From Concept to Combat: How Stadium Came to Life in Overwatch 2

Overwatch 2 Stadium Key Art

From Concept to Combat: How Stadium Came to Life in Overwatch 2

Summary

  • A new groundbreaking experience for Overwatch 2 is here, and it will change the way you play the game.
  • Senior game designer Dylan Snyder talks about how Stadium came to be and shares his favorite Hero builds.
  • Stadium is just getting started—keep that feedback coming!

Calling all heroes! As you may have seen, Stadium launched in Overwatch 2 on April 22! As a member of the Overwatch development team, I’m here to share a behind-the-scenes look into how we crafted this new way to play, and I’ll sprinkle in some of my favorite features and builds as well!

Building Stadium

The whole team—including myself! —was so excited about building Stadium from day one. It’s not just another mode; it’s an entirely fresh way to experience Overwatch – and you can learn more about the mode here. Beginning as a passion project, our ultimate goal was to push the boundaries of Hero fantasies and match variety, plus we still wanted it to ultimately feel like Overwatch…no pressure, right?

Overwatch 2 Stadium Image

The idea for Stadium actually started brewing before Overwatch 2 was even launched. During those early brainstorming sessions, one central theme kept bubbling up—we wanted you to have options. Tons of them. Whether it was your strategies, the way you enhance your Hero, or even how you view the game (hello, third-person perspective!), we want to empower you to adapt to your match, team, and individual style on the fly.

This sparked the idea for a long-form “best of” mode, where every skirmish would teach you valuable lessons and allow you to tweak and upgrade your play. That was the beginning of what resulted as Stadium: battles are fast, choices are deep, and the possibilities are endless.

Inspirations That Shaped Stadium

Stadium wouldn’t be what it is without the inspirations it drew from. It owes a lot to our Blizzard neighbor, Hearthstone, and specifically its Battlegrounds mode. But while Hearthstone gave us ideas on fostering deep, strategic builds with downtime planning, we wanted to inject our own Overwatch flair.

Overwatch 2 Stadium Image

Overwatch has always let you become the hero, and in Stadium, we leaned hard into that concept. Here, you can amplify your Hero’s abilities to ridiculous levels. Trust me, watching a Reaper who never has to reload is both terrifying and oddly satisfying (unless you’re on the receiving end!) That being said, balance is key, and we learned not every concept fits (sorry, overpowered lava pools).

The biggest difference between us and Hearthstone’s Battlegrounds? We wanted to remove randomness and hand all the options over to the player. This not only makes the system easier to learn but also enables mastery over time. Nothing beats the feeling of transforming a humble Ana into a nano-boosting, wall-busting legend.

Third-Person Perspective (Finally!)

This might be my favorite part of Stadium. For the first time in Overwatch history, you can flip between first and third-person perspectives. Yes, you read that correctly.

During early playtests, we saw how chaotic Stadium can get, with flying heroes and way too much lava (yes, I kept walking into it, don’t judge). Zooming out your view makes the gameplay more readable and opens new ways to strategically assess battlefield chaos.

Overwatch 2 Stadium Image

The Overwatch team had already done a lot of work making sure third-person silhouettes and animations were clear for opponents. Now, we leveraged that effort to integrate third-person cameras for every character. And if you’re more comfortable in first-person (after all, Overwatch’s roots are deeply FPS), you can toggle back if that’s your preference. Stadium is all about letting you play your way.

My Top 3 Favorite Stadium Builds

To get you started, I want to share my top three favorite Stadium builds. These combos were literal game-changers for me.

1. Reaper’s Shotgun Sweeper

  • Hero Item: “Onslaught”: Increase your Max Ammo by 25%. Every third shot costs no ammo, but deals less damage
  • Power: “Revolving Ruin”: Close range Shotgun hits increase Attack Speed by 5% for 1s. This stacks up to 8 times.

If you love chaos, this is your dream. Once Reaper becomes an endless shotgun machine, entire enemy lines will melt away. It’s both horrifying and beautiful.

