Room 17 of the British Museum contains an entire tomb – a two-thousand-year-old burial site framed by featureless lavenderbox walls, like an asset conjured up in a video game editor. Known as the “Nereid Monument” for the presence of sea nymphs among the pillars, it is thought to have been constructed for the Xanthian ruler Arbinas in what is now Türkiye, and appears in the Museum care of the 19th century British archaeologist Charles Fellows, who, in the Museum’s words, “brought many antiquities back to England with the full permission of the Ottoman Turkish authorities”. Modern-day Turkish repatriation organisations dispute this framing, naturally, and are campaigning for the monument’s return to the lands on which it once stood.
A developer who worked on Microsoft’s now-cancelled Perfect Dark reboot has addressed the claim that last year’s gameplay demo was “fake,” and said the glimpse was a vertical slice of the project running “in-engine.”
Perfect Dark was one of several projects canned by Microsoft this week as part of the company’s latest devastating cuts to Xbox staff and games. Developed by The Initiative, a studio Microsoft is now shutting down, alongside Tomb Raider studio Crystal Dynamics, Perfect Dark had rarely been glimpsed since its initial announcement back in 2020.
That all changed last year when a “gameplay reveal” video aired as part of the Xbox Games Showcase in June 2024. And it’s this video that has since sparked questions over how much of what it shows corresponds to actual, working game systems.
Earlier this week, Kotaku writer Ethan Gach posted on social media that he had been told last year’s demo had been “basically fake.” The question of the gameplay demo’s legitimacy was discussed in more detail by former Perfect Dark developer Adam McDonald, who now works as a senior game designer at Cuphead maker Studio MDHR.
“It is actually in-engine,” McDonald said. “I was one of three level designers that worked on it. It worked best if you played it the way the person playing in the video plays it, but it still worked even if you didn’t hit the marks perfectly.
“There’s some fake stuff in it,” he continued, “and the real gameplay systems shown off worked juuust enough to look good in this video. We were rapidly making real design decisions so as to not knowingly lie to players about what the game will be. The parkour is all real, the hacking/deception is mostly real.
“The combat is ‘real’ in that someone had to really do all that stuff in the video, but it’s set up to be played exactly that way and didn’t play well if you played it a different way.”
What McDonald is saying then, is that there’s nuance here. Like many vertical slices meant to showcase a project that’s still in development, it was made to work just enough, and to give a sense of how the final game would have appeared, had the project survived until launch.
McDonald’s suggestion here seems to be that the team behind it intended to show something that gave as accurate a sense of what Perfect Dark would be as was possible. That said, some elements clearly still sound like they were a work-in-progress, even if they were meant to be representative.
“I’m seeing big controversy over ‘THIS WHOLE THING WAS FAKE’ and it’s annoying me, so I wanted to say something,” McDonald concluded. Then, in a reply to another user, McDonald said “it was a pretty typical vertical slice” and “I don’t think we were particularly deceptive with it.”
He added: “It’s probably more real than you think. We were figuring stuff out on the fly in time to include it in the demo, doing our best not to ‘lie’ to players. There’s some fakery but quite a lot of it was legit.”
The studio making underwater survival game Subnautica 2 have promised fans that “nothing has changed” despite a recent drastic change in leadership at the company. The game is still planned to be a single player survival adventure with optional co-op.
“Nothing has changed with how the game is structured,” said a statement posted to Unknown World’s website yesterday. “It will remain a single-player first experience, with optional co-operative multiplayer. No subscriptions. No loot boxes. No battle pass. No microtransactions.” Okay nameless statement, this still dosn’t clear anything up.
With the addition of a fan in the Switch 2’s dock, we all knew that Nintendo’s new console would probably kick out a bit more heat than its predecessor in order to manage the more technically demanding games.
According to some folks in Japan, however (thanks, Nintendo Soup), their consoles are actually overheating. Multiple users have taken to X to relay instances in which their games have crashed, the consoles’ fans have gone into overdrive, or, in one case, their system simply became too hot to hold.
The Stop Killing Games initiative has reached the crucial 1 million signatures milestone in its quest to preserve video games for decades to come, but its fight isn’t over yet.
The self-described consumer movement soared past the goal yesterday, July 3, cementing its status as an impressive petition in gaming history and a movement that has plenty of gas left in the tank. It’s all in the name of protecting the video games players love – and even the ones they don’t – as the industry steadily marches toward a digital future.
