Shenmue developer Ys Net has threatened legal action over a widely-circulated video designed to look like leaked footage of Shenmue 4.
The footage popped up on social media last week and was promptly shared by numerous websites, even as questions regarding the video’s origins and authenticity swirled.
Now, Ys Net has released a statement to confirm that the footage “has absolutely no connection” to itself and uses the company’s logo without permission. Additionally, Ys Net claimed that such acts “may amount to trademark infringement and unfair competition” and therefore it was now preparing “appropriate measures” and exploring legal options.
Breaking News ‼️
A trailer for Shenmue IV appears to have been leaked from Sega. It is not yet verified by Sega but it seems to be real. pic.twitter.com/GMOlFFgCuw
While some fans took the lengthy “Shenmue 4” clip as too elaborate to be fake, others pointed to a handful of wonky animation effects and its fan-baiting story to suggest it was an elaborate creation made by a fan using generative AI.
While generative AI and deepfake technology are nothing new, the past few months have seen a fresh generation of tools such as Sora 2 and Google’s Nano Banana Pro pump out generated content that’s now increasingly difficult to distinguish from the real thing. Last week’s Shenmue 4 video is, seemingly, yet another example of this.
“Ys Net Inc. has confirmed that a video has been posted on social media which uses our company logo without permission, falsely giving the impression that it is an an official ‘Shenmue 4’ related video produced by us,” the company wrote. “This video has absolutely no connection to Ys Net. Furthermore, at this time, Ys Net has not released any trailers, footage or other promotional materials related to ‘Shenmue 4.’
“We recognize that the unauthorized use of our logo, and any act that misleads viewers into believing such content is official, constitutes a serious issues that may amount to trademark infringement and unfair competition. W are currently working with relevant parties and preparing appropriate measures, including potential legal action.
“We sincerely apologize to our fans and all related parties for any confusion this may have caused. We will continue to ensure the proper and accurate dissemination of information, and we ask for your understanding and cooperation.”
“Rejoining Ryo Hazuki’s quest to avenge his father is exciting, but Shenmue 3 feels like a game that has ignored the innovation and progress of the last 20 years of video game development,” IGN wrote in our Shenmue 3 review, scoring the game 5/10.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Metal Gear Solid and Death Stranding developer Hideo Kojima says his upcoming horror game, OD, is “challenging” to develop because, unlike his prior games, this one required a change in how he makes games “from the ground up.”
OD isn’t the first time Kojima has dabbled in horror, of course. P.T. is his uniquely terrifying spin on the horror genre, presented via a home filled with unexpected encounters and bizarre mysteries. In the end, P.T. revealed itself to be a “Playable Trailer” for the secret project Silent Hills, which never came to fruition. For many — myself included — it’s considered one of the scariest video game experiences of all time.
The mysterious game will star Dungeons & Dragons: Honor Among Thieves’ Sophia Lillis, Hunters’ Udo Kier, and Euphoria’s Hunter Schafer, with the trailer showcasing Lillis’ character in a spooky house, lighting candles before meeting a malevolent figure.
Now, talking to ananweb, as translated by Automaton, Kojima admitted that he’s not entirely sure that OD “will work out,” but did suggest that there are plenty of clues packed into the trailer.
“I can’t say exactly what it is yet, nor do I know if it will work out. We’ve created stealth games and delivery games which were unlike anything before, but system-wise, they were similar to other games,” Kojima said. “This time, we’re trying to change the service model from the ground up, so it should be quite challenging.
“We’ve packed the trailer full of hints, so if you keep thinking about it, you might figure it out,” he added.
In October, IGN reported that The Wachowskis, the writers and directors behind the Matrix movies, once asked Metal Gear creator Hideo Kojima to design a Matrix video game, but publisher Konami reportedly turned it down. “The Wachowskis were big fans of Kojima,” Konami Digital Entertainment VP of licensing, Christopher Bergstresser, said at the time. “So Kazumi Kitaue, Kojima, Aki Saito (who still works with Kojima), and I were at the Konami HQ, and we got a call from the Wachowskis, who wanted to come in and meet with Kojima. So they did!”
Kojima responded to the claim just a few hours later, saying he was “surprised” to read the news, insisting: “no one ever told me such a conversation had taken place.”
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.
A GameStop listing for Resident Evil Requiem has stated that the game’s Deluxe Edition will include costumes for a shock second character — and no, it’s not who you might think.
Over the past year, the internet has been waiting for Capcom to confirm that Resident Evil hero Leon S. Kennedy is in Resident Evil Requiem as a second playable character. There have been rumors, there have been AI image leaks, and there have been increasingly cryptic teases from Capcom itself.
And it’s against this backdrop that fans have been left stunned, as GameStop’s Resident Evil Requiem Deluxe Edition listing has gone live and mentioned exclusive content for… Rosemary Winters.
Rosmary Winters?! The daughter of Resident Evil 7 and Village protagonist Ethan Winters, Rosemary initially appears in the latter game as a baby, though has a starring role in that game’s Shadows of Rose expansion, set in the future when she is a teenager.
Her inclusion here, if GameStop’s listing is indeed to be believed, is a huge curveball for Resident Evil fans — as Requiem has so far been pitched as an entry that ties the series back to its roots in Raccoon City. Indeed, Capcom has even said that it wanted the game to tie up older plot threads (such has what happened to Umbrella) rather than focus on characters from more recent games. But perhaps it sees Rosemary as an opportunity to close off those, too.
GameSpot seems to have accidentally just posted more Deluxe Edition content for Resident Evil Requiem, which includes some spoilers, including Mercenaries Mode, Grace having a “FBI Visor” mechanic, & two planned story DLC for RE9. pic.twitter.com/7HoZbqTUzp
— AestheticGamer aka Dusk Golem (@AestheticGamer1) December 7, 2025
GameStop’s listing states the Deluxe Edition includes a “‘Morphic Visor’ cosmetic filter for Rose’s visor” and the “Shadow Walker’ costume pack: 3 exclusive outfits for Rosemary Winters.” There’s also mention of two additional story scenarious and a “major” Mercenaries mode update, included in an expansion pass. None of this content is officially announced.
The listing has come as such a surprise to fans that there is some skepticism over its legitimacy — even as it sits on the website of GameStop, one of the world’s biggest video game retailers. Fan speculation has run the gamut here — that the retailer has been hacked, or the entry updated by a rogue employee just to watch fans react as they are now doing. Or, alternatively, it’s real — and an accident, or even yet another canny piece of marketing from the chain.
And as for Leon? Well, there’s certainly no sign in GameStop’s listing. What does this mean for his inclusion? Well, if GameStop’s listing is accurate, simply that he’s not a part of the Deluxe Edition content.
Whatever’s going on, all eyes will be on Resident Evil Requiem’s appearance at The Game Awards later this week, where Capcom is expected to tease fans with more on the game, now just a few months from launch. Will we see Leon? Will we see Rose? IGN will be reporting live — and in the meantime, we’ve contacted GameStop for comment.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Katsuhiro Harada has announced his departure from Bandai Namco having worked on the Tekken series for 30 years.
