Double Dragon Revive Review

Hot on the heels of Ninja Gaiden’s own 2D revival with the excellent Ragebound, Double Dragon Revive comes off more like a tribute band for the series rather than a proper reunion tour. It doesn’t play the hits how you remember it, instead putting its own spin on things – from how it looks, to how it sounds, to how it plays. All of those aspects not only fail to live up to my admittedly mild expectations for a new Double Dragon, but after hours of its out of tune meandering, started to cement the idea that maybe we should put a little more distance between attempts to revitalize this series.

Even though I’ve been playing these games for most of my life it’s sort of jarring how straightforward Double Dragon Revive is. Side scrollers of this arcadey, “belt scroll” variety have found a lot of ways to spice up the “punch your way to the right” recipe, and Revive seems interested in keeping as much of that new seasoning away from its plate as possible. It’s a basic protein packed with eight non-branching levels, accompanied by starchy combat that’s filling but has barely any sauce.

Picking up any of the four playable characters is simple and intuitive, with normal attack strings that can be mashed out on one button alongside special attacks and hyper blows that can be used to punctuate these combos, or in some instances extend your offense into wall bouncing juggles. All of these actions are unique to each fighter. Well, Billy and Jimmy Lee have distinctions that don’t translate into mechanical differences, but former damsel-turned-headkicker Marian and ninja frenemy Ranzo have attacks that are a little more flashy and utilitarian. I rarely felt it necessary to use more than basic combo loops on Normal difficulty, though. As long as an enemy didn’t have an annoying shield or hyper armor protecting them as they wound up a big attack (something ubiquitous in the later levels), they were reliably vulnerable to a good old fashioned fist to the face.

There are limited options for those who do want to attempt to style on these street thugs, but they all rely on bouncing enemies off of walls to keep them in the air long enough to string more hits together as they come down. It often felt like enemies kind of just went wherever they wanted after a launch or a throw as opposed to where you directed them to go, making a laborious task out of trying to set up simple combo extensions, jamming enemies into background environmental hazards that take them out of the fight instantly, or taking advantage of the super powerful wall strike and wall crash options.

It rarely felt necessary to use more than basic combo loops on Normal difficulty.

There’s no air combos to be had either, so chasing a launched bad guy skyward only allows you a single, disappointing smash down to earth so you can wait for them to stand up and let you hit them again. Everyone can get a free hit on downed enemies, if you can finagle the finicky button prompt to do so that is unresponsive and unreliable. If there’s the right kind of wall around – the right kind being the one they decide is right based on no reliable context clues – you can do a super sized air dropping attack, but even getting the wall kick off that’s required to get the requisite height is a dice roll.

Everyone has powerful, screen clearing finishing blow attacks that are charged up by all the fisticuffs, with boosts given when you make a timely dodge, counter an enemy’s big attack, or grow your combo meter. But no playable character, not even with Ranzo’s cool explosive kunai or Marian’s charging knee, can make Revive’s combat feel special, or even interesting, across long stretches of time. It took me around three hours to finish my first playthrough, and I lost interest well before then, with three more playthroughs after that, one for each playable character.

That said, enemy variety is at least diverse and effective at making you use the small menu of options you have. As levels progress, old bad guys show up to mingle with the newer ones to form a sort of street thug gumbo that can get a little spicy towards the end of your run. It’s largely a numbers game, with you often getting overwhelmed by the sheer amount of incoming blows from all angles. I liked the little brain puzzle of having to identify the most dangerous threat to take out first, or needing to figure out the most efficient way to wrangle as many folks as possible into a big attack, but it wasn’t beguiling enough for me to forget that the process of breaking these dudes down was still rather dull. Even the array of limited use weapons, though strong tools usually worth the effort to grab if things get hairy, are your standard fare knives, two-by-fours, sledgehammers, etc.

As the challenge escalates, some of Revive’s jank becomes an enemy of its own. Small things, like the direction of your character sometimes defaulting to the opposite direction inexplicably, stops being a quirk to work around and starts being the reason you drop a combo or get punished.

Enemy variety is at least diverse, but breaking dudes down is still rather dull.

Bosses break the monotony up a little bit, introducing slightly more engaging stage hazards and pattern mechanics, like Linda, who you need to shake off of the pillars she’s hiding on top off before you can attack her directly. These get pretty brutal towards the end, though, specifically the chapter seven boss, which has to be the most aggravating fight I’ve maybe ever played in one of these games – truly a test of endurance against a ceaseless onslaught of the most cheating cheaters the game has to offer.

There’s not a lot of flash visually, either. Most character models look good, but the fire, wind, and dragon effects that come from their limbs when channeling their chi looks a step behind in quality. Camera work and sound design come together adequately to make big hits feel good and all that jazz. The sound track is decent, with a handful original riffy rockouts and remixes of old series jams that sound good in the moment but sort of leave your head immediately after they end. Overall, Double Dragon Revive lacks the visual identity that the 16-bit Double Dragon Gaiden and even pastel-punk Double Dragon Neon have, let alone its peers like Shinobi: Art of Vengeance and Ninja Gaiden: Ragebound from this year.

The stages you bash your way through run a much broader gamut. A colorful Japanese pagoda-style tower with a fun little perspective shift mid-way through is simple but much more stirring than a non-descript highway level, even if there is a wrestling ring at the end of it. Some of these zones require some platforming that I was never happy to see but in mercifully short bursts. It’s a bit of an eye-roll that most of these stages are just takes on series staple locations without much novel flair added this time around, but it’s truly disappointing how many of these locations are just bland and lifeless.

