Zenless Zone Zero Voice Actors Say They Found Out They Were Replaced When the Patch Notes Went Live

Two Zenless Zone Zero voice actors discovered they had been replaced when the game’s patch notes went live, they have claimed, in the latest casualty of the battle for generative AI protections.

The Screen Actors Guild–American Federation of Television and Radio Artists’ (SAG-AFTRA) ongoing dispute with the video game industry revolves around the use of generative AI to replicate voice actor performances.

ZZZ, developed by Genshin Impact company HoYoverse, is not subject to the strike because it was in development before July 25, 2024, when the strike began. However, voice actors may choose not to sign new contracts in solidarity with striking union members, or in the absence of a SAG Interim Agreement.

Emeri Chase — who portrays Soldier 11 — said they were “replaced as Soldier 11 because I am unwilling to perform work not covered by a SAG Interim Agreement during a strike for AI protection, the outcome of which will determine the future of our industry.” Nicholas Thurkettle, who played Lycaon, has been similarly replaced, although Thurkettle is not a union member.

“I’d like to clarify that there’s a difference between being ‘struck’ and not being on an Interim Agreement,” Chase explained in a thread on Bluesky (thanks, Eurogamer). “Union projects that began work prior to the strike and non-union projects are not ‘struck.’ But they also do not offer the Union-enforced AI rights we are fighting for.

“Many actors are choosing to voluntarily withhold work on these categories of projects because we feel it is the best way to support the union’s fight for the protections that are critical to our continued ability to create the art we love.”

Chase added that they knew “that by withholding work it was possible” they’d be replaced, but had “hoped [developer YoHoVerse] would choose to leave her silent until I was able to return.”

“I found out the role was recast today alongside all of you,” Chase said, while Thurkettle stated: “I’m learning about this as you are, and I share your shock. Neither HoYoverse nor Sound Cadence has communicated with me since October. I’ve been fully available and recorded multiple voice jobs in that time.

“I’m not SAG but what game companies want to do with AI is an existential threat. I took a personal stand to ask for protection, and had to be willing to give up the best thing that’s ever happened in my professional life. I stand by my choice.”

IGN has asked YoHoVerse for comment.

In a similar case from December, Activision confirmed it had recast some members of the Call of Duty: Black Ops 6 cast after fans noticed much-loved Zombies characters with new voices in-game.

The company issued a statement to Game Developer admitting characters in Black Ops 6’s Zombies mode were recast amid the ongoing SAG-AFTRA strike.

Zombies characters William Peck (Zeke Alton) and Samantha Maxis (Julie Nathanson) are currently voiced by new, unknown actors. Alton told Game Developer that he took no issue with Activision’s actions with Peck, but expressed concern “for my brand as a performer.”

“Fans of the game have reached out to me because the lack of crediting [of the replacement actor] implies that it may still be me which unfairly represents my abilities as a performer,” Alton said at the time.

For more on how the strike has, and will continue to, affect the games you play, check out our feature from last year, What the SAG-AFTRA Video Game Actors Strike Means for Gamers.

Vikki Blake is a reporter, critic, columnist, and consultant. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Pokémon Go Dev Moves to Reassure Players After $3.5 Billion Sale to Monopoly Go! Company Is Confirmed

Niantic Inc. has confirmed the sale of Pokémon Go, Pikmin Bloom, Monster Hunter Now, and their development teams to the Saudi-owned maker of Monopoly Go! for $3.5 billion.

An additional $350 million of cash from Niantic is being distributed as part of the deal, yielding a total value of approximately $3.85 billion for Niantic equity holders.

In a note to press, Scopely, which is owned by Saudi investment company Savvy Games, said the Niantic games business has over 30 million monthly active players (MAUs), over 20 million weekly active players, and saw more than $1 billion in revenue in 2024. Pokémon Go is the jewel in the crown, ranking as a top 10 mobile game every year since its launch nearly a decade ago, with over 100 million unique players in 2024.

Niantic said its game team has “exciting long-term roadmaps that they will continue to build upon as part of Scopely.”

“This partnership ensures that our games have the long term support needed to be ‘forever games’ that will endure for future generations,” Niantic said in a blog post.

“Players can expect that the games, apps, services, and events they know and love will continue to receive Scopely’s ongoing investment, driven by the same teams that have always created these experiences.”

In a separate blog post, Pokémon Go chief Ed Wu moved to reassure players who had already expressed concern about the fate of the game if a sale were to go through.

