While Amazon have been gradually dropping episodes of their Fallout show‘s second series,a timer has been ticking away. It’s been on the show’s website, which is a little interactive map. Surely this timer, set to expire once the final episode of the series went live, could herald the reveal of Fallout New Vegas or Fallout 3 remasters Bethesda may have in the works, some fans speculated.
Virtual Boy for Nintendo Switch Online + Expansion Pack (we’ll never get over Nintendo’s naming conventions at the moment) is right around the corner, launching on 17th February 2026. But if you’re not keen on splashing out on the $66.99 / $99.99 replica or its cheaper cardboard equivalent, then you might be in luck.
If you happen to have a Labo VR kit lying around gathering dust, then you’ll want to dig it out in the coming days. According to GamesBeat, a Nintendo Treehouse staff member has confirmed that the cardboard peripheral will be compatible with Virtual Boy on NSO.
Generative AI has played “zero part” in Rockstar Games’ creation of GTA 6, Take-Two CEOman Strauss Zelnick has said at the company’s latest financial numbers get-together, where he also indicated the game’s still on to initially release this November. Well, on consoles at least. Though, back in the AI front, the Z bloke also revealed that Take-Two have “hundreds of pilots and implementations” on the go involving the tech.
Borderlands 4 publisher Take-Two has said that development on the game’s Switch 2 version is officially now on “pause” following its last-minute delay.
A Switch 2 port for the Gearbox looter shooter was initially announced during Nintendo’s big April 2025 Direct and then pegged to arrive on October 3, 2025, before its release was scrubbed just a week prior to launch. Pre-orders were cancelled, though Gearbox framed the move as a delay, not a full scrapping of the project.
Indeed, the developer said it hoped to “align” its Switch 2 release with the addition of cross saves to the game — something which now seems to no longer be on the cards.
Speaking to Variety this week, a Take-Two spokesperson has said that work on Borderlands 4’s Switch 2 edition was no longer ongoing, as Gearbox prioritized continued “improvements” to the game on its existing platforms.
It’s a curious situation, not least because the game’s Switch 2 version got so close to release, and had been played publicly in demo form at various events last year, such as at Gamescom 2025 in Cologne. Opinion on the game’s Switch 2 demo was mixed, though Borderlands 4 has also suffered from technical issues even on the more powerful PlayStation 5 Pro and Xbox Series X. The game’s Steam review rating has also suffered from negative comments regarding its PC performance, too.
“We made the difficult decision to pause development on that SKU,” Take-Two spokesperson Alan Lewis told Variety this week. “Our focus continues to be delivering quality post-launch content for players on the ongoing improvements to optimize the game.
“We’re continuing to collaborate closely with our friends at Nintendo. We have PGA Tour 2K25 coming out and WWE 2K26 [for Switch 2], and we’re incredibly excited about bringing more of our titles to that platform in the future.”
Earlier this month, a countdown appeared on the official Amazon website designed to look like a Fallout map. On it are locations in the Fallout map style which, when accessed, lead you to behind-the-scenes information on the show. For example, The Vault 33 outer door, from which Lucy first steps foot into the wasteland, is on the south of the map. The Caswennan, the airship that serves as a soaring fortress for the Brotherhood of Steel, is to the east. And, ahead of the debut of the Fallout Season 2 finale, in the top right was a locked point of interest alongside a timer pointing to February 4.
That got some fans’ hopes up that the countdown was leading to the reveal of the heavily rumored Fallout 3 Remastered, or the equally heavily rumored Fallout: New Vegas Remastered. It turned out to be neither. Instead, it’s yet another interactive node, this time for ‘The Penthouse’ at the top of the Lucky 38 casino, the lair of antagonist Mr. House.
“Once the private domain of Mr. House, it overlooks the Strip with a commanding view of New Vegas, equal parts luxury suite and control center,” reads the official description. “Step back in time to this intersection of decadence and authority!”
Clicking through leads you to a 3D interactive representation of the Penthouse, which includes a short video interview with Mr. House actor Justin Theroux about the genuinely impressive set, photos of the Strip, and even a creature gallery. This is all great if you’re after some extra Fallout information, but not the best if you’d hoped for a new Fallout game. In truth, some had suspected this would be the case. At best, some had said, it would contain a tease for Season 3 of the show.
In a recent interview with IGN, we asked Bethesda development chief Todd Howard if the success of The Elder Scrolls IV: Oblivion Remastered, which has seen over 4 million players since it shadowdropped last year, was a repeatable trick for a Fallout 3 Remastered. Howard kept his cards close to his chest, and reiterated a point he’s been making a lot in interviews lately.
