A new Helldivers 2 patch has arrived ahead of the slightly delayed Redacted Regiment warbond also making its sneaky debut today, January 22nd. In line with that warbond’s stealthy shushness, this patch has seen Arrowhead add in new commando missions designed to reward those who know when to crouch-walk. They’ve also revealed that the slim build that’s been in beta for a little while is finally ready to take the reigns from the standard version and its very chunky install size.
Ubisoft has said that completing its now-canceled Prince of Persia: Sands of Time Remake would have “required more time and investment than we could responsibly commit,” after more than half a decade of development.
Yesterday, Ubisoft shocked fans by announcing it had scrapped the long-awaited remake completely as part of a major business reshuffle, nearly six years after the project was first announced, and five years to the day after it was initially set to launch — on January 21, 2021.
Ubisoft has never fully explained why the remake has had such a tortured development — first at the company’s Mumbai and Pune studios, then at Ubisoft Montreal since the project was rebooted in 2022. What has been happening behind the scenes since then, and why has the game been scrapped now, after so long trying to get it right?
A statement that’s now been shared via the official Prince of Persia social media account holds few answers. Here it is in full:
“To the Prince of Persia community, we wanted to share this with you directly,” reads a statement attributed to Ubisoft’s Prince of Persia team.
“We’ve made the difficult decision to stop development on Prince of Persia: The Sands of Time Remake. We know this is deeply disappointing. The game carries enormous meaning for fans and for the teams who worked on it.
“While the project had real potential, we weren’t able to reach the level of quality you deserve, and continuing would have required more time and investment than we could responsibly commit. And, we didn’t want to release something that fell short of what The Sands of Time represents.
“Prince of Persia as a universe and a legacy continues to matter deeply to us, and this decision does not mean we’re stepping away from the franchise.
“Thank you for your passion, patience and love for Prince of Persia.”
While many of the details around Ubisoft’s business reshuffle remain to be seen, the company did at least name the Prince of Persia franchise as part of its new fourth “Creative House” division yesterday, suggesting it was indeed still an ongoing concern.
For the fans waiting half a decade to play the Prince of Persia: Sands of Time Remake, however, this is likely of little comfort.
“Pretty sad we’ll never get this,” wrote Ubisoft fan SynthPotato, “people were convinced its on the edge of releasing.” “Saw this coming a mile away unfortunately,” added another fan, 8biteric. “Please tell me you’re going to reverse time and take back this post and make an announcement that the game is done and will release later this year,” suggested TheChrisLambert, hopefully.
Five other games were canceled yesterday as part of Ubisoft’s reshuffle, while a further seven titles have been delayed — including the company’s similarly long-awaited Assassin’s Creed: Black Flag remake.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Rebirth and third entry are now in development for Switch 2.
If you’ve been keeping up with Final Fantasy VII Remake on the Switch 2, then you’ll probably already know that its direct sequel, Final Fantasy VII Rebirth, along with the untitled third entry, will also head to the hybrid console in the future.
Rebirth represents quite a drastic departure from Remake, introducing a vast open world that serves as an almost direct contrast to the tightly-designed environments found in the first entry. This will no doubt sow doubts in fans’ minds about just how well it might hold up on the Switch 2. After all, Rebirth’s visuals were already noted to have suffered from a few downgrades at launch when compared to Remake.
Nintendo has released an update for Pokémon Legends: Z-A, with some handy item adjustments and a list of bug fixes for the game’s Mega Dimension DLC.
The Switch and Switch 2 Pokémon adventure has today been patch to Version 2.0.1, which makes both berries and Mega Shards easier to buy and hold onto. With the update installed, you will now be able to purchase multiple berries at once from food vendors. Mega Dimension owners, meanwhile, will gain the ability to buy berries at Nouveau Café’s Truck.
Speaking of Mega Dimension, players with the DLC purchased will see a range of bugs fixed — including Shiny Pokémon not registering in your Pokédex, a side mission progression blocker, and an issue where the game’s weather was stuck being sunny (if only this was true in real life).
Launched last month, Mega Dimension adds a fresh story campaign to Pokémon Legends: Z-A, starring a donut chef and the Mythical Pokémon Hoopa. It’s set within an alternative Hyperspace version of Lumiose City, where the franchise’s typical level 100 cap can be surpassed. Most excitingly, it adds a swathe of all-new Mega Evolutions — though none as freaky as the fan-favorite Mega Starmie.
Looking ahead, the Pokémon series celebrates its 30th anniversary in 2026, and fans are eagerly awaiting news on the next generation of mainline games. Many expect these to be announced on the franchise’s anniversary during its annual Pokémon Presents livestream, due on February 27. There’s also the promising-looking life simulation spin-off Pokémon Pokopia to look forward to.
