Plants vs Zombies: Replanted Is a New ‘Anchor for the Franchise,’ PopCap Boss Says, and a Chance to Reacknowledge the Series’ Roots

As PopCap announces a “definitive” new version of its beloved original Plants vs Zombies, the studio has reflected on the evolution of its garden tower defense franchise — and revealed why now is the right time for it to go back to the series’ PC and console roots, after a pair of sequels focused on smartphones.

Speaking to IGN, PopCap studio general manager Nick Reinhart said the freshly-announced Plants vs Zombies: Replanted was an opportunity to “reestablish” what fans loved about the series, while making it accessible on modern consoles, with polished-up 4K graphics.

Plants vs Zombies: Replanted will arrive on October 23, 2025 priced at $19.99, for PC (via EA app, Epic Games Store and Steam) and on consoles for Nintendo Switch, Switch 2, PlayStation 4, PS5, Xbox One and Xbox Series X/S.

New features include local co-op and PVP options, two additional game modes (a roguelike permadeath offering named Rest in Peace, and Cloudy Day mode, which ups the difficulty by limiting sunlight), plus an art gallery showing previously-unreleased concepts.

Describing the package as “the definitive PvZ remaster,” executive producer Jake Neri said it was PopCap’s way to “preserve the magic of the original while also giving it a freshness that allows it to live for another 20-odd years.”

“We’ve heard for quite a while now that that people would love a remaster of this game,” Neri continued, when asked why Replanted was surfacing now. “Timing is important.”

“PopCap just celebrated [PvZ’s] Sweet 16, which may seem like a little bit of a strange one but, at PopCap, we are strange,” added Reinhart. “It certainly has been swirling around sort of for a little bit, as we’ve been talking about getting things pulled together.”

Replanted’s announcement comes at an interesting time for the Plants vs Zombies franchise, following at least six years of work by PopCap testing various versions of Plants vs Zombies 3 on smartphones. Finally released worldwide in January 2024, PvZ 3 was then taken offline in October 2024 for another “major overhaul” — and, nearly a year later, it is still to resurface.

“My official answer here is that I don’t have anything to say about PvZ 3 at the moment,” Reinhart said when asked for an update on the MIA threequel’s status. For 2025, at least, the franchise’s focus appears to be Replanted — though there are “no plans” for Replanted to also launch on smartphones, something that would leave the runway clear for PvZ to return there at some point.

“Is it a reset?” Reinhart said, when asked if Replanted’s launch was the franchise resetting to its origins, after various spin-offs and sequels. “I think that’s an interesting way to sort of frame the question. What I would say is that I think it’s more of a reacknowledgement of what our roots are, and what sort of games we should be thinking about and what we should be making.”

“Has the brand ever gone away? No,” Reinhart continued. “A reset, to me, almost implies ‘well, it’s been dead on the vine,’ and we’re, like, trying to bring it back or something like that. I don’t think it’s there. I do think that it’s an opportunity for us to reestablish that this is a brand that people love, that there are still a lot of Neighborville stories that we can and should tell, and that we have to author that, to some extent, with our fan base in mind, and that we have to be able to acknowledge what we’ve done there.”

Naturally, PopCap has arrived on its decision to relaunch the original Plants vs Zombies after seeing the reaction to its more recent games in the series. 2013’s smartphone-only Plants vs Zombies 2 was popular and long-lasting, though included touchscreen power-ups and microtransactions that grated with some players. More recent years have seen the franchise’s console focus transform into a 3D shooter, via the Garden Warfare spin-off franchise — though for now, 2019 entry Battle for Neighborville appears to be the last.

Even PopCap itself, previously a prolific creator of bizarre but compulsive game ideas (Feeding Frenzy! Zuma! Bookworm!) has consolidated its focus in recent years. Bejeweled Stars will be a decade old next year, while Peggle 2 is 12 years old already, with no sign of a third entry on the horizon.

