Warhammer 40,000: Space Marine 2 – The Final Preview

Warhammer 40K has spread so far and wide from its humble tabletop origins that I would almost consider the fantasy of being one of the Adeptus Astartes – a Space Marine – as being on-par with being Batman or a Jedi Knight at this point. And Space Marine 2 brings me closer to that fantasy than any previous game has. At its best, it’s practically 40K nirvana, mowing down disorienting numbers of Tyranids with a heavy bolter or cutting a path through them with a chainsword. At times, the controls can get a little clunky – especially on a controller. But I suppose some of that comes with being an eight-foot-tall juggernaut coated in ceramite.

I had access to the first little bit of the campaign, which has Clive Standen (aka Rollo from Vikings) giving an inspired, gravely performance as Captain Titus from the first game, who is immediately embroiled in some interesting drama with his new squadmates due to his checkered service record. They ultimately set that aside, though, to do battle with the Tyranid hive fleet threatening the soaring gothic spires of the imperial world of Avarax.

What’s immediately striking is how detailed and well-animated everything on the ground is, from the humble Cadians who will often kneel and talk in a whisper as the Emperor’s Angels approach, to the smallest gilded details on the architecture. I don’t think I’ve ever had the feeling of standing on the ground in the Warhammer 40K universe to this level of satisfaction before. The graphics are gorgeous, the chaotic soundscape is spot-on, and no expense has been spared filling every square inch with the kinds of small touches that delighted me as a long-time fan.

Suit Up

As far as nailing the experience of playing as one of the Emperor’s Finest, Space Marine 2 generally does a respectable job there as well. Titus and his buddies’ Primaris armor is rendered in gleaming fidelity, with lots of moving parts, managing to feel imposing and maneuverable at the same time. Any time I got to remove an obstacle through pure super strength was a highlight. And most of the guns feel great to use, from the classic bolter to a plasma gun that makes enemy armor seem like a joke.

I wasn’t totally sold on the melee stuff, unfortunately. Carving through gaunts with a chainsword is just as exhilarating as it should be, but Space Marine 2 has also tried to implement a Sekiro-esque system of telegraphed dodges and parries to counter enemy special attacks, and I’m not sure it works here. Maybe six hours just wasn’t long enough to get the hang of it yet, but I got the sense that it really slowed close combat down with canned animations, breaking up the flow a bit too much.

You really can’t argue with how awe-inspiring it is to see Titus rip a traitor marine’s head off and discard it like trash

Likewise with the Doom 2016-style finishing animations, though they are gloriously brutal in their spectacle. You really can’t argue with how awe-inspiring it is to see Titus rip a traitor marine’s head off and discard it like trash. Maybe they’re just a bit too long, or they lock the camera in place too much. But they feel like breaks in the action, rather than part of it.

Pest Control

The main enemies in the missions I played were primarily Tyranids, though the forces of Chaos are definitely up to something behind the scenes, as they often are. And the variety of chitinous baddies is pretty impressive, from hordes of regular gaunts who mainly serve to show off your godlike power, to slippery lictors who require a bit more finesse to take down. These guys, likewise, have never looked better in a video game, with some of the more complex model updates from the tabletop shown off in all their creepy splendor.

The mode I spent the most time with, though, is the new three-player co-op, which seems to be where the meat of Space Marine 2 lies. There are tons of perks and weapon upgrades to unlock and – much to my delight, as someone who rolls their eyes at playing boring Ultramarines – character customization includes the ability to unlock armor colors and liveries from dozens of chapters, including both my beloved Space Wolves, and some fairly obscure ones. On top of this, you have six different classes to choose from, each of which has at least three primary weapons to level up, allowing for a huge amount of build diversity.

