Phantom Liberty Game Director Says Cyberpunk 2077 Successor Is in the ‘Fun Phase’ of Development

“Most companies die with a bad launch, this one actually came out stronger.”

That’s a line from New York University’s Stern School of Business professor Joost van Dreunen, quoted in The Wall Street Journal earlier this year. He was describing the transformation undergone by developer CD Projekt Red from the rocky launch of Cyberpunk 2077 in 2020 to the triumphant release of major DLC Phantom Liberty late last year. And it was with understandable pride that Phantom Liberty game director Gabe Amatangelo opened his talk at the 2024 DICE Summit, quoting that exact line.

Amatangelo went on to describe to DICE attendees just how CD Projekt had accomplished such a monumental task, focusing on the most difficult part: rallying a discouraged and frustrated team around a belief that such a thing could be done. When Cyberpunk 2077 launched, he said, it seemed everyone around them knew that something had gone wrong at his company. The woman who worked at the local coffee shop. His landlord. Everyone. The perceived failure was almost inescapable.

That left Amatangelo with the critical job of rebuilding internal morale. He led by focusing on positives, encouraging the team to celebrate the elements of the launch that had gone well. He worked to build trust, so that developers who needed help felt they could ask for it. And he worked with the team to come up with a handful of key drivers that would enable the production of the DLC to be a success. These included distributing ownership over decision-making and other checks so that the game director role wouldn’t be a bottleneck on production, integrating and empowering QA closely with the rest of the team even in early development, and just…setting aside time for developers to actually play the game. A lot.

To the Stars

After Amatangelo’s talk, I spoke with him about how the team is carrying these lessons forward into its next Cyberpunk project, currently dubbed Project Orion. In addition to what he shared in his DICE talk, Amatangelo expanded on a number of learnings he’s carrying forward into the new game. He emphasizes the importance of contingency planning and the need to share backup plans both up and down the chain of command – and to have multiple backup plans, just in case. He tells me about the importance of putting oneself in the player’s shoes when establishing a new story or world, and imagining what they might hope to see or do in that space so that you don’t let them down.

And he reiterates the importance of making sure studio environments are environments of trust. “One technique, and a lot of the guys and gals that work for me know that whenever I put an idea forward, because of my position, sometimes people might not want to challenge it. So if I see that vibe, I’ll then just play devil’s advocate and I’ll start to break apart my idea. Sometimes they’ll be like, ‘Wait, so do you want to do this or not want to do this?’ I’m like, ‘I’m not sure. Let’s talk about it.’ We established a good chemistry and trust in my circle, my direct report circle, and I think that was replicated a lot as well.”

I was especially curious about Amatangelo’s plans in light of the announcement that he’s heading up a new CD Projekt studio in Boston. Announced earlier this year, the Boston studio is CD Projekt’s first studio in the United States, and will primarily be focused on Project Orion.

I ask Amatangelo what it’s like starting a new studio at such a challenging time for the industry as a whole. Amatangelo isn’t responsible for the cuts last summer to 10% of CD Projekt Group’s workforce based largely in Poland, but he does now find himself in the position of trying to build up a new studio in North America at a time when a lot of developers are looking for work. Over 10,000 developers worldwide lost their jobs last year, and roughly 6000 have been impacted thus far in 2024. Amatangelo calls it “one of the most difficult things going on right now,” but he’s hopeful the industry will bounce back… and maybe learn some important lessons about planning in the process.

“I think maybe there’ll be a maturing of structuring of certain facilities and aspects,” he says. “We’re seeing that with the rumors around consoles and stuff. I think we’re trying to figure out how to restructure things in a meta sense a little bit. But the bottom line is that the bottom line isn’t going away. That’s not decreasing. More people are interested in being immersed and taking a breather from day to day, so to speak, and having an opportunity to expand their minds or blow off some steam, stuff like that. It’s not going away. So I think it’ll sort itself out, but, obviously, some turbulent times.”