“I would say that the passion of the community is an important thing that has to be galvanized and recognized,” Reinhart said, discussing why PopCap has gone back to PvZ’s roots now. “So much of what inspires our design decisions is, how we make sure that we are keeping something that is familiar, that doesn’t entirely break the compact we have made with the player base, but that we can also then begin to iterate and move it forward as well.”

“This game has given us an opportunity to go and dive in and try to figure out exactly what it is that people love about PvZ,” Neri added. “And there’s a lot of learning that we’ve done about the zaniness of the IP and how it appeals to people in that way, and that helps guide us and help us be true to what the the expectation is.”

This desire to keep within fan expectations helped informed PopCap’s choice of new modes for Replanted, Neri continued, as while the developer had plenty of ideas and could have gone in “all different directions,” Replanted’s team instead aimed for what they thought fans would actually want.

“We’re very thoughtful about how much innovation we bring into it,” Reinhart agreed, “and not just trying to alienate the core overall experience for players… As we look to the future, we’re looking at the brand more holistically and saying, what else is there? And what would it mean for us to reinvestigate some of that? There are no formal plans for right now, but it’s something we are spending a lot of time looking at. But for this year, for the current stanza of where PopCap is, it is back at tower defense, and we’re excited about that.”

“We’ve done a ton of exploration around what people loved about all the different versions of PvZ and trying to bring it back into this version,” Neri added. “As we go forward, I definitely hope that Replanted will be an anchor for for us, that people can look to and understand — because the original PvZ still lives in people’s hearts and minds.”

So what of the future? Does a return to the more grounded original Plants vs Zombies in Replanted offer a clue as to where the franchise could go next? Or could it spark the re-release of other PopCap classics?

“We’ve absolutely been having conversations about — if this is fruitful, if this meets the fans expectations… is this a template?” Reinhart said. “I think there’s a lot of enthusiasm about that. Now, whether or not there are actually plans ongoing yet, we can’t say that, but I would say we’re very interested to see how this goes and what it would maybe mean for other properties to sort of maybe follow a similar route.

“PvZ is incredibly enduring,” Reinhart concluded, “and being able to bring that to a new audience, to reawaken people’s nostalgia and their feelings about it as well, especially in a time where I think the world could use a little bit of joy and wackiness, it just feels like the right time for that.”

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

Dune Awakening’s devs are testing a patch that’ll let you deposit all of your blood and should help tackle ornithopter griefing

The next big patch for Dune: Awakening‘s now out there via Steam testing client, as devs Funcom look to test out its various tweaks before pressing go on full deployment next month. If you’ve been desperately screaming for the ability to slop out a bunch of blood and/or water at once, or have recently be chased by a swarm of griefy ornithopters, this is the patch for you.

In fact, the devs make clear that they’d really prefer it if you were to dedicate the bulk of your two-week-long patch testing time to those two things in particular. They’re also turning off taxes and sandstorms, the latter very much being the tax equivalent of the natural world, for the first week so bases won’t be at risk.

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Apex Legends Gets A Switch 2 Upgrade & Release Next Week

Squad up, Switch 2 style!

EA has just announced that Apex Legends will be receiving a Switch 2 upgrade next month, or rather next week, as it drops on August 5th. Hooray!

Yep, as part of today’s very good/middling/awful (delete as appropriate) Partner Direct, we learned that the online squad-based shooter, which first launched all the way back in 2019 — when it singlehandedly invented pinging stuff for your mates in-game (maybe) — will hit Switch 2 next Tuesday.

Read the full article on nintendolife.com

Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 Review

Can I reminisce for a second, gang? Is that cool? Almost four years ago, I reviewed Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles for IGN. It was my first IGN review. Now, with exactly 25 more IGN reviews under my belt, I’m back to review its sequel. Time flies, and a lot has changed in the last four years, including within this series. The Hinokami Chronicles 2 is a bigger, better version of its predecessor that adds new ways to play while maintaining what worked and tweaking what didn’t, even if it’s not exactly out here discovering new forms of demon slaying.

