Insomniac’s Spider-Man 2 Swings Past 10 Million Sold

Insomniac’s Marvel’s Spider-Man 2 has hit another sales milestone: it’s now up to 10 million copies sold as of February 4, 2024.

Sony said previously Spider-Man 2 was the fastest-selling PlayStation Studios game over a 24-hour period when the PlayStation 5 exclusive sold more than 2.5 million copies in a day. That sales milestone put Spider-Man 2 ahead of Sony Santa Monica’s God of War Ragnarok at the top of the PlayStation day-one launch sales chart.

Spider-Man 2 went on to sell five million after just 11 days on sale. And now, Sony has confirmed it’s sold 10 million after 107 days on sale. To put that into more context, Marvel’s Spider-Man, which launched on PlayStation 4 in 2018, sold nine million copies after 80 days on sale, and 13.2 million after 325 days on sale.

The release of data stolen from Insomniac late last year revealed internal concern at the growing cost of the developer’s games. According to Kotaku’s report on the breach, Spider-Man 2 development costs ran $30 million over the original $270 million budget, and ultimately needed to sell 7.2 million units to break even. The latest sales figures suggest Spider-Man 2 has now veered into profitable territory, although Sony has yet to confirm that itself.

While Spider-Man 2 appears to have been successful for Sony, the company signaled a sparse year for big first-party exclusives. Sony said it will not release any major existing PlayStation franchise games before April 2025, ruling out big new sequels in the likes of its God of War and Spider-Man series.

What’s next for Insomniac? Spider-Man 2 gets its long-awaited update in March, and is working on a Wolverine game for PS5.

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.

Video: Digital Foundry’s Technical Analysis Of Tomb Raider I-III Remastered

“What’s here is generally very well done”.

Tomb Raider I-III Remastered arrives on the Switch this week and the tech experts at Digital Foundry have already got a video up about the performance and frame rate across each system.

In case you missed it, the Switch version of this remaster runs at a native 1080p and 60 frames per second in docked, and 720p at 60 frames per second in portable mode. Digital Foundry also notes how it did not encounter a single frame rate hiccup, so it really is a silky smooth and “near perfect” experience in terms of performance.

Read the full article on nintendolife.com

Nintendo’s New Princess Peach Game Appears To Be Running On Unreal Engine

A few other titles have also made use of it.

During the Switch generation, Nintendo has sometimes developed the odd title on a different engine. We’ve seen Yoshi’s Crafted World and more recently Pikmin 4 utilise the Unreal Engine and now it appears the upcoming release Princess Peach: Showtime! might have also been created in Unreal.

This discovery stems from a post on social media (shared by Akfamilyhome via X), which shows the Chinese game box for Peach’s new game, and on the back of it, you can see the Unreal Engine logo:

Read the full article on nintendolife.com

Get To Know Our Team: Evie – Game Release Support Manager

Get To Know Our Team
Evie
Game Release Support Manager

Hi, everyone! Wynn, here. Back with another Xbox Insider Team interview. Today we’re chatting with Evie—a Game Release Support Manager who helps Xbox launch and support their first-party titles. How’s it going, Evie?

It’s going really well, Wynn! Very excited to be here talking with our Xbox Insiders.

Well then let’s dive right in. Let’s tell everyone a little about Evie.

Well, first things first. I’ve loved gaming my entire life. So much so that I knew from a fairly young age that I wanted to go to school for game design / work in the gaming industry.

Was there a particular game or experience that influenced that decision, or was it something you just always wanted to do?

A little bit of both. I always thought games were awesome, but there was a specific moment that really solidified my decision. My older sister had gotten stuck on this mission in the original Assassin’s Creed game. Well, I was watching her, and she asked me to try and get her past this one spot—as she was heading out to meet some friends—but to stop after I finished that mission. She didn’t want to miss any of the story.

Haha. I think I see where this is going.

Oh yeah. I literally couldn’t stop playing! I beat the rest of the game that night; I just loved it. The way it blended real history into the story was just so fascinating to me. I had never played a game like that before. Then, I played the second one when it came out a few years later, fell even more in love, and the rest is history. From that point on, I knew I wanted to make games that impacted others the same way that the Assassin’s Creed series impacted me, so I went to school for game design and graduated with honors in 2021.

Much better than my route. Loved games and wanted to go to school for it. But I ended up dropping out of college to go the “starving artist” route. Did a lot of starving and much less art than I would’ve liked.

