Julian LeFay, ‘Father of The Elder Scrolls,’ Has Died Aged 59, a Week After Stepping Back From Game Development Due to Cancer

Julian LeFay, Bethesda’s former chief engineer known among fans as the ‘Father of The Elder Scrolls’ series, has died aged 59.

It was announced last week that LeFay, now co-founder and technical producer at OnceLost Games, had stepped back from game development after a lengthy battle with cancer, in order to spend time with his family and loved ones.

A statement from OnceLost Games, published today, has now confirmed LeFay’s passing — “with profound sadness and heavy hearts”.

“Julian LeFay was not just a colleague — he was a visionary who fundamentally shaped the gaming industry as we know it today,” OnceLost Games’ statement reads. “Known as the ‘Father of The Elder Scrolls’, Julian directed the creation of legendary titles including Elder Scrolls 1 and 2: Arena, Daggerfall, and Battlespire.

“His pioneering work established the foundation for open-world RPGs and influenced countless developers and games that followed.”

Born in Denmark in 1965, LeFay began his career working on early Amiga and NES games, before becoming one of Bethesda’s earliest employees in 1987.

After working on a string of Elder Scrolls titles, his career next took him to Sega, and then ultimately to found OnceLost Games in 2019 to develop a new open-world RPG, Wayward Realms, that was successfully pitched on Kickstarter as a Daggerfall spiritual successor.

“Throughout his courageous battle with cancer, Julian never wavered in his passion for The Wayward Realms,” OnceLost Games’ statement continues. “Even during his illness, he continued to share his vision with our team, mentor our developers, and ensure that every aspect of the game reflected his commitment to creating something truly extraordinary. His strength, determination, and unwavering focus inspire us all.”

Development on The Wayward Realms will now continue under the guidance of fellow former Bethesda veteran and OnceLost Games co-founder Ted Peterson, the studio concluded, with its team “more committed than ever to bringing The Wayward Realms to life exactly as Julian envisioned it”.

Image credit: Shae Jensen/Julian LeFay

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

ZeniMax staff discuss Microsoft’s “inhumane” mass layoffs and how the future looks for the “carcass of workers that remains”

A new report delves into the behind-the-scenes chaos caused at Elder Scrolls Online studio ZeniMax by Microsoft’s mass layoffs earlier this month. Staff say the manner in which the corp let go of around 9k staff was “inhumane” and has left those who remain facing an incredibly tough future.

An unannounced MMO in development at ZeniMax, codenamed Project Blackbird, was one of the games cancelled by Microsoft as part of the corporate bloodletting, with Rare’s Everwild and The Initiative’s Perfect Dark reboot also being canned. Just last week, the ZeniMax Online Studios United (ZOSU) union said they’re still fighting on behalf of workers at the studio left in limbo by Blackbird’s cancellation.

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Nintendo Announces New Pokémon Legends Z-A Switch 2 Bundle After Pokémon Presents

Since the Nintendo Switch 2 launched in June, we’ve only had one first-party bundle available. We knew the Mario Kart World bundle would be a limited-time offer, but now we know that the next big console exclusive to get a bundle will be Pokémon: Legends Z-A.

The new bundle, announced right after the Pokémon Presents July 2025 livestream, will mirror its Mario Kart counterpart by offering the system with a digital download code for the game, and is already available for preorder at retailers like Target and Best Buy.

Notably, the new bundle is simply a standard Switch 2 with Pokémon: Legends Z-A packed in as a download code.

There isn’t anything to set it apart from the standard console just yet, such as the Pokémon Sword and Shield Switch Lite, or the various special edition OG Switch consoles we saw over its life cycle.

At the time of writing, Best Buy, Target, GameStop, and Nintendo have the latest console SKU up for preorder for $499.99 (the same as the Switch 2 + Mario Kart Bundle). It will release on October 16, 2025.

