Nippon Ichi Software has announced that it will be launching Disgaea 7 Complete in Autumn 2025 on the Nintendo Switch 2.
Originally released in 2023 as Disgaea 7: Vows of the Virtueless, a Complete Edition launched exclusively in Japan the following year on Switch, PS5, and PS4. A Western release wasn’t confirmed at the time, and now it seems that this is exclusive to the Switch 2.
The third-person shooter genre is a rich lineage, with developers building on the “right” way to combine gunplay, exploration, and puzzle-solving over the course of decades. We’ve seen these games adopt slow motion, cover mechanics, and much more, often iterating on their peers to evolve over time. But that also means it’s very rare to see a new game in the genre pop up with an idea I’ve simply… never seen before. Enter, Pragmata.
Playable for the first time at Summer Game Fest 2025, Capcom’s long-awaited game finally showed off what it’s all about – and at the heart of it all was a gameplay mechanic that feels legitimately new.
Pragmata sees you controlling two characters at once: Hugh is an astronaut, stranded in a Lunar base packed with seemingly malfunctioning automata; Diana is a mysterious android in the form of a child, who saves Hugh and promptly piggybacks on his armored spacesuit, offering her ability to hack elements of the base – including those marauding robots.
Combined, they become an incredibly effective unit – Hugh does the shooting, Diana does the hacking, and both are combined as you play. Even the weakest enemies are covered in hard-to-penetrate armor, but after a quick hack, that armor can be opened up and weakpoints exposed. In practice, it means that every single enemy in Pragmata isn’t just a target – they’re a puzzle.
Hold down the left trigger to aim your gun and hover the crosshair over an enemy, and a holographic grid puzzle appears on the right of the screen – your job is to guide your cursor across the grid (using the face buttons as directional inputs) to a target square, at which point Diana will complete the hack. Along the way there might be blockers, or extra nodes that can be toggled to expose the weakpoints for longer, meaning you’ll need to be strategic and efficient.
The key here is in how well-balanced this system is – the game doesn’t stop or slow down as you’re hacking, turning each puzzle into a true part of the action loop, rather than a distraction from it. But, equally, no hacking puzzle felt overly complex, meaning I was never frustrated by having to complete it while also avoiding enemy attacks.
Taken altogether, and it’s a genuinely fresh way to approach combat, and one that has huge potential for the game going forward. My hands-on took place in the early parts of the game, meaning enemy hacks were fairly basic, but even here there were nuances. Levels are tightly packed knots of corridors and wider arenas, with loot and lore to find – and some of that loot ties directly into your hacking.
One consumable you’ll find is Decode – for each pickup you have, the next hack you perform will add an extra square to the grid that makes your hack more effective if you pass over it, but gets used up when you do. It starts making you ask the question: do I need to make this enemy easier to defeat, or should I save this for later?
As you’d hope, the traditional gunplay around all of this innovation is well thought-out, too. While I only had the opportunity to test out a few weapons in my time with the game, there’s more than enough to pique curiosity here. For a start, after the expected pistol and shotgun variants, the third weapon I acquired was a Stasis Net, a gun that fires out an area-of-effect projectile that slows and shocks anything inside – perfect for firing off into a crowd before beginning my hacks, before switching to apunchier weapon to finish them off. There also appears to be a level system for guns, presumably letting you swap in better versions of the same weapons as you find them.
Hugh is also a more mobile character than you might expect from his cumbersome-looking armor – he’s equipped with thrusters that let him dash, boost into the air, and hover. One enemy type will smash the ground to send out a shockwave, which necessitates you thinking vertically as well as laterally – a kind of thinking more familiar from platformers than shooters.
And at the heart of it all, Hugh and Diana already feel like a genuinely interesting dynamic to follow across a whole game – even aside from the mystery surrounding them, there’s a humor and warmth to their dialogue that lends Pragmata a lightness of touch at odds with its clinical, industrial world.
As a full package, this was the perfect way to reintroduce a game first announced as far back as 2020 – Pragmata has moved from being a curiosity, firmly into my most-anticipated list.
Dune: Awakening is back online after patch 1.1.0.13 was rolled out.