Speaking of maturing and restructuring, I ask Amatangelo specifically how, as studio head, he plans to work to mitigate crunch at the new studio he’s leading, especially given the company’s history with the practice.

“Similar to the techniques used throughout Phantom Liberty, you plan as best you can,” he said. “It’s all about getting ahead of seeing what might come up in the future and scoping accordingly, resourcing accordingly, and also being flexible. If you put in some extra hours this week, take some hours off next week. Because, admittedly, even at a certain point, there was where [responsibility] landed on me and I was like a bottleneck, and I’m like, ‘All right, I’m going to have to do some double time this week. Otherwise, too many people are pulled out, and then next week I’m taking some time off.’ You do the best you can to mitigate that, but as long as there’s that kind of climate and understanding of helping each other. Then when I took some time off, some of my reports rise to the occasion and fill in the gaps while I’m out, and you just do that at all levels.”

The Fun Phase

That’s how Amatangelo is thinking about it now in the early stages of the studio. The real test, the months leading up to launch, is still several years off. Project Orion is still in its early stages. Amatangelo points out that there really aren’t clear lines determining when a game enters different phases of production, but Project Orion is currently in what he calls the “fun phase” of game development.

“In the perfect world, when you’re making a game, it’s all ideation and concepts and putting stuff in concept art and then moving to the next stage once you’re feeling solid about your ideas or maybe your story outline, and then you start prototyping things,” he says. “We’re in that stage, but it’s kind of blurred, like prototyping some things as well as concepting some stuff and working on the story. So, yeah, we got some prototypes going on. We’ve got some exploration, some pipeline setup, some story ideas being thrown at the wall, back and forth, concept art, that kind of phase, the fun phase.”

Amatangelo isn’t sharing much more about what Project Orion is at for now. I did ask him if game console tech is where he wants it to be to meet his ambitions for the game, especially given recent online discussions about new generations of Xbox and PlayStation consoles. And sure, Amatangelo wishes tech was further along… but he admits he might always be wishing for that. “I wish there were Holodecks, you know what I mean?”

We’ve got some exploration, some pipeline setup, some story ideas being thrown at the wall.

One relevant example is AI, which Amatangelo himself brought up to me when he asked if I had stayed to listen to a later DICE talk between Xbox’s Haiyan Zhang and the ESA’s Stanley Pierre-Louis on video games and AI. Amatangelo tells me he himself had been listening to an AI expert talk about large language models and generative AI recently, when they expressed how it would always be “unknowable” how these models arrive at their conclusions. While their comment was intended to be a positive one, Amatangelo says he finds that idea terrifying. He’d rather keep AI busy with menial tasks rather than content creation.

“My gut tells me that AI for pipelines, for tools for helping with, let’s call it, the busy work that no one really likes to do a lot of times, I think there’s a lot of promising stuff on that front,” he says. “It allows developers to have more satisfying jobs overall because they could spend more time on the creative elements. So that’s my optimistic take with AI and stuff like that.”

But as the game director of the next Cyberpunk, he admits the worst case scenarios, even if they terrify him, are useful fodder for storytelling at least. “On the other end, I got science fiction,” he says.

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

First Look at Magic: The Gathering’s Fallout-Themed “Hail, Caesar” Deck

We may not be getting a Fallout: New Vegas 2 any time soon, but Obsidian fans still have reason to rejoice! Magic: The Gathering’s next video game crossover will be a set of four Fallout-themed preconstructed decks for its most popular format, Commander – and today we’ve got the full reveal of the “Hail, Caesar” deck.

Led by New Vegas’ menacing Caesar himself (with the dice-rolling Mr. House as an altnerate Commander option), this Red-White-Black deck is full of creature sacrificing, token making, and a thematically fitting amount of Quest counters across its legendary characters. You can see the names and images of all 100 cards in the deck below, as well as some photos of what’s in the box itself and more info about it and the other Fallout decks further down!

Similar to its Warhammer 40,000 crossover, the four Fallout precons are ready to play with right out of the box, with brand new cards unique to this release and existing cards reprinted with new Fallout-themed art. While the cards inside can be picked apart and used in other decks as well, these four are designed as a bit of a set for the four-player Commander format so that any Fallout fans looking to simply use Magic’s game system in their favorite video game world can do so.