“I will just say that the Oblivion Remaster, we’re really, really pleased with how well it did, it was a very long project too, and not just in how it was received, the ability to shadowdrop it, and the response to doing that,” he said. “I like to do that with games as much as possible. I love the moment that you find out about a game.”
The last mainline single-player Fallout game was Fallout 4, which came out in 2015 and recently saw the release of its Anniversary Edition. The multiplayer focused Fallout 76 followed in 2018, and while fans slowly flocked to the West Virginia-set open-world RPG, it wasn’t until the premiere of Prime Video’s Fallout TV show that the Bethesda series leveled up in terms of attention.
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.
The team-based competitive title Drag x Drive has received two major updates since it hit the court last August, and today Nintendo has released the game’s first update of 2026.
This one is a much smaller patch. It bumps the game up to Version 1.2.1, and apparently addresses some issues to improve the overall game experience. Here’s the full rundown, so if you’ve been encountering these problems during gameplay, they should no longer be a problem once you’ve performed this update:
If you just finished watching the finale of Fallout season two, hopefully, you hung around until the end for its post-credits scene. That’s because within it hides the blueprints for “Liberty Prime Alpha” — a name that will excite you if you’ve played the Fallout games, but may confuse you if you haven’t. Rest assured, though, because we’re here to tell you exactly why you should be eagerly anticipating its apparent arrival in Fallout’s third season.
To cut to the chase, Liberty Prime is a giant robot originally built by the United States Army in the years before the Great War that turned America into the wasteland it is today. A 40-foot-tall metal monster packed with extreme power, including highly destructive head-mounted energy cannons and a seemingly endless supply of throwable explosives, it’s quite the weapon of mass destruction. Think the Iron Giant, but nowhere near as friendly.
Initially conceived in 2072 and planned for deployment against the communist forces of China in Alaska, Liberty Prime never actually made it into battle, despite being fully constructed, as a sufficient power source was never obtained. That doesn’t mean it would never see any action, though, as this colossus appears in both Fallout 3 and Fallout 4. Let’s take a look at what it got up to in those games, as well as theorise a little about how it could be deployed in season three of the show.
Fallout 3
Liberty Prime would sit dormant for many, many years after the bombs dropped, until it was rediscovered in 2255 amongst the ruins of Washington, D.C., the setting of Fallout 3. For over 20 years, the Brotherhood of Steel worked away on restoring the war machine with mixed results, until its eventual revival in 2277. Its first taste of action would come in a battle against the Enclave, where it destroyed many of the shadowy faction’s forces as the Brotherhood laid claim to the fallen capital’s Jefferson Memorial.
The Brotherhood would repeat this tactic for another couple of weeks, with Liberty Prime too strong a foe for the Enclave to handle. But soon this tactic would prove predictable, and the giant robot would eventually be lured into a trap that would see orbital weapons descend upon it. Following its destruction, the Brotherhood attempted to rebuild it, but to no avail. Instead, its shattered remains would be left to rust deep in storage until the next person was bold enough to build it again.
Fallout 4
A decade later, in 2287, someone would try to do exactly that. This time, a chapter of the Brotherhood headquartered in Boston decided that it needed the power of the walking superweapon to turn the tide in its battle for the Commonwealth. This effort would take many years to come to fruition, as Liberty Prime’s components had to be airlifted along America’s East Coast and pieced together in Massachusetts. Such a mammoth effort was required to combat the newly risen synth threat — an AI lifeform created by the scientific faction called the Institute.
A newly improved Liberty Prime MK II, packed with a laser capable of carving tunnels down into the earth and the ability to deploy mini nukes, then took to the streets of Boston. Depending on your actions at the end of Fallout 4, Liberty Prime can either be destroyed again or live to fight another day as it roams the Commonwealth in the service of the Brotherhood.
Fallout: Season Three
So, this brings up the curious case of how Liberty Prime will be deployed in the Fallout TV show. Set in 2296, nine years after Fallout 4, the show could directly tie into the events of the Brotherhood’s Boston bust-up by having Elder Quintus claim components for Liberty Prime from the Commonwealth. However, considering his civil war antics and the death of Paladin Harkness, it seems unlikely his Boston brothers will consider Quintus an ally anymore. It’s also worth considering that the blueprints are for “Liberty Prime Alpha”, which is presumably a model that pre-dates the MK II version deployed in Boston, and perhaps even the original robot created for the Alaskan front. It seems possible that we’ll be seeing a brand new version of the iconic robot, designed especially for the show.
Declaring himself “Quintus the Destroyer”, it seems like the Knights of San Fernando chapter will be on a nuclear warpath next season. But who will be in his crosshairs? Will his mission be to wipe out the other chapters, or will the violence see The Brotherhood put on a collision course with the New California Republic?. Will season three’s apparent Colorado location be the backdrop for their war? The potential imagery of a looming Liberty Prime walking a warpath towards Denver could well be on the horizon. A mile-high robot in the mile-high city? We wouldn’t say no.
