Play Your Way in EA Sports FC 26 with the EA Play 10-hour Trial
Juliet NiczewiczSenior Director, Corporate Communications, EA
Summary
The EA Sports FC 26 10-hour EA Play trial is available on Xbox Series X|S, Xbox One, and Xbox on PC via Game Pass Ultimate and PC Game Pass.
Play your way with an overhauled gameplay experience powered by community feedback.
Score a Welcome Pack through October 30 and in-game rewards, such as Ultimate Team Draft Tokens and Clubs rewards.
Game Pass Ultimate and PC Game Pass members can live the most true-to-football experience ever for up to 10 hours in EA Sports FC 26. If they decide to buy, their progress carries over to the full game, so they can pick up the season right where they left off.
Members can save 10% on the full game, FC Points, and other EA digital purchases. Plus, grab a Welcome Pack in addition to recurring rewards, like Ultimate Team Draft Tokens.
Feel the difference with a variety of game-wide changes to key fundamentals and much more in EA Sports FC 26.
Overhauled Gameplay
EA Sports FC 26 changes the game with two distinct gameplay presets. Competitive Gameplay is tailored for online head-to-head play in Football Ultimate Team and Clubs, introducing competitive positioning, fewer auto-tackles, increased passing speed, and more. Authentic Gameplay, however, delivers unrivaled authenticity in Career with more intelligent defenders, corner kicks tuned to match real-world success rates, a sense of real-world excitement during goalmouth scrambles, and more.
Football Ultimate Team
Put your dream squad to the test with Tournaments and Live Events, as well as a refreshed Rivals and Champs experience. Test your skills with up to 4 rounds of knockout football, or add variety with themed competitions and content all season long. New Bounties let you earn additional rewards or accelerate your weekly progress.
Manager Live
Manager Live is a new, always-online content delivery hub that adds a new dimension to Manager Career. Take on a variety of real-world and alternative scenarios throughout the new season, ranging from a few minutes of play to multiple seasons. Whether it’s managing your team after the latest high-profile transfer, starting the season strong with 5 straight wins, or writing your name into the history books by winning a treble, Live Challenges will test all aspects of your managerial prowess.
The EA Sports FC 26 10-hour EA Play trial is available Xbox Series X|S, Xbox One, and Xbox on PC via Game Pass Ultimate and PC Game Pass. Conditions, limitations and exclusions apply. See EA Play Terms for details.
Over the last few decades, soccer (or football, if you’re not from the US like me) hasn’t changed much. Sure, there are new rules, improved tactics, and so much more money involved in the modern game – but at its heart, it’s still all about kicking a ball into a goal more than the other team. So how does a series like EA Sports FC improve each year when the sport it’s emulating isn’t introducing massive changes? For me, it’s about quality-of-life updates, and FC 26 has those in spades. You’ve heard the phrase “death by a thousand cuts,” but this is more like “fixed by a thousand pieces of tape.” It’s not that every problem has been solved, and many of the micro issues like confusing player-switching and weird tackle animations have returned from FC 25 – but at least in my early time with it, FC 26 is inching in the right direction in nearly every aspect.
A phenomenal example of this is the new gameplay presets. In the past, everyone was using the same gameplay style, whether diving into competitive games in Ultimate Team or trying to win the league against CPU opponents in Manager Mode. This year, EA has split things between two different presets: Competitive and Authentic. With the Competitive preset, you can expect the fast-paced action and smarter AI teammates that you might be used to from previous FC/FIFA games. Meanwhile, Authentic will feel more realistic to what you see on the real-life pitch every weekend. Players are slower, and you need to use your tactical intelligence to get into scoring position.
The most important part of this change is that these two options do not impact each other. That means EA can tune Competitive mode however is needed without changing the balance of Authentic mode, something they couldn’t do in previous versions of FC. I’ve only played about a dozen games with each preset so far, but they already feel distinct in a way that is valuable. Players come to FC 26’s various modes for different reasons: Career Mode players want a game that plays as close to real-life a possible, while Ultimate Team and Clubs players want fair and balanced online competition. Those two ideals have sometimes worked against each other in the past, so giving us two totally separate gameplay styles lets EA serve both communities.
What’s strange about the implementation is that the Authentic preset is restricted to offline modes only. That means you can’t even use it in your Squad Battles matches despite them being the only single-player content in Ultimate Team. It’s something I hope is added in the future, as it feels strange not to include all of the single-player content by default, especially when it does exactly that with the new version of the Season Pass.
This might be the worst version of a Season Pass in a sports game yet.
Before diving into some of the other positive changes, let’s go over that Season Pass, as it’s one of the biggest points of contention for me. Last year, EA introduced a paid Season Pass into FC 25 toward the end of the cycle, so we knew this was coming, but seeing it drop on day one does sting. You can ignore it and stick with the free version of the pass, or even earn enough in-game currency to buy it without spending real-world money, but I would argue that this might be the worst version of a Season Pass we’ve seen in a sports game yet.