The 55-year-old Japanese video game developer legend, who worked on all the Tekken games right up until last year’s Tekken 8, said in a statement posted to social media that the loss of close friends in his personal life and the retirement or death of senior colleagues had caused him to reflect on the time he has left as a creator. Advice from Ken Kutaragi — the “father of PlayStation” — supported Harada in making the decision, he said. Harada failed to reveal what he plans to do next, but he did not say he was retiring.
Harada has had a somewhat frought relationship with the Tekken series and indeed Bandai Namco in recent years, and has spoken openly about the development difficulties he’s endured while at the company. Most recently, Tekken 8 has caused a great deal of friction between players and the development team, and Harada has stepped in multiple times on social media to address fan concern.
Perhaps the most high-profile example of this came in October last year, when Harada addressed a row over the sale of a premium DLC stage for Tekken 8 after fans accused Bandai Namco of “corporate greed.” His explanation for the DLC stage basically came down to his role on Tekken within Bandai Namco, and his separation from the business side of the operation to focus on development. This structural set-up was a mistake, Harada admitted in a tweet he eventually deleted, and he confirmed plans to reorganize not only the Tekken business but his role within it to ensure community expectations were met in the future.
Here’s what Harada said, at the time:
The Tekken project is divided into two companies: a game development studio and a publisher that is responsible for game sales (at the time of the development and release of Tekken 7, the development and publishing companies were not separate).
As some of you may know, I moved to the Development Studio side a few years ago, and have been focusing on maximizing the quality of the content/tech/graphics etc…
The development side and publishing side each have their own roles, and there are differences in the way they think and the responsibilities, I who should be the one to act as a bridge between the two, have not been able to properly participate in the publishing (sales) decision-making process for Tekken. As a result, I think that there were parts of the process that did not take the Tekken community’s opinion into account.
I think I failed to create an organizational structure that would allow me to oversee things beyond my own position.
One of my roles was to listen to the opinions of the community and reflect them not only in the content but also in the out-game, but I was clearly becoming passive, worrying about the relationships between companies and not exercising my role.
From now on, I will review this structure and change it to one that values the community as it did in the past.
I’d like to share that I’ll be leaving Bandai Namco at the end of 2025.
With the TEKKEN series reaching its 30th anniversary—an important milestone for a project I’ve devoted much of my life to—I felt this was the most fitting moment to bring one chapter to a close.
My roots lie in the days when I supported small local tournaments in Japanese arcades and in small halls and community centers overseas.
I still remember carrying arcade cabinets by myself, encouraging people to “Please try TEKKEN,” and directly facing the players right in front of me.
The conversations and atmosphere we shared in those places became the core of who I am as a developer and game creator.
Even as the times changed, those experiences have remained at the center of my identity.
And even after the tournament scene grew much larger, many of you continued to treat me like an old friend—challenging me at venues, inviting me out for drinks at bars.
Those memories are also deeply precious to me.
In recent years, I experienced the loss of several close friends in my personal life, and in my professional life I witnessed the retirement or passing of many senior colleagues whom I deeply respect.
Those accumulated events made me reflect on the “time I have left as a creator.”
During that period, I sought advice from Ken Kutaragi—whom I respect as though he were another father—and received invaluable encouragement and guidance.
His words quietly supported me in making this decision.
Over the past four to five years, I’ve gradually handed over all of my responsibilities, as well as the stories and worldbuilding I oversaw, to the team, bringing me to the present day.
Looking back, I was fortunate to work on an extraordinary variety of projects—VR titles (such as Summer Lesson), Pokkén Tournament, the SoulCalibur series, and many others, both inside and outside the company.
Each project was full of new discoveries and learning, and every one of them became an irreplaceable experience for me.
To everyone who has supported me, to communities around the world, and to all the colleagues who have walked alongside me for so many years, I offer my deepest gratitude.
I’ll share more about my next steps at a later date.
Thank you very much for everything.
Harada joined Namco (long before the acquisition that created the Bandai Namco we know today) in the early ’90s to work on Tekken’s arcade versions, which always launched first before console ports were released. He spent much of his time visiting Japanese arcades to check how Tekken was being played out in the wild, essentially living at the office.
At the time, Harada was a junior member of staff, but over the course of several years he worked his way up the chain to become the director of Tekken and the face of the franchise, attending community events while wearing his trademark sunglasses and making a fist — a reference to Tekken’s tagline, ‘The King of Iron Fist,’ — for photo opps.
1998’s Tekken 3, which is considered by many to be one of the greatest fighting games of all time, was the first Harada worked on as director and a smash hit, selling at least 8.36 million PlayStation copies worldwide. It became the PS1’s fifth best-selling game ever ahead of the likes of Tomb Raider, Metal Gear Solid, and Resident Evil 2.
Harada’s exit comes at a crossroads for Tekken. Tekken 8 sold 3 million copies a year from release, according to Bandai Namco, which said the game was selling at a faster pace than Tekken 7. But we haven’t had a sales update since January, and Bandai Namco has yet to announce new DLC characters for a potential Season 3. Will Bandai Namco release a Tekken 9 any time soon?
Photo by SIA KAMBOU/AFP via Getty Images.
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.
When you sit down with a game, you make a pact with it: you’ll push the buttons, and it will show you what happens when you do. A lot of games don’t really care to interrogate what that means, to use the physical realities of the medium to tell a story. Remember having to plug your controller into the second port of your PlayStation to fight Psycho Mantis? That’s rare. Instead, many of them are content to be films where you control the action. Rhythm Doctor is not one of those games.
In the eight or so hours I spent seeing its 1.0 version through to completion, Rhythm Doctor frustrated me, earned some laughs, made me tear up, and used this medium to tell a story in ways I’ve never seen a game do before. It is one of the most difficult rhythm games I’ve ever played, and one I couldn’t put down. Near the end, I felt like I might need a little rhythm therapy myself, a shock to the heart to keep me going. But I wanted to live in that world a little longer, listen to these songs a little more, spend a little more time with these characters. It was worth it. Rhythm Doctor drove me crazy, and I loved it.
In Rhythm Doctor, you are an intern assigned to Middlesea Hospital. You work remotely, so you sit behind a screen and watch what’s happening through the hospital’s cameras. The doctors and patients speak to you, but you cannot respond to them. Well, you can, but they can’t hear the intern. Like you as a player, the intern is part of this world but not of it. A participant, but not a resident. When you see yourself on screen, it is as a long arm hovering over a button. The patients sometimes jokingly call you Doctor Finger. It’s a brilliant bit of “player-as-character” that Rhythm Doctor makes the most of throughout its runtime. That this story features some absolutely gorgeous pixel art spritework is just a bonus.
The simple but extremely effective gimmick here is that Middlesea is experimenting with a new treatment that promotes healing by defibrillating patients’ hearts in time with their heartbeats. Your job is to press the button on the defibrillator in sync with the beat of their heart. That’s it. There is only one button. Press it every 7th beat in time with the patient’s heart. Line the beats up properly, and you’ll cure what ails them.
