Arc Raiders could get map conditions that alter the friction, for truly Tribes-esque sliding

I called out sliding as one of my favourite aspects of Arc Raiders in a launch-day write-up. It lends the looter shooter a gambolling giddiness you might not expect from its heavily laden packmule characters. In more practical terms, it makes you harder to hit and allows you to flank or retreat while regenerating stamina, the catch being that you might slide into somewhere you’d rather not be, like directly beneath a bunch of Hornets.

After a few hours spent doing migrant penguin impressions in Buried City and Blue Gate, a thought occurred: hang on, this is almost like the hypermobile ski shooting in Tribes: Ascend. I mean, not really, but perhaps if they made friction a setting on custom servers, this crouch-walking pillage ’em up could be a bona fide movement shooter.

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Terminator 2D: No Fate Delayed Again, This Time to December As Team Needs Time To Assemble Physical Editions

Terminator 2D: No Fate — the new retro game that blends scenes from Terminator 2: Judgment Day with original scenarios and multiple endings — has been delayed for a third time, this time to December 12, 2025.

Terminator 2D: No Fate sees you play as Sarah Connor and the T-800 as you try to put a stop to Skynet’s plans before the human race is annihilated. It’s coming to PC via Steam, Nintendo Switch, PS5, Xbox Series X and S, and last-gen console systems. It was initially slated to release on September 5 before being delayed to the end of October, then November 26. And now it’s been delayed again.

Last time, publisher Reef Entertainment said the release date had been pushed back from the original October 31 date due to “ongoing global trade and tariff changes that delayed shipment of the components for our Day One and Collector’s Editions.” And while the “physical components” necessary for all editions have now “finally arrived,” the company needs “some time.” And even though this only impacts the physical editions of the game, Reef has confirmed this delay also applies to digital editions, too.

“First of all, we want to start by saying thank you. We know you’ve waited longer than expected for the release of Terminator 2D: No Fate, and we truly appreciate your patience and support throughout this journey,” the team said. “The physical components for all editions have now finally arrived, following the ongoing delays that pushed us off our previous schedules. However, we now have to assemble the physical editions, which we need some time to do.

“Because of this, we are moving the launch date of Terminator 2D: No Fate to December 12, 2025, for all physical and digital versions of the game.

“We are sincerely sorry for the repeated delays. We don’t take your patience for granted, and we never want to disappoint our community. Our goal has always been to deliver the game that you deserve, and we’re almost there. Thank you again for standing by us.”

In June, IGN reported on how the developers tracked down the actor who played future war John Connor back in 1991 to include his likeness, and found out why Arnold Schwarzenegger isn’t in the game.

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.

Pokémon Legends: Z-A Mega Dimension DLC News Coming Tomorrow

A Mega Announcement?

We’re just shy of three weeks past Pokémon Legends: Z-A‘s release, but tomorrow, The Pokémon Company has some news in store for the upcoming DLC, Mega Dimension.

At 6am PST / 9am EST / 2pm GMT (or your local time), we’ll be getting an “update” on the DLC, which will feature two versions of Mega Raichu and the Mythical ‘mon Hoopa.

Read the full article on nintendolife.com

PlayStation Store: October 2025’s top downloads

It’s time to see which PS5, PS4, PS VR2, and free-to-play games topped last month’s download charts. October players were hunting down the Yōtei Six and enemy soldiers as Ghost of Yōtei and Battlefield 6 dominated the US and EU PlayStation Store charts. Battlefield Redsec won the battle royale to claim the top spot on the free-to-play charts in both the US and EU.

Check out the full listings below. What titles are you playing this month?