And not to be one of those “the story in this beat ’em up sucks” sort of freaks, but I mean, it does. It’s less that the plot is nonsense, the characters are bland, and the writing is lousy and more that Revive lacks the confident and chaotic energy that is necessary to sell this sort of thing to begin with. The post-apocalyptic villain of Neon was a gang-leading demon knight straight out of a heavy metal album cover named Skullmaggedon. The gang struggles in Gaiden made that version of New York City feel like Gotham City, complete with goons color-coded and themed after their outlandish bosses. By comparison, Revive is just a completely tame and underwhelming take on returning villains Willy and Raymond, who used black magic and the military industrial complex to experiment on people and make the Sousetsuken kid’s lives worse.

Gearbox Confirms the Big Borderlands 4 Patch That Will Finally Dull the Infamous Crit Knife Is Now Set to Launch Alongside the Horrors of Kairos Mini-Event

Gearbox has said the hotly anticipated Borderlands 4 patch that will finally dull crit knife builds is delayed again and will now launch alongside the Horrors of Kairos mini-event.

Borderlands 4’s ‘Day 30 Update’ was set to launch last week but was delayed to early this week. Fans had wondered when it would turn up after another no-show today, prompting developer Gearbox to say it’s now due out alongside Horrors of Kairos, which runs from October 23 to November 6.

“Glad you’re excited for the update!” Gearbox is posting on social media in response to questions about the patch. “We have a few things we’re tidying up right now, and it’ll be rolling out with the Horrors of Kairos mini-event. We can’t wait for you to see what we’ve been brewing.”

The question now is when exactly the patch will be released. Horrors of Kairos is down to start on October 23, but it may end up releasing at some point between then and November 6.

Last week, Gearbox developers addressed disgruntled Borderlands 4 players who questioned the need to nerf overpowered builds in the mostly single-player looter shooter, saying it was necessary to preserve the challenge and encourage build “diversity.”

Players have been bracing themselves for the end of builds that rely on what the community has dubbed ‘the crit knife,’ an “unintended interaction” Gearbox has said will be nerfed with this upcoming patch.

Borderlands 4 is rife with overpowered builds that cause massive damage, even to the game’s toughest bosses on the hardest difficulties. The most infamous of these is the crit knife, which Gearbox has said it’s aware of. But there are many others.

The nerf sweep set to hit Borderlands 4 has sparked a debate within the game’s community about the rights and wrongs of balance changes such as these in single-player games. With no PvP component, Borderlands 4 is mostly about solo players — and occasional groups of co-op players — farming bosses for loot that makes their build ever so slightly better each time.

(IGN recently interviewed a Borderlands 4 player who spent 150 hours on over 3,000 boss kills to find out the game’s true drop rate.)

Builds based on the crit knife, for example, can essentially delete bosses even on Borderlands 4’s toughest difficulty, making farming for loot a trivial endeavor. Some believe there’s nothing wrong with such overpowered play because players aren’t competing with others in any way. Others argue it’s bad for the game.

Borderlands 4 creative director Graeme Timmins has responded to the complaints, pointing to the game’s upcoming Invincible boss, which the developers want to present a challenge.

“We have future content like the upcoming Invincible that we want players to find challenge/accomplishment in,” Timmins explained. “If we balanced that content around bad gear, it would remove build diversity, forcing players into specific builds using said gear.”

Specifically on the crit knife, associate creative director Grant Kao said this particular, hugely popular build “diminishes playstyle variety,” and confirmed changes are planned.

“We will be adjusting it,” Kao said. “The crit knife’s potential output diminishes playstyle variety. The gun builds that use the crit knife have other options and will have more options coming soon.”

Timmins then chimed in on the crit knife, saying: “Our intent is always to expand the number of builds, so any adjustment we make is in service of that goal.”

All eyes are now on Gearbox to see what changes it has in store for not just Borderlands 4’s crit knife build, but any build it believes relies on an “unintended interaction.”

Earlier this month, Gearbox revealed Borderlands 4 Bounty Pack 1: How Rush Saved Mercenary Day, the first seasonal mini-event for the game, the aforementioned Invincible boss, and more. Last month, Gearbox revealed Borderlands 4’s first of two new Vault Hunters coming to the game as part of the paid Story Pack DLCs. C4SH, due out during the first quarter of 2026, is a playable character whose luck-based powers can make him either the best or worst character in the game.

We’ve got plenty more on Borderlands 4. Last month, a Borderlands 4 dataminer unearthed evidence to suggest that one of the most hated characters from Borderlands 3 was cut and replaced relatively late in development. 2K Games and Gearbox declined to comment when contacted by IGN.

And we recently reported on comments from Gearbox chief Randy Pitchford, who said if more developers better understood why gamers love making decisions about loot, “We’d have good competitors.”

If you are delving into Borderlands 4, don’t go without updated hourly SHiFT codes list. We’ve also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players’ choices for which character to choose (no one agreed).

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

Crimson Desert: Introducing Three Brand New Bosses

There’s plenty going on in Crimson Desert’s open world. From puzzles to castle sieges to blowing up enemies with a battle robot, there’s a wide range of activities to get stuck into. But from what we’ve seen so far, the real show stoppers are the boss battles. As part of this month’s IGN First, we’ve already shown you two new ones: the Golden Star mechanical dragon, and Fortain, The Cursed Knight. But there’s still more to see. Today, we’re showcasing three brand new bosses: Muskan, Walter Lanford, and Kearush the Slayer. You can see protagonist Kliff duke it out with all three in the video above.

The trio demonstrates a chunk of Crimson Desert’s enemy scale – Walter Lanford and Muskan are both human, but the former is pretty regular in size, while the latter is an eight-foot powerhouse. And then there’s Kearush, a massive, gorilla-like beast who’s actually one of Crimson Desert’s smaller monsters.

