Doom: The Dark Ages Is Free with Select Asus ROG Early Prime Day Deals, Today Only

Everyone loves free games, especially when they are bundled in with something you were already planning to buy. Today is the last day that you can score Doom: The Dark Ages on PC via Steam for free with the purchase of an ASUS ROG accessory. If you’ve been on the lookout for a new gaming keyboard, mouse, or monitor, you can score both new tech and one of 2025’s biggest games to go with it.

Although Amazon Prime Day doesn’t start until next week, this offer is pretty tempting if you’re in the market for PC gaming accessories and don’t already own the game.

Get a Free Copy of Doom: The Dark Ages with ASUS ROG Accessories at Amazon

Doom: The Dark Ages took Doom to the world of dark sci-fi fantasy. The legendary Doom Slayer returns with a Shield in tow, and he’s even able to fly a dragon. This game brought what is arguably the best story in a Doom game thus far, with humans and villains more important than ever. In our 9/10 review, we wrote, “Doom: The Dark Ages may strip away the mobility focus of Doom Eternal, but replaces it with a very weighty and powerful style of play that is different from anything the series has done before, and still immensely satisfying in its own way.”

The game launched just recently on May 15, and if you haven’t played it yet, this offer on Amazon is the perfect excuse. Over 20 Asus ROG accessories are included in this promotion, but you only have until the end of today, June 30, to claim this offer. Keys are delivered alongside order confirmation, and you can enter the order into Gamesplanet to claim your free copy of Doom: The Dark Ages on Steam.

One of our favorite items in this sale is the 49-inch ROG Swift QD-OLED Curved Monitor. This 1440p ultrawide monitor has numerous excellent features that complement its gorgeous OLED panel. Asus has a custom heatsink inside the monitor to ensure no damage is done to the display, so no need to worry about overheating. Additionally, you also have a refresh rate of 144Hz here, which is essential for playing games in a smooth environment. The Swift monitor is priced at $899 right now, marking the lowest price we’ve seen yet.

If you’re just looking for the cheapest item, the Asus ROG Keris II Ace Wireless Gaming Mouse is your best bet. This mouse features a 42K optical sensor, ensuring precision across any game, and it only weighs 54g! Priced at $144.99, this is the cheapest ROG accessory on Amazon that includes a free copy of Doom.

Finally, another great accessory on sale is the ROG Azoth 75 Wireless Gaming Keyboard. This keyboard is equipped with an OLED display that you can customize to showcase audio visualizations, animations, settings, or even system temperatures. The Azroth 75 can be used via Bluetooth, wired, or via RF 2.4 GHz, with over 2,000+ hours of battery life with RGB lighting off.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.

The Alters Developer Confirms It Used Generative AI Text and Translations, Promises Updates

The Alters developer 11 Bit Studios has responded to fan accusations it used generative AI text and translation in the game, and has promised an update to both to replace the AI-generated content with handcrafted assets.

Last week, players of The Alters spotted what appeared to be text generated by AI in the game, on a screen in the Command Center. Specifically, the text includes the line, “Sure, here’s a revised version focusing purely on scientific and astronomical data:” followed by a Captain’s log, which suggests that someone prompted an AI for the text and forgot to delete the AI’s lead-in response.

In the English-language version of the game, that was the end of it. However, players of other language versions began to point out that some of the game’s translations include lines like, “Sure! Here is the translated text into Brazilian Portuguese.”, suggesting that 11 Bit Studios had used generative AI to localize at least some portion of the game. The Alters does not include a disclosure on its Steam page stating that it includes generative AI, which Valve makes mandatory for all games that use the technology.

In a statement sent via email to IGN and published across social platforms, 11 Bit Studios offered an explanation for the generative AI text and translations. The studio explained that the Captain’s Log text was intended as a placeholder and simply got missed during final release, and that no other such instances appear in the game. As for the localization, 11 Bit says that generative AI translations were limited to a few cutscenes added very late in development that needed last-minute translations, and that it always intended to replace them with professional translations.

Here’s the studio’s statement, in full:

We’ve seen a wide range of accusations regarding the use of AI-generated content in The Alters, and we feel it’s important to clarify our approach and give you more context. AI-generated assets were used strictly as temporary WIPs during the development process and in a very limited manner. Our team has always prioritized meaningful, handcrafted storytelling as one of the foundations of our game.