PS5 Games

US/CanadaEU
Battlefield 6Battlefield 6
Ghost of YōteiGhost of Yōtei
NBA 2K26EA Sports FC 26
EA Sports FC 26Grand Theft Auto V
ARC RaidersARC Raiders
DispatchMinecraft
EA SPORTS Madden NFL 26Jurassic World Evolution 3
Digimon Story Time StrangerUFC 5
Little Nightmares IIILittle Nightmares III
Grand Theft Auto VDigimon Story Time Stranger
NASCAR 25Dispatch
MinecraftIt Takes Two
Jurassic World Evolution 3Dying Light: The Beast
Borderlands 4Hogwarts Legacy
The Outer Worlds 2Forza Horizon 5
Dying Light: The BeastNBA 2K26
Ninja Gaiden 4Gran Turismo 7
EA SPORTS College Football 26PowerWash Simulator 2
UFC 5Hollow Knight: Silksong
NHL 26Among Us

*Naming of products may differ between regions
*Upgrades not included

PS4 Games

US/CanadaEU
Red Dead Redemption 2Red Dead Redemption 2
Batman: Arkham KnightEA Sports FC 26
Call of Duty: Black Ops IIIThe Forest
Gang BeastsGrand Theft Auto V
The ForestA Way Out
theHunter: Call of the WildBatman: Arkham Knight
Grand Theft Auto VMinecraft
God of WarGang Beasts
MinecraftGod of War
Mortal Kombat XMafia: Trilogy
Hollow Knight Voidheart EditionHollow Knight: Voidheart Edition
A Way OutUnravel Two
STAR WARS Battlefront IINeed for Speed Heat
Need for Speed HeatMortal Kombat X
Dying LightHogwarts Legacy
Destiny – The CollectionCall of Duty: Black Ops III
God of War III RemasteredMafia: Definitive Edition
EA Sports FC 26Kingdom Come: Deliverance
Middle-earth: Shadow of WarDying Light
Mafia: TrilogyCall of Duty: Modern Warfare

*Naming of products may differ between regions

PS VR2 Games*

US/CanadaEU
Max MustardMax Mustard
The Walking Dead: Saints & SinnersMetro Awakening
Beat SaberBeat Saber
Before Your EyesCreed: Rise to Glory – Championship Edition
Metro AwakeningJob Simulator
Arizona Sunshine RemakeThe Walking Dead: Saints & Sinners
Job SimulatorArizona Sunshine Remake
Among Us 3D: VRVampire: The Masquerade – Justice
Creed: Rise to Glory – Championship EditionAmong Us 3D: VR
Grand Rush VR Highway Car Traffic Racing SimulatorPavlov

*PlayStation Store purchases only. Game upgrades or games bundled with hardware not included

Free to Play (PS5 + PS4)

US/CanadaEU
Battlefield REDSECBattlefield REDSEC
FortniteFortnite
Wizard101skate.
RobloxRoblox
Call of Duty: WarzoneCall of Duty: Warzone
Marvel RivalsRocket League
skate.Delta Force (F2P)
Delta Force (F2P)eFootball
Rocket LeagueTom Clancy’s Rainbow Six Siege X – Free Access
Tom Clancy’s Rainbow Six Siege X – Free AccessAsphalt Legends

Battlefield 6 Gets ‘Major’ Overhaul of Challenges and Assignments, With ‘Significant’ Reductions to Challenge Requirements Available Now

Battlefield 6 developer BF Studios has announced a “major” overhaul of Challenges and Assignments, with “substantial” adjustments across the board.

BF Studios said that these changes, outlined in patch notes below, build on the recent updates that increased the XP earned in official matches and reduced the XP needed for the first 20 attachment ranks.

“This update makes significant reductions to challenge requirements, cutting down on time investment while maintaining a focus on skill-driven progression that rewards consistent play,” BF Studios explained. “Challenges and Assignments are tuned around defined playtime targets, and these changes bring their requirements in line with those goals to make them more achievable within a reasonable session length.”

BF Studios continued: “Assignments will continue to range from goals you can complete through regular play to a few that reward true mastery, particularly those tied to cosmetic items. Some of the original criteria did not fully reflect that intent, and we have updated them to make their difficulty and purpose clearer.”

