Fatal Frame 2 Remake Makes a Camera the Scariest Weapon in Gaming | IGN Preview

Fatal Frame 2: Crimson Butterfly Remake doesn’t open with a jump scare; it opens in a trance. As Mio, you watch helplessly as a crimson butterfly lures your twin sister, Mayu, into a fog-covered forest. There, the Lost Village swallows her whole. For over twenty-two years, this scene has haunted fans, myself included. Seeing the village emerge from the mist, modern lighting draping every rooftop and tree branch in dense volumetric fog, I knew immediately: this isn’t a low-budget remaster. The dread in Fatal Frame 2 stems not only from the individually named wraiths stalking you through its haunted Japanese village – a place trapped in a festival of death – but also from the way Mayu grips your hand, dragging you toward dangers you’re unprepared for. After roughly four hours with the first four chapters on PC, this remake already has its hooks in me — not only is it a faithful yet modernized take on what many consider the scariest game ever, its added visual fidelity makes the core mechanic of looking directly at what’s trying to kill you that much harder to endure.

Fatal Frame 2’s central mechanic remains one of the cleverest in survival horror. Your primary weapon is the Camera Obscura — a modified camera that damages wraiths by photographing them. That’s it. No shotguns, no grenades stashed in a locker. You point a camera at something terrifying, and you take its picture. The series has been doing this since 2001, and it’s still unlike anything else in the genre.

The Camera Obscura uses focal points: crosshairs that identify a wraith’s weak spots. Aligning more of these points when you take a photo increases the damage dealt. You can upgrade these focal points with prayer beads found throughout the environment, making each shot more lethal and rewarding exploration in classic survival horror style. But your camera can also deliver special shots that require willpower, and the effect varies depending on the equipped filter. While auto-focus helps you lock onto targets, manual focus rewards precision with more serious damage. And, despite Fatal Frame 2’s penalties for proximity, keeping the viewfinder pulled back and standing dangerously close to a spirit was often the better strategy for dealing more damage and taking control of a fight.

However, willpower is a limited and valuable resource. If you get too close, a wraith will drain your willpower, leaving you vulnerable to a leering attack that flashes your screen and momentarily steals control, or allows the wraith to strike you more easily than it would at range.

Film types serve as your ammunition and create their own layer of resource tension. The basic Type-07 film is infinite but reloads slowly and hits weakly, while stronger film like the Type-61 deals significantly more damage but caps at eight shots and must be scavenged, as you can’t buy more when you run out. Interchangeable filters add further complexity: the Standard Filter stuns enemies, the Paraceptual Filter blinds them at range and can eventually be upgraded to see through walls, and the Exposure Filter can unlock secret items and areas by reconstructing certain scenes with the Phantom Exposé mode. Each filter has its own upgrade path covering range, reload speed, and special shot duration, and since special shots cost willpower, you’re also incentivized to invest your limited prayer beads into upgrading willpower recovery at the expense of raw damage. There’s a lot of strategy here for players who want to dig into Fatal Frame 2’s intricate system.

There’s a lot of strategy here for players who want to dig into Fatal Frame 2’s intricate system.

This excellent combat loop revolves around timing. You enter camera mode by holding the left trigger, frame the wraith with the right thumbstick, and slam the right trigger to activate the shutter. But your shots will typically be weaker unless you wait for it to telegraph an attack — you’ll hear the wraith moaning while the screen flashes red — and then you hit the shutter for a Fatal Frame shot, which staggers the spirit and deals massive damage. Nail one while a wraith is already vulnerable and you trigger Fatal Time, a window for rapid-fire photos that automatically burns through your basic Type-07 film. The whole system punishes impatience and rewards the nerve to stand still while something horrible lunges at you, but it is slow. Deliberately so. Film reload times are long, enemies take a while to go down, and the rhythm of shooting, exiting camera mode, backpedaling, and re-entering is methodical by design — kinda like jousting, but with a camera instead of a lance. When the atmosphere is doing its job, which it usually is, the deliberateness feels meditative. Whether it stays that way across a full campaign is one of the bigger questions this preview can’t yet answer.