During production, an AI-generated text for a graphic asset, which was meant as a piece of background texture, was used by one of our graphical designers as a placeholder. This was never intended to be part of the final release. Unfortunately, due to an internal oversight, this single placeholder text was mistakenly left in the game. We have since conducted a thorough review and confirmed that this was an isolated case, and the asset in question is being updated.

For transparency, we’ve included a screenshot to show how and where it appears in the game. While we do not want to downplay the situation, we also want to clearly show its limited impact on your gaming experience.

In addition to that, a few licensed movies that the alters can watch in the social area of the base were added at the final stage of development. While those were externally produced, our team was not involved in the creative process, and these required additional last-minute translations. Due to extreme time constraints, we chose not to involve our translation partners and had these videos localized using AI to have them ready on launch. It was always our intention to involve our trusted translation agencies after release as part of our localization hotfix, to ensure those texts would be handled with the same care and quality as the rest of the game. That process is now underway, and updated translations are being implemented.

To give you a better understanding of what a small part of the overall scope of the game’s narrative layer they are, those few external movies are approximately 10k words out of 3.4 million across all languages in the game, or just 0.3% of the overall text. The alternative was to release those specific dialogues in English only, which we believed would be a worse experience for non-English speakers. In hindsight, we acknowledge this was the wrong call. Even more so, no matter what we decided, we should have simply let you know.

As AI tools evolve, they present new challenges and opportunities in game development. We’re actively adapting our internal processes to meet this reality. But above all, we remain committed to transparency in how we make our games. We appreciate your understanding and continued support as we work towards that goal.

11 Bit Studios is just the latest company to come under fire for generative AI usage. Just last week, Jurassic World Evolution 3 developer Frontier Developments had to walk back its use of generative AI characters portraits after widespread criticism. Activision has been skewered repeatedly for its generative AI use, including recent examples of an ad for a Guitar Hero game that doesn’t exist, and certain Call of Duty: Black Ops 6 assets. Other games, such as Palworld, have been accused of using generative AI but have gone to great lengths to prove the accusations were unfounded and that no generative AI was used.

Regardless of generative AI usage, we gave The Alters an 8/10 in our review, calling it “a highly atmospheric sci-fi character study mixed with simple but effective resource and base management that cleverly builds existential and interpersonal pressure throughout its story.”

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.

Card-Based RPG Sultan’s Game Releases New Update and DLCs

The card-based, narrative-driven RPG Sultan’s Game just dropped its latest update alongside new DLC. There’s new story content, a downloadable soundtrack, new cards, and the base game is on sale for 15% as part of the Steam Summer Sale right now.

For those who aren’t familiar with Sultan’s Game, the story begins with a tyrannical sultan who has experienced every vice and pleasure life has to offer, and he’s grown bored. But then a mysterious sorceress arrives with a card game meant only for the realm’s most powerful people. Each round of the game assigns you a Sultan Card and tasks you with destroying it, but each card has different requirements to defeat it.

Cards come in four different types with four different tiers within those types. The four card types are Carnality, Bloodshed, Conquest, and Extravagance. You sate Carnality cards with nights of passion, feed the hunger of Bloodshed cards with living sacrifices, fulfill Conquest cards by capturing locations, and satisfy Extravagance cards with wealth and treasure.

Each card also comes in one of four tiers of increasing value: stone, bronze, silver, and gold. To defeat a Sultan Card, you must use a card of equal or higher value. So, for instance, if you need to destroy a silver Bloodshed card, then you must kill a character card that’s either silver or gold.

While the game is played with cards, in-world those cards represent real people, so sacrificing cards means killing actual subjects. As you might expect, this is just the kind of game a tyrannical ruler would love. But you don’t play as the sultan — at least, not after the tutorial. You are one of his courtiers who had the courage to call out the game for its cruelty and depravity. Your punishment? The sultan puts you in charge of playing the game and having to make life-or-death decisions to defeat each Sultan Card. If you fail, he’ll execute you.

