The Best PS5 SSD Deal of 2024: This 2TB SSD with Heatsink Is Only $90

SSD prices are trending upwards for 2024, which makes this deal even more amazing. Right now Amazon (or more specifically, Amazon Japan) is offering this Verbatim 2TB PCIe Gen4 x4 M.2 solid state drive (SSD) for only $90.20. It also comes pre-installed with aslim PS5-compatible heatsink. Note that the product title specifically mentions a 2 year limited warranty. However since this item is shipped overseas, there is no guarantee on that. You do, however, have a guaranteed 30-day return policy from Amazon. Frankly, I think it’s still worth it given the low price point and the fact that it has pretty solid reviews, especially when used as a PS5 SSD. All of the other recommended PS5 SSDs cost $50 or more.

Verbatim 2TB SSD (PS5-Compatible) with Heatsink $90.20

The Verbatim Vi7000 meets all the requirements for your PS5 SSD upgrade. It supports transfer speeds of up to 7,400MB/s read and 6,500MB/s write which is well above the 5,500MB/s minimum threshold. It also includes a robust looking aluminum heatsink that fits right into the slim PS5 drive bay.

The PS5 is an outstanding gaming console, but the 1TB SSD is a real bottleneck. Call of Duty: Modern Warfare 3, for example, can exceed 200GB alone. NBA 2K23 weighs in at 150GB and even older games like God of War: Ragnarok and Horizon Forbidden West require 90GB of space. Future games like Grand Theft Auto VI will undoubtedly demand even more space.

Looking for another brand? Check out all of the best PS5 SSD deals today.

‘I Stopped Believing in Myself’: Game Developers Share the Human Impact of Over a Year of Mass Layoffs

Earlier this week, 900 individuals were laid off from Sony PlayStation. The affected studios included well-known developers Insomniac Games, Naughty Dog, and Guerrilla Games, with PlayStation London shutting down entirely.

These layoffs come just weeks after the DICE Awards, which saw Insomniac and Guerrilla both win prestigious awards for their work on Marvel’s Spider-Man 2 and Horizon: Call of the Mountain. And they come just days after a gathering at PlayStation London that served as a farewell for outgoing PlayStation head Jim Ryan. As news of the layoffs hit, a photo circulated on social media showing a group of smiling employees clustered around Ryan:

This week the layoffs were at Sony (and Die Gute Fabrik, and Supermassive, and EA literally as I was submitting the final draft of this piece), but it seems that every week in 2024 so far it’s been the same story, different developer. Thousands of games industry employees have lost their jobs in this year alone.

In an effort to get to grips with these events, I reached out to impacted developers to try and answer the heavy, complex question of why this was happening in the first place. Over 40 game developers from studios of all sizes gave me answers. But that isn’t all they gave me. Many of those who reached out also took the opportunity to share their stories of how the layoffs had impacted them, personally.

They told me stories of how it had impacted their physical and mental health and how the loss of income, insurance, and security was hurting their families and their plans for the future. Some had moved across the country or even across the world for their jobs. A few reported being laid off simultaneously with a partner who was also in the industry. Some told me they had been laid off twice in one year.

“Both times I felt incredibly gutted,” one person said. “The first time, it felt like a reality of capitalism that I was expecting, but the second being so close to the first, it was like, ‘We really are just cogs in the machine.'”

Layoffs happen for all kinds of reasons, be it because of a bad financial bet, a failed game, a deal fallen through, poor planning, or any number of other things. But when they do, it is human beings whose lives are upended in response.

No Money, More Problems

“I lost my job and my health insurance,” said one former employee of Drifter Entertainment I spoke to. “We got one month of severance, but I’ve been collecting unemployment and doing some consulting work to help supplement. It’s been really stressful and my wife has had to get a job to support us while I’m looking for work. I am terrified that I will not have something lined up by the time my unemployment runs out, and have considered leaving the industry altogether. We’ve had to aggressively cut costs, live paycheck to paycheck, and I am choosing to forego some of my medications because they’re too expensive to refill. It sucks.”

Many former developers find themselves in similar circumstances after being laid off. Unemployment benefits can be difficult to obtain, and some workers find themselves far from home after uprooting their lives to take a job that no longer exists.

“I, like many of my coworkers, was incentivized by the Bungie leadership to move to be local to the office, so I was alone when I first started working,” said a former Bungie employee. “This was my first professional career position and I invested everything in this opportunity. I started working right out of college and relied on health insurance provided to have medical checkups. As of now, I am solely relying on unemployment benefits to keep myself afloat. I was someone who went into the office daily to meet people and seek the opinions of developers with more experience and skill than I. It was a dream come true. Those people were laid off as well.

“It is not an understatement to say that I bet everything on Bungie and the house always wins. As I was picking up the pieces of my life last year, my outlook didn’t change and my hope was that this hiccup could lead to something greater. I still hope for the best for Bungie and I know the creatives employed there will succeed, but I hope this kind of layoff never happens again.”

Others I spoke to purchased homes or moved into new rentals thanks to improved salaries. When they were laid off, that security suddenly vanished.

“I’d just moved into a new apartment a week or two prior and signed a new lease,” said a former employee of a support company that partnered closely with Microsoft. “I of course now have zero income except what I’m getting, for the moment, from unemployment. My pay had been bad enough I had no savings. Lost my health insurance and boy has that been a mess.”

My pay had been bad enough I had no savings.

They told me that while they were fortunate enough to have support programs and networks to assist them, not everyone has been so lucky. They asked me to imagine a person who does their job well, but who manages serious mental illness through doctors and medication that is paid for by their company health insurance:

“Then, for absolutely no fault of his own, he is laid off, and living [in a place without Medicaid available]. There’s no way he can afford continuing coverage under COBRA. Just boom, done. No more doctors or medication refills until he can get coverage, maybe through healtcare.gov. But that takes time. And the meds he’s on very clearly do not recommend going off cold turkey…Suddenly losing your job is not just a massive hit to your pride and a threat to your ability to keep a roof over your head. It could very possibly lead to a very serious mental health crisis or, god forbid, worse.”