Through the Viewfinder

Three difficulty modes are available: Story, Normal, and Hard (Battle). Each is meaningfully tuned, with harder settings increasing wraith damage while rewarding more Photo Points for skilled shots. Those points feed into an item shop where you can purchase healing items and equippable stat-boosting charms, creating a risk-reward scale that shifts rather than simply punishing the player. I played most of the preview on Normal before switching to Story after Chapter Three. Even in Story, enemies hit hard enough to maintain tension — meaning these difficulty modes preserve the horror rather than trivialize it.

Speaking of customizing the experience, I previewed Fatal Frame 2: Crimson Butterfly Remake on a machine equipped with a Ryzen 3900X, RTX 4070 Ti, and 32GB of RAM at 3440x1440p ultrawide with max settings. In typical PC gamer fashion, my first adventure was the options menu itself, which deserves mention for its satisfying granularity. You can adjust vibration intensity separately for damage feedback, item searching, and even how hard Mio’s heart races during cutscenes. You can fine-tune camera behavior down to obstacle avoidance and rotation inertia; customize your graphical settings with precision; and even change the Camera Obscura’s viewfinder style between a classic and modern look. If you can imagine a setting, this remake probably has it. It also ships with both English and Japanese audio, which is a welcome touch for a series with such deep roots in Japanese horror.

PC players expecting an unlocked frame rate should note that it is capped at 60fps. Considering the attention to detail in areas like viewfinder styles and vibration settings, Fatal Frame 2’s lack of broader accessibility features stands out. It already offers a deep UI and subtitle scaling, customizable text colors, named character labels, and text backgrounds — a solid foundation. However, the absence of screen reading or colorblind modes is particularly striking for a game built around photographing ghosts, where visual feedback like crosshair lock-ons, screen flashes, and color inversions drive the core loop. Screen reader support for the extensive menus, item descriptions, and collectible documents seems a natural extension of the text customization already in place. Games like The Last of Us Part 2 have shown that colorblind accessibility can be addressed through audiovisual indicators that don’t rely on color alone, an approach that could work here without undermining the atmosphere.

Spirited Away

Fatal Frame 2’s engrossing story centers on twin sisters Mio and Mayu, who stumble into Minakami Village — a place that vanished from a mountainside on the night of a failed ritual. The village was built over a gate to the underworld called the Hellish Abyss, and its residents performed a gruesome twin sacrifice to keep it sealed. When the ritual failed, the village was consumed by mist, and now it’s full of restless spirits who want to reenact the whole thing using you.

The story setup hooked me immediately. Every room feels handcrafted to maximize unease — items clattering off shelves in adjacent hallways, rain pattering against rooftops while ghosts stalk corridors, the distant wail of a wraith telling you exactly where it is and exactly why you shouldn’t be there. The sound design is relentless. Everything is precisely mixed, which makes the jump scares land harder because the baseline atmosphere is already ratcheted tight. Reach out to pick up an item, and a wraith may grab your hand instead, draining your willpower until you frantically mash the A button to shake it off. It’s a small touch, but it means even looting feels dangerous.

Each ghost has a name and backstory you can piece together through collectible documents and a spirit list that catalogs every encounter: the drowned woman on the bridge, the woman sealed in a box, the spirit in the Osaka house still searching for her lost boyfriend Masumi. It goes deep into the lore as well: by digging into the richly detailed village for scraps of lost journals and other items left behind, I uncovered that Masumi was a folklorist’s assistant who vanished while surveying a forest slated for a dam, only for his girlfriend Miyako to follow him into the mist and meet the same fate.

She’s the spirit I fought in the Osaka house, and I loved playing through an entire 30-minute side quest dedicated to demystifying her background. Throughout the campaign, you photograph the former residents’ spectral remnants and slowly build a picture of the tragedy that consumed Minakami Village, giving Fatal Frame 2 a level of world-building that rewards curiosity without requiring it and gives every encounter a layer of melancholy underneath the fear.

Outside of combat, Fatal Frame 2 plays like a classic Resident Evil game, and that’s a specific comparison.