That might not sound hard, and it isn’t. At least at first. One, two, three, four, five, six, press is easy enough. But then you’ll get to polyrhythms, hemiolas, irregular time signatures, silent beats, the works. Again, all you have to do is press your button on every seventh beat. But it gets challenging quickly. I used to think I was good at rhythm games. I played Guitar Hero and Rock Band on Expert. I used to play a couple different instruments. After playing Rhythm Doctor, I no longer think that. Few games have challenged me like this did.
You’ll have to keep pace yourself, and overcoming initially brutal levels was a thrill.
Sometimes you’ll be treating multiple patients at once, each with their own rhythm, and you’ll have to keep track of them simultaneously. Some may drop in and drop out. The excellent songs their hearts are beating to will abruptly change pace. You may have to hit notes in rapid succession or hold them or match a tempo you’ll hear and then have to reproduce. There is a visual indicator here, but it’s not going to hold your hand or tell you exactly when to press your lone button. You’ll have to keep pace yourself, and overcoming initially brutal levels was a thrill.
Rhythm Doctor will help you out – most levels feature a dedicated tutorial teaching you new concepts, certain beats are often preceded by unique sound effects to let you know they’re coming, and a nice nurse will often call out timing changes with a “Get Set Go!” in time to the beat before the change occurs, but visual prompts are limited. There’s no “fit the note into this handy-dandy slot it’s barreling towards” in Rhythm Doctor. You have to keep time. I often found myself tapping my other hand against my thigh, silently counting to seven, or moving my head from side to side to keep time.
And you’ll need to, because Rhythm Doctor likes to mess with you, to use the idea that you’re a guy behind a screen pressing buttons to tell its story. If you’re treating a patient while a virus is messing with your connection, you’ll feel it. There will be static, the beat will be thrown off, and things will pop up or fade out. At one point, a bunch of pop-ups saying “DISTRACTION!” overwhelm your screen. As a player, it’s annoying, especially if you’re somewhat reliant on visual cues. As a storytelling conceit, it’s dynamite. Dealing with that would be difficult and irritating, especially at work! I could practically hear the virus mocking me; J.K. Simmons breathing in my ear. “Not quite my tempo.”
But that’s not the only time Rhythm Doctor pulls this trick. Sometimes, it will shrink your screen and bounce it around to the beat. Once, when Cole, a down on his luck musician with a caffeine addiction, rushes across the screen to get to Nicole, a barista at the hospital’s cafe who he’s grown fond of, the game window travels with him as you struggle to keep up via the hospital’s cameras, going entirely off your monitor before reappearing. Even the songs themselves tell a story: when a patient named Logan has trouble admitting his feelings for another named Hailey, their songs reflect it, and he often loses the beat during that level. As the two get closer across several songs, their heart rates grow closer in time. When he finally summons the courage to make it happen, the track resembles a duet at a Broadway show.
The songs here vary from showtunes to dubstep to techno and everything in-between, and each is used to tell a story like this. Every patient’s unique heart rhythm can and will show up in other tracks as they bond with one another, whether it’s a miner helping an injured baseball player rehab from an injury, an elderly couple at opposite ends of the hospital who long to see one another, or Cole and Nicole hash out their issues through song. In Rhythm Doctor, the music is part of the story. Each track moves the narrative forward, and gets to the heart of who these people are and how they feel about one another. You can treat a lot of things with medicine, but sometimes the only cure for a damaged heart is working through what caused it in the first place. I cared about these characters and their relationships, and I wanted to stick around.
That’s good, because you’ll probably have to. Rhythm Doctor holds you to a high standard. Cs may get you degrees, but you’ll need a B grade or better before you can move on to the next level. That can be a little frustrating if you get stuck, and I’m not ashamed to say I had to turn the difficulty down to clear some of the harder stages. Some even have “Night Shift” versions for an extra challenge and a bit more story, and there are several bonus levels to tackle as well, which are goofy and a lot of fun, like the one where a group of nurses pursues a limousine, kicking away projectiles the limo is hurling at them. Others are just chill vibes where you hang out with the characters.
I cared about these characters and their relationships, and I wanted to stick around.
Through it all, though, you’re reminded that while you’re part of this story, it’s not about you. Without spoilers, there’s a rather touching scene later on that you hear about but don’t witness because you’re busy helping another patient. Almost every other character is there, but you’re helping someone else, and the scene happens without you. You only hear the other characters react to it. On one level, it’s smart commentary on the limitations of being behind a screen and the role of the player; you’re not part of this world physically, not matter how badly you might want to be. Your job is to watch and press buttons. On another, it’s a reminder that no one recovery, no one part of the hospital, and no one patient, is less important than any other. It all matters. And there’s emotional resonance here. When one of Cole’s tracks says “Sometimes I’m angry I’m not doing better than I thought I’d do at this point,” I had to pause the game for a moment. I’ve been there. I understand that feeling. I understood that character, and all his flaws. And I admired his persistence in spite of it all.
Rhythm Doctor also features some shockingly relevant commentary on the state of healthcare and capitalism. As the program you’re part of gains traction, there’s pressure from the hospital’s administrator (and head doctor) to expand it, eventually resulting in layoffs to hospital staff and overworked doctors. After all, why have staff when you can have a miracle treatment an intern in their pajamas can perform from their laptop? You don’t need people, right? Just results. Rhythm Doctor ends about as perfectly as it can given all the plates it’s spinning, but it’s nice that it never pulls punches. Nothing is free; everything has a cost, and that cost might be other people.
If you need a break from the story, there’s also a comprehensive level editor to play with and community tracks to download. I’ll be honest with y’all; I’m not much of a level editor cat, but what I’ve played of the community tracks is genuinely impressive. Rhythm Doctor’s soundtrack is so good that I’ve listened to it in between sessions, but it’s great to see developer 7th Beat Games turn their baby over to the community and say “go nuts.” In a world obsessed with selling you something at every moment, editors like this feel increasingly rare, and I’m glad it’s here.
Percy Jackson is coming to Fortnite. The popular series, based on the novels by Rick Riordan and now streaming on Disney+, was just announced to be getting its very own Fortnite Island on December 9.
Revealed on stage at CCXP25 in Brazil, Percy Jackson: Siege of Monsters will allow players to “embark on an authentic Percy Jackson adventure across an island map inspired by Camp Half-Blood – the earthly sanctuary and training facility for the children of mortals and Greek gods. As newly arrived demigods, players must discover the identity of their godly parent, gain new divine powers, and ally with their fellow demigods for a climactic battle against Scylla and Charybdis on the Sea of Monsters.”
Players will be able to meet various characters from the popular stories, rendered in the likenesses of the actors from the streaming series, including Percy Jackson, Annabeth Chase, and Grover Underwood, and “complete multiple side quests” and other activities “inspired by the first two seasons of the show.”
I recently spoke with the stars and producers of the show about bringing some fan-favorite storylines to Fortnite. Walker Scobell, who plays Percy on the series, and co-star Aryan Simhadri (Grover) had been begging producers to get their characters into Fortnite “since day one.”
