Resident Evil Requiem Review

Within the hallways of the sinister sanatorium where Resident Evil Requiem’s opening hours take place lies some of the most frightening encounters I’ve experienced in the series to date. With my headphones on and the lights off, the ninth mainline adventure in Capcom’s longrunning survival horror saga forced me to endure moments so palpably tense and prolonged I discovered muscles to clench that I didn’t previously know I had. Yet hours later I was no longer holding my breath, but holding my fist in the air instead, as I gleefully mowed down masses of undead meatsacks like it was D-Day in World War Z. In an effort to please both survival horror stalwarts and action-horror advocates, Resident Evil Requiem runs the gore-soaked gamut from anxiety-inducing chills to trigger-happy thrills. The result is yet another supremely hair-raising horror story, despite the fact its most potent scares have all been delivered by the time it arrives at its more gloriously gung-ho second half.

Not unlike 2023’s Alan Wake II, Resident Evil Requiem initially focuses on a young FBI agent, in this case series newcomer Grace Ashcroft (Angela Sant’Albano), a fresh-faced analyst who’s sent to investigate a series of mysterious deaths among the survivors of Raccoon City, several decades after the 1998 outbreak. Grace’s flashlight-lit forensic search through the grimy insides of a shuttered hotel is ultimately short-lived, however, since she’s soon ensnared by Victor Gideon (Antony Byrne), Requiem’s main antagonist whose menacing air, disgustingly disfigured face, and greasy goggles make him seem like some sort of steampunk Emperor Palpatine. Victor traps Grace in the Rhodes Hill Chronic Care Center, a Spencer Mansion-style labyrinth of locked doors crawling with all manner of flesh-eating freaks, but thankfully help is on the way in the form of uber stylish series veteran, Leon S. Kennedy (Nick Apostolides).

Survival horror’s preeminent himbo has clearly seen better days – the strange bruising on his skin suggests he’s battling some sort of affliction potentially related to T-Virus exposure, while the shiny new Porsche he’s driving implies he’s also not immune to a midlife crisis. But it’s Grace who is the standout here. Resident Evil characters have historically exhibited an exaggeratedly campy quality that’s injected a large dose of goofiness amidst the gore, but for my money this inexperienced FBI agent is by far the most relatably human heroine the series has ever had. Her evolution from being perpetually on the brink of a panic attack to becoming self-assured enough to fight back made for a journey that I found as captivating as it was consistently creepy.

Saving Grace

Requiem allows us to alternate control between Grace and Leon at specific story junctions over the course of its roughly 10-hour campaign, but it’s the former whose predominately stealth-based sections are undoubtedly the most fear-inducing. Underpowered and under constant threat from twisted stalker ghouls that are liable to descend from the rafters at any moment, Grace’s efforts to escape from the terrors of Victor’s hospital is a wonderfully stressful slab of unrelenting survival horror. There’s precious little ammo to find, a miserly number of inventory slots to manage, and Grace moves at such a slow speed that it makes timing your careful crouch-walk to avoid a prowling pack of zombies an exercise in pinpoint pathmaking, especially if you don’t have a rare breakable bottle to toss in order to create a distraction. All the while you have to puzzle through a stimulating series of body part-based riddles and elaborately locked doors, never really knowing when you’re going to turn a corner and come face to flabby face with a grotesquely girthy golem that’s urgently squeezing its way down the hallway towards you.

I spent so much time trying to steer clear of the numerous considerable threats, that on the occasions Grace was forced into a confrontation the results really rattled me. When played in the default, claustrophobic first-person perspective, her guns feel genuinely startling to fire and the impact of every precious pistol shot is immense. Bullets tear the festering flesh off zombie faces leaving eyeballs to dangle from their stems, and blood spatter paints the walls and persists even when you backtrack through the area later on.

The gallons of gore that covers the floor isn’t just there for spectacle, mind you, since Grace is equipped with a handy blood collector that allows her to syringe up the infected plasma pooling around zombie corpses, and combine it with other pieces of scrap to craft invaluable items like medkits and single-use hemolytic injectors. The latter can be jammed into the spine of an undead monster caught unaware, causing their entire body to swell up and explode in the most gloriously blood-soaked manner of stealth-kill possible, but you can also use it to effectively dispose of a body you’ve downed previously. I found that to be a smart move in areas that I knew I’d be revisiting, since Requiem’s zombies also have a terrifying tendency to reanimate and mutate when you least expect them to. (Seriously, these guys reform and come back more often than The Eagles.)

On the occasions Grace was forced into a confrontation the results really rattled me.

Grace’s quest only grows more intense as it takes her through the suffocating shadows of the hospital’s basement and beyond, but moving through Requiem’s danger-filled surroundings at a snail’s pace didn’t just keep my nerves on edge, it allowed me to observe and appreciate the efforts that Capcom has put into enhancing the eerie behaviour of its undead army. These are no longer the groaning, foot-dragging mouth-breathers encountered during the original Raccoon City outbreak, instead they retain traces of humanity that somehow makes them seem far more unsettling than the more animalistic werewolves in Resident Evil Village. Like the ones that idly flick light switches on and off like bored toddlers, or the others that wander around muttering and laughing to themselves before suddenly collapsing to their knees to hungrily feast on the corpse of one of their former friends.

Leon: The Professional

While Grace’s plight is a desperate and deliberate crawl that had me second-guessing every shadow, the ominous sounds of silence are shattered by the roar of ferocious ultraviolence when you switch control to Leon for what are initially brief, tension-breaking bursts, as everyone’s favourite ex-RCPD recruit attempts a not-so-subtle rescue mission. These levels default to a third-person view to really show off the slaughter, and within minutes of his arrival I’d slipped comfortably back into Resident Evil 4 mode, nailing headshots and ending the undead with effortless execution moves. To my surprise, however, Requiem quickly pushed the insanity meter beyond Resident Evil 4 into Dead Rising levels of delirium by allowing Leon to actually wield a chainsaw to carve through the zombie crowds. Leon’s sections are up-tempo and gruesome to a degree that left me giddy, and almost every major zombie Leon dispatches is met with a delightfully deadpanned dad joke.