Oh, I feel that! Everyone’s journey is different, for sure, and mine had its ups and downs. I loved every second of my game design college experience, though. It was a really tough curriculum, but it pushed me to be a better artist and I’m grateful for it.

So, you’re fresh out of college, ready to design games. What happens next?

It’s funny you should ask. I actually started at Xbox the day after I finished college! The timing was unreal. I legit turned in my last college assignment at 6:00pm on a Sunday and then started at Xbox at 9:00am the next day.

All right. Well, I’m unbelievably jealous. That’s incredible.

It really was. A few years before Xbox, I was working at my local mall at a LUSH cosmetics store that was across from one of those Microsoft Specialty Kiosks. I was always over at the kiosk talking to the team about the newest games and tech during my breaks. When a spot opened on their team, they told me to apply since I was so passionate about the industry… and I got it!

Oh, that’s sick! I started off in MS Retail as well. Love to see fellow Retail peeps making it big.

Absolutely! My time at Retail was a lot of fun—I met amazing people, made a lot of great memories, and I learned a lot. But, of course, it wasn’t without its own struggles.

Pray tell?

Well, barely three months after I started at Microsoft, they closed all of the Specialty Kiosks. I lost my job. I was seriously so devastated. The remaining Microsoft “full-line” store in my city only had a single spot on their team available at the time, and everyone I knew that got let go applied for it. For some reason, I just knew that my story with Microsoft wasn’t finished yet, so I applied for it too. I really hoped that they’d see my passion/potential and give me a shot despite only being with the company for a few months. Thankfully they did, and I got the role!

Then, less than a year later in March 2020, all the physical Microsoft Stores permanently closed due to COVID. All retail folks were moved to digital sales, which I did for about a year and a half while I was finishing school. About a month before I graduated, they opened a nationwide offer for 10 people to join Team Xbox. There were hundreds and hundreds of people that applied, and I was able to be one of those lucky 10!

Wow! That’s impressive. Literally batting 1.000 with your survival streak.

Yeah, I’m incredibly grateful for all the opportunities that I’ve had throughout my Microsoft career.

Big same. So, you get this Xbox gig. Was that on this team?

Not originally. We all started as Customer Success Managers who worked on the Xbox Forums. We answered questions and escalated issues that customers were reporting. We’ve all since spread throughout Team Xbox, and a few of us made our way over to this team!

Excellent. Love to hear there’s even more Retail people here.

So, I know you’ve only been on the team for a couple of years, but has there been anything you were just super psyched to work on?

Working with the first-party studios—like Turn 10 and Bethesda—has been the most exciting thing I get to do on the daily. Which is actually part of what I was most stoked about doing last year. I supported Bethesda with the Starfield launch! Working with the studio and developers during the months leading up to the launch was an amazing experience.

What a coincidence! The Starfield launch window was literally when I was finding out I was getting this role, so it holds a special place in my heart too.

Aw, I love to hear that! That’s amazing.

Is there anything you’re working on right now that you can tell us about?

Unfortunately, things have to be a little tight-lipped for most of my projects. I’m working on some exciting releases throughout the rest of the year, so I can say that our Xbox Insiders should be on the lookout for some cool game flights coming down the pipeline!

We absolutely love to see it.

Okay, let’s do some rapid fire. Normally I start with favorite game, but we’ve got that covered. What’re you jamming to recently music wise?

My music tastes are seriously all over the place. I like to listen to everything from hardcore to indie folk. Phonk and Darkwave are probably some of my favorite genres right now. I really like to listen to that kind of stuff while I’m gaming, especially when it’s games like CoD.

I’ve also been super into the band Heilung recently.

I’m not sure I’m familiar with them.

They’re the band that’s doing the soundtrack for the second Hellblade game!

Oh! The one we had on stage. That’s super cool.

Yeah, I saw them in concert a few months back and I just cannot stop listening to their music. Listening to them and seeing them live is like being transported back to the Iron Age. I think they’re just amazing.

I’ll have to check out their stuff then.

Moving on. Any shows you like to binge or movies you like to re-watch?

I really like binging competition shows. Like, I will drop everything and binge The Great British Baking Show whenever a new season drops! I’m also shamelessly into romance / period pieces like Bridgerton or Outlander. Scary shows like The Haunting of Hill House, and the French horror series Marianne, are some additional all-time favorites.

All of Mike Flanagan’s Netflix stuff is top tier. The Fall of the House of Usher was sublime.