Social media feeds have since filled with reactions from supporters praising an operation that could help save multiplayer and single-player games for future generations. While gamers take to the internet to celebrate, spokesperson and organizer Ross Scott says reaching 1 million signatures is good news but far from a victory.
“OK, the breaking news: The European Citizens’ Initiative has crossed 1 million signatures – except it hasn’t,” Scott said in a video update uploaded yesterday. “This is going to kill morale, but there are two things going on here. The first we knew was coming. Every time somebody makes a mistake when they sign the Initiative, their signature gets invalidated. So that means we need more signatures to make up for everybody’s mistakes.”
So, yeah, that sucks.
It’s an important variable in the equation on the road to 1 million legitimate Stop Killing Games endorsements, and it’s just one flaw to consider. The other involves reports Scott has received regarding fabricated signatures that could be artificially inflating the initiative’s progress.
“First off, I want to say that this is not a Change.org petition,” Scott adds. “This is a government process. Spoofing signatures on it is a crime. Please do not do this. They’ll be checked later by the EU commission, and my guess is the fake ones will get turned over to the Europol or Interpol, and they’ll follow up on this.”
To anyone who made a mistake or isn’t sure if they signed the EU initiative already, you can contact the official spokesperson (Daniel Ondruska) and he can direct you on how to reach the EU to sort it out. His contact is on the page under “more info”https://t.co/EpnNTDR85U
To account for what could be a significant number of invalid Stop Killing Games signatures, the initiative has altered its ideal goal to be 1.4 million signatures. At the time of this story’s publication, Stop Killing Games has reached 1.07 million endorsements ahead of its July 31 end date.
“So, yeah, that sucks,” Scott continued. “We’ll just keep plodding away unless we can figure out what the safe numbers are. Sorry this isn’t a big victory celebration. This is just kind of suspenseful and tense instead, and will probably hurt the morale of people signing.”
It means everything from The Crew to Concord could theoretically remain online to enjoy should the initiative amass enough public complaints to see the European Commission pass a law protecting consumer rights. Ideally, players could see live-service and multiplayer titles like BioWare’s Anthem, which was given a shutdown schedule just yesterday, could continue on in some form should a publisher decide to sunset support. Success could also mean single-player games that rely on online components, such as Death Stranding or Dark Souls, could remain intact, too.
WEAK
I know Anthem got panned, but it’s another example of one that seems like it had a cool looking world to run around in. I was interested in trying it out and keeping my expectations low. Yet another example of why SKG is so needed.https://t.co/fDsq0ZsP8K
Stop Killing Games wants to save the art that developers pour their hearts into while protecting consumers who prefer to access games they’ve already paid for, and it’s a movement that hundreds of thousands of game players are already supporting. Following its promising launch last year, however, the initiative struggled to maintain the support it needed to push its way through to the eyes that needed to see it.
Stop Killing Games’ chances at a successful campaign became so dire that Scott went as far as to publish a video titled “The end of Stop Killing Games” just last week. In the hour-long explainer piece, Scott listed a lack of exposure as one primary cause behind the lack of support. It was the Hail Mary the initiative needed, though, as prominent YouTubers like Jacksepticeye, penquinz0/Cr1TiKaL, Ludwig, and more were quick to voice their support with their own videos.
All within the weeks since Scott shared his concerns, Stop Killing Games has gained hundreds of thousands of signatures, resulting in a solid chunk of the more than 1 million names attached to the movement today. Success remains uncertain even if Scott is able to reach that magic 1.4 million number, with even more uncertainty lying on the other side of that goal post. Still, as outlined by Scott on the Stop Killing Games website, he feels optimistic about the future of game preservation if the signature goal is met.
“If we can pass the signature threshold,” Scott says, “there is a very strong chance that the European Commission will pass new law that will both protect consumer rights to retain video games that customers have purchased and advance preservation efforts massively.”
Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
January 12th, 2026. It’s my next birthday, and also now the date that BioWare exosuit shooter Anthem will finally be taken offline. I very much assume the two things are unrelated.
A real-time strategy take on Resident Evil has been announced for iPhone and Android, developed in “close collaboration with Capcom to ensure authenticity and quality.”
Resident Evil Survival Unit is being co-developed by Joycity Corporation, a Korean mobile gaming company that previously made Pirates of the Caribbean: Tides of War, another licensed real-time strategy spin-off.