“I’m just excited to be the guy from Fortnite,” says Scobell. “That’s what I want people to call me. If that’s the only thing I’m ever remembered for, I’m fine with that. Percy Jackson? No, he’s the guy from Fortnite.”
Series Executive Producer and Co-showrunner Dan Shotz, who presented a sneak peak of the Fortnite island at CCXP, says bringing Percy Jackson to the game involved a lot of moving pieces. “We have worked directly with Disney to build an entire world within Fortnite,” Shotz says. “You’re going to get to see incredible monsters. You get to fight the Minotaur, you get to have a boss battle with Scylla and Charybdis, and you also just get to hang out with the gang from Percy Jackson. It’s pretty epic.”
Dior Goodjohn, who plays Clarisse on the show, agrees: “It’s really, really sick. You kind of know the magnitude of what you’re doing when they put you in a video game or when you get a doll made of you. This is insane that this is real life for all of us right now. It’s crazy.”
Percy Jackson Creator Rick Riordan says it was important to adapt his stories for a younger, modern audience. “I cannot tell you how many years the fans have been asking me, ‘When are we going to get a Percy Jackson immersive game?’” Riordan says. “I (played) my share of World of Warcraft when I was younger, (so) I get it. I totally get it.”
Leah Sava Jeffries, who portrays Annabeth, says she used to play Fortnite but intends to jump back in now that she and her co-stars are featured in the game. “This is making me want to go back and play it again,” Jeffries says. “I have been waiting for this for so long, and now I really feel like this is our moment.”
Season 2 of Percy Jackson and the Olympians hits Disney+ December 10.
Michael Peyton is the Senior Editorial Director of Events & Entertainment at IGN, leading entertainment content and coverage of tentpole events including IGN Live, San Diego Comic Con, gamescom, and IGN Fan Fest. He’s spent 20 years working in the games and entertainment industry, and his adventures have taken him everywhere from the Oscars to Japan to Buenos Aires, Argentina. Follow him on Bluesky @MichaelPeyton
We’ve rounded up the best deals for Saturday, December 6, below, so don’t miss out on these limited-time offers.
Save $50 Off This Nintendo Switch 2 + Mario Kart World Bundle
The best deal of the weekend is the Nintendo Switch 2 + Mario Kart World Bundle, which is on sale for $449. That’s the price of a standard Nintendo Switch 2, which means you’re essentially scoring Mario Kart World for free. If you’re planning on picking up a Switch 2 for yourself or as a gift this holiday season, today is the best time to buy one.
Star Wars Outlaws for $29.99
The Nintendo Switch 2 version of Star Wars Outlaws is on sale this weekend for $29.99, which is a steal for one of the hybrid system’s best third-party games. This version of Star Wars Outlaws is the Gold Edition, packing in all the DLC and updates that released.
Death Stranding 2: On The Beach for $49.99
Death Stranding 2: On The Beach is still my favorite game of 2025, featuring a vast world to explore, rich characters and narrative, and an astounding score. Ahead of Black Friday, you can score DS2 for $49.99 and embark across Mexico and Australia yourself. If you’ve been holding out on this game, today is a great time to pick up a copy and experience the latest from Hideo Kojima.
Ghost of Yotei Limited Edition DualSense for $64.99
Target has the exclusive Ghost of Yotei Limited Edition DualSense on sale for $64.99 this weekend. Normally $84.99, this controller sports a unique design, featuring a gold brushed design all over the front. In my opinion, this is one of the best limited edition DualSense controllers PlayStation has released, only behind the 30th Anniversary and Astro Bot models.
Astro Bot for $39.99
Astro Bot is a must-own game for any PlayStation 5 owner for many reasons. The fun platforming adventure is a trip across PlayStation’s iconic history of games, with cameos from many of the beloved characters that shaped each console generation. Today, you can score Astro Bot for $39.99 at Amazon,
Cronos: The New Dawn for $39.99
2025 had numerous horror games released, and if you missed out on Cronos: The New Dawn, now is the time to buy, as Amazon has the game discounted $20. Cronos puts you in the shoes of The Traveler, who is sent back in time in areas where a virus has ravaged humanity.
Silent Hill 2 for $29.99
Silent Hill 2 is available for $29.99 at Amazon as part of Black Friday sales. The Bloober Team-developed remake brought new life to the iconic Konami game, depicting the story of James Sunderland as he travels to Silent Hill after receiving a letter from his dead wife. With revamped combat, a rerecorded soundtrack, and new story additions, Silent Hill 2 is a fantastic horror game that is worth experiencing.
After the huge success of the Amazon Fallout TV show, some have wondered whether The Elder Scrolls, Bethesda’s fantasy video game franchise, might be next in line for an adaptation. But what does Bethesda boss Todd Howard think?
In an interview with Eurogamer ahead of the launch of Fallout Season 2, Howard refused to rule out the possibility of an Elder Scrolls TV show, but did suggest the post-apocalyptic sci-fi franchise Fallout was better suited to an adaptation.
“I will say this, the Fallout journey was like a 10 year one,” Howard replied to the suggestion of an Elder Scrolls adaptation. “After Fallout 3, people were asking to do a movie or show for Fallout, and we really took our time.”
Howard “can’t rule in or rule out an Elder Scrolls thing in the future,” Eurogamer said, but he also believes the Fallout franchise was “more uniquely suited” and had “more to say in its genre.”
Howard continued: “But, you never know. I think the impact of the show on Fallout as a franchise has been bigger than I expected, so it does make you think like, ‘Hey, is there a path?’ But, nothing today… [and] I’m willing to say ‘no’ for a decade.”
“You could have zombies in it, you have deathclaws, you have monsters and things like that,” he said. “I mean, gosh, you have aliens. You name it, you can throw it at the wall. Even Fallout 76, I mean, the Mothman is now fair game. It is that kind of stuff. There’s no really shape to it. You can kind of stick any kind of shape piece into that hole.”
“When I signed on to do the series, we would have a starting point and they gave me the endpoint,” Moten said. “And that endpoint hasn’t changed. But it is Season 5, 6 type of endpoint.
“We’ve always known that we were gonna take our time with the development of the characters.”
Perhaps when that is done and dusted, Bethesda might turn its attention to an Elder Scrolls adaptation. Will The Elder Scrolls 6 be out by then? One can only hope.
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.
I’ve always loved The Lord of the Rings. I wouldn’t necessarily say I’m fanatical about it, though. I already own copies of the books and the movies, so I’m not usually swayed by the endless barrage of Lord of the Rings gifts the internet seems to throw my way. I do really like the look of this Battle for Middle-Earth Chess set, however. I’ve seen a lot of really cool chess sets in my day, but this one appears to be surprisingly well done for how affordable it is. I don’t even play that much chess and I’ve found myself adding it to my Christmas wishlist this year.