Right? He’s so good.

Aside from shows, I do have a few comfort movies. The Dark Knight trilogy is a fave. The 2005 Pride and Prejudice is amazing. Oh, and I love The Lord of the Rings trilogy… Extended Edition only of course. Those get yearly rewatches for sure.

I’m resisting the urge to spend the next 15 minutes debating which Pride and Prejudice is better, but I’ll just say that Colin Firth is the best Mr. Darcy.

Mmm. Agree to disagree! Haha.

Do you have any interests or hobbies outside of gaming/tech?

Let’s see. I cross-stich, I garden, I just started making candles, and I really like baking.

Oh, and I want to start making mead!

Oh, got it. You want to live in Pride & Prejudice. This is all making sense now.

You’re not entirely wrong! I also love animals, always have. I volunteer for a wildlife rescue on the side, which came in handy a few months ago when I had to save a bat that flew into my apartment.

I’m sorry. What’s good?

Haha. Yeah, it was pretty intense.

I bet! I’m kinda petrified of bats because of the whole, “They can bite you without you knowing and transfer a disease to you that kills you before you know you’re infected” thing.

Like a totally rational person.

That was definitely something I was keeping in mind! Bat bites and diseases are no joke. Luckily, I took many precautions while handling / caring for it, before delivering the little one to the wildlife rehab center the next day.

Well, aside from apparently being a professional bat-wrangler, is there anything else of note?

Another neat thing about me is that I am a twin! Fraternal, not identical. She’s awesome. We’re super close and she’s my best friend. Also, in case anyone is curious, I am the older twin. By two minutes!

As an older sibling, I know the importance of making that distinction.

Well, it’s been great chatting with you Evie. Any final words for the Community?

Just that I’m so excited to be part of the Xbox Insider Team and I think 2024 is going to be an incredible year for the entire program. There’re all kinds of amazing things happening. I’m excited for everyone to see what we have in store!

Beautifully said, Evie. Thanks so much for stopping by.

Xbox Insiders, be sure to be on the lookout for more content all throughout February including more interviews from the team, a trip down memory lane, and so much more. All of our 10th Anniversary content can be found on our Hub Page.

Until next time! Wynn/

The post Get To Know Our Team: Evie – Game Release Support Manager appeared first on Xbox Wire.

Hollow Knight: Silksong – Everything We Know About the 2D Metroidvania Sequel

Team Cherry is years into development on Hollow Knight: Silksong, a sequel to its acclaimed 2D action-adventure game that IGN crowned the all-time best Metroidvania (that isn’t a Metroid or Castlevania game).

In anticipation of the sequel to Hollow Knight, we’ve put together this breakdown of everything you need to know about Hollow Knight: Silksong as of February 2024.

Jump to:

Hollow Knight: Silksong Release Date

There is no official release date or window for Hollow Knight: Silksong. A 2024 release seems most likely given it was previously slated for the first half of 2023, though there’s been no official word from developer Team Cherry.

Last May, Team Cherry delayed Silksong beyond its initial First Half 2023 release window, saying: “We had planned to release in the 1st half of 2023, but development is still continuing. We’re excited by how the game is shaping up, and it’s gotten quite big, so we want to take the time to make the game as good as we can. Expect more details from us once we get closer to release.”

As of mid-February 2024, Team Cherry has not shared further details on the release date.

Hollow Knight: Silksong Platforms and Price

Hollow Knight: Silksong will be released on PS5, Xbox Series X|S, Nintendo Switch, and PC. It’ll be available day and date on Xbox Game Pass. The official PlayStation account tweeted Silksong is coming to PS4 as well, though the platform is absent from the game’s official website and press kit.

A price has not been announced for Silksong. The first Hollow Knight retailed for $15, though there’s no guarantee the sequel will cost the same.

If you were one of the 2,158 people who backed the original Hollow Knight on Kickstarter, you’ll receive a copy of Silksong for free, according to Team Cherry.

Hollow Knight: Silksong Gameplay

Team Cherry has purposely been quiet about Silksong’s gameplay details. “Discovery is a huge part of Hollow Knight so we don’t want to spoil all the new systems and surprises,” it said. However, from two trailers and a handful of blog posts, we’ve learned a bit about what you can expect gameplay-wise.

Hornet, equipped with her needle and thread of silk, is described as an “acrobatic” fighter; she moves quickly and gracefully, as evidenced by the most recent gameplay trailer from 2022.

