Marvel Rivals Season 1 Update Appears to Have Disabled Mods, Much to the Dismay of Fans of Custom Skins

The Marvel Rivals Season 1 update appears to have done more than add the Fantastic Four — players say it’s also cracked down on mods.

Ever since Marvel Rivals’ hugely successful December launch players have used mods to create custom skins despite concern over account bans. Popular mods include turning Iron Man into Vegeta from Dragon Ball and Mantis into a goth. There’s even a mod that turns Jeff the Land Shark into Pochita from Chainsaw Man.

Using mods violates Marvel Rivals’ terms of use, and developer NetEase itself has warned players against modifying game files. Despite the risk of getting banned, Marvel Rivals mods remain hugely popular.

Until now. Players are reporting the Season 1 update has added asset hash checking, which in turn has disabled mods. The official Marvel Rivals Discord is starting to fill up with questions from bemused players who are asking why their mods aren’t working, and social media is now bubbling up the explanation. IGN has asked NetEase for comment.

Some have suggested mod makers may be able to issue workarounds for their creations, but as it stands Marvel Rivals is a mod-free game. And the crackdown perhaps comes as little surprise. NetEase generates revenue from the free-to-play hero shooter through the sale of premium skins. If modding threatens that revenue in any way, NetEase will have taken a dim view.

We’ve seen a similar crackdown from other developers who sell premium skins for their games. Warhammer 40,000: Space Marine 2 developer Saber Interactive and publisher Focus Entertainment at one point disabled mods for the game, although later reversed its decision. Will NetEase for Marvel Rivals?

In the meantime, check out the Marvel Rivals Season 1 patch notes, and official stats that reveal Marvel Rivals’ pick and win rates in Quickplay and Competitive modes for Season 0. And keep an eye on the latest Marvel Rivals codes for free skins, and vote on the strongest Marvel Rivals characters in our community tier list.

Image credit: Vegeta as Iron Man mod on Nexus Mods.

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.

Please help, Warren Spector keeps emailing me about books

As a few of you might know, each Sunday at 4pm GMT I run Booked For The Week – a regular chat with a selection of cool industry folks about what they’re reading, what they’re hoping to read next, and what books they recommend. The very secret goal of the column is for the guests to name every book ever written. It’s a task every single one has failed miserably at with two notable exceptions. One was Dan Griliopoulos, who listed 400 books in a document before he got bored and gave up – a heroic, if ultimately futile effort. The other was Warren Spector back in November, who not only gave me the longest and most detailed reply I’d had before or since, but also followed up several times to add more books to the list.

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Is This Our Best Look Yet At ‘Switch 2’?

Update: Genki backtracks on claims.

Last week, accessory maker Genki announced it would be showcasing ‘Switch 2’ accessories at CES 2025 and it’s now delivered on this promise.

These new products are reportedly being shown “behind closed doors” and the German outlet Netzwelt has now shared some photos online. Apart from a look at a docking station with Joy-Con controllers attached, there’s also a “Switch 2 replica” model on display.

Read the full article on nintendolife.com

RGG ends Like A Dragon Direct by proudly announcing they won’t charge for New Game+ this time, something most games don’t do anyway

“Oh, and one last thing…” teased the narration for yesterday’s Like A Dragon Direct showcase on Like A Dragon: Pirate Yakuza In Hawaii, before announcing that the RPG will be getting New Game+ mode as part of a free post-launch update. It then cut to Majima and his crew making celebratory noises on deck. This follows last year’s Infinite Wealth catching some backlash for the decision to lock the mode behind a £15/€15/$15 edition upgrade.

Unrelated, but I’ve decided to stop putting angry spiders through your letterbox every morning. I know, I know. Come on now. Hero is such a strong word.

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Sony Signals Single-Player Only The Last of Us Part 2 Remastered on PC Requires a PSN Account 3 Months Ahead of Launch

Sony has signalled that The Last of Us Part 2 Remastered on PC requires a PSN account three months before the game’s release on Steam.

As spotted by VGC, the Steam page for Naughty Dog’s single-player adventure includes the now-standard Sony requirement for a PlayStation Network account.