The Lord of The Rings Chess Set: Battle for Middle-Earth
This chess set is made by The Noble Collection, which I do actually have some experience with already. They create all kinds of gifts for various popular fandoms like The Lord of the Rings and Harry Potter. You might be most familiar with its collection of Harry Potter wands, which the company first began releasing back in 2004. The Noble Collection is generally known for making high quality products at affordable prices, including a variety of chess sets like this one. There’s even a high-end $500 version of this same thing that is absolutely glorious, though that is way out of my price range.
More Lord of the Rings Gifts
If you’re on the hunt for more Lord of the Rings gifts like this one, we have found quite a few. There’s the deluxe illustrated version of the books, Lord of the Rings puzzles, board games, and even a LEGO book nook available.
Battlefield Studios has published the Battlefield 6 update 1.1.3.0 patch notes ahead of next week’s Winter Offensive update, revealing a detailed list of audio improvements, soldier visibility tweaks, a range of map adjustments, and more.
Patch notes for the third major Season 1 update were published in a post on the EA shooter series’ website today. The full breakdown follows up on promises made by BF Studios’ outline from earlier this week and touches on every notable change coming to Battlefield 6 and REDSEC when Winter Offensive reaches its December 9 release date.
Though today’s patch notes cover everything from audio to Sector sizes, players may be happy to see the studio continuing to adjust an issue that has wormed its way to the front of online discussion since launch: hit registration. BF Studios says the 1.1.3.0 changes should result in more predictable bullet impact and easier-to-read damage feedback thanks to tweaks to quick aim, pre-zoom firing, and close-quarters gunfights.
Other elements the Battlefield 6 developers took aim at with the Winter Offensive update include better weapon handling, improved character highlights and animations for visibility, gadget reliability, and refined gameplay for vehicle-savvy players. Launch players will also notice relatively extensive changes to Sectors and vehicles across seven Breakthrough maps: Manhattan Bridge, Mirak Valley, New Sobek City, Operation Firestorm, Liberation Peak, Siege of Cairo, and Empire State.
It may be some time before players get a handle on whether many of these changes correct the balance of the average Battlefield 6 multiplayer match. Those audio tweaks, however, will likely be noticeable from the get-go, with the hope being that infantry noise is clearer and easier to read at different distances.
“We’ve also continued addressing performance and memory issues that could cause sounds, such as footsteps or vehicle audio, to drop out or fail to play, especially during large-scale Battle Royale matches,” BF Studios says in the update 1.1.3.0 patch notes. “To get ahead of this as we add more audio content to the game, we’ve adjusted the memory priorities for most sounds in the game and optimized how some larger audio assets load. In practical terms, this means that important combat, movement, and vehicle sounds should play more consistently even under heavy load.
“These changes are part of an ongoing effort to improve the overall stability of the soundscape. While this isn’t a complete overhaul, and there may still be edge cases depending on hardware and match conditions, it’s a big step toward more reliable and predictable sound across the game.”
Each change arrives in addition to new weapons, limited-time winter events, and more new content that players have been told to expect since launch. Highlights include the Ice Lock Empire State map, the Ice Lock multiplayer and Gauntlet modes, the Ice Climbing Axe melee weapon, Portal updates, and a mini–Winter Offensive-themed battle pass bonus path. It’s the latest in the run of Battlefield 6 Season 1 chapter updates, which saw Rogue Ops bring Blackwell Fields and battle royale to the experience October 28, while California Resistance added Eastwood November 18.
Finally, you can check out the full Winter Offensive patch notes below.
Battlefield 6 Update 1.1.3.0 Patch Notes
Update 1.1.3.0 delivers a broad range of fixes and refinements across Battlefield 6, improving soldier clarity, weapon reliability, vehicle behaviour, audio consistency, and overall gameplay flow. This update also includes several quality-of-life improvements across UI, HUD, and controller aiming options, along with map-specific updates designed to stabilise objective play and reduce round-end matchmaking frustration.
We also made improvements to reduce cases where player settings could be reset when updating the game to the newest version. While this behaviour should now occur less frequently, we are still seeing isolated instances and expect to fully resolve the issue in an upcoming update.
As always, thank you for continuing to share your feedback which helps us refine and evolve the Battlefield 6 experience.
New Content: Winter Offensive
New Time-Limited Map: Ice Lock Empire State. A winter-shrouded version of Empire State featuring frozen streets and seasonal environmental visuals.
New Time-Limited Multiplayer and Gauntlet Mode: A themed event mode playable across Domination, Conquest, and Gauntlet mission variations on Ice Lock Empire State featuring the event-limited “Freeze” mechanic.
New Melee Weapon: the Ice Climbing Axe. Unlocked through the Winter Offensive Bonus Path.
Portal updates: Ice Lock Empire State is available for use in supported Portal experiences during the event window.
Battle Pass: Winter Offensive Bonus Path: an 11-tier, time-limited reward track featuring event cosmetics, XP Boosters, and the Ice Climbing Axe.
Major Updates for 1.1.3.0
Improved hit registration across situations that previously felt unreliable, including quick aim adjustments, firing before a zoom completes, and close-quarters fights with many players. These updates make bullet impacts more predictable and damage feedback easier to read in the moment.
Enhanced close-range soldier visibility, with stronger character highlights and improved prone animations to help soldiers stand out more clearly in low-contrast or visually busy areas.
Refined weapon handling for more consistent accuracy, addressing issues with first-shot behaviour, recoil interaction, and attachment alignment so weapons feel more stable and predictable during firefights.
Improved reliability across several core gadgets, including updates to the LWCMS Portable Mortar, Supply Pouch, Smoke Cover, and traversal tools to ensure they behave consistently and provide clearer feedback.
Strengthened vehicle clarity and interaction, fixing issues around damage zones, HUD overlaps, seat reticules, and camera behaviour to make vehicle play more stable for both drivers and passengers.
Updated Breakthrough and Rush layouts on multiple maps to improve attacker–defender balance, smooth out sector flow, and adjust vehicle distribution based on match outcome data and player feedback.
Delivered a broad audio pass improving combat readability, including clearer footsteps and movement cues, more reliable armour-break feedback, and tuning across several high-priority gameplay sounds.
AREAS OF IMPROVEMENTS
AUDIO
With this update, we’ve made a wide range of audio improvements, including a dedicated tuning pass on footsteps to make movement clearer, easier to locate, and more readable at different distances.
We’ve also continued addressing performance and memory issues that could cause sounds, such as footsteps or vehicle audio, to drop out or fail to play, especially during large-scale Battle Royale matches. To get ahead of this as we add more audio content to the game, we’ve adjusted the memory priorities for most sounds in the game and optimized how some larger audio assets load. In practical terms, this means that important combat, movement, and vehicle sounds should play more consistently even under heavy load.
These changes are part of an ongoing effort to improve the overall stability of the soundscape. While this isn’t a complete overhaul, and there may still be edge cases depending on hardware and match conditions, it’s a big step toward more reliable and predictable sound across the game.
CHANGELOG
PLAYER:
Fixed a clipping issue when dragging a soldier on an inclined surface when being prone.
Fixed a clipping issue with character shoulders when jumping.