The sequel will feature tons of new enemies (165 as of late 2019). These include “beasts and hunters, assassins and kings, [and] monsters and knights.” Outside of combat, Hornet has the ability to craft weapons, traps, and “mechanisms to confound your enemies and explore new heights.”

As detailed by Team Cherry, Hornet uses silk to Bind (i.e., heal), similar to how the Knight uses soul to Focus in Hollow Knight. New for the sequel is the speed in which Hornet can Bind — “it’s lightning-fast” — and her ability to heal in mid-air. At the start of the game, one Bind will restore three masks. Bind consumes all of Hornet’s silk, and if she’s hit mid-heal, “the healing effect will be wasted and the silk will be gone.”

Upon death, Hornet will leave a cocoon, akin to how the Knight left a Shade. Each cocoon will contain a full supply of silk, creating a tactical decision for the player on when to break it open.

As with Hollow Knight’s labyrinthine Hallownest, Silksong’s world, Pharloom, must be mapped as you progress through its twisting layout. Team Cherry says the process uses the “same tools and restrictions” as the original game, though this time around, Hornet will be aided by the warrior Shakra, a master cartographer who provides charts, compasses, and other tools for navigation.

Silksong will feature Silk Soul Mode, available after you complete the game for the first time. Silk Soul Mode, like Steel Soul Mode in Hollow Knight, “spins the game into a unique, challenging experience.” Further details have not yet been announced.

We got our hands on Silksong back in 2019 and said, “It’s unmistakably Hollow Knight, but with the speed cranked up to 11 thanks to the nimble nature of its new protagonist, Hornet.”

Hollow Knight: Silksong Story

Hollow Knight: Silksong features a new protagonist and game world. In the sequel, you’ll play as Hornet, who appears as a boss-turned-ally in the original game. Dubbed the princess-protector of Halllownest, Hornet is captured and brought to the unfamiliar, haunted land of Pharloom. She embarks on a journey to discover the truth behind her capture and ascend to the kingdom’s peak. Here’s the official story synopsis from Team Cherry:

As Hornet, princess-protector of Hallownest, adventure through a whole new kingdom ruled by silk and song. Captured and brought to this unfamiliar land, Hornet must battle foes and solve mysteries as she ascends on a deadly pilgrimage to the kingdom’s peak.

One new area, as detailed by Team Cherry, is Greymoor, wasted caverns that house “many mysteries, several new friends, and [a] duel with a lethal, lunging foe.” It’s described as “one of the biggest” areas in either Hollow Knight game. Other areas include lakes of fire, coral forests, mossy grottoes, gilded cities, and misted moors.

Hornet, unlike the Knight, is voiced. “Dialogue and narrative are there for those that seek it,” said Team Cherry. “For those that don’t, you’ll be able to ignore nearly all characters and get on with your exploring, hunting, and powering up.”

Team Cherry has also revealed some of the new characters Hornet will befriend or face off against in Silksong. You can see them alongside their character descriptions in the gallery above.

Hollow Knight: Silksong Development

Hollow Knight: Silksong is being developed by Team Cherry, the Australian studio that created the original game. The development team consists of three people: Ari Gibson, William Pellen, and Jack Vine.

Silksong, announced in 2019, began development as DLC for the original game. “Almost from the very start, Hornet’s adventure was intended to take place in a new land, but as we dove in, it quickly became too large and too unique to stay a DLC, as initially planned,” Team Cherry wrote at the time of the announcement. “We do know that makes the wait a little longer, but we think the final, fresh world you’ll get to explore is worth it.”

Team Cherry is using Unity to create Silksong, as it did for the original. Composer Christopher Larkin is also back for the sequel; a two-song sample of the soundtrack is available on Larkin’s Bandcamp page.

How to Play Hollow Knight

The original game is available on PS4, Xbox One, Switch, and PC as Hollow Knight: Voidheart Edition, which bundles the base game with its four content packs: Hidden Dreams, The Grimm Troupe, Lifeblood, and Godmaster. It’s available with Xbox Game Pass and PlayStation Plus Extra. Otherwise, it retails for $15.

In his Hollow Knight review, IGN’s Tom Marks wrote, “With such a high density of secrets to find and fun, challenging enemies to face, it’s worth spending every moment you can in Hollow Knight.”

Jordan covers games, shows, and movies as a freelance writer for IGN.