Do you think we’ll see a fully rebuilt Liberty Prime in Fallout season three? Or do you think the showrunners have different plans for The Brotherhood’s iconic massive robot? Let us know in the comments!
Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.
The plan was to spend a little extra time to deliver the “best possible experience” on Nintendo’s new system, but it appears the plan has changed. In Take-Two’s latest earnings results (the parent company of 2K Games), the Switch 2 version has been removed from the company’s release schedule.
Within the first three missions of Menace, I am talking to my squads of snappy space marines as if they are action figures on my bedroom floor. “Fan out and move up. Good shooting! That was clean, girl.” My roommates are probably used to me talking to myself when I’m playing video games at this point, but it speaks to how engrossed I got in this turn-based interplanetary war that I was already developing that kind of relationship with it. There’s a lot still missing from the Early Access release. But the tactical, bug-blasting fun is already dialed in.
Probably the biggest way in which it’s obvious that this is an Early Access game is the overall lack of context. I know that I’m a Major on a military ship that suffered some kind of FTL drive accident that destroyed many systems and most of the crew, leaving me as the senior commanding officer. I know that we’ve wound up in an area of space called the Wayback that is home to a handful of interesting, competing human factions and also a species of giant alien bugs. It’s not all that difficult to get a grasp of the basics.
But I’m not actually sure why we’re here, what the original mission was, what kind of faction we’re representing, or what the Wayback even is. Why is it called that? How long have these other humans been here? There are references to some kind of in-game lore encyclopedia, but it doesn’t seem to have been implemented yet. At the end of the day, none of this really gets in the way of my ability to shoot at things. But it does make the early game feel a bit aimless, and I find the setting interesting enough that I’d like to know more.
It’s not like Menace completely doesn’t care about story, either. There is clearly something brewing here, as unfinished as it is, with tension between the Wayback factions and the marines playing out in voice-acted cutscenes every few operations. It’s just unclear where it’s going or what I’m ultimately building up to other than harder missions, better gear, and upgrading my ship. In about 35 hours, I didn’t run into anything that seemed especially like the main plot. There is a steady escalation of stakes and difficulty, though, which at least does a good job of helping me feel like I’m not just spinning my wheels.
Hit the Ground Running
As a squad-based tactics game, man, I really like Menace. The pacing and action economy are so cleverly crafted to encourage you to play in more active and interesting ways. You can’t just set everyone on ov erwatch and creep forward, for example, which is a rut I tend to fall into in similar games. There aren’t a lot of passive or reactive abilities, so victory comes from making proactive choices. Moving up the field requires thinking about who still has turns left to spend, and how you can make sure your advance elements have adequate support if they run into trouble.
Suppression is a huge deal, at least when fighting other humans, and this adds a feeling of authenticity to every firefight. In actual warfare, they say hundreds of rounds get fired for every one that hits a target, and that’s exactly how Menace works. It’s often far more important to keep every enemy in line-of-sight pinned down than it is to inflict casualti es. That gives your second wave safety and freedom of movement to either charge in or flank and win the fight, and this creates a constantly engaging tactical loop. Your own squads who get suppressed will have their action points and accuracy penalized, but will also hunker down or hit the deck intelligently depending on the amount of heat they’re under, further making them feel like real soldiers.
This blends nicely with the fact that every squad is led by a named character you can recruit, level up, and customize. They all have distinct personalities and backstories along with a unique ability that defines them. There’s sort of an over-the-top Jagged Alliance vibe, though a bit less goofy. Jacques, a private security contractor I hired from the Wayback, can regain action points when he’s under heavy fire, so he thrives at the tip of the spear. Marta begins every mission with a major debuff that turns into a strong buff the more turns that pass, making her a clutch asset for closing out a long mission.
And unlike in, say, XCOM, these flagship characters only die if their entire squad is wiped out and you can’t get anyone over to them to render medical aid, so it doesn’t feel like playing a little bit risky will rob you of your beloved blorbos. On the othe=r hand, accompanying each of them (excluding vehicle drivers, which are their own thing) are up to eight renameable squadmates with no dialogue or special abilities. And these guys are… kind of expendable.
Manpower is a limited resource you have to manage on the strategic level, so you can’t just go throwing background extras into the meat grinder all the time. But especially as you get more advanced medical facilities online that can rehabilitate casualties, the grunts kind of become a wager you can afford to risk by making aggressive plays. And this is such a clever way of getting me to command more actively and break out of my usual, turtle playstyle.