“As it’s always important to me, and our entire game team, that our community understands and is excited by the long-term vision for this game, I want to share why I believe a partnership with Scopely will be a positive step for all of you and the game’s future,” Wu, who was the original engineer on the Pokémon GO codebase and was there for its massive 2016 launch, said.

“Scopely expressed a deep admiration for this community and our team. I have every belief Pokémon GO will further flourish as part of Scopely, not only into its second decade, but for many more years to come, under the mission of discovering Pokémon in the real world and inspiring people to explore together,” Wu continued.

“Our new partnership, along with our decade long partnership with The Pokémon Company, means we can maintain this long-term focus. Scopely fully believes in our mission and ongoing goal to create the best Pokémon Go experience possible. Their focus will be to support our team, providing resources to continue delivering the gameplay you all know and love.

“The entire Pokémon Go team is staying together through this partnership. The same people who have been guiding and building the game for years will continue doing what we love. We’re always continually adding to the game – Raid Battles, friends, Go Battle League, Routes, Dynamax/Gigantamax, and, of course, Pokémon Go Fest and our live events – which I look forward to continuing to do for many years to come. Scopely empowers their game teams as autonomous groups to go after the roadmaps that they’re inspired to pursue, and what each team believes is best for the player experience. This approach is extremely appealing to us at Niantic games. I have spoken to a number of game leaders at Scopely who have given me great confidence in how the company enables each game to independently develop and creatively thrive.

“We will be joining a broader organization dedicated to games. I believe that Pokémon Go can continue to thrive with Scopely’s exclusive and long-term focus on game-making. Scopely’s status as a private company also means we can prioritize what’s best for you, our Trainers, for the long term. We believe that prioritizing short-term gains at the expense of our long-term mission would be counterproductive and self-defeating. Every interaction I’ve had with Scopely leaders has reinforced that we are in total agreement that the scale, longevity and most of all, real world community, of Pokémon Go make it truly special. We are united in protecting that.

“With Scopely’s full commitment, experience and resources, we’re going to make Pokémon Go the very best it can be – with incredible battles for thousands of Trainers at a time at our live events and new ways to connect to your friends and community, all while remaining focused on the excitement and experience of discovering Pokémon in the real world. We have invested to empower thousands of Community Leaders and Ambassadors who lead millions of Trainers to play together in the real world, and Scopely is in full agreement that this highly-admired program will be a priority to invest in together. The real-world community that loves Pokémon Go will remain our guiding light in all we do.

“Our partners at The Pokémon Company have always been central to how we build this game together, starting with the physics of the first Poké Ball throw that we hand-tuned together. I am incredibly grateful for their daily wisdom, guidance, and careful stewardship of our shared vision for discovering Pokémon in the real world, and I’m very excited that our partnership with The Pokémon Company will continue as it has for the last decade.

“I won’t say that Pokémon Go will remain the same, because it has always been a work in progress. But how we create and evolve it will remain unchanged, and I hope that we can make the experience even better for all of you.

“I have so much gratitude for the incredible joy of serving hundreds of millions of Trainers in our real-world community for the past nine years, and I truly believe the best is yet to come.”

Elsewhere, Niantic said it’s spinning off its controversial geospatial AI business into a new company, Niantic Spatial Inc., “enabling it to accelerate and scale even more rapidly.” Scopely is a $50 million investor in this new venture, which also has $200 million from Niantic itself.

Niantic Spatial will continue to own and operate its other real-world AR games, Ingress Prime and Peridot.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Ubisoft Shareholder Plots Protest Outside Paris HQ, Accuses Company of Failing to Reveal ‘Discussions’ With Microsoft, EA, and Others Allegedly Interested in Acquiring IPs

A minority shareholder in Ubisoft is attempting to organize a protest outside the company’s Paris headquarters, accusing it of failing to disclose alleged discussions with Microsoft, EA, and others publishers reportedly interested in acquiring its franchises.

In a statement seen by IGN, Juraj Krúpa, CEO of AJ Investments, claimed Ubisoft is “horribly mismanaged by current management,” and wants a “clear roadmap for recovery” from the senior team to address “declining shareholder value, lackluster operational execution, and failure to adapt effectively to market trends.”

Krúpa alleged that Ubisoft has not been transparent about its decision-making, accusing the firm of “hiding information,” including an Assassin Creed Mirage DLC partnership with the Saudi investment firm Savvy Group.

The shareholder also pointed to a restricted article published by business investment platform MergerMarket that alleged “discussions between Microsoft, EA, and others that are interested in acquiring IPs from Ubisoft.” “Management did not inform public about these steps either,” Krúpa claimed.