The first set of changes went live today, November 5, through a server-side update and are available immediately. Any progress you’ve already made will automatically be applied when you enter a match, unlocking any challenges or assignments you now meet based on the updated criteria.

BF Studios said the scale of its plans for Challenges and Assignments is “large and will take place over multiple server-side and client-side updates,” so players can expect additional updates in the future.

While Battlefield 6 has enjoyed a record-breaking launch, some have critisized the pace of in-game progression, which this update looks to address. Other hot topics include the size of Battlefield 6’s multiplayer maps compared to those in previous games, and out-of-place soldier skins.

We’ve got plenty more on Battlefield 6, including word on the hidden firing range room that players are investigating for secret Easter Eggs and hints at future content. Those looking to brush up on their online skills can also read our multiplayer tips and tricks guide.

Community Update – Challenge & Assignment Changes patch notes:

In this first set of changes we made a total of 90+ adjustments to Challenges and Assignments. Below we’ve highlighted a few examples.

Class Challenges

Assault, Engineer, Support, and Recon challenges now complete much faster.

  • Assault 2: Have Squadmates deploy on your Spawn Beacon.
  • Reduced from 50 deploys to 5.
  • Support 2: Revive teammates as Support.
  • Reduced from 200 revives to 60.

Weapon Assignments

All weapon-type assignments (ARs, SMGs, LMGs, Shotguns, DMRs, Snipers, Carbines) have been significantly simplified.

  • Rapid Fire 1/Assault Rifle: Inflict damage with Assault Rifles.
  • Reduced from requiring 10000 inflicted damage to 3000.

Mode & Unit Assignments

The majority of our mode-specific assignments (Conquest, Rush, Breakthrough, Domination, and others) have been standardized to require two wins per tier. This change makes it easier to pursue these challenges with clear intent.

  • Conquest 2: Wins in Conquest.
  • Reduced from 5 wins to 2.
  • Conquest 3: Objective kills in a round of Conquest.
  • Reduced from 30 objective kills in a round to 10.

Gameplay & Mastery

General “Expert” and “Master” assignments that require multi-kills, headshots, kill streaks, or revives have been adjusted to better match the natural rhythm of gameplay. For example, multi-kill and streak goals now align with average round performance rather than rare, outlier achievements.

  • Explosives Expert 2: Get Multi Kills (2+ Kills Onwards) with explosives.
  • Reduced from 20 Multi Kills to 5.
  • Adaptable 2: Repair damaged Vehicles in a life.
  • Reduced from requiring 3000 damage to 500.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

If your PC is too puny to launch Europa Universalis 5, there’s a secret very low graphics preset

Like an asteroid touching down in a freshly shaken martini, Europa Universalis 5 is now available on Steam, and some players have been having trouble playing it. I don’t mean the people who don’t understand inflation or why they can’t make friends with Greenland. I mean the people who can’t even get the new 4X strategy game to launch, because their PCs are too pitifully puny for this behemoth of history. Don’t fret, those people. The hardware Popes at Paradox are blessing your meagre graphics cards with a sneaky workaround.

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Escape From Tarkov Shares Preorder and Beta Rewards as It Nears 1.0 Launch

Today, November 5, marks 10 years to the day Battlestate Games unveiled its extraction shooter, Escape from Tarkov. And now, 10 days from its 1.0 release, the developer has revealed preorder and beta rewards.

Escape from Tarkov is a hardcore MMO mixture of first-person shooter / third-person shooter and role-playing gameplay. Players need to find a way out of the isolated Russian city of Tarkov, survive deadly hazards, and unearth the mysteries of the city. It’s been playable in early access form since making its debut in 2016, and it’s finally coming to Steam as part of the 1.0 launch on November 15.

