‘Era of Ruinin’ Scalps’ — Games Workshop Revives Special Edition Horus Heresy Book After Scalpers Brought Down Warhammer.com — and This Time Fans Actually Have a Chance of Buying It

Games Workshop has revived the Siege of Terra: End of Ruin special edition book after scalpers descended upon its pre-orders, forcing Warhammer.com itself offline.

In June, Games Workshop pulled its own website, Warhammer.com, offline after scalpers caused chaos during the launch of pre-orders for the Siege of Terra: End of Ruin special edition book.

Siege of Terra: End of Ruin is an anthology of short stories set during the aftermath of the Siege of Terra and the Horus Heresy. For the uninitiated, the Horus Heresy is the Space Marine civil war that took place 10,000 years before the current Warhammer 40,000 setting. It is the foundation of 40K’s grimdark universe, and reveals how the carrion Emperor ended up on the Golden Throne.

Siege of Terra: End of Ruin was a hugely exciting release for 40K lore fans, but its special edition is even more enticing. It features a leather-effect cover with gold foil details, gilt page edges, and a metal emblem of a ruined Imperial eagle.

Games Workshop had signaled the special edition would be available “strictly while stocks last,” and that it would go on sale at 10am UK time on June 10. It also told fans it planned to use a queue system “to ensure fair distribution.” Unfortunately, this queue system caused chaos, with fans desperate to pre-order the book unable to make progress. Amid frantic messages of complaint across social media, Discords, and subreddits, Warhammer.com suddenly… stopped. It was offline, and no-one knew why.

Eventually, Games Workshop issued a statement on the debacle — a rare event in of itself — to say it had brought Warhammer.com offline because it had noticed scalpers were bypassing its systems. “Scalpers attempted to use bots to bypass our normal safeguards,” Games Workshop said. “Our eagle-eyed Tech Priests caught this happening in real-time, so we pulled Warhammer.com offline.”

At the time, Games Workshop promised Siege of Terra: End of Ruin would return, but half a year went by without any news. Now, Games Workshop has announced plans to sell the special edition once again — but with one key chance that has already got real fans excited.

In a post on Warhammer Community, Games Workshop said the special edition of Era of Ruin is being made available this coming weekend as a “guaranteed stock run.” Order it between Saturday and 8am UK time on Christmas Eve, and “you’ll be on the list to receive a copy of this sumptuous edition capping off the Siege of Terra series.”

This means the special edition is a “guaranteed stock product,” with Games Workshop printing the books based on demand. As a result, production and delivery can take up to 180 days.

Reaction to the news among fans is hugely positive, with some declaring it a win for real fans of the Warhammer 40,000 setting and a big L for scalpers. “Era of Ruinin’ Scalps,” declared one fan on the Black Library subreddit. “It’s the best decision they could make,” said another. “The secondhand market is 95% scalpers.” Another fan added: “Print on demand, what sweet words to read!” “Do I need this book? Absolutely not. Will I be purchasing so they see how positive this move is? Absolutely,” declared another fan.

Some are now hoping Games Workshop uses this release method for all its special editions going forward. “I’m totally cool with waiting a bit of time to get my copy if print on demand is an option moving forward,” said one hopeful. “It’s about freaking time. I’ve been saying this for five years. It’s about time they did something sensible,” added another.

“This is REALLY great news, HUGE win by GW and BL. And here I thought we weren’t going to have anything for Christmas, this is the best present. And I hope they see the potential of this kind of order, it could literally change everything. Really really pleasantly surprised.”

Games Workshop has suffered pre-order problems for years now, and special edition book launches are often plagued by scalpers who go on to sell the products at hugely inflated prices. Fans are now crossing their fingers this new method of selling books actually gets them into the hands of real fans.

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.

What Is Divinity, the Teased New Project From Baldur’s Gate 3 Studio Larian?

If you hadn’t already heard, there’s a weird, spiky monolith in the Mojave Desert. Adorned with a massive eye-like orb and a legion of demonic creatures, it’s a hint at something due to be revealed as part of The Game Awards 2025. And, following the registration of a few new trademarks, it seems like we already have the answer as to what it is: a brand new game from Baldur’s Gate 3 developer Larian Studios called “Divinity”.

If you are one of the millions of players who first learned of Larian through the gargantuan success of Baldur’s Gate 3, then the word Divinity may not mean much to you. Fans of the studio, however, will tell you that BG3’s success is rooted in Divinity, a series of six games that Larian worked on almost exclusively between 2002 and 2017. If this monolith and trademark leak really do point towards Divinity, then the Belgian studio is returning to its original fantasy universe… and likely bringing a whole new fanbase along with it.

If such a currently-very-much-hypothetical game would mark your first foray into the Divinity universe, then you may want a quick primer on what to expect. Let us be your guide to Divinity, and be the first to (very pre-emptively) say…

Welcome to Rivellon

Much like how Baldur’s Gate takes place in the Dungeons & Dragons setting of the Forgotten Realms, Divinity has its own rich, original setting: the world of Rivellon. There are broad similarities between the two; both are rooted in Tolkienesque fantasy tropes, with classically styled medieval landscapes and locations. There are multiple races; like in D&D, you can expect to meet humans, elves, dwarves, lizard-like beings, and the living dead. Magic is commonplace in Rivellon, although sorcery is considered more dangerous and is more heavily regulated there than it is on D&D’s Sword Coast.