Let’s start from the beginning. If you’re unfamiliar with Demon Slayer from its manga or anime, it follows Tanjiro and Nezuko Kamado after demons murder their family and transform Nezuko into a demon herself. Determined to avenge their family, the two set out to slay demons and figure out a way to make Nezuko human again. The original Hinokami Chronicles went through the end of the Mugen Train Arc, and The Hinokami Chronicles 2 picks up from there. There’s some effort to play catch up if you missed the original game, with a bit of narration from Tanjiro in the Story Mode explaining what’s going on and who characters like Inosuke and Zenitsu are, but for the most part The Hinokami Chronicles 2 kind of expects you to have a familiarity with what’s going on. This is a sequel, after all.

If you don’t, you can hop into Path of the Demon Slayer, which allows you to replay a truncated version of the original story. And when I say “truncated,” I mean it, as it’s comprised of just six one-on-one fights. That’s it. It was still a useful way for me to refresh on the story so far, but none of the big, flashy fights against the massive bosses from the original game are here, and even some of the smaller fights are missing. Worse, the ones that are here are based on the playable, versus mode versions of the bosses you fought, which means they’re essentially just glorified Vs CPU matches. Don’t get me wrong; I am grateful The Path of the Demon Slayer is here at all, but it feels like there should have been more to it. As it is, you can knock the whole thing out in maybe half an hour.

For most folks, I imagine the appeal will be Story Mode, which allows you to play through the Entertainment District, Swordsmith Village, and Hashira Training Arcs. The story compelled me less than last time, though I remained interested even if it is a little goofy. Characters (especially the usually-cowardly-but-brave-when-it-counts Zenitsu) yell a lot, but it’s usually pretty funny in context, and Tanjiro is a goody-goody’s goody-goody, but at least his heart’s in the right place. This is a CyberConnect2 joint, so everything is absolutely beautifully animated and just about every sequence looks remarkable. There are a lot of cutscenes in the Story Mode, so maybe make some popcorn, but things are generally well-presented. Do characters talk too much and have too much internal monologue about how they can’t believe the other guy is doing some crazy stuff? Yup. Lots of yelling? Yup. Still fairly interesting anyway? Yup. It’s an anime game, y’all. Just, you know… don’t take a shot every time someone yells about something. You’ll be dead before the Entertainment District Arc is over.

This is a CyberConnect2 joint, so everything is absolutely beautifully animated and just about every sequence looks remarkable.

Between cutscenes, you’ll walk around and explore the world, talk to other characters, find items, and hunt down demons or clues to their whereabouts using Tanjiro’s incredible nose, Zenitsu’s super hearing, Inosuke’s spatial awareness, and so on. All of these essentially boil down to the Demon Slayer version of Detective Vision. Turn it on, follow the path, profit. As you explore, you’ll also be able to collect Memory Fragments, which are short movies that combine voiceovers and stills from the anime series, and Kimetsu Points, which can be used to unlock rewards like characters, system voices, alternate costumes, quotes, stamps, various art and decorations to customize your profile, and songs from the soundtrack, a lot of which you’ll also find scattered around the environments. I’m particularly fond of finding some momento that causes characters to pause and remember times past; it makes the world feel more lived in, and is a good reminder of how we got here.

I complained about all the walking around in my review of the original game, but I’m feeling it a bit more here for three reasons: first, the areas are smaller and more “big area where you run around and find stuff” rather than “travel this exceptionally linear path.” Secondly, you can run this time around, at least when you’re outside. Thank God, y’all. Thirdly, there’s side quests now, which break things up nicely, whether that means helping a shy servant confess his love to one of the women he serves or joining forces with a Hashira to take down a demon. These are fun, and they add variety. Plus, you usually get one of the aforementioned rewards. There’s even some amusing minigames, like Demon Slayer’s version of Guitar Hero, too!