Those “weight categories” help distinguish each boss, but each is defined by their ability set. Muskan is a fierce pugilist, only providing you a few seconds of reprieve while he charges up his powerful punches and dive kicks. He’s not afraid to fight a little dirty, with sweeping kicks knocking your legs from under you, and choke slams sending you sputtering to the floor. When his fury meter maxes out, he’s able to unleash a chain of blows that repeatedly launch you into the air, so learning how to avoid his lighting-fast fists is the name of the game.

Walter Landford may be no bigger than you are, but he’s arguably the most sophisticated of the three bosses we’re showing today. Armed with a shotgun, he’s able to fight effectively at range. Dodging the wide-spread projectiles is key, but get your timing right and you can actually deflect his blasts back at him. Should your reflexes not be quite that sharp, you can spin up a magic barrier that collects incoming bullets and fires them back where they came from. Walter’s weak to grapples, so getting in close is vital – thankfully you can use the “deflect light” skill, typically used to find hidden items, to temporarily blind him and close the distance. You’ll need to act fast, though, as Walter’s armed with smoke grenades that can help conceal his rapid getaways.

Finally, Kearush the Slayer is a monster with no less than three health bars – a fight-extending trick that multiple foes across Crimson Desert’s campaign can pull. There’s a Hulk-like intensity to this fight, with Kearush being able to climb the walls and unleash clumsy-but-destructive leaps in his attempt to turn every bone in your body to dust. As a larger creature, you’re able to clamber onto his back and stab away, Dragon’s Dogma-style, but be careful – he’s more than happy to fall back-first from a great height, so let go of those shoulders before you’re forced to cushion his landing.

All three of these fights only reinforce my feeling that the bosses are going to be the real stars of the show in Crimson Desert. Every one I’ve faced so far across multiple hands-on opportunities has had a unique twist, a clever mechanic, or simply an exciting moveset that kept me on my toes. I’ve fought a powerful knight who I crushed with fallen masonry columns. I’ve faced off against an antlered snow beast who could cause avalanches that froze me in my tracks. And I’ve clambered up the side of a giant walking mountain, Shadow of the Colossus-style, seeking out its weak points in a battle of endurance. And I hope these are only just the start. I can’t wait to see what Crimson Desert’s most ambitious showdowns are made of.

Matt Purslow is IGN’s Executive Editor of Features.

Jurassic World Evolution 3 Review

If there’s one thing I’ve learned from the Jurassic Park movies, it’s that running a dinosaur theme park isn’t easy. It’s a constant balancing act of keeping your employees satisfied, making your park profitable, and meeting your guests’ needs, whether that means having enough bathrooms or just not getting eaten by a velociraptor. Jurassic World Evolution 3 once again puts you in the role of park manager, giving you a chance to do what the John Hammonds and Simon Masranis of the world could not: run a thriving, lucrative theme park with attention-grabbing dinosaur attractions and minimal violent deaths. With a complex set of management and customization tools, Evolution 3 gives you more control over your park than ever before. The result is an incredibly engaging management sim that’s a high point in an already satisfying series.

Like the first two, Jurassic World Evolution 3 shares a lot of DNA with other theme park sims. You’re responsible for laying down paths and electrical infrastructure, building amenities that appeal to your clientele, and creating experiences that get more guests through your gates. Rather than roller coasters and haunted houses, though, the attractions are all about the dinosaurs. Just about any species will garner business, but having a variety is the key to long-term success — and thankfully, you’ll have a wealth of different dino types to choose from. There’s always a bit of a thrill in seeing these legendary creatures come to life, especially when you unlock the more recognizable species from the films.

Of course, when you go to Disneyland, there’s almost no chance that Mickey and the princesses will escape their enclosures and maul the park-goers. That adds an extra layer of danger to Evolution 3, and park managers will have to maintain a high safety rating to continue to pull in money. Think of it as a chill, cozy management sim punctuated by moments of panic and terror. You’ll have to keep your dinosaurs happy by meeting their food, environmental, and cohabitation needs. Some need room to roam or prefer to live in packs, while others can thrive in small areas with only a bit of pasture to nibble on. Carnivores require either fresh meat or live prey, while herbivores need greenery, fruit, and nuts. Flying and swimming dinosaurs need special enclosures, since fencing in a pteranodon is about as useful as hiding from a T-Rex in a bathroom stall. It’s really satisfying to get into a loop of researching dig sites, sending expeditions to those sites, extracting DNA, and finally, finding the perfect spot to incubate your newly discovered species.

If that seems like a lot to manage, it is — but the campaign does a great job of walking you through the increasingly complex mechanics. Head of PR Cabot Finch, who you might remember from the previous Jurassic World Evolution games, returns as your guide as you visit existing parks in progress around the world and restore them to greatness. In a nod to the original Jurassic Park, the campaign begins in the Montana badlands and eventually takes you to Las Vegas, Hawaii, and throughout Europe and Asia, adding a lot of variety to the local scenery. Finch is accompanied by a team of scientists and dinosaur experts, but the real star is Jeff Goldblum’s Ian Malcolm pops up from time to time to remind everyone that trying to control nature inevitably leads to disaster.

Think of it as a cozy management sim punctuated by moments of terror.

Even if you’re already familiar with the series, the campaign mode is an effective way of familiarizing yourself with Evolution 3’s new features. The biggest addition is the introduction of in-park breeding. Previously, you could only synthesize dinosaurs based on how much of their DNA you extracted from fossils found on expeditions. Now, once you’ve synthesized compatible males and females of the same species, you can set up a cozy nesting area and wait for them to get busy.

