Warhammer 40,000 Animation Starring Space Marine 2’s Titus Reportedly Part of Amazon’s Secret Level Anthology Series

Amazon’s recently revealed Prime Video animated anthology series reportedly includes a Warhammer 40,000 episode.

Last week, Deadline reported that Amazon was working with the team behind Netflix’s much-loved series, Love, Death & Robots, for an adult-focused animated anthology of its own called Secret Level.

Secret Level is made up of original short stories set in the worlds of video games. Deadline reported that Amazon Games’ New World, Spelunky, and PlayStation titles were “rumored to be among the games and IP featured on the series,” with a reveal potentially set for gamescom’s Opening Night Live this Tuesday, August 20.

Now, Redanian Intelligence has followed up with a report that claims that Clive Standen (Vikings) will reprise his role as Lieutenant Titus from the upcoming Warhammer 40,000 Space Marine 2 in Secret Level on an episode called Chaos. Chaos is the blanket term for factions associated with Warhammer 40,000’s ruinous powers, and revolves around demons and traitor Space Marines.

Redanian Intelligence adds that Max Rinehart (Unforgotten, Noah Hawley’s Alien) is set to play a character called Julius, speculated to be another Ultramarine alongside Titus.

Other Secret Level episodes reportedly in the works include one called The Outer Worlds, which is perhaps based on Obsidian’s sci-fi RPG of the same name. Brenock O’Connor, who played Olly in Game of Thrones, is set to play a character called Amos in that episode. An episode based on id Software’s Doom is also reportedly on the list. Sequels to both The Outer Worlds and Doom are in the works.

News of a potential Prime Video Warhammer 40,000 animation comes amid ongoing discussion between Games Workshop, which owns the hugely popular tabletop game, and Amazon for Henry Cavill’s Warhammer 40,000 film and TV series. As IGN reported last month, Games Workshop and Amazon have until December 2024 to agree on “creative guidelines” or the film and TV series won’t happen.

Meanwhile, Games Workshop publishes Warhammer animations of its own via its Warhammer+ subscription service. However, Warhammer+ has had a tough 2024 on the animation front, with fans expressing disappointment at the number of series released so far. A hotly anticipated sequel to the fan-favorite Astartes series is currently AWOL, with Games Workshop yet to comment on a release window.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

A lovely, not-at-all culty seaside day out awaits in “Story generator” sim Marry a Deep One: Innsmouth Simulator

I’ve likely mentioned hitting Lovecraft fatigue so often that it’s now evolved into a second phase of Lovecraft-fatigue fatigue. This is not the same as Lovecraft refreshment, no matter how much I might want to return to the days before old one plushies and Cthulhu children’s books terrorised the internet en masse. There’s not quite enough information about “story generator” sim Marry a Deep One: Innsmouth Simulator for me to confidently say it’ll cut through my exhaustion with all things tentacular and horrifically be-gilled. But it is beguiling, isn’t it? There’s all sorts of little widgets and details shown off that remind me of everything from Sid Meier’s Pirates to classic adventure games, and maybe even a little Rimworld? It’s a heady soup, although one I’d recommend against quaffing, given where the water comes from.

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Skies Of Arcadia-Inspired JRPG ‘Sky Oceans’ Bags A Release Date

Launching this October.

PQube & Octeto Studios have revealed the release date for Sky Oceans: Wings for Hire, an intriguing Skies of Arcadia-inspired RPG in which players partake in aerial combat controlled via classic turn-based gameplay.

Launching for the Nintendo Switch on 10th October 2024, there’s a demo available via Steam right now if you want to get a taste of the action ahead of its release. The general gist of the story, however, is that you take control of captain Glenn Windwalker who must recruit and manage a group of rag-tag pirates. You’ll be able to explore various locations on foot, but the real meat of the gameplay takes place in the skies.

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Activision shut down Modern Warfare multiplayer mod H2M to stop it “interfering” with Black Ops 6 sales, says mod maker

Last week, the Xitter account for H2M – a mod aiming to recreate the heyday of classic Modern Warfare 2 multiplayer inside Call of Duty: Modern Warfare Remasteredannounced that they had received a cease and desist from Activision Blizzard, and would shut down the project. The 2022 version of Modern Warfare 2 lacked the original’s multiplayer, and H2M was so highly-anticipated that Steam sales of the 2016 FPS balooned in the lead-up to the mod’s planned release date. It didn’t hurt that Activision had it on sale, of course, but the timing lined up so well that some fans speculated the discount was a deliberate bait-and-switch on the publisher’s part to profit from excitement over a mod they were already planning to shut down.