Unstable Ground

Losing a job can take a major toll on a person’s health. It’s especially hard on disabled workers who are capable of working on games but have special health needs. One disabled developer I talked to spoke of the hardships faced after being laid off as they struggled to find a new job.

“It was super depressing and what made it worse is that it was really hard to find a new job,” said one disabled freelance developer who has struggled to find work since their last contract ended. “I had the added problem that I can only do a four-day week due to mental health reasons. This hadn’t been an issue in the past, but with the sudden increase of desperate applicants and only a few open positions, it became abundantly clear that I couldn’t afford my handicap. It feels like you are forced to underbid other applicants.”

Even for individuals without explicit health problems, layoffs take a hefty mental toll. One former CD Projekt developer told me that while they were relatively secure financially, their self-worth took a serious hit from being laid off.

“I stopped believing in myself as an artist,” they said. “I started to question my career choices and if I even wanted to continue on this path. It was really hard for me to start creating anything again, I felt pretty burned out.”

I stopped believing in myself as an artist…It was really hard for me to start creating anything again.

They weren’t alone. A former Zenimax employee described similar feelings after being laid off from what they described as a “dream” job. “It was my first triple-A studio position, the team was amazing, I loved the benefits, and I worked hard. I wondered if there was anything different I could have done. I was emotionally and mentally crushed. I just couldn’t believe it. In one Wednesday, I had lost the entire reason I had moved to Maryland and started a new life in a new state.”

Another person who was laid off from Xbox last year told me that even though they had found a new job since then, the lingering impact of the layoffs were still sitting with them. They had been working in a role that was normally considered to be a stable one, they liked their job and wanted to stay there long-term, and were working on a popular and lucrative IP. Yet all that vanished in an instant. They said that as a result, they felt they would “never be able to have a stable career.”

“Now a year later I feel an incredible amount of anxiety even though my team just released a 90+ metacritic score game…I don’t feel safe. [Our CEO] even said in an all-hands that he wasn’t expecting any layoffs this year, but how am I supposed to believe that? There’s nothing in place to hold him to that.”

Survivor’s Guilt

Those who remain continue to feel the lingering impact of layoffs even if they escape the cuts themselves. Several workers in that situation described having “survivor’s guilt”, with many telling me they felt their work suffered from the anxiety that they might be laid off too.

“I was fortunate enough to avoid any layoffs, but there was a lingering atmosphere of fear and uncertainty for the rest of the time I remained at the company,” said one developer who survived layoffs only to eventually quit their job at an Embracer Group-operated studio. “…I felt guilty for still being around, and I felt somewhat apathetic to my work, knowing that it would help enrich the people responsible for this tragedy.

“For a lot of my industry colleagues, I know they’re sharing more and more non-games roles as we collectively realize the pool of work is simply drying up, and will only get worse, despite the games industry still being massively profitable. It’s become clear that the space is not tenable for stable employment, let alone career/professional development.”

One developer who was laid off from Creative Assembly pointed out that the length of time it takes to develop a game combined with constant layoffs means it can be very difficult for a developer to finally get their name in the credits of a project, which in turn can make it harder to further their careers.

“I can’t get over how wild it is that some devs work for upwards of a decade and still don’t have a title released with their name in the credits,” they said. “I know a lot of devs stay until a game is finished, which can take over five years, but the chances of that game even getting over the finish line seems fickle. A lot of people stayed working on Hyenas just to see it release, only to get laid off. Surely this isn’t a sustainable way of working.”

Another common refrain is that the layoffs are disproportionately impacting members of marginalized groups, though a recent Take This study suggests this may not be the case across the board. The survey found that the layoffs were hitting most demographics roughly evenly, but with one exception: women. I also reviewed a smaller survey of at-risk UK game developers taken by Code Coven co-CEO Cinzia Musio in October of last year that suggests the impact to all marginalized groups may be more drastic. Both surveys are on the smaller side, and it may not be possible to get a more complete picture of the true impact for some time.

Several people I spoke to noted that their studios had increased diversity, equity, and inclusion [DEI] efforts in prior years when funding was robust, resulting in improved hiring initiatives and greater diversity in junior roles at major studios. But when the time came for layoffs, the developers who benefited from those initiatives often lost their jobs. Former employees of Epic Games, 343 Industries, and Bungie all told me that their companies’ DEI groups had been hurt by layoffs, with key employee leaders losing their jobs and companies making little effort to fill the gaps. This has left marginalized developers trapped in an overcrowded job market with few opportunities to get back on their feet.

No Road Back

By far the most common refrain I heard from developers is that they were considering looking for jobs elsewhere and not returning to games. For many, such as one former Streamlabs employee impacted by the Logitech layoffs in March of 2023, there were simply too many out-of-work developers competing for the same jobs to justify sticking around.

“I was unable to make my way back into the gaming industry as a professional,” they said. “I hoped to join a games studio after the layoff, but the competition stakes were so high that I had to venture elsewhere. I’m grateful to be where I am now and I honestly think I’m better off from it, but I would’ve liked to work my way up the ladder at Streamlabs.”

Hefty competition for few jobs was a major factor for many, but the sheer number of out of work developers was discouraging to many I spoke to for other reasons. Some, such as one former Epic Games employee, told me they wanted to leave the game industry but didn’t see a path out:

“The severance was good enough that I didn’t immediately stress about finding more work,” they said. “But I think partly I’m scared of resuming the job search because I’m not sure there are jobs available. And anywhere I work, it’s going to be impossible for me to not constantly have the fear that I’m a day away from another layoff. I want to leave the game industry entirely, but I’m not qualified to do anything else. I have over a decade of expertise, and I’m so burnt out from working in games that I don’t have the energy for any significant career pivot. It’s been four months now and I’m still scared of finding work, angry at Epic, and angry at myself for having passion for an industry that treats its workers so callously. I’m luckier than most, but it still hurts, and I haven’t really recovered from the shock.”