PC gamers had little hope that Sony would budge on the PSN requirement for its Steam releases, and so it has proved with The Last of Us Part 2 Remastered. As a result, PC gamers in over 100 countries won’t be able to buy the game on Steam because Sony does not operate PlayStation accounts in those markets.

PSN is available in just 73 countries, leaving many out in the cold. The Baltics, including states that are part of the European Union (Estonia, Latvia, Lithuania), and the vast majority of countries in Africa are also excluded. For years, some players in these countries have created a PSN in a supported region to get around the restrictions, but there are concerns that Sony could ban the accounts of those who do.

Sony’s PC push has been controversial to say the least, with most of its games suffering negative Steam reviews as a result of the PSN requirement regardless of whether the games themselves are great or run well. In September, God of War Ragnarök met with a ‘mixed’ user review rating on Steam following its PC launch, with most of the complaints revolving around the PSN requirement.

One disgruntled fan even created a God of War Ragnarök mod that removed the requirement, but it was pulled down out of fear of reprisal from Sony. Exacerbating the backlash is that Sony has doubled down on this policy even for single-player games, such as God of War Ragnarök, Until Dawn, and now The Last of Us Part 2 Remastered.

Sony’s PSN account requirement for its PC games was thrust into the limelight with the release of Arrowhead’s explosive PC and PS5 co-op shooter Helldivers 2 earlier in 2024. Helldivers 2 suffered a review bomb campaign on Steam after Sony made PSN accounts mandatory for PC gamers on Valve’s platform (Arrowhead subsequently decided to turn the user review history graph into a cape, which is ready for launch but has yet to release).

Sony eventually backed down and reversed Helldivers 2’s PSN account requirement, but the game remains unavailable in the many countries that lack PSN. And indeed all Sony’s games on PC now suffer from this problem.

When it announced the PSN requirement for Helldivers 2, Sony said it had to do with player security. “Account linking plays a critical role in protecting our players and upholding the values of safety and security provided on PlayStation and PlayStation Studios games,” Sony said in a statement issued at the time. “This is our main way to protect players from griefing and abuse by enabling the banning of players that engage in that type of behavior. It also allows those players that have been banned the right to appeal.”

Perhaps bracing itself for a backlash it knew was to come, Sony added: “We understand that while this may be an inconvenience to some of you, this step will help us to continue to build a community that you are all proud to be a part of. “Many thanks for your continued support of Helldivers 2!”

The Last of Us Part 2 Remastered likely faces a similar backlash on launch that Sony’s other PC games have seen, despite the Steam warning months in advance.

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.

So, Have You Pre-Ordered Donkey Kong Country Returns HD For Switch?

DK and Diddy are back next week.

Donkey Kong and Diddy Kong are back next week in Donkey Kong Country Returns HD for the Nintendo Switch.

All this time after the 2010 Wii release, we’re now getting the ‘HD’ version – which also includes the bonus levels from the 2013 3DS version. Along with this, everything you know and love about the Retro Studios’ platfomer is returning including the local co-op.

Read the full article on nintendolife.com

‘Switch 2’ And Software Listings Spotted On French Retailer’s Internal Database

It’s all happening.

Following a GameStop database leak revealing ‘Switch 2’ accessory SKUs yesterday, a similar situation has now supposedly played out with French retailer ‘Fnac’.

The retailer’s website reportedly features multiple placeholder listings for the Switch “successor”. It’s believed these could be different bundles offered by the retailer. Apart from this, there’s also at least one item of software listed for the ‘Switch 2’. This appears to be a game by Take-Two:

Read the full article on nintendolife.com

Sleeping Dogs Movie Not Happening Anymore, Donnie Yen Confirms

Sometimes everyone already knows what happened to a project, we just need someone to confirm it.

In 2017 it was announced that there would be a live-action adaptation of the open-world crime game, Sleeping Dogs, starring Donnie Yen, who was riding high on the success of movies like Ip Man and Rogue One. Director Timo Tjahjanto was also approached to direct, giving this project a real pedigree for anyone who loves hardcore Asian action films.

Unfortunately, since about 2018 almost any mention of this movie disappeared. And now Polygon confirmed with Yen that this movie is no longer in the works.