Still, if you already have the console, you can preorder the game from Amazon or Target, and each includes the Switch 1 version and the Switch 2 Upgrade Pack.

Yesterday’s Pokemon Presents event showcased more about the upcoming title, including the appearance of Mega Dragonite which makes its debut.

While the game will be available on the original Nintendo Switch, it’s getting “Improved performance with higher frame rate and resolution” according to the Switch 2 version’s store page.

If you’ve not been able to get hold of a Switch 2 just yet, but are looking to pick one up before the new Pokémon bundle, the console is not only back in stock at Target, but the retailer also has the Mario Kart World bundle, with both options being offered at MSRP and with delivery available for this week.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Splitgate 2 devs 1047 Games lay off more staff as the shooter heads “back to beta”, eyeing a 2026 rerelease

Splitgate 2 is being taken “back to beta” by developers 1047 Games, who say it “launched too early” and are now planning to rerelease it next year. The move has reportedly seen the studio lay off 45 workers, and they’ve confirmed that the original Splitgate‘s servers will be shutting down in a month’s time.

The news comes following a mixed launch reception for the portal-filled shooter, which likely wasn’t helped by studio CEO Ian Proulx controversially announcing that it was going live while wearing a MAGA-style “Make FPS Great Again” hat on stage at Summer Game Fest. The exec subsequently apologised for that boneheaded publicity stunt.

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Call of Duty: Black Ops 7 Fans Think The Game’s Age Rating Suggests Premium Content Will Carry Forward From Black Ops 6

Call of Duty fans believe they’ve discovered proof that Call of Duty: Black Ops 7 will let players carry over their Black Ops 6 skins.

With the ESRB rating now confirming Black Ops 7 will be rated M 17+ and available on PC, PS5, Xbox Series, and last-gen consoles PS4 and Xbox One, a throwaway line in the rating summary reveals there’ll be weapons that feature “marijuana/joints/paraphernalia: players’ characters inhaling marijuana from a bong-like structure attached to a rifle; players’ characters smoking joints or inhaling through bongs as part of execution sequences.”

Many players are interpreting this as reference to the Dank Days Tracer Pack from Black Ops 6, a bundle that includes a number of skins, finishing moves, and perks like weapon charms and sprays associated with weed.

If fans are on the money, this would indirectly confirm that the premium content available in Black Ops 6 — yes, even the silly stuff — will carry over to Black Ops 7. And while some players are delighted that they get to keep their skins for the new Call of Duty instalment, not everyone’s happy about it.

“So all the stupid s**t is being carried over,” said one player, while another simply wrote: “Carry forward confirmed, huge L.”

Developed by Treyarch and Raven Software, Call of Duty: Black Ops 7 — which was announced at the Xbox Games Showcase 2025 last month — is the first ever consecutive release within the Black Ops sub-series. Matt Cox, General Manager of Call of Duty, insisted that “as a team, our vision from the start was to create a back-to-back series experience for our players that embraced the uniqueness of the Black Ops sub-franchise.” It’s set to star Milo Ventimiglia, Kiernan Shipka, and Michael Rooker, with Ventimiglia portraying David Mason, Shipka as new character Emma Kagen, and Rooker reprising his Black Ops 2 role of Mike Harper.

We know it’ll feature the Skirmish and Overload multiplayer modes as well a 20v20 wingsuit option as details of a developer-only Call of Duty: Black Ops 7 playtest were accidentally released to all fans on the Call of Duty app. Whoops.

Last month, Activision pulled controversial adverts placed inside Black Ops 6 and Warzone loadouts, insisting they were a “feature test” published “in error.” It’s worth remembering that Black Ops 6 is a premium, $70 game, and this year’s Black Ops 7 is expected to jump to $80 after Microsoft said that gamers will see Xbox charging $79.99 for new, first-party games around the holiday season.

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.

Borderlands 4 On Switch 2 Will “Mostly” Run At 30fps

Physical release will also require a download.