The floor just keeps falling out. That cycle continuing for as long as it has is the most damaging thing.

More than anything else, that sense of hopelessness was what pervaded most of my conversations. While many analysts and executives have pointed out that the games industry will inevitably bounce back as an economic engine, many developers are afraid either of being left behind, or that they already have been. One former Relic Entertainment employee summed up the situation:

“This was my first games job, and was going very well,” they said. “I felt like I’d nailed my dream job, and was seriously considering what it would mean to stick with Relic, warts and all, for the long haul as so much of the fit was ideal. I could really envision a decade there. But then you, and your closest coworkers, and your boss, and producer, and lunch pal all get laid off at the same time as a bunch of their friends are laid off in other studios and suddenly all the ways you could see landing on your feet before it happened have evaporated.

“Immediately after the layoff, Relic set up a local hiring fair with some other local companies that had just had layoffs, and things felt maybe like they’d be okay. A bunch of us talked to a lot of good leads. But then the recruiter you had a really good conversation with that day is laid off a month later. So the floor just keeps falling out. That cycle continuing for as long as it has is the most damaging thing.

“There’s only so many times anyone can see leads and connections disappear so shortly after being created. I know at least one of my colleagues has completely deleted LinkedIn and is probably not coming back to the industry. And they’re brilliant. But the industry has pushed them out, and is daring the rest of us to leave, too.”

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

Why Every Gold Saucer Date in Final Fantasy 7 Rebirth Matters More This Time

This article contains spoilers for Final Fantasy 7 Rebirth. Specifically, it details the events from several dates Cloud can have at the Gold Saucer. If you’re yet to experience one of these scenes, we suggest returning to the article once you have. Alternatively, if you’d like to see every Gold Saucer date in Final Fantasy 7 Rebirth, you can watch every variation in this video:

Fans of the original Final Fantasy 7 will fondly remember the Gold Saucer gondola date. This romantic liaison paired you up with Aerith, Tifa, Yuffie, or even Barret, depending on your dialogue choices throughout the game.

The intimate moment makes its expected return in Final Fantasy 7 Rebirth, but unlike the original – and perhaps indicative of the entire remake’s philosophy – this time each date has a renewed focus. Every variation has a strong and defined angle, tying into the grander narrative while also fleshing out relationships with the hindsight of nearly 30 years of character evolution. Each one packs an emotional punch, helping Cloud and his partner of choice grow. This stronger emphasis on storytelling replaces what was previously surface-level romance and amusing, but ultimately cheap laughs. I’m looking at you, the ‘Barret unloads his minigun at the fireworks’ moment from the original.

That’s not to say there’s not laughs to be had, with some funny moments riffing on the source material. Build your relationship to a strong enough level with Yuffie and you’ll unlock her extended “intimate” date which leans heavily on jokes from the original. Yuffie demanding that Cloud “say something!” only to get a deadpan response of “… something” is a particular highlight. But Yuffie’s date is also a perfect illustration of how Rebirth has expertly matured the original conversations, with Yuffie now talking this moment to share a personal story about her misguided love for another SOLDIER, who, upon letting her down gently, led Yuffie down a focused training path to prove herself a warrior – a path not too dissimilar to Cloud’s.

I felt a connection to Yuffie I’d never had in the almost 30 years of her existence.

It’s this moment of vulnerability that helps not only Cloud, but also us as players to scratch beneath the surface of Yuffie’s seemingly one-dimensional characterisation (that being her relentless quest for materia) and demonstrate her deep insecurities. It’s a scene that allows her to open up, revealing that she shares Cloud’s inability to discuss her innermost feelings. In this moment, I felt a connection to Yuffie I’d never had in the almost 30 years of her existence, and it’s a testament to the care and attention Rebirth’s character writing has received. It’s clear that Cloud also feels this connection, and it helps strengthen their bond. It now feels significantly more understandable why they’d fight for each other. And so it’s a shame that a majority of players will likely miss this moment in their playthrough, because this date is just one of many, and something that requires significant investment in Yuffie to unlock.

That’s the less likely result for most players, I would imagine, since Aerith and Tifa form the original love triangle and are the characters that garner the most attention. That’s not to say that their Gold Saucer date experiences are not equally worthwhile, but they are the more expected character moments. As a result, it’s the left field choices like Yuffie that result in unexpected bonds that really resonated with me, and what happens during Barret’s date is another prime example.

In the 1997 original, there was no doubting that the Barret choice was the joke option. He and Cloud spend the entire date in a comical huff, Barret accuses Cloud of having a crush on his four year old daughter (seriously…) and then, as mentioned before, he ends the date by unloading his gun arm on the fireworks because they’re irritating him. It’s wacky.

But in Rebirth, what was once a silly sequence now is an opportunity for character development. This time around, Barret is evolved into a mentor-like figure for Cloud. He tells a sentimental story about when he first met his partner, Myrna, which serves as a jumping off point to teach Cloud a valuable life lesson that can only come from someone with significantly more life experience.

“Once you find your soulmate, you never let ‘em go.” shares Barret, explaining that he was also once a selfish young man who had some growing up to do. He goes on to tell Cloud that he’s “overthinking it. You just gotta go for it sometimes.” Cloud rightly points out that Barret “always goes for it”, which leads to the pair coming to the conclusion that they balance each other out.

Unlike the original date, not only does Barret now offer advice, but his bond with Cloud is strengthened. It’s a reminder that – despite all their differences – in the language of love they actually share a lot in common. Couple this with the interesting story of how a young, brash Barret met the love of his life and what’s cemented is a scene of valuable relationship growth. Again, it’s a real shame that you could easily miss this. In fact, it almost feels essential to Cloud and Barret’s friendship.

It’s not just character development you’ll likely miss at the Gold Saucer, either. An unlikely Red XIII date – one you might automatically assume would be the “joke” option – offers not only the strengthening of a bond, but some vital clarity of the events of the previous game, Final Fantasy 7 Remake.

It’s not only a scene about relationship growth, but one that confirms vital story information that at best we could only previously infer.