Pick Up a 512GB Nintendo Switch Memory Card for Only $24.99 on Amazon

Amazon has discounted the Samsung EVO Select 512GB Micro SDXC Card down to $24.99, a 30% price drop from its original $35 MSRP. This is an excellent price for a 512GB Micro SDXC card from a well-known and respected brand. I’s fully compatible with the Nintendo Switch, Steam Deck, and ASUS ROG Ally portable handhelds. It also comes with a SD adapter for devices that only take full-sized SD cards. Check out all of the best Nintendo Switch deals for sales on other games and accessories.

512GB Samsung Micro SDXC Card for $24.99

If you’ve started compiling a collection of digital games, you probably already know just how limited the Switch’s base storage capacity. The Switch and Switch OLED consoles have 32GB and 64GB of internal storage, respectively, with some of it reserved for the OS. The Legend of Zelda: Tears of the Kingdom uses up 16GB and Breath of the Wild about 13.5GB. If bought digitally, those two games alone would take up all of your internal storage on the OG Switch console. There’s only one expansion slot in the Switch console so you want to make sure you get the biggest card you can afford.

The Samsung EVO Select Micro SDXC card is compatible with virtually any device that accepts the Micro SDXC card standard. That includes the Nintendo Switch, Steam Deck, ASUS ROG Ally, any recently released smartphone that supports expandable memory, GoPros, cameras and much more. Despite its low price, the Samsung EVO Select is faster than your average Micro SDXC card. It has a U3 A2 rating and boasts transfer speeds of up to 130MB/s.

Overwatch 2 Season 9 Patch Notes Reveal Big Balance Changes and More

Season 9 of Overwatch 2 is finally here. As you’d expect, Blizzard has provided a rundown of all the new additions coming to the team-based shooter.

In a new blog post covering the patch notes, Blizzard reveals not only that the new update introduces season 9 but also a slew of improvements to competitive play. Most notably, the developer reworked competitive updates — instead of requiring a player to win five matches or lose 15, they will receive updates after every match. A new skill tier, Champion, above Grandmaster, has also been introduced. Blizzard touted that “only an exceedingly small percentage of players will ever occupy this echelon of Competitive Play.”

Overwatch 2’s Season 9 update also introduces a new co-op event called Cosmic Criss. Players will team up with three others to repair their ship, fend off enemies, and try to escape the Ruins of Ecopoint Antarctica.

In our review of Overwatch 2, we said: “Overwatch 2’s switch to a 5v5 format breathes new life into what was once the sharpest shooter around. It just hasn’t quite recaptured all of that glory – yet.”

You can check out the full patch notes below.

Overwatch 2 Season 9 Patch Notes

NEW EVENT: COSMIC CRISIS

Face off against eldritch abominations in the twisted reality of Cosmic Crisis, a brand-new co-op mission. Work with three other players to repair your ship and escape the ruins of Ecopoint Antarctica while fighting off the monstrous Null Sector. But keep an eye out for your teammates… an ancient power lurks in the shadows, waiting for its chance to strike.

Skill Rank Reset

  • Given the significant changes to our heroes and the addition of a new skill tier, this reset is designed to give all players a chance to climb higher than ever before.
  • All roles in Role Queue and Open Queue in Competitive Play have been reset to Unranked.

Placement Matches

  • Placements have been rebuilt from the ground up. Your predicted rank will be displayed after each placement match.
  • You must complete 10 matches in a role to receive your Skill Rank for that role.
  • Winning your placements will have a significant impact on your final rank.

Competitive Updates

  • Competitive Updates have been reworked. Instead of requiring five wins or 15 losses to get a Competitive Update, updates now happen after every match.
  • Going forward, the Competitive Updates page now hosts information about your ranks in Role Queue and Open Queue, as well as your progress toward Competitive Point rewards.

Skill Modifiers

  • Modifiers now appear on the Competitive Progress page after each match.
  • Skill modifiers provide information on how much a rank will gain or lose progress after a match, including win or loss streaks, rank instability, and match favorability.

New Skill Tier – Champion

  • A new rank has been added above Grandmaster, called Champion, that is more exclusive than any other rank in Overwatch. Only an exceedingly small percentage of players will ever occupy this echelon of Competitive Play.

Versus Screen

  • The range of ranks for players in a match of Competitive Play is now displayed on the same screen where both teams are shown with their name cards, player icons, and titles.