2. Ana’s Ultimate Medic

  • Hero Item: “Eye of Horus”: Nano Boost can hit targets through walls
  • Power: “Our Turn”: Nano Boost affects all allies in line of sight

Transform Ana into the ultimate clutch queen. Buff your teammates wherever they are, and with amplified healing, turn losing matches into spectacular comebacks.

[Stadium Ana Hero Shot]

3. Ashe’s B.O.B. Jr. Blast

  • Hero Item: “B.O.B. Wire Defense”: When B.O.B. stops charging, he gains 300 Armor
  • Power: “B.O.B. Jr.”: Reduce your Ultimate cost by 50% and summons a much smaller B.O.B., who has less health and attacks less quickly

B.O.B. has a new look; he’s small, but he’s mighty!

Step Inside the Stadium

Developing Stadium has been all about making sure it feels dynamic, fun, and true to Overwatch’s spirit. And we’re just getting started. We plan to add new heroes, maps, and other experiences into Stadium every season.

With your feedback, we will continue to evolve Stadium so it keeps getting bigger and better. Whether it’s testing new Powers, tweaking balance, or adding surprises along the way, we’re building this Stadium for you!

On behalf of the entire Overwatch team, we can’t wait to meet you on the battlefield. Time to suit up, Heroes—we’ll see you in the Stadium. I’ll be the Reaper that doesn’t need to reload, bahaha!

Overwatch® 2

Blizzard Entertainment


2003

Xbox One X Enhanced
Xbox Game Pass

Overwatch® 2 is an always-on and ever-evolving free-to-play, team-based action game set in an optimistic future, where every match is the ultimate 5v5 battlefield brawl featuring new heroes and maps, different ways to play, and unique cosmetics! Lead the charge, ambush your enemies, or aid your allies as one of Overwatch’s 40 distinct heroes. Team up with friends, take them into battle across 25+ futuristic maps inspired by real-world locations, and master multiple unique game modes.

Overwatch 2 – Season 16: Stadium

Enter the ultimate battleground with Stadium mode, an all-new experience where customization takes the reigns in a fun, best of seven, round based fight. Then, celebrate the launch with the Stadium: Initiation seasonal event to unlock exclusive rewards. Plus, the relentless bounty hunter Freja arrives as the latest DPS hero, bringing precision and mobility to every match. Meanwhile, the battlefield transforms with stunning skins, from the Dokiwatch team—led by Mythic Heart of Hope Juno—to Legendary Ashe, Genji, Brigitte, Lifeweaver, and Mauga in the Premium Battle Pass. Whether you’re outwitting opponents in Stadium, hunting your prey with Freja, or wielding magic with Dokiwatch, this season is packed with action, strategy, and a whole lot more.

The Overwatch League™ Token will no longer be purchasable after December 9, 2024. The OWL shop will remain open until at least December 2025, with limited inventory purchasable with players’ remaining OWL token balances.

The post From Concept to Combat: How Stadium Came to Life in Overwatch 2 appeared first on Xbox Wire.

EA Sports F1 25: details on massively revamped My Team mode and more, launching May 30

The buzz of excitement is ramping up into a full roar as EA Sports F1 25 gets ready for lights out on May 30. And with it comes a whole paddock of improvements, tweaks, and new features to ensure unfamiliar racers and track veterans alike all feel at home. I recently had an opportunity to talk with the developers at EA Codemasters about the upcoming racing game’s newest gameplay features.

“We’re never short of feedback,” says EA Codemasters’ Creative Director Gavin Cooper. “We listen to the community and that informs a lot of our features this year.”

The wealth of voices offering reactions over the figurative team radio don’t just include the official forums and other close sources, but also Esports drivers and content creators who had the opportunity to get their hands on  F1 25, early during its development.

The result is a game which has aimed to sharpen up everything from its car handling, to a glossier TV-style presentation, and enhanced real driver voice over. “Hearing the real drivers’ voices as you’re playing really brings a degree of authenticity to the experience,” says Gavin. “We’ve got almost double the number of voice lines in F1 25 that we had in F1 24, and you experience them in more context, too.” So not only can you hear directly from some of the principals, you’ll also have back and forth exchanges between the real drivers and the in-game race engineers, offering the sort of camaraderie – and tension – of the real thing.