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Black Myth: Wukong Marketing Team Offers Content Creators a Steam Key — but Bans ‘Feminist Propaganda’ and All Talk of Covid

An email sent from the Black Myth: Wukong marketing team tells content creators they must not include “feminist propaganda” or use what are called “trigger words” such as COVID-19.

The email, which hit social media after it was sent to a number of content creators by a representative of Chinese games company Hero Games, was verified by IGN over the weekend via a source who asked not to be named. It includes a Steam key to pre-download the game on PC ahead of the Black Myth: Wukong release date of August 20, and a link to a Google document that outlines the “Do’s and Don’ts” for content creators who intend to cover Black Myth: Wukong during its August launch period.

There is just one entry in the “Do’s” category: “enjoy the game!” However, there are five entries in the “Don’ts category,” reproduced below:

  • Do NOT insult other influencers or players.
  • Do NOT use any offensive language/humor.
  • Do NOT include politics, violence, nudity, feminist propaganda, fetishization, and other content that instigates negative discourse.
  • Do NOT use trigger words such as ‘quarantine’ or ‘isolation’ or ‘COVID-19’.
  • Do NOT discuss content related to China’s game industry policies, opinions, news, etc.

While some of these entries, such as the request not to insult other creators or players, or use offensive language, are standard across many content creator agreements, some are not. Asking content creators not to include “feminist propaganda,” mention Covid, or discuss China’s game industry policies, for example, are unusual requests and have already been criticized by some on social media in the context of previous reporting on Shenzhen, China-based developer Game Science. IGN has asked Hero Games for comment.

IGN understands this email is intended for content creators who plan to cover Black Myth: Wukong at launch, as opposed to pre-launch reviewers. There is no non-disclosure agreement (NDA) tied to the provision of the Steam key.

Beijing-based Hero Games claims to be the largest external investor in Game Science, which has yet to respond to IGN’s previous report compiling numerous sexist comments made by the studio’s founders and other developers spanning the last decade.

IGN has asked Hero Games if the Black Myth: Wukong guidelines are standard for all games it promotes, or if they are a directive from Game Science. Game Science itself has yet to respond.

IGN’s Black Myth: Wukong review returned an 8/10. We said: “Despite some frustrating technical issues, Black Myth: Wukong is a great action game with fantastic combat, exciting bosses, tantalizing secrets, and a beautiful world.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Silent Hill 2 hands-on report

Silent Hill 2, a remake of the iconic 2001 PS2 survival horror game, takes players on a journey as the main protagonist, James Sunderland. Venture through the mostly deserted town of Silent Hill, a place filled with memories of his late wife Mary, as he comes to terms with these memories while encountering monsters and a cast of characters. The remake launches on PS5 October 8.

I recently had the opportunity to play the highly-anticipated remake. Join me for a chilling recap that stretches from the opening scene to the imposing boss encounter with Red Pyramid Thing (a.k.a. Pyramid Head).


Silent Hill 2 hands-on report

The story begins in a grimy public restroom

The game begins with James recollecting the content of the letter he received from his deceased wife in the dimly lit public restroom of the observation deck at the outskirts of Silent Hill. Back in 2001, the level of dirt and detritus in this bathroom was a high-watermark for realistic, atmospheric visuals in games.

At first glance, I noticed that although the public restroom was almost proportionally identical to the original, it looked more detailed and realistic, with graffiti and scribbles on the walls, dirty floors, and a filthy toilet bowl. This instilled eeriness as if to foreshadow the grueling journey that James was about to embark on.

A new, immersive over-the-shoulder perspective

The first thing that struck me when I started the game was the new over-the-shoulder perspective. While the original’s overhead perspective felt like I was watching a movie, the remake’s updated view put me closer to James’ point of view, supporting greater immersion and the feeling of being in Silent Hill. 3D Audio also deepens the immersion, making swishing leaves and James’ footsteps feel audibly real.