This mechanic adds a few interesting new wrinkles to the tried-and-true Jurassic World Evolution formula. You can work with your scientists to create a breeding plan, or preferably just wait and see if nature takes its course. Who knew it would be so fun to play matchmaker to a bunch of prehistoric creatures? Once the next generation hatches, juveniles might have different needs than their parents. For example, while grown carnivores prefer to hunt their own prey, baby raptors and T-rexes will need stores of prepared meat in their pens. The tallest dinosaurs can reach the foliage on treetops, but their offspring will need nourishment closer to the ground. If you let breeding go on unchecked, pens can get overcrowded, which leads to breakouts and general panic among your guests.

While you’re managing these dinosaur family units, you’ll also have to curry favor with the entertainment, security, and conservation factions, another new feature. You can gain reputation by completing certain contracts, which are basically well-paid side missions, and improving the quality of your parks. Gaining a positive reputation with all three factions becomes very important in the last few chapters of the story, but they don’t necessarily want the same things. Pleasing them becomes yet another balancing act that adds more depth to the gameplay.

The campaign in Jurassic World Evolution 2 felt more like an extended tutorial, but this time around, you have more breathing room to find your own management style. Its objectives serve as a backbone to the overall story in which an activist group called Extinction Now! regularly hacks into your communications and sabotages your parks. As you make your way around the globe, you’ll also need to put a stop to Extinction Now!’s histrionics. The first few parks are heavily guided, but once the map opens up and you go international, you have a lot of welcome freedom to meet your objectives in whatever way you see fit.

Pleasing the new factions is yet another balancing act that adds depth.

Part of the fun of the management sim genre is being able to create something entirely from scratch, which you can do in sandbox mode. This mode has been a staple of the Jurassic World Evolution games, and Evolution 3 offers even more customization options. To start, you can choose any of the locations from the campaign, generate an island with its own unique topography, or use the square maps for a perfectly flat, obstacle-free mass of land.

You have control over almost every aspect in the sandbox, including your starting funds, certain dinosaur behaviors, and beyond. You can make it more challenging for yourself with a shoestring budget or choose unlimited funding to remove all cost barriers to creating the dinosaur theme park of your dreams depending on what you are in the mood for. You can take on contracts to make extra money, but for the most part, sandbox mode is an unguided experience. It’s easy to lose track of time when you’re making sure your paths are perfectly aligned or setting up an unforgettable park tour with maximum dinosaur visibility. And unlike in the campaign, where Cabot, Malcolm, and the rest of the cast are frequently chattering at you, the sandbox is quiet and zen. Well, at least until the indoraptors get loose.

The third gameplay mode, scenarios, was my least favorite of the three. These timed challenges, which can take anywhere from 12 minutes to a couple of hours, have specific objectives and restrictions. In one, you’ll have to take manual control of one of your ranger teams and take photos of wild dinosaurs; in another, you might be barred from editing the existing dinosaur pens regardless of the well-being of those inside. I couldn’t get on board with this time-trial approach to park management; for me, it was antithetical to the zen-like experience I’m looking for in a sim, and the objectives weren’t interesting enough to make them worth the effort. I found myself missing Jurassic World Evolution 2’s Chaos Theory mode, which sadly appears to be extinct.

But even though I didn’t personally vibe with the Scenarios, it’s impressive that Evolution 3 offers options for just about every kind of management sim fan. If you need a story to guide you through the gameplay, the campaign has you covered. If you want to build something that’s entirely your own, you can do so in the sandbox. And if you actually like high-pressure time trials, you’ll probably find Scenario mode more satisfying than I did.

I’m even more impressed with the quality-of-life updates Evolution 3 brings to the series. With the right infrastructure, you can automate maintenance and medical care, saving you from having to manually track down those units every time there’s a crisis. Aspects that were convoluted or confusing in the previous games, like creating park tours, are far more straightforward. There are more tours to choose from beyond the standard Jeep rides and gyroscopes from the movies; you can set up a hot air balloon tour or build a Cretaceous Cruise that allows guests to canoe through rivers and lakes. Boosting your transportation score by setting up monorail stations and tracks throughout the park feels much more intuitive this time around. As you expand, you can easily edit the existing tracks to expand their reach — or just set up an underground hyperloop to make traversing the park even simpler. A lot of rough edges have been smoothed out.

I ran into a few technical issues while playing, though most of them have already been addressed by a patch. Most notably, the “continue” and “load” options were missing from the menu every time I started it up, so I had to begin a new game and load manually from there every time I wanted to get back into my ongoing campaign. This meant more long load screens and hearing the opening voiceover over a dozen times, which isn’t ideal. Again, that thankfully appears to have been fixed, but I also experienced a few crashes when trying to revisit my Indonesia park, which meant going through that same loop of starting a new game and loading all over again.

Another drawback of playing Evolution 3 before release is that I didn’t get to check out the community creations. Because it has so many more customization options than its predecessors, it makes sense that players would want to share their creations with the world. It’s a fun idea on paper, though I can’t say for certain whether it works in execution since there was an extremely limited player pool before launch.

Kirby Air Riders Direct With Director Masahiro Sakurai Set for This Week — Brace Yourself for 60 Minutes on the Upcoming Nintendo Switch 2 Exclusive

Nintendo has announced the second Kirby Air Riders Direct with director Masahiro Sakurai. It’s set for October 23 at 6am PT / 9am ET / 2pm UK time.

This one’s even longer than the 45-minute Kirby Air Riders Direct we saw in August. Expect roughly 60 minutes of information on the upcoming Nintendo Switch 2 exclusive, Nintendo said.

