As Helldivers 2 Launches the Battle for Cyberstan, Arrowhead Says It’s Already Plotting to Expand the Scope of the Game

Helldivers 2’s next big update, Machinery of Oppression, launches the Battle for Cyberstan, and sees players head to the alien homeworld and take on the Cyborgs, a new Automaton-adjacent enemy type that’s set to usher in a new round of terror — and chaos — to Arrowhead’s explosive third-person shooter.

Machinery of Oppression also triggers the next big narrative beat in the Galactic War’s ongoing meta narrative, a community-driven story that has captivated fans ever since Helldivers 2 set PlayStation sales records two years ago.

Two years ago! Where has the time gone? For the developers at Arrowhead, the launch and ongoing development of Helldivers 2 has been something of a rollercoaster, with ups and downs dominated by community love and hate. But now, as Helldivers 2 enters its third year, Arrowhead is coming to understand the game it has on its hands, and how to fuel the live-service beast in a sustainable way while keeping player numbers healthy. Steam concurrents are there for all the world to see, and even now, they are in a good place.

So what happens next? The Battle for Cyberstan is yet another player-directed update. Players will take Cyberstan, or they will fail — Arrowhead doesn’t know how it’s going to go. But can Arrowhead make meaningful updates to Helldivers 2 beyond the sort of things we’ve seen in the last two years? In December, Johan Pilestedt [CCO of Arrowhead and creative director on Helldivers 2], talked about the possibility of a Helldivers 2 rogue-lite mode. But can the developers expand the scope of the game to, say, increase the squad count? Increase the number of players in a squad? Release bigger maps?

Ideas aren’t the problem, of course. The problem, as with everything, is time, energy, and ideas. But, as game director Mikael Eriksson tells me in the interview below, these sorts of game-changing updates are being worked on. They are possible. And, he insists, the future of Helldivers 2 is bright indeed.

IGN: Players have spent the week marching towards Cyberstan and they have tanks as well. I know you have big ambitions for how this new update will let the community direct the events of the Galactic War in an even more direct way than before, but how exactly will it work?

Mikael Eriksson: February 10, that’s when Super Earth will commence the battle for Cyberstan. And you’re right, this is the most ambitious one yet for us. One of the central points of Helldivers is that we play the game together with the community, and the actions of the community are not known to us and the outcomes are not predetermined. This has been the case since launch, but of course we’ve tried to expand on this with almost every update to make this more impactful, and to make it more obvious what the different outcomes are and what the consequences will be.

We still have many ambitious plans on how to expand on this even further, but for this time, the Battle for Cyberstan, will be the most ambitious one yet with a new type of meta gameplay. So it would be much more clear now for players what the consequences would be depending on how they choose to tackle this. So they can attack the planet from many different angles and it would be very obvious when players get there, what the consequences are and what’s at stake.

But again, the outcome is not predetermined, so we don’t know what will happen. Players can win and players can lose, and it’s going to be super fun to see that play out. Last time, with the Battle for Super Earth, which I think was maybe the biggest one before this, we also didn’t know. Eventually players actually managed to defend Super Earth, which was super cool to see. Following that was pure fun for everyone at the office except for maybe the Game Master who was sweating a little bit, but for everyone else it was fun to see.

IGN: Are you suggesting significant differences between outcomes this time around in a way that players haven’t seen before, where things you might have created for one outcome just might never see the light of day?

Mikael Eriksson: I want to make sure to set the right expectations here. Our primary inspiration for the Galactic War is tabletop role-playing games. And in tabletop role-playing games — for anyone who’s played this — they know that there’s a story that you can follow. This story is basically set, and the Game Master tells this story, but the players engage with the story in different ways and they create memories together, really powerful memories together that they share. It’s a shared fantasy that they have. And this is unique, because how things play out in the tabletop role-playing game is not predetermined, but you take these memories with you and they can be and often are very powerful.

I would say that what we’re aiming for with Helldivers is similar, where we do want things to be consequential, and the type of consequences that we talk about is, for one, the story plays out in a way that we don’t know, and this is up to the players to determine, or the story outcomes I should say, because we have the story that we’re telling, we know what’s going to happen. We know that players will now go to Cyberstan, but we don’t know how it will play out. We don’t know if they will win. We don’t know if they will lose. And there will be impacts on the Galactic War level. So the story that is being written in the Galactic War will change depending on what they do. And it can be quite consequential. Planets can get destroyed to never be able to be played on again. That sort of thing can happen. Or they don’t get destroyed. This has happened in the past. Players have even voted to blow up planets, and they show us what to do.

So what we are trying to do is we’re trying to go as deep as we can, and deeper with every update, into this kind of experience where it really feels impactful on the meta layer, where you can see afterwards on the Galactic War screen. You can see it only looks like this because of all the actions that we took. But then there’s of course additional things that we’re talking about, which is impactful and persistent gameplay changes as well.