The issue with FC 26’s Season Pass is that you’re not just earning rewards for Ultimate Team, where people are already (unfortunately) conditioned to spend money. You’re also earning a ton of rewards for Clubs, Player Career, and Manager Career. The latter is where things really get icky, because one of the big draws for FC 26 is that Icons and Heroes are finally available in Manager Mode. For the first time ever, you can take classic players like Luis Figo, Toni Kroos, and Julie Foudy and put them into your Manager Mode saves. It should be a revelation, but instead, EA made the strange decision to lock many of these players behind the Season Pass.
There are several reasons this is frustrating. The first is that you probably won’t be able to acquire enough XP for them by playing Manager Mode alone. EA might implement more ways for non-Ultimate Team players to earn XP, but with how things are currently constructed, you’ll need to dive into that lootbox opening simulator if you want to finish enough of the pass to claim all of the Career Mode rewards. Even as someone who primarily plays Ultimate Team, this change sucks. I already know how bad FC’s monetization can get, and I hate seeing it expanded to more of the playerbase in a way that feels scummy.
As if that weren’t frustrating enough, Career Mode players aren’t likely to earn enough Ultimate Team-specific currency to purchase the Season Pass in that mode alone. That means you’ll need to spend real money to unlock players like Gianfranco Zola, Miroslav Klose, and Park Ji-Sung. Keep in mind, this is only the first Season Pass. If FC 26 continues to lock Icons and Heroes behind future passes, we’ll likely see desirable players like Ronaldinho, Ruud Gullit, and Johan Cruyff tucked behind a paywall as well.
It’s an unfortunate situation that reeks of EA trying to get even more money out of its playerbase than usual. It’s bad enough that Ultimate Team players are being milked dry, but now you can’t even enjoy your offline Career Mode without feeling the pull to spend money.
Most of the modes feature fun updates to their tried and true formulas.
What makes this even more painful is that most of the modes feature fun updates to their tried and true formulas this year. For example, the new Manager Live Hub lets you dive into specific challenges and earn new jerseys for your club. These feel like the next step toward a historical mode like the Negro Leagues option in MLB The Show, as you’ll be challenged to recreate moments like Jamal Musiala’s double with Bayern Munich or take a mid-level club like SK Rapid or Strasbourg to European glory. The classic version of Career Mode is still there, but Manager Live gives you a rotating list of challenges that will test your skill on and off the pitch.
Even Ultimate Team is home to several small yet meaningful changes. Everything from the return of tournaments to the ability to choose the cosmetics on your Evolutions feels carefully crafted to deliver the improvements fans have been asking after for years. We’ll have to wait a month or two to see the impact of the slower Ultimate Team power curve, and I’m hesitant to judge the stability of the servers until they are live for everyone, but my early experience is positive.
While I’m not much of a Clubs player, the new Archetypes have certainly piqued my interest. Without a dedicated group, it’s unlikely I will spend too much time in Clubs, but the Archteype system seems like an improved way to handle progression to my untrained eye. While a meta will surely settle over the mode in the coming weeks, having this clear sense of forward momentum makes me wish I had a group of 10 friends to play with.
I have more to play this weekend, but so far FC 26 seems to provide enough quality-of-life changes that I feel more positive about the on-pitch product after a few years of stagnation. However, I can’t help but be annoyed by how heavily monetized every mode is becoming. I’ve always felt it was relatively easy to ignore the pull to spend extra money unless you wanted to compete at the very top of Ultimate Team, but that’s much less true this year. Now, not even the Career Mode players are safe. FC 26 is EA at its most money-hungry yet, and I can’t help but worry where we’re going next.
CD Projekt looks set to include multiplayer features in Cyberpunk 2, years after similar plans were scrapped for Cyberpunk 2077.
A posting for the role of Cyberpunk 2’s lead network engineer lists the job’s responsibilities as including the need to “develop and optimize multiplayer systems, including matchmaking” with an aim to “address challenges related to latency, bandwidth usage and server performance.”
Applicants will also need to work “closely with game designers, gameplay programmers, and other departments to integrate network features seamlessly,” the job description continued, to “play a pivotal role in designing and implementing the network architecture and online systems.”
As expected, the role is primarily based out of CD Projekt’s Boston studio, where work on Cyberpunk 2 is now underway, while the company’s Polish teams focus on The Witcher 4.
The prospect of Cyberpunk 2 finally achieving the studio’s multiplayer ambitions therefore should not be surprising — though until CD Projekt confirms the features officially, there’s always the possibility these could fall by the wayside once again.
“We really needed to look at what were the priorities for Cyberpunk [after it launched],” Cyberpunk 2077 senior quest designer Philipp Weber said back in 2022. “The priority was that the main experience will run for the people in a really good state, and essentially, the switch of priorities meant that other R&D projects had to go away. With Cyberpunk, we wanted to do many things at the same time, and we just needed to really focus and say, ‘Okay, what’s the important part? Yeah, we will make that part really good.’”
