There are all sorts of rumors floating around about potential Fallout remakes, and certainly a growing expectation among fans that Bethesda will turn to its older Fallout video games to keep fans on-side while they wait for The Elder Scrolls 6.
At the end of the Fallout Day broadcast, Howard acknowledged that Fallout fans were probably left a little disappointed by this, and promised that Bethesda was working on “even more” Fallout. Fallout 3: Remastered now seems likely a part of this, assuming it follows the naming convention set by The Elder Scrolls IV: Oblivion Remastered.
But what about a remaster of the beloved Fallout: New Vegas? Ahead of Fallout Day, Hollywood star Danny Trejo, who played Ghoul companion Raul Alfonso Tejada in New Vegas, called on Bethesda to remaster the game. It’s a sentiment shared by many Fallout fans, especially given the surge in interest following the breakout Fallout TV show, which heads to New Vegas for Season 2 in December.
“For other Fallout games in the future, you know, obviously I can’t talk about those right now, but I would say, sort of rushing through them, or we kind of need to get stuff out that is different than the work we’re doing in 76… we don’t feel like we need to rush any of that,” he said. “The Fallout TV show fills a certain niche in terms of the franchise and storytelling.”
The last mainline Fallout game was Fallout 4, which came out in 2015 and this week saw the release of its Anniversary Edition. The multiplayer focused Fallout 76 followed in 2018, and while fans slowly flocked to the West Virginia-set open-world RPG, it wasn’t until the premiere of Prime Video’s Fallout TV show that the Bethesda series leveled up in terms of attention.
Still, Howard wouldn’t budge when it came to fan calls for a substantial video game release. For him, it comes down to wanting to treat Bethesda’s franchises with care.
“Totally get the desire for a new kind of mainline single-player game,” he said. “And look, those things take time. I don’t think it’s bad for people to miss things. We just want to get it right and make sure that everything we’re doing in a franchise, whether it’s Elder Scrolls, Fallout, or now Starfield, that those become meaningful moments for everybody who loved these franchises as much as we do.”
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.
It’s a tough time for Bungie and Destiny 2, with parent company Sony saying the studio has failed to meet its sales and user engagement expectations.
In its latest financial report, Sony said it had recorded a 31.5 billion yen (approx. $204.2 million) impairment charge as a result of Destiny 2’s underperformance. That was significant enough to drag down profits at Sony’s Game & Network Services Segment, which includes Sony Interactive Entertainment.
Sony chief financial officer (CFO) Lin Tao, expanded on the issues with Bungie in an investor related financial call:
“Regarding Destiny 2, partially due to the changes in the competitive environment, the level of sales and user engagement have not reached the expectations we had at the time of the acquisition of Bungie. While we will continue to make improvements, we downwardly revised the business projection for the time being, and recorded an impairment loss against a portion of the assets at Bungie.”
It’s certainly been a tough time for Destiny 2 and Bungie, which is working on the delayed extraction shooter Marathon for a release in 2026.
Sony, clearly, saw something in Bungie and its upcoming slate. But as the acquisition settled in, concerns began to arise about the studio’s future. Destiny 2 was struggling, and Marathon was still years away. Then the layoffs came. In 2023, Bungie laid off roughly 100 individuals and delayed Destiny 2’s The Final Shape DLC, with Parsons taking responsibility for the cuts. Developers told IGN at the time that the atmosphere at Bungie was “soul-crushing” as fears grew of a total Sony takeover of the company. In 2024, this was followed up with even more layoffs, impacting 220 people despite The Final Shape’s success. 155 people were also integrated from Bungie into Sony at this time. In the wake of those layoffs, former workers claimed Bungie misrepresented its finances and had significantly overextended itself when Sony acquired the studio. It was apparently bad enough that at least one source described as a “well-connected former worker” went so far as to claim that Bungie faced dire consequences if the acquisition hadn’t happened, saying that the “alternate history is insolvency.”
Troubles continued to rock the studio through the rest of 2024 and into 2025, with Marathon seeing a delay out of September of this year to an unknown future date. Most recently, Sony confirmed Bungie would be integrated into PlayStation Studios so the company could have more control over the developer.