Battle Brothers

I probably had the most fun with the standard Tactical marine. I know, I know, right after I said Ultramarines are boring. The Assault Marine can be exciting, too, but as I never fully got comfortable with the melee combat, and I found the jump pack to also be a little bit fiddly to work with, it ended up being the build I wish I was good at but never quite got there. The heavy is also great fun when you can fire hose away with a heavy bolter and watch an entire swarm evaporate, but they don’t have much to do when they’re out of ammo, which isn’t as big a problem for the other classes. I feel like some levels could use a bit of re-balancing in terms of ammo drops, at least if you have a Heavy on the squad. It can be a long time between resupplies.

The bot teammates just aren’t very good.

Since I was playing on a pre-release build, I was often paired with bots. And they’re… really not very good, even on the lowest difficulty. The aforementioned Heavy marine just isn’t that viable because you can’t count on your AI teammates to keep strong melee enemies off of you. But when I did match with other humans, I was having a great time, so I imagine this issue will be resolved when the servers are open to everyone. The more linear levels and somewhat clunkier movement is definitely an adjustment when I’ve played hundreds of hours of Helldivers 2 already this year, but there’s no mistaking that I could definitely see myself spending an obsessive amount of time unlocking all the cool visual and mechanical kit for my favorite classes.

And They Shall Know No Fear

Space Marine 2 has a real shot at being the quintessential third-person action game set in the 40K universe. It’s exactly what it says on the cargo canister. You get to be an enormous, super strong, nearly invincible battering ram of post-human destruction, slinging retribution at uncountable hordes of xenos across beautiful and detailed battle spaces that bring this universe to life in a way it never has been before. Ideally, with a couple friends. You’ll be able to check it out yourself on September 9.

Arkane Co-Founder Says Dishonored and Prey Fans ‘Will Be Happy’ With His Next Game

WolfEye Studios president and co-founder of Arkane Studios Raphaël Colantonio has said Dishonored and Prey fans “will be happy” with his new studio’s next game.

Colantonio, who left Arkane in 2017 after co-creating Dishonored and directing Prey, teased WolfEye Studios’ next game on X/Twitter by saying “fans of the previous first person games I was involved with (Dishonored and Prey) will be happy” with it. “We’ll reveal a bit more about our next game in a few days,” he added.

Colantonio’s WolfEye Studios was formed in 2019 following his departure from Arkane Austin. The studio’s first game, a third person dark fantasy adventure called Weird West, got a positive reception following its 2022 release on PC, Xbox, and PlayStation.

In IGN’s 8/10 review we said Weird West “more than lives up to its name in all the right ways,” while boasting some of the immersive sim elements that Arkane Studios was known for.

The studio appears set to lean even more heavily on its Arkane heritage for the next game, which seems to be shaping up as a retro, first person, sci-fi role-playing game. “We’re showing to the industry partners (publishers, etc), but not to the press or the public yet. Can’t wait though,” wrote Colantonio in a subsequent post.

A continuation of actual Dishonored could make an appearance in the coming years too, as Dishonored 3 appeared on an outdated list of upcoming Bethesda titles that surfaced during Microsoft’s protracted legal battle with the Federal Trade Commission in 2023. It’s unclear how concrete those plans still are, however, following the mass lay-offs at Xbox which included the complete shutting down of Arkane Austin.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

I spent a week using supermarket own-brand gaming peripherals, and suggest that you don’t

What if the company that sold your cheese also sold your PC gaming hardware? This is not the murmuring of some poor sod on a nineteen-hour Dota 2 binge who’s started thinking that the crumbs in his keyboard resemble a viable snack, but a bold new reality, one I recently found myself staring down during a trip to Asda. The supermarket chain – third biggest in the UK by turnover and purveyors of ill-fitting clothes and surprisingly good doughnuts alike – has added light-up gaming mice, keyboards, and headsets to its mountain of own-brand wares.