A group of game industry folks including Reigns studio Nerial, Saturnalia creators Santa Ragione and Streets Of Rage 4 outfit Lizardcube have launched Palestinian Voices in Gaming, an international volunteer network to support current and emerging independent Palestinian developers.
First convened in May 2024, the network are currently looking to connect Palestinian game devs with volunteers and funding partners. They’ll provide administrative help to any developer trying to get access to funding, and assistance managing resources and volunteer contributions, once secured. They aim to follow and boost each project from “production to announcement to publication”, and are already working with a range of smaller independent games, many of which explore recollections of pain and loss through speculative fiction and fantasy.
Last week’s Apple Event provided a first look at mobile gameplay from upcoming 3D RPG and strategy game Arknights: Endfield, alongside confirmation of the title’s early 2026 release.
The GRYPHLINE game, set in the same world as the studio’s tower defence hitArknights, featured in a segment showcasing the iPhone 17 Pro. The gameplay demo was shown running on the next-generation A19 Pro chip, which enabled the combat sequences to play out super-smoothly, while the hardware-accelerated ray tracing and 16-core Neural Engine helped the vibrant visuals of the AAA title to shine.
Apple’s post-event press release also exclusively revealed an early 2026 release window for Arknights: Endfield. Following its appearance in the showcase, the game has since featured on multiple Apple channels, from the official website and Apple Newsroom, to other promotional materials for new products.
This high-visibility, pre-launch inclusion indicates Apple’s confidence in the game’s quality and its strong performance on mobile devices – a significant step as previous demos for the exploration, real-time combat and base-building centred game had focussed solely on the PC version. This included a technical test running back in 2024, and a closed beta that took place earlier this year, allowing players to have hands-on experience of the updated combat and AIC factory system.
Arknights: Endfield has enjoyed a major presence at headline gaming events and conventions throughout 2025, including Japan Expo, Anime Expo andgamescom. GRYPHLINE has confirmed that this run of high-profile appearances will continue with a showcase at the Tokyo Game Show (September 25-28).
The Chinese developer is gearing up for a busy Q4, as its 2-4 player co-op puzzle shooter POPUCOM lands on Nintendo Switch. Originally launched on Steam and the Epic Games Store in June, the candy-coloured title – in which you are summoned to an unknown planet to embark on a playful enemy-slaying and puzzle-solving adventure with your friends – featured in the September 12 Nintendo Direct, which revealed a Holiday 2025 release date.
Welcome to Next Week on Xbox! In this weekly feature we cover all the games coming soon to Xbox Series X|S, Xbox One, Xbox on PC, and Game Pass! Get more details on these upcoming games below and click their profiles for further info (release dates subject to change). Let’s jump in!
EA SPORTS FC 26 Ultimate Edition Xbox One & Xbox Series X|S
The Club is Yours in EA Sports FC 26. Play your way with an overhauled gameplay experience powered by community feedback. The new Authentic Gameplay option delivers the most true-to-football experience ever in Career, while the Competitive Gameplay option—driven by refined fundamentals, added consistency, and enhanced responsiveness—is tailor-made for play in Football Ultimate Team and Clubs.
In 1960s Japan, Shimizu Hinako’s secluded town of Ebisugaoka is consumed by a sudden fog, transforming her home into a haunting nightmare. As the town falls silent and the fog thickens, Hinako must navigate the twisted paths of Ebisugaoka, solving complex puzzles and confronting grotesque monsters to survive. Discover a new chapter in the Silent Hill series, blending psychological horror with a haunting Japanese setting.
Justine, a rookie U.S. Marshal, thought this was just another routine case. But when her car crashes in a freak accident at the edge of nowhere, she finds herself trapped in a twisted new world: Hotel Barcelona. In this blood-soaked 2.5D sidescroller straight from your nightmares, you’ll battle through insane horror-themed floors, face killers inspired by the nastiest corners of your local video store, and every time you die, your past-self fights beside you – like a ghost with a grudge!
Speed to victory solo or as a team in a variety of offline and online modes and compete against players from around the world. Build the ultimate vehicle to match your racing style, unlock gadgets to gain the upper hand, and unleash power-up items to bring home the win!
A fantasy strategy game where you lead wildly varied factions as they build grand empires and wage planet-spanning wars on an ever-evolving ocean world at the brink of extinction. Cataclysmic events have wrought havoc on natural order, and the very world will change as time goes on revealing new opportunities for exploration and conquest to the bold and daring.
A sequel to the award-winning, smash-hit original that has been enjoyed by over 10 million fans worldwide. Continue the adventures of Beatrix LeBeau as she journeys to Rainbow Island, a mysterious land brimming with ancient technology, unknown natural resources, and an avalanche of wiggling, jiggling, new slimes to discover.