Destiny 2 has seen its player count plummet as updates have failed to hit the mark. The action shooter hit a new low on Steam this month, with a peak concurrent player count of 13,497 in the past 24 hours. In June last year it hit 314,000. Recent user reviews for Destiny 2 on Steam are ‘mostly negative,’ although overall reviews are ‘mostly positive.’ Steam does not paint the entire picture when it comes to Destiny 2’s popularity, with it widely available across multiple platforms, but clearly Sony isn’t happy with how the studio has performed in the three years since it brought it into the fold.
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.
Arc Raiders has now sold over 4 million copies worldwide less than two weeks since its release date, cementing its commercial success.
Publisher Nexon confirmed the milestone in a glowing press release, which also revealed that the extraction shooter had reached a huge concurrent count of 700,000 players across all platforms.
Within a day of its release, Embark Studio’s shooter hit a Steam concurrent peak player count of 264,673, making it one of the biggest extraction shooters ever on Valve’s platform. That record was smashed again over the weekend when Arc Raiders hit a concurrent peak of 462,488 players according to Valve’s official figures. and now we know that, combined with users on consoles, the true figure is closing in on three-quarters of a million players.
Nexon added that Arc Raiders has “maintained its number one spot on Steam’s global sales rankings” ever since it released on October 30, and congratulated developer Embark, writing: “We are deeply impressed by the enthusiasm shown by our player community and look forward to building on that excitement with our content plans, including new maps, ARC vehicles, weapons, and quests, which will be available starting this month.”
“I thought I was only going to play five or six hours of Arc Raiders on launch day before sitting down to write this initial review in progress, but after just a handful of matches, I suddenly couldn’t pull myself away – and before I realized it, I’d been playing for 10 hours,” we wrote in IGN’s Arc Raiders review-in-progress.
“This is without question the most hooked I’ve found myself on an extraction shooter (and I’ve played a lot of them), with clean and tense gunplay, a progression system that’s been incredibly satisfying so far, and a loot game that has me sweating over what to put in my backpack and what to leave behind.”
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.
Ghost of Yotei has sold 3.3 million copies in its first month on sale, Sony has confirmed.
As part of its latest financial results, Sony said Sucker Punch’s PlayStation 5-exclusive action adventure sold 3.3 million units in the 32 days since going on sale on October 2 — so sales up to and including November 2.
Sony announced the figure without any commentary, so it’s hard to know whether the company is happy with the result. However, there is a great deal of context we can add that helps us paint a picture of Ghost of Yotei’s commercial success.
The first comparison we should make is to its predecessor, Ghost of Tsushima. It sold 2.4 million copies in its first three days after going on sale exclusively on PlayStation 4 on July 17, 2020, then hit 5 million after 118 days (just shy of four months). It’s now up to 13 million copies sold, including sales of the PC and PS5 Director’s Cut.
So it’s worth remembering that while we don’t have a figure for a comparable period of sales, it looks like Ghost of Yotei is selling about as well as Ghost of Tsushima before it, a suggestion backed up by sales data from the U.S. and across Europe.
But is that good enough? We need to consider that Ghost of Tsushima came out on the PS4, which in the summer of 2020 had a much bigger install base than the PS5 does today, and amid the stay-at-home gaming boom fueled by lockdowns. Ghost of Yotei also sold for $70, which means its dollar sales are greater compared to the cheaper Ghost of Tsushima, whose standard edition launched at $60.
The timing of each release differs also in that Ghost of Tsushima came out in the summer, and Ghost of Yotei came out in the fall. Yotei has the crucial holiday season coming soon, and it will surely be a popular pick for those buying a PS5 for the first time or upgrading to the PS5 Pro.
And finally, multiplayer add-on Ghost of Yotei: Legends comes out at some point in 2026, which will undoubtedly give Ghost of Yotei a shot in the arm next year. And we all know that Ghost of Yotei, like Ghost of Tsushima before it, will eventually launch on PC in Director’s Cut form. Perhaps there will even be a PS6 version, whenever that console rolls around.
So, Ghost of Yotei has some way to go before it matches the total sales figure of its predecessor, but is has plenty of opportunity to catch up. And, as Circana’s Mat Piscatella said last month, its launch sales were “perfectly fine… Not amazing, not bad.”
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.
Incredibly, almost unfathomably, the humble original PlayStation, our little grey slab of joy, is turning 30. It’s got grey hairs, now old enough to have a couple of kids, a few different careers, a car in the garage. You could say it’s accomplished all those things in different ways.