The patch — which sought to implement a “number of backend changes to improve client and server stability” — was deployed after servers were taken offline for a couple of hours earlier today.
Players should also expect some “minor fixes,” the details of which are listed below. (If you don’t see the latest patch, Funcom recommends you restart your Steam client).
The update comes as Dune: Awakening deals with an influx of new players. Although Head Starters have been visiting Arrakis since June 5, Dune: Awakening released for all players on June 10. And within hours of going live, Funcom’s survival MMO had clocked up over 142,000 concurrent players on Steam: 142,050 to be precise.
Dune: Awakening – 1.1.0.13 Patch Notes
CHANGES
Made several backend changes to improve the client and server stability.
The option to betray Jocasta Cleo in the “Impact of Ecology” contract has been temporarily removed due to reports of players being unable to retake the contract after betraying her.
Updated dialogue lines of the “Planetologist: Advanced: the Search for Kynes” contract to reflect the fixed issue where the players who defected from the Atreides faction couldn’t progress if they picked it up before defecting.
FIXES
Fixed an issue where players couldn’t change the description of their guild, the name of the sub-fief console, or a base blueprints.
Fixed an issue where the “Limit CPU Usage” graphics option would not apply to all quality presets.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Metal Gear Online! I’m assuming that’s the first thing you thought of when you heard that Metal Gear Solid Delta: Snake Eater is getting an online mode, but I need you to throw that thought in the bin. The MGS3 remake is getting a multiplayer mode, but as shown off in today’s Konami Press Start showcase, it’ll be its own, original thing called Fox Hunt.
Gears of War is officially making its way to PlayStation. Yep, you read that correctly. Gears of War: Reloaded is a remaster of the first Gears of War game, featuring 4K resolution, up to 120 FPS in multiplayer, and cross-play. It’s now available to preorder in a physical format for PS5. Unfortunately there’s no physical release for Xbox, but you can preorder a digital copy of it right now which we’ve listed below. Both the physical edition of Gears of War: Reloaded for PS5 and the digital versions for PS5 and Xbox are listed for $39.99. It’s set to release this year on August 26, so head to the links below to secure your copy before it drops.
If you want a physical copy of Gears of War: Reloaded, I hope you have a PS5. For some reason, no physical Xbox version is available for preorder. If that changes in the future, I’ll add it in here.
For those who opt to preorder a digital copy of the game instead, you get a little bit extra to go with the preorder bonuses above. By preordering a digital version of Gears of War: Reloaded, you’ll get access to the Exclusive Multiplayer Beta alongside the character skins above. To learn more about when the multiplayer beta is taking place, Xbox Wire has a helpful post up with everything you need to know
Gears of War: Reloaded Will Be on Game Pass
Gears of War: Reloaded is also expected to drop on Xbox Game Pass at launch. If you’re not a Game Pass member, you can give the Ultimate membership a test run with the one-month membership option above when the game releases.
Gears of War: Reloaded Is Free for GoW: Ultimate Edition Owners
It’s also worth noting that Gears of War: Reloaded will be “a free upgrade for players who purchased the digital version of Gears of War: Ultimate Edition,” before the remaster was announced, per Xbox Wire. That’s a wonderful little bonus for long-time Gears fans.
Gears of War: Reloaded Preoder Bonus
This physical release comes with a nifty little preorder bonus as well. By preordering Gears of War: Reloaded for PS5, you’ll get two character skins, Adam Fenix and Anya Stroud, to use in multiplayer.
What Is Gears of War: Reloaded?
Gears of War: Reloaded is a new, upgraded version of the original game, which launched for Xbox 360 in 2006. Below you can find a list of all the upgrades brought to Gears of War: Reloaded as well, from that same Xbox Wire post:
4K resolution
60 FPS in Campaign
120 FPS in Multiplayer
High Dynamic Range (HDR)
Dolby Vision & Dolby Atmos
7.1 3D Spatial Audio
Variable Refresh Rate (VRR)
4K assets and remastered textures
Enhanced post-processing visual effects
Improved shadows and reflections
Super resolution with improved anti-aliasing
Zero loading screens during Campaign
It’s been a very busy kickoff to summer, between new game announcements and the release of the Switch 2. If you’re still trying to keep up with everything, have a look through our breakdowns of everything announced at the Xbox Games Showcase, Sony State of Play, and Summer Game Fest to see what’s coming down the pipeline.