“I spent a lot of time and did a lot of work with these producers, and I even invested some of my own money into obtaining the drafts and some of the rights,” Yen tells Polygon. “I waited for years. years. And I really wanted to do it… And unfortunately… I don’t know, you know how Hollywood goes, right?”

Yen calls it an “unfortunate thing,” but says he’s ready to move “on to better things.”

Sleeping Dogs was released back in 2012 and was developed by the now defunct United Front Games and published by Square Enix. The open world action game was effectively Grand Theft Auto in Hong Kong, with plenty of influences from Hong Kong crime cinema like Infernal Affairs and Hard Boiled. Starring undercover cop Wei Shen as he infiltrated the local Triad, Sleeping Dogs became something of a cult hit thanks to its mix of action, world design, and star-studded voice cast (including Emma Stone and Lucy Liu). The Definitive Edition received an 8.5 in our review.

Unfortunately a sequel and planned spinoff, Triad Wars, never entered into production before United Front shut down, and now the movie adaptation joins the dormant game series.

Luckily for fans of Yen, he’s been keeping himself quite busy both at home and abroad. Alongside the action movie The Prosecutor, Yen was last seen stateside as the blind assassin Caine in John Wick: Chapter 4, and according to Collider, is in talks to star and direct a Caine spinoff movie.

Matt Kim is IGN’s Senior Features Editor.

Evolving Monster Hunter: How Capcom’s Belief in the Series Made it a Worldwide Hit – IGN First

The Monster Hunter series first launched on PlayStation 2 in 2004 and has since won over many fans, evolving at a dizzying pace alongside new developments in hardware. While it may sound like a cliché to say that the whole world has been waiting for it, it’s not an exaggeration to say that hunters from around the globe have eagerly awaited the next game in the series, Monster Hunter Wilds, releasing at last on February 28, 2025.

The gameplay loop that hunters imagine when they hear about Monster Hunter has remained the same throughout the series even after 20 years. Hunt gigantic monsters, strip them of materials, create equipment, then head back into the next hunt. At the same time, though, it seems rare for the game design of a series to so directly reflect the benefits brought about by advances in hardware. Monster Hunter: World, released in 2018, did away with the segmented maps that players were used to seeing in the series, instead allowing them to roam about a single stage without loading times. It also made many other changes, both big and small, but veteran players remained as passionate as ever, helping it to gain global popularity.

Gaining Confidence in Monster Hunter Via World

The development team also continues to believe that the major turning point for the series in recent years was World, which did away with the fragmented map from previous titles. While Monster Hunter did already have lots of overseas fans, the proportion of them still wasn’t very large compared to the Japanese fanbase. Wilds Director Yuya Tokuda has returned following his work on World, and he has the following to say about this phenomenon:

“The gameplay loop for a game like Monster Hunter, where players repeatedly gather materials, is agricultural in nature,” he tells IGN. “Some people told me that they believed it would be hard for that to resonate with a global audience.”

The development team also continues to believe that the major turning point for the series in recent years was Monster Hunter World.

At the time of World’s creation, the development team did know that the global market was full of shooters and competitive multiplayer games. Kaname Fujioka, who acted as Director starting with the first Monster Hunter and is now Executive Director and Art Director for Wilds, says this was a period when he thought about what makes Monster Hunter fun, focusing on what to do in order to bring the game to a wider audience.

“Cooperative games weren’t part of the mainstream at the time, making World a major challenge for us,” he says. “If multiplayer cooperative play wasn’t going to be big to begin with, we would have to reconsider the very form that Monster Hunter takes. But we had absolute confidence about the kind of fun that Monster Hunter provides, and it possessed a history as a series that grew in Japan to become what it was. We never believed that a Japanese sensibility wouldn’t be able to land overseas.”

The rest of the world would surely understand the fun of Monster Hunter. Believing this, the development team decided not to fiddle with or change the central elements of the series, instead keeping the core of what makes it fun intact while trying to convey that enjoyment to a broader range of players. The development team then performed a thorough analysis of what makes Monster Hunter fun in order to do that.

