnar is the wrestler in question.

Lesnar was also reportedly set to be a participant in last month’s 2024 men’s Royal Rumble, but those plans changed after the report.

WWE 2K24 will be released on Xbox Series X/S, Xbox One, PlayStation 4/5, and PC on March 8.

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

Cyberpunk 2077 Sequel Hires Veterans From Mortal Kombat, Diablo, Control, and More

CD Projekt Red is gearing up for its Cyberpunk 2077 follow-up, codenamed Project Orion, and it’s starting by bringing on developers with some impressive resumes.

The Witcher studio announced its new moves in a press release, marking a major milestone as it moves on from its dystopian RPG and its Phantom Liberty DLC. These next steps include a few “high-profile additions” to staff, including developers with experience on franchises like Hitman, Diablo, Mortal Kombat, Dishonored, and more.

First on the list is Dan Hernberg, who is jumping on to Project Orion as executive producer. His experience includes serving as head of production at Amazon Games and lead product manager at Blizzard Entertainment. Ryan Barnard, who will help as design director, is best known for working as a game director at Ubisoft Massive and gameplay director at IO Interactive.

The engineering director spot will be handled by Alan Villani, who previously aided with technical direction on past Mortal Kombat games. Former Control, Dishonored: Death of The Outsider, and Avatar: Frontiers of Pandora developer Anna Megill will serve on Project Orion as lead writer. Finally, Alexander Freed will also help with writing after previously working with studios like DICE, Obsidian Entertainment, and Wizards of the Coast.

“As work on the follow-up to Cyberpunk 2077, codename Project Orion, enters early stages of development at CD PROJEKT RED North America,” CD Projekt Red said, “the company is currently hiring for various positions across its Boston and Vancouver locations.”

Those interested in applying to work on Project Orion can check out open positions here.

Details on the Cyberpunk 2077 sequel, which is being developed at CD Projekt Red’s Boston location, are scarce, but we do know some information about what the team has up its sleeve. One idea floating around is multiplayer, a feature absent from the original game that the studio is now “considering.”

We also know that the company is hoping that the Cyberpunk franchise will undergo a “similar evolution” as The Witcher series, meaning the team wants Orion to offer even more gameplay enhancements and features when it eventually arrives. This is all while much of the studio is focusing on The Witcher 4.

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.