The preview build also featured the Kusabi, a massive, unkillable entity that patrols certain areas. When it shows up, you can’t fight it; you hide. It drains your willpower on contact, forces your screen into black and white, and disables the Camera Obscura entirely. One extended sequence in the Kurosawa mansion strips you of your flashlight while the Kusabi hunts you through dark hallways, and it’s the most effective horror set piece in the preview. It’s the kind of sequence that makes you realize how much the Camera Obscura normally functions as a security blanket.

What in the Junji Ito?

Outside of combat, Fatal Frame 2 plays like a classic Resident Evil game, and that’s a specific comparison. Players navigate interconnected rooms, find keys, solve puzzles to unlock new areas, and occasionally discover that previously safe rooms now contain threats. Save points can be blocked by enemies. The structure creates a loop of dread, relief, and fresh dread that survival horror fans will immediately recognize.

Puzzles are straightforward — one has you arranging dolls on a temple altar based on clues from a photograph — but they’re woven into the environmental storytelling in ways that keep them from feeling like arbitrary roadblocks. Hidden collectibles include pairs of twin dolls that unlock items at the Photo Point exchange shop when photographed together. The previously mentioned Phantom Exposé system lets you recreate old photographs found in the environment to reveal hidden items. You match the framing of an old photo to uncover something that had vanished, giving genuine reason to revisit earlier areas with fresh eyes and a charged filter.

Additionally, your flashlight helps spot items but makes it easier for enemies to detect you, adding a stealth element that feeds directly into the tension. Some areas are better to sneak through if you can’t afford to fight a wraith head-on, and running away from a fight to the nearest save point is usually an option. It’s great that you heal automatically at save points, and while holding Mayu’s hand also regenerates health, she was separated from Mio for two full chapters during the preview, leaving me reliant on rare healing items and careful play. Equippable charms provide small stat boosts — the Moonstone extends your dodge window, while Mayu’s Charm increases health recovery when holding hands. They’re small build decisions that add texture without overcomplicating things.

Finally, Fatal Frame 2 Remake’s controls feel deliberately stiff — you dodge on A, crouch on B, and open your inventory on X. There’s also some inertia when entering and exiting the Camera Obscura’s viewfinder with the left trigger. This layout makes sense after a while, but during the first two chapters, I often fumbled for the right input with a wraith bearing down on me. Depending on your tolerance, that’s either a control issue or a horror feature.

Point and Shoot

It took roughly four hours to clear the first four chapters, partly due to combat difficulty and partly because the world rewards exploration, with plenty of nooks and crannies to dip into while scavenging for critical items and uncovering the elaborate depth of Minakami Village itself. The graphics and UI translate well to ultrawide, and fans will find the rebuilt classic scenes rich with detail. But some questions do remain about how well the rest of the campaign fares. The 60fps cap is an annoying albeit forgivable ceiling; the deliberate combat pacing could grow tiresome over a full campaign. It’s also too early to tell how faithfully the remake handles the original’s multiple endings, although Fatal Frame 2’s history and the deft handling of its campaign so far suggests greater narrative complexity ahead.

The Camera Obscura system remains unique in survival horror, the atmosphere is thick enough to feel physical, and the storytelling rewards the slow, careful attention this genre demands. If you loved the original, this is shaping up to be a worthy reintroduction. If you’ve never played Fatal Frame, this is the place to start — the entries are largely standalone, and this one was already considered the best back in 2003. Fatal Frame 2: Crimson Butterfly Remake launches for PC, PS5, Switch 2, and Xbox Series on March 12, 2026.

First-Person Silent Hill: Townfall Transports the Series’ Survival Horror to Scotland

Tonight has brought our best look yet at Silent Hill: Townfall, the next installment in Konami’s classic survival horror series that’s set and developed in Scotland.

In an initial trailer shown during Sony’s State of Play broadcast, and then Konami’s own dedicated Silent Hill Transmission show, fans got to see the suitably foggy setting of St. Amelia and the game’s protagonist Simon Ordell, all in Townfall’s first-person perspective.

Made by Scottish development team Screen Burn (of Stories Untold and Observation fame) and published by Annapurna Interactive, the game looks set to offer a unique take on the Silent Hill formula, while still retaining some core elements.

So, yes, you can defend yourself from horrible-headed enemies with planks of wood, pipes and a pistol. But you can also use stealth to sneak and hide — equipped with a portable “CRTV” device.