Gavin is also keen to point out that for fans who were frustrated with the samey engine noises in the comprehensive My Team mode, that bugbear has been addressed. “You’re now able to attach the correct audio to the different engine suppliers – so depending on which supplier you pick, it’ll actually make your car sound different. That’s something I know people have wanted for a long time.”

Your very own dream team

On the subject of My Team, the popular mode has received a significant boost, designed to get fans’ hearts racing. This time, rather than being the owner-driver, you’re now the team owner having to manage a pair of drivers. “We know being an owner-driver is not authentic to the sport,” says Gavin. “But now having to manage two drivers opens up a lot of interesting decisions for the player. Previously whenever we’ve asked you to prioritise one driver over the other it wasn’t an interesting choice – you’d naturally choose yourself. Now you have to think about who’s the most important in things like contract negotiation and upgrades.”

While you’ll choose who to control on the track itself during race weekends, managing two different personalities and egos offers more complexity to juggle, on top of running the detailed Engineering, Personnel and Corporate facilities, which can also spill out into how your team, competitors and prospects perceive you. Even when added to the expanded R&D and sponsor systems which interact with perks, upgrades, and relationships, and increased control over Driver Icons to allow AI teams to recruit iconic drivers, it’s still only a selection of the additions you’ll have at your racing gloved fingertips.

Braking Point drives the narrative experience forward

Fans of Braking Point, F1’s massive story mode series, aren’t left on the starting grid, either. “We’re always looking for ways to increase the players’ impact on the narrative,” says Gavin. So now when key events happen, you have the option to choose from the two Konnersport drivers available in that scenario, resulting in various ripple effects which can not only impact some of the race objectives, but also the end of the story itself. Implementing this expansion and various branching narratives was no small task for the development team.

“We’re keeping track of the core narrative, which is supported by various other threads, subplots, and other little storylines that we deliver through the secondary narrative, like phone calls, social media and news posts,” explains Gavin. “And those different threads might be more relevant to one driver but can come back and intersect with the main story. So it’s making sure you’re still getting something that feels specific to that driver and the storylines that you’re engaging with, and still have a coherent overall narrative that everyone can enjoy. It’s difficult, but it’s been a really fun process as well.”

And when you finish Braking Point? Well, there’s a special bonus that will allow you to bring your Konnersport team directly into the Career Mode, for the first time in the series. It’s just one of the many ways F1 25 has stepped up a gear to give you a variety of flexibility in how you want to race.

“There’s a whole matrix of possibilities you can pursue in the game,” says Gavin.  “You can play as an official driver, or a custom driver, but there’s also kinda an 11th team, via Konnersport or Apex. Do you still play as a custom driver on an official team, or go for an official driver? And that’s all before you even get into bringing Icons into My Team, too.”

Immersive details at every turn

As in-depth as many of the existing modes go, the development team haven’t forgotten about the fun little extras, either. In-depth customisation means a better decal editor, there’s the ability to change driver number fonts and colours, and LIDAR scanning has provided millions of referenced data points for a more authentic look and feel for five tracks (Bahrain, Miami, Melbourne, Suzuka, and Imola), including safety barriers, fan areas, and even accurate vegetation.

And now you can also race around Silverstone, Zandvoort, and Austria in reverse track layouts in Grand Prix, Time Trial, Multiplayer, and from the second season of the Career modes. “It’s the feature that seems to catch people out the most,” smiles Gavin. “You think you know those courses, but when you actually get to play them they really do feel like brand new tracks. There’s a lot of nuance, you’re not just driving them backwards. It really spins people’s heads out a little, having a very different experience in a familiar location.”

With F1 25 taking pole year in, year out, it’s no secret that creating these games is arguably as complicated as mapping out a real-life racing campaign, with the development team split into those who work specifically on the ‘even’ year iterations of the series, and those who work on the ‘odd’ years. “We started a central team that works on the stuff that we do every year, so things like handling, AI and so on,” Gavin explains. “They still work on yearly cadence. But having that split team model is really valuable, it lets us set up all of these big features every year. It’s tricky because we overlap, and are essentially working in the game’s build at the same time, but fundamentally a lot of it comes down to good process, good communication, and the right people in the right place.”