Borderlands 4 locked in a release date for the Switch 2 earlier today, with Gearbox boss Randy Pitchford confirming it will be arriving on 3rd October 2025.

Now, in an interview with GamesRadar+, Pitchford has shared some additional details about the upcoming Nintendo release. Firstly, the game will run at “mostly around 30fps”, with some supposed dips during more intense moments.

Read the full article on nintendolife.com

Grimoires Reborn Codes (July 2025)

Want codes for Grimoires Reborn? This is the follow-up to Grimoires Era, so if you’re looking for codes for that Roblox game, we’ve got everything you need to know. This page also explains how to redeem codes if you’re unsure of how it works!

Working Grimoires Reborn Codes (July 2025)

Here are all the current active codes you can redeem in Grimoires Reborn, as well as the rewards you’ll get from them:

  • RELEASE! – 5 Grimoire Spins (NEW)
  • FUNZY – 10 Aura Spins, 10 Race Spins (NEW)

Expired Grimoires Reborn Codes (July 2025)

Unfortunately, these codes have expired and will no longer work:

  • DUNGEONFIX!
  • SORRYFORCOMPASS

How to Redeem Grimoires Reborn Codes

Before you can redeem codes for Grimoires Reborn you’ll need to follow a few simple steps:

  1. Launch Grimoires Reborn on Roblox.
  2. Press the “Menu” button on the left side of your screen.
  3. Then, press the “Info” button on the left side of your screen. This will reveal a new window.
  4. Enter your code into the area to the left of the big blue “REDEEM” button and tap that button when you’re ready.

Why Isn’t My Grimoires Reborn Code Working?

There are two main reasons why a code usually doesn’t work in any Roblox game and the same goes for this experience:

  • The code is expired
  • The code has been entered incorrectly

If a code has been entered incorrectly or has expired, you’ll see a message that says, “Failed to redeem code” To stop this from happening, we recommend copying and pasting the code directly from this article. We check and test each code before we add them to our article. However, when copying them, you can sometimes accidentally include an extra space somewhere. This is why you should always double-check that there aren’t any additional spaces!

Where to Find More Grimoires Reborn Codes

We’ll update this article when new codes are added so you can always check back here and keep up-to-date with the latest codes. But, if you’d prefer to search for some Grimoires Reborn codes on your own, you can check the dedicated Discord server. If you’re already in the Discord for Grimoires Era, this is the same one.

What is Grimoires Reborn in Roblox?

Grimoires Reborn is a fantasy RPG inspired by the Black Clover anime. It’s a rework of the original Roblox game Grimoires Era with new systems and enhanced visuals. Hop back into the grind as you defeat bandits to complete quests and level up. You’ll want to take advantage of the codes in this guide so you can get the best grimoires for how you want to play. Whether that’s speeding through quests or battling other players in PvP.

Jeffrey Lerman is a freelance game journalist for IGN who has been covering games for over a decade. You can follow him on Bluesky.

Wuchang: Fallen Feathers Review

It’s a great time to be a fan of soulslikes. Between the fantastic The First Berserker: Khazan earlier in the year, the excellent Lies of P: Overture DLC last month, and the multiplayer/co-op focused Elden Ring: Nightreign, we have been eating well in 2025 – and you can add Wuchang: Fallen Feathers as yet another course in that meal. This debut game from developer Leenzee Games impressed me from the start with its exciting, fast-paced, and dynamic combat. It also has one of the best skill trees in the genre, along with intricate and interconnected level design that guides us through gorgeous vistas and grotesque sights in equal measure. That said, its difficulty is all over the place, with truly wild dips and spikes that go from a relative walk in the park, to “oh my god, when is it my turn to attack?!” levels of aggression in some of its later bosses. So while I’m left with a little whiplash after beating it, it’s still an easy strong recommendation for anybody who’s hungry for more.

