Xbox and Bethesda Developer Direct January 2023: Everything Announced

The Xbox and Bethesda Developer Direct for January 2023 is underway right now, as Microsoft and its partners are sharing updates on games including Redfall, The Elder Scrolls Online, Forza Motorsport, Minecraft Legends, and more. Check out this article for live updates of everything announced as it happens during the event.

Minecraft Legends Gets April Release Date, PVP Details Revealed

Minecraft Legends is the upcoming action strategy game set in the Minecraft universe, and today we learned the game is coming out on April 18. Xbox also shared a look at the game’s PVP mode, which takes place in the same procedurally-generated worlds as the single player campaign. The gameplay showed off a lot of different strategies, including base building, mob recruiting, and using redstone to take the enemy team down.

Disney Dreamlight Valley to Add Lion King’s Simba, Encanto’s Mirabel in Coming Updates

The next stage of Disney Dreamlight Valley is almost here.

Posting on their blog today, Gameloft Montreal gave us one of our first glimpses into the 2023 roadmap for their Disney-themed life simulation adventure game.

The roadmap includes new characters like Mirabel from Encanto, Simba from The Lion King, and Olaf from Frozen, as well as the promise of new “realms” to explore, which are in-game worlds that can be visited as part of the story.

Gameloft Montreal also confirmed one of the game’s most-requested features, multiplayer support, which is a major part of genre peers like Animal Crossing, though the roadmap did not offer any specific timing for when that would be added.

Dreamlight Valley, which has yet to receive its 1.0 release, previously added Lion King’s Scar, Stitch, Woody, and Buzzlightyear after its early-access debut last year. They were also quick to make quality of life improvements to the often-buggy cartoon world.

Although anyone can pay to play the game now, Dreamlight Valley is planned to receive its full, free-to-play launch later this year, though no specific timeframe for that has been announced, including in this 2023 roadmap.

Even in its early-access state, IGN reviewed Disney Dreamlight Valley last year and liked it quite a bit.

Travis Northup is a freelance writer at IGN.

Former Blizzard Manager Opens Up About Being Fired for Protesting Ranking System

World of Warcraft Classic co-lead software engineer Brian Birmingham has claimed he was terminated from Blizzard for protesting a forced employee ranking system.

As first reported by Bloomberg, Birmingham sent an email to his former colleagues saying he was terminated after revealing his intentions to resign instead of deeming certain staff members inadequate to fill a quota. Birmingham said in a Twitter thread (below) that he didn’t share the email himself but “[believes] the quotes are accurate”.

The “stack ranking” system asks managers to rank their employees under different labels, with the poorer “developing” status potentially affecting bonus money, raises, and promotions in the near future. Birmingham claimed that Blizzard managers, under parent company Activision Blizzard King (ABK), were forced to place 5% of their employees in this “developing” category.

Birmingham said he refused to drop some staff from a “successful” category to “developing” in order to hit this quota, and also refused to work until the policy had been revoked. According to his email, Birmingham was later terminated after speaking with HR.

“This sort of policy encourages competition between employees, sabotage of one another’s work, a desire for people to find low-performing teams that they can be the best-performing worker on, and ultimately erodes trust and destroys creativity,” Birmingham wrote in the email.”

He added: “If this policy can be reversed, perhaps my Blizzard can still be saved, and if so I would love to continue working there,” “If this policy cannot be reversed, then the Blizzard Entertainment I want to work for doesn’t exist anymore, and I’ll have to find somewhere else to work.”

A Blizzard spokesperson told Bloomberg that the stack ranking system was in place to “ensure employees who don’t meet performance expectations receive more honest feedback, differentiated compensation, and a plan on how best to improve their own performance.” They also said it encourages “excellence in performance”.

Birmingham later said on Twitter that he would return to Blizzard if he could, to “fight the stack ranking policy from inside”. He said this had only become an issue now because managers had protested and avoided using it in the past, and Birmingham “truly believed we had reversed the ‘developing’ quota policy.”

He continued: “The realization that there’s still a minimum quota for ‘developing,’ despite our objections and sternly worded letters leads me to believe I was operating under an illusion. I hope Blizzard’s positive culture can overcome ABK’s poison, but it isn’t succeeding in doing that yet.”