So we’re playing a little bit with all kinds of things here for this experience, and I don’t want to spoil things so players will know what I’m talking about as soon as they’re fighting this battle. But for the future, the summary of what we’re doing is that we really want to have persistent story changes depending on community actions, and also persistent Galactic War consequences that you would be able to see and shape for all future time, and also tie rewards and actual gameplay differences to these things as well. That’s the more high-level goal. And I think it is one of the most fun things with this game, the stories that the players create together when they interact with this game. I do think that’s extremely powerful and it’s one of the most fun things that we do with this game.

IGN: So are you looking to improve how the game itself helps players understand their role in the Galactic War and how they impact it?

Mikael Eriksson: Yeah. Okay, so I’ll jump ahead a little bit. Even though I do think that we make strides in this direction with this upcoming update, the one that’s going live right now, I also agree completely with what you’re saying. As a new player or even an experienced player, when you come into the game, it can be confusing. What’s happening in fact right now? For what reason? What’s the context? Do I have to understand the full Galactic War to be able to understand this? Or is it okay if I just understand the current event? This can be quite tricky for players, and this is not what we want. So I can openly say that we are actively working on getting to a point where regardless of if you’re new or if you’re experienced, you should just be able to get into the game and understand very easily exactly what’s happening and why we’re fighting the fight that we’re doing right now. And additionally and more importantly for me, what the consequences are, or rather what’s at stake. So that’s something that we are actively working on. It’s one of the key things and key focuses for upcoming updates. So I’m happy to say that this is a really big part of what we’re focusing on for the future.

IGN: It must be an interesting design challenge for you to maintain what makes Helldivers special, but also accommodate people who are either newcomers or returning players who haven’t played for a while in a gameplay sense?

Mikael Eriksson: Yeah. I think one of the strengths of Helldivers is that it is very easy to understand the fantasy and get into it quickly. You can watch the opening cinematic with our John Helldiver character — named by the community — you can watch that and you can get it immediately. Then you can just participate in the fantasy and have fun. And we never want to stray away from that. We never want to get to a point where we’ve built so much complexity into the game that it’s a real uphill battle to get into it. That’s not what we want to do.

We of course think a lot about this. Players will leave for a while and then will return, and we think it’s very important that when they return, they can very easily get back into it and they can participate in this epic fantasy together and create these great memories that they can then bring with them for, I mean, ideally their entire lives. We want to believe that we actually add real value to the lives of real people. And so we do not want this to feel like an uphill battle.

With this new update, I do think that it will be quite straightforward what the goals are. Everyone’s marching towards Cyberstan and there will be an epic battle on Cyberstan, and I do think it’s going to be easy to understand what the stakes are and what’s at play. But yes, for every coming update that we’re going to do now, this will increasingly be a focus. So that should always be easy to get into and always be easy to understand.

IGN: Last month Johan Pilestedt [CCO of Arrowhead and creative director on Helldivers 2], talked about a rogue-lite mode casually on Twitter as if it was nothing. I’d love to pick your brains about what’s going on there.

Mikael Eriksson: Rogue-lite is a very big umbrella. I’m always happy when the community is active and speculating and coming up with ideas and just participating in the conversation. We have a really awesome community, so the more the merrier, keep it coming! I’m very happy about all this.

Rogue-lite, very big umbrella. A lot of people hear it and a lot of them have different opinions about what this sort of means. What I can say is with this new update, players will see that there’s at least some similarities to rogue-lite with how the meta game plays out on Cyberstan. There’s going to be some elements there that the players will think are quite interesting. But tempering expectations here, it’s not full rogue-lite. We do draw some inspiration from that in some aspects with this new updates.

For the future, here’s what I’ll say without confirming anything: we are experimenting with many different game modes. I can tackle it actually from this direction with this game: we want to basically offer all kinds of experiences that make sense in this universe. The way I view this game is I view it as a living universe. It’s actually out there, where things are happening and players can be invaded from nowhere with an enemy that they didn’t anticipate and so forth. And in this kind of universe, it makes sense that it would have an impact on what you choose to do. So if you choose to defend one planet or you choose to do a mission on this specific location, that should have an impact that should be persistent, and you should carry that with you to the next mission in the operation and so forth.

So I do think that with the game that we have right now, it’s actually not as consequential as it would actually be in this actual universe. Do you see what I’m saying? So it makes sense to draw inspiration from that kind of game in our universe, not because we want to emulate any other game, but rather because yeah, this actually does make sense in our universe. So for that reason, we are experimenting with all of these different kind of modes, but it’s coming from a place of, how do we make sure that this game delivers on the promise that this game is, to deliver on this universe and everything that makes sense within it? That’s why we choose to go to Cyberstan. Of course, in this universe, Super Earth should be able to attack the enemy home planets, right? You couldn’t do that when we launched the game, but of course we should be able to do that.

And of course that home planet should look different and play different from if we are being invaded, or if we’re playing out in an open landscape. And of course it should make a difference if the battle goes very quickly or if it takes a long time. There’s also a resource war going on. We don’t have to build a super advanced strategic game, but we still need to stay true to this fantasy. So yeah, there’s a lot of stuff that we still want to do, and we’re exploring many things, but it’s all coming from a place of how do we deliver on the full promise of what this game is and what it should be.