IGN has asked Ubisoft for comment.

Back in October, Bloomberg reported that Ubisoft’s founding Guillemot family and shareholder Tencent were in discussions to take the company private following a number of high-profile flops, game cancellations, and the collapse of the company’s share price. At the time, the talks were merely exploratory, and Ubisoft told IGN it would “inform the market if and when appropriate.”

For several years now, Ubisoft has seemed to be in a strange, slow downward spiral, with a number of high-profile flops, layoffs, studio closures, game cancellations, and delay after delay after delay.

Meanwhile, rumors continue to spin about what exact proposals the board is considering, with some media outlets floating the idea that Tencent is increasingly reluctant to embrace Ubisoft due to the Guillemot family’s insistance on retaining a significant amount of control. Sans Tencent, there are few other companies big enough and rich enough to spend the cash needed to save the albatross Ubisoft has grown into.

“Management postponed its current game (which should save the company and its financials) Assassin’s Creed first time on 18th of July 2024,” Krúpa’s statement said. “On that date, Ubisoft confirmed full-year guidance for the year and release of AC Shadows on November 15. 2024. Just [a] couple months later, in September 2024, Ubisoft delayed the game again and revised its guidance, which in our view, was [a] move that could have [been] predicted by Ubisoft management.

“After [the] third delay, the game will finally be published on March 20, 2025. These delays and revised guidances caused severe stock declines, which harmed mostly retail investors that have limited resources to manage their positions accordingly. This action benefited mainly corporate and institutional investors who were on the buy side for distressed prices such as Credit Agricole, Goldman Sachs clients, Morgan Stanley, and others.”

Believing management did not communicate with shareholders “appropriately,” AJ Investments is calling on all investors “who are frustrated with the prolonged stagnation in Ubisoft’s stock performance and the lack of decisive action from the management team” to join its protest in May.

“We are aware that Ubisoft’s management and CEO have initiated a financial review of potential strategic options, advised by Goldman Sachs and JP Morgan. We expect this review to yield results in the coming months,” said Juraj Krúpa, founder of AJ Investments.

“That is why we are organizing this demonstration in May — to ensure they have time to reach a conclusion that genuinely increases shareholder value. If their conclusion effectively enhances shareholder value, we will call off the demonstration.

“All shareholders/investors of Ubisoft deserve a company that maximizes value and operates with transparency and accountability,” Krúpa added. “Ubisoft has continued to underperform compared to its industry peers, and it is time for the company to listen to its shareholders. This demonstration will be a powerful statement from investors who believe in the company’s potential but demand urgent change.”

AJ Investors said that it is prepared to “sue the company for misleading investors.”

This isn’t the first time this investor has called for the company to go private amid a shares slump following the disappointing release of Star Wars Outlaws.

Back in September, AJ Investments issued a strongly worded open letter to Ubisoft’s board of directors, including its CEO Yves Guillemot, as well as fellow investor Tencent, to express their dissatisfaction with the performance of the company and its current share price and urging the firm to change its leadership and consider a sale. It followed weeks of turmoil at Ubisoft, where the megacorp’s share price plunged following the launch of Massive Entertainment’s Star Wars Outlaws, which Ubisoft subsequently confirmed had performed below expectations.

Vikki Blake is a reporter, critic, columnist, and consultant. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Arkham Horror: The Card Game Buying Guide

Arkham Horror: The Card Game is a series of deck-building card games that you can build and curate to your dark heart’s delight. It’s a cooperative game, so you and your fellow players are working together to take on the horrors that await.

It’s also part of the extensive world in the Arkham Horror Files family of board games, card games, and the newest, the nicely accessible Arkham Horror: The Role-Playing Game (see on Amazon) and subsequent newly released matching expansive rulebook.

The card deck-builder Arkham Horror card game has been around since 2016. It has seen multiple expansions and revisions since its original printing. Buying the game is also not entirely straightforward outside of the base deck and campaign, as there are multiple ways to build, curate, and personalize your experience.

Featured in this article

Here’s a swipe-able, all-in-one carousel of everything discussed in the article, for those who feel confident enough about their Arkham Horror: The Card Game knowleged to skip the blurbs. For everyone else, keep on reading.

The Base Game

The core set contains all you need to get started. It contains five pre-built investigator decks that let you dive into the first scenario: the Night of the Zealot campaign. This will give you a great, replayable taste of the Arkham Horror Card Game world. And if you like it, you have a huge selection of expansions to consider.