August’s showcase divulged a release date for Sakurai’s new game, offered a first look at gameplay, and saw the legendary developer compare Kirby Air Riders to Mario Kart in what was a Smash Bros.-style Direct.

“You might be asking yourself if it’s basically Mario Kart,” Sakurai said. “You race and battle with familiar characters around courses with different features, or so they say. Ok, so it basically is like Mario Kart. I even mentioned this when I received the request to make the game. I asked them if they still wanted to do it. But as fans of the original know…the appeal of the game is not actually the races!”

Kirby Air Riders is out on November 20, 2025 for the Nintendo Switch 2 and features a wide roster of Kirby characters including Waddle Dee, King Dedede, Gooey, Chef Kawasaki, Metaknight, and more. Catch up on everything announced at the first Kirby Air Riders Nintendo Direct right here.

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

PS Plus Extra Set to Lose 7 Games in November 2025, Including Battlefield 5

PlayStation Plus Extra will lose seven games in November 2025, Sony has confirmed.

As reported by Push Square, the seven games set to exit the subscription tier include 2018’s Battlefield 5, Digimon Survive, and Like a Dragon Ishin. Battlefield 5 leaves PS Plus Extra hot on the heels of Battlefield 6’s record-breaking launch.

The list of titles is expected to make way on November 18, when Sony will release the next PS Plus Extra update. As Push Square points out, it’s worth noting that games in PS Plus Extra can no longer be played once they’re rotated out of the catalog, even if you continue to subscribe. So make the most of these games while you still can.

The games set to leave PlayStation Plus Extra in November 2025:

As for October, Extra subscribers can expect Bloober’s Silent Hill 2 remake, Until Dawn, and Yakuza: Like a Dragon, among others.

PlayStation Plus October 2025 games:

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

Halo Co-Creator Marcus Lehto ‘Disappointed’ Ridgeline Staff ‘Were Not Properly Credited’ in Battlefield 6, Says They Built the ‘Foundation’ of the Game

Halo co-creator Marcus Lehto has expressed his disappointment that former staff of the now shuttered Ridgeline Games were not “properly” credited in Battlefield 6, despite building the “foundation” of the game.

Ridgeline Games, the studio co-founded by Lehto, was tasked with developing the narrative campaign in Battlefield 6. The studio was closed in February 2024 following Lehto’s departure — less than two years after it was set up — as part of a broader restructuring that saw EA lay off some 670 employees and shift away from future licensed IPs. At the time, EA said the work that was begun on the Battlefield single-player campaign would continue.

Fast forward to Battlefield 6’s record-breaking release, and Lehto has taken to LinkedIn to recognize the work done by his former staff at Ridgeline on the game.

“I’m disappointed to see that many of my former teammates from Ridgeline Games were not properly credited in the recent release of Battlefield 6,” he said in a post that included a list of names under the Ridgeline Games banner.

“These talented developers worked tirelessly for 1 to 2.5 years, building the foundation of the game, before I left voluntarily and the studio was subsequently shuttered. Despite their significant contributions, most who were laid off were relegated to a ‘Special Thanks’ section at the very end of the credits — and several were omitted entirely, including myself.

“Out of respect for my colleagues and the awesome work they poured into this project, I want to take a moment to properly recognize them — listing their names and roles as I would have preferred them to appear in the credits.

“Game development is a team effort, and every contributor deserves fair acknowledgment.”

IGN has asked EA for comment.

In an internal note issued at the time of Ridgeline’s closure, EA Entertainment president Laura Miele said that Criterion producer Danny Isaac and studio head of creative Darren White would replace Lehto to continue work on the planned narrative campaign, with some members of Ridgeline Games joining Ripple Effect to continue working on Battlefield.

EA would go on to announce Battlefield Studios, the four-strong developer collective working on the mega-publisher’s Battlefield franchise. It currently includes DICE, Ripple Effect, Motive, and Criterion.

Lehto is a Bungie veteran whose portfolio includes serving as creative director on Halo: Reach. He joined EA in the wake of criticism over Battlefield 2042’s lack of a single-player narrative campaign.

While Battlefield 6 has enjoyed enormous sales success and won plaudits for its multiplayer, the campaign was poorly received. IGN’s Battlefield 6 campaign review returned a 5/10. We said: “A safe, dull reimagining of what Battlefield once was, rather than a bold reinvention of what it could be.”

For more on Battlefield 6, visit IGN’s Battlefield 6 guide for a complete list and video of all campaign collectible locations, tips for getting an edge in multiplayer, and more.

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

Konami Revealed 3 New Silent Hill Games at Once So Fans Knew It Was ‘Serious’ About Resurrecting the Horror Franchise

Silent Hill series producer Motoi Okamoto has opened up on why Konami revealed three new Silent Hill games after a full decade of silence, saying the publisher was keen to stress to old fans and new that it was “serious” about resurrecting the flailing horror series.

Reflecting on how the series has performed since Konami’s inaugural Silent Hill Transmission back in October 2022, Okamoto explained how the impressive Silent Hill 2 Remake was designed with “half new, half old customers in mind” to ensure it could attract new fans to the franchise.

“Three years ago, in 2022, we announced three titles: Silent Hill 2, Silent Hill f, and Silent Hill: Townfall,” Okamoto explained on Twitter / X, as transcribed by Automaton. “We didn’t want to just announce a single remake to ‘test the waters.’