The beginning of each round will see you draw a new Sultan Card, and you’ll have seven days to figure out how to destroy it. There are activities available each day, and you can choose which activities to send cards in your deck to do. But you’ll need to be strategic about which activities you do each day and which cards you assign to them. Seven days can go by quickly, and there are limited resources at your disposal.

Some of those activities require dice rolls to determine if your chosen cards are successful. When you end the day, text-based scenes will play out based on who did what, whether they were successful, and your rewards. The primary rewards are gold coins (which can be used to gain access to other activities) or information cards (which can be used for a variety of things), but as the game progresses, more events get added with more varied results.

Ultimately, the story will be shaped by how you decide to approach each task and how moral or immoral you choose to be. Will you willingly go along with the sultan or secretly plot behind his back? Will you stay loyal to your wife or spend your free time at the local brothel? How will you treat the strangers that cross your path?

No matter what decisions you make, butterfly effects will follow in their wake, some of which won’t show themselves until long after you’ve made the initial choice. Some decisions might seem innocuous at first, but the story branches they open can continue branching from there and end up with wildly different outcomes.

Many of these decisions will test your morality. That starts as soon as the game begins, when you choose the background of your main character and his wife. Are you kind and charming or strong and intimidating? Are you a slave owner (this is a sultan’s court, after all) or a more enlightened friend of the nobility? Your starting deck and stats will be determined by the choices you make during this setup, but the moral decisions only get more complicated from there.

We won’t give any spoilers here, but we will say that there are some truly dark and extreme choices you can make, and they can dramatically alter the course of the story and the things you experience in your playthrough. You’ll have to grapple with questions like, “Who am I willing to kill?” and “What makes one person’s life more valuable than another?” Some moments might elicit excitement, others fear, and others maybe even disgust. A single playthrough takes about 10 hours, but seeing every ending can easily run you to 150+ hours, so there are lots of different paths to take.

The story has an extensive script, and the latest update refined that script. It also added new Steam badges, community items, and 10 new cards crowdsourced from the community (pictured below). But the biggest new additions come in the form of two DLCs: a downloadable soundtrack and prequel story.

The OST features 15 original tracks by Zeta and international artists, and it’s a fusion of Uyghur Muqam, guzheng, and Western orchestration that’s meant to represent the cross-cultural atmosphere of the game.

The prequel DLC is a digital novella called A Game for the Sultan, which will let fans read the original story that inspired development of the game. Written by the game’s lead writer, it takes place in the sultan’s court, tells a standalone story, and delves into the origin of the dreaded Sultan Cards and how they first corrupted a sultan’s court.

Sultan’s Game and its DLCs are currently exclusive to PC and are available now on Steam. The base game sold more than 600,000 units within its first month of release and is now approaching 1 million sales during the Steam Summer Sale. It’s also reviewed well on Steam, currently sitting at “very positive” with more than 16,000 reviews and “overwhelmingly positive” with 1,600 recent reviews. You can stay up to date on the latest info by following developer Double Cross Studio on Twitter.

How to Watch the 2025 Naraka Fest Direct

Naraka: Bladepoint is approaching its fourth anniversary, and it’s celebrating with another Naraka Fest Direct. There will be news, reveals, updates, and details about upcoming in-game events and new content, and IGN will host a livestream of the show. We have all the info you need to watch the show live, as well as some ideas of what to expect to be shown.

Naraka Fest Direct Date, Time, and How to Watch

If you’re in the United States, this will be a nighttime show. It’ll begin on Tuesday, July 1 at 9 p.m. Pacific, which means it’ll be at midnight that night in the Eastern time zone. You can watch it live on any of these IGN channels:

IGN.com (our homepage)

IGN’s Facebook

IGN’s Twitter

IGN’s Twitch

IGN’s YouTube

If you can’t stay up late to watch it live, that’s okay. We’ll save the show in its entirety on our YouTube page, same as we did for last year’s Naraka Fest. So it’ll be waiting for you the next morning.

What to Expect from the Naraka Fest Direct

Before last year’s show, we already knew about the new map, Perdoria, that was being added. So we knew a deep dive into its details was approaching. This time around, we’ve gotten trailers letting us know big changes are coming. Naraka’s very world is breaking apart and a shift is rewriting every reality. In the midst of all that chaos, we can see a lightning-like figure traversing different timelines. Is that a hint about a new hero being introduced? We’ll have to wait and see.