The analog-looking CRTV handheld is a tool to deliver narrative (and you’ll need to tune it during gameplay) but also a clever way to show the outlines of enemies while you’re ducked behind cover. The outlines of said enemies show up in its static, which is a clever touch.

Townfall’s story is designed to be something of a mystery, with Ordell repeatedly waking up in St. Amelia. One moment in the Silent Hill Transmission highlighted the fact he was wearing a hospital tag on his wrist. Could it all be a dream, or hallucination from within a coma?

Tonight’s look at the game concluded without any further word on when we’ll get to play Townfall ourselves. (Several references to 8-19 in the trailer had me thinking it was set for an August 19 date, but alas this was not confirmed.) It is, however, now available to wishlist on PlayStation, and on PC via Steam and the Epic Game Store.

For much more, catch up with everything announced during Sony’s State of Play broadcast right here.

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

Get your trunks on kids, Kojima’s taking us to the beach when Death Stranding 2 comes to PC next month

You knew it was coming, I knew it was coming, and now one Mr. Hideo Kojima himself (disclaimer: technically it was Sony during tonight’s State of Play, though I’m sure he’s Fweeted about it on Fwitter) has confirmed that yes, Death Stranding 2: On the Beach is making its way to PC. It’s also doing so pretty soon, and with a small suite of additional features not present in its original PS5 release.

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How Legacy of Kain: Ascendance Brings the Acclaimed Franchise into a New Stylistic Direction

How Legacy of Kain: Ascendance Brings the Acclaimed Franchise into a New Stylistic Direction

Legacy of Kain: Ascendance Hero Image

Summary

  • Legacy of Kain: Ascendance is a fast 2D action platformer set in the dark, gothic world of Nosgoth.
  • Designed as a new way to experience the franchise, Ascendance stays true to Legacy of Kain’s tone and characters while introducing a bold new format.
  • Legacy of Kain: Ascendance is available on March 31 on Xbox Series X|S and will be cloud playable via Xbox Cloud Gaming.

Legacy of Kain: Ascendance explores a new gameplay and stylistic direction for the franchise. Built as a fast-paced 2D action platformer, Ascendance blends tight combat, traversal, and a fully voiced, character-driven narrative that feels both familiar and unexpected within the Legacy of Kain universe.

Ascendance is designed around momentum. Combat and movement are closely intertwined, pushing you to constantly stay in motion as you fight, jump, fly, turn into a swarm of bats, and climb through Nosgoth’s dark, crumbling environments. Encounters often flow directly into platforming challenges, creating a rhythm that keeps the pace moving forward.

Combat and Movement in Constant Motion

Moment to moment, Ascendance asks you to think about how you move just as much as how you fight. Each playable character brings their own combat style and traversal tools, including aerial movement, gliding, special abilities, and evasive dashes. These mechanics are governed by a stamina-like resource that fuels nearly every action, from attacking to flying, forcing you to manage your momentum carefully.

Stamina management is the connective tissue between combat and platforming. Overextending in a fight or misjudging a jump can quickly leave you vulnerable, whether that means falling into a pit or being caught off guard by enemies. Defensive options like dodges reward timing and awareness, encouraging you to learn enemy behaviors rather than relying on button-mashing. The result is a gameplay loop that feels fast and reactive.

A New Format, A Familiar Identity

Visually and structurally, Ascendance represents a significant change from previous Legacy of Kain games. Despite the shift in format, Ascendance stays rooted in the franchise’s gothic tone. The world remains bleak and oppressive; the themes are heavy with fate, power, and consequence. The game’s narrative unfolds across multiple eras, connecting familiar characters and moments from the series’ history while expanding on ideas that were previously only implied.

Crucially, Ascendance does not sacrifice storytelling for speed. Mainstays of the franchise, including Simon Templeman as Kain, Michael Bell as Raziel, Anna Gunn as Ariel, and Richard Doyle as Moebius, return to provide fully voiced dialogue. Frequent narrative beats ensure that the game feels like more than a pure action experience. Story sequences are carefully paced, providing breathing room between bursts of combat without disrupting the game’s overall momentum.