IGN: Helldivers 2 is two years old now. Do you have a better understanding of what Helldivers 2 is, how to work on it, how to meet community demands? Do you feel like you’ve gotten to a place that is better for you guys as well as players? How would you assess the state of things now?

Mikael Eriksson: When we launched the game, we were not really used to being a live-service studio of this size and with an audience of this size either. So we were really finding our way in this new environment. We’ve come to a point now after many ups and downs where we’re starting to really find our identity as a live-service studio that is in it for the long haul. We can have this conversation again when Helldivers 2 is 10-years-old! We can talk about it then! But that’s where we’re going. We’re in it for the long run. And I do think it’s getting way more stable. So we still have some issues lingering in the game, but we’re dealing with them one at a time. And I really believe that the future is looking bright and that we can get away from the really big ups and downs. Hopefully we’re looking at this year being the most stable and most predictable yet I think in terms of just quality of our updates, and to be able to deliver a consistently smooth experience to players. So I’m very happy with where we are heading, and I really do believe that the future is very bright for Helldivers in this year and many years to come.

And it’s also super fun. Working on Helldivers as a live-service game is just bliss, because it’s such an interesting universe, endless possibilities, and we have many, many ideas that have yet to come to fruition. And I just want to see what the future holds and stick around for long enough to build everything that we want to build. That’s what I’m hyped about.

IGN: Would Helldivers 2 need a significant tech overhaul, almost like a tech rebuild, for you to implement really game-changing systems and mechanics? The first two years we’ve seen great updates. You’ve added new vehicles, various new weapons, strategems, new planets of course. But I mean to the point where it would be considered significantly game-changing — if you’re talking about a 10-year plan, something really attention grabbing that fundamentally changed the way the games works — would it need something like that to support it? Or do you feel like the way the game is now could support those game changing updates?

Mikael Eriksson: I think what I can say there is that when we launched, we had to prove to ourselves and everyone that we had a good formula for live-service games. So you’re right that we have added a lot of really interesting, cool updates and I think that we have a good formula. We are doing what we call ‘good FOMO,’ that’s what I call it at least, where we do these really cool updates where the outcomes are not predetermined and the community comes together, and they really love it, we really love it, and it’s super fun to play with them. And so we got to a point where, alright, we believe that we have something that works and we have many awesome plans for the future — this being one of them with The Machine of Oppression. And you’re right that we’ve had these tech issues lingering in the meantime that we’ve had to deal with. I won’t speak to any sort of tech overhaul that we need to do or not, but what I can say is that we’ve invested heavily into tech improvements over the last year, and these things can sometimes take a while to cook, but we’ve already managed to, for example, reduce the fight size by over 100GBs on PC.

So that was a massive win for us, and there’s many other initiatives that’s happening. We brought many more people in to work on these tech performance improvements. More is to come with every other update. I really do believe that we would be in a better place. And we fully intend to keep developing our tech and keep building on it to allow for even more things in the game, more variety of the sort that we struggle to do now because we are limited by tech. So yeah, we’re committed and we are spending a lot of time and effort just working on these improvements.

IGN: Helldivers 2, you are a single squad of four players that drops down onto a planet and goes about its business and escapes having completed various objectives, and it’s wonderful fun, I absolutely love it. But when I’m talking about the previous question, it’s setting up the idea that that scope could be significantly expanded. What if there were two squads competing against each other in some way or working together in some way? What if there were three squads? What if a squad was bigger? Or the play space was bigger as a result? And that sort of tech question comes from a place of wondering about whether those sorts of things are possible in the current Helldivers 2, or it would require significant work to be able to enable those things. That’s more what I was getting at with the previous question, but it’d be great to get your take on that.

Mikael Eriksson: One of the best things about working with this game is that the cool things that you can do in this universe are kind of obvious, at least many of them are. So having multiple squads working together, or bigger squads, or way more enemies, or way more friendly NPCs by your side, like with the SEAF soldiers that we have in the Super Earth cities, these are things that we know — at least we think we know — can be super cool. What I’ll say is of course we’re experimenting with this and we do have grand plans in this sort of area.

Getting the game to be a consistently smooth experience for everyone is a number one priority. This has to be the case across all platforms and on the recommended specs for PC, on the lower end hardware and so forth. That will be the first priority and that’s what we’re doing first. But then yes, we are of course looking into how to expand the game in ways that is not currently possible with, for example, more players and so forth. But I really want to make this clear: I’m not promising anything or announcing anything with that. But what I want to emphasize is, we are working with a game that has these quite obvious things that you would want to test, me included. And I’m very hyped about pushing this game to say, okay, what can it be? It comes back to the delivering of the fantasy of this game is delivering on the promise of this universe. That’s where we keep going, and we want to keep going for many years. And assuming that we can do that, then I’m sure that there will be many, many things of this sort that will come up as we go into the future.