Fixed a rare issue where fall damage wouldn’t be applied immediately after being revived.
Fixed snapping and aggressive camera movements when performing takedowns on prone enemies from specific angles.
Fixed an issue allowing players to use vaulting to avoid being roadkilled by an enemy vehicle coming at high speed.
Fixed an issue causing controller haptic feedback to continue indefinitely when a reload was interrupted by swapping to another weapon or gadget.
Fixed an issue causing hit registration to fail when firing while making extremely rapid aim adjustments. We’re continuing to investigate additional edge cases and reviewing player reports related to hit registration.
Fixed an issue causing soldier legs to rotate incorrectly with the body when falling while prone.
Fixed an issue causing soldier movement to feel slow while walking on uneven terrain.
Fixed an issue causing the character’s hands to appear misaligned when vaulting through windows.
Fixed an issue causing vaulting while charging a defibrillator to make the soldier’s hands disappear.
Fixed an issue that caused getting revived after dying mid-fall to trigger fall damage the next time the player jumped.
Fixed an issue that caused the player to continue controlling their soldier after dying in water.
Fixed an issue that could cause the player to become stuck when entering water while crouching.
Fixed an issue that could prevent melee damage from being dealt to soldiers in water.
Fixed an issue that could prevent melee damage from being dealt to soldiers seated in exposed vehicle seats.
Fixed an issue that made it difficult to traverse some stairs, especially at slow movement speeds.
Fixed an issue where climbing down ladders with a grenade equipped caused misaligned animations.
Fixed an issue where first-person grenade animations appeared incorrectly when spectating another player.
Fixed an issue where getting hit by melee damage prevented the victim from performing melee attacks.
Fixed an issue where hands clipped into ladders when in first-person view.
Fixed an issue where interrupting a drag and revive would not cancel revive progress as expected.
Fixed an issue where jumping in and out of vehicles could lead to later hit-registration for soldiers on foot.
Fixed an issue where landing on a vehicle prevented the player from taking any fall damage.
Fixed an issue where melee animations would not play correctly when attacking while vaulting over mid-height obstacles.
Fixed an issue where melee attacking and returning to an Assault Ladder caused the player to appear to attack with the ladder.
Fixed an issue where performing zoomed aiming while colliding with a wall during sprint would offset the player’s aim.
Fixed an issue where soldier models glowed incorrectly in front of the thermobaric visual effect when illuminated by a flashlight.
Fixed an issue where the death camera could appear beneath the map when dying inside a vehicle.
Fixed an issue where the melee weapon briefly appeared in an incorrect pose when holding the M87A1 shotgun.
Fixed first-person stair locomotion animations starting with a delay when moving on stairs.
Fixed third-person mounting clipping issues with the HK433 when using certain bottom-rail attachments.
Improved first- and third-person vault-up and vault-over mid-height animations for smoother transitions.
Improved hit registration reliability when multiple players were within close proximity.
Improved how recoil and aim input interact, resulting in more reliable accuracy when compensating for recoil.
Improved melee animation when attacking while prone.
Improved movement responsiveness at the start and end of drag and revive interactions.
Improved soldier animation smoothness when entering and exiting prone.
Improved visibility of soldiers at close range by applying brightness adjustments at 0 metres with a higher minimum intensity.
Resolved an animation issue where quickly applying armour immediately after using a melee weapon could result in an unintended transitional animation.
Updated third-person prone animations to improve clarity, reduce static poses, and enhance soldier visibility.
VEHICLES:
Fixed an issue where heavy machine-gun fire from some vehicles would not consistently register damage against soldiers.
Fixed an issue where some vehicle seats were incorrectly classified, preventing the correct passenger reticule from appearing while spectating another player.
Fixed an issue where the soldier compass could appear simultaneously with the vehicle compass when sitting in certain gunner seats.
Fixed issues with damage zones on armoured vehicles that caused them to take higher-than-intended damage in certain situations.
Fixed UI behaviour for the Quadbike’s spawn camera to ensure it displays correctly upon deployment.
Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues.
WEAPONS:
Fixed a bug where players could become stuck in the weapon inspect animation when entering a vehicle.
Fixed a rare visual glitch that could cause scopes to be displayed incorrectly.
Fixed a visual issue where the Adjustable Angled Grip sat slightly higher on the weapon than intended.
Fixed an issue causing the first bullet fired during early zoom transitions on certain weapons and scopes to be more inaccurate than intended.
Fixed an issue that caused quick melee attacks to sometimes not return the player to their previous weapon after striking.
Fixed an issue where some scopes unintentionally received thermal or depth-of-field blur.
Fixed an issue where target dummies in the firing range remained down after being shot.
Fixed an issue where the effects of FMJ ammunition were incorrectly applied to additional ammunition types.
Fixed an issue where underslung attachments were not always restored correctly when picking up another soldier’s kit.
Fixed an issue with the flashlight weapon attachment being misaligned when sprinting at high FOV values.
Fixed the “peekaboo” timing bug affecting target dummies on the firing range.
Increased the minimum time between shots by 100 ms on the Mini Scout to improve pacing and reduce rapid-fire inconsistencies.
Reduced recoil magnitude but increased recoil variation on the M250, NVO-228E, RPKM, SG 553R, and SOR-300SC. These weapons now perform less effectively at long range, with the SG 553R receiving the most noticeable adjustment.
Reduced the cost of the L110 and M123K 200-round magazines from 55 to 50, and removed the penalty to ADS movement dispersion.
Tweaked haptic feedback for weapon reloads on PS5 controllers.
Updated melee behaviour to allow players equipped with a melee weapon to choose between a takedown (F/RS) or a bash attack (Mouse 1/RT).
GADGETS:
Fixed an issue where Assault Ladders did not allow smooth traversal by increasing the maximum ramp angle from 45° to 52°. Players can now run up the ladder without shifting into a climbing stance.
Fixed an issue where gadgets that should be hidden by occlusion were still visible through geometry.
Fixed an issue where lock-on indicators appeared for Engineers without a lock-on capable launcher equipped.
Fixed an issue where Supply Crates deployed by enemy players were visible on the mini map.
Fixed an issue where Throwing Knife animations lasted longer than intended.
Fixed an issue where XFGM-6D Recon Drones spawned facing the wrong direction instead of matching the soldier’s facing direction when being deployed.
Reduced Throwing Knife dispersion so that headshots are reliably achievable up to 15 metres.
LWCMS Portable Mortar
Fixed an issue where an incorrect shell type was used during firing and reload animations.
Fixed an issue where firing a Smoke Shell did not shake the camera or tube.
Fixed an issue where Smoke Shell clouds were smaller than intended.
Fixed an issue where the fire rate was lower than intended.
Fixed an issue where the Smoke Shell always regenerated via Supply Crates.
Logistics Expert in the Fire Support tree now slightly enhances the Supply Crate’s effect on the Portable Mortar’s fire rate.
Smoke Shell ammunition now starts at 0 and regenerates every 45 seconds.
Supply Pouch
Fixed an issue where the Supply Pouch instantly regenerated health on deployment.