A New Legacy

Ascendance’s 2D side-scrolling presentation and pixel art aesthetic immediately stand out, evoking the era when the series first emerged. That approach is paired with PS1-era-inspired 3D sequences and anime-influenced cinematics, bringing major story moments to life while nodding to the franchise’s first leap into 3D with Soul Reaver. The experience centers on combat and atmosphere, challenging you to master movement, read enemy patterns, and stay in control under pressure.

What to Watch for Early On

During the first hour of play, Ascendance quietly teaches its systems through action. You’re encouraged to experiment with movement, learn when to push forward, and pay close attention to story details. Like many Legacy of Kain entries, Ascendance does not spell everything out immediately. Clues are embedded in dialogue, environments, and character interactions for willing to listen closely.

The pacing is intentionally brisk. Most of the game is designed to be completed in relatively focused play sessions, with the story unfolding quickly and combat encounters arriving in steady succession. The story brings the gravity you expect from a Legacy of Kain game and amplifies the experience throughout.

A New Way to Experience Nosgoth

Legacy of Kain: Ascendance stands apart from the rest of the series in both form and feel, yet it remains unmistakably part of the same lineage. By combining fast 2D action, demanding traversal, and a story deeply tied to Nosgoth’s mythology, Ascendance offers you a new way to experience the franchise without losing what made it memorable in the first place.

Whether you’re a longtime fan or discovering Legacy of Kain for the first time, Ascendance delivers a focused, momentum-driven experience that reimagines the series while honoring its gothic roots.

Legacy of Kain: Ascendance is available on March 31, 2026, on Xbox Series X|S and will be cloud playable via Xbox Cloud Gaming.


Heart of Darkness Collection – Pre-order

Crystal Dynamics

$44.99

The Heart of Darkness Collection is the ultimate Legacy of Kain experience, bringing together Legacy of Kain: Defiance Remastered Deluxe Edition and Legacy of Kain: Ascendance in one definitive bundle.
Return to the dark world of Nosgoth and relive the climactic struggle between Kain and Raziel in Legacy of Kain: Defiance Remastered Deluxe Edition, updated with modern enhancements and exclusive bonus content. Then step into Legacy of Kain: Ascendance, a fast-paced 2D action platformer that brings you Nosgoth in a brand new way.
Legacy of Kain: Ascendance will be available to play on March 31, 2026.


Legacy of Kain: Ascendance

Crystal Dynamics

Legacy of Kain: Ascendance is a fast, 2D action platformer built around vertical movement, fluid combat, and skill-driven play.
Nosgoth’s dark fantasy world is brought to life through animated cutscenes and beautifully crafted pixel art gameplay. Each level is filled with environmental challenges and puzzles that flow seamlessly into combat. Fly, fight, and unravel the past in a world of collapsing kingdoms, haunted ruins, and shattered timelines.

2D Action Platformer
Chain melee strikes, evasive dashes, and supernatural attacks in fluid, vicious combat.

Multiple Protagonists
Overwhelm the battlefield with Kain’s vampiric powers. Play Raziel before his fall as a human Sarafan knight, then take flight for the first time in his vampiric form. The Vampire Elaleth introduces an aggressive playstyle focused on fast, relentless offense.

Original Score
Ascendance delivers a powerful original score by Celldweller.

Returning Voice Talent
Reunites iconic Legacy of Kain voice actors – Michael Bell, Simon Templeman, and Anna Gunn.


The post How Legacy of Kain: Ascendance Brings the Acclaimed Franchise into a New Stylistic Direction appeared first on Xbox Wire.

PlayStation Plus Game Catalog for February: Marvel’s Spider-Man 2, Test Drive Unlimited Solar Crown, Neva, Season: A Letter to the Future and more

This month, quickly swap between both Spider-Men as you explore an expanded Marvel’s New York in Marvel’s Spider-Man 2, race for supremacy across a shared open world in Test Drive Unlimited Solar Crown, embark on an intimate, emotional journey through a fading land in Neva, or capture fleeting moments on a reflective road trip in Season: A Letter to the Future. All these titles and more are available in February’s PlayStation Plus Game Catalog lineup*. Meanwhile, Disney Pixar Wall-E brings platform adventure to PlayStation Plus Premium. The full lineup will be available to play on February 17.  
*Digital PS5 games available to stream from your library will vary over time, region, and country.