A 1-4 player co-op action rogue-like. Explore and reclaim a fallen Camelot from the reign of a corrupted Arthur and his Knights of the round table. Play solo or unite with friends to stand off against the Knights of the Round Table. Combine the strengths of your characters in surprising ways and master abilities to become knights worthy of standing off against Arthur himself.
Ready to step onto the court with your favorite team? Choose from 30 NBA teams like the Boston Celtics, Chicago Bulls, New York Knicks, Golden State Warriors, Los Angeles Lakers, Denver Nuggets, and more as you dribble, and dunk to victory. Play on team-themed courts with energetic mascots and crowds. Can you beat the buzzer?
Pac-Man World 2 has been modernized, enhanced, and upgraded! The Ghosts snuck into PAC-Village and stole the Golden Fruit, unwittingly freeing the all-powerful ghost king, Spooky! PAC-MAN must venture across PAC-LAND to reclaim the Golden Fruit and put a stop to the dastardly Spooky!
Baseless is a challenging planet-jumping shooter. Blast from planet to planet with 360° gravity, creatively demolishing every enemy in your path. Fire powerful weapons, rescue cute friends, and discover a galaxy worth fighting for!
Brews & Bastards is an intoxicating dungeon crawler, overflowing with action-packed combat, potent brews and outlandish bosses. Select from a group of inebriated heroes and blast your way through hordes of drunken demons in search of the stolen Brew Stone.
A thrilling “Find-the-Difference” game with a hidden object twist. The notorious Cheddar Mafia is spreading chaos across Asia, and only SpotCat can stop them. Explore vibrant, hand-drawn scenes from different countries, spot the subtle differences, and stay sharp—mafia rats can appear when you least expect it.
Hyper Team Recon is an adorable 3D platformer about three aliens and their adventure across Earth! Three energetic alien slimes, Ember, Penny and Lite, are tasked to travel to Earth to learn more about the lifeforms inhabiting the planet, using their species’ unique morphing abilities to disguise themselves as girls to keep a low profile!
Journey once again into a malevolent world inspired by H.P Lovecraft’s myths where madness awaits on every corner. Embark on a path to salvation as you continue the story of the Priest character from the first installment. How long can you balance on the edge of sanity? Will your sins be forgiven, or your soul consumed by madness?
The magical Shell that has protected the Kingdom for centuries has been shattered. Hordes of nightmarish creatures now overrun the Kingdom, terrorizing its inhabitants. The White Temple, which has stood guard over the Kingdom for centuries, cannot face this threat alone. Explore the lands of the Kingdom, fight hordes of nightmarish creatures and powerful bosses, find secrets, help inhabitants in distress and stop the impending catastrophe.
Radiant: Guardians of Light is a fast-paced co-op action adventure where magic, teamwork, and powerful gear come together to decide the fate of a kingdom. The kingdom of Helia is under threat, and only the Guardians can push back the darkness. Explore stunning hand-crafted worlds, face massive bosses, and master elemental powers as you fight to rescue those you love.
Do you know who pioneered the world of detective fiction and whose legacy still leaves us guessing? Discover the eerie genius of Edgar Allan Poe in The Fall of the House of Usher, reimagined as a thrilling hidden object adventure – now fully optimized for Xbox!
Ink Enigma: Hidden Object Challenges turns every hand-drawn puzzle page into your personal sketchbook. Scan the scene, circle each secret, and watch the artwork come alive with your own signature ink.
Full Throttle Parking is a 100% physics-based arcade racing game. Your mission is clear: speed through tricky obstacle courses, collect every checkpoint, and park your car precisely in the marked spot — all in the fastest time possible.
Precision. Speed. Survival. Dive into a deadly forest in this fast-paced action platformer. Battle fierce enemies, dodge traps, and uncover hidden emeralds across 10 challenging stages. Master melee, ranged, and aerial attacks to survive escalating threats and unlock powerful upgrades. Only the sharpest reflexes will reveal every secret.
Get ready to hop into action in Bunny Pit Stop, a puzzle game where a clever rabbit mechanic takes center stage. Inspired by the classic push-and-place style, your mission is simple but tricky: push cars into their maintenance bays and keep the garage running smoothly.
Learn circuitry and electronics engineering in a fun way with concepts simple enough for beginners but engaging for enthusiasts! Awaken your inner engineer once again with the brainteasing circuitry of Electronics Puzzle Lab 2! In this fun and educational 3D puzzle game, your task is to inspect circuit boards and adjust power LED lights. Take a seat at your workbench, cut wires, flip switches and more as you trace the path of the current. Start with basic puzzles and progress to advanced challenges that will test your limits in logic and electronic knowledge.
Join the Celebration! In this cozy hidden-object adventure, cats and friends gather to explore creativity, connection, and self-expression across two lively scenes. Every detail invites you to imagine stories unfolding in a world where music and learning bring everyone together.