Fixed an issue with incorrect ammunition setup that caused inconsistent resupply behaviour.
Removed the initial heal on gadget deployment; the Supply Pouch now only heals over time.
Thrown Supply Pouches now prioritise players who are low on, or have requested, health or ammunition.
MAPS & MODES:
Adjusted Conquest and Escalation capture areas on Manhattan Bridge so objectives can no longer be captured from rooftop positions.
Extended rooftop out-of-bounds areas on Empire State, Manhattan Bridge, and Saints Quarter.
Fixed an issue where deaths were not tracked correctly in Strikepoint.
Fixed an issue where players were not properly credited for a kill caused by the destruction of the crane on Mirak Valley.
Fixed an issue where vehicle selection in Escalation became temporarily unavailable if the player was on the deploy screen when a territory changed hands.
Made improvements to reduce cases of players matching into games that were near the end of a round.
The out-of-bounds timer on Manhattan Bridge is now correctly set to 10 seconds.
Updated M-COM placement on Liberation Peak and Manhattan Bridge to improve attacker flow based on player feedback.
Updated spawning behaviour for Battle Pickups:
In Breakthrough, Battle Pickups now spawn when their associated sectors are enabled.
In Conquest and Escalation, Battle Pickups now spawn when their associated capture points are owned by a team.
Following feedback since launch, several Breakthrough layouts have been updated to address attacker–defender win/loss imbalance and improve overall flow, vehicle balance, and capture-zone clarity across multiple maps.
Manhattan Bridge
Removed Defender vehicles in Sector 2 and Sector 3.
Added an additional Attacker IFV in Sector 3.
Updated capture volumes across Sectors 1, 2, and 3 to support more consistent attacker progress.
Mirak Valley
Removed Defender vehicles in all sectors.
Adjusted Attacker vehicle counts:
Sector 1: Reduced Attacker IFVs from 2 to 1; increased Attacker tanks from 1 to 2.
Sector 2: Added 1 Attacker IFV.
Sector 3: Added 1 Attacker IFVs.
Updated capture volumes across all sectors to make attacking easier.
New Sobek City
Sector 2: Added 1 Defender tank and one Defender IFV.
Sector 3: Added 1 Attacker IFV; removed Defender tank and light transport.
Updated capture volumes in both sectors to improve attacker flow.
Operation Firestorm
Sector 2: Adjusted Defender armour (added and removed tank spawns).
Sector 3: Added 2 Attacker tanks and 1 Attacker IFV; removed the Defender tank.
Updated capture zones across affected sectors to support attacker momentum.
Liberation Peak
Sector 3: Removed Defender tank.
Sector 5: Added 2 Attacker IFVs; removed the Defender transport.
Updated capture volumes to improve attacker advancement.
Siege of Cairo
Added an additional Attacker tank in sector 1 and 3.
Updated capture areas on B flag to improve sector push potential.
Empire State
Sector 1: Updated capture volume on B flag.
Sector 2: Updated capture volumes on A and B flags.
PROGRESSION:
Fixed an issue where enemies spotted by the LTLM II Portable Laser Designator did not count towards the “Spot enemies with Recon Gadgets” weekly challenge.
Fixed an issue where the Incendiary Airburst Launcher did not track progress for the “Support Specialist 2” challenge when dealing damage with its lingering fire cloud.
UI & HUD:
Added a loading popup when entering a tournament code to provide better feedback on what’s happening.
Added “Free Look” helicopter game hint to be part of pilot hints..
Enemies can no longer be spotted from the big map.
Ensured players who trigger crane destruction now have their killer ID correctly logged in the scoreboard’s score log.
Ensured the “Cut Parachute” prompt appears correctly in Multiplayer modes outside of REDSEC.
Fixed a mini map issue where empty vehicle icons did not transition correctly into a friendly vehicle icon when entering a vehicle.
Fixed a rare issue where objective icons could disappear when redeploying.
Fixed an issue where a teammate’s armour briefly appeared as soft-armour colour when their armour broke, causing a momentary incorrect visual.
Fixed an issue where camos in the Challenges section did not show their name or category.
Fixed an issue where hints for “Re-Enter” and “Deploy” were displayed in the wrong order when using a controller with the EOD Bot.
Fixed an issue where killcards did not always appear when players were killed inside vehicles.
Fixed an issue where loading screen combat zone descriptions did not update correctly based on the active game mode.
Fixed an issue where loading screen combat zone descriptions were incorrect for Sabotage on Eastwood.
Fixed an issue where loading screen combat zone text displayed incorrectly on Sabotage across all maps.
Fixed an issue where Store offers did not scroll correctly when fast-scrolling along the same row.
Fixed an issue where the deploy camera could appear incorrectly rotated when spectating a soldier or vehicle.
Fixed an issue where the different painted states of the LTLM II Portable Laser Designator weren’t correctly represented by the gadgets HUD warning label.
Fixed an issue where the Helicopter HUD would disappear when the color was set to black in the settings.
Fixed an issue where the LMR27 and ES 5.7 attachment lists were not sorted correctly.
Fixed an issue where the LWCMS Portable Mortar icon had visual inconsistencies between the big map and the minimap.
Fixed an issue where the Traverse Mark 2 displayed duplicate LMG text in the second seat, despite having only one mounted weapon.
Fixed an issue where the vehicle 3D preview did not update when switching loadout presets.
Fixed an issue where zooming in on the big map would sometimes result in a black screen.
Fixed issues that prevented Resupply Station icons from appearing on the big map as intended.
Improved Commorose behaviour by correcting the request distances for “Need Repair” and “Need Pick Up”.
Improved image cropping to better align artwork in the Battle Pass purchase screens.
Improved ping behaviour on friendly soldiers, revive requests, and stationary weapons.
Improved the text used to describe unlock conditions for Bonus Mission for better clarity.
Reduced man down icons to only show the two closest downed team mates.
Removed the ability to cycle between classes on the deploy screen using Q and E to prevent unintended class changes before spawning.
Snap Zoom (Aim Assist) has been clarified in the menu: this option is only available in Single Player and Portal modes, not in Multiplayer.
Squad and friendly in-world nametags now blink when the player regains health or receives ammunition.
Stationary weapons no longer show pickup provider icons when a player is requesting to be picked up.
Unlocked cosmetics now appear above locked ones in selection lists.
Updated back-navigation logic so consoles can no longer back out far enough to trigger the quit-game popup unintentionally.
Updated the countermeasure hint to only display when a weapon lock-on state makes the prompt relevant.
Updated the lock-on warning behaviour so that lock-on alerts can take priority over painted labels when appropriate, ensuring threats are more noticeable.
Updated the Saints Quarter loading screen to display correct combat zone text.
Updated underbarrel launchers so the correct type icons appear in the HUD.
SETTINGS:
Fixed a bug where changing the “Command Console” option would not apply until the game was restarted.
Fixed an issue where navigating back from the Options menu could behave incorrectly when accessed through Pause Menu.
Fixed an issue where the “Edit Controller Schemes” menu title could disappear in Options.