More Preorder Guides
Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.
Recently announced dino management sequel Jurassic World Evolution 3 already has some system requirements, well in advance of its October 21st release. You can give them a peep on the game’s Steam page, where they’re revealed as a refreshingly light list of relatively attainable cards ‘n’ chips, with a mere 25GB storage requirement – a welcome bucking of recent trends for 100GB-plusSSD installations and extravagant GPU demands.
In less encouraging news, the same Steam page also includes one detail that the Summer Game Fest trailer didn’t mention: Jurassic World Evolution 3 makes use of generative AI, specifically to create “Scientists’ avatars” among your park staff.
During Summer Game Fest last week, you’d be forgiven for having overlooked Towa and the Guardians of the Sacred Tree. It’s a brand new rogue-like that got a very, very brief trailer and little in the way of other information or fanfare. But its unusual development story may make Towa one of the most interesting games that appeared during the show.
I spoke with Daisuke Nagaoka, producer at Bandai Namco on Towa, and Shuhei Yamashita, game director at developer Brownies, following the announcement of the game and some hands-on playtime, which you can read here. The two started by catching me up on the history of Brownies, a studio with a fascinating pedigree.
Brownies evolved out of Nintendo-owned Brownie Brown Inc, a Tokyo-based company founded by Mana series veterans Shinichi Kameoka and Kouji Tsuda. As Brownie Brown, the developer co-developed a number of beloved games such as Sword of Mana, Heroes of Mana, Super Mario 3D Land, and Fantasy Life. But then, in 2012, the company announced that it would officially become a Nintendo support studio, and change its name to 1-Up Studio. When this happened, Kameoka departed, and with other former Brownie Brown developers formed Brownies.
Ever since, Brownies has made a name for itself with games like Fantasy Life Link!, the Egglia series, and co-development on Doraemon Story of Seasons, which Bandai Namco published. Nagaoka explains that this existing relationship had gone well, so as the teams were finishing up Doraemon, Bandai decided it wanted to work with Brownies again. “Their creativity was so wonderful as such, that we wanted to create something original and we decided to work together.”
But Bandai Namco didn’t end up getting exactly what it ordered. Yamashita explains that Bandai Namco originally came to Brownies asking for an original RPG “with a Japanese flair, Japanese taste.” It’s a sensible request, given Brownies’ past work. But Yamashita, who was a big fan of roguelites and roguelites, had a different idea. He counter-pitched Bandai Namco on a genre of game the company had never published before.
So why did Bandai Namco say yes?
“There are three things,” Nagaoka says. “First is this roguelite genre, when you look at the worldwide market, there is a big customer base. So from the business perspective, that is a good direction. And secondly, Bandai Namco, we thought this is worth a challenge, because we haven’t done anything like this before. So we were ready to take on this challenge.
Bandai Namco, we thought this is worth a challenge, because we haven’t done anything like this before.
“And the third point is that RPGs are based on good stories, but there aren’t that many roguelite games that have a solid storyline. So we wanted to create something that has a good storyline with the roguelite, and by doing that, we thought we could differentiate ourselves.”
There was one roguelite, however, that did have the kind of story and elements Brownies and Bandai Namco were looking for: Hades.
“That’s a game that’s really comfortable to play,” Yamashita says. “The playability is good. So that was something I wanted to achieve with this game as well.”
Bandai Namco did get its way, however, in that Towa is certainly a game with a “Japanese flair.” It’s inspired heavily by Japanese and more broadly Eastern motifs, says Yamashita, even though he adds that there’s no specific piece of folklore or myth that’s directly retold in the game. The characters, for instance, all cover a different motif, such as a shiba, a koi, and a samurai. Brownies originally came up with 24 different characters, all with unique silhouettes and personalities, and an internal competition narrowed the field down to just eight.