“We wanted people to feel how serious we were about reviving the series. Developing a remake and a new title simultaneously naturally involves risks, but we wanted to convey our commitment first and foremost. Only when a new game is announced can the future of a series be seen. Users won’t feel motivated to engage with an IP unless they can sense it has a future. If the company takes a wait-and-see approach, so will the players. The company needs to show how serious it is so that users can get genuinely excited. I think that’s only fair.”

Of all the projects revealed since that 2022 showcase — Silent Hill: The Short Message, Silent Hill 2 Remake, Silent Hill f, Silent Hill: Townfall, and media projects Silent Hill: Ascension and the upcoming movie, Return to Silent Hill — the majority have been received well by critics, fans, and new players alike, suggesting it was a gamble worth taking for the Japanese publisher.

Silent Hill 2 Remake has sold 2.5 million worldwide, which pushes sales of the franchise overall to 10 million. Silent Hill f has sold 1 million copies. IGN’s Silent Hill 2 Remake review returned an 8/10. We said: “Silent Hill 2 is a great way to visit – or revisit – one of the most dread-inducing destinations in the history of survival horror.” Our Silent Hill f review also returned a 7/10. We said: “Silent Hill f presents a fresh new setting to explore and a fascinatingly dark story to unravel, but its melee-focussed combat takes a big swing that doesn’t quite land.”

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

Ninja Gaiden 4 Review

In so many ways, Ninja Gaiden 4 is exactly what I wanted it to be. It’s a collaborative effort between Team Ninja and Platinum Games, two of my all time favorite developers; it builds off the combat from Ninja Gaiden 2, which has the best action of the series in my eyes; and it comes packed with small touches that make it a bit more approachable without sacrificing the tough-as-nails difficulty that longtime fans like me expect. But while I’d even go so far as to say this combat system is among the very best I’ve ever seen, Ninja Gaiden 4 stumbles in many other areas – from its bland new lead character, to its uninspired level design, to its predictable story that falls completely flat. The action is still so good that a lot of those shortcomings get deflected like bullets against Ryu Hayabusa’s sword, but others slip through that defense and wound what is otherwise an incredible revival for the Master Ninja.

Story has never been a selling point of the Ninja Gaiden series, so it didn’t come as a surprise to me that Ninja Gaiden 4’s plot was one of its weakest elements. It introduces us to our new protagonist, Yakumo, a skilled ninja of the Raven Clan whose initial goal to kill a priestess of the Dark Dragon instead quickly turns into a mission to escort her to a handful of magic seals in an effort to really for realsies kill the Dark Dragon for good this time.

What follows is an extremely predictable 10-hour campaign with attempts at big emotional moments that fall flat because the legwork to make you care about these characters is never done. There is some banter that happens between Yakumo, his handler, and the other members of his little Raven Clan squad, but it’s never charming or endearing, and certainly never develops to a point where I ever got a real sense that these characters were actually close. Yakumo primarily communicates with grunts, growls, acknowledgements of the mission objectives, and angry threats, and as a result just comes off as a lame edgelord most of the time.

You do get to play a couple of chapters as Ryu toward the end, and while these are a welcome reprieve, they also feel like a huge missed opportunity. His levels have him retracing Yakumo’s steps, fighting through the same environments, mostly the same enemies, and the same bosses, but this time with fewer combat options since Ryu only has access to one weapon, a far less interesting Gleam Form to replace Yakumo’s Bloodraven Form, and just four returning Ninpo super attacks. Imagine Dante’s missions from Devil May Cry 4, except he doesn’t get any new weapons, his playstyle is almost exactly the same as Nero, and there’s none of the cool Dante trash talk.

Ninja Gaiden 4’s combat isn’t just good, it’s phenomenal.

I am willing to forgive an action game for a lot if the action itself is good, and fortunately Ninja Gaiden 4’s combat isn’t just good, it’s phenomenal. It’s incredibly fast, the enemies are intelligent and won’t let you do the same thing over and over again, there’s a great deal of flexibility that allows you to change up your approach to each fight, it looks slick as hell, and it has that trademark Team Ninja fluidity mixed with the over-the-top craziness that Platinum Games is renowned for. It just checks every single box.

The secret sauce here is enemy aggression. Enemies are absolutely ruthless in Ninja Gaiden 4. They don’t politely wait their turn as they attack from off screen, hit you with unblockables, grab you if you try to turtle up, armor through your regular attacks, and overwhelm you with sheer numbers. It’s a style of combat that is totally unique to this series, and that suffocating pressure from enemies is what makes every combat encounter such a thrilling fight for survival.

All of that may sound brutal, but Yakumo’s own toolset is extremely powerful as well. You have the iconic Flying Swallow technique that allows you to zip towards an enemy, potentially slicing their head off in just a single hit; the Izuna Drop air combo that ends in a flying piledriver that will instantly kill most enemies in a single blow; the plethora of powerful unlockable attacks for each weapon; and most importantly, ultimate techniques that let you absorb essence from defeated enemies to charge up a flashy combo that is completely invulnerable, can hit multiple enemies, and does extremely high damage.

None of this is new to Ninja Gaiden 4, and in fact is just a basic overview of what’s always been great about the combat in this series. But it’s important to talk about because my biggest concern coming into Ninja Gaiden 4 was that it would feel less like Ninja Gaiden and more like a Platinum Games game – not that there’s anything wrong with that, it’s just not what I’d want out of a return I’ve been waiting 13 years for. Fortunately, that’s not the case. This is a Ninja Gaiden game through and through with a light touch of Platinum flavor to enhance it even further.

This is Ninja Gaiden through and through with a light touch of Platinum flavor.