Birmingham also called ABK a “problematic parent company” that put his team “under pressure to deliver both [World of Warcraft Classic] expansions early”. He said “the ABK team should be ashamed of themselves.”

Birmingham’s complaints are just the latest in a long line of controversy surround Activision Blizzard that began with a lawsuit filed by the state of California, accusing Activision Blizzard of fostering a “frat boy culture”.

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

GoldenEye 007 Comes to Nintendo Switch Online and Xbox Game Pass This Week

N64 classic GoldenEye 007 will finally arrive on Nintendo Switch Online’s Expansion Pass and Xbox Game Pass on January 27.

Announced via Nintendo’s YouTube channel and the Xbox Wire, the long-anticipated release date finally confirms when players can jump back into the role of James Bond both in single-player and its beloved multiplayer.

A series of leaks and rumours were finally confirmed by the two companies in September last year, though GoldenEye 007 previously only had a “coming soon” release window.

Those looking to play the game on Switch will need both Nintendo Switch Online and its Expansion Pass (that adds the N64 digital library), while Xbox users will be able to download it for no additional cost via Xbox Game Pass.

The two versions of the game aren’t identical, however, as only the Switch version will include online multiplayer – the first time this feature has been officially available for the 26 year old game. The Xbox version will be a remastered edition that includes new control options, achievements, 16:9 resolution, and up to 4K Ultra HD resolution.

GoldenEye 007 had been all but confirmed on Xbox for a long time as fan website True Achievements and even Xbox’s own website listed the game’s achievements, but fans will finally be able to get their hands on it later this week.

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Hogwarts Legacy: The Final Preview

We do not live in a world rich with great Harry Potter games. Nobody harbors warm feelings for the horde of chintzy, cynical movie tie-ins that plagued the PS2 and Xbox during the mid-2000s. So, when Portkey Games unveiled the big-budget Hogwarts Legacy in 2020, it was clear that the studio was aiming spectacularly high with its interpretation of Harry Potter. After a two-hour hands-on, I can say with confidence that the Wizarding World has rarely looked better. The lilting charm, cockeyed whimsy, and high-fantasy hijinks of Hogwarts Legacy is rendered with dogmatic servitude to the books, while the combat and exploration — the game part of this video game — is robust enough to rope in more casual fans of the fiction. Unfortunately, it’s all happening at the exact moment the world is reconsidering their lifelong ties to one of the greatest stories ever told.

If you haven’t been keeping up with the information drip, Hogwarts Legacy takes place in the late 19th century — and therefore it operates independently from some of the more familiar touchstones of Potter lore. (No Voldemort, no Dumbledore, no multitude of Weasley surnames.) You play as a fifth-year transfer student that will be built with a potent character creator; denoting complexion, hair color, eyebrow shading, and yes, body types, vocal tenor, and the choice to be referred to as either a “witch” or a “wizard.” Afterwards, you’ll quickly be implanted directly into the day-to-day scholastic rhythms of Hogwarts. My time with the game was brokered into two major sections: a treacherous story chapter where I was asked to both infiltrate and destabilize a nefarious dragon cockfighting ring, and a dulcet afternoon on the castle grounds, where I solved sidequests, played minigames, and soaked in the Persona-like splendor of simply hanging out at school.

The combat was the highlight for me, which I was not expecting. In previous Potter games, the quicksilver wizard clashes of the books are reduced to dull, rote third-person shooting galleries — Harry, Ron, and Hermione taking on an endless series of identical death eaters, who all seem to brandish magical facsimiles of shotguns and sniper rifles. Hogwarts Legacy changes the formula considerably. Despite the projectiles ricocheting back and forth across the arenas, the game functions more like a Ninja Gaiden-esque combo masher. Your character automatically locks onto wherever they’re facing, and the hocus-pocus that comes cascading out of your wand can be chained together like a screen-filling, health bar-obliterating Marvel Vs. Capcom tsunami. Game director Alan Tew compares the system to a sort-of “long-range dueling.”