Thickening fog shrouding James’ state of mind

In the original game, the observation deck in the opening scene was shrouded in fog, whereas in the view is clear in the remake. At first… As James approaches the town the fog grows denser, almost symbolizing his state of mind and evoking anxiety in the player.

The first area that James visits is the eastern district of Silent Hill. At first the in-game map didn’t look much different from what I had remembered in the original, but I was soon proven wrong. The houses, apartments, shops, and other buildings are dramatically improved, with intricate details that were not present in the original. The detailed chairs, flowerpots, abandoned trash, and other props all faithfully recreat the ambiance of the fog-shrouded streets of Silent Hill.

The more explorable buildings add more fun

As I was exploring the town, I was surprised to find that the remake boasted more buildings James could go into compared to the original. In some instances, he had to smash window panes to break into the building. Ammunition and recovery items were hidden inside, making exploration vital and, at the same time, more rewarding. However, the monsters lurking inside these buildings meant I had to stay vigilant and engaged, adding an extra layer of challenge to the game.

Intense, up-close-and-personal combat

Fighting the terrible creatures of Silent Hill feels entirely different from the original. Monsters in earlier stages of the 2001 original are rather passive and can bludgeoned to death without much recourse.  In the remake, some enemies can now counterattack between player’s attacks. Successfully dodging these counterattacks and timing retaliation have adds a new engaging later to gameplay. The new, over-the-shoulder perspective also gives players a closer look at the grotesque foes.

Puzzles that challenge your wisdom and observation skills

The Silent Hill series is celebrated in the Silent Hill series, and that aspect of gameplay is present in both the 2001 original Silent Hill 2 and the remake. I had a chance to play new puzzles where I had to collect multiple items to combine in order to solve them. Still, I encountered puzzles with clever references to the original, so I’m sure this will bring joy to fans of the original Silent Hill 2 and offer them something new to solve. It is also good to know, for those who are not avid puzzle solvers, that the difficulty level for puzzles can be set separately from that of game action elements such as combat level.

Newly renovated apartments

Remember the Wood Side Apartment and the Blue Creek Apartment from the beginning of the story? Well, their layouts have changed significantly from the original version. While the overall story remains the same, the locations where James finds items and puzzles and encounters enemies are entirely different, consequently challenging returning players to come up with a new approach for the remake.

Fans of the 2001 original remember loading screens when traversing between rooms. In the remake James can seamlessly move around the building. But be careful when dashing into a room. I was so focused on making progress that I was ambushed by a monster that made me jump.

Frantic Pyramid Head

The Pyramid Head encounter at the end of the apartment has also evolved significantly. James confronts the humanoid monster in a larger, more intense warehouse-like area than the original’s small room. Watching the iconic villain stalk towards you while dragging his massive, sparking blade across the ground is still an intimidating sight.

Pyramid Head’s movements and attacks are fairly slow. Staying calm is key to dodging its attacks or maintaining a safe distance. However, each blow from Pyramid Head is devastating, as I discovered when it swung its arm and sent James flying through the air.

As my time at the event was limited, I’m sure there must be some highlights that I missed. But for now, I will have to wait to explore every nook and cranny of the streets and buildings of Silent Hill until it launches on PS5 October 8.

Silent Hill 2 Hands-On Preview

Ever since the release of the Resident Evil 2 remake, developers have returned to the well en masse to give their classic games a new lease of life, more often than not with mixed results. From what I’ve seen so far, the upcoming Silent Hill 2 remake doesn’t come close to hitting the heights of Resident Evil 2 – a blueprint for how a great remake is made – but it certainly feels like developer Bloober Team has made a lot of the right decisions when building on the survival horror classic’s undeniable legacy, even if at times it feels a little too safe.

I played the opening three hours of Silent Hill 2 and it was immediately apparent from the off that the remake gracefully captures all the important elements; an oppressive tone and straightforward game mechanics, even when the task itself is being obtuse. As with any Silent Hill game, atmosphere is king, and Silent Hill 2 immediately and consistently puts you into a state of unease. A thick fog surrounds the town like the original, now benefiting from modern lighting and volume thanks to today’s technical improvements. The streets are now filled with a new level of detail, shops are explorable, and strange sounds, cries, and groans are dynamically lurking around every corner.

The diegetic sounds of Silent Hill are where the game really sings, or rather, drones.