It’s a method which, like the best F1 teams, relies on the keenest of teamwork – but comes together every year when it matters. You’ll be able to experience it all for yourself when EA Sports F1 25 launches on PS5 on May 30.

11 bit studios’ new Frostpunk game isn’t a threequel or a spin-off, but a remake of the original

It was literally only last week that 11 bit studios announced a new Frostpunk was on the way, even saying that it could have a release date “as early as 2027.” Yet, here we are now, with the reveal of what it actually is. It’s not Frostpunk 3, it’s not a spinoff, it’s Frostpunk 1886, a “reimagined” version of the original game. Yes, that basically just means that it’s a remake, though it does sound like it’s got a bit more going on from it than the original.

Read more

Indie Publisher Boss Feels ‘The Pain for Our Team’ After The Elder Scrolls IV: Oblivion Remastered Shadow-Drop Sucks the Air Out of the Room

The Elder Scrolls IV: Oblivion Remastered’s shadow-drop release on April 22 took the internet by storm, but indie developers who planned to launch their game on that same day were left reeling.

Jonas Antonsson, co-founder of indie publisher Raw Fury, took to social media to explain how “massive” shadow-drops from huge games like The Elder Scrolls IV: Oblivion Remastered can cause everything else coming out at the same time to get “buried.”

“I loved (when younger) and still absolutely love Oblivion and I’m personally excited to see it get a breath of new life and being introduced to a whole new generation of players,” Antonsson began.

“But from the perspective of indies and indie publishers, this is the problem with these sort of massive shadow drops. Everything more or least gets buried. We don’t have the cash nor muscle to throw around, so everything is carefully planned. Including when to release, based on other releases etc – to try to maximize the chances of getting attention.”

Antonsson then pointed to Red Soul Games’ Post Trauma, which Raw Fury published on April 22. It’s a puzzle horror game inspired by PS2 era classics where you “navigate environments, tackle threats, and meet other lost characters in the depths of the Gloom.”

“Love the game that dropped but feel the pain for our team and especially the developer we’ve worked with for years – who has poured his heart and soul into his game,” Antonsson said.

Raw Fury had tweeted sarcastically on April 22: “Thank god Post Trauma was the only notable release of today and nothing else happened!”

From Bethesda and parent company Microsoft’s point of video, the Oblivion Remastered shadow-drop has been a big success. The game enjoyed an impressive start on Steam, and it’s dominated online discussion as players celebrate the return of funny character faces, old bugs, and memes.

Even other games Microsoft itself has pushed hard in marketing terms are running up against Oblivion Remastered. This week, Clair Obscur: Expedition 33 publisher Kepler Interactive acknowledged the ‘Barbenheimer’ energy of releasing the same week as Oblivion Remastered. Both games launched straight into Xbox Game Pass Ultimate.

As for Raw Fury, when it set the Post Trauma release date it couldn’t have known Oblivion Remastered was waiting to steal the show. It may gone down as just one of those things.

We’ve got a comprehensive guide to everything you’ll find in Oblivion Remastered, including an expansive Interactive Map, complete Walkthroughs for the Main Questline and every Guild Quest, How to Build the Perfect Character, Things to Do First, every PC Cheat Code, and much more.

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.

Tron: Catalyst Introduces a Time-Loop Twist to the Iconic Cyberscape

The original Tron has a particularly interesting place in pop culture, delivering the first movie about video games and the hidden worlds within computers. So it’s a wonder that the first film and its follow-ups still haven’t made that many forays into video games proper after more than four decades since the 1982 original. Thankfully, recent attempts from developer Bithell Games have done more to push the concept of Tron beyond just the imagery of speeding light cycles and fast-paced identity disc combat to offer more of a look into the inner machinations of the Grid.