Like Baldur’s Gate, Divinity also features a number of more esoteric elements, from steampunk to sci-fi and beyond, that make its world a little quirkier than the lands explored in more traditional fantasy like The Lord of the Rings. Rivellon can also often be a very silly place, and the influence of Terry Pratchett’s Discworld novels has frequently been felt in Divinity’s writing. In fact, Terry’s daughter, Rhianna Pratchett, even wrote a tie-in novella for the second game. But that’s not to say Rivellon is frivolous – there’s a deep vein of fascinating lore that has been mined over the series’ six installments.

In short, Rivellon is the stage for stories similar to those you enjoyed in Baldur’s Gate 3, but is beholden only to Larian’s rules, rather than those set by the owners of Dungeons & Dragons, Wizards of the Coast.

What is Divinity?

Divinity is an RPG series, but its evolution has been far from usual. Take a quick look at each of the six games, and you’ll find at least four different approaches. Divine Divinity, the very first game in the series, and its sequel, Beyond Divinity, are Diablo-influenced action RPGs. Divinity 2: Ego Draconis, meanwhile, is a third-person RPG that feels a little closer to the likes of Dragon Age and The Witcher. Divinity: Dragon Commander is a slightly Total War-flavoured strategy game, and the Original Sin duology – the most recent games in the series – are classic-style RPGs that bear the most resemblance to Baldur’s Gate 3. Larian has experimented wildly over the years, and so there’s no clear indication as to what format the next game in the series will use (although considering the success of Baldur’s Gate 3, the sensible bet would be on something similar).

Another unusual element is its approach to the timeline. While Rivellon does have a coherent history and storylines that are threaded across the series, each game is set years (sometimes even centuries) apart, meaning each one is something of a standalone experience. Similar to how Baldur’s Gate 3 demands no experience of the series but has plenty of nods to the two earlier games, you can play Divinity: Original Sin 2 without any experience of its predecessors. I suspect any future game in the series would continue this tradition, especially since Larian now has a legion of new fans who are unfamiliar with the studio’s previous work. If the leaked trademark is to be believed, this new project is simply called “Divinity” – a name that has likely been chosen since it comes with no suggestion that you need to have played multiple other games.

What Does “Divinity” Mean?

Divinity’s name is drawn from its foundational lore. Thousands of years before the events of Divine Divinity, the first game in the series, Rivellon’s ruling body, the Council of Seven, sacrificed themselves to defend the realm from evil wizards. The “Divine Order” was established in remembrance and assigned to pass on their knowledge to the next generations.

By the events of Divine Divinity, a prophecy tells of a messiah who will protect Rivellon from the next existential threat, a demon called Chaos. That messiah, it turns out, is you, and you ascend to become Lucian the Divine – a character that goes on to make appearances in Divinity 2: Ego Draconis and Divinity: Original Sin 2. The concept of the Divine is frequently explored in the stories, although it’s not the central focus of each and every game.

How Similar is Divinity to Baldur’s Gate 3?

Since the series has changed so much over its lifetime, most of the Divinity series is actually pretty different from what Larian created with Baldur’s Gate 3. However, the Original Sin duology is very clearly the blueprint for BG3. These are isometric RPGs set across multiple regions, with tactical turn-based combat and a similar “hands-off” approach to quest design.

While both are worth playing, Original Sin 2 is by far the most accomplished, both in terms of gameplay depth and narrative strength. It is where Larian pioneered the “origin story” characters that would later become the heroes of Baldur’s Gate 3, and Rivellon’s answer to the likes of Astarion, Gale, and Shadowheart are just as brilliantly written. It’s also the game in which the studio established “tags”, the system that provides character-specific dialogue options to help you better roleplay your specific race or class.

Perhaps the Original Sin duology’s most lauded system is its elemental effects – cast a rain spell to make something wet, and then use a lightning ability to conduct electricity through that sodden surface. Tip over an oil barrel to create a puddle, and then shoot a flaming arrow into it to create a blaze. Stab an enemy, freeze their blood, and watch them slip on their own icy innards. Much of this elemental interplay made it into Baldur’s Gate 3, but it’s much more pronounced in Original Sin. Expect at least a quarter of your battles to result in arena-wide bonfires.

How to Play the Divinity Games in Order

As previously mentioned, the timeline gaps that separate the Divinity games mean there are no strictly direct sequels, and you can more or less play them in any order you choose. If you’ve played Baldur’s Gate 3 and are looking to learn more about Divinity, I’d only truly recommend playing Original Sin 2, which is widely regarded as the best in the series. Initially a PC exclusive, it is now available on PlayStation, Xbox, Nintendo Switch, and even iPad. But if you really do want to delve into the lore and explore the entire timeline, this is how you’d need to tackle the series:

Divinity: Dragon Commander (2013)

  • A grand strategy game set thousands of years prior to the events of the RPGs.

Divinity: Original Sin (2014)

  • A CRPG with turn-based combat, set 1000 years before the original game, focused on a pair of “Source Hunters” tracking down dangerous magic users.

Divine Divinity (2002)

  • A Diablo-like ARPG that chronicles the ascension of Lucian the Divine.

Beyond Divinity (2004)

  • The ARPG sequel to Divine Divinity, set 20 years later, tells the story of one of Lucian’s servants, who has been soulbound to an evil Death Knight.

Divinity: Original Sin 2 (2017)

  • A CRPG that’s a sequel to Original Sin in terms of game design, but takes place after the original two games and deals with an outbreak of “Voidwoken” monsters in Rivellon.

Divinity 2: Ego Draconis (2009)

  • A 3D action RPG set decades after Lucian’s ascension, during an era when the Divine’s adoptive son has become a tyrant, in which you play as a knight who can transform into a dragon.