New Grouping Requirements

  • Bronze through Diamond Players may group with other players within 2 Skill Tiers of their own Skill Rank.
  • Master players may group with other players within 1 Skill Tier of their own Skill Rank.
  • Grandmaster players may group with other players within 3 Skill Divisions of their own Skill Rank.
  • Champion players may group with only one other player within 3 Skill Divisions of their own Skill Rank.

Art & UI Updates

  • Skill Tier and Skill Division art for rank icons have been redesigned for improved readability.
  • The Competitive Skill Tier legend has been redesigned to include updated and new relevant information.

Competitive Points

  • Each win now grants 10 Competitive Points.
  • Each draw now grants 5 Competitive Points.
  • Each loss still grants 0 Competitive Points.

Competitive Progression

  • Competitive Challenges that award additional Competitive Points at the end of the season have been replaced with a new Competitive Progression system.
  • Every match grants progress toward your Competitive Progression meter, and after earning 30 you will receive an additional 100 Competitive Points.
  • Wins award 3 progress toward your Competitive Progression meter. Draws and Losses award 1 progress.

Competitive Rewards

  • Jade Weapon Variants have been introduced.
  • Each Jade Weapon Variant costs 3000 Competitive Points to purchase.
  • All players will start this season with a balance of 0 Competitive Points.
  • All existing Competitive Points have been converted into a new currency, Legacy Competitive Points.
  • Each Golden Weapon Variant now costs 3000 Legacy Competitive Points to purchase.
  • At the end of a Competitive Year, any remaining balance of Competitive Points converts to Legacy Competitive Points.

Matchmaking Rating

  • At the start of this season only, the internal Matchmaking Ratings for all players have been adjusted to push players closer to the normalized average (approximately at Gold 3).
  • Matchmaking Ratings have been decayed. The higher the rank, the more it has been decayed.
  • Most players will start at a lower skill rank and division than their most recent rank.

Competitive Challenges

  • Competitive challenges removed. Rewards and progress for Competitive Play are now displayed on the Competitive Progress page and titles are rewarded at the end of the season.

GENERAL UPDATESPLAYER PROGRESSION

  • Added a new set of visual upgrades. Hero/Game Mode badge upgrades start at Level 500. Progression Level badge upgrades start at Level 2500.
  • Wrecking Ball title rewards are renamed from “Champion” to “Champ” to align with Junker Queen’s usage of the title (and to avoid confusion with the new Champion rank).
  • Adjusted amount needed to level up certain sub-badges for Mauga and Illari.

FRIEND ENDORSEMENTS

  • The endorsement is only eligible if you’re in the match for a set duration.
  • Endorsements are subject to the configured cooldown period of 12 hours.
  • Endorsements are subject to cooldown even if you unfriend the recipient.

SETTINGS

  • Added a feature for controller/keyboard users that remembers what you had focus when backing out of screens.

CROSSHAIR UPDATE

New Reticle Types have been added.

  • Square
  • Box
  • Line
  • Triwing
  • Falloff

New Reticle Dots have been added.

  • Ring
  • Square
  • Triangle
  • Cross
  • Heart

New Reticle color options have been added.

  • Brown
  • Dark Red
  • Light Red
  • Light Purple
  • Gray
  • Teal

HERO UPDATES

Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.

  • +0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer’s Pulse Pistols or Reaper’s Hellfire Shotguns).
  • +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy’s Peacekeeper or Soldier:76’s Heavy Pulse Rifle).
  • +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog’s Scrap Gun or Ramattra’s Void Accelerator).
  • +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta’s Destruction Orb).
  • +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah’s Rocket Launcher).
  • Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa’s Energy Javelin or Reinhardt’s Fire Strike).

Hero combined HP (base health/armor/shields) increased by 15-25%.

  • 150-175 HP heroes increased by 25 HP.
  • 200-300 HP heroes increased by 50 HP.
  • 300+ HP (Tanks) increased by 75-100 HP.
  • Each hero’s precise health increases are listed in their patch notes below.

Ultimate Charge

  • All Ultimate ability costs increased by 10%.

Regenerative Passive for All Heroes

  • All heroes now regenerate 20 health per second after 5 seconds of not taking damage.

Support Role Passive

  • Now reduces the delay before regeneration begins by half (2.5 seconds).

Damage Role Passive

  • Reload speed bonus on elimination has been removed.
  • New role passive: Dealing damage reduces enemy healing received by 20% for 2 seconds.

Quick Melee

  • Damage increased from 30 to 40.

D.Va

  • Pilot health increased from 150 to 175.
  • Mech armor increased from 300 to 375.