When you’re not walking around, you’ll be throwing down with one demon or another. Like the first game, the fights are pretty sick, whether you’re fighting another member of the cast or engaging in one of the more elaborate fights against characters you’d never see in a versus match, like a giant demon fishman or a demon made of sashes or a 3 on 1 brawl. Even ones that you’ll fight multiple times, like Daki and Gyutaro, are compelling because you’ll use different characters each time, or fight under unique conditions, like having one of your characters be poisoned or using an alternate version than you’re used to. The boss fights are flashy and engaging throughout The Hinokami Chronicles 2, and easily the highlight of the story mode.

Locking Swords with Demons

When it comes to the actual battle system, this sequel doesn’t make a ton of changes. Attacks are on one button and specials another. You can vary things up by pushing the stick in a direction while pressing one of those buttons to either perform different specials or one of three unique combos: one that launches, one that keeps foes on the ground, and one that knocks them down.

Each fighter can also throw, dash (particularly useful to follow up a launcher for an air combo), perform an Ultimate Art, use heavy attacks, and activate two special power ups: Boost and Surge. Boost powers up your attacks and adds an extra combo route, while Surge gives your character unlimited meter for a short time. The controls are simple, but there’s a lot of depth to this combat if you’re into that, and I enjoyed learning how to build combos with each character, figuring out advanced techniques like Quick Dodge so I could keep my attacks from becoming predictable and keep my combo gauge going a bit longer, and identifying the best way to parry certain characters.

I’ll also sing the praises of the few changes CyberConnect 2 has implemented. First, heavy attacks are no longer bound to forward plus the attack button. Instead, you’ll hold guard and press attack. No more accidental regular attacks when you want a heavy strike to lay on the hurt. Secondly, while the combo gauge is still here (and still, I think, a smart addition for a game like this), I haven’t noticed characters falling out of combos if you run out of gauge during multihit attacks like the original game. These are both very, very good changes.

While you’ll sometimes fight solo in Story Mode, The Hinokami Chronicles 2 is meant to be a tag game. In two-on-two battles, you can call in your tag partner for an assist that utilizes one of their special moves for half of your assist gauge, or spend all of it to have them save you from a mid-combo beatdown. You can also fully swap between your characters provided you have the gauge for it, and since health is shared between them, you’ll never have to fly solo, even when things are looking bad for the home team. In a new twist, some characters are so strong they don’t get assists at all, like Nezuko in her Advanced Demon Form, while others, like Hinatsuru, Makio, and Suma, come as a pre-built tag team. Certain teams even have unique Dual Ultimate Arts, which incentivizes you to pair characters like Tanjiro and Nezuko, who already have a bond in The Lore.

As before, the real strength of this system is movement and positioning. Finding the sweet spot between being far enough away from an attack to dodge it and close enough to punish when you do is as compelling as landing that huge combo, especially when you cash out with a particularly flashy Ultimate Art.

The best Story Mode bosses force you to learn their patterns, pick your spots, and execute when you find your moment.

The best Story Mode bosses force you to learn their patterns, pick your spots, and execute when you find your moment. Last time, I complained that bosses could knock you back at will, even when you’re laying the smacketh down, and that their Boost Modes are so powerful that you’ll spend a lot of time playing defense once they activate them. Both are still true, and while they can be annoying, it doesn’t feel quite as bad this time. Maybe I’m used to it, or maybe the dance feels more natural. For whatever reason, I’m less bothered. And when you finish that fight and transition into a flashy quick-time event called the Final Clash to cap off the brawl? Still cinema. And like last time, it’s nice that you can replay the encounters without doing the map sections that accompany them once you’ve beaten them.

But Wait, There’s More!