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.

Sony Announces PlayStation State of Play Broadcast For This Week

PlayStation will stream a major State of Play broadcast this week, featuring over an hour of news and reveals, including the latest updates from its own teams within PlayStation Studios.

The event will be held this Thursday, February 12 at 2pm Pacific / 5pm Eastern / 10pm UK time — and as ever, IGN will be reporting live.

Sony has said that the broadcast will run to “60+ minutes” — suggesting fans have a meaty show to look forward to. But what could PlayStation have up its sleeves?

Sony’s last major State of Play broadcast, held back in September 2025, finally treated fans to a good look at Marvel’s Wolverine, which is in development by the talented team behind the console’s various Spider-Man titles: PlayStation studio Insomniac Games. Other games showcased included Saros, the next project from Returnal studio Housemarque, as well as third-party titles such as Battlefield 6 and Nioh 3.

The company then held a smaller-scale State of Play in November 2025 focused solely on Japanese titles, and it was here we got a look at Marvel Tokon: Fighting Souls, Elden Ring Nightreign expansion The Forsaken Hollows, Dragon Quest 7 Reimagined, and more.

PlayStation fans will certainly be keen to see more of Wolverine and Saros, and potentially discover a release date for the former. We’re also likely to see something of Bungie’s long-delayed Marathon, which will finally arrive on March 5 — less than a month away.

Saros has already been dated for April 30, though currently all we know for certain of Wolverine’s arrival is that he’ll land in the second half of this year. (With GTA 6 due on November 16, it’ll likely be earlier, and well clear of that.) Last week, a tease from Insomniac Games hinted at Wolverine meeting Daredevil in the game.

Third-party games set for PS5 in the coming months include Capcom’s Monster Hunter Stories 3 and Pragmata, which just got a showing in Nintendo’s Partner Direct, Square Enix’s climactic Life is Strange Reunion, Hitman developer IO Interactive’s 007 First Light and Lego Batman: Legacy of the Dark Knight from Warner Bros. Games.

The confirmation of a State of Play this week will mean that all three major platform holders will have held some form of announcement broadcast within the first six weeks of 2026 — though Nintendo fans still hope there is a dedicated first-party Nintendo Direct also waiting in the wings with more news on the company’s own games (and perhaps a new 3D Mario).

For now, though, join us here on IGN for all of the news and reveals from this week’s State of Play in just a few days.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Epic Games Store Refutes Claim It ‘Ghosted’ Horses Developer, and Insists It Gave ‘Context Around the Policies They Violated’

Epic Games has hit back at claims it made “provably incorrect statements” about controversial horror game Horses, and instead insisted it was transparent with developer Santa Ragione about its inability to sell the game via the Epic Games Store as planned.

Horses, the indie horror game banned from both Steam and the Epic Games Store ahead of its launch in December 2025, is an indie first-person horror game with live-action sequences set in a horse farm. Over the course of 14 days, it “welcomes you into encounters that test your obedience, complicity, and restraint.” The player experiences “the farm’s unspeakable horrors through daily unique interactions,” as they must “withstand 14 days of spiraling dread as the reality of the farm unfolds.”

Horses was first banned from Steam two years ago after the team submitted an in-progress prototype. While some feedback was provided, Santa Ragione insists that no specifics were shared with the team at the time, nor was there an opportunity to appeal. It was banned again in December due to its disturbing imagery, and while violent and sexual content is hardly new for either Steam or Epic, Santa Ragione took issue with what it deemed to be censorship, calling for “clearer rules, transparent processes, and meaningful accountability from near monopolistic distribution platforms and the systems they enforce.”

Fast-forward to this past weekend, and Santa Ragione posted a statement refuting Epic VP Steve Allison’s comment that said “we love [its] studio,” blasting the firm for “refus[ing] to provide details supporting their claims,” and accusing Epic of making “provably incorrect statements about the game’s content.”

“Epic made provably incorrect statements about the game’s content, refused to provide details supporting their claims, and has not shared their claimed AO IARC certificate, which normally includes a link for the developer to appeal,” the studio posted in response to an interview with Game File. “They do not ‘love that studio’, they have effectively ghosted us.”

“The fact that the game does not deserve an AO rating is apparent from the widely available full walkthroughs on YouTube and Twitch, as well as from its distribution on the Humble Store.”

Epic Games, however, has remained adamant that the game violated the Epic Games Store’s Content Guidelines. In a statement to IGN, Epic Games’ senior communications manager, Brian Sharon, said: “Our team played the game and found it violated the Epic Games Store’s Content Guidelines, specifically the ‘Inappropriate Content’ and ‘Hateful or Abusive Content’ policies.

“We did a secondary check by filling out the ratings questionnaire for the game ourselves and the content got an Adults Only (AO) rating — which we do not allow on the Store. Because this wasn’t an official submission, we do not have a certificate to share with the team. We did give the developers context around the policies they violated. When they appealed, we reviewed the content again, and let them know the decision was appropriately applied and will remain in place.”