The change in the development team’s environment must have also largely contributed to World’s success. Ryozo Tsujimoto, long-time producer for the Monster Hunter series, tells IGN, “I think you can also credit the fact that it became easier to communicate with foreign fans starting with World. During World’s development we developed a strong habit of looking into feedback that we received from overseas, investigating where the issues lay. By digesting what players tell us, regardless of where they’re located, we’re able to really think about what we’re communicating and what’s difficult to get across. I believe that this change of environment helped play a major role in changing our own awareness.”

World gained the support of many players as a result, successfully gaining global popularity. Tokuda says that after seeing the reaction to World, he gained a redoubled confidence in the fundamental kind of fun found within the Monster Hunter games.

“Thanks to World, we were able to reaffirm that we hadn’t made any mistakes with the core elements of Monster Hunter, giving us confidence once more,” says Tokuda. “It’s because of our experience with World that we’ve been able to feel assured as we take the next step with Wilds, further improving its core while creating an even more attractive game.”

The development team never bent, always believing in Monster Hunter’s charm and the elements at the center of what makes it fun. They began developing Wilds with the success of World driving them forward once updates for World reached a pause. They say the team’s mission at first was primarily to test out the available technology with a small team. Producer Tsujimoto tells us about those times.

“We predicted that the platforms for the game would be more powerful by the time it was released (with new-generation consoles having come in), and so our mission was to depict the world of Monster Hunter with the technology that would be available at that point in time,” he explains.

“We’ve always pictured game design that allows players to immerse themselves in hunts as hunters entering inside of Monster Hunter’s carefully depicted ecosystems.”

What would be possible on new-generation platforms while still making use of their output from World? How could they use the possibilities opened up by new-generation consoles to further evolve the series? Fujioka makes repeated use of a key term when it comes to this: “immersion”.

“Throughout the Monster Hunter series, we’ve always pictured game design that allows players to immerse themselves in hunts as hunters entering inside of Monster Hunter’s carefully depicted ecosystems,” he says. “Players bought into that sensation to some degree in World, and we tried to take it even further in Wilds.”

Through repeated technical verifications, it became clear that the team would be able to realize the image they’ve long held for Monster Hunter. Seamless map design, and an environment that changes with the passing of time. All of this would allow for an even deeper depiction of the ecosystem inhabited by massive monsters and the hunters who hunt them, generating further immersion. Depicting the world of Monster Hunter that has existed from the start of the series in greater depth and detail could allow for the surfacing of an ecosystem that includes the presence of humans in Wilds.

“It’s nature’s two faces of being bountiful yet harsh,” says Tokuda, explaining the world of Wilds. “By depicting these two sides, we hoped to create a world that includes those who live in and become involved with it, like the hunters.”

Creating Dramatic Moments for All Hunters

While Wilds retains the traditional gameplay loop of accepting a quest and going to hunt the relevant monster, Tokuda says that hunters will now need to be aware of what monsters have spawned in the world, hunting them at their discretion based on the state of these monsters.

As an example, he explains one possible situation. You’re after materials in order to craft a piece of equipment, and so you’re sprinting through the Windward Plains on your Seikret. Just then, beyond a cloud of sand, you see a large monster that you aren’t currently targeting. It’s got several wounds, as it’s likely already fought a number of other monsters. It’s not as if you need its materials at this very moment, but the rewards would be vast. After a moment of hesitation, you turn back and go after the wounded monster. Hunters need the ability to adapt to their circumstances, and Wilds provides a world where players can experience just that.

“The design (in past Monster Hunter games) where you participate in one quest at a time does provide the benefit of a game that you can always play in a stable environment, but you can’t help but feel this to be unnatural in ways for a game that depicts ecosystems in the wild,” says Tokuda. “It seems like a given that you’d face different monsters and winds from one day to the next, considering that nature-focused perspective.”

Scenes before your eyes will change from moment to moment, creating dramatic experiences and giving hunters a sense of immersion as though they’re really alive in the game’s world. As easy as that is to say, it’s by no means simple to realize it in a gaming setting. “There are only a few dramatic scenes and events you get to encounter and experience in everyday life over the course of a year,” Fujioka says. Rather than simply constructing a world, we ask what kinds of scenes he wants playing out in front of hunters and his philosophy on creating a game that anticipates these kinds of experiences.