With Tron: Catalyst, we have a new action game set within The Grid’s neon, grey-soaked setting to uncover a larger conspiracy involving the impending end of the computer world. There’s so much detail to admire that’s packed into Tron: Catalyst from my recent hands-on time, and with an interesting time-loop twist, it carries on the familiar Tron action from a new perspective.

Set after the events of both Tron: Legacy and Tron: Identity, you play as a courier program named Exo, who navigates the large megacity of the Arq Grid to complete her various routines. After discovering one of their packages was secretly a bomb which detonates while in the city, they’re subsequently framed and imprisoned. As she plans her escape, she discovers glitches in the Grid that allow her to roll back time, letting her take information and skills backward in the timeline to a recent point. With a plan set, she seeks out the real culprit of the attack to clear her name and foil a larger plot that will disrupt the foundations of the Arq Grid.

Catalyst moves away from the static presentation of the visual novel and into fully explorable environments populated by programs.

The previous Tron game that Bithell Games worked on was Tron: Identity, a visual novel-style adventure game. Catalyst carries many concepts from its predecessor, particularly its investigation and character interactions. Exo even rubs shoulders with some notable returning characters from Identity – such as the previous protagonist Query. However, Catalyst moves away from the static presentation of the visual novel and into fully explorable environments populated by programs, making sense of the uneasy presence of security programs patrolling the city.

In a similar vein to games like Death’s Door and Tunic, Tron: Catalyst has a balance between narrative-driven exploration and combat sequences within the larger city. As Exo, you’ll be able to interact with a set of other programs going about their time in the town, and when the investigative element kicks in, she can engage in combat, exploration, and rolling back time to overcome the odds.

The combat style in Catalyst does well to capture the sense of precision and patience when using the iconic identity discs, which double as a close-range melee weapon and a long-range projectile that can depress enemies. The combat mechanics, while fairly simple during this opening chunk of the game, offered some fun when it came to carefully taking out squads of security officers. A particularly fun moment I had was nailing a parry and then unleashing some strikes before throwing the disc to finish them off. That said, I am hoping for the combat to really open up properly as the story goes on, as the action sequences can feel a bit one-note after some time.

While exploring the city, Exo can summon her lightcycle to explore and whizz through the streets freely. But with the increased presence of Grid security, Exo is constantly under watch and can easily catch their attention, which launches a GTA-style manhunt for her. While you do have the run of the city, Catalyst is not an open-world game but rather uses its scale to present the different layers of exploration for its missions. Still, exploring the city on the lightcycle was very satisfying, especially taking in those slick Tron vibes.

Much like Identity, Catalyst is propped up by impressive writing that gives nuance to the various characters living in the Grid. As the investigation escalates, opening up new pathways to complete objectives, you can rewind to an earlier point to take a more optimal approach. These moments gave me the same feeling of being Tom Cruise in Edge of Tomorrow, where I could do certain actions to learn some secret motives from characters holding back intel, or gain the upper hand in combat.

Tron: Catalyst certainly nails the look and feel of Tron, and it particularly captures the brighter and more visually alluring style of 2010’s Tron: Legacy. But what I found interesting about Catalyst’s style and storytelling was that its plot and focus on the inner society of the Grid scratch the same itch as the vastly underrated and short-lived series Tron: Uprising, which dealt with a similar storyline about programs within the Grid seeking to overcome an oppressive rule.

So far, Tron: Catalyst is an intriguing step in a different direction from Identity. While the latter game featured strong writing and plot, it lacked a more compelling package to contain its ideas, and I do like this upcoming turn with Tron: Catalyst that Bithell Games has in store. It’s more of a stylish, if modest, action game, but seeing Exo maneuver through the city and fight through the different battles reminded me of some of the more daring moments from the films and animated series. It’s always fun to see Tron showcase its rich and alluring world, which will build up throughout Catalyst’s dive into the world of the Grid.

Sonic X Shadow Generations Is Confirmed As A Launch Title For Switch 2

Update: Upgrade seemingly not available for current owners.

Sega has already confirmed that Sonic x Shadow Generations will be heading to the Switch 2, but now we have a date: 5th June, 2025. Yes, the Switch 2 launch date.