In typical soulslike fashion, Wuchang expects you to do the heavy lifting when it comes to piecing together its story and lore – but it’s not handled quite as elegantly as a FromSoft game or something like Lies of P. I was actually on board for the intriguing opening, which shows our titular, mostly silent hero awaken in a cave to discover she has a disease that robs those afflicted of their memories and gradually turns them into hideous monsters. What starts as a personal journey to discover who she is and cure her affliction before she mutates into a nasty bird beast turns into a descent into dark fantasy as the mysteries of the disease, known as The Feathering, start to come to light and you do battle with those transfigured by its effects.

Lore fiends who enjoy digging into item descriptions might get more out of the story.

That was a good start, but by the end of its 45-hour campaign, I’d lost track of the many characters who pop up, say a few lines of dialogue, and then disappear for 10 or so hours until they pop up again in a completely new location. People kept referencing names that I’d never heard of before, making it impossible for me to follow the conversation. Lore fiends who enjoy digging into weapon and item descriptions for clues might get more out of the story than I did, but playing through it the same way I have many other games meant its big revelations largely fell flat.

A Game of Skills

Combat, though, had the flexibility and depth to carry me through to the end in style, with a ton of different offensive and defensive options at my disposal at all times. Where Wuchang sets itself apart from others that use the familiar stamina-fueled light and heavy attacks to get you from checkpoint to checkpoint is its huge focus on combining the skills and abilities that are tied to your weapons with Discipline skills you unlock on the absolutely massive skill tree. For instance, equipping the sword parry Discipline skill while using the Flamebringer Longsword weapon will let you build up the burn status ailment with its Infernal Firebrand Weapon Skill while also giving you a defensive counter option on top of that. Or you could pair that same weapon with something like Crescent Moon, which still gives you that same burn build ability, but also allows you to get in and then get out to avoid counter attacks all together while still being able to build Skybound Might with it’s built in evade. On top of that, you can swap between two weapons mid-fight, even mid-combo, which doubles your options.

It’s good that you have these extra options, too, because this is not a game where you can get by with just the basics, especially when it comes to the tougher fights. Powering your skills and spells hinges on generating a resource known as Skyborn Might, which is gained mostly by perfectly dodging enemy attacks at the last instant, but can also be gained in certain weapon-specific ways, such as landing the fourth hit of a light combo string with the Axe, the second hit of a light combo string with the Longsword, clashing weapons with the dual blades, or automatically over time simply by having the one-handed sword equipped.

I felt like I usually had more interesting decisions to make with each level up than I do in most soulslikes.

I had a blast discovering ways to incorporate both Weapon and Discipline skills into combat to get around limitations like stamina, since using a Skyborn Might charge often gives you a powerful attack that doesn’t deplete your meter, or lets you blow through an enemy’s strong defense with a poise break-afflicting mist and take huge chunks out of their health in seconds. I felt like I usually had more interesting decisions to make with each level up than I do in most soulslikes when it came to defining my build.

A big part of that is how instead of just boosting your preferred stat and making numbers go up each time you get enough currency to level, Wuchang uses a progression system that resembles the Sphere Grid from Final Fantasy X and Salt and Sanctuary. It has six paths to go down and unlock progressively more powerful skills, with five being devoted to stat and weapon upgrades enhancing each of the different types of armaments, and the last one focusing more on more universal boons, like extra healing charges, general buffs for executing certain techniques, etc. The grid is absolutely gigantic, and even 20 or 30 hours into the 45-hour campaign I was still unlocking brand-new branches with new Discipline skills and tons more upgrades to choose from. That’s a lot, but thankfully respecs are free, allowing you the freedom to change up your entire build with zero cost or penalty, whether to simply try out a new weapon or alter your game plan against a challenging boss. It’s an excellent system that encourages experimentation while also rewarding you for having a clear idea of what kind of build you want to make.