For now, Pokémon Legends Z-A’s latest full patch notes lie below:
Pokémon Legends: Z-A: Ver. 2.0.1 (Released January 21, 2026)
Adjustments Applied for Obtaining Items:
When purchasing Berries from a food stall, you can now purchase multiple Berries at once.
After beginning the story of the Pokémon Legends: Z-A – Mega Dimension DLC, you will be able purchase Berries from the clerk at Nouveau Café’s Truck No. 3.
The maximum number of Mega Shards you can carry has been increased from 999 to 9,999.
Fixes Applied for the Following Confirmed Issues Related to Pokémon Legends: Z-A – Mega Dimension Content:
When using moves in certain pockets of hyperspace, Pokémon may sometimes have faced a different direction from the intended target.
There were cases in which the weather remained sunny and did not change.
Shiny Pokémon obtained prior to the release of Pokémon Legends: Z-A – Mega Dimension may not have been registered to the Mega Evolution Pokédex, even if their Mega Stones were obtained after becoming available in the DLC.
During missions, images from unrelated scenes may occasionally have been displayed.
Players may not have been able to complete side mission 188 “Start Special Scanning!” even after earning the maximum number of survey points. (Players who are already experiencing this issue should be able to progress after entering and exiting hyperspace.)
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Ubisoft’s bloodbath of game cancellations and restructuring yesterday has attracted the expected fiery response from unionised workers, with the French game industry union Solidaires Informatique calling a half-day strike today. Cost-cutting and potential layoffs aside, the strikers are protesting against Ubisoft’s decision to mandate a full return to office, with workers given an annual allowance of work from home days instead – something a publisher executive has justified as a move “to enhance collective efficiency” and “the sense of belonging”.
Similar to the Sonic movies, the Mario movies are expanding their big-screen universe by introducing and surprising audiences with more characters. Mario’s companion Yoshi was teased at the end of the first movie, and since then, the official trailers for the Super Mario Galaxy Movie have introduced Bowser Jr. and Rosalina.
Speaking to GamesRadar+ recently, Mario’s movie voice actor Chris Pratt has apparently hinted there are at least “a couple more” characters not featured in the official trailers for the new movie that should excite fans. Here’s the full exchange:
Pokémon Legends: Z-A has received its first update of the year today for the Switch and Switch 2. When you download it, your copy will be updated to Version 2.0.1.
It focuses on some adjustments for obtaining certain items (including an increase to the maximum number of Mega Shards) and also applies a whole bunch of fixes to previously confirmed Mega Dimension expansion issues.
Kensuke Tanabe, veteran producer at Nintendo who became known for his work on the Metroid Prime series, has reportedly announced his retirement.
As covered by VGC, Tanabe’s announcement comes via an interview with the Japanese magazine Nintendo Dream, which has been uploaded online by a user on Weibo. Tanabe states that Metroid Prime 4: Beyond was to be his final game at the company, with his protégé producer Risa Tabata succeeding him should another Prime game be made in the future.
You ever accidentally find out that you’re the sovereign of an entire nation as dictated by a prophecy even though you’re technically just random nobody, and so you wind-up being the one to have to make all the decisions about how your nation is run? No? Well, that’s fine, but if you’d like that to be you, I’ll introduce you to Sovereign Tower, a management RPG where you send off your knights of the round table to deal with all manner of quests.
Elden Ring: Nightreign’s DLC, The Forsaken Hollows, has been out for a month and a half now, which means players have had plenty of time to get used to its two new Nightfarers, two new end bosses, and numerous new night bosses. But one element of the new content that everyone is still really struggling with, even after weeks of practice: the new DLC map. It’s really difficult, really confusing, and seemingly no one likes it that much, leading to a rash of negative Steam reviews and a lot of failed runs.
The new map is technically not even a new map, though it may as well be. It’s a Shifting Earth event, meaning it may or may not be active at any given time when you’re playing a DLC boss, with other options being the default map or one of four other Shifting Earths available. However, unlike the other Shifting Earth events, which only transform one part of the map significantly, the Great Hollow shifting earth essentially is a totally different area. Nothing is the same. There’s no castle at the center, no ravine running down the middle, no lake in the south or cliffs up north.
Instead, the Great Hollow is centered around a giant crystal in the middle which seems to have crashlanded, splitting the land around it into broken up cliffs separated into multiple levels. Built into and scattered around the cliffs and canyons are various ruins full of enemies, alongside the more familiar structures such as churches, forts, and mines. The actual in-game map of the Great Hollow has multiple levels with different points of interest on each level, and it’s necessary to use the game’s spirit springs carefully to fall down to lower levels and shoot back up to higher ones so you can actually get around effectively.
Additionally, the Great Hollow’s center crystal contains a major buff for the party that can be seriously clutch for a round’s final boss fights. But in order to obtain it, you need to find and break several smaller, colored crystals scattered around the map, whose locations change on each attempt.