PlayStation Plus Extra and Premium | Game Catalog 

Marvel’s Spider-Man 2 | PS5 

Spider-Men, Peter Parker and Miles Morales, return for an exciting new adventure in the critically acclaimed Marvel’s Spider-Man franchise for PS5. Swing, jump and utilize the new Web Wings to travel across Marvel’s New York, quickly switching between Peter Parker and Miles Morales to experience different stories and epic new powers, as the iconic villain Venom threatens to destroy their lives, their city and the ones they love. 

Test Drive Unlimited Solar Crown | PS5 

13 years after the release of Test Drive Unlimited 2, Test Drive Unlimited Solar Crown reinvents the open-world massively multiplayer racing game genre. Acquire iconic models from all the famous manufacturers: Ferrari, Lamborghini, Porsche, Bugatti, Koenigsegg, Aston Martin and many more. In total, over 30 car manufacturers are represented with a variety of car types, from 1960s daily drivers and ultra-modern hypercars to off-road vehicles. Take part in the clan wars by joining one of the two families fighting for supremacy: the Streets, the flamboyant provocateurs; or the Sharps, who prefer understated sophistication. Go head-to-head with the challengers of each clan in thrilling races to climb the ranks and earn unique rewards.

Neva | PS5, PS4

Neva is an emotionally-charged action adventure from the visionary team behind the critically acclaimed Gris. Neva chronicles the story of Alba, a young woman bound to a curious wolf cub following a traumatic encounter with dark forces. Together they embark on a perilous journey through a once-beautiful world as it slowly decays around them. Over time, their relationship will evolve as they learn to work together, helping one another to brave increasingly dangerous situations. The wolf will grow from a rebellious cub to an imposing adult seeking to forge his own identity, testing Alba’s love and their commitment to one another. As the cursed world threatens to overwhelm them, Alba and her courageous companion will do whatever it takes to survive and make a new home, together.

Season: A Letter to the Future | PS5, PS4

Immerse yourself in the world of Season, a third-person atmospheric adventure bicycle road trip game. Leave home for the first time to collect memories before a mysterious cataclysm washes everything away. Explore, record, meet people and unravel the strange world around you. Each recording tool captures a different layer; sounds and music, art and architecture, the stories of characters living through pivotal moments. Your tools peel back these layers until you grasp the culture, history, and ecology underneath everything.

Monster Hunter Stories 2: Wings of Ruin | PS4

A new adventure awaits you in this second installment of the turn-based RPG series set in the world of Monster Hunter! Become a Rider and form bonds with friendly monsters known as Monsties to fight alongside them as you take part in an epic story. You play as the grandchild of Red, a legendary Rider. The story begins with a fateful encounter with Ena, a Wyverian girl who has been entrusted with an egg with the potential to hatch into a legendary Rathalos which could wreak havoc if awakened to its destructive power. Embark on a journey which will test the bonds of friendship in a changing world, and discover the truth behind the legends of old.

Monster Hunter Stories | PS4

Monster Hunter Stories is a turn-based RPG that takes the world of Monster Hunter and expands upon it in new and exciting ways. No longer are you hunting monsters, but raising them. In this deep story featuring heroes known as Monster Riders, you will live alongside monsters and form lifelong bonds with them. The first installment of the Monster Hunter Stories series returns, fully voiced in Japanese and English, with additional features such as a new museum mode where you can listen to music and view concept art, allowing you to dive even deeper into the world of Monster Hunter Stories.

Venba | PS5 

Venba is a narrative cooking game where you play as an Indian mom who immigrates to Canada with her family in the 1980s. Venba’s recipe book gets damaged when she moves to Canada. Restore the lost recipes to cook delicious, mouth-watering dishes that serve as a connection to the home left behind. Get to know the family well, hold branching conversations, and explore as you face the challenges that arise from day to day life in a story about family, love, loss and more. 