“It might sound crazy, but back in Midgar Aerith and I could both see the future,” reveals Red XIII, confirming a popular theory about the messy concluding events of the first game. “That would explain a lot,” Cloud replies, demonstrating his understanding of the events and also acting as a proxy for the audience. Red XII goes on to theorise that “the Whispers took it from us when we left,” helping explain the clean slate the character’s appear to have in Rebirth. He does still have a faint, outstanding memory, though; that Cloud has to keep Aerith safe. It’s ominous foreshadowing of the original game’s tragedy, and a hint that things could be different this time around.

In this moment Cloud and Red XIII build a bond of trust. They learn to talk honestly with each other and the value their togetherness has, concluding with the pair shaking hand/paw on their agreement to protect Aerith. It’s not only a scene that matters in regards to relationship growth, but one that confirms vital story information that at best we could only previously infer.

Importantly, none of these dates feel like the ‘canon’ choice. Or rather; all of the dates feel like the canon choice, with story beats that live concurrently. Each one progresses Cloud’s relationship with his friends and/or romantic interests, and unlike the original none of them feel like they don’t belong (with the exception of a new, awkward hang out with Cait Sith, Cid and Vincent – a joke date and consolation prize for stalling your other relationships). Each date in Final Fantasy 7 Rebirth matters, it’s just a shame that the majority of players will never experience each and every one of these important pieces of storytelling.

Dale Driver is IGN’s Executive Producer of Video Programming and he ended up going on a date with the three boys on his first playthough, even though he tried his hardest to get Red XIII.

Tomb Raider 1-3 Remastered Had Different Versions Across Steam and Epic Games Store

Tomb Raider 1-3 Remastered developer Aspyr has confirmed it accidentally released two different versions of the game across Steam and the Epic Games Store, and changed what some deemed the better version back to the regular.

As reported by Eurogamer, players of the remastered trilogy noticed differences between versions and X/Twitter user @small_medpack posted a list of them online. The Epic Games Store version of the game included more poses in photo mode, higher quality textures and animations on the Nevada level, more realistic snowflakes, and more, though also had some broken achievements.

Surprising fans, Aspyr deemed this version the unfinished one and has updated it to match the intended version that was released on Steam. The enhancements mentioned above are therefore no longer available in the Epic Games Store version of the game.

“A development build with incomplete assets has been available for download on the Epic Games Store,” Aspyr said in a post on Steam. “Content in that Epic Games Store build contained some work-in-progress materials that do not represent our final quality expectations. We have corrected the build to match the live Steam version.”

Some fans are understandably confused by the mishap, and had expected the Steam version would receive the additional features rather than the Epic Games Store version losing them, but it also seemingly included other issues and incomplete assets beyond the broken achievements

“A development build that is superior to what we’ve got on Steam, not sure what to make of this mess,” said KeeperAdahn on Reddit. “They make it sound as if the Epic Games Store version is worse than the version we got? But from what I have seen on YouTube it looked much better,” added BenSlashes.

A bigger update is also coming though, presumably set to improve Tomb Raider 1-3 Remastered across the board. “We currently are working on the first update, which we anticipate will launch in the next few weeks,” Aspyr said in the same post. “We appreciate your patience as we want to ensure that the quality is meeting the needs and expectations of our community.”

Tomb Raider 1-3 Remastered arrived February 13 as an upgraded version of the original trilogy: Tomb Raider and The Unfinished Business expansion, Tomb Rader 2 and The Gold Mask expansion, and Tomb Raider 3 and The Lost Artifact Expansion.

Tomb Raider custodian Crystal Dynamics included a sensitivity warning in the collection for what it called “deeply harmful” racial and ethnic prejudices included, but said it didn’t remove them “in the hopes that we may acknowledge its harmful impact and learn from it”.

Its release was followed by the official reveal of protagonist Lara Croft’s redesign, which will presumably debut officially in Tomb Raider Next. The next mainline game in the franchise is currently being developed in Unreal Engine 5, with Amazon Games supporting Crystal Dynamics.

It will be the first new entry since 2018’s Shadow of the Tomb Raider, which wrapped up a trilogy of games during the PlayStation 4 and Xbox One generation. That series reset Lara Croft’s origins in a grittier setting, but it’s unclear how Tomb Raider Next will fit into the equation.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Final Fantasy 7 Rebirth’s Director Talks About Creating Its Anticipated Ending and Teases Part 3

Spoiler Warning: This interview contains some spoilers for the ending of Final Fantasy VII Rebirth as well as some of the major changes from the original. You have been warned!

Heading into Final Fantasy VII Rebirth, fans had only one question on their mind: What was going to happen to Aerith? Final Fantasy VII Remake had upended the classic story, seemingly leaving the door open for all manner of changes, including to one of the biggest twists in gaming history. But if director Naoki Hamaguchi felt pressure to get the moment right, he isn’t saying it.

“In terms of whether there was pressure or stress around the scene, it was actually more so that within Nojima-san’s initial scenario we had this direction that was pretty set from his initial scenario. And so that was kind of quite solidified early on,” Hamaguchi tells IGN.

According to Hamaguchi, the anticipated finale for Final Fantasy VII Rebirth, which launched yesterday on PlayStation 5, didn’t inspire much internal debate. Instead, the development team mostly focused on executing on director Kazushige Nojima’s vision as best they could. “More of this kind of sense of determination as a team to best convey this based on Nojima-san’s scenario,” Hamaguchi says.

Early returns have been mostly positive. Final Fantasy VII Rebirth currently sits at 92 on Metacritic and is enjoying strong word-of-mouth. But despite awarding it a 9 in our review, we weren’t the biggest fans of how it wrapped up, writing, “It does fumble the execution of its ending, getting caught up in the mess of its multiple twisting timelines, but new moments and the overarching journey manage to evoke a deeper sense of reflection in spite of that.”

Final Fantasy VII Rebirth’s ending is indeed confusing, its vague nature bound to inspire lorehounds within the fandom. For Hamaguchi and his team, though, the confusion may be a feature more than a bug.