But this is where Towa differs from Hades and other games of the genre. Instead of playing one character at a time, players control two: one carrying a sword, and another in a support role carrying a staff. Each character has different abilities depending on which role they’re playing, and both can be controlled independently using the left and right sticks and different buttons. It’s a configuration that took some getting used to (as I wrote in my preview), but ultimately proved to be an interesting twist on what I was used to from games like Hades.
“There are two benefits to having these two characters,” Yamashita says. “Initially… Well, in 3D games the right stick is for maneuvering the camera. So this type of game, when you’re looking down, I thought that this mechanism would allow being able to operate or to maneuver having two characters. So that was our thought.
“And then secondly, having two characters from the story point of view, having the relationships or the connections between these characters and having conversations, that would give more depth to it. So we thought that there would be a benefit to have these two characters.”
Towa and the Guardians of the Sacred Tree is out on September 19, 2025 on PlayStation 5, Xbox Series consoles, PC via Steam, and Nintendo Switch. You can catch up on our brief experience hands-on with the game here.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.
Hooray! Splatoon 3 is one of our favourite Switch games and today it got a snazzy (free) Switch 2 upgrade which, as we reported earlier, takes advantage of the extra power of Nintendo’s new machine.
But according to the patch notes, when players are splatting on Switch 1, they’ll notice some downgrades compared to how it used to be.
Things are warming up as Remedy’s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer/Lead Technical Designer Anssi Hyytiainen, and Game Director/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter.
PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize?
Thomas Puha: We’ll support 3D Audio, and we’re prioritising 60 FPS on both formats. We’re aiming for FSR2 with an output resolution of 2560 x 1440 (1440p) on PS, and PSSR with an output resolution of 3840×2160 (4K) on PS5 Pro.
Some of the DualSense wireless controller’s features are still a work in progress, but we’re looking to use haptic feedback in a similar way to our previous titles, such as Control and Alan Wake 2. For example, we want to differentiate the weapons to feel unique from each other using the adaptive triggers.
Going into the game itself, were there any other influences on its creation outside of Control?
Mike Kayatta: We looked at different TV shows that had lots of tools for going into a place and dealing with a crisis. One was a reality show called Dirty Jobs, where the host Mike Rowe finds these terrible, dangerous, or unexpected jobs that you don’t know exist, like cleaning out the inside of a water tower.
We also looked at PowerWash Simulator. Cleaning dirt is oddly meditative and really fulfilling. It made me wish a zombie attacked me to break the Zen, and then I’d go right back to cleaning. And we were like, that would be pretty fun in the game.
Were there specific challenges you faced given it’s your first multiplayer game and first-person shooter?
Anssi Hyytiainen: It’s radically different from a workflow point of view. You can’t really test it alone, necessarily, which is quite a different experience. And then there are times when one player is missing things on their screen that others are seeing. It was like, “What are you shooting at?”
What’s been your favorite moments developing the game so far?
Teemu Huhtiniemi: There were so many. But I like when we started seeing all of these overlapping systems kind of click, because there’s a long time in the development where you talk about things on paper and have some prototypes, but you don’t really see it all come together until a point. Then you start seeing the interaction between the systems and all the fun that comes out of that.
Kayatta: I imagine there’s a lot of people who probably are a little skeptical about Remedy making something so different. Even internally, when the project was starting. And once we got the trailer out there, everyone was so nervous, but it got a pretty positive reaction. Exposing it to the public is very motivating, because with games, for a very long time, there is nothing, or it is janky and it’s ugly and you don’t find the fun immediately.
Were there any specific ideals you followed while you worked on the game?
Kayatta: Early on we were constantly asking ourselves, “Could this only happen in Control or at Remedy?” Because the first thing you hear is, “Okay, this is just another co-op multiplayer shooter” – there’s thousands of them, and they’re all good. So what can we do to make it worth playing our game? We were always saying we’ve got this super weird universe and really interesting studio, so we’re always looking at what we could do that nobody else can.
Huhtiniemi: I think for me it was when we chose to just embrace the chaos. Like, that’s the whole point of the game. It’s supposed to feel overwhelming and busy at times, so that was great to say it out loud.