Caesar’s deck is built in part around what’s commonly called an “aristocrats” theme, making lots of little creatures and then sacrificing them for other beneficial effects. A sub-theme of the deck is also loosely tied around Quest counters, which have been used in Magic a small amount before, but take on a new meaning when themed after an RPG full of literal quests. Those often show up on iconic legendary creatures in the deck, and this crossover has pulled from every Fallout game stretching back to the very first for inspiration.

Beyond Caesar himself, the other three deck options include a Rad-themed one built around the Mothman, a deck that uses Magic’s Energy mechanic alongside a bunch of artifact cards (including Liberty Prime), and a deck led by the ever-faithful companion Dogmeat, who fittingly digs up scrap for you.

Each of those decks even contains two unique Bobblehead artifacts, all of which have different effects that get more powerful the more Bobbleheads you have out – for example, the Luck Bobblehead in “Hail, Caesar” lets you roll dice to make mana-generating Treasure, but will even cause you to win the game outright if you manage to get enough Bobbleheads (either by copying them in creative ways or mashing the Fallout cards together into a custom deck) and then roll absurdly precisely.

All four of these Fallout decks will officially launch on March 8, though they are available for pre-order right now. Wizards of the Coast is also selling Collector Boosters that give you a chance to open cards from the decks in special Pip-Boy themed art treatments, as well as other cards in Fallout’s signature cartoony style. And if Fallout isn’t your cup of tea, Magic also has upcoming crossovers scheduled for Assassin’s Creed, Final Fantasy, and even Marvel.

Tom Marks is IGN’s Executive Reviews Editor. He loves card games, puzzles, platformers, puzzle-platformers, and lots more.

Brie Larson Reveals Her Smash Bros. and Mario Kart Mains and Why She Wants a Princess Peach Trilogy

Brie Larson is many things: an Oscar winner, an MCU star, and, perhaps most famously, a gamer.

While that last part is mostly a joke, Larson’s love of games – especially Nintendo games – is well documented. It’s something she’s talked about extensively on her YouTube channel, which she launched by showing off her Animal Crossing: New Horizons island back in 2020. (She admits that it’s been awhile since she’s visited said island, and she’s a little “scared” to check on it now: “I think there’s a lot of passive aggressive neighbors.”)

So, it makes sense that Larson would appear at a Nintendo preview event for the upcoming Princess Peach: Showtime! as a celebrity spokesperson, where she sat down with IGN’s Brian Altano to talk about Peach and her love of games in general. In fact, looking back to when she started gaming, she says those are her “earliest memories.”

“I don’t think there was ever a time I’ve lived without them, like, from a baby,” she says. “There was always a Nintendo console. My earliest memories are trying to figure out games. We had Super Mario, we had Little Mermaid, and we had a volleyball game and Duck Hunt.”

“There was always a Nintendo console. My earliest memories are trying to figure out games.

And, even though it’s been awhile since Larson checked on her New Horizons neighbors, she’s long been a fan of Animal Crossing. Recalling some particularly formative gaming memories, the actress says the first game in the series, released on the GameCube in 2001, was the first title that spawned “a lot of desire and competitiveness with my sister.”

“That was the one where my mom actually had to create real rules, like you have to finish your homework and then you can play because we were just so into it, unlike any other game at that time,” she remembers.

As for her favorite game of all time, she used to say The Legend of Zelda: Breath of the Wild took the crown. However, its sequel, Tears of the Kingdom, might take the title, although Larson says she still needs to finish it.

“I’m really taking my time, I’m not trying to blast through it,” she says of Tears of the Kingdom. “I’m putting a lot of time into it because I just love it so much.”

And, like any good Nintendo gamer, she has her Smash Bros. and Mario Kart mains. For the former, it’s usually Zero Suit Samus (fitting, then, that she previously asked Nintendo to cast her as Samus in a movie), while she also dabbles in Kirby and Pikachu. For Mario Kart? Luigi (even if she was “spooked” by Luigi’s Mansion as a child).