A tactical survival horror game where you must manually do every action from reloading to moving. Juggle movement and firing and plan entrances to avoid getting swarmed. Drag yourself through the corridors of a secret research lab on a remote asteroid, fight off horribly mutated monsters, inject countless syringes of vaccines, and survive at all costs.
Frozen Rune is a challenging 2D platformer with 30 levels full of traps and obstacles designed to test your precision and skill. The goal is simple, but far from easy: collect the powerful Ice Rune to open the magic door and advance to the next level. Each stage introduces new progressive challenges, where a single mistake is costly — if you take damage, you must restart the level. This mechanic increases the intensity of the experience, turning every achievement into true overcoming.
Meet the cat who loves milk… and with every sip he gets longer and longer! Mommy Cat asks you to return the lost kittens home, which means you must use your unusual talent to get through tricky puzzles, jump over traps and reach the most unexpected corners of the levels. Collect milk, become longer and help Daddy Cat reunite the whole furry family. Meow!
In Death on the Nile, a peaceful cruise on the Nile is disrupted by a terrible crime. Thankfully, famous detective Hercule Poirot is onboard. Meanwhile, a private detective is tracking a murderer, leading her from London to Majorca, New York, and finally to Egypt. The two investigations collide at Abu Simbel. The dynamic duo will solve a complex case full of twists and turns. But the story doesn’t end with the book, and it still holds many mysteries and twists, even for Agatha Christie fans.
Extremely Powerful Capybaras features multiple exciting stages, hilarious (and deadly) foes, and the action will keep you busy for a long time with epic difficulty challenges and modifiers to make each run a thrill! Brave the chaos solo or with up to 4 friends in local and online multiplayer, forge your path through hordes of enemies, gather capy-powering weapons & skills and embrace your inner capybara in this action-packed bullet heaven frenzy!
Wipe out smaller enemies and clear projectiles from the screen, or power up larger enemies, making them harder to defeat… The greater the risk the higher you’ll score, and you can even curse yourself to increase your damage to overcome more challenging enemies.
Brilliant gaming fun for the whole family! Split screen mode for up to 4 players, over 50 different courses, the widest variety of aircraft and thrilling challenges provide for all sorts of gaming enjoyment!
In the heart of the Caribbean during the Golden Age of Piracy lies the Republic of Pirates, a powerful alliance of crews united by their shared ideology and collective ambitions. But while the early days of the confederacy were prosperous, greed and jealousy soon spread, leading to a vicious mutiny and a final bloody breakup.
Napoleon Maiden Episode.1 A maiden without the word impossible
Shoichi Sakikawa was a normal, second-year high school student. Or, he was, until he woke up from a car accident only to find himself trapped in mid-revolution 19th century France. What saved him from an onslaught of bullets was a girl armed with a sword. “I am Napoleon Bonaparte. And one day I shall be ruler of all France.” Having been saved by this “Napoleon” in the form of a girl, Shoichi ends up accompanying her on her quest. But in this world, not only is the past distorted, but the gods grant chosen girls the gift of greatness, who in turn fight one another using superhuman abilities known as “Apocalypse.”
Crystal Veins is a charming 2D platformer adventure that blends lighthearted cartoon visuals with intense subterranean challenge. Players take control of Toby, a rookie miner who wakes up trapped deep underground after a mysterious cave-in. With only his pickaxe, helmet, and a flickering lantern, he must dig, dodge, and dash his way through a forgotten mine full of secrets and dangers.
Assemble towers by flipping pieces to get the right color on top, stack pieces of the same color to assemble a tower in a mysterious futuristic atmosphere. Use the rules of the famous Tower of Hanoi puzzle, where a larger piece cannot be on top of a smaller one.
A short interactive play about a young postwoman in a tight-knit rural community. In the outside world, WW2 rages at its apex. Nadia is thirteen. She delivers papers, letters. And death notifications to families of those killed in action.
Embrace two forms in this unique puzzle-platformer! As a solid cat, leap and run through treacherous platforming challenges. Then, dive into a pipe and transform into a liquid cat! Rotate the pipes to solve intricate puzzles and create a safe path to the exit. With 40 progressively difficult levels, Liquid Cat offers a refreshing blend of fast-paced action and brain-bending logic.
Join pilot protagonists Rock and Stan for an arcade sky battle experience built for one or two players. Control a military helicopter capable of rapid fire and maneuver through the clouds while harnessing incredible firepower. Obtain devastating weapons and bombs, shoot down imposing bosses, and unlock 3 additional modes of play. Become an ace fighter pilot and take down five intense levels of enemy air force!
Run and collect stickmen of your color to grow bigger and more powerful! Outsmart traps, avoid danger, and smash everything in your path. The bigger you grow, the more unstoppable you become!
Put on those cowgirl boots, style your new horse, and start racing like a champ! You were looking forward to chilling this summer in NYC, but your plans have changed. You’re sent to middle-of-nowhere Kentucky to spend the summer with your grandma on a star-stable horse farm. Soon, you realize that this summer adventure holds untold potential! The horse farm becomes your heaven, and with each passing day, you grow closer to your loyal companion – a graceful horse with whom you’ll weave your own unique horse-riding tale!