Matt Purslow is IGN’s Executive Editor of Features.

UK Prime Minister Sir Keir Starmer Says Rockstar Firing 31 GTA 6 Developers Over Alleged Union Busting is ‘Deeply Concerning’ And Pledges That Ministers Will Now Investigate

Rockstar’s controversial recent firing of 31 Grand Theft Auto 6 staff has now reached UK Prime Minister Sir Keir Starmer, who has described the matter as “deeply concerning” and pledged that ministers would invesigate.

The layoffs, which took place at the end of October, were raised in the UK’s Parliament during today’s session of Prime Minister’s Questions, by Rockstar North’s local MP Chris Murray.

“The video games company Rockstar in my constituency last month fired 31 employees without providing evidence or union representation,” Murray told the Prime Minister. “The [Independent Workers Union of Great Britain union] IWGB alleges union busting. Having met Rockstar they failed to reassure me they are following employment law and I share concerns about union busting.

“Given this government is responsible for the biggest increase in workers rights in a generation,” Murray continued, “does the Prime Minister agree all companies regardless of profit size must follow UK employment law and all workers have the right to join a union?”

“It’s a deeply concerning case,” Starmer replied. “Every worker has the right to join a trade union and we’re determined to strengthen workers rights and ensure they don’t face unfair consequences for being part of a union. Our ministers will look into the particular case that he [Murray] raises and will keep him updated.”

For its part, Rockstar’s parent company Take-Two Interactive previously described the firings as due to “gross misconduct, and for no other reason.” IGN has contacted Take-Two again for further comment today.

Several reports on the issue, including by Bloomberg and People Make Games, have examined what is alleged to have occured in more detail. Bloomberg was first to report that the workers were all UK and Canadian employees who had been members of a private chat server on Discord, where union organization had been discussed.

A subsequent report by People Make Games, meanwhile, revealed that employees on that Discord server had shared and discussed a specific message from Rockstar management regarding changes to the company’s Slack message policy, designed to cut down on off-topic conversations. It’s this sharing and discussing of an internal policy that is believed to have given Rockstar its legal justification to fire these workers.

But was this drastic action, which saw some employees who had worked at the company for over a decade marched out of the office by security, justfied? The IWGB previously branded Rockstar’s decision as “the most blatant and ruthless act of union busting in the history of the games industry,” made with “flagrant contempt for the law and for the lives of the workers who bring in their billions.”

In a statement sent to IGN today, MP Chris Murray shared further, eyebrow-raising detail of his attempts to discuss the matter with Rockstar itself, including a joint meeting alongside fellow Edinburgh MPs Tracy Gilbert and Scott Arthur at Rockstar North’s offices which began with a standoff over the need to sign a non-disclosure agreement (NDA).

“The meeting began with us as MPs refused entry unless an NDA was signed, a request they eventually withdrew after it being made clear this would not be signed,” Murray said.

He continued: “The meeting only entrenched my concerns about the process Rockstar used to dismiss so many of their staff members. I was not assured their process paid robust attention to UK employment law, I was not convinced that this course of action was necessary, and alarmingly, I did not leave informed on exactly what these 31 people had done to warrant their immediate dismissal.”

Following Grand Theft Auto 6’s most recent delay, the highly-anticipated blockbuster is now set to arrive on November 19, 2026. Despite the extra wait, the game is projected by some analysts to make $3 billion in its first year on sale and said by others to be one of the most important game releases of all time.

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

Outward 2 Is an RPG That Wanted Me Dead, But I Liked Exploring its World

Sometimes, the best thing you can do is pick a goal and move towards it. You might have no idea how to get where you wanna go; you might have no idea where you are when it comes to accomplishing it; and you might not have much outside help, but you’ll do it anyway. What other choice is there? Just keep moving forward, and maybe something good will happen. That philosophy guided me through my three hours with Outward 2, a video game that mostly wanted me dead and was very good about making it happen. Everybody needs goals, right?

After making a character in Outward 2’s fairly (at least right now) limited character creator and choosing different elements of my backstory, which altered my starting stats – the RPG standard Strength, Agility, Constitution, Intelligence, and Willpower – my journey started in the city of Haboob, which has been recently reclaimed from the Scourge. I don’t know what that means, exactly, but it sounded good. Anyway, my recently arrived character won the housing lottery when a guy named Sebastian decided to move. Here I was, less than five minutes into the game and already a homeowner. Talk about a fantasy. We chatted before he left, and he seemed nice enough, and then I headed out to explore the city.

Haboob is gorgeous – a multilayered city of stone, with these giant rotating fans (there’s one in my house, near the bed) and I enjoy walking around it for a bit, grabbing an “on the house” (pun intended) drink at the local tea shop, and enjoying the vibe. Outward 2 isn’t the most visually sophisticated game out there – the character models kinda look like they stepped out of an Xbox 360-era Bethesda RPG – but its environments are pretty grand. After wandering around for a bit and speaking to the local Chamberlord, who hands over the deed to my new house, I call it a night. There’s not much else to do.

Haboob is gorgeous – a multilayered city of stone…

I’m awoken when a guard breaks in and tries to rob me (rude!) and whacks me in the head with a mace. Sebastian shows up to kill him, takes whatever it is, and then places the pistol he used to take care of the guard in my hand. At least he looks sorry about it, but because all the evidence of the murder points to me, I’m exiled with little more than what’s in my possession. The Chamberlord suggests I find Sebastian to prove my innocence.