Alien Menace
Encountering the alien bugs changes things up quite a bit. They’re much harder to suppress, though heavy losses can force them to flee. And especially later on, some of them are so heavily-armored that your standard assault rifles are all but useless. They don’t really take cover, and a lot of them only have melee attacks. But simply holding your ground and grinding them down at range isn’t always an option. Having to switch up my gear and my thinking depending on what I was fighting, in addition to the wide variety of mission types, made me come up with new tactics constantly.
Squad customization is also deep and satisfying. There is no standard currency in the Wayback, so all gear is either a mission reward or purchased using the barter system on the black market. But even once you do build up enough scrap bombs and alien guts to trade for the best stuff available, there’s a supply budget on each mission that takes into account every piece of equipment and keeps you from simply buying your way to victory. I think this could use some tuning, since it currently feels like the missions are getting harder a bit faster than my supply budget is increasing. It’s almost there. Maybe just a nudge is all it needs.
It seems like a lot of thought has gone into the various veterancy upgrades squads can earn from promotions, as well. They’re pretty well-balanced, feeling powerful enough to be meaningful but not so game-changing as to trivialize combat on their own, like increasing evasion based on how many tiles you moved. Each has a clear role in mind, and almost none feel like they wouldn’t be at least situationally useful. It’s an area of progression where I can really tell developer Overhype Studios has a strong footing in what works and what doesn’t about this genre.
The strategic layer is not quite as well-developed yet. There are a few different things you can buy with the components gained from completing each multi-mission operation. You have ship upgrades like the med bay and the recruiting office for managing manpower, along with armaments that can be deployed from orbit a limited number of times per mission. Then you have loyalty tracks with each of the three major Wayback factions that can unlock their unique buildings, which can do things like give you an extra chance at post-mission loot or allow you to call in supplies in the middle of a mission.
They can be neat, but still feel a bit limited in both scope and depth. It’s a good first iteration, but this is for sure somewhere I’d like to see more love given to over the course of Early Access. There are also only three planets so far, which can start to feel a little samey after a while. More are in the works. Technical bugs have been relatively sparse, though my main file is afflicted by a fairly annoying one right now where my manpower counter seems to be permanently broken.
Highlights from four Crunching Koalas bangers available on Xbox.
All four titles are now Xbox Play Anywhere-enabled.
Each game is available with Game Pass discount starting right now.
Whether you’re playing on console, PC or handheld devices, Xbox Play Anywhere makes it easier than ever to take your games with you – and right now, it’s the perfect time to dive in.
Heading Out – A Wild Road Trip Through America’s Highways
Heading Out is a high-speed road trip with a twist – part racing game, part narrative adventure, and entirely about the journey. As you blast across striking comic book–style landscapes, you’ll make choices that shape your story, meet unforgettable characters, and confront the fears chasing you from the rear-view mirror.
Kamikaze Lassplanes – a Hand-Crafted Anime Story-Driven Arcade Shoot-’em-up
Kamikaze Lassplanes blends a vibrant visual novel packed with humor, heart, and larger-than-life personalities with classic shoot ’em up action. Between missions, you’ll spend time with a colorful cast of characters, make story choices, and uncover their motivations through lively dialogue and expressive anime-style art. The result is a game that’s as much about getting to know your squad as it is about lighting up the skies.
Once Upon a Jester – Improv, Friendship, and Chaos Steal the Show
Once Upon a Jester is a joyful, wholesome story about friendship, improv, and putting on the best show you possibly can. As two aspiring performers chase their theatrical dreams, you’ll explore whimsical lands, make delightfully awkward choices, and stumble through comedic situations shaped by your decisions.
The Gap – Delve Deep into your Own Memories to Unravel the Mystery of your Family’s Affliction
The Gap is a narrative-driven adventure that invites you to explore memory, identity, and the spaces between moments that define us. As you move through fragmented recollections and solve environmental puzzles, the story unfolds in unexpected and often intimate ways. Thoughtful, atmospheric, and quietly powerful, it’s a game that lingers long after the screen fades to black.
If any of these titles catch your attention, grab them while they’re still on discount!
The Gap tells a story of one man’s struggle to find a cure for his family’s illness through the exploration of parallel realities which include memories dear to his heart, forcing him to dive deeper into his psyche.
Joshua Hayes is a neuroscientist, whose family is affected by a rare neurological disorder that slowly eats away at one’s capability and mental well-being. The struggle and fight of the family is witnessed through the lens of his highest and lowest moments. While exploring the raw, minimalist spaces, he comes across items that act as gateways to his past.
Moreover, while taking part in an experimental neuroscientific program, led by a biotech giant – Neuraxis, Joshua unknowingly finds himself entangled in a corporate intrigue.
In hopes of unraveling the web of memories, he’ll need to face a distressing question – can he really trust himself?