Could those big, world-shaking changes also mean a new mode is on the horizon? Naraka: Bladepoint has kept its players engaged through its four-year run by consistently introducing new modes, like the recently added PvP mode Blessed Brutality. Could there be another new mode coming? What about collabs? There have been a bunch of collaborations to this point, ranging from other games (like The Witcher 3) to real-life figures (like fighter Buakaw Banchamek). Maybe there’s another one on the way. You can also bet on there being in-game events and rewards to celebrate the game’s fourth anniversary, but you’ll have to tune in on July 1 to see what they are.

Capcom finally put a bullet in Resident Evil: RE:Verse but haven’t entirely given up on Resident Evil online

I had totally forgotten that Resident Evil Village was in development alongside a new Resident Evil multiplayer game, which (at the risk of yet again inflating my own importance) is perhaps why Capcom have just shut the latter down. As promised earlier this year, Resident Evil RE:Verse is no more. Capcom have burned down the game’s storefront listing, taken a shovel to its DLC pages, and now put a pitchfork through the servers. Run tell the peasantfolk that the beast is finally dead.

Read more

Gallery: My Goodness, Superdeluxe’s Castlevania Anniversary Collection Is Proper Lush

Deluxe indeed!

When Japanese physical publisher Superdeluxe Games announced it was giving Castlevania Anniversary Collection the physical release treatment earlier this year, I immediately sat up and took notice.

Having already seen how excellent the company’s other physical editions can be, I couldn’t wait to see what Superdeluxe had in store for this one, as Castlevania is without a doubt my favourite game series.

Read the full article on nintendolife.com

Learn More About Legends of Trivia, Coming to Xbox in The Jackbox Party Pack 11

Learn More About Legends of Trivia, Coming to Xbox in The Jackbox Party Pack 11

Jackbox Key art

The Jackbox Party Pack 11 is dropping on Xbox this fall, and we can’t wait for everyone to get to see what we’ve been working on! We have five, all-new games in this pack including a joke-writing game, a cozy drawing game, a sound effects game, a social deduction game, and a trivia role playing game, called Legends of Trivia!

Legends of Trivia is Jackbox’s newest trivia game, with a fantasy twist! In this new title coming to Party Pack 11, work cooperatively with your team to defeat monsters and villains by answering trivia questions correctly while trying to avoid the baddies hitting back!

We recently spoke to a few of the developers from the Legends of Trivia team, including Game Director, Warren Arnold, Lead Artist, Hector Padilla, and Audio Lead, Nate Sandberg.

Jadkbox screenshot

How does Legends of Trivia work and how does working on it differ from past Jackbox games you’ve contributed to?

Warren Arnold : Players are given a trivia question which, when answered correctly, does damage to a monster. However, incorrect answers allow the monster to attack the players. Players work as a team to face increasingly difficult monsters and rack up as many points as they can in order to be considered “Legendary.”

Legends of Trivia is definitely one of the bigger games we’ve made, due to the fact that there’s a lot of action, animation, and balancing that are necessary to make this game come to life.

How did the team make decisions about the world this game exists in?

Hector Padilla: I actually pitched the first iteration of the game about five or six years ago! It was my first prototype. I was really happy with how it turned out, and it made it pretty far in the pitching process. People seemed to like it! Ultimately, we decided to put the idea on ice because there were still a lot of unanswered questions about the design.

Then recently, Nate (Sandberg, Jackbox Audio Lead) randomly asked me to send him all of the notes and designs I had accumulated during that pitch process and he made a small pitch team that successfully got the green light to make the trivia-RPG game that we’re working on now! A lot of years in the making!

Jackbox color pallete

What are some inspirations for the art and audio? What has been easy or challenging about designing Legends of Trivia’s  art and audio?

Nate Sandberg: The 8 bit music in the Final Fantasy franchise, written by Nobuo Uematsu, imprinted on me hard. The arpeggiated analog synths, ear worm melodies, and driving bass lines in that soundtrack define fantasy and RPG music for me. I tried to bring some of that sound to Legends of Trivia. I mixed analog sounds with more traditional fantasy genre instruments like lute, bodhran, Irish whistle, cello, and trombone (the main instrument I actually play).