Where Grace must use the scarce amounts of scrap in her surroundings to make her own rapidly destructible knives, Leon is toting a powerful hatchet that can be easily maintained with an everlasting flint. While Grace has to carefully count each round in her small handful of handguns, Leon enjoys an extensive bevy of teeth-rattling boomsticks from beefy shotguns to head-splitting sniper rifles. Plus, if Leon gets bored of his own weapons he can use someone else’s – after killing a zombie who drops a fire axe or lead pipe, he has the option to smoothly scoop it up and launch it at another enemy nearby, which is every bit as slick and satisfying as the similar sword-flinging feature of last year’s Ghost of Yotei. That’s not to mention that instead of having to painstakingly harvest blood samples to craft with, Leon is rewarded with a special currency for every kill that can be conveniently cashed in at a de facto ATM for artillery to buy useful weapon upgrades, extra ammo, and even body armour.

Simply put, there’s no off position on Leon’s arse-kicking switch – his gunplay is John Wick-slick and bloodier than ever before – and in addition to his surging slaughter of zombie hordes it’s also within Leon’s levels that the bulk of Requiem’s appropriately epic boss encounters take place. There are plenty of colossal clashes to be found here, from brand new behemoths to brilliantly reimagined threats from previous Resident Evil stories, and there isn’t a single Del Lago-sized dud among them. I particularly loved how the hulking nasty faced inside a cramped chapel midway through the story subverted my expectations of how a Resident Evil boss fight should play out. Sure, being tasked with blasting the glowing weak points that cover a marauding monster’s torso is nothing new. That is, until you realise that while piercing each swollen blister does inflict damage to the beast, it also spews streams of infection onto the zombie underlings around him, instantly mutating them into brawnier forms of backup for you to contend with. Leon may be armed to the teeth, but that doesn’t mean Requiem doesn’t still find creative ways to ramp up the challenge.

Shorn of the Dread

As much as I love Leon, though, I do wonder if perhaps his sections become a bit too dominant once Requiem settles into a more action-oriented groove in its second half, as the story moves beyond the grounds of Rhodes Hill and deep into what remains of Raccoon City. Let me be clear, Resident Evil 4 is my personal favourite instalment in the series, so it certainly gave me a great deal of pleasure to once again wield a military grade arsenal and pull-off skull-shattering finishing moves as the series’ hunkiest mutant murderer. There’s also plenty of variety in the violence, from a full-throttle highway chase sequence to heavy artillery strikes that seem straight out of a Call of Duty campaign. But after playing almost exclusively as Leon through a roughly five-hour stretch towards Requiem’s conclusion, I did find myself yearning for a few more tastes of Grace’s superbly nerve-shredding stealth sections as a more regular change-up from Leon’s comparatively scare-free carnage.

There’s no off position on Leon’s arse-kicking switch.

That desire was eventually gratified to some extent by a terrifyingly taut late-game tip-toe through a facility crawling with some truly menacing monsters returning from the series’ past, but given that the story ended soon afterwards my overriding impression of Requiem was that it was very much a game of two halves. The former predominately a slow and steady scare-a-thon, and the latter largely a run-and-gun splatterfest. I very much enjoyed both flavours in their own right; I just wish for the sake of its pacing that they’d been blended together a touch more over the full course of the journey. Instead, Requiem is a bit like ordering a whiskey and Coke and having it served in two separate glasses instead of being mixed into one.

To be fair, Grace’s absence from a significant stretch of Requiem is justified within the context of its story, and overall it’s a tale that gripped me harder than a zombie nurse gnawing on my neck. There are a number of blindsiding twists that cast new light on the origins of the Umbrella Corporation and the ambitions of its founder, along with an excellent mix of zombie-riddled locations both fresh and familiar to puzzle and pummel your way through, and plenty of vital notes to collect along the way. Some of these memos are crucial to understanding the intriguing mystery behind Grace’s abduction and the truth about her past, while others are just genuinely funny gags to help ease the tension. After encountering a specific zombie type in one medical wing that was obnoxiously singing at the top of her lungs, I got a good laugh out of uncovering a doctor’s report that had diagnosed her with ‘Main Character Syndrome’, for example.

There’s also one particularly iconic location that Leon explores that I’m reluctant to spoil here (although it has been teased in pre-release trailers), which is jam-packed with fun Easter Eggs that made it a real treat to revisit as someone who’s been enjoying Resident Evil adventures ever since the T-Virus made its first outbreak on a black-bottomed CD for the original PlayStation.

Marathon Server Slam Release Times and Details Confirmed

Following various delays, Bungie is now ready to open Marathon‘s doors courtesy of a ‘Server Slam’ event from tomorrow, February 26, which will run until March 2.

Marathon is a PvP-focused extraction shooter set on the mysterious planet of Tau Ceti IV. Players inhabit the bodies of Runners, cybernetic mercenaries who have been designed to survive the planet’s harsh environments, exploring the lost colony that once inhabited Tau Ceti’s surface.

Marathon’s full launch is scheduled for March 5 across PC, PlayStation 5, and Xbox Series X and S, so this is an opportunity to try before you buy. Furthermore, Bungie’s also using the Server Slam to test its anti-cheat systems, and is calling on players to report cheaters if they encounter them.

Here’s everything you need to know about what content’s available, the rewards you’ll get for participating, and when the free server test goes live where you live.

Marathon Server Slam start times

Depending on where you are in the world, Marathon’s Server Slam is set to go live on:

Thursday, February 26 — Monday March 2, 2026:

PST (San Francisco):

  • 10am

CST (Austin, Mexico City):

  • 12pm

EST (New York):

  • 1pm

GMT (London):

  • 6pm

CET (Paris):

  • 7pm

Friday, February 27 — Tuesday March 3, 2026:

JST (Tokyo):

  • 3am

CST (Beijing):

  • 3am

AEST (Sydney):

  • 5am

NZST (Wellington):

  • 7am

Marathon Server Slam Missions and Activities

  • Infil into two zones:
    • Perimeter, an edge-site expansion on the colony’s outskirts
    • Dire Marsh, the colony’s agricultural research hub
  • Take on the early contracts for five factions: CyberAcme, NuCaloric, Traxus, MIDA, and Arachne
    • Progress though the early faction levels and progression trees for each faction
  • Try out five of the six Runner shells that will be available at launch, plus our scavenger experience Rook
  • Play as a crew, solo Runner, form uneasy alliances with proximity chat, and more

Marathon Server Slam Rewards

Time spent during the Slam will “bank loot rewards you’ll receive at launch, based on how far you progress”:

  • Complete your first mission: Unlock the Standard Arrival Cache
    • Standard implants (6x)
    • Standard Runner shell cores (4x)
    • Standard weapon chip mods (6x)
    • Weapons: Overrun and Hardline
  • Reach Runner Level 10: Unlock the Enhanced Arrival Cache (Green)
    • Enhanced implants (6x)
    • Enhanced Runner shell cores (2x for each shell, 12x total)
    • Enhanced weapon chip mods (4x)
    • Weapons: Enhanced Magnum and Enhanced Hardline
  • Reach Runner Level 30: Unlock the Deluxe Arrival Cache (Blue)
    • Deluxe and Enhanced implants (3x each, 6x total)
    • Deluxe and Enhanced Runner shell cores (1x each for each shell, 12x total)
    • Deluxe and Enhanced weapon chip mods (2x each, 4x total)
    • Weapons: Deluxe Magnum and Enhanced Volley Rifle
    • Backpack: Enhanced Base Backpack

PlayStation Plus subscribers will also be able to nab bonus weapon charms themed around Ghost of Yōtei, Death Stranding 2, and Helldivers 2 at launch. Marathon players on Steam automatically receive the exclusive Crowbar Weapon Charm (don’t say Half-Life 3 confirmed!) when Marathon releases on March 5. Marathon players on Xbox Series X and S, meanwhile, get the exclusive Emerald Clutch Weapon Charm and Emerald Catch Weapon Charm.

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.

OG Final Fantasy 7 Re-Release Sends Steam User Review Rating Plummeting to ‘Mostly Negative’

Final Fantasy 7 — and by that, I mean the original, not the three-part remake — is clocking up negative reviews after developer Square Enix re-released the game on Steam with quality of life improvements that seem to have had the opposite intended effect.

Announced last month and released just yesterday (February 24), this updated version of Final Fantasy 7 comes with a handful of new features, including a 3x speed mode — more on that in a bit — the ability to turn off random encounters, a “battle enhancement mode” that will max out the Limit gauge and let players recover HP/MP during battles, and a handy autosave feature.

Shortly after launch, though, it was clear there were significant issues with the new edition, not least the speedier combat that doesn’t match the speed of the animations or menus, plus blurry textures, including in its important cinematic sequences.

Square Enix was on the case within hours and released a small update just a short while later, claiming it had “fixed the speed of certain scenes, including battles,” and addressed other, unspecified “minor bug fixes.” What it didn’t address, however, is the forced 4:3 resolution, and while there will undoubtedly be players happy to jump in and experience the game in its native resolution, the 2013 edition that this new version replaces did let you select other resolutions, leaving some wondering why on earth this was changed.

The problem is compounded even further given this new version of the game replaces the 2013 Steam edition on the Steam storefront entirely, so players looking to buy Final Fantasy 7 for the first time will only have this option available — only those who already owned the 2013 edition are able to switch between the two.

“The battle animation speeds are WAY too high, even without the 3x speed, so the game just plays wrong and feels wrong right now. Hopefully, they fix this,” wrote one player. “In addition, you appear to be locked into a 4:3 display, which makes sense as the original format, and many people will prefer to have it that way, but even the 2013 PC version has the ability to stretch it to full screen (which is how I prefer). This should be an option.

“It’s very hard to recommend. May I suggest that companies make sure their re-releases at least function on a basic level before delisting their old versions? That'[d] be great,” added another.

“I’d just play the 2013 version without glasses on if I wanted the game to look like this,” quipped someone else.

All in all, the issues have brought the game’s overall Steam user rating down to ‘Mostly Negative,’ with just 36% of players leaving positive feedback.

As for the remake? Final Fantasy Remake Part 3 director Naoki Hamaguchi recently discussed the impact of expanding the platforms on which the Final Fantasy 7 Remake series is available, insisting that going multiplatform “will not in any way lower the quality of the third instalment.

“Both the Nintendo Switch 2 and Xbox versions have been incredibly well received and generated a lot of buzz online,” Hamaguchi said. “That attention has also made me realize how many people are worried about this issue. However, our decision to go multiplatform with the FF7 Remake series will not in any way lower the quality of the third installment.”

We also recently learned that the “core game experience is almost complete,” and while Hamaguchi “really want[s] everyone to play it as soon as possible,” the team has now moved on to “refining and polishing.”

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.

Nacon Files for Insolvency Days Before Its Big Showcase and Just Over 2 Weeks Before GreedFall 2 Releases Its Full 1.0 Version

AA publisher and developer Nacon has filed for insolvency, raising questions over the future of games such as GreedFall 2, Hell is Us, RoboCop, and Test Drive Unlimited.

Nacon, which is home to 16 development studios as well as a publishing arm, said it was forced into the decision after its majority shareholder, Bigben Interactive, failed to make a loan repayment. It has now asked a French court for permission to restructure its debt.

“The aim of this procedure is to assess all possible solutions to ensure the sustainability of the Company’s activity under the best possible conditions, protect employees, and preserve jobs, while renegotiating with its creditors in a calm and constructive framework,” Nacon said. This procedure will enable the Company to continue its business, renegotiate its debts, and develop a credible and effective continuation plan.” The Court is expected to make its decision at a hearing in early March.

Nacon has a number of AA games under its belt, including GreedFall 2: The Dying World, which will release in its full 1.0 version on March 12. Nacon this week alerted press to its annual showcase event, dubbed Nacon Connect, which was set for March 4. It is expected to show off the likes of Cthulhu: The Cosmic Abyss, The Mound, Edge of Memories, and Endurance Motorsport Series. And just this morning Nacon launched the third major update for Dragonkin: The Banished, which is still in Early Access.

The publisher just released Styx: Blades of Greed last week. RoboCop: Rogue City – Unfinished Business came out last year, as did Rogue Factor’s Hell is Us. IGN has asked Nacon for comment on its ability to continue to release its games and maintain and support those it has out already.

BBI, which currently holds 56.72% of the share capital and 65.79%% of the voting rights of Nacon, announced last week that it was unable to make a partial repayment of €43 million “due to the unexpected refusal of its banking pool to respond to the drawdown notice.” At the time, Nacon issued a warning to the financial markets, and suspended trading in the company’s shares.

Nacon’s hope now is that it gets approval from the court to restructure its debt. If it is successful, its existing liabilities will be frozen for a period that could last up to 18 months. During this time, the debtor will present a continuation plan for its activities by restructuring its debt, hopefully ensuring its recovery.