Kayatta: Yeah, originally we had a prototype where there were only two Hiss in the level, but it just didn’t work, it wasn’t fun. Then everything just accidentally went in the opposite direction, where it was super chaos. At some point we actually started looking at Overcooked quite a bit, and saying, “Look, just embrace it. It’s gonna be nuts.”
How did you finally decide on the name FBC: Firebreak, and were there any rejected, alternate, or working titles?
Kayatta: So Firebreak is named after real world firebreaks, where you deforest an area to prevent a fire from spreading, but firebreaks are also topographical features of the Oldest House. And so we leaned into the term being a first responder who stops fires from spreading. The FBC part came from not wanting to put ‘Control’ in the title, so Control players wouldn’t feel like they had to detour to this before Control 2, but we didn’t want to totally detach from it either as that felt insincere.
An external partner pitched a title. They were very serious about talking up the game being in the Oldest House, and then dramatically revealed the name: Housekeepers. I got what they were going for, but I was like, we cannot call it this. It was like you were playing as a maid!
FBC: Firebreak launches on PS5 June 17 as a day on PlayStation Plus Game Catalog title.
Konami is bringing back Metal Gear multiplayer with Metal Gear Solid Delta: Snake Eater, but don’t expect it to play like Metal Gear Online.
Metal Gear Online is the fondly remembered multiplayer spin-off bundled with 2008’s Metal Gear Solid 4: Guns of the Patriots. Its servers shut down four years later, in 2012.
With this August’s release of Metal Gear Solid Delta: Snake Eater, the remake of 2004’s Metal Gear Solid 3, Konami will rekindle Metal Gear multiplayer with Fox Hunt, although it said its gameplay is completely different than MGO’s.
In a new video, Konami revealed snippets of Fox Hunt gameplay, which show a soldier controlled from a third-person perspective using camo tech to blend in with their environment. For more, check out everything announced at Konami Press Start Live June 2025.
Our passionate team of developers take us on an extended look into the creation of METAL GEAR SOLID Δ: SNAKE EATER and its bonus content 🐍 ❗#KonamiPressStartpic.twitter.com/aIhW4HIAVM
Yu Sahara, director of Fox Hunt mode in Metal Gear Solid Delta: Snake Eater, said this new online multiplayer mode takes “camouflage and hide and go seek to the next level,” using the “back and forth tension of staying hidden or searching out the enemy” to create something unique.
“Fox Hunt is a completely original online multiplayer mode,” Sahara said. “Although it shares the same world with Metal Gear Solid Delta: Snake Eater, the gameplay is completely different.
“When we say Metal Gear multiplayer, many fans will probably think of Metal Gear Online, but Fox Hunt will be its own new type of mode. We very much appreciate all the long-time fans of MGO who have always wanted to see it make a comeback, but the landscape of multiplayer games has changed a lot since MGO. It took a lot of careful consideration to think about what a new online mode should look like.
“Based on the iconic stealth and survival elements of the Metal Gear series, we are taking camouflage and hide and go seek to the next level. We challenged ourselves to make something unique that is more than just a shootout. We’ve used that back and forth tension of staying hidden or searching out the enemy to create an online experience unique to Metal Gear.”
Expect more information on Fox Hunt soon, Sahara added.
Meanwhile, the video showed off more of Metal Gear Solid Delta: Snake Eater, as well as its PC and PlayStation 5 Ape Escape crossover mode, Snake vs Monkey, and Xbox Bomberman crossover mode, Snake vs Bomberman.
Yuji Korekado, creative producer, said of the main game: “While the basic gameplay of the boss battles remains the same, we’ve made some updates to the AI and animations, and rebalanced some things.”
Secret Theater also returns, but in the remake, the original Secret Theater videos can now be found as collectibles in-game. There are new Secret Theater videos made for Metal Gear Solid Delta: Snake Eater, secretly carried by enemy soldiers.
In April, IGN reported on Metal Gear Solid Delta: Snake Eater’s ESRB listing, which mentioned the game includes suggestive and sexual content such as the Peep Demo Theater unlockable extra feature found in the Subsistence and HD Collection versions of the original Metal Gear Solid 3.
Metal Gear Solid Delta: Snake Eater launches across PlayStation, Xbox, and PC on August 28, 2025.
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.