Arkham Horror Card Game Expansions

Arkham Horror’s card game expansions are a bit different than the board game version. For the board games, expansion boxes include the full stories and scenarios as well as the new investigators to join in on the fun. The card game operates a bit differently. You can buy campaign expansions to add new stories to your game, and/or you can buy investigator expansions to add new characters. In other words, the new stories and new characters are sold separately. This might not be ideal for everyone, but it allows you to choose how much of an experience you want to invest in at a certain time, since you can play an expansion scenario without the newer investigators if you want to.

The Dunwich Legacy

The Dunwich Legacy was the first expansion released. It’s meant to be a gentle step up from the base game, with a user-friendly set of scenarios. In it you search for lost investigators, which coincidentally seems to tie into how the entire card game franchise builds upon itself by adding new investigator sets in each expansion release.

The Path to Carcosa

A theatre production comes to Arkham in this expansion. The added rules in this one are fairly user-friendly for new playersm but the expansion isn’t easy enough for vets to dismiss. If you have the older first edition of this expansion, you may still find the differences in this second edition engaging enough to warrant a purchase.

The Forgotten Age

This expansion has you explore the ruins of an Aztec city, with a mystery that threatens to unravel the fabric of time iteslf. This is a very difficult campaign, so it’s not recommended to newcomers until they’ve played through some of the others first. It’s also on its second edition version now.

The Circle Undone

This expansion has affectionately been called “the witches pack.” The new investigators introduced in this expansion have some powerful bonuses that are a delight to use. That’s a relief, because the campaign is one of the tougher ones of all the expansions as well. If you plan to get this campaign, you should absolutely consider getting the investigators.

The Edge of the Earth

The antarctic tundra is a classic location for Lovecraftian horrors to reside. So that’s exactly where this expansion brings you and your fellow players: to the deep freezing cold. Peril lurks around every corner, so choose your steps wisely, with or without the coordinating investigators.

The Scarlet Keys

This campaign expansion has you traversing the world as you delve into an international conspiracy involving the collection of keys and a race against the Red Coterie. With or without the investigators, this expansion is less linear to explore than most of the others.

The Dream Eaters

This campaign includes two four-part storylines: Dream Quest and the Web of Dreams stories. You can play these separately if you’re tight on time, or you can combine them together into a longer eight-part story.

The Innsmouth Conspiracy

This expansion puts you and your fellow players in an ever-changing world that morphs based on water levels that can flood various locations. This adds a dynamic layer to the strategic decision-making you’ll need to employ as you play through it.

The Feast of the Hemlock Vale

The Feast of the Hemlock Vale is a newer expansion that brings players to Hemlock Vale, where residents are preparing for a festival while somehow remaining blissfully unaware of dangers like mutated wildlife and a sinister presence lurking around them. You have three days to investigate the strange happenings, with different dynamics depending on whether it’s day or night.

The Drowned City

The newest expansions for Arkham Horror is The Drowned City. In this one, the big squiddy lord from Lovecraftian lore has awakened, and it’s up to you and your team to save the day.

Other ways to expand your deck-building adventures in Arkham

Starter Decks

Interested in adding another character to your roster but aren’t sure if you’re ready to jump into a full expansion? You can buy a few starter investigator decks. These decks are less expensive and will give you more investigators to help you through your game.

That said, these characters may not be as great as the investigators that you’ll find in the larger boxes that are connected to campaigns (see above). There are five to choose from: Harvey Waters, Nathanial Cho, Jacqueline Fine, Winnifred Habbamock, and Stella Clark. All of them are $16.99 but can be found cheaper and on sale from time to time.

Scenario Packs

There are also several standalone scenario packs available to purchase. These offer a smaller dose of action than the full expansions above. They cost $21.99 each. Murder at the Excelsior Hotel has been regarded as one of their more entry-level scenarios, so if you’re looking for something smaller before committing to something bigger, like an expansion, you might want to check that one out.

Other scenario packs include Fortune and Folly, Machinations Through Time, War of the Outer Gods, Labyrinths of Lunacy, and The Blob That Ate Everything.

Return to Boxes

Return to boxes are revamps and additions to select campaigns. They require the base campaign set to play them, and while they are a bonus, they are best suited for folks who are serious about Arkham Horror: The Card Game. They are considered to be luxury items, essentially. And some of them are not the easiest to get a hold of. In fact, when going to create this list, I found that some were discontinued or not easily found through sites like Amazon or even Asmodee itself.