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 Fans Think Embark Is Teasing Another New Threat as Video of UFO Sighting Circulates Online

Arc Raiders players heading topside for the new Shrouded Sky update have their tin foil hats on after video of a mysterious UFO started circulating online.

Just as soon as clips of the new Firefly and Comet Arc threats began making the rounds on social media, so too has footage of a mysterious being not detailed in the patch notes. Originally posted by Reddit user Bewarden with the caption, “What in tarnation is that?” the 20-second video shows their character walking through a Hurricane at the edge of the Spaceport launch tower before a collection of bright blue lights can be seen moving overhead.

It’s unnerving at best and terrifying at worst, but things get spookier upon closer inspection. The low visibility brought about by the Hurricane makes it hard to get a good look at the lights, making it seem as though the Raider is watching two groups of drones moving quicker than normal. Watch again, and you’ll see those lights are attached to an enormous ship, gliding through the storm.

The AI entity known as the Arc is capable of many things. Drones, death orbs, giant spider-like robots, and more are just the tip of the iceberg when it comes to enemy types, but players haven’t seen anything quite like the UFO shown in the clip. Studying it hasn’t been easier either, as only a few others have managed to capture and share their sightings online while developer Embark Studios remains silent.

It feels reminiscent of the time game developer Arrowhead Studios launched an update for Helldivers 2 that quietly added flying bug enemies without notifying players in its patch notes. As players spun a web of theories, that team denied that such creatures could possibly exist. Now, Embark seems to be following a similar strategy, leaving players to try and piece together what a building-sized UFO could mean for the future of Arc Raiders. Some even believe these sightings could be tied to the new large Arc teased to arrive with the Riven Tides update this April.

“Is that the f***ing mothership???” one player guessed.

“No explaining the thing will be murdering people probably in April,” one player theorized. “Who knows it could be the new ‘large arc threat’ they roadmapped. That would be cool af. A flying gigantic arc matriarch/queen type battle.”

We played through multiple raids since Shrouded Sky launched and were successful in seeing the ship just once. Although Bewarden was able to catch a glimpse of the UFO on Spaceport, our sighting occurred on Buried City. While we were also able to hear the ship fly overhead during a Blue Gate raid, it sped off before we could get a good look at it.

If you’re interested in hunting down the latest Arc Raiders mystery, we recommend playing during the Hurricane map condition and keeping your eyes on the sky around the time the raid has reached the halfway mark (about 15 minutes). Based on our testing and what others are sharing online, don’t expect to catch one of these on your first run.

This isn’t the first time Arc Raiders fans have spotted giant Arc in the distance, but don’t expect Embark to come out with an explanation any time soon. While we wait for updates, you can read our interview with studio CEO Patrick Söderlund to learn more about how the team will continue to shape Speranza and the enigmatic, post-apocalyptic Rust Belt. You can also catch up on why some fans aren’t happy with how Shrouded Sky altered the recipe for Wolfpacks.

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).

‘The Plan’s the Plan Until It’s Not the Plan’ — Will the New Xbox Boss Reverse Recent Strategic Decisions, Including Ditching Exclusive Games?

Now Xbox has a new boss, what happens next? In a new interview, Asha Sharma, a Microsoft executive who previously oversaw some of the firm’s AI initiatives, kept things frustratingly vague, but did indicate that nothing is off the table when it comes to big decisions about recent controversial policies.

Last week, Microsoft sent shockwaves throughout the video game industry when it confirmed Phil Spencer and Sarah Bond were leaving Xbox, with Sharma in place as new CEO of its gaming business. Fans are split, with some choosing to believe in the promised “return to Xbox,” others expressing concern about the future of Microsoft’s gaming business. Even the ‘father of Xbox’ is worried about what happens next.

One of the big questions fans have for Sharma is whether Microsoft will reverse some of its recent policies, many of which have alienated the core Xbox fanbase. Fans have criticized Microsoft for leaving Xbox game exclusivity behind in favor of a multiplatform approach that has seen the company’s biggest brands — including Halo — make the jump to PlayStation. Why buy an Xbox now, when all Xbox games come out on everything?

In a new interview with Windows Central, Sharma avoided specifics when asked about the future and recent strategic decisions, only offering the cryptic “the plan’s the plan until it’s not the plan.”

Here’s the quote in full:

“Right now, I need to learn, candidly. About the ‘why’ of these decisions, what we were optimizing for, and what the data says about the Xbox strategy today. That’s the honest answer. I’m looking at lifetime value, not just what happened in a previous moment, or in short term efficiencies and things like that. The plan’s the plan until it’s not the plan.”

What does that mean? It’s hard to tell. It feels like a holding statement, the kind of thing you might say when you don’t want to commit to anything either way. But it’s hard to see Microsoft all of a sudden pulling out of multiplatform game releases, especially when its studios have put so much effort into making Microsoft’s policy a reality, and in some cases seen great success on the likes of PlayStation. Halo is coming to PlayStation this year, and that’s unlikely to change.

Will things change further down the line? Could Microsoft start releasing exclusives again, particularly in the context of the upcoming next Xbox? All eyes are now on Asha Sharma to find out. A 2027 launch for the next Xbox was recently described as the best case scenario. There isn’t a great deal of time to sort everything out before the next crucial juncture in Xbox history.

In the shorter term, Sharma has been responding to further scrutiny of her Xbox play history, explaining that her account had been shared among others at home.

IGN has much more on Sharma’s arrival and the departure of Spencer, including the many farewells to him from veteran developers, Spencer’s personal words to the Xbox community following his departure, and Sharma’s own responses to initial concerns around her recent AI work and lack of gaming industry job experience.

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.

Embark Just Nerfed One of the Best Grenades for PvE in Arc Raiders, and Players Aren’t Happy

The Arc Raiders Shrouded Sky update is here, but instead of Hurricanes and new cosmetics, all players can talk about are how it nerfs one of the best grenades for PvE.

Fans expected to see details about all of the new content when developer Embark Studios published lengthy patch notes for update version 1.17.0 earlier today. Information about playable pianos and beard cosmetics was all there, but what they also found was that the studio behind the massively popular multiplayer game had upped the crafting requirements for one of its most iconic tools: the Wolfpack.