Despite the distribution issues, Horses has managed to sell over 18,000 copies. Though that’s not enough for the publisher to fund a new game, it says it has been able to generate $65,000 in net revenue by mid-December, which was enough to pay off loans and settle royalties owned to creator Andrea Lucco Borlera. Our own reviewer gave it a 7/10, calling it “an affecting first-person horror game that, despite some repetitive tasks and signposting issues, delivers a harrowing story you won’t forget in a hurry.”

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.

Gore Verbinski’s BioShock Movie Would Have Somehow Included Both of the Game’s Endings

Pirates of the Caribbean director Gore Verbinski has said that his scrapped BioShock film adaptation would have somehow included both of the original game’s endings to mess with the audience’s heads.

Verbinski was attached to make a movie version of the beloved game back in 2008 alongside Universal Studios, with a script in place from Gladiator and Skyfall scribe John Logan.

Alas, the project never materialized due to lengthy wrangling over its planned $200 million budget — deemed risky due to it also aiming for an adults-only R rating. Verbinski has previously said the movie came within eight weeks of shooting, before plans faltered. Work continued to try and get the film financed for several more years, though BioShock creator Ken Levine confirmed the project had been fully cancelled by 2013.

“I loved this project when we were getting close to making it at Universal,” Verbinski has said now, discussing the project in a reddit Q&A. “I was going to dive deeply into the Oedipal aspect and definitely keep it hard R with the Little Sisters, and the ‘choices’ the protagonist makes… and the consequences.

“I had worked out a way with writer John Logan to have both endings and I was looking forward to bringing that to the big screen and really f***ing with people’s heads,” he continued. “[We] had some great designs for the Big Daddies and the entire underwater demented art-deco aesthetic. Every year I hear something about the project, but I’m not sure any studio is quite willing to go where I was headed.”

The original BioShock has two endings, based on the player’s choices to either rescue or sacrifice the game’s Little Sisters — and the two very different outcomes you get based on your level of mercy. The game’s ‘happy’ ending — seen if you rescue every Little Sister — rewards the hero with a long life and the surviving sisters present on his eventual deathbed. However, if you harvest any Little Sister, your character is shown instead having influenced Rapture’s citizens to believe that power is all that matters. An ominous final cutscene then shows what looks to be a nuclear submarine being taken over in an attack.

The two endings are pretty different, then — a long and happy life or potential nuclear apocalypse — and it’s unclear exactly how Verbinski’s movie would have shown both. Could one have been a dream sequence, showing what might have been the alternative outcome? Or would the movie have presented audiences with two possible futures, and left viewers unclear as to which actually played out?

The later BioShock Infinite played on the multiverse theory (“there’s always a lighthouse”!) but it’s worth pointing out that this was still years away at the point of Verbinski being involved. Still, it’s fun to ponder how an adaptation might treat the game’s two endings now. Especially as plans to adapt BioShock have since resumed — with Netflix now involved in a potential adaptation.

Netflix announced plans for a fresh adaptation back in 2022, though recent years have seen the project stall again, as cuts changed the scope of the movie, necessitating changes to its script. In September 2025, producer Roy Lee confirmed the project is still in active development, with director Francis Lawrence on board to direct after finishing his work on the forthcoming The Hunger Games: Sunrise on the Reaping.

“It’s a tricky adaptation, so there’s lots of things to figure out and to get right,” Lawrence told IGN previously. “There’s regime changes at Netflix, and so things stall out and get re-energized and stall out and get re-energized, and I think we’re in a pretty good place, honestly.”

Back in the world of video games, 2K confirmed last summer that it had overhauled the similarly long-awaited BioShock 4, which has been in development for the last decade. Amid layoffs and a further delay to the project’s release, former Gears of War head and Diablo franchise lead Rod Fergusson will now oversee the project. Fergusson will also head up the game’s development studio Cloud Chamber, as it attempts to finally wrestle the project to release.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Rayman Creator Discusses The Rayman ‘Remake’ Ubisoft Has Yet to Announce

More details of the unannounced Rayman remake have bubbled up again, this time from the creator of Rayman himself, Michel Ancel.

In a new interview with RetroGamer, Ancel discussed the secret project, confirming that rather than a remaster that simply presents the same game with slightly snazzier visuals, the re-release — which Ancel calls a “remake” — will also address some of the original platformer’s pain-points, including additional checkpoints to “make it a bit less frustrating.”

“I think Rayman is still a fun game, and there’s a lot of content,” Ancel said in the interview that was shared by fan account, Rayman Merchandise. “The pacing is a bit slow because you have a big character on the screen. It also has pixel-precise gameplay, so it’s not always easy, but it’s interesting that the constraints of yesterday make it still feel original today. Even though it’s complex, I think there’s a kind of remake planned.”

“I don’t remember when specifically, but it will be in HD and I think Ubisoft is adding a few more checkpoints and things like that just to make it a bit less frustrating. I think it’s a nice move, because that’s the only point that could be a problem for non-skilled players. But yeah, I think it’s still a very nice game.”