This means that Sonic X Shadow Generations will be joining Yakuza 0 Director’s Cut and Puyo Puyo Tetris 2S on day one, making Sega one of the most staunch early supporters of the Nintendo Switch 2. The publisher will also release RAIDOU Remastered: The Mystery of the Soulless Army on 19th June 2025, and Two Point Museum at a later date.

Read the full article on nintendolife.com

RoboCop: Rogue City – Unfinished Business coming to PS5 July 17

It’s time to settle some Unfinished Business. This standalone game picks up where RoboCop Rogue City left off. Though it’s not required to play (or own) RoboCop Rogue City before getting into Unfinished Business, you’re more than welcome to.


RoboCop: Rogue City – Unfinished Business coming to PS5 July 17

Unfinished Business starts with a group of mercenaries tearing into the Metro West precinct, leaving after stealing components from RoboCop’s medical chair and making off for OCP’s latest project, the OmniTower.

Welcome to the OmniTower

The OmniTower is a massive housing complex designed to house residents evicted from their homes in Old Detroit to make way for Delta City. This tower is also a potential power source that, when combined with those stolen components, could give the mercenaries access to all OCP’s technology, including RoboCop.

Pulling this plan off will take time, so they’ve seized control of the tower, turning each floor into a dangerous maze of enemies, traps, and bullets. One that you’ll need to contend with.  

As you ascend the tower, ghosts from Alex Murphy’s past will come back to haunt him. The leader of the mercenaries is a former colleague of Murphy. These two have the same goal, protecting Old Detroit, but their motives differ.

A change in gameplay

It’s the appearance of this old friend that triggers something within Murphy, causing him to remember events from his past. As seen in the classic films, these moments are core for the development of RoboCop’s character, and we wanted to capture that in Unfinished Business. During a flashback sequence, you’ll play Alex Murphy when he was a beat cop in Old Detroit.

Playing as RoboCop can make you feel like a walking tank, powerful and indestructible. That’s a far cry from when you’re playing as Alex Murphy, after all, taking one too many bullets got him turned into RoboCop in the first place. You’ll need to be careful, taking advantage of the terrain and keeping cover between you and your opponents as you fulfill your duties to the precinct.

But wait, there’s more!

While tackling the OmniTower, you will be aided by Miranda Hale, a former OCP scientist who worked on the RoboCop project before being ousted so Bob Morton could take the credit. For a while, Miranda worked alongside the mercenaries. But disagreements in their approach caused her to sever ties with them. Regretting what she’d done, she teams up with RoboCop to atone for her mistakes. 

In addition to RoboCop and Alex Murphy, you will have the opportunity to play as Miranda and others throughout the story of Unfinished Business.

These vignettes will delve deeper into the story, giving you a better understanding of how far people are willing to go for their ideals and how if RoboCop ends up coming for you, then perhaps you’ve gone too far.

A love letter to the series

We’re huge fans of RoboCop; the opportunity to tell these stories, work with Peter Weller, and to add to the universe of RoboCop is an indescribable honor.

Beyond that, we’ve been constantly floored by the amazing response from fans across the world. We wouldn’t be able to create this standalone without your support and hope you enjoy your experience tackling the OmniTower.RoboCop: Rogue City – Unfinished Business will be coming to PlayStation 5 July 17 and you can download the game now as a April 2025 PlayStation Plus Monthly Game. Also, we’re happy to note that Peter Weller will again reprise his role for this standalone!

After The Elder Scrolls IV: Oblivion Remastered’s Success, Ex-Bethesda Dev Expects a Fallout 3 Remaster Would Significantly Improve the ‘Not Good’ Gun Combat

With The Elder Scrolls IV: Oblivion Remastered going down well with fans, thoughts are now turning to which Bethesda game is set for the remaster treatment next. And with many speculating Fallout 3 is coming (it was leaked back in 2023), how might Bethesda improve upon its 2008 post-apocalyptic role-playing game?

Bruce Nesmith, one of Fallout 3’s designers, has pointed to the game’s “not good” gun combat, which he expects Bethesda would improve significantly for a remaster.