That flavor mostly comes in the form of one big addition to the combat system: Yakumo’s Bloodraven Form. By holding down the left trigger, Yakumo will transform his weapon into a slower, more extravagant version with a completely new set of moves and the ability to break an enemy’s guard or interrupt their super attacks. These attacks are sick as hell, and definitely bring to mind some of Bayonetta’s Wicked Weave heavy attacks, especially the Rapier that turns into a huge drill, or the staff that turns into a giant hammer.

But more than being cool to look at, they add a new dimension to combat that forces you to be reactive to how the enemies are dealing with your offense. If you go into autopilot and spam light attacks, enemies will block your strikes and deliver a damaging counter of their own. But if you notice that they’re flashing white and shrugging off your attacks, you can hit them with a Bloodraven Form attack to not only deal big damage, but also open them up to even more punishment after breaking their guard.

Bloodraven Form moves are tied to a meter that drains pretty quickly, adding an extra layer of resource management I enjoyed. These blood infused attacks are also generally pretty slow, which makes them a bit risky to try and interrupt a faster armored attack. So you need to decide whether to risk wasting your meter by pre-emptively using a blood attack to try and catch an armored move during its initial animation, whether to risk your health by trying to wait and react to one of their slower and more telegraphed armored moves, or or whether to use the meter defensively instead to try and perfectly block otherwise unblockable techniques. Whatever the case, having multiple different options to deal with a challenging combat encounter is crucial in a game like this, and Ninja Gaiden 4 is stacked with options to play around with.

One departure from previous games is that instead of individually upgrading your weapons and having each improvement come with new moves and increased power, this time around you must buy all of your upgrades a la carte. Universal upgrades that affect every weapon cost Ninja Coin, which is a currency gained primarily from completing side missions, optional Purgatory challenges, and as a reward for completing a chapter. Weapon specific techniques on the other hand must be purchased with Weapon EXP, which is gained simply by fighting enemies. The better you perform, the more Weapon EXP you get. I enjoyed always having something new to unlock the whole way through, even though I do think Ninja Gaiden 4 is a little stingy with your starting set of upgrades.

You’re not even able to absorb essence to instantly charge your ultimate technique, quickly charge it after landing from a jump, or even charge it up to level two by default. All of those techniques have to be purchased, along with staples like the aforementioned Flying Swallow and Izuna Drop. And that same currency is also used to purchase consumable items, leading to a brutal economy in the early going. Especially if you didn’t purchase the Deluxe Edition, which gifts players with a whopping 50,000 Ninja Coins right from the start. That’s enough to buy virtually every starting upgrade and fill up your inventory. If you only have the standard edition, the first couple of hours can be pretty rough as you slowly build up the arsenal of techniques that bring Ninja Gaiden 4’s combat to life.

The final new combat wrinkle is the addition of a Berserk Meter that fills up as you deal or take damage, as well as when you defeat delimbed enemies with Obliteration Techniques. When the Berserk Meter is full, your charged-up Bloodraven Form attacks will trigger Bloodbath Kills, which are basically cinematic one-hit kills. It’s another fun element of resource management that gave me a way to satisfyingly clear a whole screen of tough enemies in just a few seconds, if I managed to survive long enough to be able to build up the meter.

The Berserk Meter adds another fun element of resource management.

Platinum also injects a healthy dose of style and creative expression into the combat by giving Yakumo the ability to hot swap between his weapons with just the press of a button. So you can do cool things like launch an enemy with the dual swords, hit them twice in the air, switch to another weapon, hit them twice again, switch to a third weapon, max out that air combo, and then send them crashing down with an Izuna Drop. We’re not talking Devil May Cry levels of potential for combo creativity, but there’s still a lot of fancy stuff you can do between the many techniques that you’ll unlock for each weapon, and there’s even a training mode so you can practice optimizing your damage and stylish combos. Variety like this goes a long way for me in terms of making combat feel fresh and exciting throughout the entire campaign.

I did my first playthrough of Ninja Gaiden 4 on Hard, and while that was the sweet spot in terms of difficulty for me, it’s worth noting that you can change this setting at any point (except in Master Ninja mode), which is a great feature for anyone struggling with its demanding challenges. Hero mode has been added as well which allows you to enable auto-block and auto-dodge at low health, along with an auto-assist that allows you to do damaging combos with just single button presses. It’s not for me, but I appreciate its inclusion nonetheless as a way to let more people enjoy the spectacle and action of the Ninja Gaiden series.

While the action is pristine and the combat arenas themselves have some great interactable elements that give you the freedom to zip around from point to point, cutting up enemies along the way, the actual level design is pretty uninspired. There are occasional splashes of interesting architecture across the futuristic version of Tokyo that’s been twisted by the evil power of the Dark Dragon’s husk, but far more often you’ll just be wandering around very bland rooftops, identical looking corridors, and boring city streets. It doesn’t get much better once you’re out of Tokyo, either. You just trade those drab streets for foggy cliffsides, ugly sewers, and samey looking military bases.

There are a couple of fun travel sequences that break up all of the limb liberating sword slashing, like Sonic-esque rail grinding sections, bits where you have to glide on wind currents to soar over a mountain range, and some sewer surfing, but they’re repeated throughout the campaign with little to no variation or evolution. As a result, they end up feeling more like filler than anything else.

While the action is pristine, the actual level design is pretty uninspired.

There’s a new sidequest system that allows you to gain some extra currency by completing optional tasks, like finding and defeating secret minibosses, capturing hidden collectible monsters called Gourdies, or just simply defeating a certain number of enemies in a specific area. It’s a nice addition that gives extra incentive to be thorough and not just run past optional fights, even though the drab and exceptionally linear level design doesn’t make it very exciting to actually explore.