Five return-to-boxes are currently available: Night of the Zealot (the campaign in the original starter box), Dunwich Legacy, Circle of Carcosa, Circle Undone, and Forgotten Age. Some enthusiasts say that Forgotten Age fixes some of the complexities in the original expansion. As you can see, when you click the name of Night of the Zealot, these are out of print, so collectors may find them difficult to come by.

Parallel Investigator Packs

Parallel investigators are alternate versions of investigators that have abilities different from those of their original counterparts, including enhanced abilities and stats. Like Return to Boxes, these are not as easily found at big retailers. Collectors will have to look around for them to get them.

The Bottom Line

If you are a fan of Lovecraft mythos-themed games, Arkham Horror is a universe you’ll absolutely want to explore. One awesome thing about Arkham Horror: The Card Game is that you can play it as a solo game, as well as with friends. The universes and iterations of games make for lots of capacities for adventure, with seemingly endless replayability for several of them.

That said, like the board games, the card games absolutely veer on the more difficult side. They have quite a bit of chance, which can drastically increase replayability as well as frustration. Setup and learning time can also take a few minutes. You’ll find that the card games are easier to set up than the board games, even without expansions, which makes the journey through less painful.

Jennifer Stavros is a contributing freelancer for IGN, covering everything from comics, games, technology, and nerd culture. She has over 15 years of experience in the gaming industry, including testing and writing for Wired, Inverse, and more. Follow her on Twitter or watch her on Twitch under the handle @scandalous.

Split Fiction Sells One Million Copies in 48 Hours

Hazelight’s latest co-op adventure, Split Fiction, has officially surpassed one million copies sold in the first 48 hours, setting a new record for the studio.

This news was announced on BlueSky, with the official account saying, “The love you all show for our game is overwhelming! 😍 Everyone here at Hazelight are beyond happy – and we can’t stop enjoying your amazing reactions! 🤩”

Notably this is one million copies sold, which means it’s possible that far more than that are playing Split Fiction. Every copy of the game comes with a Friend’s Pass that lets a friend play the entire game in co-op with the purchaser for free. While not everyone will take advantage of that option (some will play local co-op, some may play with someone who already owns the game, etc), that’s still a whole lot of people playing Split Fiction.

This is a huge sales jump from Hazelight’s last game, It Takes Two, which didn’t reach the one million milestone until a month after launch. But that in and of itself was deemed an impressive milestone, with studio head Josef Fares saying at the time that it proved players want co-op games.

We really dug Split Fiction, calling it “a rollercoaster of constantly refreshed gameplay ideas and styles – and one that’s very hard to walk away from” in our 9/10 review.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

FragPunk Review in Progress

With all the trailers, showcases, and dev diaries that often lead up to a game’s launch nowadays, it’s harder than ever for one to be a real surprise – and that’s especially true of a multiplayer first-person shooter when, like me, you are a Certified Old Gamer™ who’s been playing them since the genre began. Yet FragPunk has done just that. What I worried might end up being a Valorant clone with a card gimmick and a big list of other buzzword features has instead impressed me with how fresh it all feels. It’s still early, and I’m far from ready to say if this is a definite winner, but so far, I’m having a hard time putting FragPunk down.

In many ways, FragPunk reminds me of a reverse Ship of Theseus. If every component of a game came from somewhere else, does it eventually become something original? It’s hard to say, but the result is at least a lot of fun. Like Overwatch, it has very distinct characters with big personalities and unique tools to match them. Like Valorant or Counter-Strike, the primary game mode, called Shard Clash, revolves around teams of five competing to plant or defuse a Converter (aka bomb) or eliminate one another across multiple rounds. And like Fortnite, it has a deep bag of cosmetic items like costumes, weapon skins, stickers, and emotes to entice you to spend some money on this otherwise free-to-play shooter.

FragPunk’s playable characters are called Lancers, and so far this is a fun group to choose from. Some are relatively typical archetypes, like a sniper named Hollowpoint with her abilities that help reveal enemies. Others are way out there, like the punk rocker Axon, who shoots lightning from his guitar. Unlike Valorant, where abilities can give you an edge but are rarely what win a fight outright, Fragpunk places a much bigger emphasis on using them to dominate the map, which I like. When abilities like Broker’s rocket launcher can instantly erase enemies, it feels good to use it yourself or devise a counter on the fly as you see it coming, like throwing down a wall of Fungi as Pathojen to provide cover and then returning fire from a remote controlled combat drone.