Back to Square One

Outward 2 is a survival game, which means I need to find, craft, or buy my supplies. Out in the world, there’s nothing to guide you. I had no map and no leads. The only thing around was a big, dead bird under what looked like some sort of mystical lamp post. I decided to head east. Always into the east. I got into a couple fights, one of which was against a dude that really didn’t seem to want to be there. Outward’s combat isn’t going to blow anyone away, but it’s weighty and generally pretty solid. I’m doing all right even though I only have an ice pick and a bow I picked up in the city until I fall into a small, rocky hole. I can’t walk or roll out of it and Outward 2 has no jump button. I end up starting a new run. I ran into a lot of bugs in my time with my preview build of Outward 2 – items would duplicate or not be usable, characters would float in mid-air, and so on – but that’s to be expected of something this early.

I tried to use it as an opportunity. This time, I spent more time in Haboob because I knew I was going to get kicked out, found some new people to talk to, and was generally better equipped when I was framed for murder. Again. I just bought a house in real life, so I was particularly upset about this. How dare this dude? Who does he think he is?

But I was lucky in other ways. Remember that dead bird from last time? In its place, I found a woman named Oliele who helped me out by offering me some supplies, including a tent and a map, and told me where I might find Sebastian. There were a couple possibilities. I opted to head northeast to the True Levantines. Even with my supplies, life wasn’t easier. Drinking river water made me sick to my stomach, and my ice pick wasn’t a force in combat. I scavenged enough wood to build a shield and mostly tried to avoid fights. Even the map wasn’t much help. Oh, yeah, it was nice to see what the region looked like, but the map doesn’t track where you are, so… you know, it works like a real map. Outward 2 is willing to let you get lost, and I appreciated that.

Second Chances

This time, I didn’t fall into a hole, but I did run into other problems. Combat was risky, and when I camped for the night because my character was exhausted, I got attacked and… I couldn’t fight back. I could move, but I couldn’t swing my weapons. I opted to die, thinking that would be the end of it. Instead, I got a special little sequence because I died near a river, and washed up on its banks, my gear close by. Minus my tent.

Soon after, I spotted a weird ghost and tried to pick a fight. That was a bad idea. Not only could I barely hurt him with my ice pick, he never stopped following me when I tried to run away, so I followed the path I was on, the spectre hot on my heels, until I just happened to run into the True Levantine settlement and the guards finished him off for me. No sign of Sebastian, but I had a lead: south. Okay.

Then I got back on the road and died a whole bunch. I died to a big bird. I died to a weird bat thing. I fell over once and died. I died because I bled out. Each time I was rescued. Sometimes by a nice guy named Gep who I never met but left me a drink at his campfire. Sometimes by the healers at the True Levantine camp. Eventually, I decided it was time to buy a sword. I sold what little I had, and from there, things got easier. I made progress south. I found a weird tower where everything wanted to kill me. I killed an exiled mercenary and stole *his* tent. Ha! I explored a weird little cave and did some mining.

At this point I was rolling, and I figured I’d keep going until I died. Then I ran into one of those weird bat things again, and that was that. Three hours had flown by. Outward 2 doesn’t hold your hand, and I admire that. Exploring its gorgeous world is a lot of fun. I wish it was a little less buggy, and I wish that there was a bit more to do in a world that can sometimes feel big and empty – gathering materials in the areas I explored was difficult, and I didn’t get to craft as much as I wanted; I really wanted some linen, and I could not find or buy any of me for the life of me – but I did enjoying just picking a direction, setting off into the world, and seeing what I could see. There’s something special in that, and if the full release of Outward 2 can capture it, it might just make you want to go for a stroll.

The Top 10 Best Licensed Games Based on Movies

Ah, the licensed video game. Once a collection of underwhelming retellings of big-screen blockbusters, littered with haunting polygonal nightmares (Hagrid, that’s you) and aimless Atari attempts (yes, E.T., that’s you), we’ve seen an uptick in actually good adaptations in recent years, with the upcoming Terminator 2D: No Fate looking like a promising attempt at turning James Cameron’s classic into some enjoyable retro action. So, we thought we’d pick out the best of the bunch.

We do have a few little rules, though, that stop just any old film-adjacent game from making the list. They need to either be:

  • A direct translation or adaptation of a feature film
  • An official movie sequel or prequel.
  • Or a game that attempts to continue the story or provide backstory and additional canonical lore.

So, for example, Insomniac’s Marvel’s Spider-Man is not eligible as it takes place in a Marvel universe separate from the movies and is much more rooted in the original comic books, but the PS2’s Spider-Man 2 would be allowed due to it being directly based on the Sam Raimi film of the same name. Make sense? I hope so. Let’s rank the top 10 best licensed games based on movies.

10. Peter Jackson’s King Kong: The Official Game of the Movie

Console launch games come with the power to stun thanks to the leap in technology they inherently are unlocked by. The Xbox 360’s Peter Jackson’s King Kong definitely benefited from this, as the Lord of the Rings’ director’s epic retelling of the classic monster movie made a huge splash at the dawn of gaming’s HD era. With Rayman and Beyond Good and Evil creator Michel Ancel helming it at Ubisoft Montpellier, King Kong felt more than a standard movie tie-in thanks to its many interesting and novel ideas. You had the freedom to explore its vast jungle spaces, which offered an unprecedented sense of cinematic immersion and was a breathtaking contrast against the previous generation’s more limiting, corridor-like spaces. King Kong not only ushered in a whole new generation of hardware but also a new way of thinking about how licensed games could be approached.