“You may only be able to see an evening’s beauty for a few dozen minutes over the course of a day, but those moments leave an incredible impression on you,” he replies. “The team has constantly shared an awareness of how important it is to have these kinds of dramatic moments and experiences properly playing out before you in a game while also making sure that they don’t appear unnatural. There’s the risk of ‘nothing happening’ to a player within a large open world or with changes in circumstances like seamless shifts in weather. We discussed this concern many times during development, and I was quite aware as a designer to be compacting and connecting what we can do to make things more fun, creating dramatic twists that constantly play out before you.”

The developers never thought of themselves as making an open-world game.

What’s important isn’t the form that the game takes, but the form of each individual experience encountered by the player. Ever since the announcement of Wilds, many players have seen its seamless stages, real-time environmental changes and other new elements, and called it an “open world Monster Hunter”. In fact, I admit that those were the first words to come to my own mind the moment I heard the news about Wilds. But Tsujimoto says that the developers never thought of themselves as making an open world game.

“It’s not as if the words ‘open world’ came out of any of our mouths during development, either,” he says. “We wanted players to be able to experience a seamless Monster Hunter, and this is the form we ended up with as we implemented what we wanted.”

I ask what genre they would call Wilds if they had to give it one, and the three developers look at one another. Fujioka says that while he believes they used phrases like “seamless map” and “seamless stages” during World as well, he could only describe Wilds as a game that gives players “a seamless Monster Hunter experience”.

It seems that the development team consider the wide-open stages in Wilds as not their goal, but rather a result. According to Tokuda, “Creating large spaces wasn’t the goal from the time we made World. It’s more accurate to say that they became that large as well as seamlessly connected during the process of properly depicting Monster Hunter’s world. More than its size, one of the things that makes Monster Hunter unique is its density of detail. We focused on adding enough density to our stages that just by walking through them, you’ll make discoveries, notice interactable elements, and find so much in general, from targets of action to visual aspects. I think that level of detail is a part of depicting the world of Monster Hunter and its ecosystems.”

Making Monster Hunter More Accessible, Not Easier

While the series continues to change with advances in hardware, its core gameplay has always stayed the same. This is because the developers have absolute confidence in what makes it fun. The changes made in World and the improvements found in Wilds have always come from a focus on finding ways to bring what makes Monster Hunter fun to an even larger audience.

“We have data showing that many of the people who quit World partway through did so before reaching the part where you’re really playing Monster Hunter,” Tsujimoto says of the feedback they received from World. “I think there are a lot of reasons for that, but maybe they couldn’t find monsters, or they didn’t know what to do once they reached them, or maybe the weapon they brought didn’t suit them once it came time for action. We’ve been incredibly careful in Wilds to guide players to the fun of Monster Hunter without changing the core of the series.”

Mr. Fujioka explains that it’s for this reason that the difficulty in Wilds generally follows suit from World.

“Monster Hunter is an action game, which means that you’re always going to have some players who never complete the game no matter how much you adjust the numbers,” he says. “That’s why we quite carefully analyzed the reasons players can’t beat it, or why they can’t make it to a hunt, then created a way for them to grow step by step. As you progress through the game, a moment will come when these skills that you’ve learned one at a time will suddenly all be required of you. At the end of the day, our goal with Monster Hunter is to create action that you can sink your teeth into, and the enjoyment of being able to finally defeat a monster by playing together with a team as one. We’ve had the goal in every title we’ve made for people picking up Monster Hunter for the first time to ultimately be able to reach the same skill level as veteran hunters.”

Given Fujioka’s comments, it sounds as though the development team never even considered making monsters weaker in order to make the game more accessible. They believe in the hunters who decide to take on Monster Hunter, and they want to avoid at all costs lessening the fun that those hunters should eventually come to find. Instead of resorting to the simplest possible way to improve accessibility, they decided to think about a player’s experience and design a game that matches it.