Fixed an issue where vehicle aim sensitivity displayed an incorrect value in the vehicle control settings.
Fixed an issue with options sliders “stepping” functionality being broken and not allowing players to step through decimals.
Improved the “Dynamic” response curve option for controller stick aiming to better match player expectations and player feedback.
The range for Infantry and Vehicle mouse sensitivity options are now doubled and can go twice as high.
SINGLE PLAYER:
Fixed an issue where the out-of-bounds timer did not correctly account for player death or Mandown state in Single Player.
AUDIO:
Added new vehicle-specific hostile type identifiers for more accurate callouts.
Added safeguards so background environmental soldier audio no longer triggers during moments with no combat.
Adjusted the balance of the bootflow logo music and sound effects.
Fixed an audio issue that occurred when crawling while aiming down sights.
Fixed an issue that caused health-replenishing audio to play multiple times.
Fixed an issue where background environmental soldier audio wasn’t affected by the voice over volume slider.
Fixed an issue where end-of-round music would sometimes not play, or play the incorrect track.
Fixed an issue where players could experience a stuck “Low Health” audio cue after remaining at low health for 30 seconds in modes without health regeneration.
Fixed an issue where round-start music could play before the round actually began.
Fixed an issue where Supply Crate sound effects could repeatedly trigger on downed soldiers.
Fixed an issue where the “Advance to Next Sector” audio cue played “Out-of-Bounds” sound effect.
Fixed an issue where the incorrect nearby-friendly voice over line would play when a mortar shell landed beside the player.
Fixed an issue where the proper sound effect did not play when performing a combat dive.
Fixed an issue where the Rorsch Mk-2 SMRW Rail Gun’s charge loop sound effects did not play correctly.
Fixed an issue where vehicle prop-fuse fire effects were missing their intended audio.
Fixed missing audio when performing weapon inspections.
Optimised memory handling and improved prioritisation for most in-game sounds, reducing cases where important audio, such as vehicles or footsteps, sometimes failed to play.
Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues.
Footsteps
Balanced enemy-specific layers for clearer cloth and gear cues.
Further reduced or removed the momentary dampening of enemy movement audio triggered by damage, low-health states, game notifications, or occlusion effects.
Improved distance-based acoustics for clearer separation between close, mid, and far ranges.
Improved distant world reflections to better convey space and positioning.
Increased enemy movement audio at distance for greater readability.
Increased overall enemy movement volume, with an additional boost when an enemy is behind the player.
Reduced how heavily sneaking stances (crouch walking, crawling) lower enemy movement audio.
Reduced how much the “Spec-Op” trait lowers footstep audio when sneaking.
Reduced scuff and scrape audio from movement against walls and ground.
Reduced self and friendly footstep volume in Wartapes, Wartapes VAL, and REDSEC.
Refactored footstep triggers to be more reliable across different speeds and stances.
Removed limitations on the maximum number of close-range enemy audio sources.
Small balancing tweaks to footsteps on different materials for outliers, such as slow speed on gravel and different directions (up, down, sideways) on wooden stairs.
PORTAL:
Fixed an issue where AI squadmates in Portal did not display class identifiers on the insertion screen.
Fixed an issue where mod.PlaySound() and mod.PlayVO() accepted any object type as input. These functions now correctly require sound effects and voice over object types respectively. While existing syntax remains unchanged, any TypeScript code that explicitly references generic object types will now need to specify mod.SFX or mod.VO as appropriate.
Fixed an issue where mod.PlayVO() always played the voiceover for the Alpha flag, regardless of the flag specified by the script.
SDK Assets for MainStreet, ClubHouse, and Marina have been corrected to only use relevant assets.
AI:
AI bots can now respond to ammo, healing, and pickup requests.
Fixed an issue that caused AI repairing friendly vehicles to be less responsive than intended.
Fixed cases where AI attempted to take cover in ways that left them static or unresponsive. Bots will now correctly move toward locked objectives in King of the Hill.
Fixed instances where AI soldiers could take too long to find a valid path to their objective, causing them to remain stationary.
Improved AI responsiveness when performing revives.
Improved AI revive logic and movement to make their actions more consistent and reliable.
REDSEC
PLAYER:
Fixed a rare issue where a Second Chance respawn could place players over 1,000 metres in the air.
Fixed an issue where incorrect mouse sensitivity was applied to the MH-47’s third-person camera during insertion.
Fixed an issue where players could be kicked for inactivity while spectating.
Fixed an issue where players could not claim a second custom weapon dropped as a mission reward.
Fixed an issue where takedown prompts did not appear consistently when approaching enemies from behind.
Fixed an issue where the wrong animation would play when switching from a call-in grenade to a different weapon.
Fixed an issue where weapon swap animations broke after switching away from the Resupply Drop Call-In.
Triggering a redeploy tower or beacon now disables or destroys any other active tower or beacon for the same team.
GAUNTLET:
Fixed an issue where mission objects would not drop if the carrier disconnected.
VEHICLES:
Fixed an issue where tanks and ambulances would be clipping through each other.
Fixed an issue where vehicle containers could occasionally be empty after being opened.
WEAPONS:
Adjusted damage for the Rorsch Mk-2 SMRW Rail Gun against fully armoured soldiers. Headshots now kill the opponent on one shot while a bodyshot will leave the opponent with 10 HP.
GADGETS:
Fixed an issue with incorrect textures on the projectile deployed by the XFGM-6D Recon Drone
Fixed an issue where the XFGM-6D Recon Drone’s altitude unintentionally decreased as the match went on.
CALL-INS:
Fixed an issue where Smoke Cover could not be activated during the late stages of a match.
The UAV now fully explodes on impact when shot down.
MAP:
Fixed an issue where a Razer keyboard lightning event did not trigger when interacting with antennas on the “Signal Hack” mission.
Battle Royale
Improved loot box placement across the map for more reliable accessibility.
Gauntlet
Fixed an issue where M-COMs in Wreckage would not reactivate after being destroyed.
UI & HUD:
Fixed an issue where the armour bar of your team mates were showing even though they were at full capacity.
Battle Royale
Added clearer distinction between player and squad member inventory requests.
Added upgrade notifications to the loot feed when a weapon is improved.
Fixed an issue where ping icons of lootable vehicles would disappear from the mini map when the players get more than 25m away from them.
Fixed an issue where the Tank Hunter mission UI could remain active if the targeted squad destroyed its own tank.
Updated the artwork for mission rewards to reflect new keycard changes.
Gauntlet
Added correct interaction prompts for counter-mission teams when defusing explosives in Wreckage.
Fixed an issue where the scoreboard was sorted by deaths instead of score.
Fixed an issue where the Loadout screen overlay could incorrectly appear over the Gauntlet Mission Briefing on Aftermath.
Fixed team-ownership colours for M-COMs in Wreckage missions.
AUDIO:
Fixed an issue where subtitles would not appear correctly during insertion.
Fixed missing UI audio when unlocking the first Field Upgrade.
Increased the volume of armour-break audio for both incoming and outgoing hits.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
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).