“HD games take quite long to develop…it’s not as so that we can release the final title the following year or anything like that. Of course, it takes a bit more time, so it is our intent and hopes that there will be many thoughts and conjectures and sort of guesses as to what this exactly means. And we do hope that players will kind of think about this and consider this up to the following title,” Hamaguchi says.

The journey to Rebirth and beyond

Whenever the third part of the Final Fantasy Remake trilogy releases — whether it’s called Remembrance or something else — it will mark the conclusion of a journey that has now spanned close to a decade and two separate console generations. It stretches as far back as the PlayStation 3, when Square Enix released what was then considered a beautiful tech demo featuring Cloud that sparked fevered calls for a remake, which were finally answered in 2020 with the release of Final Fantasy VII Remake.

The first game was directed by Tetsuya Nomura, one of the key architects of the original Final Fantasy VII. When it came time for Rebirth, he handed the reigns to Hamaguchi, who had grown up playing Final Fantasy VI and Final Fantasy VII before finally joining Square Enix in 2006. As a child, he loved manga and was impressed by how Square’s RPGs were able to capture a similar range of depth and expression. He entered the games industry as a programmer, making him in some ways the opposite of Nomura, who has defined the look and feel of multiple generations of Final Fantasy games through his art.

Where Yoshinori Kitase, Nomura, Nojima, and Motomu Toriyama worried about the creative direction of the story, Hamaguchi was tasked with logistics. He talks about being in charge of the “structure of the game” — the meat and potatoes elements like the combat and the open world — and managing the overall development. Meanwhile, it was Nomura who came up with the “Rebirth” subtitle, which like Remake has something of a double-meaning (“I think having played the game, you will understand what Rebirth means to this title,” Hamaguchi says)

“Nomura-san is an extremely creative individual,” Hamaguchi goes on. “And since he was one of the creators involved with the original fan of Fantasy VII, he was vital in understanding the elements that were the most appealing and continue that were beloved from the original title and how we can best express this in a way that would make that kind of impact today as well. He has this immaculate sensibility in that way and his opinions were very vital in the development. He is a creator that I have massive respect towards.”

In his time at Square Enix, Hamaguchi has worked on numerous Final Fantasy releases stretching back to Final Fantasy XII. What makes Rebirth different, Hamaguchi says, is that its nature as a sequel means that it’s easier to take into account critical feedback and rework elements that don’t work quite as well. Rebirth was also able to retain between 80 and 90 percent of the developers who worked on Remake.

Asked if the team took any lessons from Final Fantasy XVI, which was being made at roughly the same time, Hamaguchi demurs, noting that the nature of development means that it can be difficult to suddenly change the direction of a game’s design.

“It is very often so that,even if there are other titles in which the timelines of development align or overlap, it can be pretty challenging to actually implement things from another title into our own simply because the overall structure is already constructed or determined early on,” Hamaguchi says. “So yeah, looking at the Active Time Lore or some of the cinematic elements of expression they deployed in Final Fantasy XVI, there were certainly a lot of elements that were inspiring or very intriguing…but it was quite difficult to implement.”

The grand finale

With Final Fantasy VII Rebirth now complete and in the hands of fans, Square Enix can look ahead to the final part of the trilogy, which based on the current pace of development may not be finished until roughly 2028. If that winds up being the case, Final Fantasy VII Remake’s grand finale may well be a PlayStation 6 launch title if Sony’s comments about the PS5 being in the “latter stage” of its life cycle are anything to go by.

As for what the third part will entail, we do have some hints. Notably, Hamaguchi says that Cid’s home Rocket Town, which doesn’t appear in Rebirth, may be in the next game. “So as for Rocket Town, this was also not a part of Nojima-san’s original structure…And considering that how we introduce the character, Cid, for the Remake series this time is arranged a bit differently, Nojima-san, Nomura-san and I were all aligned with this decision to consider this for the next title.”

Fans are very delighted to see some of the characters from the Compilation of Final Fantasy VII titles that they have really loved and enjoyed

According to Hamaguchi, Rocket Town was also cut at least in part to focus on Gongaga, a previously-optional area that gets more prominence in Rebirth. “Considering that in the original the Gongaga area was optional for the players, we wanted to delve into this and express this more in depth for Rebirth. And so that was also an additional consideration for this as well.”

Unsurprisingly, the Compilation of Final Fantasy VII works also figure to play a role of some kind in the third game. Orignally a collection side-stories and spin-off games, Square Enix has hardly been shy about including characters and story beats from its various works, even going so far as to feature elements from the much-maligned Dirge of Cerberus in the Intergrade DLC. Ahead of Rebirth’s release on February 29, the 2005 movie Final Fantasy VII: Advent Children briefly returned to theaters for a special showing.

Hamaguchi has said that the next game’s script is still in development, so plenty can change. However, he does tease still more potential additions from Compilation.

“So while I can’t comment on the sort of exact contents of the third title now, of course, whenever we present characters that have originally appealed and appeared in a Compilation title for Final Fantasy VII, we’ve seen very positive feedback. Fans are very delighted to see some of the characters from the Compilation of Final Fantasy VII titles that they have really loved and enjoyed. So I hope that we can continue to touch on these. But at the time, in terms of the storyline, nothing is set in stone,” Hamaguchi says.

For now, Final Fantasy VII Rebirth seems like a win for Square Enix, earning more positive word-of-mouth than the series has seen in years. The real test will be whether it’s able to defy the odds and sell more copies than its predecessor, which sits at about 7 million units. Outside of its extremely popular MMORPG, Final Fantasy has been trending downward for a while now (granted, Final Fantasy XVI differed from its peers in that it was a platform exclusive), and direct sequels tend to see diminishing returns.

One way or another, Hamaguchi says he plans to see Square Enix’s ambitious Final Fantasy VII Remake project through. “At the end of Remake, I had a pretty lengthy discussion with Kitase-san surrounding this and that I would be devoted to this project for the next 12 years or so. I think we both had reached the consensus together and had some very good discussions around that. And so with that, I feel very much committed, and with the Remake series, as well as Rebirth, I feel very much confident about bringing it into this world. So I have this resolve for the Remake series and concluding the trilogy.”