Naturally, Fragpunk isn’t all lightning guitars and rockets. Your standard assortment of shotguns, SMGs, assault rifles, and more forms the backbone of combat. I don’t mind that the guns really aren’t the star of the show here, but I do wish there was more variety to choose from. There are two options in each category you can select as your primary weapon, and they all shoot pretty much exactly how you’d expect. Most of the maps seem to favor medium-range engagements, so I’ve been gravitating toward the SMGs. The gunplay is smooth and responsive, and the fast time-to-kill does a good job of emphasizing the importance of positioning over raw gun skill.

The star of the show is the Shard Card system.

The other aspect of shooting that stands out is how little movement affects your aim. Unlike Valorant, where stopping and popping is often essential if you want to be accurate, Fragpunk fully embraces running and gunning. I found myself repeatedly lagging behind my squad in kill count until a teammate pointed out that I’m better off treating gunfights like Call of Duty with powers, advice that put me right at the top of the next match’s leaderboard. That style of shooting isn’t necessarily better than the more deliberate action of other games, but it does stick out as atypical for an objective-based tactical shooter in a way that seems like a perfect fit with the general FragPunk vibe.

The star of the show, however, is the Shard Card system. Before every round, each team has three random cards pulled that players can then put Shard Points into, effectively voting on which ones will be active. The costs of effects vary, and you earn more Shard Points by either getting kills or picking them up off the ground mid-round. Some Shard Cards are simple, like one that increases your movement speed, while others are extremely powerful, like another that forces the next round to play out as a melee battle – or one called Big Heads, which (as advertised) gives the entire enemy team overgrown, easy-to-hit craniums. A few are even downright weird, like Egg King, which causes you to lay an egg after crouching for ten seconds, which you can then eat to regain health. It’s hilarious, utterly bizarre, and unlike anything I’ve ever seen in a shooter before.

I’m surprised by how much I enjoy the card-collecting aspect of FragPunk. You start with less than a third of the 169 total Shard Cards in your inventory and can earn more after completing matches. Getting more matters, as the cards that are randomly selected before each round are based on what each team member has unlocked. It’s pretty exciting getting a new card and reading what weirdness it’s going to introduce. I also appreciate that you can easily see your collection, read the effect, and, in some cases, watch a quick video showing you exactly what it does.

Rounds of Shard Clash go by fast – possibly too fast. In theory, one team is trying to plant the Converter on one of two objective points, which the other team would then need to defuse… but in practice, the overwhelming majority of rounds end when one team wipes out the other, often in just a few minutes. That means that matches rarely have the same sort of strategic back and forth that makes hard-fought games of Valorant so engaging. It also means that Lancers with abilities that have more of a nuanced, tactical focus have seemed less viable overall so far. I’d love to hunker down with Nito’s turrets and drone to hold a point, but that’s just a recipe to have all the action happen elsewhere. Hopefully some balance tweaks will arrive to make the objectives a more relevant part of the action.

Matches end when one team wins four total rounds, but if both teams reach three wins before that happens, it activates one of my favorite twists: Duels. This has each team face off in a series of 1v1 fights in a small arena, and whoever survives sticks around to face the other team’s next champion until every member of one has been eliminated. Health and abilities don’t regenerate round to round, which makes it tough for one great player to run the table. The action is as exciting as it is tense, and spectating while you root on your teammate and wait for your own turn is thrilling, especially when you get the win that clinches the Duel and, by extension, the entire match for your team.

So far, I am really enjoying FragPunk, though there are still some unanswered questions before I can render a final verdict. I’m still a few levels short of being able to compete in ranked competition, which is an important mode for this sort of game. Likewise, as much as I’m enjoying both the action and the hilariously mad Shard Cards, I wonder if that novelty could wear off sooner rather than later. There are still more matches to be fought, Lancers to unlock, cards to collect, and quite a few in-game currencies to figure out. For now, I can say that FragPunk is very fun, and while it is pulling a lot from games that came before, it goes against the grain and mixes in twists in a way that feels original, which has me looking forward to playing more.

Rockstar Owner Take-Two Sues PlayerAuctions for Allegedly Selling Hacked GTA Online Accounts and Currency

Rockstar owner Take-Two Interactive is suing online marketplace PlayerAuctions, alleging it contains “thousands of listings for unauthorized, infringing GTA V content – including heavily modified player accounts, in-game assets, and virtual currency – all gained by using hacking software, cheats, and technical exploits.”