Self Destruct

  • Explosion maximum damage increased from 900 to 1000.
  • Inner explosion radius (range for maximum damage before falloff begins) increased from 4 to 6 meters.

Doomfist

  • Health increased from 300 to 375.

Rocket Punch

  • Max impact damage increased from 50 to 75.
  • Max wall slam damage increased from 30 to 40.

Junker Queen

  • Health increased from 300 to 375.

Rampage

  • Wound damage over time increased from 60 to 90.

Mauga

  • Health increased from 300 to 400.

Orisa

  • Armor increased from 275 to 350.

Ramattra

  • Health increased from 200 to 275.

Reinhardt

  • Health increased from 200 to 250.
  • Armor increased from 250 to 275.

Rocket Hammer

  • Damage increased from 85 to 100.

Charge

  • Wall impact damage increased from 225 to 275.

Roadhog

  • Health increased from 550 to 650.

Sigma

  • Shields increased from 200 to 275.

Winston

  • Health increased from 200 to 225.
  • Armor increased from 200 to 250.

Tesla Cannon

  • Damage increased from 60 to 75 damage per second.

Primal Rage

  • Punch damage increased from 40 to 50.

Wrecking Ball

  • Armor increased from 100 to 175.

Zarya

  • Health increased from 100 to 175.

Particle Cannon

  • Primary fire beam width increased from 0.15 to 0.2 meters.

DAMAGE

Ashe

  • Health increased from 200 to 250.

B.O.B.

  • B.O.B.’s weapon damage increased from 14 to 17.

Bastion

  • Health increased from 200 to 250.

Cassidy

  • Health increased from 225 to 275.

Deadeye

  • Initial damage rate increased from 130 to 150.
  • Damage rate increased from 260 to 300.

Echo

  • Health increased from 200 to 250.

Focusing Beam

  • Width increased from 0.2 to 0.25 meters.

Duplicate

  • Maximum combined health value increased from 300 to 350.

Genji

  • Health increased from 200 to 250.

Dragonblade

Swing recovery decreased from 0.9 to 0.7 seconds.

Hanzo

  • Health increased from 200 to 250.

Storm Arrows

  • Damage increased from 65 to 75.
  • Cooldown reduced from 10 to 8 seconds.

Junkrat

  • Health increased from 200 to 250.

Frag Launcher

  • Base projectile size reduced from 0.25 to 0.2 meters.

Mei

  • Health increased from 250 to 300.

Pharah

  • Health increased from 200 to 250.

Rocket Launcher

  • Recovery reduced from 0.85 to 0.80 seconds.
  • Projectile speed increased from 35 to 40 meters per second.
  • Explosion self-damage reduced from 50% to 25%.

Jet Dash

  • New Secondary Fire Ability.
  • Provides a quick horizontal boost in the direction Pharah is moving.
  • 8-second cooldown.
  • Added a setting to activate Jet Dash on Double Jump instead.

Jump Jet

  • Now restores 50% of Hover Jets fuel and can briefly overfill the maximum fuel amount.
  • Vertical boost height reduced by 20%.
  • Cooldown increased from 10 to 14 seconds.

Concussive Blast

  • Cooldown decreased from 9 to 7 seconds.
  • Explosion now deals 30 damage to enemy targets.
  • Explosion radius reduced from 8 to 6 meters.
  • Knockback reduced by 10%.

Barrage

  • Now instantly refills Hover Jets fuel.

Hover Jets

  • Speed boost increased from 20% to 40%.
  • Now requires landing to recharge fuel.
  • Can now be activated without fuel to slow your descent.

Developer Comments: Pharah has a significant update that empowers more individual plays and shifting her movement capabilities from high up in the air to more horizontal movement that can cover distance quickly.

Reaper

  • Health increased from 250 to 300.

Sojourn

  • Health increased from 200 to 250.

Railgun

  • Secondary Fire base projectile size reduced from 0.1 to 0.07 meters.

Soldier: 76

  • Health increased from 200 to 250.

Sombra

  • Health increased from 200 to 250.

Symmetra

  • Shields increased from 100 to 150.

Photon Projector

  • Primary fire beam width increased from 0.2 to 0.25 meters.

Torbjörn

  • Health increased from 200 to 250.

Tracer

  • Health increased from 150 to 175.

Widowmaker

  • Health increased from 175 to 200.

SUPPORT

Ana

  • Health increased from 200 to 250.