In the before-times, many previous and current IGN AU staff cut their teeth at the Official PlayStation 2 Magazine (Narayan Pattison, Tristan Ogilvie, Luke Reilly, Patch Kolan, and Adam Mathew among them), so it’s an understatement to say that the brand, hardware, games and experiences were formative for us and extremely close to our hearts.
The Little Grey Box That Could
When the original PlayStation launched in Australia, stock was extremely limited and the thing cost $AUD699 (or about $1300 in today’s money) if you could manage to get your hands on it. If you did, you could play nearly a nearly perfect port of Namco’s superb Ridge Racer, try some 3D fighting (a novelty!) in Battle Arena Toshinden, a bit of 3D platforming (woah!) in Jumping Flash!, and 2D sidescrolling platforming in Rayman. The games were perhaps a tad “safe” at the time, but it hinted at big things coming – and within a year, the PlayStation had cemented itself in the Australian gaming landscape.
I picked up my PS1 from a Cash Converters in 1999, then immediately bought Metal Gear Solid and Final Fantasy VII. From there, I delived into a catalogue of JRPGs, racing simulators (yeah, that series), scrolling shooters and impenetrable dating games as my N64 quietly looked on, judging me from the shelf. I’m fairly certain I did not see daylight for about two years – and I knew I wanted to do this stuff as a career.
“In the late ’90s, PlayStation was the only console my family had, but that was okay: PlayStation was the only place with all the games I wanted to play – Metal Gear Solid, Gran Turismo, Tony Hawk’s Pro Skater, Driver, Colin McRae Rally, Medal of Honor, Crash Bandicoot, Shane Warne Cricket ’99. You name it.
“It was also the only place with a simply unbeatable supply of plug-and-play demos.
“My prevailing memory of PlayStation is demos. I inhaled them throughout the late ’90s and 2000s on PS1 and PS2. I played every one, some of them dozens and dozens of times. I bought my first copy of Official PlayStation Magazine – Australia back in 1999 for the Metal Gear Solid demo. I did so with no idea that the magazine that MGS disc was glued to would ultimately change the trajectory of my life, but within 10 years I was the editor.
“This is peak PlayStation for me. No other console or era of games can match the joy I gleaned from my PS1 and PS2, and the people I was playing them with. I would go back in a second.”
– Luke Reilly
By that point, it was also clear that Sony had a stranglehold over the entire industry – delivering a suite of the finest games month after month that neither Nintendo or SEGA could match for sheer volume. It brought gaming out of the niche basements of the stereotypical gamer and put it smack-bang on the covers of cool magazines. It changed everything.
By 2000, the world was getting swept up into the hype machine around the forthcoming PlayStation 2 – a monolithic black slab emblazoned with a twist of striking blue P-S-2 lettering. It looked sleek. It looked powerful. In a Kubrickian way, it whispered, “I am a mysterious and untouchable creation that will change the world”. In a very real sense, it did.
The PlayStation 2 Arrives
With launch games like Ridge Racer V and Tekken Tag Tournament, it brought the PlayStation brand out of infancy and into the big leagues. Sony’s much-vaunted “Emotion Engine” promised state-of-the-art graphical fidelity, showcased in real-time tech demos that exceeded prerendered cutscenes on the PS1.
It was a breakthrough. Everyone wanted it – a DVD player! A gaming console! In one! And at the time, it was shockingly affordable for a device that could offer both. It propelled DVD sales, gave additional breathing room for developers moving towards larger games (and files). The controller even had analogue face buttons! Can you dig it, baby? The Japanese launch was an overwhelming success, propelling international hype for the PS2 into the stratosphere.
IGN AU started up in 2006 – exactly 10 years after the debut of the PS1 (or PSX as everyone had taken to calling it). In those days, the PS3 had only just debuted in Japan to rapturouos response, thanks to the disruptive adoption of Blu-ray players (going head-to-head against HD DVD, then cutting off HD DVD’s head to become the dominant format of the 2010s) and increasing uptake of 1080p displays. People wanted content to showcase their cool tech. Sony delivered the PS3: an all-in-one Blu-ray player, harddrive-equipped media device and, at the time, beastly gaming device.
PS3: Running Up That Hill
Sony, it must be said, made it a bit hard for itself around this time. The birth of the meme-era took on the PS3 press reveal, turning “Riiiiiiiidge Racer!”, “Giant enemy crab” and “George Foreman grill” into internet phenomenons. That seemed to start a period of iffy consumer sentiment, in part aimed at the USD$499 and USD$599 launch pricing. The Australian launch was still off in the distance, over the horizon, but gamers were braced for a sting in the wallet.
After a few years, and a few price cuts and redesigns, the PS3 finally found momentum and delivered on its ambitions. We have the PS3 to thank for Naughty Dog’s Uncharted series – a game that, for many, came out of the mists and made the console a must-buy. By Uncharted 2, it was clear that Nathan Drake was a star for the ages, and Naughty Dog was just getting started.
Without doubt, the system’s pinnacle achievement was The Last of Us. It was a technical showcase for the ageing hardware and a cinematic and gameplay line in the sand for developers. At risk of turning this into a love letter to Naughty Dog, Sony truly understood that this studio propelled its hardware forward – and gamers responded to it.
Around this time, Sony also went on a Wii-inspired foray into motion-based gaming with the PlayStation Move controller and camera. It was successful enough to spawn a whole series of Move-enabled titles.
PlayStation Phwoar!
A whopping 12 whole years ago, the PlayStation 4 was revealed in fine fashion. Cam and Luke waxed lyrical about it in the video above. It seemed then, as it does now, a return to form for Sony’s PlayStation brand. It came out of the gates strong and player focussed. The “For the Players” campaign underscored a renewed focus on the core player experience. Wisely so, particularly with Nintendo’s Switch just around the corner and an industry that was never bigger and more flush with great games and hardware.
Still, there were new experiences to be had – and a new controller design (the first major rethink of the iconic PlayStation controller in the system’s history) was coming. Naughty Dog released another breakthrough title, The Last of Us 2. The power of the PS4 also enabled Sony to experiment with another emerging field: VR.
Oh, the PSVR headset. For the time and not unsubstantial money, PSVR offered impressive VR fidelity combined with great games and IPs that other competing hardware could only look on enviously. When juiced up with the PS4 Pro (a new mid-generation hardware refresh), it improved performance even further.
While VR may have had its moment in the sun, and it now feels like the technology is mostly hibernating until the next big thing comes along, it pointed towards more TV-free gaming experiences that have become more and more normalised.
PS5 and Beyond
Enter: The PS5. PlayStation 5 – the current generation of Sony consoles, in standard and Pro models. By 2020, digital marketplaces were standard and the TV screen was just one way of interacting with your PlayStation. The PS5 ushered in PSVR 2, a souped up version of the PSVR we know and love. Plus, it brought to the table a Switch-like (but not quite) handheld solution: The PlayStation Portal.
If you’ve noticed, we haven’t discussed Sony’s PSP (in gloriously piano black, a luxurious widescreen handheld in 2004) or the PS Vita – pseudo PS3 in your pocket. But all of those handheld experiences seem to have been teasing where Sony (and Nintendo, for that matter) are heading. Already rumours are swirling about the PlayStation 6 and oh boy do I feel old now.
So here’s to you, Sony PlayStation. You are 30 years young in Australia.
It’s a very different world and games industry today than the one that I and many others remember from the turn of the millenium. However, the PlayStation has been an island of stability, joy, and adventure throughout.
Will we all be playing our PS10s in 2055? Jacked straight into our neural cortex like a back alley goon from Neuromancer? Will TVs still exist? What about game stores? One thing is true: PlayStation fans will always adore this brand – so in a sense, the future is up to you.
As the sun rises on the cobbled market street that ascends from bustling docks on the vibrant Mediterranean waters to the new forum high on the hill above, Anno 117: Pax Romana fills me with delight and civic pride. It took a long time, but I feel like I finally clicked with this series that I’ve had a little bit of a rocky relationship with, having come in a bit late and at an awkward time with 2205. Its complex economics can still seem to wobble spectacularly off their axis and leave you in a dire failure spiral, but resplendent mechanics for trade, naval warfare, and the blending of cultures offer chances to right the ship.
The basic routine in Anno 117 is familiar and effective if you’ve played other games in the series. You start out building modest residences to house hardworking liberti, or freed people– somewhat conspicuously sidestepping the institution of Roman slavery. When their needs are met, they can promote up the social ladder all the way to snobby patricians who demand all kinds of exotic delicacies from around the world.
Part of what influences these promotions is simply access to goods, which is a city-wide thing. But another component is living near high prestige buildings like theaters and shrines… and far away from unpleasant or polluting ones like a charcoal burner. I love the way this naturally creates clusters of higher-class housing on important market streets, tapering off into working class neighborhoods in more industrial areas. It adds to the feel of a real, living city. And since paved roads extend the range of those buildings, that’s an upgrade that lets you immediately see its positive effects.
It’s genuinely delightful to zoom in and watch my little toga-clad citizens going about their business. Every building from a stately villa to an idyllic lavender farm is studded with detail and character. Even the untouched green fields and peaceful blue waters full of marine life create a strong sense of place. The character models for leaders and advisors may be the one thing that didn’t wow me. They’re full of character, but especially in some of the campaign cutscenes, there were some significant lip sync issues that made it look like a much older game or a badly-dubbed movie.
Anno 117 really comes alive with its detailed trade system.
The summery paradise of Latium isn’t the only locale to explore and exploit. Eventually you unlock the ability to sail to foggy, rocky Albion – that is, Britain – with its own resources, aesthetic, and population. I was a bit worried Anno would lean too hard into othering stereotypes about “mystical Celts” here based on some of the marketing, but it’s actually a pretty grounded and sensible depiction. The really interesting choice you have mechanically in this region is whether to stay true to Celtic traditions or fully Romanize your new subjects. Both have their advantages and disadvantages, and you can eventually mix and match for some powerful synergies.
Anno 117 really comes alive with its detailed trade system, though. To truly meet the needs of demanding nobles in the two regions, you’ll have to set up production chains for luxury goods that might pull resources from two or three different islands, then ship them across the world map from one region to another. Each delivery requires individual ships assigned to the trade routes, so I can see exactly where my next delivery of cheese is and even reroute it somewhere else.
This is all fairly easy to set up and tweak thanks to the well-organized interface, and naturally creates incentives to build smaller villages that do one specific thing as well as warehouses and waystations to speed things up. My cheese island is quite far away, so I noticed my trade ships spent half their time sailing across Albion. But if I set up a colony close to it that’s basically just a cheese warehouse and some subsistence fisheries, I can constantly be moving cheese there with intra-region trade ships to be picked up at the edge of the map all at once. I adore this kind of logistics stuff.
Anno 117 is a pretty good RTS, too. I’m especially a fan of its naval combat, which I had to master quickly to protect my trade routes from increasingly vicious pirates. Maneuvering ships feels weighty and realistic, with differences in maneuverability based on whether they rely on sails, oars, or both, and I eventually got pretty good at maneuvers like trapping a sneaky little pirate ship in a cove where there would be no escape.
It’s a pretty good RTS, too, and I’m especially a fan of its naval combat.
Ground combat is just fine. It does its job, with a small selection of melee, ranged, and siege units that can fulfill a handful of different roles. It’s possible to succeed without ever getting into a land battle if you have a good navy, but in the few cases where I did, I found some interesting tactics to dig into. It feels like a real RTS at least, as opposed to a half-baked minigame, which I really appreciate.
Diplomacy is pretty basic stuff, with a single interesting wrinkle in that the Emperor works a bit differently. You can’t really make treaties with him, but he will make demands of you, and succeeding, failing, or refusing affects your reputation with Rome. When he likes you, you get bonuses. When he doesn’t, you get penalties. But both ends of the scale culminate in some very powerful rewards. Either you play nice and get appointed Consul, or you defy his authority so effectively that you grant yourself Proconsular authority, Caesar-style.
There is a decent story campaign, but it’s really more of an extended tutorial. It took me less than 10 hours to finish and only really scratches the surface of the mechanics you can play with in endless mode. You can play as either Marcus or Marcia, with the latter being a sort of madcap “Weekend at Bernicus’” scenario where you are taking on the governor duties of your totally-not-dead husband. It’s hardly Shakespeare, but there’s some interesting intrigue going on and a cast of memorable characters. The Canaanite Ben-Baalion was a particularly endearing companion who presented me with an emotionally satisfying choice at the end.
While you can continue from the ending of the campaign as long as you want, most of my playtime was spent in the endless mode, which lets you start in either Albion or Latium and offers a wide range of difficulty options. You can even pick from a set of rival governors with different personalities and playstyles. I don’t think they necessarily play by the same rules that you do as a player, however. Looking at some late game cities they built… I honestly don’t know what’s going on. But they can be compelling adversaries or valuable trade partners nonetheless.
There are still some classic Anno issues kicking around, like the fact that very large economies can become unwieldy and are prone to death spirals. If food is disrupted, population drops, which causes food buildings to become underemployed, leading to even less food and even more population drop. At one point I had to restart because I accidentally changed a large city’s patron god, which made it instantly insolvent and nearly irrecoverable due to lost agricultural bonuses. But trade is kind of the hero here once again, since setting up buy orders for whatever you’re out of can bail you out of a lot of tricky spots as long as you have cash. It’s a little fiddly setting up a lot of different trades at a lot of different harbors the first time, but the interface is easy to work with, and once things were set, I didn’t find I had to mess with them very often.
EA and Battlefield Studios have published update 1.1.1.5 patch notes for Battlefield 6 and REDSEC, delivering a variety of quality-of-life changes for weapons and vehicles and, at long last, a fix for the sledgehammer Recon drone glitch.
The team behind last month’s new Battlefield game detailed everything arriving in the new update in the patch notes posted to social media today. It comes with a full breakdown for tweaks related to weapon accuracy, vehicle countermeasures, and other bug fixes before update 1.1.1.5 rolls out for Battlefield 6 and REDSEC tomorrow, November 11, at 1 a.m. PT / 4 a.m. ET.
Topping the list of changes is a fix for one of the most notorious bugs to arrive since the launch of Battlefield 6: the drone glitch. For the uninitiated, players have figured out that standing on top of a friendly XFGM-6D Recon drone and smacking it with a sledgehammer causes the device to fly upward. It began as a goofy activity for those looking to add a dash of comedy to their matches and quickly evolved into an annoying exploit, as players eventually learned it could be used to reach otherwise inaccessible vantage points.
The Battlefield 6 sledgehammer drone glitch will finally be laid to rest tomorrow, but it’s far from the only change on the way. Update 1.1.1.5 will also introduce a few tweaks to how vehicles operate. Both ground and air vehicle users will be happy to know the glitch affecting the use of countermeasures like flares has been fixed, which should result in more reliable protection against lock-guided missiles. A bug tied to incorrect vehicle spawns in Breakthrough and Conquest will also be fixed with tomorrow’s update.
In addition to general fixes for battle royal match flow as well as progression, audio, and UI, infantry will notice less dispersion when aiming down sights after sprinting. It, as well as other fixes related to player movement and shooting, should have players feeling more accurate when they’re on the move.
We’re rolling out a Quality of Life update on 11 November at 09:00 UTC, bringing refinements to vehicle countermeasure reliability, weapon accuracy, Battle Royale match flow, and overall gameplay stability.
Major Updates for 1.1.1.5:
Fixed an exploit allowing players to ascend and access unintended areas when standing on a XFGM-6D Recon Drone by hitting it with the Sledgehammer.
Fixed an issue where Lock-Guided Missiles did not get countered as expected when met with enemy countermeasures such as flares.
Fixed an issue where vehicles did not spawn correctly in Breakthrough and Conquest.
Fixed multiple Battle Royale issues affecting match flow, squad revives, and End of Round transitions.
Addressed progression, audio, and UI issues, improving overall clarity, reliability, and immersion.
CHANGELOG
PLAYER:
Fixed an issue where dispersion would be higher than intended when going from sprint to firing in ADS.
Fixed an issue where dispersion would incorrectly scale with movement speed and always assume the player is moving at maximum movement speed for the stance.
Tuned landing animation to reduce excessive camera and weapon movement when aiming down sights, improving visual stability during and after landing. This update also resolves instances where the ADS aim could be displaced when sliding.
VEHICLES:
Fixed an issue where Lock-Guided Missiles did not get countered as expected when met with enemy countermeasures such as flares.
GADGETS:
Fixed an exploit allowing players to ascend and access unintended areas when standing on the XFGM-6D Recon Drone by hitting it with the Sledgehammer.
MAPS & MODES:
Fixed an issue where vehicles did not spawn correctly in Breakthrough and Conquest.
Fixed an issue where matches sometimes would start with all sectors and objectives active at the same time.
Fixed an issue in Strikepoint on Siege of Cairo where destruction did not reset at halftime.
UI & HUD:
Fixed an issue in Vehicle Customisation locked Anti-Air Vehicle presets did not display their unlock criteria as intended.
PROGRESSION:
Fixed an issue where the shotgun weapon challenge “Kill 5 Enemies With a Shotgun Without Reloading” did not complete properly.
Fixed an issue where progress for the “Engineer Specialist 3” Assignment did not save correctly.
PORTAL:
Fixed an issue where “SpawnLoot” would not spawn Ammo or Armor.
Fixed an issue where players with community creations privileges set to Block could still access user-generated Community Experiences when the party leader hosted a match.
AUDIO:
Fixed an issue where activating the BF PRO Radio Channel through the Commorose did not play any sound.
REDSEC
PLAYER:
Fixed an issue where Battle Royale (Quads) matches did not end after the last team was eliminated.
Fixed an issue where being killed immediately after a mobile respawn completed could result in the squad being eliminated instead of reviving remaining teammates.
Fixed an issue where players could become stuck in a top-down view of the map after redeploying.
Fixed an issue where players retained their Second Chance after redeploying and did not transition to the End of Round screen after their next elimination.
UI & HUD:
Fixed an issue where all squad members displayed the same highlighted stat on the Squad Placement screen.
PROGRESSION:
Fixed an issue where the “Battle Royal Master Challenge 4” did not track progress correctly.
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).
Clash Royale is a PvP strategy game where you go head-to-head against other players, using cards to deploy units to attack your enemies’ base while defending your own. Below, you’ll find a list of all the Clash Royale codes currently available, and their rewards.
Active Clash Royale Codes (November 2025)
Below are all the working Clash Royale codes we know of, and what you can get for redeeming them. We’ve tested these codes and confirmed they work at the time of publication, but they may expire and stop working at any time.
REINABARRIGA: Snoring Dragon banner set
How to Redeem Clash Royale Codes
You’ll need to redeem Clash Royale codes on the official Supercell store. Log in using your Supercell ID, then scroll down to the bottom of the page and look for ‘Redeem a Store Code’ and enter your code below.
You must have a Supercell ID to redeem codes, so if you don’t already have one, open up Clash Royale and click the menu icon (3 horizontal lines). At the bottom of the menu, you’ll see a yellow button that says Supercell ID. Create your ID and then head over to the Store to redeem your code.
Once you’ve successfully entered a code, you’ll be able to see the associated rewards and the account you’re redeeming them to. Head back to Clash Royale to receive your reward.
Clash Royale QR Codes (November 2025)
In addition to promo codes, there are also Clash Royale QR codes you can scan to obtain rewards. You’ll need to scan these QR codes using your device, or click on the QR codes on this page using your device’s browser to automatically open the rewards page in your app.
The Clash Royale QR codes currently available are:
67 Emote
Royal Ghost Boo Emote
That’s all we’ve got for Clash Royale codes at the moment, but keep checking back for new ones!
Jen Rothery is a Deputy Editor on the IGN Guides team looking after live service games, and we assume her favorite hobby is playing PEAK and falling down the mountain over and over again, because she does it a lot.
Survival action RPG Enshrouded released in Early Access last year and became an instant hit, reaching more than a million players in four days and currently sitting at “Very Positive” on Steam with nearly 75,000 reviews. Developer Keen Games has consistently updated the game in the months since, and its newly released Update 7, titled Wake of the Water, is its biggest to date.
If you’re not familiar with Enshrouded, it’s a mix of lite survival, exploration, action RPG combat, and base building in a world you can completely terraform. An all-consuming fog known as The Shroud corrupts everything it touches, and you must scavenge for materials you can use to craft gear to survive the unforgiving environment and the mutated monsters it creates.
You can play solo or with up to 16 players in co-op, and voxel-based building allows you to create a home that’s only limited by your imagination and willingness to put in the work. Construction can be shared across servers from around the world, so you can visit them yourself, and there are some truly staggering player builds to see.
Take German YouTuber Kontreck and his community’s build, which you can see here. They fully re-created Isengard from Lord of the Rings, a feat that required more than 22 million voxels and 54,000 decoration items with nearly 4,400 hours of work and 61 days of building time across 15 players. And all the materials were farmed by hand, with no mods or cheats used.
The Wake of the Water’s biggest splash (that’s the only water pun, we promise) is the introduction of swimming and new water-based gameplay. Most of what you can do on land you can do underwater, with new animations. That includes opening treasure chests, collecting plants and other loot, pushing buttons to solve puzzles, and using an underwater mining tool to gather ore. There are also floodgates and new water-based puzzles where you can fill rooms to reach previously inaccessible levels, as well as traps that will try to drown you.
The main thing you can’t do underwater is fight, which is why the new enemy faction of lizard people presents a problem. Called the Drak, they can pursue you underwater with spears drawn, so you always need to be aware of your surroundings and how to get back to the surface quickly. The Drak can fight on land too, but at least then it’s a fair fight.
The other headlining addition in the update is Veilwater Basin, Enshrouded’s first water biome. This being a new type of environment, it brings a lot of other new things with it. That includes quests and lore journals, as well as points of interest ranging from settlements to temples to Shroud Roots and Elixir Wells. There’s also a bunch of new materials and resources for crafting and base building, so many that we couldn’t possibly list them all here. Trust us, there are a lot.
As we all know, you can’t have a water biome without fishing, so that’s been added too. You can now automatically collect worms when terraforming dirt, which can be used as bait. Other types of bait include moths, fireflies, and frogs. There are five fishing rods of varying quality, and casting your line in a body of water will begin a minigame. Fish will bite at a random time, then try to flee to either the right or left. You need to pull your rod in the opposite direction, then reel it in when the fish is tired. Do this repeatedly until it’s caught, and the difficulty of the minigame will depend on what fish is on your line and the quality of the rod you’re using.
If you’re more focused on building up your base, then good news: Water can move dynamically and be used as a source of plant irrigation or to power new parts of your base. You can dig irrigation channels to run water to your plants, which will grow faster in watered soil. And some new plants (like rice and algae) will only grow if submerged.
There’s a new buildable water wheel, which will rotate when in contact with flowing water. And you can connect it to an advanced grinding wheel if the flow of the water is strong enough to power it. There’s also a new watering can, which you can fill up manually at lakes or water barrels, and you can use it to fill pools or water plants at your base. What wild and creative ways to use moving water will the community figure out? Only time will tell, or maybe you can become the trendsetter.
On top of all the water-focused additions, there are also refinements to gameplay and quality-of-life improvements. New spells and skills have been added, stats have been rebalanced on several pieces of gear, wands have more inherent mana regeneration, customizable UI labels for chests and signs have been added, and lots more.
Like we said, there’s a ton here to keep players busy for a long time. For more info on Enshrouded or the Wake of the Water update, you can check out the official website or follow the game or developer Keen Games on Twitter or Discord.
The Elder Scrolls 6 — one of the most hotly anticipated video games in the world — won’t be out for some time yet despite being announced over seven years ago, Bethesda development chief Todd Howard has said.
In an interview with GQ magazine to celebrate the release of Fallout 4 Anniversary Edition, Howard said The Elder Scrolls 6 is “still a long way off.” He added: “I’m preaching patience. I don’t want fans to feel anxious.”
Now, in the GQ article, Howard has once again admitted that it’s taken too long to get The Elder Scrolls 6 out the door, but did tease an The Elder Scrolls 4: Oblivion Remastered-style shadowdrop — without confirming anything.
“I do like to have a break between them, where it isn’t like a ‘plus one’ sequel,” Howard said of making The Elder Scrolls games again. “I think it’s also good for an audience to have a break — The Elder Scrolls has been too long, let’s be clear. But we wanted to do something new with Starfield. We needed a creative reset.” Bethesda is currently playtesting The Elder Scrolls 6, Howard revealed.
So when will it actually come out? It seems likely at this point that it will be released for Microsoft’s next-gen Xbox console and PC. Will it also be a PS6 game? A cross-gen title perhaps?
“I like to just announce stuff and release it,” Howard continued. “My perfect version — and I’m not saying this is going to happen — is that it’s going to be a while and then, one day, the game will just appear.” The Oblivion Remastered shadowdrop was “a test run,” Howard teased. “It worked out well.”
As for what Bethesda has going on right now, hundreds of people are working on Fallout, Howard said, across Fallout 76 “and some other things we’re doing, but The Elder Scrolls 6 is the everyday thing.”
Last month, it was confirmed that The Elder Scrolls 6 will include a character designed in memory of a much-missed fan, after a remarkable charity campaign that raised more than $85,000 for Make-A-Wish. Howard revealed that Bethesda has spent some time talking with the group of fans who organized the fundraiser about what they want to see from The Elder Scrolls 6, and commented: “I think we’re aligned.”
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.