Once you’re done with the Story Mode, you still have some options as a solo player. The most interesting one is probably Hashira Training, a roguelike where you guide your team down a board, choosing fights with unique win conditions (switch a character, win with X amount of health remaining, and so on) or rewards and healing items. Your health won’t regenerate between fights unless you choose to head to a square that offers it, but you’ll get boosts that can buff you up for the next fight. Your goal? Make it to the Hashira you’re training with, and take them down. It’s a simple mode, but an engaging one, and just like Story Mode, it’s a good way to earn new goodies for the Archive and up your Character Mastery, which… also earns you new stuff for the Archive. There’s a ton of stuff to unlock here, so if that’s your bag, The Hinokami Chronicles 2 has the juice to keep you here for the long haul.

If there’s one thing I don’t like about Story Mode and Hashira Training, it’s the addition of gear. Why does everything need to be an RPG? I’ll never know, but here we are. You can equip up to three pieces of gear in three slots. Each has its own slot requirement and does different things, like boost your attack or recover your health if certain conditions are met in combat. It’s… fine, I guess? I just don’t see the point and wish it wasn’t here, because it’s just another menu I have to mess with when I want to be fighting in my fighting game.

Thankfully, you can turn gear off in versus mode, though it’s there if you want it. As expected, there is online and local versus, as well as a practice mode to help you get to grips with how every character works and an endurance mode for testing your skills against enemy after relentless enemy. The original Hinokami Chronicles was hamstrung by its relatively small roster – only 18 characters at launch, several of which were just Academy versions of characters you already had, with jokey Ultimate Arts. The Hinokami Chronicles 2 has more than 40, greatly upping the multiplayer value and offering far more variety. It’s a huge win. I wasn’t able to test out the online play pre-release this time, but given that I had stable matches cross-country in the original, I’m not overly concerned, and the moment-to-moment gameplay is just as compelling.

My only real complaint regarding modes is the lack of a decent tutorial. Yeah, there’s text-based tips and tricks, but what’s here in the Story Mode is sparse and doesn’t hit on the more advanced stuff. On some level, I get it. This is a sequel. You’re kind of expected to know how things work. But when the text-based tutorials tell me what parrying is without telling me how to do it, that’s kind of an issue, right? Good teaching tools are a must in a fighting game, even an arena fighter, and The Hinokami Chronicles 2 doesn’t really have any. It’s a shame.

I’m strapped to a rolling office chair with a ticking timer in a huge scary building

The office seems to be empty save for a grinning little girl who yells “hey mister, wake up!” in what sounds like amateur Simmish, then immediately vanishes around the corner. The building consists of grainy, glass-walled compartments lined with illuminated facades displaying kanji letters, arranged along a central corridor. I think I’m on the ninth floor.

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The unofficial Skyrim remake of Morrowind finally has a voice for every last character in Vvardenfell

Very long-in-the-works Elder Scrolls modding project Skywind has hit another milestone in its winding road towards an eventual release. The folks behind the mod, which aims to deliver a version of the series’ beloved third entry Morrowind remade in Skyrim‘s engine, have recruited the final three voice actors they were looking for to fill out the base game’s entire roster of characters.

Skywind’s still without any kind of release date, meaning it’s almost certainly further off than its Oblivion-centric sort of cousin Skyblivion, which is aiming to arrive this year. However, the regular updates we’ve been getting about it of late are encouraging signs that it will eventually let us into its heart chamber.

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Hideo Kojima Says He Won’t Play Metal Gear Solid Delta: Snake Eater, Laughs

Hideo Kojima may be the creator of the seminal stealth series, Metal Gear, but that doesn’t mean he’ll play Metal Gear Solid Delta: Snake Eater — the remake of Metal Gear Solid 3.

In an interview with Ssense, when asked if he would be playing Metal Gear Solid Delta: Snake Eater when it releases later this summer, he laughed and replied: “No, I won’t.”

Asked why he chose to develop a sequel for Death Stranding rather than pursue a new project, Kojima told the interviewer, “it’s my IP,” and acknowledged his decision to expand into other media like film and anime came from his “business side.” It’s also why he developed his stealth series Metal Gear into a franchise.