Baptiste

  • Health increased from 200 to 250.

Brigitte

  • Health increased from 150 to 200.

Rocket Flail

  • Damage increased from 35 to 45.

Illari

  • Health increased from 200 to 250.

Kiriko

  • Health increased from 200 to 250.

Kunai

  • Base projectile size reduced from 0.18 to 0.15 meters.

Lifeweaver

  • Health increased from 175 to 225.

Lúcio

  • Health increased from 200 to 250.

Soundwave

  • Damage increased from 25 to 35.
  • Knockback increased 12%.
  • Movement lockout duration increased from 0.3 to 0.45 seconds.

Mercy

  • Health increased from 200 to 250.

Guardian Angel

  • Active duration on jump/crouch cancel reduced from 1.5 to 1 second.

Sympathetic Recovery passive

  • Health recovered increased from 25% to 40% of healing dealt.

Moira

  • Health increased from 200 to 250.

Biotic Grasp

  • Secondary fire damage increased from 50 to 65 damage per second.
  • Secondary fire target acquisition radius increased from 0.6 to 0.7 meters.

Zenyatta

  • Health increased from 75 to 100.
  • Shields increased from 150 to 175.

JUNKERTOWN UPDATE

  • New nighttime lighting theme.
  • New building near the first point to provide more cover & block long sightlines.
  • Added a water tower near the first point to block sightlines from upper choke positions.
  • Added more vehicles near the cliff to provide additional cover & block long sightlines.
  • Reduced the cliffside path to tighten the space and reduce the overall footprint of the area.
  • Removed a small health pack on the second area balcony that was easy for defenders to overuse.
  • Added vertical beam at second choke point to promote movement out of the upper floor & make the choke easier to defend.
  • Widened and added cover in a hallway in the third area to make close quarter fights easier to maneuver.

BUG FIXES GENERAL

  • Fixed an issue with some shadows that could appear jagged when on any setting below Ultra.
  • Fixed a bug that prevented your skin from changing when using the Change Skin option in Hero Select if you had a Loadout selected.
  • Fixed a bug with Golden Weapons being marked as unspecified and not being purchasable.
  • Fixed a bug with some callouts for pushing the payload playing at incorrect moments.
  • Fixed an issue with Wall Climb failing in some situations.
  • Additional bug fixes for general stability and performance.

MAPS

Antarctic Peninsula

  • Fixed lighting in some areas of the map.

King’s Row

  • Fixed areas of the map that were missing collision.

Midtown

  • Fixed some locations that could cause some heroes to become stuck

Shambali Monastery

  • Fixed a location of the map that displayed incorrect textures.

HEROES

Doomfist

  • Fixed a bug with Meteor Strike that could result in Doomfist getting inside the environment.
  • Fixed a bug that sometimes prevented Seismic Slam’s damage from going through turrets.
  • Fixed a bug that could prevent Doomfist from acquiring Overhealth in some cases.
  • Fixed a bug where Rocket Punch left a small window of time open to use abilities.

Echo

  • Fixed an interaction when Duplicating Bastion that prevented the Duplicated Configuration: Artillery’s shots from landing if Duplicate ended before they landed.

Lifeweaver

  • Fixed a bug that prevented Tree of Life from healing Reaper when in Wraith form.

Lúcio

  • Amp it Up now goes on cooldown if interrupted by stun during its cast time or when dying while it’s active.

Mauga

  • Fixed a bug with the burning applied by Mauga not being removed when picking up a health pack.

Orisa

  • Terra Surge now correctly pulls in and damages enemies that are on uneven slopes/collision, as long as Orisa has a direct line of sight, they will get pulled/damaged.

Roadhog

  • Fixed a bug with Roadhog’s model becoming distorted with some skins during the Heroic Highlight intro.
  • Fixed a bug with Pig Pen displaying a Junkrat icon when pinged.

Sombra

  • Fixed an interaction that prevented Hack from being interrupted by Rocket Punch or Shield Bash.
  • Fixed a bug where Sombra would enter Stealth while escorting the robot in some situations.

Torbjörn

  • Fixed a bug with disabling the Interact Cancel Deploy Turret setting causing you to only destroy a deployed turret and not toss out a new one when the ability is used.

Winston

  • Fixed a bug with Primal Rage that interrupted the ability to attack if the Ultimate was initiated while Jumping and using Melee at the same time.

Zenyatta

  • Golden weapon tint should now properly be reflected on all skins.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.