9. Scarface: The World is Yours

Scarface: The World is Yours has balls. Not only does a “Balls Meter” fill up as Tony Montana causes mayhem across an open-world ‘80s Miami, allowing for him to slow down time, enter first-person mode, and gain infinite ammo as he guns down as many gang rivals as possible, but it also has an audacity to position itself as a sequel to a film in which its protagonist dies at the end. In this alternative universe, Al Pacino’s antihero coke fiend survives the ambush at his mansion thanks to a certain little friend and escapes out of the back door, free to continue building his drug-running empire. Yes, it’s largely a GTA-clone, as was commonplace in the era — see the also actually quite good The Godfather adaptation for further evidence — but its wild concept alone is enough for it to deserve a place on this list.

8. Rockstar’s The Warriors

In terms of creating immersive worlds and capturing a tone, not many do it quite like Rockstar. The Warriors comes from an era when we’d get more than one game a decade from the developer, and sometimes multiple in one year. A much smaller-scale project than the likes of GTA: San Andreas or Vice City, The Warriors acts as both a prequel and a retelling of the cult ‘70s thriller of the same name, focusing on the titular New York gang. Taking the form of a beat ’em up, it successfully drenches you in the seedy underworld alleyways that its characters inhabit, as Rockstar once again displayed their world-class world-building credentials. And that grimy tone is what The Warriors achieves most successfully, making it an adaptation that shouldn’t be overlooked, even when compared to the Grand Theft Auto and Red Dead Redemption studio’s other headline-stealing projects.

7. Mad Max

Avalanche Studios’ Mad Max is the perfect example of taking the essence of a film series and turning that into the driving force behind a video game adaptation. In this case, it’s the exhilarating car combat witnessed all the way back in the original 1979 movie, through Road Warrior, and into Fury Road’s landmark action. When Max is on foot in the 2015 game, it’s perfectly good as it apes the successful melee formula concocted by Warner Bros. stablemate Rocksteady for its Batman Arkham series, but it’s when the Australian drifter gets those hands out of raiders’ jawbones and behind the wheel of his iconic Interceptor that it really comes to life. Now a cult favourite, much like the original film that inspires it, Mad Max is one of a kind and a fantastic translation of George Miller’s vision in video game form.

6. Spider-Man 2 (2004)

Years before the Rocksteady Batman: Arkham and Insomniac Marvel’s Spider-Man games, the prospect of a successful comic book game was bleak. Even rarer was the thought of a genuinely fun movie tie-in. Treyarch’s Spider-Man 2, based on the Sam Raimi film of the same name, flew in the face of both those ideas. An incredibly detailed New York City (for the time, at least) felt like a revelation to swing around in, and Peter Parker’s web-slinging provided a whole new way to explore the sort of 3D open world that the PS2’s Grand Theft Auto games had pioneered. In a legitimately impressive technical revelation, Treyarch’s Spidey actually attached his webs to buildings rather than empty skyboxes. Flying between skyscrapers and thumping petty criminals was a thrilling sensation back in 2004, and, while it has since been far eclipsed by more modern Peter Parker and Miles Morales adventures, it certainly paved the way for those to exist.

5. Star Wars Jedi: Survivor

It’s difficult to think of a movie series that’s had more games to its name than Star Wars. Classics such as TIE Fighter and Rogue Leader were contenders for this pick, but we just think there’s nothing like the fulfillment of the Force fantasy that is delivered by Respawn’s Star Wars Jedi: Survivor. Bridging the gap between Revenge of the Sith and A New Hope, this 2023 action-adventure is part of the official canon, with references to Order 66 and clashes with Darth Vader fuelling Cal Kestis’ story, but with an originality that doesn’t just lean on Star Wars cliches. An improvement in pretty much every way over its predecessor, Fallen Order, it’s an easy pick for our representative of the most famous of film universes.

4. GoldenEye 007

It may not be the best to play now, but there’s just no denying the impact that GoldenEye 007 had when it arrived in 1997 on the Nintendo 64. Perfect Dark, shortly after, would go on to expand on the ideas established in its campaign, and games like TimeSplitters would borrow from its revolutionary approach to FPS multiplayer, making it so much more than just a movie adaptation. Yes, it featured a whole host of famous James Bond heroes and villains — including a truly broken Oddjob, who takes the term “sharply dressed” to its extreme —- and successfully captured the globetrotting exploits of 007 as much as a console with the limited power of the N64 could at the time, but it also shaped the next three decades of online shooters. This makes it so much more than just a movie tie-in, and something developer Rare should never be forgotten for achieving.

3. The Chronicles of Riddick: Escape from Butcher Bay

A video game prequel to the 2000 Vin Diesel vehicle, Pitch Black, has no right to be as good as The Chronicles of Riddick: Escape from Butcher Bay, yet here we are. Taking a heap of Half-Life campaign design and a healthy dose of Thief-like stealth, the Swedish Starbreeze Studios and Vin Diesel’s own Tigon Studios transformed a perfectly decent film series into a genuinely great video game, and one that many believe surpasses its source material. Its smart level design is enhanced by intelligent translations of Riddick’s abilities from the film, such as his trademark “eyeshine”, which lets you see in the dark, and a healthy amount of improvised blunt and sharp weaponry that fits perfectly with the movie’s grimy aesthetic. The plot’s premise — a prison escape — is fundamentally cinematic, but it’s the ways in which Butcher Bay asks you to play intelligently in its world that pushes it beyond the big screen and into a truly great game.