As outlined in Shrouded Sky’s accompanying patch notes, the Wolfpack, a throwable equipment that showers Arc enemies with homing explosives, now requires one Rocketeer Driver to craft. Now, players will need the component, as well as two Arc motion cores and an explosive compound, to make just one Wolfpack.

The changes fall in line with a series of new adjustments to resource requirements, which see Arc components also added to the recipes for the Deadline mine, Trailblazer, Showstopper, and Vita Spray. It’s the Wolfpack tweak that has Raiders up in arms, though, mostly because Rocketeer Drivers are infamously rare and hard to collect. The most consistent way to find one of these epic items is to kill a Rocketeer – a task that currently takes two Wolfpacks to accomplish.

Although some believe the change is understandable considering the previous recipe asked relatively little from players, much of the community online has already started voicing their concerns.

“Let me just kill a rocketeer to get 1 wolfpack that can half kill another rocketeer,” one Reddit user teased.

“I don’t even want the blueprint anymore,” another player replied.

“First time I’ve said this but if they keep going in this direction people will stop playing,” a X/Twitter user added. “It’s hard enough to gather some of these resources.”

The grenade can’t lock on to other players but can tear through hordes of small Arc, making it one of the best PvE tools Raiders have at their disposal. It can also quickly dismantle the armor featured on large Arc, such as the Matriarch, Queen, Leaper, and Bastion, but it’s the math asking players for two Wolfpacks to kill one Rocketeer that has fans questioning Embark’s judgement. While showing concern about how update 1.17.0 asks players to work harder for crafting materials, some have started chiming in with their own recommendations for how to fix the issue.

“If rocketeers start consistently dropping more than 1x driver, we can talk,” one player suggested.

“They need to up the drop odds on drivers,” another added. “Right now you’re lucky if you get two. Make two the base with higher odds of 3+. Otherwise wolfpacks will basically just be used when looted on the map.”

Some players are asking for more rewarding Rocketeer loot and reduced requirements for the Wolfpack, but others are still exploring all Shrouded Sky has to offer. The February update launched today, focusing on map changes for Dam Battlegrounds and the new Firefly and Comet Arc threats as its latest additions.

Embark CEO Patrick Söderlund shared more about how the studio plans to continue building on Arc Raiders in the months ahead during an interview with IGN earlier this month. While sharing information about how its recent success has allowed the team to feel secure about their future, he also discussed how Embark reacts to player feedback.

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).

The Original Final Fantasy 7 Gets a New Re-release for PC on Steam

The original Final Fantasy VII is getting a makeover on Steam. No, not the remake. I mean the actual, original game.

Announced last month and released today, this updated version of Final Fantasy VII comes with a handful of new features as seen on the storefront. According to an official post, this new version of the old game will include a 3x speed mode, the ability to turn off random encounters, a “battle enhancement” mode that will max out Limit gauge and let players recover HP/MP during battles, and an autosave feature.

The new version of the game will replace the 2013 edition on the Steam store, and the 2013 edition will no longer be available to buy. However, those who already own the 2013 version will receive the new version free of charge, and will still have access to the 2013 version in their libraries simultaneously with this new version. Critically, though, save files are not compatible between the two versions, so you will have to start a new game to enjoy the re-release.

This update effectively brings the game up to parity with the other modern console ports of Final Fantasy 7. For years, the 2013 edition on Steam had been behind the times, effectively just an old (and often buggy) PC port.

It’s still worth checking out the original Final Fantasy VII if you missed it back in the day, or even if you just want a walk down memory lane ahead of the conclusion to the Final Fantasy VII Remake Trilogy. It’s been teased that we’re getting “more updates than ever before” on the trilogy this year, leading fans to hope that the announcement of Part 3 is imminent. Meanwhile, Part 2, Rebirth, is coming to Switch 2 and Xbox later this year. FF7 for everyone!

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

Sony Plans to Reboot Wider Spider-Man Universe After Kraven, Madame Web, and Morbius Failures

Sony Film CEO Tom Rothman has confirmed the company has plans to reboot Sony’s broader Spider-Man Universe after a series of high-profile flops in films like Kraven, Madame Web, and Morbius.

This comes from a conversation with Matt Belloni on The Town, in which Rothman answered a series of questions with fairly short, yes or no responses. When asked, “is the larger Spider-verse dead?” he said “No.” He then confirmed Sony would go back to those films “at some point.” And also affirmed it would be a “fresh reboot” with “new people.” Rothman did not provide any further details.

Sony’s Spider-Man Universe (SSU) has struggled ever since it first kicked off in 2018 with Venom. Though Venom and its follow-ups, Let There Be Carnage (2021) and The Last Dance (2024) did quite well at the box office, all three were critically panned and generally received poorly by wider audiences as well. Even worse was Morbius (2022), which was regarded as such a poor movie it became a meme, and which was followed by similar box office disasters in Madame Web (2024) and Kraven the Hunter (2024). At the time, outgoing Sony Pictures CEO Tony Vinciquerra described Kraven the Hunter as “probably the worst launch we had in the seven-and-a-half years” since he first stepped into his role. He also blamed all the SSU failures on the press, for criticizing them.

If you’re curious, these are the reviews for every SSU film, with the score we gave them at the time: Venom (4/10), Venom: Let There Be Carnage (7/10), Morbius (5/10), Madame Web (5/10), Venom: The Last Dance (4/10), and Kraven the Hunter (3/10).

As for what this reboot will entail, Rothman is keeping that under his mask for now, though whatever it is will likely take some time to spin up. At least we still have regular ol’ Spider-Man, who will be in theaters July 31 for Brand New Day.

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

Arc Raiders Update Patch Notes Reveal Nerfs for PvP and PvE Players as Shrouded Sky Brings New Threats to the Rust Belt

Embark Studios has published full patch notes for Arc Raiders update 1.17.0, revealing a wave of nerfs for PvP and PvE players hopping into Shrouded Sky.

The finer details for the new Arc Raiders patch were published on the extraction shooter’s official website today. It comes with the promise that players will be met with more than just Hurricanes and new Arc threats when they log in to check out the new February content drop.

PvP players should know three of the most useful multiplayer weapons – the Stitcher, Kettle, and Venator – have all suffered from reductions to their base damage. The Stitcher and Venator pistols have also had their headshot multipliers reduced. These are targeted nerfs from Embark that will have a noticeable impact on PvP lobbies, while buffs for the Jupiter and Aphelion will likely make them more useful across the board.