Echoes of the End: Enhanced Edition | PS5 

Play as Ryn, a powerful vestige born with an affinity for ancient magic. When her brother is captured by a totalitarian empire and war threatens to consume her homeland, she must rise to protect both her family, and her people. Joined by Abram, a seasoned scholar with a haunted past, Ryn embarks on a journey that will test their newly-forged bond, uncover buried secrets, and challenge what it truly means to wield power in a world on the brink of collapse. Inspired by the untamed landscapes of Iceland, Echoes of the End spans glaciers, volcanic depths, and forgotten ruins, where magic and machinery intertwine. Explore a handcrafted world filled with monsters, mysteries, and the relics of a lost civilization.

Rugby 25 | PS5, PS4 

Experience the rush as Rugby 25 immerses you in the world of rugby like no game before it. From local club clashes to the grandest international championships. Every pass, every tackle, and every try flawlessly crafted to capture the true essence of rugby. With lifelike gameplay, strategic depth, and heart-stopping action, you’ll feel the energy of the field at your fingertips. Prepare for an unforgettable journey where every match is a battle, and every victory is earned on your path to immortality. Whether you lead a national squad or a top-tier club, the most comprehensive team lineup ever is at your command at the rugby world’s most iconic venues.

PlayStation Plus Premium

Disney Pixar Wall-E | PS5, PS4

Originally released on the PlayStation 2 and based on the 2008 computer animated film from Pixar Animation Studios, Wall-E follows the story of a small, sentient robot whose sole purpose is to clean up Earth’s voluminous garbage. In the year 2700, mankind has left behind millions of tiny trash collectors to make the planet habitable again. Yet only Wall-E remains functional, dutifully performing his task while collecting an odd assortment of souvenirs. His uneventful life takes on new meaning when he encounters a sleek, shiny robot named Eve, sent by humans to monitor the clean-up progress. Play as the lonely robot as he navigates a trash-tainted world and begins an unlikely trek across the cosmos. In addition to solving puzzles throughout the solo adventure, up to four players can compete in mini-games ranging from timed races through space to competitive battles. 

*PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups may differ by region. Please check PlayStation Store on release day.

Marathon Reaffirms March Release Date With February Server Slam | Sony State of Play

After a significant delay and a rocky 2025, Bungie shared another look at Marathon at the February 2026 State of Play, reaffirming its March 5 release date with a weeklong server slam.

The former Halo developer took to today’s presentation to show off more of its sci-fi extraction shooter. Those excited to see how it lives up to the studio’s legacy can hop in early as part of an upcoming server slam, which is scheduled to take place from February 26 through March 2.

In a separate video, Bungie outlined exactly what the Marathon server slam grants access to and how participants will be rewarded. In addition to pre-launch access to two playable zones and six runner shells, players will be able to take on opening contracts for five factions. Progress grants bonus loot at launch.

Marathon has been in a rocky spot, to say the least. The game was revealed in May 2023 as a reboot of the classic Bungie franchise, but its development has been fraught with multiple rounds of layoffs and its former director being fired following a misconduct investigation. More recently, Bungie had to launch a “thorough review” after it was found that Marathon contained artwork from an uncredited artist, a situation that has fans uncertain about the game and studio’s future, especially in light of the uphill battle the extraction shooter genre has to succeed right now. It was originally set for a September 23, 2025, but after alpha test feedback was pushed indefinitely before setting a new window of March 2026.

For more from today’s show, you can see everything announced at the February 2026 State of Play.

Developing…

Michael Cripe is a freelance writer 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).

Metal Gear Solid: Master Collection Vol. 2 Finally Frees MGS4 from the PS3 With August Release Date | Sony State of Play

Konami has finally revealed Metal Gear Solid: Master Collection Vol. 2, promising to bring remasters for Metal Gear Solid: Peace Walker and, yes, Metal Gear Solid 4: Guns of the Patriots, to PlayStation 5 (PS5) later this year.

The publisher pulled back the curtain to announce its long-awaited follow-up bundle at the February 2026 State of Play. It’s confirmation that two classic tactical espionage action titles are getting touch-ups, but more importantly, it means MGS4 will finally leave its PS3 prison when the collection launches August 27, 2026. It’s at least coming to PS5, with additional platforms unclear for now.

Creator Hideo Kojima’s fourth mainline Metal Gear Solid game features David Hayter as an elderly Solid Snake and was originally released for the PS3 in 2008. It’s also remained on this one platform since, meaning only those who own the 20-year-old console have been able to (officially) play it. Now, after 18 years, Old Snake’s story will be available to experience elsewhere.