Speaking to VideoGamer, Nesmith said Fallout 3 Remastered would have shooting more in-line with that of Fallout 4.

“What did you see in Fallout 4? That will tell you what they felt was necessary to change from Fallout 3,” Nesmith said.

“I know in Fallout 4 there was a lot of work done on the gun combat, because Fallout 3 is the first time they ever tried to do a shooter-style game. And, well, I think the work that was done was amazing.”

Oblivion Remastered, developed by remake specialist Virtuos using Unreal Engine 5, has a long list of visual and feature improvements. It runs at 4K resolution and 60 frames per second, as you’d expect, but other changes are more meaningful. Everything from the leveling systems to character creation, and combat animations to in-game menus have been improved. Meanwhile, there’s lots of new dialogue, a proper third-person view, and new lip sync technology. The changes are going down well with fans, some of whom believe Oblivion Remastered would be more accurately described as a remake. Bethesda, however, has explained why it went down the remaster route.

Nesmith said Fallout 3 Remastered would probably include improvements and changes along similar lines to Oblivion Remastered.

“[Fallout 3 combat] didn’t hold up to shooters at the time,” he said. “Also, it’s an RPG shooter, it’s not a run-and-gun shooter. But a lot of work was done on that for Fallout 4. So I anticipate seeing a lot of that work go into it, assuming they’re doing the same thing.”

“Oblivion wasn’t just brought up to the 2011 version of Skyrim,” he added. “It was brought up to something that, at least on the surface, looks like it exceeds the most recent graphics update in Skyrim.” Nesmith has said The Elder Scrolls IV: Oblivion Remastered is so impressive it could be called “Oblivion 2.0.”

It’s a busy time for Bethesda, which is working on The Elder Scrolls VI and, maybe, more Starfield. Throw in remasters and ongoing work on Fallout 76 and the Fallout TV show, which is heading to New Vegas for Season 2, and fans are in for a treat in the coming years.

We’ve got a comprehensive guide to everything you’ll find in Oblivion Remastered, including an expansive Interactive Map, complete Walkthroughs for the Main Questline and every Guild Quest, How to Build the Perfect Character, Things to Do First, every PC Cheat Code, and much more.

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.

Looks Like The Legend of Zelda: Tears of the Kingdom Will Support Cloud Saves After All

Nintendo has confirmed that The Legend of Zelda: Tears of the Kingdom Switch 2 version will support cloud saves after all.

We already knew that the Nintendo Switch 2 was set to get special enhanced versions of several Switch 1 games, including The Legend of Zelda: Tears of the Kingdom, but as IGN reported last week, a disclaimer had fans worrying that some games, or at least this one, wouldn’t support Nintendo’s cloud save functionality as they’d hope.

That’s because, initially, Nintendo’s pages for Tears of the Kingdom‘s Switch 2 edition carried the following disclaimer: “Please note: this software does not support the Nintendo Switch Online paid membership’s Save Data Cloud backup feature.”

Now, however, Nintendo has updated its website to provide more information. While Donkey Kong Bananza‘s page has since scrubbed all mention of cloud saves completely, Nintendo has revised the disclaimer on the Tears of the Kingdom page so it now states: “Save data created in the second save data slot in The Legend of Zelda: Tears of the Kingdom – Nintendo Switch 2 Edition cannot be transferred to The Legend of Zelda: Tears of the Kingdom on Nintendo Switch.”

This suggests players will be able to transfer their old Switch 1 Tears of the Kingdom saves to their new Switch 2 devices, but it won’t be possible to transfer Switch 2 saves back to the OG system (thanks, Eurogamer).

The Legend of Zelda: Breath of the Wild – Nintendo Switch 2 Edition page also now includes the same message, suggesting an identical approach to save transfers.

Nintendo Switch 2 pre-orders went live overnight, with the price still fixed at $449.99 — and they went about as well as you’d expect. Check out IGN’s Nintendo Switch 2 pre-order guide for more.

Vikki Blake is a reporter, critic, columnist, and consultant. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.