PvE players will likely appreciate the update’s improvements for the two energy weapons, but they didn’t make it out of Shrouded Sky without also facing nerfs. Let’s rip the Band-Aid off: the Deadline, Trailblazer, Wolfpack, and Showstopper will now be much more difficult to craft.

As each piece of equipment can be extremely useful when taking down Arc, Embark is asking players to gather at least one more Arc resource to build them. That’s not so bad in the case of the Vita Spray, which only requires an additional Tick Pod. The Wolfpack and its flurry of aerial homing explosives, on the other hand, now asks Raiders for one Rocketeer Driver per craft. The Rocketeer resource is quite rare and notoriously difficult to farm, making this one of the more substantial crafting adjustments and a steep ask for PvE fans.

We knew Shrouded Sky would be one of Embark’s biggest updates so far, but the version 1.17.0 patch notes reveal more highlights following its launch earlier today. For example, players can now interact with topside pianos, adding to the growing list of playable instruments. Raiders will also notice that troublesome feats can now be rerolled three times per day, while PvP feats have been removed entirely. The patch notes also sign off with a message from the team regarding its ongoing anti-cheat initiative, confirming it plans to continue punishing cheaters and exploiters following today’s fixes for a few additional glitches.

The launch of Shrouded Sky now puts Embark halfway through its four-month roadmap for Arc Raiders in 2026. The next update, Flashpoint, is expected to bring more threats and a Scrappy changes in late March, with Riven Tides set to add a new map and a new large Arc in April. We interviewed studio CEO Patrick Söderlund earlier this month and learned all about how the team plans to keep Raiders engaged throughout this year and beyond.

Finally, you can check out all of the nerfs, buffs, and other balance adjustments included today in the full patch notes below.

Arc Raiders Update 1.17.0 Patch Notes

Attention Raiders!

Violent hurricanes are sweeping topside, forcing new strategies for low-visibility combat, powerful gales, and hurtling debris. Scouts have spotted two new ARC types in the Rust Belt; we advise caution while the storm runs its course, but those who know how to read the weather will find opportunity in the chaos.

What’s New?

  • Hurricane Map Condition
  • Two New ARC Enemies
  • The Weather Monitoring System – Seasonal Player Project
  • Free Raider Deck
  • Dam Battlegrounds Map Update
  • Expedition Window
  • Facial Hair Customization

Read more here:

Shrouded Sky update: The hurricane strikes

February 23, 2026

Patch Highlights

  • Weapon balancing for Stitcher, Kettle, Venator, Jupiter and Aphelion.
  • Added a piano as an interactable object in the world.
  • Prevented enabling all NVIDIA Freestyle filters simultaneously to remove an unfair visual advantage.
  • Feats can now be rerolled three times per day for free.
  • Removed PvP Feats, updated a few existing Feats and added a few new ones.
  • Ziplines can no longer be placed on carryable objects.
  • Mines, traps, or remote flares can no longer be placed on other deployables.

Balance Changes

Weapons

In 1.13 we shipped an update that included an optimization fix for our weapons, but as many of you noticed this had the unforeseen consequence of lowering the total fire-rate of semi-automatic weapons. In 1.13.1 we reverted that fix, but something else made it into the update that shouldn’t have.

Many of you have reported a “shadow buff” to the weapons, and after investigating it we found that 1.13.1 had inadvertently impacted our weapon input buffers. Where you previously would have to time your inputs to the intended cadence of a weapon to reach its full potential, you could now instead spam-click the button, effectively bypassing any skill requirement to learn the weapon’s cadence. We want to keep some of that skill expression, but we also recognize that what we had previously didn’t feel very responsive. To address that and land in some sort of middle ground, we have since added more levers for us to control the weapon input buffering window on a gun-to-gun basis, and we’ve adjusted the semi-automatic weapons accordingly. The weapons should now still be more responsive to fire when spam-clicking, but the players who choose to pace their shots will see better results.

In addition to these changes, we’ve also been looking into the balance between our low tier and high tier weapons. A lot of you have expressed concerns that some low tier weapons outperform our higher tier weapons at significantly reduced cost, and we’re hoping to shift that balance a bit while still keeping some of that flexibility to punch above your weight if you are skilled enough. We’re starting by reducing the overall TTK of the Stitcher and Kettle, and increasing the maneuverability of the Aphelion and Jupiter. We’re also taking a second stab at the Venator, which still seems to be dominating a lot of our PvP encounters.

Stitcher

Dev Note: The Stitcher has played its role well as a close quarter weapon that rewards thoughtful positioning, but we’ve found that its fast TTK can sometimes lead to situations where you’re ambushed and killed before you have much time to react. As many of you have pointed out, the high headshot damage is a large contributor to this problem. The TTK is often fine when the weapon is aimed at the center of mass, but when you get close enough to land the majority of the shots in your target’s head, we see TTK numbers that are much faster than other weapons. These changes aim to bring that headshot TTK a bit closer to the body shot TTK by both reducing the full-spray accuracy of the weapon, and reducing the headshot multiplier.

  • Reduced Headshot Multiplier from 2.5 to 1.75
  • Reduced Base Damage from 7 to 6.5
  • Increased Per Shot Dispersion by around 50% (Making it bloom faster)

Kettle

Dev Note: The Kettle has been in a bit of a weird place. Its high damage output was intended to be used in a more medium range setting at a more deliberate pace, but we see many of you bringing it up in close quarters and effectively turning into an SMG. We want to distinguish it more from the Stitcher, but we also see that you enjoy the versatility of this weapon. So we’re reducing the base damage to bring its TTK more in line, but we’re keeping the high headshot multiplier to see if we can push players to go for more headshots.

  • Reduced Base Damage from 10 to 8.5

Venator

Dev Note: Since the last nerfs to the Venator in 1.3.0, we’ve kept an eye on our data to see how it performs. During this time many of you have raised concerns that it’s still dominating in PVP, and our data has shown that it is one of the highest performing weapons in the game right now. For a weapon of this tier we want it to perform well, but maybe not this well. We’re looking at an overall nerf to its damage to bring down its TTK, and if that doesn’t work we might need to look into its ammo consumption and cost efficiency.