User-made mods should not be considered prior art, Nintendo has argued, as part of the company’s lawsuit against Palworld developer Pocketpair.
Nintendo’s claim appears to be an attempt at blocking Pocketpair from using popular Pokémon mods as evidence that the franchise’s patented gameplay was already being featured in other games elsewhere.
The argument put forth by Nintendo — essentially, that mods require a separate base game to function, so therefore are not art by themselves — has raised eyebrows across the games industry and among Pokémon fans alike, with many suggesting it could have far-reaching consequences if accepted by a judge.
Writing in Games Fray, which first reported the development, games industry reporter and legal analyst Florian Mueller described the suggestion that gameplay ideas or innovations featured in mods were not viable as prior art as something that showed “utter disregard for the enormous creativity” of many mod makers.
Additionally, and perhaps more concerning from a legal perspective if accepted, the ruling could potentially open the door to mods being considered “fair game” for patent thieves, who could swoop in and incorporate the same ideas into full game releases — which would then be protected.
“Patents are a special monopoly granted by the governments of the world to encourage creative invention,” business lawyer and creator of the Virtual Legality podcast Richard Hoeg told IGN today. “If something already exists in the world, some new person is not allowed to claim they invented it and get that protection.
“We call everything that already exists ‘prior art,’ and it would be ludicrous to exempt any piece of game design from that category simply because of how it’s stood up in the software. The mechanism for access shouldn’t really matter. It exists. It makes things like it in the world non-novel and thus not subject to protection. We don’t give out monopolies to second place.”
Will Nintendo succeed with its claim? Mueller suggests it is unlikely, as courts typically reject any attempt to narrow what can be considered prior art — with Nintendo taking an “extreme position” here. But time will tell, as the lawsuit shows no sign of winding down.
While Nintendo’s legal threats continue, Pocketpair is busy putting together Palworld’s big 1.0 release, due at some point in 2026. In the meantime, development will focus on removing “jank” from the game, communications director and publishing manager John “Bucky” Buckley said earlier this week, though a smaller winter update is still planned.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
On January 20, 2026, students at the University of Tennessee will attend the world’s first Grand Theft Auto college history class. That’s right: we got a GTA college history class before GTA 6.
‘Grand Theft America: U.S. History Since 1980 through the GTA Video Games’ was devised and will be taught by history professor Tore Olsson, who eagle-eyed IGN fans might remember from our coverage of his Red Dead Redemption American history class — another world first. Accompanying that course was Professor Olsson’s book, Red Dead’s History, and its audiobook narration by none other than Arthur Morgan actor Roger Clark.
It turns out, Professor Olsson had planned to launch his class with GTA 6 firmly under his belt, but Rockstar’s high-profile delay to May 2026 dashed those plans — just as they did those of so many video game publishers. So, with what will no doubt be the biggest entertainment launch of all time waiting in the wings, Professor Olsson will soldier ahead.
In this wide-ranging interview with IGN, Professor Olsson discusses why Grand Theft Auto was the right choice for a history class after Red Dead, what the GTA games get right and wrong in their portrayal of contemporary America, and the place of GTA 6 in the class. But perhaps most important of all, we ask the question: will playing the Grand Theft Auto games count as ‘studying?’
IGN: What’s the basic idea behind this class?
Tore Olsson: Video games are great at conjuring fictional worlds, but they also impact players’ thinking about real-world times and places. And just as Red Dead Redemption 2 has shaped folks’ perception of the nineteenth-century American West or Ghost of Tsushimahas informedtheir vision of feudal Japan, millions of people around the globe imagine contemporary America through the lens of the Grand Theft Auto franchise. Just think of how many GTA veterans have recognized landmarks in Los Angeles and New York thanks to their hours in Los Santos and Liberty City!
In my class, I take seriously GTA’s fictional representation of the United States: its characters, its urban and rural landscapes, and its storylines. And I use that world as the framing device for a serious history class that examines what’s actually taken place in the United States over the last half-century. The class is much more about American history than the games themselves, but GTA provides the framework that structures our exploration of the past. My hope is that after the class, students will never look at these games, or modern America, the same again.
IGN: The Red Dead Redemption series, which you’ve worked with in the past, is obviously historical in its framing. Few people think of the Grand Theft Auto games in the same way. How can the GTA games’ contemporary setting serve as the backbone of a college history class?
Tore Olsson: Of course, most folks wouldn’t put GTA in the same category as games set in distant eras, like Red Dead, Assassin’s Creed, or Kingdom Come: Deliverance. But because the franchise is now nearly 30 years old, and because some of the early titles were set a decade or two before their release date, the games capture a particular historical epoch: the United States from 1980 to the present. Vice City Stories (set in 1984) and Vice City (1986) cover the 1980s. San Andreas (1992) and Liberty City Stories (1998) speak to the ‘90s, and then 3, 4, 5, and soon 6 provide different snapshots of the twenty-first century.