The physics engine absolutely revels in your chaos — bodies fly across the map like they’ve become weightless and boneless at the mercy of your command.

Your arsenal is mapped to the face buttons, and after messing around with the controls for a few minutes, I was able to come up with some wild, improvis-ed concoctions. I’d leviosa my enemy into the air, tag them with some basic filler casts, pull them in close with an accio, before setting them aflame with the incendio. The physics engine absolutely revels in your chaos — bodies fly across the map like they’ve become weightless and boneless at the mercy of your command. Harry Potter video games have tried, and failed, to replicate the fiction’s unique take on spellcasting for decades. Portkey seems to have established a structure that will likely be aped for years to come.

My stint wandering around Hogwarts itself wasn’t quite as exciting as my trip to the dragon’s den. My character enjoyed a peaceful free-roam back at home on the back of their flying broom, (the Roach of Hogwarts Legacy,) where they poked around nooks and crannies of the castle; soaking up collectibles, deciphering basic puzzles, and completing the menial tasks assigned to me by my classmates. (One of them accidentally put a charm on her books that caused them to flutter around in the air. I Accio’d them back into her possession.) Outside, in a courtyard, I joined a round of what can only be described as “Wizard’s Curling.” My adversary and I used our wands to usher a set of leather balls down a wooden platform. The closer they got to the edge, without falling off, the more points we’d score. These distractions were pretty lightweight — Portkey didn’t allow us to delve into, say, potions class, or a meaty sidequest digression — which left me hoping that Hogwarts Legacy will include some finer character moments outside of the core campaign. Let us broker a genuine camaraderie with the other denizens of the school. A Harry Potter game can only hit its marks if, by the end of the runtime, we’re willing to lay down our lives for a kindly groundskeeper or an eccentric headmaster.

It was shocking to see that one of the spells on my combat hotbar was Crucio — better known to layman as the torture spell.

It should also be said that Hogwarts Legacy appears to be swimming in the darker edges of the canon. It was shocking to see that one of the spells on my combat hotbar was Crucio — better known to layman as the torture spell — which inflicts searing, white-hot pain in its target. (In the Harry Potter universe, Crucio is one of the three “unforgivable curses.” A huge no-no!) Perhaps these are the themes Hogwarts Legacy intends to deal with; how did Crucio become unforgivable, anyways? Some of the finishing moves equipped to my character were similarly macabre. After charging up a meter and tapping the two shoulder buttons, my avatar could reduce a rival wizard into a pile of sooty Looney Tunes dust. The Harry Potter books are centered around the purity of teenaged friendship, so it is weird to watch a fifth-year take a life. Again, maybe Hogwarts Legacy intends to explore some of those questions. On first brush though, it’s pretty jarring.

Of course, anyone who chooses to play Hogwarts Legacy must contend with all sorts of contradictions — most of which are far more important than the usual dissonance we tend to find in video games. J.K. Rowling has established herself as one of the most prominent anti-trans mouthpieces on the planet. The character creator in Hogwarts Legacy offers a huge amount of gender diversity, but that cannot change the fact that the author of these books remains the proprietor of the Harry Potter intellectual property. If purchasing this video game feels like a tacit endorsement of Rowling’s retrograde worldview, nobody can say you’re wrong. I spoke with Alan Tew about these questions during my visit, and you can read the results of our conversation here — but you are not likely to find a clean answer to those concerns. It looks like we’re finally getting a good Harry Potter game. Shouldn’t it feel better than this?

Dragon Ball Z Kakarot Needs a Prequel, Not a Sequel

Dragon Ball Z Kakarot has had a steady trickle of DLC since it launched three years ago, the most recent of which tells the story of Goku’s dad, Bardock, which goes to show you there are plenty more stories to tell in that universe.

Kakarot isn’t perfect, but it’s one of the best representations of Akira Toriyama’s awesome colorful world in interactive form. All the pieces are there for a massive sequel that builds on established systems and mechanics and raises the stakes even higher, probably recounting the events of Dragon Ball Super and its various new hair colors. However, I’m strongly of the opinion that the most potential for a follow-up to Kakarot lies in Goku’s earlier years, a game that retells the original Dragon Ball.