  • Reduced Headshot Multiplier from 2.5 to 2
  • Reduced Base Damage from 9 to 8

Jupiter

Dev Note: In PVP, the Jupiter does the most headshot damage in the game, but it’s quite difficult to hit headshots with it at longer ranges. You’re also quite vulnerable when you use it in closer ranges since missing one shot will make you a sitting target until you either reload or swap weapons. We’re increasing how much you zoom when you use ADS to give you a better view of the targets you’re trying to hit, and we’re reducing its equip and unequip time to make it easier to swap to a secondary weapon to follow up on your shot.

  • Improved ADS Magnification from ~1.9x to ~2.2x
  • Improved Equip Time from 1.2s to 1.05s
  • Improved Unequip Time from 0.9s to 0.75s

Aphelion

Dev Note: We weren’t quite happy with the previous balancing of the Aphelion. It was intended to be a more PVP focused legendary weapon, but it couldn’t quite keep up with the pacing of many of our other PVP weapons. We’ve made some changes to make it feel less bulky and a bit more nimble to use, to make it more viable in PVP.

  • Reduced Base Reload Time from 4.5s to 3.5s
  • Reduced Time Between Shots from 0.9s to 0.7s
  • Reduced Vertical Recoil by ca 50%
  • Improved ADS Settle Speed by ca 35%

Item and Crafting

Energy clip

  • Now available by default in the Workbench.

Item Value and Cost Changes

Following item values and costs have been adjusted with appropriate recycle and salvaging adjustments:

  • Deadline
    • Value increased from 5,000 to 6,000.
    • Trader price increased from 15,000 to 18,000.
    • Added a new ARC part as a crafting cost.
  • Trailblazer
    • Value increased from 1,600 to 2,200.
    • Trader price increased from 4,800 to 6,600.
    • Added a new ARC part as a crafting cost.
  • Wolfpack
    • Value increased from 5,000 to 6,000.
    • Added Rocketeer Driver as a crafting cost.
    • Reduced Refined Explosive cost.
  • Vita Spray
    • Value increased from 3,000 to 3,400.
    • Added Tick Pod as a crafting cost.
  • Showstopper
    • Value decreased from 2,200 to 2,100.
    • Added Hornet Driver as a crafting cost.
    • Changed crafting component from Advanced Electrical Components to Electrical Components.
  • ARC Parts sell value has been reduced to better reflect their crafting and progression uses.

Content and Bug Fixes

Achievements

  • Fixed an issue where the “Blindsided” achievement sometimes did not trigger as intended on the first attempt.

Animation

  • Fixed various animation issues while vaulting.
  • Fixed an issue where some weapons didn’t drop magazines during reloads.
  • Fixed an issue where reattaching to a ladder after jumping could distort the climbing animation.
  • Polished equip animations for pistols and hand cannon to better match timing and reduce visual popping when switching from unarmed.
  • Improved arm and weapon positioning when swapping shoulders to prevent visual popping during the transition.
  • Fixed an issue where fall damage wouldn’t get applied if the player was in a knockback animation.
  • Polished low-health reaction animations for improved clarity.
  • Fixed weapon-shake animation incorrectly triggering indoors during freezing weather; it now only occurs outdoors.

ARC

  • Fixed an issue where Surveyors and Fireballs could open prematurely before stabilizing.
  • Reduced erratic movement of ARC parts when they are stuck to a looted item.
  • Hornets now keep their upper armor after being destroyed, making the lootable piece easier to distinguish from Wasps.
  • Fixed an issue where the Rocketeer sometimes would not shoot despite having a clear view of its target.
  • Reduced cases where the Sentinel’s shots could pass through geometry when its weapon clips into walls at very close range.

Audio

  • Limited bullet sound effects per trigger pull on burst weapons to the burst size to prevent extra shots from playing.
  • Reduced audio stuttering on lower-spec PCs for smoother, more consistent sound during gameplay.
  • Lowered non-radio voice volumes: in-game dialogue.
  • Fixed an issue where sliding on stairs or debris could cause audio stutters.
  • Scrappy has received your feedback about being too noisy, he will now try to cluck less frequently.
  • Reduced overall volume and rebalanced the menu SFX and music mix for a more comfortable Speranza experience.
  • Shortened one tube deployment music track that lingered for too long in session.
  • Birds perched on ziplines now screech with correct positional audio when startled.
  • Decreased audio occlusion / obstruction slightly across the board and especially for players .
  • Updated acoustic guitar music tracks.

Cosmetics

  • The Volare Set
  • The Surgeon Set
  • The Devotee Set coming soon.
  • Added a new facial hair customization option.
  • Fixed incorrect visor glass material on the Marco outfit’s green color variant.
  • Fixed various instances of clipping on certain outfits.

Gameplay

  • Added a piano as an interactable object in the world.
  • Fixed an issue where interactions could be triggered from too far away, allowing players to open doors, start hatches, or loot items without being nearby.
  • Hold and continuous interactions now cancel when equipping another item or weapon.
  • Fixed an issue where players could become unable to move after being revived with a defib.
  • Prevented players from standing on or being carried by thrown grenades and other non-walkable items.
  • Added missing gamepad aim assist for Sentinels, Turrets, Shredders and Surveyors.
  • Disabled queuing for Practice Range while in a party to prevent matchmaking errors.
  • Fixed an issue where a downed raider’s body could block hatch extraction by triggering a search prompt.
  • Prevented enabling all NVIDIA Freestyle filters simultaneously to remove an unfair visual advantage.
  • You can now make purchases with seeds and free loadout augments even if your stash is overflowing.

General

  • General performance improvements.
  • Fixed some popping issues.
  • Fixed a crash when launching the game with DirectX 11.
  • Fixed a crash that could happen when traversing ziplines.

Maps

General

  • Fixed broken interactions near the top of certain ladders.
  • Fixed missing collision on several environment props to reduce clipping and unintended traversal.
  • General lighting fixes across different maps.

Buried City

  • The chance of finding rare loot in chimneys has been lowered slightly during Bird City map condition.

Stella Montis

  • Fixed multiple collision issues on Stella Montis (Lobby, Atrium, Loading Bay, Train Station tunnels, Seed Vault) to prevent players from reaching out-of-bounds areas using the ‘Unstuck’ function and to address shots coming from the Lobby ceiling.
  • Adjusted night lighting on Stella Montis to improve visibility in darker areas.
  • Improved night-time visibility at the Seed Vault extraction by adding local lighting.
  • Fixed an issue where lowered Spillway bridges still displayed an interaction prompt, interaction is now correctly disabled when the bridge is down.
  • Fixed an issue that allowed players to get on top of metro trains.