For anyone thinking of preordering the shooter ahead of its November 15 release — or those who’ve already preordered it — players can get following awards:

  • Clothing set: USEC Legionnaire Olive
  • Clothing set: Bear Sumrak Reverse
  • PMC Dogtag: Immortal
  • Prayer Armband: Head, Eyes
  • Hideout Style: Echo of Battle
  • Shooting Target: Hatchling
  • Mannequin: poses

While those will be available to all who preorder, there’s also a handful of additional goodies for players who have the Unheard and Edge of Darkness (EOD) editions:

  • Gamma Container: Battle-worn
  • Hideout Style: Forgotten
  • Prayer Armband: Loot
  • Shooting Target: Ace of Spades

Unheard Edition owners also get:

  • Prayer Armband: SEBU KOMAR
  • PMC Dogtag: Acolyte

Information about the special PMC dogtag, unique armband, and customization for owners of the Edge of Darkness edition “will be announced later.”

“Today marks 10 years since the release of the very first Escape from Tarkov trailer. As the beta test comes to an end, we want to thank you for your support and for the opportunity to create a universe that has united players all over the world,” the team said. “Countless updates, TarkovTV episodes, and in-game events — none of this would have been possible without you, our players.

“On November 15, we will turn a new page together with you. In the meantime, we invite you to check out the rewards that will be available for preordering and participating in the beta test.”

Escape from Tarkov’s 1.0 release hasn’t been without controversy, however. Fans criticized Battlestate Games after the developer confirmed players will be required to repurchase the full game if they want to play it on Steam.

It’ll be interesting to see how Escape from Tarkov measures up against the current extraction shooter darling, Arc Raiders. It has a peak concurrent player count of 354,836 on Steam, making it one of the biggest extraction shooters ever on Valve’s platform. Another key competitor could be Bungie’s upcoming Marathon.

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.

Ditch any Fallout 4 mods which mess with the main menu ahead of its anniversary edition update, Bethesda warn

Awooga, awooga, the bomb’s about to be dropped. Well, the anniversary edition update for Fallout 4‘s about to arrive at any rate. As with its next-gen predecessor, the question is how it might affect whatever established mod load order you’ve got in place. Helpfully, Bethesda have now specified any mods which change the game’s home screen as ones you’ll certainly want to disable ahead of the update’s arrival.

That’s right, time to kiss farewell to the image of Paladin Danse in a risque pose you’ve had lurking behind the start new game button. At least temporarily.

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The Nintendo Museum Has Already Played Host To Over Half A Million Visitors

Admission continues via randomly selected drawings.

The Nintendo Museum has been open to the public for roughly a year at this point and, thanks to the ongoing lottery system for prospective visitors, the venue has already played host to quite a few people.

Announced via Nintendo’s latest financial briefing, the company states that the “cumulative number of
visitors surpassed half a million as of the end of September”, and that it will continue to implement randomly selected drawings going forward. This is simply due to the large number of numbers, and Nintendo has apologised for any inconvenience this might cause.

Read the full article on nintendolife.com

Valor Mortis Dev Dares Fans to Question the Game’s Soulslike Credentials: ‘If You Are Not Sure About It, Challenge Us’

Valor Mortis, the first-person action game set in an alt-history version of the Napoleonic wars, was announced earlier this year at Gamescom Opening Night Live. In its announcement and subsequent marketing, the developers have been clear about one big element of Valor Mortis: it’s a soulslike.

Sure, it’s a first-person game, which automatically makes it look radically different from any FromSoftware game or even the 2D soulslikes such as Hollow Knight, Nine Sols, and Blasphemous. But speaking to me at the Game Industry Conference in Poznań, Wielkopolska, game director Radosław Ratusznik was hyperaware of the expectations that such a bold declaration would immediately attach to Valor Mortis. And he’s determined to do right by players while remaining committed to the perspective shift.

Valor Mortis is being developed by One More Level, the studio behind 2020’s Ghostrunner. Ratusznik tells me that the studio is largely made up of Souls game fans who badly wanted to tackle the genre, but knew they needed more development experience as a group first. This, he says, is what led to Ghostrunner, which is a first-person action game that, at least by our own estimation, was pretty great.