Something that makes Dragon Ball Z so appealing is also something that also often works against it: escalation. It’s all about taking things to the next level. DBZ tackles the afterlife, alien planets, time travel, and androids. Planets get destroyed, characters get killed off, resurrected, killed again and they regularly undergo drastic transformations – in some cases multiple characters get fused together to create new characters. It’s a lot. After a certain point, everyone gets so ridiculously overpowered that it stops being impressive. DBZ is the furthest thing from what you would call “grounded.” In fact, at various points, the ground literally gets blown up, and characters are just beating each other up while floating in mid-air – and maybe that doesn’t naturally lend itself to great gameplay?

Even starting from the beginning, Dragon Ball Z Kakorot feels like you’re jumping into someone else’s save file mid-game and playing as an overpowered character who has a ton of abilities unlocked – and in a sense, it is. You still level up and unlock moves, but at the start of Z, Goku’s one of the strongest warriors on the planet. He can fly and shoot energy blasts without thinking about it, and Kakarot’s gameplay reflects that. It took Goku three episodes to form that spirit bomb he chucked at Frieza, and it’s a two-button combo?

Dragon Ball Z Kakorot feels like you’re jumping into someone else’s save file mid-game and playing as an overpowered character who has a ton of abilities unlocked

Dragon Ball, meanwhile, starts from square one with good ol’ fashioned martial arts. Early on, Goku relies primarily on his fists, feet, tail and powerpole during combat. He’ll occasionally resort to a Kamehameha wave as a last resort, but something that’s primarily ground-based melee combat could make for a solid beat-’em-up. Make those ranged attacks a special occasion. Or, maybe that’s where side characters come in? Have Bulma whip out an Uzi or make Oolong turn into a missile.

One of the gripes about Kakarot was that the open-ish world felt empty, and while that’s true, it might not have been quite as noticeable if players explored it at a different pace. With the push of a button, Goku can blast off and zoom halfway across the map. It’s fun as hell but also makes so much of the world blur past. In Dragon Ball, Goku spends a lot of the time on foot, or riding in a variety of cool-looking vehicles – many of which are already in Kakarot. Sure, he gets the Flying Nimbus pretty early, but it’s also often out of the picture. I dunno, make Nimbus like Torrent in Elden Ring, your magical ride that sometimes totally bails on you.

Another complaint about Kakarot was that in between epic showdowns against iconic villains, a lot of time was spent fighting the same handful of enemies. Random encounters with Saibamen, pirate robots, Frieza’s henchmen happen constantly. None of these seem like they should actually pose a threat to earth’s mightiest heroes, but you’ve gotta have something to fight in between big story beats. Oh, and since so much of the travel is aerial, all the enemies need to be able to fly. In Dragon Ball, Goku constantly crosses paths with goons, thugs, henchmen, and various other run-of-the-mill bad guys. Honestly, Goku taking on the Red Ribbon army is practically a video game already: he fights his way floor by floor up Muscle Tower, beating up tons of regular grunts, and encountering a new unique boss every few levels.

Something I loved about Kakarot is how much its structure felt like the Yakuza games – the mix of epic story missions, silly side quests, and fun activities. Something the Yakuza series has proven several times over is that as long as there’s new stuff to do in a game, nobody gets too mad that the map is getting reused, and I’d love to see that approach taken here.

Given the massive global success of Dragon Ball Z and Dragon Ball Super, the power creep clearly isn’t a deal breaker for a lot of fans, and for a lot of folks bigger is always better, period. Kakarot was the third best-selling Dragon Ball Z game to date, so I wouldn’t be shocked if Bandai Namco took the “if it ain’t broke, don’t fix it” route – but we’ve gotten SO many DBZ games, it’d be nice to see the OG get some love, perhaps to commemorate some significant milestone… like say, the 40th anniversary next year? It’s not the craziest thing anyone’s wished for.

Halo Infinite: 343’s Statement Runs Against Deep Cuts in Halo Development Team

Halo developer 343 Industries says Master Chief and Cortana are staying under its roof, but reports of deep cuts to Halo’s development staff calls into question the studio’s ability to sustainably develop future Halo content.