Blue Gate

  • Improved thunderstorm lighting for better visual clarity.
  • Fixed an issue where players could go out of bounds in the Blue Gate tunnels.

Movement

  • Adjusted ladder jump-off to match vault jump-off behavior, smoothing movement and preventing unintended momentum from rapid inputs.
  • Fixed an issue where sliding could clip through stairs and escalators.

Progression

  • You can now reroll Feats three times per day for free.
  • Removed PvP Feats, updated a few existing Feats and added a few new ones.
  • Added an Expedition catch-up system to earn missed Skill Points from previous runs, with an updated UI to track your progress.
  • Fixed an issue where players occasionally did not receive a skill point as indicated in the result screen.
  • Candleberries in Blue Gate now count toward the Harvest Plants trial.

Quests

  • Added clearer ping labels for quest-related world objects to improve readability.
  • Fixed an issue where the next objective pop-up in multi-step quests could be missing or show a completed step. It now consistently displays the correct upcoming objective.
  • Fixed an issue where a quest item could appear as world loot without the related quest being active.

Social

  • When playing in a party, map selection now shows all locations unlocked by the member with the most rounds played.
  • Fixed an issue where previous teammates could appear in the Social tab’s In Proximity list after starting a new session.
  • Added clearer error messages when friend requests fail due to too many outgoing requests or rate limiting.
  • Fixed friends appearing offline when they have more than one platform linked.
  • Added the ability to hide friend requests.

UI

  • Item pings for items in containers now appear above the container’s interaction point and no longer appear at the wrong location in certain containers.
  • Added a ready-up warning when deploying with Raider Hatch keys into a map with no active hatches.
  • Added icons to inventory tooltips to show recycle/salvage outputs.
  • Fixed an issue where squad colors could display incorrectly after squad changes.
  • Fixed a bug where adding a secondary keybind would overwrite the primary keybind in the next round.
  • Updated localization for unique loot from new enemy variants to improve in-game naming and clarity.
  • Improved matchmaking messaging when some party members are still topside.
  • Fixed an issue where end-of-round health was not correctly shown for all players.
  • It is now clearer when you join a party which party member is topside while you’re in Speranza.
  • You can now use the mouse scroll wheel to switch between pages in the Raider Deck.
  • Polished UI text and updated translations across supported languages.
  • Added additional ping labels for various quest objects to improve clarity.
  • Fixed an issue where mouse smoothing could remain enabled despite being turned off, ensuring the setting is correctly applied at round start.
  • Improved the red zipline preview when the zipline cannot be placed.
  • Updated login message to clearly explain when access is restricted because the shared account owner has been banned.
  • Fixed an issue in Expeditions where the timer could go negative after the departure countdown and the Sign Up button stayed active; the screen now updates correctly and the button is disabled.
  • Fix an issue where the repair preview wasn’t displayed correctly when repairing items.
  • Crafting and recycling screens now display item costs and rewards in a consistent order for easier reading.
  • The VoIP icon in the HUD will now better visually represent if the microphone is going to transmit or not if you’re using Push To Talk or Toggle To Talk.

Utility

  • Pop Triggers and Spotter Relays can now be used in quick slots.
    • The Spotter Relay can now be deployed as a trap that lures nearby ARC.
    • The Pop Trigger can now be deployed to roll forward briefly before exploding.
  • Added a new Field craft item: Shaker instrument.
  • Adjusted Vita Spray so healing applies continuously while in use to prevent exploit cases.
  • Fixed an unintended behaviour with the Snaphook causing it to pull players after it had been cancelled.
  • Ziplines can no longer be placed on carryable objects.
  • Fixed Zipline placement on ARC remnants that could consume the item or leave it partially placed.
  • Mines, traps, and remote flares can no longer be placed on ziplines, or on other small deployables.
  • The T3 Tactical (Healing) Augment now correctly states that healing is applied instantly.

VFX

  • Fixed an issue where Jupiter’s windup visual could face sideways, making the beam appear misaligned.
  • Fixed an issue where Trailblazer’s gas effect could persist indefinitely if interrupted by the Matriarch’s shield.

Known Issues

  • ‘Purchase Raider Tokens’ page may appear in front of the inbox and profile page when switching between them.
  • Player animations may appear broken when interrupting a search of the Baron Husk.
  • Certain containers may be unavailable to be interacted with.
  • Ziplines placed onto destroyed ARC parts will not appear correctly.
  • Scrappy ‘Batting Helmet’ and the ‘Slugger’ outfit might not appear correctly in the event preview.
  • ‘Comparative Study’ achievement sometimes does not progress correctly after damaging the hanging drone dummies.
  • The ‘Unyielding’ achievement/trophy fails to progress on console when knocking out raiders using the associated prompt.
  • Some unintended VFX can appear occasionally.
  • One of the new ARC enemies has an unusable interaction occasionally when destroyed.
  • Flying ARC may sometimes appear stuck in idle.
  • Sometimes the Embark ID Discriminator fails to show.
  • Pressing LMB outside of the item select area closes the item select window in the Expeditions menu.

Anti-Cheat

When we shared our last update about tackling unfair play, we didn’t fully convey the complexity and scale of what goes into cheat detection. Our defenses operate on multiple levels: some checks are simple and definitive, while others are behavioral and data-driven and evolve over time. We also leverage broad gameplay telemetry and machine learning techniques to spot patterns that aren’t obvious at first glance. These methods take longer to develop, must adapt as game systems change, and don’t always offer instant certainty the way blunt software detections can.

We’ve recently taken action against different exploits and we are further tightening our rules and stepping up enforcement. Serious infractions now carry stricter consequences. Strong detections will receive permanent bans right off the bat, while others will receive a temporary suspension and a single chance to correct the behavior. Recent updates to Family Sharing have strengthened our ability to curb misconduct and streamlined the removal of bad actors from the game. We are preparing to launch a systematic manual review of ban appeals. The game is young and the volume of telemetry is enormous, but this process ensures every case is handled with care as we continue to learn quickly and invest heavily in the precision of our enforcement tools.

Our dedicated anti-cheat team works tirelessly to keep the game fair. It’s an ongoing fight, and we’re committed to it.

//Ossen
And the ARC Raiders Team

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).