There’s a fairly impressive amount of different types of enemies as well, with each area you visit packing plenty of new twisted creatures with a brand-new set of attacks and skills that you’ll need to learn how to adjust your build and your tactics to deal with. Everything in this game can be threatening: from the small hunchbacked dudes that go down in just one or two hits, but can sneak up on you with a hugely damaging grab, to the towering fiends that are almost like minibosses unto themselves. This variety kept the action fresh throughout the whole adventure and kept me tense whenever I would venture in a new area, since I never knew what to expect around the corner.

Bumpy Roads

For the first 10 or so hours, though, I didn’t have to do a ton of build tweaking to breeze through most of these fights. That wasn’t to say that it was a walk in the park, but I’ve played a lot of soulslikes in my day, and once I got the hang of dodging through the last hit of an enemy combo and charging up a heavy attack to instantly stagger them, I initially felt like I had figured Wuchang out.

The deaths that I did experience mostly came from an abundance of some cheap-feeling “gotcha” moments like: Pots that aren’t really pots, trees that aren’t really trees, and shrines that aren’t really shrines.

To be fair, lots of soulslikes have moments like these, but in Wuchang it happens with such frequency that it felt like I was getting constantly pranked by the developers – and at a certain point that joke gets old.

Other than that, it was mostly smooth sailing until I came across a boss called Commander Honglan. She wasn’t so much a difficulty spike, because that implies at least some degree of an incline or ramp up, as she was like running into a brick wall. She took me about two hours to beat, and while I still came out on the other side of it having mostly enjoyed the intensity of the fight, Honglan serves as a non-spoilery encapsulation of what I don’t like about several of Wuchang’s later boss fights.

Honglan wasn’t so much a difficulty spike, because that implies at least some degree of an incline or ramp up.

The biggest issue is that the punishment window for correctly and precisely dodging most of their attacks is super tight, which takes away from the satisfaction of actually being able to dodge a huge sequence of swings. Compare that to games like Sekiro or Khazan, where you’re damaging the boss’s posture bar every time you precisely block an attack, getting closer to being able to do a damaging critical hit once you completely drain it. There’s no such satisfying mid-fight progress here, because perfect dodges just give you Skyborn Might charges, which you still need to find an opening to be able to use. Wuchang does have a posture meter on enemies, but it only increases when you land hits and decreases after a time if you don’t, which makes it extremely difficult to get that reward for nuanced aggression when your opportunities to deal damage are so minimal and so fleeting. Not every boss fight after Honglan is like this, but the ones that are feel very drawn out to a degree that diminishes their fun.

The Dark Descent

The world all of these ups and downs take place in is rich with secrets to discover, interconnected paths that satisfyingly link entire sections of the map together, and tough optional challenges with appropriate rewards. I loved the gradual descent into dark fantasy – you begin in a very colorful and beautiful Chinese village that is just showing subtle signs of the terrible illness sweeping through its population, and then as you progress deeper underground and through areas that have been absolutely ravaged by The Feathering it starts to feel more and more like a horror game.

There are also some really cleverly put together sequences that create tension and chaos even without combat being involved. One example is a section where you start on a straightaway with an enemy at the end who builds up an instant-killing status affliction called Despair just by looking at you. To evade his gaze and get through, I had to make a mad dash past a bunch of enemies, climb up a ramp while avoiding poisonous drops from the ceiling, and navigate around constantly spawning tough monsters that were created by another out-of-reach foe. It’s a great example of strong enemy design meshing with clever level design to create an absolutely intense sprint through a dangerous environment.

Toad And Toadette’s New Voice Actors Have Been Confirmed

Following the launch of Mario Kart World.

Well, it’s clear the restrictions on the voice actor reveals for Mario Kart World have officially lifted at this point, and more of the talent is now revealing who they played in the Switch 2 launch title.

Following the update on Peach yesterday (and also who voiced the NPC Toads in the game), we’ve now got the confirmation of the main Toad’s voice actor. This character is played by Laila Berzins and was formerly voiced by Samantha Kelly.

Read the full article on nintendolife.com