This saga began last week, when we learned that the Halo studio was impacted by Microsoft’s plans to lay off 10,000 people. Since the news broke, speculation has run rampant about Microsoft’s plans for its flagship franchise, including rumors that Microsoft could pass Halo development to another studio entirely, leaving 343 Industries in more of a producer role. These rumors prompted 343 Industries to speak out over the weekend to put the rumblings to rest.

343 Industries’ studio head Pierre Hintze shared a message on Halo’s official Twitter account, writing, “Halo and Master Chief are here to stay. 343 Industries will continue to develop Halo now and in the future, including epic stories, multiplayer, and more of what makes Halo great.”

But for a studio that has struggled to meet Halo Infinite release dates multiple times, can the recently downsized 343 continue to handle development of a big-budget, AAA first-person shooter franchise? It’s hard to say.

IGN reached out to Xbox’s representatives, but did not receive comment ahead of publication.

‘Hit hard’

IGN has learned that significant cuts have been made to 343’s Halo development team. One former 343 employee impacted by the layoffs estimated about a quarter of 343’s staff was impacted, although that’s not a firm statistic. We’ve also learned that around 30 people were let go from 343’s art department alone, with former employees saying 343 Industries was hit “hard with positions impacted across all disciplines.”

Meanwhile, at least one senior-level source with knowledge of 343’s internal workings, but who is no longer with the studio, has claimed to IGN that it is being reduced to to publishing team. However, based on conversations that IGN has had with knowledgeable sources, the situation at 343 appears to be ongoing, and there is a growing — if unconfirmed — conviction that 343 will no longer be Halo’s sole developer when it’s settled.

Looking through LinkedIn profiles of other laid-off employees reveals hits to folks working on Halo Infinite’s engine, presentation, VFX, gameplay, game design, and more essential departments. It’s clear that 343 is a significantly different studio compared to just seven days ago. In addition, 343 Industries was already dealing with the growing pains of launching a live service game, with a whirlwind of highs and lows over the last year since Halo Infinite’s initial release.

Despite a strong launch at the end of 2021 that included praise for both Infinite’s fresh take on a Halo campaign and the franchise’s first-ever free-to-play multiplayer, the cracks quickly started to show. Fans instantly pushed back against Infinite’s controversial multiplayer progression system, as 343 scrambled to fix the shop and battle pass.

But the problems didn’t stop there, with the cancellation of split-screen co-op, lengthy delays to Forge Mode, and long content droughts during Halo Infinite’s first Seasons. Just five months after what appeared to be the start of Halo’s big comeback, the community was out of patience.

343 rapidly saw a creative exodus after launch, with 343 founder Bonnie Ross, multiplayer creative director Tom French, and lead narrative designer Aaron Linde all leaving the company in 2022.

Patrick Wren, a former senior multiplayer designer now working on Star Wars Jedi: Survivor, was unsparing in his assessment of 343’s leadership in a post on Twitter.

“The layoffs at 343 shouldn’t have happened and Halo Infinite should be in a better state. The reason for both of those things is incompetent leadership up top during Halo Infinite development causing massive stress on those working hard to make Halo the best it can be,” Wren wrote.

Along with those departures, 343 is facing another creative void at the top, with Halo Infinite director Joseph Staten leaving 343 to rejoin Xbox publishing. Staten’s return to Halo was always designed to be a temporary arrangement, but his departure is still causing concerns among the Halo faithful.

Regardless of what happens with Halo in the future, it’s clear that the initial 10-year plan for Halo Infinite isn’t playing out exactly as Microsoft had hoped. For now, Halo Infinite Season 3: Echoes Within is still set to kick off in early March, adding new maps, modes, and weapons to the game.

Additional reporting by Kat Bailey.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over six years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Warhammer 40K: Darktide Console Release Delayed: ‘We Fell Short of Meeting Expectations’

Since Warhammer 40,000: Darktide’s launch in November, players have issued complaints about its incomplete gameplay mechanics and unstable framerate, with just 35% of its 8,510 recent Steam reviews currently being positive. Now, Fatshark, the team behind the co-op shooter, is shifting its focus to address these complaints.