I really believe that the years between 1980 and today mark a distinct and cohesive era in American history. If we want to understand the divided and unequal U.S. of today, we have to grapple with what’s happened in that time. 45 years ago, the political fires that burn so hot today were much cooler. Most Americans got their news from the three TV networks – ABC, NBC, and CBS – which presented a very centrist spin on controversial topics. In 1980, the average CEO earned about 25 times the salary of their rank-and-file employees; today it’s nearly 400 times as much. 45 years ago, just over 5% of Americans were immigrants; today the number surpasses 15%. And the U.S. prison population quadrupled between 1980 and 2005.
In many ways, the America of today is unrecognizable from its 1980 version. In my class, we’ll explore how all of this came to change – and we’ll use the fictional world of the GTAgames as the window for this exploration.
IGN: What do the GTA games get right in their portrayal of contemporary America? What do they get wrong?
Tore Olsson: Unlike Red Dead Redemption and other historical games, the GTA franchise is a satirical parody of the past (and present), rather than an attempt at faithful recreation, which means it’s almost a waste of time to list what it gets wrong. But just for fun… here’s a few. Every GTA game depicts an America plagued by violence and criminality. This is rather ironic given that homicide and car theft, as two examples, plunged dramatically from the early ‘90s until the pandemic. The games imagine an America largely without suburbs or traffic. (Have you ever actually visited L.A.?) They present a society where most women seem to find their primary employment in sex work, and where people of color are often gang members. It’s not hard to see the flaws (and ugliness) in such a portrayal. Or what about the fact that no vehicle seems to have door locks?
But I find the games much more interesting – and useful in the class – when their parody rings true. For example, Los Santos, Liberty City, and Vice City are each home to bustling container ports – what 5 calls “the orifice of American capitalism” – that often sit near rusting manufacturing districts. This is spot-on: arguably no technology was more transformative of post-1980 America than the shipping container, which facilitated the global outsourcing of U.S. industry. Or there’s GTA’s radio stations, where much of the games’ sharpest social commentary takes place. In 4 (set in 2008) and 5 (2013), we encounter a highly polarized media landscape where rival political commentators spit acid at each other from separate stations. But the talk radio of the Vice City and San Andreas era are very different: here, an assortment of weirdos debate each other on a single station. It’s an interesting (and perhaps unintentional!) reference to how in 1987 Ronald Reagan began the deregulation of television and radio with the repeal of 1949’s “fairness doctrine,” which paved the way to overtly partisan networks like Fox News and MSNBC.
IGN: Can you give an example how you plan to use the games’ storylines to teach historical content?
Tore Olsson: I’ve invested more hours than I care to admit in playing these games, and I’m eager to use their plots and characters to teach big historical topics. I’m perhaps most excited to use San Andreas, set primarily in a fictional Los Angeles of 1992. As many know, the game follows Carl “C.J.” Johnson as he returns to the West Coast, seeking to evict drug dealers from his neighborhood and then free his brother from prison, while crooked cops seek to derail his plans. The narrative climax of the game comes when these police officers are found innocent of their crimes, which triggers a vast urban rebellion against the miscarriage of justice. “Los Santos will burn tonight,” declares an in-game news anchor ominously.
It’s probably obvious to many that this drama is an allusion to the L.A. Riots of April and May 1992, one of the most significant turning points in contemporary U.S. history, but also one that is widely misunderstood. Explaining the origins and meaning of this violent convulsion is a key goal of my class. Most folks understand the 1992 riots as a knee-jerk reaction to the videotaped police beating of Black motorist Rodney King and the near-total acquittal of the officers charged. But that explanation lacks backstory and context, some of which San Andreas hints at, but much of which is absent from the game.
Immigration, policing, capitalism, drugs, government policies – these are all towering dilemmas of contemporary America. And it’s my plan to use GTA’s allusion to them as the entry point for a history that I hope will be fresh and timely to many students.
IGN: How can a less-than-serious video game be the foundation for a serious college class?
Tore Olsson: It might surprise or even shock some folks to learn of a college class built around the fiction of a video game, and especially this franchise. But video games have by now moved from the margins to the mainstream. Other forms of pop culture have made the same journey before. 50 years ago, it would have been unthinkable to find a “history of rock’n’roll” class at a college or university, thanks to the music’s edgy and risqué reputation. Today, that exact course is one of the most popular at my institution. Perhaps a generation from now we’ll see many more courses built around the digital fiction of games.
When it comes to GTA’s unique brand of unseriousness, I’ve certainly played enough to become familiar with its cynical, irreverent, and crude sense of humor. Sometimes this is amusing; often it’s not. In my class, I’m steering clear of the games’ most distasteful satire. Instead, I’ll be emphasizing the elements that are most evocative of big social, cultural, and political paradoxes – of which there’s plenty.