2. Alien Isolation

The original Alien film from 1979 is a haunted house movie in space, with lone survivor of the Nostromo, Ripley, aiming to survive its dark corridors and the roaming Xenomorph threat until the credits hit. As such, it would become a natural inspiration for many survival horror greats, from Dead Space’s infested spaceship, to SOMA’s unnerving futurism, and, of course, Resident Evil 2’s stalking Mr X threat. So, naturally, when the time came for yet another Alien game to be made, survival horror seemed a logical choice for developer Creative Assembly, who would be the next in a long line to take up the challenge of translating the unique atmosphere of Ridley Scott’s original film.

What the studio made was beyond what could have been expected, as it evolved the idea of RE 2’s Tyrant into an ever-present danger that scuttled along the map’s sprawling web of vents. The Xenomorph, and the tech powering it, are the jewel at the centre of Isolation’s crown, and are what make it such a faithful recreation of Alien. By stepping into her daughter’s shoes and sneaking around the Sevastopol, you get as close a feeling as to what it would’ve been like to be Ripley and walk those Nostromo hallways yourself. It may not quite make the number one spot on our list, but it is the entry that most successfully captures the overall tone of its source material, embracing its terror to astonishing effect.

1. Indiana Jones and the Great Circle

We wouldn’t have the likes of Tomb Raider or Uncharted without Indiana Jones, and in 2024, the king came back to claim his throne. Indiana Jones and the Great Circle took everything that made the original trilogy of Steven Spielberg films so special and managed to translate it into a lovingly designed video game from Wolfenstein developer MachineGames — perhaps not so coincidentally, a studio formed by former Escape from Butcher Bay developers. Not only is The Great Circle a fantastic, stealthy, puzzle-filled action-adventure that really places an emphasis on the adventure part, but it borrows all of the archaeological intrigue and, crucially, humour that makes the likes of Raiders of the Lost Ark and The Last Crusade so special. So much, in fact, that the story told here would slot in nicely between them and act as a superior third of that trilogy than Temple of Doom ever did.

Throw in a fantastic pitch-perfect Harrison Ford impression from Troy Baker, a suitably swarmy performance from Marios Gavrilis for the villainous Emmerich Voss, and a healthy amount of Nazi punching, whipping, and shovel-smacking, and you’ve got all of the ingredients you need. But it’s so much more than just a playable film, instead grounding itself in flexible immersive-sim-esque gameplay systems that emphasise using brain over brawn. Violence is rarely considered a first option, and gained knowledge is always a much sharper weapon. It makes for a truly fantastic game in its own right, but one that is as referential as it is transformative, and a true-to-life version of what the Indiana Jones character is — a doctor, not a soldier. The Great Circle is as thought-out a licensed game based on a movie as you could wish for, and a perfect fit for the top of our list.

And those are our picks for the best games based on movies. What game that you love didn’t make the cut? Let us know in the comments! And for more licensed games, check out our list of the best Marvel games of all time.

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

Warner Bros. Video Games Business ‘Relatively Minor Compared to the Grand Scheme of Things,’ Netflix Says

Netflix has admitted it did not attribute any value to Warner Bros.’ video game business in its $82.7 billion acquisition deal, sparking concern for the future of everything from Mortal Kombat to Hogwarts Legacy.

While Warner Bros. is best known for its movie and TV business, Warner Bros. Games includes a number of well-known video game developers and brands. Batman Arkham developer Rocksteady, LEGO games developer Traveller’s Tales, Hogwarts Legacy developer Avalanche Software, and Mortal Kombat maker NetherRealm are all on Warner Bros. Games’ books.

And despite the fact some of Warner Bros. games, in particular smash hit Hogwarts Legacy, have sold tens of millions of copies and generated billions of dollars in revenue, as far as Netflix is concerned, they’re pretty much an afterthought in this mega deal.

Speaking during a conference presentation about the deal reported on by Pocket Gamer, Netflix co-CEO Greg Peters responded to a question about whether buying Warner Bros. would accelerate its own gaming plans.

He said that while Warner Bros. had done “great work in the game space, we actually didn’t attribute any value to that from the get-go because they’re relatively minor compared to the grand scheme of things.”

“Now we are super excited because some of those properties that they’ve built, Hogwarts is a great example of that, have been done quite well, and we think that we can incorporate that into what we’re offering.

“They’ve got great studios and great folks working there. So we think that there’s definitely an opportunity there. But just to be clear, we haven’t built that into our deal model.”

While Warner Bros. Games does have some big hitters under its belt, it has struggled since the release of Hogwarts Legacy. In January, previous games boss David Haddad exited the company following the costly failures of Suicide Squad: Kill the Justice League and MultiVersus. Soon after, Warner Bros. Games announced plans to shutter Monolith Productions, Player First Games, and Warner Bros. San Diego alongside the cancelation of its Wonder Woman game. And in June, Warner Bros. Games announced a restructure to focus on four key franchises: Mortal Kombat, Harry Potter, DC, and Game of Thrones.

Indeed, 2024 was a brutal year for Warner Bros. Games, with Rocksteady’s Suicide Squad: Kill the Justice League sparking a $200 million hit to revenue, and then Smash Bros.-style brawler MultiVersus flopping to the tune of $100 million. Harry Potter: Quidditch Champions, meanwhile, failed to make an impression. Speaking in a financial call, Warner Bros. Discovery President and CEO David Zaslav said: “We recognise [the games business] is substantially underperforming its potential right now.”