Spotlight on Peach

Larson made a point, however, to talk about the real star of the hour: Princess Peach. In fact, when we ask what Nintendo character should be the next to get their own game, she playfully pushes back, saying, “That’s all you’re going to talk about? Why won’t we talk about Peach?”

“Peach. Peach 2. Peach 3,” she adds.

When asked if she wants a Princess Peach: Showtime! trilogy, she says, “Of course I do. Yeah. Just to start with. I’m putting that out there.”

“I’m really just rooting for Peach,” she continues. “I’ve watched her my entire life and I always knew that she contained multitudes and she was just waiting a little bit to show us what she had, and now she’s here with her adorable little friend.”

“That’s the thing with games,” she continues. “…It’s just that games are limitless and that’s what I love about them.”

She quickly gets sidetracked, however: “Sorry, I’m just staring into Princess Peach’s eyes. I mean, how can you not love them? She’s magnetic. With her heart bangs? Come on.”

Understandable.

Princess Peach: Showtime! arrives on Nintendo Switch on March 22, 2024.

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.

FromSoftware’s Miyazaki Responds to Calls for Bloodborne Remake on PS5

While everyone has Elden Ring on the mind today with the official unveiling of the Shadow of the Erdtree DLC, there’s another FromSoftware title that has fans still hungry for love: Bloodborne. And today, the game’s director finally acknowledged the overwhelming fan demand for a remake…though he stopped short of confirming or denying that one might ever materialize.

In IGN’s own interview with Hidetaka Miyazaki about the Shadow of the Erdtree DLC, we asked Miyazaki about the possibility of a Bloodborne remake. But he deflected: “Unfortunately, and I’ve said this in other interviews, it’s not in my place to talk about Bloodborne specifically,” he said. “We simply don’t own the IP at FromSoftware. For me personally, it was a great project, and I have a lot of great memories for that game, but we’re not at liberty to speak to it.”

But Miyazaki shared a few more thoughts with Eurogamer, acknowledging it made him “very happy” to see so many fans passionate about Bloodborne, and suggesting the game would benefit for a release on more modern hardware.

“I think having new hardware is definitely a part of what gives these remakes value,” Miyazaki said. “Things you weren’t able to achieve on previous generations of hardware, ways you weren’t able to render specific expressions – [new hardware] sometimes makes it possible.

“However, I wouldn’t say that’s the be all and end all. I think purely from a user perspective, modern hardware also allows more players to appreciate all the games. And so, it ends up being a simple reason, but as a fellow player, I think that accessibility is important. I think that can be the driving force between bringing an old game to a new platform.”

So that’s it. No promises, no hints of anything in the works, and to hear Miyazaki tell it, the decision isn’t even really up to FromSoftware – it’s entirely on Sony, who owns Bloodborne. In stark contrast, we recently learned that publisher Bandai Namco switched the ownership of its trademark on Elden Ring fully to FromSoftware, meaning the developer now has full control over what to do with that license. It seems highly unlikely Sony would ever do the same for Bloodborne, however.

Bloodborne fans have been desperate for a remake for years now. We gave the game a 9.1/10 when it first launched, but despite critical acclaim and incredible sales success, Bloodborne has remained relegated to PlayStation 4 exclusivity. There’s no dedicated PS5 version, nor is it available on PS5 or other consoles. With other FromSoftware games such as Demon’s Souls and the original Dark Souls getting a remake and numerous ports, respectively, hope has been kept alive. For now, FromSoftware fans will have to be content with the Shadow of the Erdtree DLC, about which we also spoke with Miyazaki at length.