“Even during [my days at] Konami, I was thinking about the business side as well. That’s one of the reasons I continued Metal Gear. But this time I have a whole studio and staff behind me, so I had more responsibility.”

Kojima’s bitter split with his former employer Konami kicked off in March 2015, when rumors first began to swirl that Kojima Productions’ branding had been stripped from Konami’s website. Shortly thereafter, a report surfaced claiming Hideo Kojima would be parting ways with Konami following the development of Metal Gear Solid V: The Phantom Pain. Apparently, he and other members of his senior staff were working as contractors, and would exit Konami when their deals ended in December.

By July, Kojima’s name and branding were removed from The Phantom Pain. By August, Silent Hills was cancelled. P.T. was removed entirely from the PlayStation Store in January 2019.

More recently, Metal Gear Solid publisher Konami is back with a bang, and to prove it, it hosted a livestream showcase on June 12 called Konami Press Start Live. The half-hour-long livestream featured game updates and appearances from Konami developers and producers, introducing us to the “creative minds behind some of Konami’s most iconic franchises,” as well as giving us an extended look at Metal Gear Solid Delta: Snake Eater, Silent Hill f, and more. Here’s everything that was announced at Konami Press Start Live June 2025.

While it seems unlikely (especially given Kojima’s latest comment), Konami’s Metal Gear series producer Noriaki Okamura has said he’d love to work with Kojima again on Metal Gear.

“But just speaking for myself, personally, I’d like nothing better than to work with Mr. Kojima and the rest of the team again,” Okamura said. “If that could happen, that would be the dream.

“But people have moved on to new things and new commitments, and that’s just our current reality. We can’t just take it for granted that everyone would work with us again, or let ourselves be completely dependent on them.”

As for Kojima himself? Kojima Productions released Death Stranding 2, last month, in June 2025. There’s also the live-action Death Stranding film with A24 on the way, and the Xbox-published OD, which he describes as “a game I have always wanted to make.” He’s also working on a PlayStation exclusive action espionage project.

Photo by Phillip Faraone/Getty Images for Kojima Productions.

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.

Interactive Therapy Session ‘A Dream About Parking Lots’ Drifts Onto Switch Today

Based on real dreams?

Mexican indie studio Interactive Dreams has announced that its short interactive story, A Dream About Parking Lots, arrives on Nintendo Switch… today.

The game, which only takes around 30-40 minutes to complete according to the PR, sees you search for your car, whilst at the same time having a conversation with a therapist about why you have this recurring dream about parking lots.

Read the full article on nintendolife.com

One of Warhammer 40,000’s Great Unsolved Mysteries — The Terminus Decree — Is Now Officially Explained via a Short Passage in a New Codex, and Some Fans Really Wish It Had Been Left to the Imagination

It is one of the great unsolved mysteries of the Warhammer 40,000 universe — at least, it was. Via a new codex, Games Workshop has finally revealed the true nature of the much-debated Terminus Decree — and some Warhammer 40,000 lore fans really wish it hadn’t.

The Terminus Decree, for the uninitiated, is the final order issued to the Grey Knights, perhaps the most mysterious chapter of Space Marines in the setting, before the Emperor was placed within the Golden Throne following his mortal wounding by the Warmaster Horus at the end of the Horus Heresy.

(For more on the Emperor’s current… situation, check out this article here.)

The idea is that only the Supreme Grand Master of the Grey Knights can open The Terminus Decree and discover what, exactly, this final order entails. Essentially, it’s a ‘break glass in case of emergency’ Pandora’s box — and Warhammer 40,000 fans have wondered what was inside for years.

Now, with the release of the new Grey Knights codex (a book packed with background lore, pictures of miniatures for use on the tabletop game, and fresh rules to play around with), Games Workshop has for the first time revealed what The Terminus Decree actually involves.