So what’s next for Warner Bros. Games while it awaits its fate? The promising Lego Batman: Legacy of the Dark Knight is set to launch at some point in 2026, and given Netflix’s deal may not close until summer 2027, this one feels safe.

Elsewhere, there’s a Hogwarts Legacy sequel in the works and a single-player Batman game from Rocksteady reportedly in development, but neither is announced nor do we have release windows. NetherRealm has yet to announce its next project, having ceased work on Mortal Kombat 1 updates. Will it make another Mortal Kombat game or another game in the DC fighting game series, Injustice? Gotham Knights developer WB Games Montreal, meanwhile, reportedly pitched a John Constantine game but it was never approved. A Flash game was scrapped after the DCU Flash film bombed. It’s now allegedly helping out with other games and is reportedly working on a pitch for a new Game of Thrones game.

Will Netflix be interested in any of this? So far, Netflix has seen mixed results from its video game efforts, with a number of high-profile hires and subsequent studio closures. It’s currently focused on narrative games based on Netflix shows, games for children, social party games, and Grand Theft Auto ports.

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.

Call of Duty Will No Longer Do Back-to-back Releases of Modern Warfare or Black Ops Games

Call of Duty will no longer release multiple Black Ops or Modern Warfare games back-to-back, after two Modern Warfare releases in 2022 and 2023, and two Black Ops releases in 2024 and 2025, respectively, and negative feedback and concerning sales reports for the most recent release, Black Ops 7.

This news was delivered from “the Call of Duty team” (encompassing studios Treyarch, Sledgehammer, Infinity Ward, and Raven Software) on the official website, in a post that acknowledged the criticism of Black Ops 7 as well as broader criticism of the franchise in recent years. As the post opens:

First off, thank you for all for the feedback we have received over the last few months. Call of Duty has enjoyed long-standing success because of all of you, a passionate community that demands excellence and deserves nothing less. We also know that for some of you, the Franchise has not met your expectations fully. To be very clear, we know what you expect and rest assured we will deliver, and overdeliver, on those expectations as we move forward.

The post goes on to state a number of changes the Call of Duty studios will be making going forward. For starters, they’re opening up Black Ops 7’s multiplayer zombies mode for a free trial and Double XP weekend next week, in an effort to get those who have hesitated on Black Ops 7 to “experience the game firsthand and decide for yourselves.” They also are committing to “unprecedented season support,” saying that they “won’t rest until Black Ops 7 earns its place as one of the best Black Ops games we’ve ever made.”

Then, the team had this to say about future Call of Duty releases:

We will no longer do back-to-back releases of Modern Warfare or Black Ops games. The reasons are many, but the main one is to ensure we provide an absolutely unique experience each and every year.

We will drive innovation that is meaningful, not incremental. While we aren’t sharing those plans today, we look forward to doing so when the time is right.

The note concludes by saying the team believes Call of Duty’s “best days are ahead of us” and that the next era of Call of Duty will “deliver precisely on what you want along with some surprises that push the Franchise and the genre forward.”

These changes come amidst, and likely in response to, a rough couple of years for the Call of Duty franchise. The most recent entry, Black Ops 7, debuted last month to middling reviews, including our own 6/10 campaign review, 6/10 Zombies review, and significantly better 8/10 multiplayer review. This is also in the context of both Black Ops 7 and Modern Warfare 3 receiving poor reviews in comparison to their immediate series predecessors the year before, with Black Ops 6 and Modern Warfare 2 being received generally favorably. This likely accounts, at least in part, for the decision to stop the back-to-back releases.

For Black Ops 7, that lukewarm reception has also been reflected in the game’s sales numbers, especially in relation to another recent major multiplayer shooter release, Battlefield 6. The game had a “terrible” launch in Europe, down 63% versus Battlefield 6 and down by more than 50% versus last year’s Black Ops 6 in the equivalent periods.

It is worth noting that we don’t have full visibility into Black Ops 7’s sales data, as it launched day one on Game Pass, and a number of people likely played the game through the subscription service and didn’t count as unit sales.

But nonetheless, the announcement today feels like an admission that something has gone wrong here. Whether or not the Call of Duty team can fix it will take a few years to truly comprehend.

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

We Think We Know What Geoff Keighley’s Weird Desert Statue Is Teasing

Earlier this month, a large, demonic-looking monolith appeared in the Mojave Desert, and Geoff Keighley tweeted a photo of it. The monolith featured figures of all sorts of strange creators: skeletons, alligators, soldiers, a wolf, and more. In the time since, online gaming enthusiasts have been eagerly speculating as to what the monolith and Keighley were teasing ahead of The Game Awards. Diablo 4? The Elder Scrolls 6? God of War? Bloodborne 2? Altered Beast?

Well, the mystery may have been solved in advance of The Game Awards on Thursday. As spotted by MP1st, some newly registered trademarks reveal a game and a logo that looks essentially identical to a symbol on the monolith. And those trademarks appear to be for a new Divinity game, from Larian Studios.

How do we know? Well, let’s take a look at one of the trademarks. It’s for an image, and it looks like this:

Now compare that to the big symbol at the center of the statue:

So yeah, that’s definitely the same symbol, so we’re in the right place. Now, how do we know it’s Divinity? Let’s look at the next trademark registered at the same time by the same company, simply for “Divinity”, with a logo attached.

Now we’re getting somewhere! It’s not exact, but it’s quite comparable to past Divinity: Original Sin logos:

And even closer to the older Divinity games, slashed through “i” and all.