The lawsuit was filed last week in the U.S. Central District Court of California against the Chinese company that owns the website, Paiao Network Technology. It accuses PlayerAuctions of operating “with full knowledge that its sellers are engaged in rampant infringement and other unauthorized conduct,” while it “reaps millions in revenue by taking a cut of every transaction on its marketplace.”

Specifically, Take-Two alleges that PlayerAuctions hosts listings of modded accounts that have been manipulated to give high game levels and in-game currency, or to unlock content normally unlocked through playing or purchases. Take-Two also claims PlayerAuctions sells money drop services that work using hacking software to give purchasing players large amounts of in-game money, and account boosting services where sellers use hacking software or glitches to inflate a purchasing player’s in-game level or currency total.

Take-Two further argues that PlayerAuctions goes out of its way to “lull its users into buying illegitimate GTA V content from its sellers” by offering refunds if the hacked accounts purchased are caught and banned post-purchase. According to the complaint, Take-Two has “repeatedly confronted PlayerAuctions with evidence of infringement” and has issued a cease and desist, but PlayerAuction has refused to shut down these listings.

The GTA publisher is claiming relief for multiple different types and levels of copyright infringement, as well as intentional interference with contract. Take-Two is seeking a permanent enjoinment on PlayerAuctions from continuing to directly or indirectly sell accounts, currency, or items in any Take-Two game, or participating in or assisting hacking efforts, or infringing the GTA trademarks. It’s also seeing damages for trademark infringement, costs and attorney fees, damages, and restitution.

Take-Two isn’t the only company going after PlayerAuctions. Early last month, Roblox filed a similar suit in the Northern District of California Court covering roughly the same accusations, attempts at a cease and desist, claims, and prayer for relief. Notably, PlayerAuctions offers similar sales and services across many other games, including World of Warcraft, Genshin Impact, Valorant, Path of Exile, Final Fantasy 14, Call of Duty, and Fortnite. In total, PlayerAuctions claims to sell various boosts, items, and benefits for over 200 games.

While the Take-Two suit is still early in the process, the Roblox case has its first hearing set for March 20 in Oakland, California, where Roblox is seeking a preliminary injunction to stop PlayerAuctions from selling Roblox-related products and services while the case proceeds.

The lawsuit comes ahead of the fall 2025 launch of GTA 6, which Take-Two recently reaffirmed. The hope is of course that any new version of GTA Online that launches alongside GTA 6 will be as free from cheaters as is possible, and the lawsuit may go some way to helping.

We’ve got plenty more on GTA 6, including Take-Two boss Strauss Zelnick’s response to concern about the fate of GTA Online once GTA 6 comes out.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Hideo Kojima Says He Cast His Solid Snake-alike for Death Stranding 2 To Try and Surpass Mads Mikkelsen

Death Stranding 2: On the Beach’s latest trailer revealed a bevy of new information, including one particular casting that’s caused quite a stir thanks to the character’s distinctly Solid Snake-esque vibes. As it turns out, casting this character went a bit further, as director Hideo Kojima tried to find someone who could surpass a standout from the first Death Stranding.

On X/Twitter, Kojima wrote a lengthy post about the process of casting Italian actor Luca Marinelli to play Neil in Death Stranding 2. “During the pandemic, I was casting for DS2,” Kojima said. “Neil would be an important role that replaces Cliff from DS1. The fans would not be satisfied unless the casting would surpass Mads.”

Kojima first learned of Marinelli through his role in the Italian film They Call Me Jeeg, and a correspondence sprung up around the Japanese distribution of the film Martin Eden. Marinelli sent an email to Kojima, which read: “I grew up with Metal Gear. I am a big fan of yours. I am very honored that you saw the film I starred in. I wanted to tell you this directly.”

After seeing Marinelli in The Old Guard, Kojima sent the actor an email offer and talked with him after the actor wrapped filming The Eight Mountains. Once pitched, Marinelli agreed and, after learning Kojima was looking for someone to play Lucy, introduced the game director to his wife Alissa Jung.

“We did their scan and pcap [performance capture] during the height of the pandemic, but their on-set performance was excellent,” Kojima said. “You can see that in the digitized results from even the small bits of the trailer. I can only thank Luca and Alissa for agreeing to perform when we didn’t even have a script yet.”

Marinelli’s character, Neil, has been one of the breakout reveals from the latest Death Stranding 2 trailer. At its conclusion, we see Neil don a bandanna in the same way Solid Snake would in Metal Gear Solid, before directing a squad of soldiers in the same manner as Cliff in the first Death Stranding.