I had a clear idea of how the music should sound in this game, but it was a lot more serious and, at times, intense, than a lot of other Jackbox games. So one challenge has been trying to offset that intensity by bringing humor into the sound design for the game. I’ve ended up using some classic cartoon sound effects for monsters and characters to make things more funny and Jackboxy. And I threw in some jaw harp and contrabassoon for fun.

Hector: Yeah, I was a Final Fantasy fan like Nate, too. More than anything, I am a student (or a graduate?) from the school of Ken Sugimori, who was the primary visual designer of the Pokémon franchise since its beginning. His art was always a huge influence of mine. Character design is something that comes more naturally to me, but UI and layouts are always a struggle.

Jackbox colored concept art

Do you have a favorite character you’ve created for this game, and why?

Hector: I grew to love Azura, The Princess Mage a lot because I worked on a lot of her animations. I really had to get in touch with the magical girl inside my heart. Also, Bingo, The Rogue Jester! People need to stop being afraid of clowns!

Jackbox concept art

Do you have a favorite audio moment in the game? Why is it your favorite?

Nate: I think my favorite audio moment is the sound design for the ogre boss monster. Hector created this massive ogre riding a tiny donkey. I had so much fun creating sounds for those animations. I used cartoon inspired xylophones and squeaky toys for the donkey, which makes for a hilarious contrast with the big, bassy ogre sounds.

What do you hope to inspire players to experience or feel based on the game’s art and audio?

Hector: I hope that players really feel immersed in the game. I want them to feel like the choices that they make matter, where the moves they make really hit or the avatar they choose really fits the character they want to roleplay for 20 minutes.

Nate: I hope the music and sound design inspires a sense of story and nostalgia. And I hope some of the melodies stick with players like those classic RPG melodies did with me. Legends of Trivia, along with five other all-new games, are coming to The Jackbox Party Pack 11 this fall on Xbox! Follow Jackbox Games on Instagram and TikTok to keep up with our games as they get announced.

The post Learn More About Legends of Trivia, Coming to Xbox in The Jackbox Party Pack 11 appeared first on Xbox Wire.

Former Nintendo Devs Reminisce About ‘Amazing’ Colleagues Who Were So Good At Making Games, They Seemed Like ‘Celestial Beings’

Takaya Imamura — a video game designer and manga artist perhaps best known for his work on F-Zero, Star Fox, and The Legend of Zelda — has said that despite his lofty credits, there were “so many amazing people” in Nintendo, he felt “inferior” enough that it was a relief to eventually leave the company.

“There were so many incredible people at Nintendo,” Imamura wrote on X, as spotted and translated by Automaton, “and I remember constantly wondering how I could demonstrate my own worth in such an environment,” adding there was always “a sense of inferiority lingering somewhere.”

“When I left the company, it’s true that I felt a sense of freedom, as if I had been released from the inferiority complex I’d carried for years,” Imamura added. “But at the same time, there was also a loneliness in thinking, ‘I won’t be able to work with these people anymore…’ That said, with only a few years left until retirement anyway, and since game development often takes many years, I felt a stronger desire to move forward at my own pace, doing more freely creative things.”

While reading that may come as a surprise, it seems that sentiment is shared by many former Nintendo employees. One former Nintendo designer, Shinji Watanabe, who now heads up Epsilon Software, followed up to liken his former colleagues to “celestial beings,” whilst Ken Watanabe, who worked at Nintendo for 10 years before branching out an an indie creator, concurred, said: “There really is nothing but amazing people [at Nintendo]. Trying to find a way to stand out among them was both draining and fulfilling.”

On the subject of Nintendo… did you know Super Mario Strikers — or Mario Smash Football, as it’s known in Europe — is joining Nintendo Switch 2‘s Nintendo Switch Online GameCube library next week? It’s the first game to have been added to the library since Switch 2 launched earlier this month. And don’t forget, an extremely cool replica GameCube controller is also available for maximum nostalgia…

Nintendo Switch 2 is off to a strong start, with 3.5 million consoles sold, but an analysis on the console’s launch week sales paints a mixed picture of how well games not made by Nintendo are now selling.

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.