Today, Fatshark CEO Martin Wahlund addressed the game’s launch and outlined the team’s plan moving forward with an open letter published on the @Darktide40K Twitter account.

When creating Warhammer 40K: Darktide, according to the open letter, the team wanted to “create a highly engaging and stable game with a level of depth that keeps you playing for weeks, not hours.”

“We fell short of meeting those expectations,” Wahlund acknowledged.

He then moved to announce a new focus on addressing feedback, which will include “a complete crafting system, a more rewarding progression loop,” and improved “game stability and performance optimization.”

The team’s new focus will indefinitely delay the launch of the game on Xbox Series X|S, which was slated to release shortly after the game’s November PC launch but hadn’t yet received a release date at the time of the delay. Fatshark is also delaying seasonal content rollout and upcoming premium cosmetics.

Initially revealed in 2020, Warhammer 40K: Darktide faced a two month delay before its eventual release in November 2022. We gave the game an 8 in our review, praising its satisfying gameplay but docking points for its tedious progression grind and “persistent framerate dips.”

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun. Find them on Twitter: @ameliazollner.

Speedrunner Beats Breath of the Wild 50 Times in 24 Hours

Between hunting for weapons, fighting bosses, and completing Hyrule’s many side quests, gamers who choose to play The Legend of Zelda: Breath of the Wild in its entirety can spend upward of 50-100 hours preparing for its final boss. Of course, some players choose to abandon the game’s guidance and instead speedrun beating the final boss without preparation, and that’s exactly what Twitch streamer Player5 did — 50 times in one day.

On January 15, Player5 managed to beat Breath of the Wild 50 times in just under 23 hours. The full stream is replayable on his Twitch channel, where they also claimed the current Any% world record for Breath of the Wild speedruns.

“I decided to do it early January, although a friend of mine TheRealNoman had the idea probably ~1 year ago,” Player5 told IGN. “I also had seen Simply run SM64 1200 star (10 120 star speedruns in a row) pretty recently, so I figured it would be a fun challenge.”

As pointed out by GamesRadar+, Player5’s fastest completion time during this marathon was 24:16, with a relatively similar average time of 25:23. However, achieving this precise timing wasn’t easy.

“The hardest moment was trying not to get annoyed by the small mistakes I was making around the 18-20 hour mark,” they said. “I knew I was capable of much better, but getting tilted just makes everything worse.”

Player5 was confident in the consistency of an Any% run through Breath of the Wild, and their marathon challenge run only served to prove it.

“I guess I also learned that I’m still able to play well even after 20 hours of constant playing,” they said.

Player5’s impressive run is the latest addition to Breath of the Wild’s long history of speedruns and challenges, which includes this player who completed the game without crossing their path once and this YouTuber who opened a chest that no other player could open for four years.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun. Find them on Twitter: @ameliazollner.

Wo Long: Fallen Dynasty: Watch the Opening Cutscene Now – IGN First

We end January’s IGN First coverage of Wo Long: Fallen Dynasty by going back to the very beginning: Let’s have a look at the game’s opening cutscene. Watch it above.

In the clip, we hear a man talking about an elixir sought by the sovereigns of ancient China. This elixir could grant immortality, but its power was overwhelmingly dangerous, and the elixir became the cause of conflicts and political machinations throughout the years.

While China’s ancient leaders are known to have actually been in search of such an elixir of life, it appears that in Team Ninja’s newest action game the elixir is real.

After the first phase in the battle against Zhang Liang – the boss in last year’s Wo Long demo – he swallows the elixir and becomes a demon. It could be that the demons that curse the land of Team Ninja’s fictitious China were brought to life by the elixir. Of course, that is only speculation, but it will be interesting to see in the full game, which is set to release on March 3 for PS5/PS4/Xbox Series X|S/Xbox One/PC, as well as being available on Xbox Game Pass day one. Be sure to check out our final preview, a gameplay video of the Tianzhushan area, a high-level superplay by the devs, our Aoye boss fight video, a detailed article on the game’s weapons and an interview with the developer about designing the game’s bosses.

Esra Krabbe is an editor at IGN Japan.