And from day one, I’ll take great pains to establish that this is a serious college class that will handle weighty and difficult topics, which we’ll always approach with sensitivity and respect. I’ll make clear that my classroom is a professional environment for students, nothing like their friend’s basement where they may have played GTA for the first time. I’m confident that my 20 years of experience teaching challenging subjects – and my four years of working through such material via the Red Dead games – have prepared me to navigate the unique demands of teaching through a complex piece of pop culture like GTA.
There’s also the question of GTA’s nihilistic violence, which has been the subject of controversy many times during its career. In no way do I celebrate or endorse that digital bloodshed. Indeed, the core message of my course is profoundly anti-violent, revealing the common humanity and strivings of all Americans. My hope is that students will walk away from this class with the understanding that Americans are divided today because powerful forces profit from that division, and that a more harmonious future is possible.
IGN: Has there ever been a class like this before?
Tore Olsson: Not really! Certainly there have been other college classes built around pop culture, whether Taylor Swift or HBO’s The Wire, and there are other historians who teach using video games – though it’s fairly rare to see instructors frame a class around one particular game franchise. There’s been a game design course at a Canadian university on GTA, but its goals are very different from what I’ll do as a historian. I’ve searched far and wide but have come across no previous examples of instructors in traditional disciplines who’ve made these games central to a class – which is rather surprising, given how astoundingly popular GTA has become in the last two decades.
IGN: Are students required to buy or play any of the games? Will playing the games count as ‘studying?’
Tore Olsson: I bet many students would embrace that kind of studying! But no, I’m afraid they will be disappointed on that count. As with my previous courses on Red Dead Redemption, I don’t require students to own or play the games during our semester. I’d be anxious asking cash-strapped students to buy a pricy console or gaming PC plus the games themselves. And I never examine students on the fictional content of the games; there’ll never be an exam question about Trevor Philips or Niko Bellic.
However, that’s not to say that the games will be absent from the class – far from it. I begin each lecture by showing game footage or screenshots on our topic of the day. Sometimes I’ll pull out a controller and briefly play on my laptop and projector – perhaps loading shipping containers in the Port of Los Santos – before proceeding to the core historical content. I expect many students will be familiar with the GTA franchise, though ultimately their knowledge of game lore won’t do much to earn them an A. Yet I do hope that their passion for the games’ fictional world will inspire a similar dedication for learning the history that informs the games in the first place.
IGN: What is the place of GTA 6 in the class?
Tore Olsson: I had originally hoped that it would be a major part! I first began planning this class more than a year ago, when GTA 6 was scheduled for release in late Fall of 2025 – well-timed for the start of our semester in January 2026. Of course, the recent delay to May 2026 made that impossible. So yes, that’s why we got a GTA college history class before we got GTA 6! (I really hope 6’s release date doesn’t fall during Spring final exams week, because I’d be very worried about my students’ ability to concentrate…) I certainly plan to integrate the new game into future versions of the course, but for now I’ll have to rely on the older games. Thankfully that’s a ton of material.
IGN: Is it a coincidence that you’re turning to another Rockstar game after RDR, or is there something unique about that developer’s game formula that allows a historian to base a course around?
Tore Olsson: I don’t think it’s a coincidence. Few developers rival Rockstar in terms of the granular detail that goes into their games. But I also think Rockstar is rather rare in their eagerness to comment on the social fabric of American life. Their games – from L.A. Noire through Red Dead through GTA – are all interested in saying something about the unique strangeness of the American experiment. What they say is sometimes thoughtful, sometimes not – but that they’re trying is fascinating.
IGN: What advice do you have for folks who are curious about your class but are not students at the University of Tennessee and can’t enroll in it?
Tore Olsson: First off, follow me on social media – on X/Twitter, Instagram, and TikTok – where I’ll be sharing regular updates about what we’re doing in the class, and my thoughts on GTA 6. I loved the work of adapting my college class on Red Dead Redemption into a book for wider audiences, and it was a dream to work with Roger Clark as the book’s narrator. So I’m very much considering the possibility of doing the same with ‘Grand Theft America’ – perhaps with an equally perfect audiobook narrator? Stay tuned!
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.
I confess, after reading the comments on yesterday’s Endless Legend 2 early access impressions, I am mortally afeared that I’m one of those accursed “positive outliers” I keep reading about in the Gamer Witchfinder Almanac. Seemingly, a fair portion of you were turned off by the recent Steam demo. You may be interested, then, to read specifics about how Amplitude have changed the game in response to demo feedback.
There was really only one way to enhance the prospect of an Antarctic open world game with a choice of playable penguins that’s actually a fractious retelling of Lovecraft’s Mountains of Madness, created by the developers of Umurangi Generation. And that one way was to hire Lenval Brown, narrator for Disco Elysium‘s special edition, to voice the first proper trailer. And also, make the trailer look a lot like John Carpenter’s The Thing. No further words from me are needed or desired. Find the footage below.