It’s an extraordinary insight given the project hasn’t officially been confirmed by Ubisoft yet, but it does make sense, as we were told late last year that Ubisoft is set to celebrate all things Rayman as it prepares to mark the series’ 30th anniversary, including information about the “future” of the series. At the time, the official Rayman X/Twitter account had long been dormant, but last September, however, it was resurrected to bring us up to speed on what’s happening in Rayman’s world.

“Rayman turns 30! Join us on our official channels to celebrate an incredible legacy,” the account exclaimed at the time, attaching a brief video. In the video, brand producer Loic Gounon — who has been working on the Rayman franchise since 2006 — revealed that “a very talented team at Ubisoft Montpellier and Ubisoft Milan are currently working together on the future of Rayman.”

Back in October 2024, Ubisoft confirmed a new Rayman project was currently in the “exploration phase” at its Montpelier and Milan studios, after it was reported that Ancel had been contacted to act as a consultant.

Ubisoft began this year by announcing a sizable company restructure, resulting in the cancelation of six games, including its Prince of Persia: Sands of Time remake, and a delay to a further seven titles. Two Ubisoft studios will close completely as a result of the changes, while others are subject to further layoffs.

Of the half-dozen games that have been fully scrapped, Ubisoft only publicly named one: its long-awaited Sands of Time remake that had been rebooted once already. Three of the other canceled games were new IPs, while one was a mobile game. We’ve received no specific details of the seven titles that Ubisoft has delayed, either, though this number does include the unannounced game once set for launch before March 31 that is widely expected to be the company’s Assassin’s Creed: Black Flag remaster. This will now launch in the coming financial year — so before March 31, 2027. With Ubisoft’s core focus going forward being open-world and live-service games, it’s not clear how — if at all — a Rayman remake fits into those plans.

Ubisoft quietly released an NFT game featuring Rayman at the end of 2024, of course. Captain Laserhawk: The G.A.M.E. was barely advertised or given the kind of showy spotlight reserved for major releases, quite possibly because it’s a Web 3 game that uses cryptocurrency and blockchain. A top-down multiplayer shooter available on PC, it featured a number of Ubisoft characters, including Rayman.

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.

Metal Gear Solid Delta: Snake Eater Is Down to Just $30 Today, Matching Its Black Friday Offer From Last Year

If Metal Gear Solid Delta: Snake Eater has been on your list to jump into, but you missed out on the holiday sales price drops, we have good news: Amazon’s currently offering its PS5 version for just $29.99 on both PS5 and Xbox (see it here). What a thrill, indeed.

When it was first released, Metal Gear Solid Delta was listed for $69.99, so this deal makes for 57% in savings overall. For a game we consider to be one of the best video game remakes of all time, that’s a discount worth making a move on. Head to the link below to scoop it up for your PlayStation or Xbox library while the deal is still available.

Alongside the base game, this version also includes the Sneaking DLC Pack, which comes with an array of gear for Snake to wear in the game. Here’s everything included:

  • Uniform: Battle Dress (PW ver.)​
  • Uniform: Sneaking Suit (PW ver.)​
  • Uniform: Crocodile Suit​
  • Uniform: Naked (Woodland)​
  • Uniform: Naked (Ammunition Belt)
  • Uniform: Gold
  • Face: Glasses
  • Face: Sunglasses
  • Equipment: Kerotan Mask
  • Equipment: GA-KO Mask

What is it that makes Metal Gear Solid Delta: Snake Eater stand out as one of the best video game remakes of all time, though? Well, it “collects together years of improvements and enhances them all with incredibly glossy modern graphics and an updated control system that finally turns Snake into the nimble operator he was always meant to be.”

Our review from IGN’s Michael Higham also highlighted that, “Between its old-school stealth-action gameplay and engaging spy-thriller story, Metal Gear Solid Delta: Snake Eater largely succeeds as a faithful, visually impressive remake of the 2004 classic.” If you’ve been on the hunt for a thrilling adventure to keep you occupied this winter, Snake Eater can provide. And what better time to grab it than when it’s on sale, too?

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

Pokémon’s Super Bowl Ad Asks Lady Gaga, Trevor Noah, and More ‘What’s Your Favorite’ Pokémon?

Pokémon’s promised ad spot at the Super Bowl just aired, and in it we got a glimpse into the Pokémon preferences of celebrities such as Lady Gaga, Trevor Noah, Charles Leclerc, and more.

The minute-long ad shows Lady Gaga, Trevor Noah, Formula One racer Charles Leclerc, singer Jisoo, actor Maitreyi Ramakrishnan, Spanish football (soccer, for the Americans) player Lamine Yamal and rapper Young Miko all describing their favorite Pokémon before eventually revealing them.