Warning! Spoilers for Warhammer 40,000 lore follow:

A single passage in the new Grey Knights codex has lit up Warhammer 40,000 lore fans, as it reveals the ultimate duty of the Grey Knights is to either kill or re-entomb the Emperor within the Golden Throne, should he ever attempt to leave, be reborn, or ascend to godhood. This is The Terminus Decree: an ultra-secret doomsday device, a contingency box left by the Emperor himself that would have the Grey Knights force him back onto the Golden throne, should he ever recover and dare to leave it.

Interestingly, the passage reveals The Terminus Decree offers no guidance for how the Grey Knights should do this, if they ever have to, and that they might have to cut through the Adeptus Custodes to do it. The Custodes are the Emperor’s super powerful bodyguard — even more powerful than the Space Marines — so good luck with that!

This is a huge amount for any Warhammer 40,000 lore fan to take in. It is a major revelation, one that puts an end to years of debate at this point. Whether you take it as the Emperor being smart because he knew that if he were ever to return it simply wouldn’t be him but something else entirely (this development would potentially tap into ongoing The Dark King plotline), or Games Workshop planting seeds for something big they’re building towards (Chief Custodian Constantin Valdor looms large over the setting, and it does seem like the Emperor is… stirring), the inescapable truth is now we know, whether we like it or not.

And that’s a big issue for some Warhammer 40,000 lore fans, who have since expressed their frustration that Games Workshop has explained this mystery at all. Warhammer 40,000 is packed full of unexplained mysteries, hanging plot threads, and tantalizing puzzles that it may never get around to explaining. Take, for example, the mystery of the II and XI, the Forgotten and the Purged, the two lost primarchs and their two lost legions. Games Workshop has danced around revealing this part of Warhammer 40,000 lore for years, and many hope the truth is never revealed. Speculation is, after all, part of the fun. There is much to be said for leaving things to the imagination.

And that was the case with The Terminus Decree, until now. So what gives? Why reveal it now? Why take the speculation and imagination away from fans on this lore point in particular? There is much vehement reaction from the community. Here’s a snippet:

“I don’t really like this,” redditor aposi said. “It both spoils the mystery and changes the concept from a weapon of last resort in a doomsday scenario (which is cool to speculate about) to just trying to restore the status quo in the event one of those cool speculative things happens.”

“Dislike… outright annoyed by it,” added Drxero1xero. “Huge mystery, leave it unknown or make a novel or three out of it… Nope throw it away in text box in a codex.

“GW are little by little sucking the fun out of warhammer’s settings, flat and colorless… no mystery, all little bites of lore…”

“I feel like this not only completely undermines the whole mystery, but it doesn’t even work. At all,” said TheVoidDragon.

“The cool thing about the lore was not quite knowing what it was, what it would do, or what it was even about. The mystery and speculation on what it could be was what made it intriguing for so many years. To now just outright define it takes all that way completely, it’s just plainly stated exactly what it is as if it doesn’t matter.”

The next obvious question is, will The Terminus Decree come into effect any time soon? Will we see, perhaps in a novel, another codex, or a blog post, the Grey Knights actually fight the Custodes because the Emperor has somehow revived himself? Or is this just an odd spike of activity in Warhammer 40,000 lore that causes a kerfuffle now, but won’t lead to anything for years to come?

Like the Warp itself, Games Workshop sometimes feels unknowable.

The God-Emperor, by John Blanche. Image credit: Games Workshop.

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.

Hideo Kojima has “learned so many ways to kill people”

Buried in the fuzz of an otherwise unstartling SSENSE interview with Hideo Kojima, a sudden spike of violence. “People who are making military games, they probably don’t know how to dismantle a gun or shoot a gun,” said the Metal Gear man, in amongst pictures of himself dressed as various Minecraft skinpacks. “So that’s kind of sad.” Does Kojima know how to dismantle a gun? “Yes, because I’ve been doing this training as well, and I learned so many ways to kill people as well.”

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