With one success under their belt, One More Level turned to Valor Mortis. Ratusznik says that the idea for gameplay came before the game’s setting – the team wanted something that would let them mix melee combat and firearms with the more magical mutant abilities. It just so happened that the game’s lead concept artist was also an historian with a lot of knowledge on Napoleonic Europe.

Which is how Valor Mortis ended up set during the Napoleonic Wars, featuring a monstrous Napoleon raising an army of undead mutants to rampage across Europe.

“I think, for many players, the Napoleonic era sounds really to be like… I don’t want to say unattractive, but with this silly uniform, something like that, they’re not treating it like something that is maybe attractive for them, and we wanted to change that a little bit,” Ratusznik says. “We think that this is a significant part of our history here in Europe, Napoleon as the emperor, and we want to tell the story, our own version about it. It’s not historically accurate. So we don’t want to educate players, of course, about the history, but we think that it’s something unique, something new for the players to play, to explore.”

You play as William, a British soldier who initially joined Napoleon’s army wooed by promises of a free Europe, but who is gradually coming to the realization that war is far from rosy. Unlike his fellow soldiers, William can control the nephtoglobin, the substance that prompts the undead mutation, and is able to retain his sanity while making use of its powers and fighting his way through the gruesome, warped battlefields left in Napoleon’s wake.

“The theme of horror is very important for us,” Ratusznik explains. “So it’s not even just these monsters that you are fighting. We are also telling the story about the war and how there are no winners, no true winners at war. That we are in the middle of this conflict, we will learn about each side of the conflict. So this is a story about the foreign soldier in the foreign army, in the foreign land, because we are exploring the eastern parts of Europe. We are not telling if it’s Poland or is it some other country. So it’s more like a universal story about soldiers in the war.”

Having played quite a bit of Valor Mortis at GIC, I can confirm that despite how silly the premise seemed to me initially, One More Level has indeed made something pretty unsettling. An image permanently burned into my memory is of a soldier in uniform, on all fours, leaping out at me like a dog from behind a pile of bodies. But instead of looking at me with his face, his head was contorted downward to put his large, ridiculous, fuzzy wig-hat out front, which had opened down the middle into a mouth full of teeth and was snarling at me as it attacked. Weird, startling, and very effective.

But whatever you think of the setting, the gameplay is fundamentally very souls. There’s a stamina meter to manage, poise meters on enemies to break with attacks and well-timed parries. When you die, you of course drop all the currency you’ve collected from enemies as you go and have to fetch it back, or lose it forever. And there are bonfires (in this case, lanterns) that serve as safe spots and checkpoints to restart from with each death. Valor Mortis is also quite difficult. I won’t pretend to be the best Souls player around (I’m decidedly middling) but I spent a good long while running up against the game’s first (I think) boss, which had two phases, summoned smaller enemies, and had an enormous attack radius. I died. A lot.

And yet, Ratusznik is on the defensive about whether his game qualifies as a Soulslike or not, in part because of the first-person perspective, but also because of the high expectations put on any game that purports to hail from that tradition by its many fans.

“I think that the genre is such a demanding thing that if you want to create a good thing for this demanding community, you need to be very well prepared,” Ratusznik says. “And we wanted to communicate it this way. We are telling people, ‘We are a Soulslike. And If you are not sure about it, you can challenge us. You can ask us why we think it’s Soulslike.’ And we are perfectly fine with that. And we know that players after the playtest, after showing the game at Gamescom, at TGS, we were also on PAX in Seattle, and all the players who are playing, they are telling us, ‘I was doubtful about it that you can manage to make a Soulslike in first-person, but after playing it, I believe you. It’s true. It’s a Soulslike in first-person.’ So that’s what’s very cool for me. I mean, personally, as a fan of the genre, that we managed to deliver the game in the genre, it’s something amazing.”

We are a Soulslike. And If you are not sure about it, you can challenge us. You can ask us why we think it’s Soulslike.

So I ask Ratusznik, what does it mean to be a Soulslike? What are the defining characteristics, to him, that Valor Mortis just had to embody?