The casting has clearly been on Kojima’s mind for some time, as has the imagery of Luca donning the bandana. Back in 2020, Kojima talked about how Marinelli had caught his attention, adding: “I think if he donned a bandanna, he’d be a spitting image of Solid Snake!”

While it’s unlikely Neil is some multiversal Snake, the imagery certainly brings to mind Kojima’s legacy with the Metal Gear franchise. Hopefully, he’s picked the right man for the job. For more, check out IGN’s feature, Who Is Kojima’s New ‘Solid Snake’ and Why Death Stranding 2 Looks Like the Closest We’ll Ever Get to Another Metal Gear Solid.

Death Stranding 2: On the Beach is set to launch on June 26, 2025 exclusively on PlayStation 5.

Eric is a freelance writer for IGN.

Monster Hunter Wilds’ Popularity Is Thanks to Story Emphasis, Immersion, and Cross-Play, Series Producer Says

Monster Hunter Wilds has emerged as one of the most popular games of the year thus far, setting records for both the series and Capcom. The reason for its popularity, according to series producer Ryozo Tsujimoto, comes down to story, immersion, and cross-play.

Tsujimoto spoke to The Nikkei (via Automaton) about Monster Hunter Wilds. According to the producer, the biggest factors that influenced the new Monster Hunter’s popularity are an emphasis on story, heightened immersion (citing Wilds being fully voiced), and cross-play.

It might sound a bit strange, but Monster Hunter Wilds does have a surprising interest in the story and “why” behind all of the monster hunting. Alongside the obvious points like cutscenes and a sizeable cast of characters, the low-rank section of the campaign moves along at quite a pace.

In IGN’s review of Monster Hunter Wilds, we noted as much. While the trek to the first credits roll is a little short than you might normally expect, the intent felt like a desire to have more players get through the campaign and see higher-end content.

It might be working, if player numbers are anything to go by. Capcom confirmed that Monster Hunter Wilds surpassed 8 million units sold in three days to become the fastest-selling Capcom game of all time. At launch, Monster Hunter Wilds was charting over 1 million concurrent players on Steam, and helped Valve’s storefront to crack the 40 million concurrent players mark.

Monster Hunter Wilds is due for its first big post-launch update in early April. Title Update 1 will add a monster of “formidable strength at a level above Temprered,” as well as an endgame area to gather. Though there have already been patches for Monster Hunter Wilds, they’ve mostly been addressing bugs and immediate issues.

Eric is a freelance writer for IGN.

Battlefield Fans Are Digging the Leaks, and EA Hasn’t Taken Them Down Yet

Despite requiring players to sign NDAs to prevent details of EA’s upcoming untitled Battlefield game leaking online, it leaked online anyway, with dozens of video and screenshots popping up, showing off what players participating in the game’s closed playtesting have been up to.

As we reported when the leaks surfaced, the footage seems to confirm the “modern” setting previously teased by Vince Zampella, distinguishing it from other Battlefield games. A quick scroll through the Battlefield subreddit gives us plenty of firefights, as well as a taste of the game’s destructible environments and a handful of new mechanics, including the ability to hang off vehicles and dragging wounded teammates out of harm’s way.

Perhaps most surprising of all, however, is EA is seemingly doing very little to combat the leaks.

Most publishers are fiercely protective of leaked early footage as pre-release gameplay can feature incomplete animations, unfinished UI, and less-than-stellar graphics. This time, however — despite the fact players are breaking confidentiality agreements by uploading videos or screenshots — EA has yet to issue takedowns.

Perhaps that’s because, unlike Battlefield 2042’s lukewarm reception, fans seem pretty pleased with what they’ve seen so far.

“I am scared to say that but this game is shaping up very damn well. I hope there are no catches…” said one player, with another adding: “The animations of the weapons moving around while running / doing anything look better than 2042 to me.”

“Dude, even in a pre-alpha state, the explosions, bullets, and projectiles whizzing by, buildings crumbling down, dust kicking up. This has so much potential!” exclaimed another happy player.

“I can’t get over how good the sounds and the destruction look at alpha,” opined someone else.

EA expects its next Battlefield game to launch in the fiscal year 2026, which means we’ll see it released sometime between April 2025 and March 2026. From our first official unveiling just last month, we now know the new Battlefield will include the return of a traditional, single-player, linear campaign, which has been welcome news to players disappointed it was excluded in the multiplayer Battlefield 2042.

Vikki Blake is a reporter, critic, columnist, and consultant. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.