I can imagine it would have been incredibly tempting to layer music into the Silent Hill 2 remake, bringing the scares more in line with contemporary horror hits. But its slavish resistance is commendable, as the diegetic sounds of Silent Hill are where the game really sings, or rather, drones. Every room in the Wood Side Apartments creates its own version of uneasy tension, subtly assaulting you with an oppressive, unearthly soundscape of pulses and organic audio. From the moment protagonist James enters Silent Hill, the onslaught of bad vibes is present and never lets up for a second. Often fear is driven by anticipation, but Silent Hill 2 is all anticipation, with the sounds of the Lying Figures and co being ever-present. In some ways, it’s a difficult state of mind to be locked into.

It’s fair to say that Silent Hill 2 has stepped up its visual and audio game, but that’s to be expected for a 2024 release. The bigger and perhaps more impactful change is perspective, with Silent Hill 2 adopting the trusty over-the-shoulder playstyle that’s become a staple of the genre. What could have once been considered sacrilege for the series now serves the gameplay well, helping the unearthly combat encounters feel surprisingly familiar. Like the original, James’ arsenal is limited, with the only weapons available in the section I played being a handgun and his trusty wooden plank. Combat is certainly light and rudimentary, but Silent Hill 2 was never about that. It’s serviceable in a way that compliments the character’s ability – although I imagine it would have been extremely tempting for Bloober Team to strap James up Rambo-style, it would have been a disservice to the character and story it’s telling.

That’s not to say James doesn’t have a new move in his locker though. Silent Hill 2 implements a new dodge mechanic, allowing James to quickly dart out of the way of an enemy’s projectile vomit or Pyramid Head’s swinging blade. It’s a simple quick shuffle, not a Dark Souls-like forward roll, but it’s a tool that helped me to quickly establish a swing-swing-dodge rhythm before the Lying Figures threw up all their guts on me. Perhaps the biggest compliment I can give is that it’s a move that feels like it always should have been in Silent Hill 2.

From what I’ve seen so far the story is largely faithful, and I visited all the locations I expected to in the first few hours. The opening jaunt through the streets of Silent Hill is expanded, though, tasking you to solve a puzzle involving a jukebox in Neely’s Bar and forcing you to visit several of the town’s locations. Along the way, there’s plenty to examine further and marvel at the detail layered into this once sparse location. While purists might scoff at this addition, I feel it’s a smart move that encourages you to spend a little more time roaming the iconic, foggy streets. It’s a welcome addition before you spend a large portion of the game funnelled down dark hallways in a largely linear path.

My usual urge to brute force the puzzles was quickly replaced by a wish to legitimately solve them.

Fans of the original will be happy to hear that the remake doesn’t hold back with its returning puzzles. Like the original, the remake scales clues based on your difficulty level ( you can individually choose how challenging both combat and puzzles are in the main menu, although I didn’t get to test out how this is implemented in-game), but even on the normal difficulty setting I found some puzzles momentary head-scratchers that encouraged me to truly absorb my surroundings, especially after hard switching from my ‘kill everything that moves’ head space. Fans of the 2001 classic and the Resident Evil series know exactly what kind of thing to expect – using environmental clues to solve riddles and combinations – but it felt like there was a little less signposting in Silent Hill 2 than its peers. It’s hard for me to quantify this, but all I can say is my usual urge to brute force the puzzles was quickly replaced by a wish to legitimately solve them. Hopefully that speaks to the puzzle’s design and not the pressures of the play session’s environment.

Bloober Team’s decision-making when rebuilding this classic has been clever, but it’s not perfect. The dialogue and performances still feel too campy and silly for my taste, often taking me out of the super serious tone. Unlike Resident Evil, where the campy nature is a big part of the vibe, Silent Hill in 2024 requires a subtle touch to complement the same masterful approach in atmosphere and sound design. Purists might celebrate its faithful remaking of the original’s lines, but I felt there was an opportunity here for some subtle rewrites and tweaks. I only got a small taste of the dialogue though, and Silent Hill 2 isn’t exactly known for its long conversations, so perhaps it’s not any kind of deal breaker.