So why is this causing everyone so much pain? Well, for one, because of the multi-level map, it’s far more difficult to tell at a glance what route you should take on a given run. Normally, as you’re flying into a new game, you’ll pop the map open and give it a brief scan, mentally planning out a route that will ideally give your team a few extra flasks, a mine for a smithing stone, and a gradually more challenging line of boss encounters so you can collect runes and weapons and level up. In the Great Hollow, there are so many different vertical levels to account for, plus multiple map levels to swap between, that it’s even more difficult to route a run and make a plan that will actually see your team effectively get stronger over the course of two nights. And that’s only exacerbated by the need to account for breaking crystals as you go, without knowing where they’re going to end up until the second day.
But by far the worst thing about Great Hollow is the giant, gaping chasm running through the middle of it.
Unlike Elden Ring, Nightreign doesn’t have fall damage. This was a big point of difference in gameplay style when it first launched, as Nightreign encourages players to sprint across maps, leap off ledges, and even climb up the sides of cliffs. Elden Ring, by contrast, favors a somewhat slower, more cautious playstyle. So over the last year, a lot of Elden Ring players have slowly adjusted to Nightreign’s rhythm of running and jumping without a lot of hesitancy, and by and large, that’s worked out well for them, because there really aren’t many places where falling in Nightreign is dangerous. You can technically fall off the outside edge of the map, and the Crater Shifting Earth does have a big lava pit that’s not great to fall into, but both of those are fairly simple to avoid.
Great Hollow, by contrast, has a death pit running down parts of the middle of the map, and it’s annoyingly hard to see. Because of how the ledges are positioned, it’s easy to look over a ledge, think you’re good to jump down, and end up falling to your death. What’s worse, for some reason Nightreign doesn’t treat death falls the same way it treats deaths to enemies. If an enemy kills you, you just spawn back at the last Grace you tapped, and your leftover Runes are either dropped near where you died or picked up by a nearby enemy. But when you fall, Nightreign will seemingly randomly drop you somewhere along a ledge near your death point, which could be above, below, or across from where you jumped off. But then it leaves your Runes back on the ledge where you started. Which means it’s possible (and even likely) that you’ll spawn on a far ledge, with your Runes somewhere behind you across a death pit, and no easy route back.
Whew! All this is to say that the Great Hollow, while aesthetically beautiful and thematically cool, is kind of a pain in the neck, and Steam reviewers are trying to let FromSoftware know. While Elden Ring: Nightreign itself has mostly positive reviews, Forsaken Hollows is currently sitting at Mostly Negative reviews for the last 30 days, with only 30% of 1,347 reviews this past month being positive.
“The new map is poorly designed, overly difficult and boring,” reads one review from today. “Takes forever to traverse, interesting points of interest are often too deep into the edge of the map to get through completely, boss battle tower is a damage-sponge time-wasting chore. New dlc pois in new and old map are full of enemy encounters designed to cheese you like it’s darksouls. Spend hours learning and memorizing crystal locations from youtube videos just so you can try to not lose in a bad map. Underground ruins filled with a dozen rot kindred that homing one shot you.”
Another reads: “The characters and bosses are great but the new “map” is absolutely horrible and is ruining the experience of the game as a whole.”
And a third: “Love the bosses and new classes but the new map is just trash. There was Zero NEED to add gaps in the map to kill YOU. You might as well add fall damage to the game.
“That map is NOT FUN!!! It’s a freaking chore. I avoided it completely until I am forced to play it to compete certain story lines.
“I am now forced to spend hours memorising the bloody thing because you will literally end up locations you cannot get out because the only bridge is light years away.
“An otherwise great DLC ruined by this nonsense map. EITHER GET RID OF THE MAP, MAKE IT OPTIONAL OR COVER THE GIANT HOLES.”
I also spotted a recent positive review that simply read, “the new map is ♥♥♥♥♥♥♥ terrible but everything’s so good.”
Not everyone hates the map, and some FromSoftware fans are pointing out that this may be a bit of a skill issue. A recent Reddit thread about the Steam reviews states, “The more I play, the more I feel like it was fantastically designed.” And the replies themselves seem divided between acknowledging its flaws and celebrating what they love about it.
As someone who spent last night falling into chasms on this map, I can see both points here. Great Hollow really is beautiful and unique, requiring a very different gameplay flow and better team coordination so you don’t all end up separated and confused. But it’s pretty challenging to learn, and the only way to learn really is to fail at it a lot. After already putting over 100 hours into Nightreign, I’m not having the best time simultaneously trying to learn all the new bosses, two new characters, and the new map simultaneously – though, I guess you could argue, that’s just the FromSoftware experience.
Probably a fix for where the game places you after you fall, and maybe a little bit more clarity on the minimap would solve some of this. We’ll keep an eye out for a Nightreign patch to address it. But in the meantime, just keep practicing.