“Well there is always a debate, how many features from the FromSoft games should game have to be a Soulslike?” he says. “So in our example is, of course, a stamina-based combat system. So that’s the first thing. Then we have the checkpoints that are kind of similar to the bonfires in Soulslike. In our game this is a lantern. So you have to reach the lantern to save, make your checkpoints. When you die, you will start from this place. You can then rest, the enemies will come back to life. So this kind of thing is present. But also the exploration is very important, I think, for the Soulslike in this kind of Metroidvania approach in the level structure.

“In our game we even push it further. So we also have these elements of Metroidvania, such as abilities that you are gathering that you can use on previously visited levels to unlock some alternative paths. Also the shortcuts are very important, so you need to explore to find the shortcuts to get faster to the safe point, to these checkpoints or something. So there is a lot of that. And also, the boss fights as the true challenges, very demanding. So I think, yeah, I mean these elements are there for sure, but it’s not like we are taking all of it blindly. We are thinking about each of this and how it’ll fit our vision for this game and also the first-person perspective, which is kind of tricky.”

The perspective switch really is a difference maker for Valor Mortis, as it transforms how combat plays out, how parries and dodges and swings need to be timed and directed, and how boss mechanics can be tuned for challenge. But given the popularity of the Soulslike genre, I’m surprised that there aren’t more first-person Souls games out there – most people just follow in either the Dark Souls tradition or the Hollow Knight one. Why is that?

“I think it’s not easy to make it happen, to be honest,” Ratusznik says. “I mean we did Ghostrunner, so we learned how to make first-person melee combat. And even for us, it was not easy to make the melee combat in first-person satisfying and not confusing. But in Poland we can do it because we have Dying Light, Cyberpunk is also with first-person combat. And we have our games, so Ghostrunner and now Valor Mortis. So it’s a bit tricky.

“You need to make at least a few tricks to somehow help players to get better feedback from each of the actions that they are taking. So for example, when we attack the enemies, we have some kind of a system that is in the action fighting games where you are snapped to the enemy, pulled to the enemy somehow. So we are attacking and the system is assisting you in getting closer to the enemies. Because it’s hard to tell the distance. Both the collider of your weapon is a little bit bigger than you expect just to feel that you hit it. So we need to set it up properly. There are a lot of small things that you have to add to make this combat feel juicy but also satisfying for the players. Of course on top of that there are proper animations, proper animation of the enemies, of the reactions of the enemies. Sound design is very important. Also…there needs to be some additional assets, like some arrows, some indicators that are telling you that if someone is behind you, these kinds of things.”

When we need to optimize our game for Xbox Series S, then the PC players also get a more optimized game.

Valor Mortis is planned for a 2026 release on PC, PS5, and Xbox. I ask Ratusznik how it’s been developing for consoles this generation, and he gives me a rather surprising take: he really likes the Xbox Series S.

“Each generation is easier, the certification process is easier and also the knowledge of the hardware is bigger among the developers,” he says. “So I think also the fact that you have to optimize for all consoles is beneficial for all the players, right? So when we need to optimize our game for Xbox Series S, then the PC players also get a more optimized game, right?

“I know a lot of players who really love, for example, one genre or one type of game. They are only playing, I don’t know, Call Duty or Gears of War, so they don’t have to buy the newest stuff to play their games. So they have the Series S. And if you try to make a PC for the same cost, for example, it won’t be possible, right? So if we manage to optimize the game for the S, I know that a lot of developers are struggling with it, but I think it’s more like a challenge that you should handle to make the game optimized for players.”

But there is one console conspicuously missing from the lineup. Where’s the Nintendo Switch 2?

“I mean I would love that one day,” Ratusznik says. “So we are considering it. It’s not like that we are announcing anything, but personally I would love to bring this game to Switch 2. I think that it would be nice to see this type of game on this console.”

We also spoke to Ratusznik at GIC about Soulslike difficulty, and why the game might have an easy mode, but won’t have a bunch of other difficulty settings. You can read our conversation right here.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.