Another irksome inclusion is the logical, but slightly tedious activity of opening countless kitchen cupboards and drawers to collect handgun ammo and healing items, similar to modern games like The Last of Us. It makes sense on paper, organically placing your collectible items in realistic locations, but I can’t help but feel the process took me out of the atmosphere, altering my thought process from fear to loot every time I entered a new room. Maybe it says more about me than the game, but several times after entering a room I was jumped by a hidden mannequin because I had prioritised scouring for pick-ups instead of enemies.

Disappointingly, from what I’ve seen so far Silent Hill 2 doesn’t appear to incorporate my favourite feature the best remakes tend to have: Taking your expectations based on what you know about the original and subverting them. 2002’s Resident Evil Remake, which played around with the ‘dogs jumping through the window’ jump scare that all fans expected, is the perfect example of how this can be expertly crafted. The approach allows for the tension of a fake out, and the creative space to drop new scares where you least expect it. This Silent Hill 2 remake doesn’t appear to have any real moments like that and, ultimately, no real big swings that change the landscape for hardcore fans. At least not in the opening three hours.

As a remake, Silent Hill 2 falls more in line with BluePoint’s faithful Shadow of the Colossus rather than Capcom’s rejuvenated Resident Evil 2. It substitutes bold new swings for a slavish dedication to the original, which is by no means a bad thing, just not the radical step some might expect. Silent Hill 2 certainly needed a fresh coat of paint and a tune of the engine, and Bloober Team has provided that in spades, but everything else is an extremely faithful reimagining that mostly resists the urge to alter the successful formula of a stone-cold classic.

Dale Driver is IGN’s Executive Producer of Video Programming. Follow him on Twitter.

Why didn’t Silent Hill 2 Remake studio Bloober start by remaking Silent Hill 1? The devs explain

When Bloober and Konami announced that they were remaking Silent Hill 2 as part of a comprehensive series reboot, it made immediate if slightly deflating sense to me. Silent Hill 2 is the more feted of the Hills – if I were a calculating franchise custodian tasked with ‘bringing back’ one of the acclaimed original trilogy, that’s probably the instalment I and my spreadsheets would fix upon. I mean, it’s the game with Pyramid Head in it – the nearest thing Silent Hill has to a mascot, and it’s not like there’s an issue of cutting out plot material: each game in the Silent Hill series is, on some level, a distinct story with a distinct protagonist.

Still, the decision to ‘skip’ the first game in the series, whose world, narrative themes, music and art direction set the parameters for all the rest, made my brain itch a bit, and when I ran into Bloober’s creative director Mateusz Lenart and lead producer Maciej Głomb at a Konami event, I had to ask about it.

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Pokémon TCG Pocket Release Date Set for October

The Pokémon Company announced today that Pokémon Trading Card Game Pocket will be released on October 30, 2024 worldwide.

This new Pokémon TCG card collecting app got a new trailer along with the release date announcement at the closing ceremonies of the Pokémon World Championships in Hawaii. The new trailer showcased opening packs with the touch screen in different locations and gameplay features, like trading with other collectors.

The end of the trailer teased an “Immersive Card” that featured Mewtwo. These cards allow you to explore the digital art in a 3D space, giving you a much more in-depth look at the card art than we’ve ever seen before. Pokémon Trading Card Game Pocket was announced earlier this year in February on Pokémon Day, and this is the first new trailer we’ve seen since.

So far, we know you can open two new booster packs for free each day in Pokémon TCG Pocket. Cards will include existing Pokémon TCG illustrations and new cards exclusive to the app. You’ll be able to view your Pokémon card collection, trade, explore art in detail, and potentially even more that hasn’t quite been explained yet.

You can preregister for Pokémon TCG Pocket now on the App Store and Google Play. If you’re in New Zealand, you can play early in the soft lauch–no word on when that is just yet!

Casey DeFreitas is a deputy editor of guides at IGN. Catch her on Twitter @ShinyCaseyD

Round Up: Everything Announced At The 2024 Pokémon World Championships Closing Ceremony

Updates for GO, Unite, TCG Pocket and more…

At the 2024 Pokémon World Championships closing ceremony, The Pokémon Company CEO and President Mr. Tsunekazu Ishihara shared updates for Pokémon GO, Pokémon Unite, the Pokémon Trading Card Game (and Pocket), and also the future World Championships locations. Here’s the full rundown:

Pokémon GO

Pokémon GO is getting Morpeko and “something big” is on the way…

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