Lady Gaga (of course) picked Jigglypuff, and Jigglypuff even did a brief little duet with her singing its signature song. Trevor Noah prefers Psyduck, Leclerc chooses Arcanine, Jisoo picks Eevee, Ramakrishnan chooses Luxray, Yamal picks Zygarde, and Young Miko’s partner is Gengar. Shockingly, The Pokémon Company managed not to put Pikachu in this ad anywhere (except in the logo, of course)!

The ad ends with all the celebrities asking the audience, “What’s your favorite?” This question is the start of a year-long campaign put on by The Pokémon Company in celebration of its 30th anniversary. In addition to the ad, The Pokémon Company is kicking things off by introducing a new camera feature to Pokémon GO (which is somehow ten years old this year!) that allows users to participate in the campaign.

Additionally, The Pokémon Company has promised various events including “Day Out” and “Night Out” experiences designed for fans to celebrate Pokémon, with daytime events more family-focused and nighttime events more for adults who grew up with the series. The Pokémon Company has also already announced other celebratory events, such as a themed TCG collection and Pokemon LEGO sets.

Pokémon’s 30th is a big moment for the franchise, and we’re expecting them to celebrate in style. Historically Pokémon has thrown a big digital showcase entitled Pokémon Presents on or around Pokémon Day (February 27), where the company lays out its plans for the year across video games, the TCG, and merchandise. Fans are eagerly hoping for the announcement of a new Pokémon game, perhaps a remake of beloved DS games Black and White, or the kick-off for the next generation of Pokémon, Gen 10. Heck, at this point, I’d just be happy to have the classic games on Nintendo Switch Online!

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

The Best Deals Today: The First Berserker: Khazan, Silent Hill f, AMD Ryzen 9 9900X, and More

We’ve rounded up the best deals for Sunday, February 8, below. Don’t miss your chance to save on these deals!

The First Berserker: Khazan for $39.99

This weekend, The First Berserker: Khazan is back down to $39.99, which is the game’s all-time low price. In our 8/10 review, we wrote, “The First Beserker: Khazan is a brutal but impressive soulslike that makes pushing through its devastating bosses worth the effort.”

AMD Ryzen 9 9900X for $377.19

Amazon has the fantastic AMD Ryzen 9900X on sale today for $377.19, which saves you over $120 off MSRP. In our 8/10 review, we wrote, “The AMD Ryzen 9 9900X is an incredible processor, easily able to power through creative applications like Adobe Premiere and Photoshop. However, its gaming performance is a bit less impressive for the price, making it hard to recommend to dedicated PC gamers.”

Silent Hill f for $39.99

You can also score Silent Hill f for $39.99 this weekend. This game is one of the most unique in the series, mainly due to its story, which was written by Ryukushi07. Composer Akira Yamaoka contributed to the project as well, and this edition on Amazon packs in a two-sided poster, plus the Day One items pack.

Bleach: Thousand-Year Blood War Part 3 Limited Edition Blu-ray for $49.99

The conclusion of Bleach: Thousand-Year Blood War is almost here, with the final cour, The Calamity, set to premiere this July. Today, you can score the limited edition Blu-ray of Part 3, The Conflict, for just $49.99. This set only released last month and features all 14 episodes of Part 3, plus a 72-page production booklet, the NYCC 2024 panel, creditless opening/endings, and more.

Octopath Traveler 0 for $39.99

Octopath Traveler 0 was easily one of the most overlooked RPGs of 2025. This massive game packs in a huge amount of content, with over 100 hours required to 100% the game. In our 9/10 review, we wrote, “Octopath Traveler 0 asks you to stick with a 100-hour journey, and it rewards you with the kinds of moments only lengthy RPGs can pull off with its overarching story, an intricate turn-based combat system, and a soundtrack that’ll leave you absolutely floored.”

Metal Gear Solid Delta: Snake Eater for $29.99

Metal Gear Solid 3: Snake Eater is one of the best games of all time. Konami’s remake, dubbed Metal Gear Solid Delta: Snake Eater, was released last year, and it successfully did its job in faithfully bringing the beloved game to new audiences. In our 8/10 review, we wrote, “Between its old-school stealth-action gameplay and engaging spy-thriller story, Metal Gear Solid Delta: Snake Eater largely succeeds as a faithful, visually impressive remake of the 2004 classic.”

Save 38% Off the Chainsaw Man Season 1 Limited Edition Blu-ray

Chainsaw Man’s first season only officially released on Blu-ray as of late last year, so while this release is pretty recent, you can save $30 off today at Amazon. The Limited Edition packs in all twelve episodes of Season 1, featuring both Japanese and English audio. Plus, you’ll also get a lenticular slipcase, a 72-page booklet of production material, and on-disc art galleries.

Dragon Quest I & II HD-2D Remake for $49.99

Dragon Quest I & II HD-2D Remake is an overhaul of the first two Dragon Quest games, recreating them in the gorgeous HD-2D art style while adding modern features and still remaining true to the originals. Today, you can score this game for $49.99 on PS5 at Amazon. If you’re someone just jumping into Dragon Quest for the first time or a long-time fan, this is the ultimate way to experience two games that greatly inspired the whole genre.