Tokuda continues, “For Wilds, we conducted an even closer analysis of a player’s growth curve. It’s good that Great Jagras, the first large monster in World, could easily be hit from many different angles, but it had a broad range of attacks in return, making it feel difficult for those not used to action games. Chatacabra, the first monster in Wilds, has only focused attacks, while the next monster, Quematrice, has wider-ranging attacks. We’ve designed it in this way so that players will gradually learn how to respond as they get used to the game’s action.”

Another Core: The Communication Factor

The developers also spoke about how one other element that helps define Monster Hunter is the communication between hunters. My first time playing Monster Hunter with others was with Monster Hunter Portable 3rd on the PlayStation Portable, but even back then there were already many veteran hunters who had come before me. I remember them taking me by the hand and guiding me through what I needed to bring on hunts and what to do when encountering a monster. But without those people around me, I doubt I ever would have ever become a hunter.

“You didn’t even know where to mine, right?” Tsujimoto laughs. “Networked communication wasn’t as easy back in those days, so it was like whoever found something became a hero. That information and enjoyment would then spread from there. We even had monsters that we never officially announced in order to encourage more communication.”

Fujioka says these tricks existed within Monster Hunter from the very beginning.

“In the mission for Lao-Shan Lung, you’re asked to simply repel the monster, but it’s actually possible to kill it,” he says. “It’s designed so that it can be properly defeated even if that isn’t the goal. That information was never officially announced, though, so a player would get that experience and spread the information from there. We were intentional about putting that into the game.”

Monster Hunter began as an action game that can be enjoyed with other players, communication included. That philosophy has remained consistent ever since its start in 2004.

“What we set out to create from the very start was action enjoyed with others, whether that’s in the game’s setting or in its gameplay,” continues Fujioka. “The focus is on how much fun we can bring players through its action, and just how solid the push and pull against monsters feels. I think that what makes Monster Hunter unique is that you can get a serious action experience whether you’re playing alone or with three others.”

It may be a little early to ask, but now that Wilds nears its release, what do the developers see in Monster Hunter’s future? When I ask Fujioka this, he replies with a forced laugh. “The future, huh…” He then goes silent for a bit, as if to think back on his time developing the game, then continues, picking his words with care.

“… Well, I think I’ve exhausted myself with Wilds, and it feels like it’ll be difficult to take a broader view of the game until a while after its release,” he admits. “What I can say, though, is that there has been a dizzying amount of change in the last decade or two, like online games becoming the standard. Advances in hardware and technology are of course going to continue as well. It was a huge shock when the PSP came out and we saw the level of specs that portable games were now capable of. That would have been unimaginable 20 years before its release. All we can do is make games. But when something incredible that feels truly advanced comes along, we get so many ideas about what to do next with Monster Hunter. I think Monster Hunter is just going to keep changing to match the shifts and advances of the times.”

The interview left me with the powerful feeling that these creators firmly believe in how fun Monster Hunter is. At the same time, their faith is strong that hunters around the world will enjoy Monster Hunter. They leave the core fun of the games untouched while bringing hunters to new horizons made visible by advances in hardware. After the leap that was World, these creators now aim for even greater heights with Wilds. I can barely wait until the day that I get to hunt in the world they’ve created with it.

Monster Hunter Wilds is scheduled for release on February 28. Check out our exclusive Oilwell Basin Ajarakan and Rompopolo gameplay videos, and look out for more exclusive interview articles and videos throughout January as part of IGN First.

Shuka Yamada is a freelance writer for IGN Japan. This article was translated by Ko Ransom.

By ‘Eck! PowerWash Simulator’s Upcoming Wallace & Gromit DLC Looks Cracking

Feathers McPhwar.

Ever one to snatch up a DLC crossover, Square Enix has today announced that PowerWash Simulator will be getting taken on a Grand Day Out later this year with the arrival of the ‘Wallace & Gromit Special Pack‘.

We still don’t have a precise release date for this one just yet, though the above reveal trailer showcases some of the mucky locales that we’ll be a-scrubbing when it does arrive. We catch glimpses of the West Wallaby Street kitchen (complete with moving model train set), the interior of Wallace’s rocket, the workshop and Gromit’s kennel in the front garden.

Read the full article on nintendolife.com