A full reveal of Survival Unit will take place next week but, until then, a single piece of artwork released today offers the smallest of clues to the game’s setting.
Amid a suitably dark and ominous atmosphere, a vehicle is stopped in the woods next to an advertising billboard for… you guessed it, Umbrella Corporation. The ad shows two happily smiling people, with the tagline: “Our Business is life itself…”
Umbrella existing likely places Resident Evil Survival Unit before the events of Resident Evil 4, by which point the evil organisation has crumbled. Could we be looking at the woods around the Arklay Mountains, near Raccoon City? We can just about glimpse a mountain range in the background, so it’s possible.
It’s easy to imagine a real-time shooter taking advantage of the events seen in and around the Resident Evil game, where several teams of STARS commandos — characters that fans have now grown to care about — most be poked and prodded into action, while kept alive for as long as you can.
An accompanying press release states that Survival Unit is “designed to appeal to both long-time fans and new players,” suggesting we will see some familiar faces or settings here.
And with the main series headed back to Raccoon City in Resident Evil Requiem, and supposedly picking up the storyline of Umbrella, now seems a good time to revisit the setting and events that started it all.
Resident Evil Survival Unit will launch in Japan, South Korea, North America, Europe, and Asia, published by anime company Aniplex, a subsidiary of Sony. More details will be confirmed next week via an online showcase, set to broadcast via YouTube on July 10.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Sorry, historical farming village folk. You live in the sea now. Ok, fine. By the sea. But that’s the best we can do. Mount & Blade II: Bannerlord‘s War Sails expansion is due this Autumn, and TaleWorlds have put out a new deep dive blog covering what to expect from the big battle strategy RPG‘s first foray into wavely warfare. Shiver me tambourines and other such phrases that would have confused a viking, here’s the first trailer in case you missed it.
Releasing alongside a highly anticipated Switch 2 exclusive, the amiibo is now available through the My Nintendo Store UK for £16.99, with orders capped at three per customer.
Like other amiibo, though, a unique dual-character figure doesn’t just look great on your shelf. It also unlocks in-game content for Donkey Kong Bananza. Most notably, this includes the Diva Dress costume for Pauline, which grants the ability to make the appearance of discs after defeating an enemy twice as likely.
But that’s not all. By scanning either the new DK-Pauline amiibo, the Power-Up Bands from Super Nintendo World, or any of the other Donkey Kong series amiibo; solo Donkey Kong, Diddy Kong, King K. Rool, etc; gold “KONG” tiles with explosive power will appear. You can hurl these during gameplay to wreak extra havoc in the game’s many environments, and add an extra tactical edge to DK’s new adventure.
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Nintendo also confirmed during its dedicated Donkey Kong Bananza Direct that the game supports every previously released amiibo. Scanning non-DK series figures will instead get you giant material balls, which you can also make DK throw to traverse certain stages.
Preorders on the My Nintendo Store UK include standard delivery for £1.99 or free shipping if your order hits £20 or more. If you were planning on ordering any other DK figures (like those above), or games, like the various bundles for Pokemon Legends: Z-A, you may as preorder one of those now and save yourself a few pounds.
I’ve checked by adding both items to my basket testing the checkout and, even though Pokemon Legends: Z-A is releasing later than the Donkey Kong & Pauline amiibo on October 16 (meaning both will arrive via separate deliveries), shipping will still be free for the entire order.
The amiibo announcement follows a jam-packed Nintendo Direct showcasing Donkey Kong Bananza’s return to 3D platforming. New features include wild Bananza transformations, skill trees, a costume shop, and the creative DK Artist Mode where players sculpt and paint items and characters.
Donkey Kong Bananza drops in just a couple of weeks, and with this amiibo, you’ll be more than ready to swing into action and have a cool figure in your display.
Yesterday, Arrowhead Game Studios shell-shocked the games industry – announcing it would be bringing its PvE third-person shooter Helldivers 2 to the Xbox. Yes, the Sony-published game exclusive to PlayStation on consoles, is now making its way to Microsoft’s hardware.
Given the timing of all this, there are now (unsurprisingly) some Helldivers calling for a Switch 2 port, with threads on Reddit and social media popping up – asking the folks at Arrowhead to “let everyone in”, in reference to Nintendo players: