With Perfect Timing, the Fan-Made Van Buren Remake in Fallout: New Vegas Has a Teaser Trailer

With perfect timing, the modders behind the Van Buren remake in Fallout: New Vegas have released a new teaser trailer.

UnitedWestTeam released the teaser, which sets up Fallout: The New West, the fan-made total conversion mod for Fallout: New Vegas inspired by Fallout: Van Buren, the cancelled Fallout 3 that was in development at Black Isle Studios in the early 2000s before the franchise moved over to Bethesda.

Why is this well-timed? Because Van Buren would have been set in post-apocalyptic Colorado, which is exactly where Amazon’s Fallout TV series is headed for Season 3.

Fallout: The New West aims to adapt the core narrative threads of Van Buren and turn them into a fully playable story built in the New Vegas engine. Expect modern gameplay systems, expanded roleplaying opportunities, and “the mechanical depth and tone that defined classic Fallout,” the modders said.

Here’s the official blurb:

Fallout: The New West is a fan-made total conversion mod for Fallout: New Vegas. In many ways, it tells the same broad story envisioned by Fallout: Van Buren, but restructured and expanded to form a cohesive, playable experience. The project’s primary narrative goal is to take the disparate plot threads and unfinished concepts found in the original design documents, including for example, the NCR–Brotherhood conflict, the Great Tribal War between Caesar’s Legion and the Daughters of Hecate, the fight for the soul of the Mormon State and much more, and weave them into a satisfying, unified narrative that adheres to the main plot as described in the design documents.

Players assume the role of a new protagonist, released from captivity in 2253, known as “the Prisoner,” and the story is set in an alternate continuity that predates and reinterprets the events of Fallout: New Vegas. Unfortunately due to many Van Buren concepts being folded into FNV, we cannot set the project in the same timeline. Our secondary goal is to incorporate many of the modern gameplay conveniences introduced through Fallout: New Vegas and its more than 15 years of modding, while preserving the distinctive mechanics and design quirks of classic Fallout found in the original design documents. Much of Fallout’s original charm is an acquired taste, and one that we believe remains worth acquiring.

It sounds exciting, and given the success of Fallout: London, which had Bethesda’s blessing, it may even have a chance of survival. Indeed, a new demo is apparently due out soon (an initial demo, which released under the name Fallout Revelation Blues, came out last year). This alternate start demo under the new name of Fallout: The New West will be followed up with the entirety of Act 1 of the game as a vertical slice, the modders said.

If Fallout: The New West does make it to release, it will see Van Buren realized — albeit in fan-made form — 20 years after it fell by the wayside. In 2024, Fallout creator Tim Cain revealed new information on how it ended up canceled amid significant financial problems at Interplay.

Cain, who worked on the first two, much-loved Fallout games in the mid-to late 90s before leaving Interplay to start a new studio called Troika Games, revealed that in the middle of 2003, an unnamed Interplay vice president asked him to play the Van Buren prototype, saying: “I don’t think they can get it done, so I’m just going to cancel it. But if you look over it and give me an estimate there’s a chance I wouldn’t cancel it.”

Cain said he played the prototype for two hours and asked the development team a number of questions before delivering his verdict to the vice president. “I said, ‘I’m convinced in 18 months you could have a really good game shipped.’ And he said, ‘huh, could it be done any faster?’ And I was like, ‘oh, shoot, I’ve said too long.’ I said, ‘well, even if you did a death march crunch I don’t think you could do it faster than 12, and then you’d be shipping something that was unbalanced and buggy, and the team would be destroyed. So I don’t recommend that.’

“And he said, ‘OK, thanks.’ As we walked out he basically explained any answer over six months was going to result in him having to cancel it, meaning the answer I just gave got the game canceled. But he was going to cancel it anyway. He thought it couldn’t be done in six months, and I just confirmed that to him.”

According to Cain, the cancellation of Van Buren was, ultimately, about money; Interplay’s dire financial situation meant it simply did not have enough cash to fund more than six months of further development. Interplay went on to close Black Isle Studios and cut its entire staff. The company released the console spinoff Fallout: Brotherhood of Steel in 2004 for the Xbox and PlayStation 2, but it was not enough. That same year, Interplay announced a licensing deal with The Elder Scrolls developer Bethesda for future Fallout games, and in 2007, Interplay sold the Fallout IP to Bethesda outright. The rest is history.

And if you’re wondering about the Fallout TV show’s journey to Colorado, check out what co-showrunner Geneva Robertson-Dworet and even Todd Howard himself have had to say about it.

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.

Just Hours Before Today’s Nintendo Direct, a Hollow Knight Switch 2 Rating Suggests It’s Coming as a Shadow Drop

With just hours to go until today’s Nintendo Direct broadcast, an updated ratings board listing suggests Hollow Knight could get an imminent Switch 2 release.

Team Cherry’s long-awaited game is now listed for Switch 2 with a February 5, 2026 release date, per the website of European ratings board PEGI. Hey, that’s today!

Of course, Hollow Knight originally launched for Nintendo Switch back in 2018, though we learned a couple of months ago that the game would be getting an updated Switch 2 Edition at some point this year. Now, it seems, that new version is moments away.

Nintendo is due to air its latest Partner Direct later today, at 6am Pacific, 9am Eastern or 2pm UK time. This third-party game showcase will include 20 minutes of announcements featuring titles headed to Switch and Switch 2 that aren’t developed by Nintendo itself — such as Hollow Knight.

Don’t tune in expecting a new Mario game announcement, then, but do keep an eye out for more news on other upcoming Switch 2 releases such as this month’s Resident Evil Requiem, and the promising-looking 007: First Light. Oh, and Hollow Knight now too. What will this new edition contain?

Alongside releasing Hollow Knight again on Switch 2, Team Cherry is now busy working on Sea of Sorrow, its first expansion to Hollow Knight: Silksong. Will we see more of this today as well? Time will tell, but as ever IGN will be reporting all of the major announcements live.

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

Ashes of Creation Crisis Continues as Devs Are Reportedly Denied Final Paycheck and Disgruntled Players Ask Valve for Steam Refunds

As unhappy players fight to get refunds out of Steam, an update from one of the studio’s directors claims the “entire” development team working on the ill-fated MMO Ashes of Creation was reportedly laid off without notice or their January paychecks.

The shocking revelation comes from Intrepid Studios’ former director of communications, Margaret Krohn, who revealed in a lengthy post on Twitter/X that three days after originally being told around 100 developers would be losing their jobs, a “confusing email” arrived confirming “all” staff would be laid off. “It is still shocking,” Krohn wrote. “The entire studio gathered to try to understand what had happened and what it meant for our future.”

Earlier this week, Steam quietly withdrew Ashes of Creation from sale after its director and leadership team quit just weeks after it launched as a $50 Early Access game on Steam. The game’s director Steven Sharif said “much of” the senior dev team had quit “in protest,” claiming that its management board had asked him to do things he “could not ethically support.” According to Sharif, the Board then issued WARN Act notices — layoff warnings, in other words — to the remaining staff. It’s unclear who sits on this mysterious board.

According to a new public record request, we now know that the formal WARN Act notification was issued on January 31 and indicated that 210 employees were “affected” by the filing, 123 of whom worked in California.

“In the end, none of us are receiving our final paychecks, the 60-day notice and pay outlined under the WARN Act, PTO payouts, or other compensation owed,” Krohn explained.

“What matters most to me now are the people — both the players and developers. To my colleagues: this team is truly a family. The culture we built together is something I have never experienced anywhere else. In the midst of heartbreak and uncertainty, we have come together to review resumes, help with portfolios, share job leads, and support one another emotionally. That says everything about who we are as people.”

“To the players: the entire development team was working extremely hard, pulling long hours, and wishes with all our hearts that we could give you Ashes of Creation. There are no words that fully express how sorry we are that this journey ended this way. You should pursue a refund, you deserve it.”

Unfortunately, Steam doesn’t seem to agree. While you can find plenty of people across Discord and Reddit claiming to have received refunds despite having played more than two hours, there’s an equal number of players frustrated that their requests have been denied, and there seems to be little consistency across Steam’s Support team.

“They denied me with 2.3 hours played. Bought in December and denied because it ‘exceeds refund time,'” wrote one player, while another said: “I can’t believe it… and I’m hearing they froze/reversed the December payment to Intrepid so basically Steam have stollen [sic] my money.”

“How many hours did you have? I had 15 Hours played and got refunded on a manual process,” replied one. “[Steam support] said to me if I open another ticket about this they will close it without reading,” added this unhappy player who had failed to convince Steam of a refund despite several attempts.

The most successful requests seem to be via human checks, so players are still suggesting that those looking for a refund check the box to “request a refund,” but instead contact Steam via the “I have a question about this product” box. That way, your request will be routed to a member of customer support, and not an automated service.

19,576 backers pledged $3,271,809 on Kickstarter to help make Ashes of Creation a reality, the most ever raised on the platform for an MMO. Refunds via Kickstarter seem unlikely given the game launched in Early Access form.

Meanwhile, Sharif popped up on Discord briefly on February 4 to write: “It is certainly heartbreaking to see the impact to the people I care about both my developers and community, but given what has transpired and the lack of facts available to the public, the reputational impact is something that cannot be avoided until the record is set straight with the proper public filings. Unfortunately that takes a little bit of time.”

While you can’t buy Ashes of Creation from Steam right now, its website is still live and accepting payment for cosmetics. While the site is typically updated several times a month, only one update was posted in the whole of January, and that was alluding to a developer diary livestream coming up on February 13. It’s not clear who will host that given reports the entire team has been laid off.

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.

Sony Says Ghost of Yotei ‘Exceeded’ the Sales of Ghost of Tsushima in the Same Period of Time and ‘Significantly’ Contributed to Its Financial Results

Sony has highlighted the performance of PlayStation 5 exclusive Ghost of Yotei, insisting it outsold predecessor Ghost of Tsushima during the same period, and made a “significant” contribution to its financial results.

Sucker Punch’s Ghost of Yotei went on sale October 2, 2025, and sold 3.3 million units as of November 2 (at the 32 day mark). Reporting its financials for the quarter ending December 31, 2025, Sony failed to provide an updated sales figure, but did highlight the game in its webcast, reviewed and transcribed by IGN.

“In the studio business, Ghost of Yotei, a tentpole title we released in October, exceeded the sales of the previous title in the same period of time and significantly contributed to the financial results of the quarter,” Lin Tao, Sony’s chief financial officer, said.

“Our established live service titles like Helldivers 2 and MLB The Show also contributed stable recurring revenue.”

The statement here is a little vague (we assume “same period of time” reflects each game’s first quarter on sale, which would be the first three months of availability), but Sony sounds happy with Ghost of Yotei either way. How exactly does it compare to Ghost of Tsushima? Ghost of Tsushima, which was initially released for PlayStation 4 on July 17, 2020, sold 2.4 million copies in its first three days, then hit 5 million after 118 days (just shy of four months). Latest sales figures provided by Sony show Ghost of Tsushima on 13 million copies sold, including sales of the PC and PS5 Director’s Cut, as of August 11, 2024.

We should 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 released into 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.

Meanwhile, multiplayer add-on Ghost of Yotei: Legends comes out at some point this year, which will undoubtedly give Ghost of Yotei a shot in the arm. 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.

While we wait to find out, check out IGN’s Ghost of Yotei review. We’ve also got a cool story about Atsu’s sword-drawing technique, which Japanese martial arts experts have said is kind of doable in real life.

Ready to master Ghost of Yotei? Check out our comprehensive guides, which cover everything from things to do first, best skills to unlock, advanced combat tips, getting the best early-game armor set, and uncovering every Altar of Reflection location. Our Walkthrough also provides essential tips and strategies for defeating every boss, and our secrets and easter eggs guide ensures you never miss another hidden reference again.

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.

Overwatch 2 Is Ditching the ‘2’ Amid Launch of ‘New, Story-Driven Era’ With 10 New Heroes

Overwatch 2 is officially ditching the “2” from its name. It’s all just Overwatch now as the game enters a “new, story-driven era” with a year-long narrative, 10 new heroes, and a major overhaul.

Announced today at the Overwatch Spotlight, Blizzard revealed its first year-long storyline, entitled “The Reign of Talon”. As it sounds, the plot is going to focus on the antagonistic faction Talon as it takes over around the world, while Overwatch continues to fight back. In-game events, hero trailers, animated comics, short stories, and map updates will tell a story across six seasons rolled out throughout the entire year, beginning with the launch of five new heroes on February 10 as Season 1 begins. On the Talon side, new heroes will include Domina (tank), Emre (damage), and Mizuki (support), and on Overwatch we’ll get Anran (damage) and Jetpack Cat (support). More heroes will join in the future, with a new hero added in each of Season 2-6 to come. A new story arc is planned to begin with another Season 1 in 2027.

Other updates include a new Meta Event called Conquest, where players choose to align with either Overwatch or Talon over five weeks to compete for rewards including lootboxes, skins, and titles. We’ll also be seeing a major UI and UX overhaul with a new hero lobby and a promise of faster navigation. And we’re also getting a Hello Kitty-themed in-game event from February 10-23.

Amid all of this, Blizzard is officially dropping the “2” from Overwatch 2, and referring to it going forward just as Overwatch. As a press release explains: “Overwatch is more than just a digit: it’s a living universe that keeps growing, keeps surprising, and keeps bringing players together from around the world. This year marks a huge turning point in how the development team envisions the future of Overwatch, so we are officially dropping ‘2’ and moving forward as ‘Overwatch’.”

The newly-dubbed “Overwatch” will also be getting an upgraded Nintendo Switch 2 edition in the spring (both the original Overwatch and Overwatch 2 are currently available on Nintendo Switch, and thus Switch 2, but do not have dedicated Switch 2 upgraded versions).

It’s no surprise that Blizzard might want to wipe the slate clean from the struggle that has been Overwatch 2. The sequel/revamp of 2016’s popular hero shooter Overwatch stumbled out of the gate, and while it saw a massive surge of players at the start, those numbers dropped in the following year. As time went on, user reviews complained about a number of issues such as monetization and controversies around the cancellation of the game’s long-awaited PvE Hero mode. The game has seen modes, features, and plans come and go over the years, and this isn’t even the first major overhaul Blizzard has announced. The fact remains that Overwatch 2 has never quite lived up to the hype levels of its predecessor, Overwatch, and this could be an attempt on Blizzard’s part to regain some of that glory – especially by focusing so much on story.

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

Overwatch 2 Is Finally Getting a Dedicated Switch 2 Edition This Spring

Overwatch 2, or I guess as I should call it now, Overwatch, is about to get a massive overhaul as it enters the year-long storyline entitled The Reign of Talon. With the big update coming on February 10, players will get five new heroes (with five more coming over the rest of the season), a number of quality of life updates, new in-game events, and later this spring, an upgrade option for Nintendo Switch 2 players specifically.

Announced during today’s Overwatch Spotlight 2026, it was revealed that a Nintendo Switch 2 Edition of Overwatch 2 is finally on its way later this spring. We didn’t get any real details as to what the release was going to entail as of yet. Overwatch 2 is already on the Nintendo Switch and thus playable on Switch 2, but it’s just the regular edition, and a Switch 2 would presumably have some upgrades attached. We’ll have to wait until Season 2 sometime this spring to find out.

This will be welcome news for Switch players, as there have long been complaints that Overwatch 2 on the Nintendo Switch offers no meaningful technical improvements over the original Overwatch. A Switch 2 edition could also potentially introduce mouse controls, which might be desirable for those wanting something closer to a PC experience.

Overwatch 2 will now be known as just Overwatch going forward, as was also announced during today’s Overwatch Spotlight, as the game undergoes a major overhaul headed into a year-long narrative of events, hero trailers, stories, comics, map updates, and more telling the story of a Talon takeover. Ten new heroes are planned for release over the next year, with a new story arc planned to start in 2027 when this one has concluded.

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

Denshattack! Is Tony Hawk With Japanese Trains, for Train-Lovers, by Train-Lovers

David Jaumandreu and I are supposed to be having our interview about his upcoming game, Denshattack, in a studio built out to look like a train. And we will, eventually, as you’ll see from the video above. But before we shoot the video version, we chat for my written piece in a very different setting: a dungeon.

Jaumandreu is sitting on an inexplicable throne, like you’d find in a king’s palace, while I sit atop a different sort of throne: an actual toilet. There are fake shackles against the stone walls around us, and bars on the window. Behind us, through a sliding door, is the train studio we’ll be using in 30 minutes.

I don’t have a clever way to transition Jaumandreu and my dungeon adventure into something about Denshattack!, or even trains. But Jaumandreu is effusive about the silly setting we’re in. He has every reason to be happy right now: he’s in his favorite place in the world, after all.

No, I don’t mean the dungeon. I’m talking about Japan.

Jaumandreu has traveled halfway around the world to promote his upcoming game: Denshattack!, which he describes as “Tony Hawk with Japanese trains.” He’s leading its development as the studio director of Undercoders, which was founded in 2005 in Barcelona. It began as a mobile development studio and eventually transitioned to DSi development and later to console with games like Conga Master and Treasures of the Aegean. The core team is just 12 people, even a whopping 20 years after its founding, though Jaumandreu says they do work with external developers on things such as music and animation when support is needed.

So what’s a Barcelonan studio doing making a game that’s hyperspecifically focused on Japanese trains? Put simply, Jaumandreu loves Japan, and he loves the train system there. That’s the long and short of it.

“I came [to Japan] in ’98 for the first time,” he tells me, speaking from the throne. “I came just for tourism. My father used to travel a lot for work, so I had the opportunity to follow him on one of his trips here, and it captivated me so much that I just wanted to come back again and again and again.”

Jaumandreu was 16 on that first trip – he’s a few decades older now, and has been back to Japan almost yearly since that first trip.

“There’s so much to like,” he continues. “When I came here, it was obviously because I was a kid. I loved Dragon Ball, I loved video games, you know? And back then, Japan was the biggest force in making video games. Nintendo, PlayStation, whatever. But I came through this fascination, and then got fascinated by the country itself. Its history, it’s super interesting, its culture. Whenever you get to know it more, there are more layers of interesting stuff to get. The cinema is fantastic, the food is incredible. Pop culture. No, it’s a mix of a lot of things, and whenever you get deeper into the country, you find more interesting stuff. So of course the first time I got here was Tokyo, Osaka, and Kyoto. Then you start exploring more the rural side, and that’s what it started to get to me.”

Of course, Jaumandreu especially loves Japan’s train system. He rode the subway on his first visit, the Yamanote line that runs in a circle through Tokyo’s biggest areas. At the time, trains in Japan didn’t have any English voices on the intercom or English words on the signs, so all he had to go on was his guidebook for navigation. “It felt like a big adventure.” Especially, he says, compared to trains in Barcelona, which were good but not nearly as advanced technologically. “To put it in perspective, back when I came here, the difference was it was like looking 20 years in the future, and now we’ve kind of reached that point, I guess.”

Then, Jaumandreu got to ride the Shinkansen, the bullet train, and he was blown away. “It’s incredibly fast and silent at the same time, so it feels super calm, and you’re going so fast. It feels, I don’t know, discontextualized. The incredible speed that you’re going, and it doesn’t move or shake or whatever. It’s a super smooth ride. It’s super comfortable.”

It was out of this love that Denshattack! Was born. One day, Jaumandreu says, he was playing with a little toy train he had, and the ideas began to flow.

“I was, you know, finger skating with a train. Like you’re bored. And I was doing this and that. I was like, ‘Whoa, this is cool. We could make a game out of this.’ I started thinking about it and giving a lot of thought to how that would translate into gameplay. And I used to skate, and I’m big fan of the Tony Hawk games especially, and it was like, ‘How would you do this? How would you control this?’ So yeah, I brought a train piece to work, started showing the team some moves, and then I presented to the rest of the team and they told me, ‘They’re shit.’ ‘Are you crazy?’ And then [my coworker] who is super fast in Unreal, I think he spent couple of days with that and he came out and said, ‘There’s definitely a game here. It’s super fun.’”

Denshattack! has been in development now for three years. It’s visually inspired by Jet Set Radio, Hi-Fi Rush, and Persona, and set to music by Sonic Mania’s Tee Lopes. In it, you control a train as if you were controlling a skateboard, where the landscape, cities, and other landmarks become a skate park. Jaumandreu describes gameplay in two parts: there’s a “flow state” gameplay where you’re focused on getting from point A to B, doing tricks and avoiding derailing as you go. And then there are missions where you’ll race rivals, try to get a high score from doing tricks, or even fight bosses like giant mechs. And Denshattack! combines all this with a Shonen anime story about found family, rebellion, and making friends with your rivals.

As we wrap up our interview and prepare to move out of the dungeon and into the train studio to record, I ask Jaumandreu one last, critical question. What’s his favorite ekiben, or train bento box?

He starts to say his favorite is the ones that self-heat when you pull a little tab out. But then he brings up an even more apropos answer: he likes the kid’s meals, because they come in a box shaped like a train.

Denshattack! is planned for release in spring 2026 for PC, Xbox Series (including on Game Pass), and PlayStation.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

February’s Humble Choice Lineup Is Live, Featuring Resident Evil Village, Date Everything, and More

Humble Bundle has dropped a fresh new lineup of PC games as part of its Humble Choice for February, led by Core Keeper, Date Everything, and Resident Evil Village. The timing for including the latter couldn’t be better, considering this month we can finally get our hands on Resident Evil: Requiem. So, if you haven’t played Village yet, what better time to jump into it?

Alongside those three games, you’ll get five more as part of this bundle, which costs just $14.99 per month when you sign up for the Humble Choice membership. That’s not all, though, as you also get a free month of IGN Plus as part of this bundle. It’s a real treat for PC gamers, so don’t miss out on this month’s excellent selection of games.

Humble Choice February 2026 Game Lineup

If Resident Evil Village has caught your eye, particularly if you’re counting down the days to Requiem, it’s worth noting we’re big fans. Back when it was first released, our review from IGN’s Tristan Ogilvie called it “a genuinely engrossing and increasingly combat-heavy continuation of the Ethan Winters story.”

SteamWorld Build is another pick from this list we enjoyed. Our review from writer Jon Bolding said it’s a “simple but fun city builder cleverly combined with a dungeon-constructing miner that keeps things quick and casual.” It certainly seems like a nice variety of games in this bundle you’ll get to add to your library.

There’s plenty of other perks you’ll get to enjoy as a Humble Choice member as well. Alongside the new selection of games to choose from each month, you’ll also save up to 20% on select games in the Humble Store, and 5% of your membership goes to a charity every month, which is NPower for February.

On top of that, the month of IGN Plus is a nice bonus alongside the games, offering you a chance to give it a test run for free. With this, you’ll be able to get rid of ads on the site, enjoy free games, and more.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

Two Game Boy Classics Join Nintendo Switch Online Today

Fresh from starring in the new Super Mario Galaxy Movie trailer, Yoshi is headed to Nintendo Switch Online today.

Mario’s ridable dinosaur pal arrives via Switch Online in the form of his item-matching Game Boy puzzle title that’s simply named “Yoshi.” Originally released in 1991, the classic game is available again today for Switch Online subscribers.

Also available today is Balloon Kid, the side-scrolling platformer where you can collect balloons to aid in your jumping and hovering. It was first available in 1990, some 36 years ago.

If you have access to the Japanese Nintendo Switch Online app, it’s worth noting that the addition of Balloon Kid is substituted with the arrival of Balloon Fight GB — a separate title with a more obscure history. Released only in Japan for the Game Boy Color, this title is a souped-up version of the original NES Balloon Fight that never made it across to the West. The game then later arrived on 3DS via its Virtual Console, though again only in Japan.

Nintendo recently featured Yoshi as the star of its latest Super Mario Galaxy Movie trailer, which showed Mario and Luigi befriending the dinosaur and quickly welcoming it to their gang of heroes. Yoshi is expected to play a major role in the upcoming Super Mario Movie sequel following a cameo appearance (really, just Yoshi’s egg) at the end of the prior film.

While The Super Mario Galaxy Movie launches in theaters on April 1, Yoshi’s retro appearance on Game Boy is available to play again via Switch and Switch 2 now.

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

‘Capitalism Was the True Villain All Along’: The Outer Worlds 2 Fans React as Sequel Hopes Fade, Say Microsoft’s Initial $80 Price Killed Hype

The Outer Worlds 2 fans are lamenting the news that developer Obsidian is not working on a sequel, and have blamed Microsoft’s initial decision to price the game at $80 for helping kill the series’ hype, despite the later U-turn.

Yesterday, Bloomberg reported on the state of veteran RPG studio Obsidian following an exhausting 2025. Over the course of eight months, the company launched Grounded 2 in early access, followed by both The Outer Worlds 2 and Avowed after protracted developments.

Of the three games, only Grounded 2 was qualified as a success — and while further titles in the Avowed universe are planned, a third Outer Worlds title is not in production. Unsurprisingly, this news has disappointed fans of the space-based role-playing game series, who have offered their own opinions on what went wrong.

“I feel like TOW2 paid for the sins of TOW 1 and Avowed,” Godlike013 wrote in a lengthy thread on The Outer World’s main subreddit, suggesting that The Outer Worlds 2 had deserved a better reception. “After two mid games in a row negative sentiment unfairly fell on TOW2 when it is a genuinely good game.”

“I’ll be honest, it’s not surprising in the least,” countered Lafitte1812. “TOW2 is, in every possible way a better game. It’s a night and day difference, and most of my problems have been fixed, but at the end of the day I still don’t really give a damn about the universe, and positive word of mouth alone is only so impactful.”

“I’m not surprised,” agreed CardTrickOTK. “I think it was better than the first in a lot of ways, but when BG3 drops and lets you do some frankly insane things with the companions, I think a lot of people had their standards raised for RPGs, and this game is just okay.”

Several other fans noted the recent launch of other RPGs — and particularly 2025’s beloved Clair Obscur: Expedition 33 — as having provided tough competition and even tougher comparisons in some areas such as story and fully-fleshed out characters. Others suggested that the lengthy wait for The Outer Worlds 2 had also raised expectations, which were not met by the sequel.

“The first game was incredible but lacked content,” wrote RUKnight31. “We excused that due to limited budget and dev time for a new franchise. Given the increased resources and development time that went into OW2 we expected to have a lot more content than OW. It didn’t and the obvious ‘business decisions’ that led to chopped content sucked to see.”

A larger number of fans expressed frustration at Microsoft for the game’s pricing fiasco, which initially saw The Outer Worlds 2 set to become the company’s first $80 gamebefore the company put the initiative on pause and backtracked. While the game ultimately launched at $70, fans say that the snafu dominated headlines and killed hype that the game struggled to win back. Some even pointed out the irony of the situation happening to The Outer Worlds 2, a game which tells the story of people caught up in the actions of megacorporation.

“So capitalism was the true villain all along,” QQBearsHijacker quipped.

“They overshot asking $80 and that turned a lot of gamers off,” RUKnight31 continued. “The backtrack to $70 was too little too late. In this economy $60-$70 is already a lot. Trying to push $80 as the new norm was outlandish for leisure.”

“Did not help at all that the biggest splash this game made on the overall gaming lake was the stupid 80 bucks fiasco that Microsoft tried to push,” agreed ElGodPug. “Like, even after they reduced to 70 (still too much IMO), first impressions are pretty important, and to many it was ‘oh hey, it’s the sequel to that 7/10 game asking us to pay 20 bucks more’.”

“There were a lot of great RPGs this year and unfortunately this one was forgettable,” Philosophers-Bone bluntly summed up. “Not horrible or anything, just didn’t stand out. I’m glad I played it on Game Pass and didn’t shell out $80 or whatever insane price they listed it for.”

IGN’s The Outer Worlds 2 review returned an 8/10, and stated that “once you get past a weak first act, The Outer Worlds 2 sharpens Obsidian’s RPG formula with smarter writing and better combat.” We continued: “[It] doesn’t try to rewrite Obsidian’s RPG playbook, but it’s yet another strong refinement.”

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