Final Fantasy VII Rebirth is now available on PlayStation 5. For more, check out our full Final Fantasy VII Rebirth walkthrough as well as our guide to Final Fantasy VII Rebirth’s romances and relationships.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Helldivers 2 Players Are Calling in All Sorts of Unannounced Stratagems, and It Might Have Something to Do With Cheating

This week, Helldivers 2 has seen a glut of gameplay leaks showing off officially unavailable stratagems, including of the upcoming mechs and, more recently, of a vehicle reminiscent of Halo’s famous Warthog. But what’s going on here? The community has a number of explanations.

Amid claims developer Arrowhead is randomly letting select players call in these unannounced stratagems, or jumping into the live game itself to test these new features, a perhaps more likely explanation has emerged: it’s the work of cheaters.

Five days ago, redditor stodal posted a list of game file names they uncovered while digging through the game’s innards. It included reference to a potential third alien faction dubbed the Illuminate, mechs, the ability to call in AI-controlled soldiers, weapon customisation, new weapons, something called ‘ship bowling’, and even names of upcoming enemies.

Now, as more and more gameplay videos showing apparent leaked footage emerges across social media, the community is pointing the finger at cheaters who are working around Helldivers 2’s anti-cheat to unlock the use of some of these normally unavailable features in live lobbies.

Overnight, redditor Old-Improvement7331 said a player joined their game and had access to mechs and a vehicle for faster travel. “I can only assume he was cheating due to being able to spawn mechs for everybody from the party,” Old-Improvement7331 said. Posting screenshots of the incident, Old-Improvement7331 said they gave a mech a go, saying it “definitely” made the game easier.

A growing debate about datamining equating to cheating within Helldivers 2 has also emerged, which in turn sparked a response from redditor Flighterist, who provided useful context for what’s happening. Apparently unavailable stratagems such as the vehicle are already in the game itself, but not officially enabled. Knowing this, some players are going into the files of the game to unlock their use in any lobby. Flighterist warned more of these types of videos will emerge in the coming days as more players unlock mechs and the like.

The question now is whether Arrowhead will take action to prevent this from happening, or whether it is even able to. Cheating has been a problem for Helldivers 2 ever since the game came out earlier this month. This week, IGN reported on how cheaters were using hacks to add infinite ammo, increase speed, and, perhaps most worrying, obtain hundreds of samples from missions.

Meanwhile, there’s plenty to be getting on with (officially!) in the world of Helldivers 2, including the ongoing galactic war against the bugs and bots. As revealed this week, Arrowhead employs a “game master” who runs the Helldivers 2 campaign like a D&D dungeon master.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Final Fantasy 7 Rebirth Ending Explained

Warning: this article contains full spoilers for both Final Fantasy 7 Rebirth and the original Final Fantasy 7.

The story of Final Fantasy 7 Rebirth is pretty easy to follow… until you get to the end, that is. Much like its predecessor, the final chapter of Rebirth heads into weird, uncharted territory, and it can all become a bit confusing. To save you from befuddlement, we’ve studied the ending and the storylines that lead up to it over and over to make sense of it all. And where we can’t make sense of it, we’ve theorised on what it means. Read on for all those answers, but be warned: it’s all spoilers from here on out, for both Final Fantasy 7 Rebirth and the original game.

Zack and the Multiverse

In the finale of Final Fantasy 7 Remake it was revealed that there are two timelines; the one in which the main events of the game unfold, and a second reality in which Zack Fair survived the attack by Shinra guards. Rebirth goes one step further and reveals there’s not two realities, but multiple. Infinite numbers of them, in fact. Yup, welcome to the Final Fantasy 7 multiverse.

Sephiroth explains that “when the boundaries of fate are breached, new worlds are born.” And so when Cloud and the party defeated the Whisper Harbinger in the finale of Remake, they created the reality in which Zack survives.

But Rebirth demonstrates that even the smallest decisions can create new worlds. Towards the end of Zack’s storyline, he has to make a choice: will he save Biggs, Cloud, or Aerith? His choice creates three branching realities. Each unique universe is identified by its version of Stamp, a dog mascot who pops up everywhere. In the main reality, Stamp is a beagle hound wearing a helmet. In the second reality created at the end of Remake, the one that’s home to the majority of Zack’s story, Stamp is a border terrier with a cap. The version of Zack who goes to save Biggs creates a world where Stamp is a bulldog with a bucket hat, while the version who chooses Aerith manifests a reality where Stamp is a corgi with a collar. Follow the dogs, and you’ll know the reality you’re in.

While these different realities are the stages for different stories, Rebirth does suggest that everyone has a destiny that’s hard to outrun. In the realities where Zack chooses to save Cloud and Biggs, both versions of him are hunted down by squads of Shinra soldiers – echoing the way he died in the main reality. We see this with an alternate version of Aerith, too, where it’s implied that Sephiroth will always hunt her down. This, along with the return of the Whispers (the arbiters of fate we met in Final Fantasy 7 Remake) suggests that the party didn’t totally break the concept of destiny in Remake, and that there’s still a canon path that the multiverse expects its inhabitants to tread.

Homecoming

So what’s the deal with these multiple realities? Well, unsurprisingly Sephiroth wants to mess it all up. In the original Final Fantasy 7, Sephiroth’s plan was to cause a meteor to collide with the planet. The impact would cause the world’s spiritual energy, known as Lifestream, to leak out, which Sephiroth could then absorb to fuel his ascent to godhood. Rebirth’s version of Sephiroth plans something similar, but his goal is now greater than becoming a mere god. He wants to rule over infinity – to lay claim to the entire multiverse. To do so, he plans what he calls a ‘Homecoming’, the union of the multiverse’s many realities.