Also included in Metal Gear Solid: Master Collection Vol. 2 is 2010’s MGS: Peace Walker. The game originally launched for PSP and later came to the PS3 and Xbox 360. Even without confirmation regarding what changes the Master Collection Vol. 2 brings, most fans would probably agree that ports for each of these games are long overdue.

Konami released Metal Gear Solid: Master Collection Vol. 1 in October 2023 and, despite its title suggesting at least one additional volume would be developed, has mostly remained quiet about a sequel since then. Mixed in with the troubled launch of the first bundle was a leak (as well as confirmation from IGN), suggesting more MGS remasters were on the way, but it wasn’t until August 2024 that the publisher would finally tell fans to “stay tuned.”

While we wait to see if Metal Gear Solid: Master Collection Vol. 2 will have a more stable launch than its predecessor, you can read about what Konami is doing to reassure players. You can also check out Metal Gear Solid Delta: Snake Eater, an MGS3 remake that we gave an 8/10.

You can also check out everything announced at the February 2026 State of Play.

Developing…

Michael Cripe is a freelance writer 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).

Make what you will of ZA/UM’s Zero Parades with this lengthy look at gameplay ahead of a demo later this month

If there is anything that is concretely true about the upcoming Disco Elysium follow-up Zero Parades, it is that it is certainly a new RPG from ZA/UM. Everything else, well, that depends on who you ask, and where they lie in the messiness that has been in and around the studio these past few years, but a ZA/UM game in name it is. And now there are two opportunities for you to form a more direct opinion about Zero Parades, and its quality therewithin.

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Hideo Kojima and Vince Zampella Discussed ‘an FPS Version of Metal Gear’ After Metal Gear Solid 4

Metal Gear Solid creator Hideo Kojima and Vince Zampella, co-creator of the Call of Duty, Infinity Ward, and Respawn Entertainment, apparently discussed an “FPS version of Metal Gear” sometime after Metal Gear Solid 4 came out.

This comes from Kojima himself, speaking via pre-recorded video at the DICE Summit 2026 in Las Vegas in a tribute to Zampella, who passed away in December at the age of 55. As a part of the conference’s keynotes, industry luminaries including Kojima, Phil Spencer, Geoff Keighley, Todd Howard, Laura Miele, and others spoke at length about Zampella’s contributions to the industry as well as their personal relationships with him.

Kojima appeared several times in the video to speak about Zampella. In one of his segments, he said, “I’ve kept this quiet for a long time but after Metal Gear Solid 4 came out, we actually talked about making an FPS version of Metal Gear.”

Kojima continued, saying that he and Zampella spoke about it, but the game never happened. Zampella went on to found Respawn, but even though they didn’t make a Metal Gear together, Kojima says Zampella gave him a lot of advice and support when he left Konami. Kojima even apparently incorporated some aspects of what he saw at Respawn into his own studio, Kojima Productions.

Zampella’s sudden passing rattled much of the industry, as he was beloved by many throughout his lengthy career across multiple studios and projects. In addition to co-creating Call of Duty and the studio behind it, Infinity Ward, Zampella also founded Respawn Entertainment, which created hits such as Titanfall, Titanfall 2, Apex Legends, Star Wars Jedi: Fallen Order, and Star Wars Jedi: Survivor. His final gaming contribution was as director of the recently-released Battlefield 6.

Earlier, we covered other remarks from Zampella’s peers made at DICE, including comments from Keighley, Spencer, and more. As Kojima concluded, “I hope people will look to Vince as a model and aim high.”

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Image credit: Gilbert Flores/Variety via Getty Images

Peter Molyneux plays the hits in an in-depth-but-not-too-in-depth gameplay trailer for Masters of Albion

There is certainly something to be admired in Peter Molyneux’s commitment to infinitely overpromising right through to what is meant to be his final game, Masters of Albion. I’m not saying I admire it, but someone might. And while I truly have no horse in the race regarding the quality, or potential lack thereof, in Masters of Albion, its latest gameplay trailer certainly does at least suggest it’ll be a true as it can be Molyneux game.

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