Asda being what it is (Americans, if you’re unfamiliar, think Walmart with less gun violence), it’s all dirt cheap as well. £17 for a full-size keyboard. £16 for an FPS mouse. Overwhelmed with curiosity, I ended up taking home a complete starter set (keeb, different mouse, headset, and mousemat) for £45, or about a third of the price of the Logitech G515 Lightspeed TKL that I’d shortly kick off my desk. Could this be a new frontier in affordable PC hardware, bringing tech to the masses in a way no specialist retailer ever could, or should supermarkets stick to cereal and meal deals? Surely the Asda Tech (real name) 4-in-1 Gaming Kit would have the answers.

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Warner Bros. Is Reportedly Looking To Sell A Stake In Its Games Business

In an effort to reverse tumbling share price.

Warner Bros. Discovery is reportedly looking to sell a stake in its video game business.

As relayed by VGC, sources speaking to Financial Times claim that the media conglomerate is considering offloading smaller assets of its business in an effort to reverse its falling share price since the merger of Warner Media and Discovery in 2022.

Read the full article on nintendolife.com

PlayStation 5 Sales Down From Last Year, Sony Reveals

PlayStation 5 sales are down compared to this time last year but the console has still reached 61.7 million units sold overall since its launch in 2020.

Sony’s latest financial results revealed a decline year over year from 3.3 million units sold in the first quarter of the 2024 financial year to 2.4 million units sold in the first quarter of the 2025 financial year, meaning from April to June 2024.

The decline was somewhat expected, however, as Sony lowered its overall PS5 sales target for this financial year to 18 million units from the 21 million units it targeted last year. This itself was down from an initial target of 25 million units sold, but Sony ultimately failed to accomplish either as it ended the year on 20.8 million. This was still a PS5 sales record though.

Despite the hardware dip, Sony did reveal its monthly active users, a key performance indicator for assessing how engaged its audience is (and therefore how likely to spend more money on subscriptions, software, and so on it is), was up compared to last year.

Sony registered 116 million monthly active users in this period, down from the fourth quarter of last financial year (118 million) but up compared to a year ago, when it sat at 108 million.

Many will point to the lack of PS5 exclusives as a potential reason for hardware sales declining, and Sony has already indicated no new games from its major franchises will be released this financial year. That means no Spider-Man, God of War, The Last of Us, Ratchet and Clank, Horizon, Ghost of Tsushima, or whatever else.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Nvidia have added a Final Fantasy XVI driver profile, fuelling PC release hopes

Hmmm… it could be nothing, but the technomancers at Nvidia have just updated their graphics drivers, and among the list of game profiles now listed in their control panel tool is Final Fantasy XVI. The blockbuster JRPG isn’t out on PC yet, and developers Square Enix have not given a concrete release date for it, but this does seem to be prep work for the inevitable. And with Squeenix in attendance at Gamescom, it’s possible we’ll know more soon.

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Total War Warhammer 3 teases new content this month, and a hotfix ensures goblins will now get dismembered correctly

Back in June, strategy bods Creative Assembly put out a chunky, chatty video discussing the next expansion for Total War: Warhammer 3. Aside from a not-so-subtle hint that the orcs, ogres, and Khorne pack would feature at least one colossal squig, it also ended with a tease at smaller bits of new content coming alongside regular patches. As of the game’s latest hotfix blog, we’ve now got a better idea when we’ll start seeing some of these “smaller bits and pieces.” Bits and pieces? In this economy? Yes, and this month in fact. “Late August” to be precise by quoting a vague statement precisely.

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Retro Re-Release Studio Digital Eclipse Says It’s Up For A Collab With Nintendo

“We’ll see what the future will bring”.

Digital Eclipse might not necessarily be a household name like certain other game studios but the retro specialist has made a name for itself in more recent years with compilations like the Mega Man Legacy Collection, Atari 50: The Anniversary Celebration and TMNT: The Cowabunga Collection.

The company has teamed up with iconic Japanese companies previously, so could we see it work on something related to Nintendo’s first-party releases in the future? According to Digital Eclipse’s Chris Kohler, the door on a possible partnership hasn’t closed, and historically speaking there are already some links. Here’s what he had to say during a chat with VGC:

Read the full article on nintendolife.com