Sephiroth explains that all worlds are doomed to fade from existence. We see this in a couple of instances, with the skies of some realities torn asunder. When these worlds die, they apparently return to the “planet’s embrace”. Essentially, it’s the Lifestream on a multiversal level. Sephiroth doesn’t speak plainly about his plans for this convergence of realities, but since he still seeks the meteor-summoning Black Materia, it’s logical to assume he wants to unite the multiverse and then obliterate it. If absorbing the Lifestream of one reality can make him a god, then absorbing the Lifestream of multiple realities would likely help him achieve that whole ‘King of Infinity’ ambition.

Aerith’s Fate

For Sephiroth to destroy the multiverse with meteor, he’ll need to ensure nothing stands in his way. And so that means killing Aerith, the last of the Cetra and the only person capable of using White Materia to pray for Holy, a magical barrier that will protect the planet. And so that’s exactly what he does.

But let’s rewind, because there’s a lot that happens leading up to Aerith’s death. As revealed in her trial in the Temple of the Ancients, Aerith was given the White Materia by her dying mother. But across the events of the first game, her every encounter with the Whispers sapped the White Materia of the knowledge and memories that power it. By the time Aerith left Midgar, it was nothing more than an empty, useless globe. As such, if Aerith is to protect the planet, she needs a new White Materia.

Thankfully, the multiverse means there are multiple Aeriths, each with their own materia. Through the guise of a dream, an alternate Aerith pulls Cloud into her reality – a world where the sky is crumbling and there’s no hope of salvation. This version of Aerith gives Cloud her White Materia and sends him back to his reality, just before Sephiroth arrives to stop her. Returned to the main reality, Cloud gives Aerith this new White Materia, putting destiny back on track.

Of course, as we well know from the original Final Fantasy 7, that destiny involves being impaled on Sephiroth’s sword. And, perhaps as expected, that’s exactly what happens. But it’s more complicated than that. We see Cloud deflect Sephiroth’s blade, saving Aerith from the killing blow. We even see moments of her alive in Cloud’s arms. And yet, she still dies. As far as I can tell, there’s no concrete answer to what’s exactly happening here. The burst of rainbow colour in this scene suggests another branch of fate (this motif is used in other scenes in which the multiverse is crossed or adjusted) and so this could be Cloud catching a glimpse of a reality where Aerith survives. Meanwhile, the tiny green lights around Aerith ‘alive’ in his arms points to her spirit communicating via the Lifestream, offering Cloud a moment of reassurance from the beyond. But the glitch editing in this sequence suggests it could all just be a result of Cloud’s degrading mind. As hinted at throughout the entirety of Rebirth’s story, Cloud’s body is gradually breaking down, causing him to be something of an unreliable narrator. We’ll return to this topic a bit later if you want to know more.

Aerith’s death is immediately followed by an incredibly long, multiphase boss battle. And in the final phase, none other than Aerith arrives to help defeat Sephiroth. While Rebirth features multiple versions of Aerith, it seems that this is actually our Aerith… well, her spirit form, at least. Following Sephiroth’s defeat, we see Aerith fade away in those little green lights – a sure sign that she’s returned to the Lifestream. But while she’s returned to the planet, that doesn’t mean she’s gone forever.

Promises

The final cutscene shows the party mourning Aerith’s loss. Yet, in almost all of these scenes, Aerith is clearly standing among them. Sadly, she’s not miraculously alive – this is just her spirit. But while the majority of the party cannot see her, Cloud can. Not just that; he can even talk with her.

In Rebirth’s final moments, Aerith makes a promise to Cloud. “I’ll put everything I’ve got into my prayers. I’ll stop the meteor.” Cloud makes his own promise to stop Sephiroth. This is an echo of the original game’s ending, in which it’s hinted that Aerith’s spirit protects the planet using the Lifestream while Cloud defeats Sephiroth in battle.

Over in another reality, Zack also makes something of a promise to himself. Sephiroth explained that worlds unite and part, and Zack witnessed this when his reality overlapped with Cloud’s, allowing them to fight Sephiroth Reborn together. Their worlds are now separated, but Zack wonders if they could be reunited once more. It’s a spark of hope for him, as in his universe Cloud is terminally ill from mako poisoning and Aerith is in a long-term coma following the disaster in Midgar. If his world can merge with another, then there’s a chance he can be reunited with healthy versions of Cloud and Aerith once again.

Reunion

While the ending suggests that Aerith will be able to stay by Cloud’s side as a spiritual guide for the rest of the journey, it’s not all roses for our spikey-haired protagonist. He’s the only person able to see the tear in his reality’s sky, perhaps as a result of having travelled across multiple worlds himself. More ominously, it could be related to Cloud’s mental connection to Sephiroth.

As Cloud discovers he has the Black Materia in his pocket, his mind glitches for a moment. He mutters “the reunion”, and fits the apocalyptic materia into his Buster Sword. What all this means will almost certainly be covered in the final game of the Remake trilogy, but if you want more context now, we need to look at the full events of the original game. As hinted to in Rebirth’s Shinra Mansion basement scenes, Cloud was experimented on by Professor Hojo, who injected him with Jenova cells. The robed figures seen all throughout Rebirth are also victims of the same Jenova trials. The Reunion of which both they and Cloud speak is the reunion of Jenova’s cells – a ritual triggered by Sephiroth himself from a crater far in the north. That’s where the robed men are headed, and that’s why Cloud miraculously knows that Sephiroth is north; he’s being subconsciously summoned to the Reunion. You can probably now see why Sephiroth wants Cloud to keep that Black Materia safe…

Shinra vs. Wutai

The other significant reveal in the finale is that Glenn Lodbrok is actually a puppet of Sephiroth. As revealed earlier in the game, Lodbrok is attempting to reignite the war between Shinra and Wutai. In a public address he blames the murder of several Wutai soldiers on the company, as well as the emergence of the Weapons from the mako reactors. But the reveal that Lodbrok is actually a manifestation of Sephiroth lays clear the whole purpose of the conflict: it’s a ploy to distract Rufus Shinra.