Super Mario Galaxy + Super Mario Galaxy 2 for $58.99

Super Mario Galaxy + Super Mario Galaxy 2 released for Nintendo Switch last Fall, and today, you can score this double pack for $58.99 at Woot! These two adventures are some of Mario’s greatest, making this a must-own game for any Switch owner. Plus, there’s a free update for Nintendo Switch 2 that enables 4K support.

Final Fantasy Tactics – The Ivalice Chronicles for $34.99

Final Fantasy Tactics – The Ivalice Chronicles is just $34.99 at Woot today. As one of the best Final Fantasy games ever, this remaster is the perfect way to experience the beloved classic with enhanced modern features like fast-forward, autosave, and more.

Dragon Quest VII Reimagined Out Now

Dragon Quest VII Reimagined is finally out now! This remake aims to streamline the experience of the original game, while offering a brand-new art style and modern gameplay features for players. If you’ve recently cleared through the HD-2D Erdrick Trilogy, this is a logical next game to jump to.

New Nintendo Switch 2 Joy-Con 2 Out This Week

Nintendo revealed the first new set of Joy-Con 2 earlier this year, which feature purple and green colors. These are set to launch this week, on February 12, alongside Mario Tennis Fever, so now’s the time to secure a new pair if you’re planning on heading to the courts together with friends.

The Dark West, an Occult Action-RPG, Announced for PC

Introducing The Dark West, a hardcore action-RPG for PC set in a cursed frontier that got too greedy and paid the price. Occult skills and a poker-esque deck let you customize your build and blast through the black-magic-fueled foes of The Order and The Damned as you aim to be the last one standing.

Developer Black Hand aims to bring the community along with them at every step of development. “We made The Dark West because we love ARPGs and wanted to create the kind of game we have always wanted to play,” the team said. “From the start, we’ve included the community in every step of development. Their feedback is shaping the combat, the story, and the world. This is a game made with players, not just for them.” Check out the announcement trailer above and the first screenshots in the gallery below.

Black Hand says that The Dark West will challenge “both your skill and sanity.” It takes aim squarely at fans of Diablo and Path of Exile. There’s no release date as of yet, but you can wishlist The Dark West on Steam if you’re intererested.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our semi-retired interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Is Marvel Super Heroes and Universes Beyond Threatening To Overshadow Magic’s Next In-Universe Set Again?

Magic: The Gathering is continuing where it left off in 2025, rolling out a whopping four crossover sets under its Universes Beyond branding in 2026: Teenage Mutant Ninja Turtles, Marvel Super Heroes, The Hobbit, and Star Trek.

That’s quite the mix, but at a time when fans are crying out for some consistency and continuity, Wizards of the Coast is about to make the same mistake it made with last year’s marketing cycle.

In short, it feels like it can’t wait to get Secrets of Strixhaven out of the way, forgetting why many people play Magic in the first place.

Magic’s Universes Beyond Sets Shouldn’t Come At The Cost Of Its Own Identity

There’s a running joke that Magic crossovers are the worst thing about the game until it’s a franchise you love, and as a longtime fan of Peter Parker’s adventures, I admit I bought into the Spider-Man hype last year.

It was easy to do, too, since Wizards started revealing cards and products super early, trampling over the Edge of Eternities set in the process. The rest, as they say, is history: Spider-Man was inarguably Magic’s most disappointing set of at least the last year (maybe longer), and Edge of Eternities was much more well-received but invariably didn’t get its chance in the limelight.

While I was hoping that Wizards would take some lessons from it, we’re now entering a 2026 roadmap with seven full sets planned. Lorwyn Eclipsed is great, and only just launched, but that’s January’s set. Preorders are now live for Teenage Mutant Ninja Turtles, Secrets of Strixhaven, and even Marvel Super Heroes.

That last set, by the way, is around five months from launch. While I appreciate that a company needs a line on a graph to go up to show success by bringing in new players, it’s starting to feel like Wizards of the Coast is trampling on Magic’s own legacy in its desperation to talk about crossover sets.

Lorwyn Eclipsed should be a celebration, a chance to return to a beloved Plane full of classic creature types, and instead, we’re getting close to the Turtles landing on store shelves. Looking past Strixhaven to a Marvel crossover, this early (and with the taste of the Spider-Man set still lingering), is just a bad look.

Please, Wizards – don’t let Secrets of Strixhaven suffer the same way Edge of Eternities is. It’s almost unavoidable with such a packed release calendar, but if you can’t pay enough time to your own universes, the ones that have captivated players for over three decades, does that not tell you a change is required?

Honestly, all of this is moot anyway – I’m part of the problem. I’ve pre-ordered some Marvel Superheroes products, and you can bet your Bilbo Baggins that I’ll be first in line for The Hobbit.

For more on Magic’s current set, Lorwyn Eclipsed, be sure to check out our list of the best chase cards in the set right now, as well as a look at all eight creature types in the new set.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.