Okay, maybe it’s all just a big coincidence? Sure, I guess. But there’s one more clue. All three trademarks were filed by Ihde & Partner Rechtsanwälte, a legal firm that, among other things, has previously filed trademarks for Larian Studios, including past Divinity: Original Sin trademarks.

So that’s pretty cut and dry. But what about that third trademark? This is where things get a bit more mysterious. This trademark is also just for an image, this one here:

What’s that? I have no idea. But it’s probably related, given it was filed on the same day by the same firm and is in a similar style to the other trademarks. Maybe we’ll find out on Thursday.

Critically, this seems to be for a new Divinity…NOT a Divinity: Original Sin game. Director of publishing at Larian Studios Michael Douse was on Twitter/X today shutting down any rumors of a Divinity: Original Sin 3, but his language was very specific:

If this is indeed Divinity, that’s good news for Larian fans, as Divinity: Original Sin 2 was fantastic. We gave it a 9.6/10, saying, “Divinity: Original Sin 2 may have been designed in the spirit of decades-old RPGs like Baldur’s Gate 2, but that legacy serves only as a foundation for the expansive game Larian has built on top of it.”

Speaking of Baldur’s Gate, Baldur’s Gate 3 is Larian’s most recent work, and that got an impressive 10/10 from us. We said, “I don’t want to say every CRPG going forward should aspire to be like Baldur’s Gate 3. Not everything needs to be nearly this big and ambitious, or even this dense. But it is a landmark moment in the genre, and if I had to point to one paragon that I would like everyone else making these to take inspiration from, this is absolutely it.”

While some may have clamored for Larian to immediately get to work on DLC or Baldur’s Gate 4, Larian explicitly said over a year ago that it wouldn’t be continuing with another D&D game. However, Larian CEO Swen Vincke has been teasing a new project for a while now, and based on past timelines, this year’s Game Awards would be a perfect time for an unveiling.

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

Battlefield 6 Devs Leave Wicked Grin Skin Almost Unrecognizable After Community Calls Out Bright Colors

Notorious Battlefield 6 skin Wicked Grin has had its colors toned down once again, but this time, players are celebrating the removal of, well, its Wicked Grin.

Battlefield Studios launched update 1.1.3.0 alongside its Season 1 finale, Winter Offensive, today. Although patch notes covered sweeping changes to Breakthrough, hit registration, and the overall audio experience, much of the online community was pleased to see the update tackle one of the EA FPS’s biggest controversies.

You may recognize the above Support cosmetic as the Wicked Grin skin. While the clothing items themselves seem to be largely unchanged (minus one new bright yellow armband), the outfit’s standout features have been almost completely reworked. Where there were once bright blue colors highlighting the infantry class, players will now find muted tones and the complete removal of the toothy smile the skin originally earned its name from.

The Wicked Grin changes exist as what many in the Battlefield 6 community are calling another victory what has become a massive push against goofy skins. Players began fighting against fears that Fortnite and Call of Duty-esque skins would eventually infiltrate Battlefield 6 when the System Override skin, not-so-lovingly called the “Monster Energy drink skin,” was unveiled weeks before launch. With technical director Christian Buhl previously telling IGN that BF Studios would stick to realistic, grounded visuals “for a while,” players worried the developers could change course sooner rather than later.

Wicked Grin emerged weeks after launch as a prime example of what many believed was the beginning of the end for grounded infantry skins. Backlash related to the Support skin got out of hand so quickly that some players threatened to not revive any player seen wearing it.

Word of player dissatisfaction got back to BF Studios and resulted in changes to System Override. Now, Wicked Grin, which had already been tweaked with lighter colors with the November 18 launch of California Resistance, is almost unrecognizable in Winter Offensive. There is almost certainly a group of players disappointed to see those bright blues leave, but for the more vocal players online, they’re mostly happy BF Studios is listening.

“They fixed him,” one popular Reddit post says. “They fixed this skin, super muted blues and removed the ugly mask design. Big W on lostening to the people.”

“Props to the community for standing up,” one comment adds, “props to the devs for listening and acting accordingly.”

Battlefield 6 launched October 10 for PC, PlayStation 5, and Xbox Series X | S, and BF Studios has been doing a balancing act since. A few updates targeting glitches, aim assist, gameplay balance, hit registration, and more have arrived in the last month alone, with content updates adding new maps as Season 1 rolls on. Today, Winter Offensive added snowy terrain to some familiar locations while handing players access to the new Ice Climbing Axe melee weapon.

For more, you can read our 8/10 Battlefield 6 multiplayer review. You can also see how some players are using Portal to cope with what they feel is a lack of large Conquest map options, and why others weren’t sure how to feel about some pricey new skins.

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).

High on Life 2 Weapon Reveal: Meet Travis, an SMG Voiced by Ken Marino – IGN First

High on Life 2 is our IGN First “cover story” game for December, which means we’ve got exclusive coverage all month long. We’ve already posted plenty of new gameplay, and today we’re thrilled to announce one of High on Life 2’s brand-new weapons: Say hello to Travis, the SMG-style weapon voiced by Ken Marino, who you might know from The State as well as Wet Hot American Summer. Travis is one-half of a dual SMG pair with Jan – check out the half of a heart pendant around his, uh, neck, I guess? Anyway, they’re married, but it seems the relationship has gotten a bit toxic.

Take a look at some footage of Travis in action in the video below, and for more exclusive High on Life 2 coverage – including another weapon reveal coming up soon.

High on Life 2 will be released on February 13, 2026 for PC, PS5, and Xbox Series X|S – including launching on day one into Xbox Game Pass.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.