My favorite thing to find hidden in a level though are the Purgatory Gates. These are optional challenge rooms with the cool twist of letting you decide how much health you want to attempt them with. The greater the health handicap, the greater the reward. These fights are by far the most intense and most fun challenges available, and I loved pushing myself to try and get through the hardest difficulty and then being handsomely rewarded for the effort.

Bosses have never been a strong suit for the Ninja Gaiden series but, funny enough, have always been a strength of Platinum Games. The mixture of the two seems to have gone about how you would expect, as the bosses in Ninja Gaiden 4 vary wildly in quality. There are a couple of truly great scraps against tough enemies with adrenaline pumping soundtracks that brought to mind some of Metal Gear Rising’s best fights. Meanwhile, others are just underwhelming battles against giant monsters with too much health and some frustrating gimmicks – from bosses that obnoxiously teleport around a large arena whenever you get close, to giant fiends that spawn annoying fodder enemies to distract from their own extremely dangerous attacks.

After beating the campaign, you unlock the Master Ninja difficulty, the ability to replay any stage, boss, or unlocked Purgatory Gate as either Yakumo or Ryu, and most substantially, 18 combat trials that feature unique modifiers and even a few enemies that I never encountered in the main game. These combat trials might have you clearing waves of enemies without using your Bloodraven Form or cause your health to tick down continuously, forcing you to balance using your ultimate technique to clear out enemies while also making sure to occasionally pick up the life-restoring orbs that are used to quickly charge it – or a trial might just prevent you from healing all together. I haven’t beaten all of these yet, but I am having a blast going through each of them and look forward to challenging my friends to top my scores on the leaderboards.

‘You’re Too Good for Camo’ – Battlefield 6 Players Can’t Help But Poke Fun at ‘Absurd’ Orange Recon Skin

Battlefield 6 is giving fans some of the most cinematic FPS action they’ve seen in years, but one of its hard-to-reach Recon skins has the community in stitches.

Die-hard fans of military shooters like Call of Duty and Battlefield have spent the last few years arguing about what place — if any — goofy skins have in their favorite video games. Although EA and Battlefield Studios’ latest has largely dodged the conflict with its commitment to a more grounded approach to cosmetics, it’s not managed to emerge from the wreckage completely unscathed.

Discussion about one questionable launch skin kicked off when Reddit user BOSS_Clan_Intl shared an image of what appears to be the Recon class’ Dead Sight skin. It’s one outfit for the sniper-heavy class that could likely require dozens — if not hundreds — of hours of playtime, requiring players to not only complete all three standard Recon Assignment challenges but also several Recon Specialist challenges.

Battlefield 6 players know all too well how demanding some of its many challenges can be, making Dead Sight an especially tough get for anyone looking to collect every infantry skin. The main problem here, though, is that, at least in the image shared here, Dead Sight makes you look at bit like a traffic cone.

On what appears to be one of Battlefield 6’s sunnier maps (of which there are many), the Recon skin practically glows, mixing orange and black colors that look more Black Ops than Battlefield. When nearly every other skin sticks to muted tones and traditional military camouflage, Dead Sight sticks out like a sore thumb. Making matters worse is the fact the skin is designed for Recon players, ditching something more practical, like a ghillie suit, for an outfit that an enemy may be able to point out as easily as a far-off flare.

Looking at Dead Sight in the Battlefield 6 in-game gallery of class skins reveals that the suit is really more of a brown color instead of orange. The exact environment the above image was captured in remains unclear, but on a bright map with these settings, the contrast with the rest of the costumes is hard to ignore.

Of course, one bright Battlefield skin is a far cry from the superhero, celebrity, and sci-fi skins that have divided Call of Duty fans, but that doesn’t mean Battlefield players aren’t taking the opportunity to poke fun at the Dead Sight skin.

“If you’ve mastered the class you’re too good for camo,” one Reddit user joked. “It’s not for sneaking, it’s an open challenge to the lobby,” one person added. “Gotta say, for a mastery skin for the ‘stealth’ class, this is absurd lmao,” another joked.

Under the right circumstances, Dead Sight may be the most colorful skin — but that doesn’t mean it’s the only one that pops. Before Battlefield 6 launched for PC, PlayStation 5, and Xbox Series X and S on October 10, players caught wind of the Assault class’ System Override skin, which features bright green patterns and is only available via a special promotion with gaming tech company Razer. There’s also the Get Loud skin, which swaps out green marks for orange ones on the legs and face mask.

Dead Sight’s time in the sun has spawned laughs among the Battlefield 6 community, but not everyone thinks the outfit is something to joke about. Some have commented on the original post, saying the skin looks “horrible,” while others swear off using it even after it’s unlocked. Then, there are those who fear EA and BF Studios will only introduce more goofy skins as post-launch development progresses.

Meanwhile, the developers suggest they have no plans to change course any time soon. During an interview with IGN in September, Ripple Effect technical director Christian Buhl and senior console combat designer Matthew Nickerson touched on fears that goofy skins could infiltrate Battlefield 6. At the time, they confirmed the team is “really happy with where we are.”

“We want to be a gritty, realistic shooter,” Buhl said. “Other games can and should be whatever they want to be, right? [laughs] Like we’re not, I don’t know… Fortnite is pretty goofy, and that game is pretty good. So, I think where we end up is we’re pretty happy with where we are. We are a gritty, grounded, realistic shooter. That’s what we intend to be, and that’s what the game is going to look like for a while.”

Battlefield 6 is just days away from launching into Season 1. In the meantime, you can read up on the movement debate between ‘zoomers’ and ‘battledads.’ You can also learn about why we think the latest entry in the series has brought absolute cinema back to multiplayer.

Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).