As noted in the scene between Rufus and Glenn, it was Rufus’ fathers dream to discover the Promised Land; a place overflowing with mako energy where he could build the city of Neo Midgar. After President Shinra was killed, Rufus continued his father’s work, tailing Aerith in hope of discovering this fabled place. But Sephiroth also wants to find the Promised Land – in the original game he needs its abundance of energy to use the Black Materia and summon meteor, and presumably that remains true in Rebirth. And so by creating the manifestation of Glenn Lodbrok, Sephiroth can brew a conflict between Wutai and Shinra that will distract Rufus away from the Promised Land. Rufus works it all out and guns down the robed man who took Glenn’s form, but it seems like it’s too little too late. The Shinra Resistance Committee is ready for war, and it looks like it’ll all get messy in the final game of the trilogy.

Matt Purslow is IGN’s UK News and Features Editor.

Valve Pulls Fake Steam Helldivers 2 Games, but Devs Express Concern They Appeared in the First Place

Valve has pulled a handful of fake Steam listings for Helldivers 2 that were different games, potentially even cracked games, disguised as the hugely popular co-op shooter to fool people into spending money.

Helldivers 2 community manager Twinbeard posted a warning on the game’s Discord that shone a light on the scam.

“There are unfortunately two (three now?!) fake games being marketed as Helldivers 2 on Steam at the moment,” Twinbeard said. “THESE ARE FAKE. They are not made by Arrowhead but they claim to be. We do not know what they contain, but they are not affiliated with us in any way.

“Our legal department is on it and we hope Valve will remove the products as soon as possible.

“The only two genuine copies are Helldivers 2 and Helldivers 2: Super Citizen Edition. BOTH OF OUR GENUINE GAMES WERE RELEASED FEBRUARY 8TH. All remaining Helldivers 2 games are fake.

“People posting as us trying to scam people is obviously very sad and frustrating, and for that as well as for security reasons we urge you to stay clear of them. Again, the only two Helldivers 2 products we market are Helldivers 2 and Helldivers 2 Super Citizen Edition. (I haven’t had time to check the details on the fake store pages yet since I just got up.)

“Additional information will follow if or when there is any new information.”

Thankfully, Valve did pull the fake Helldivers 2 listing, per an update this morning from Twinbeard: “All fake store pages now seem to have been taken down by Valve, who acted very swiftly after we reached out. We´ll assess everything in due time. Also, a big THANK YOU to everyone who DM:ed or pinged me/us about the fake pages and games. Together we stand.”

While Valve moved quickly to stamp out the scam Helldivers 2 pages, it appears the problem is not isolated to Arrowhead’s shooter. Palworld community chief Bucky tweeted to say there had been a “wave” of fake games that suddenly appeared on Steam today, a development they called “quite concerning.” According to Bucky, Steam took down a fake Palworld listing almost immediately after developer Pocketpair got in touch. “Hope no one was tricked into buying it!” Bucky said.

Valve is now facing questions over how these listings were able to make it onto Steam in the first place. The hope is of course that the high-profile nature of the fake Helldivers 2 Steam listings will cause Valve to close whatever loophole was exploited here.

Meanwhile, there’s plenty to be getting on with in the world of Helldivers 2, including the ongoing galactic war against the bugs and bots. As revealed this week, Arrowhead employs a “game master” who runs the Helldivers 2 campaign like a D&D dungeon master. Gameplay leaks have offered fans a closer look at the upcoming mechs, too.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Today Only: This Color Shifting Xbox Wireless Controller Is 30% Off With This Best Buy Deal

For today only, Best Buy is offering the official Xbox Series X|S Core wireless controller in Stellar Shift for only $49.99. That’s almost 30% off the original $69.99 MSRP. Aside from the difference in color scheme, this is the same controller as the one that’s included with your Xbox Series X or S console.

Xbox Core Controller in Stellar Shift for $49.99

Stellar Shift is a color-shifting, blue-purple pearlescent shimmer that, in my opinion, looks better than most of the other Xbox color schemes out there. It also features a rubberized purple swirl grip that has different pattern varations among each individual controller.

This is the same official controller that you get bundled with the Xbox Series X and S consoles. It features textured grips, hybrid D-pad, button mapping with the Xbox app, a 3.5mm audio jack that works with any wired headset, and a Share button to send your screenshots and video out into the world.

The Xbox Core controller features both Xbox wireless and Bluetooth connectivity. That means you can also use it for your PC or mobile device as long as it supports Bluetooth. In fact, the Core controller is considered one of the best PC controllers you can get. If your PC doesn’t have Bluetooth, then you can connect your controller via a USB cable or with the Xbox wireless adapter.

For more discounts on the Xbox and accessories, check out the best Xbox deals today.

Kingdom Hearts 4 Rears Its Head to Celebrate Final Fantasy 7 Rebirth Release

We may have just gotten our latest look at Kingdom Hearts 4 (kind of) in the form of a social media post celebrating the release of Final Fantasy VII Rebirth.

Earlier today, the official Kingdom Hearts X/Twitter account shared an image of Sora on what looks like the streets of Shibuya, glancing up at various big-screen advertisements featuring Sephiroth. The reason we’re counting this as a look at Kingdom Hearts 4, however, is that it’s set in Quadratum, the bustling city in which the sequel will take place.

We can tell because the intersection in which Sora is standing, with the big 104 building in the background, is one of the few true glimpses we’ve seen of Quadratum. The setting is based on Tokyo, specifically the Shibuya district.

In a cute touch, the image references a real-life ad campaign that’s currently taking place in Shibuya, with Final Fantasy VII Rebirth taking over various billboards and screens, as captured by @Genki_JPN on X/Twitter below.

It’s not much, but it is the latest crumb we’ve gotten on Kingdom Hearts 4, with Square Enix officially announcing the sequel in 2022. We got a brief trailer back then, but little information since, including a release window (see everything we have managed to figure out right here).

Final Fantasy VII Rebirth, meanwhile, officially released on PlayStation 5 today, so fans are just starting to dive in. For more, check out our 9/10 review, as well as our spoiler-filled breakdown on why that one script change from Remake actually makes perfect sense.

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.