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

Sand Land Exclusive Hands-On: We’re Wowed by Akira Toriyama’s Playable Manga – IGN FanFest

Not only is Akira Toriyama the creator of Dragon Ball, but he is a prolific manga writer, creating over 40 manga series. One such series was Sand Land, a manga about a desert world inhabited by survivors looking for water. Think Mad Max by way of Dragon Ball. For reasons that still aren’t super clear to me (though you’ll hear no objections) Sand Land is back in a big way. Not only is an anime adaptation premiering later this year, but Bandai Namco is getting ready to release a full Sand Land video game, and IGN got a chance to play an exclusive preview for Fan Fest and found a delightful throwback to a bygone era of anime gaming, with extra enjoyment for longtime Toriyama fans.

One aspect of Toriyama’s game that often goes unheralded is his brilliance as a designer. One look at his steampunk-y, circular car and airplane designs and you know instantly who drew them. Vehicle design is clearly a passion for Toriyama, having drawn everything from hovercrafts, airplanes, spaceships, to Toriyama-fied cars. His trademark machines have appeared in every one of his series, from Dragon Ball to Dr. Slump. Sand Land finally put me in the cockpit of these wonderful vehicles, and it was a dream come true.

My hands-on preview began with our hero Beelzebub in need of the right vehicle (a recurring element in my preview) to get across some quicksand. To do so, he enlists the healp of a new character, a brilliant mechanic named Ann, who says she can get Beelzebub and the crew across quicksand on her bike. Unfortunately, she lost her bike during a chase and now the gang has to go and retrieve it in an area called Talbo.

Sand Land, is at its heart, an open- world adventure game about Beelzebub and all of the cool vehicles he can pilot. The main mode of transportation is a customizable tank that can traverse the sands and blast away enemies. And yes, it utilizes classic tank controls for that extra hit of nostalgia.

But as we learn while trying to retrieve Ann’s bike, Beelzebub can swap between several different vehicles in an instant. Once we discover that some flying creatures have stolen Ann’s bike and taken it to their lair up in the mountains, we switch to the Jump Bot, a walker with the ability to, well, jump.

Whereas the tank is meant to be a sort of slow but all-purpose vehicle designed for combat, the Jump Bot is specifically designed for the kind of platforming areas I saw in Talbo. The Jump Bot can leap vertically to scale the tall mountain, as well as hop over some tricky ledges.

Once we reach the monster’s lair, it’s back to the tank to blast away at the flying creature. Maneuvering around while firing the tank’s cannon takes a bit of a learning curve, though my preview started part way through the game; you might be spared said learning curve through a tutorial and/or the practice gained in the early part of the game. Nevertheless, the controls are intuitive enough for anyone who grew up playing old PlayStation games, so taking down the flying monster was no problem.

The second part of my hands-on was where the vehicle customization truly shined. As you get further into Sand Land, Ann’s workshop will open up, allowing you to fully customize not only your tank but a variety of other vehicles Beelzebub has access to in Sand Land.

Focusing primarily on my tank, I was able to pick-and-choose different weapons, sub-weapons, threads, and other kinds of accessories to build my personal Sand Land destruction machine. I mostly went with aesthetics this time, but I did opt for a rocket launcher weapon that I got to try out later in my demo to great effect.

But customization doesn’t stop there, because once you have your loadout picked out, you can go next door to give your ride a custom paint job with a variety of colors and decals to choose from. Like I said, if you’re a fan of Toriyama’s unique vehicle designs, Sand Land will let you fully geek out.

Side Hustle

The second half of the demo was dedicated to some of the side activities Beelzebub can take on. There are side missions where Beelzebub can accept bounties on some high-profile targets (more on that in a bit), as well as races where you can take your newly customized ride for a true test. With three different race difficulties to choose from, each changing the course in some way, you can test your ride against enemy riders and time itself.

There are other side activities Beelzebub can take on in Sand Land. One of which is accepting bounties for tough enemies roaming the desert. I took my newly customized tank out to try and nab some of these bad guys and found that my new missile launcher equipped tank was more than enough to take out some of these bad guys in a blink of an eye.

One final note is that even with my limited hands-on time, Sand Land is shaping up to be massive. If it weren’t for some time constraints I wouldn’t have used the fast travel feature to get from place to place, and instead I would’ve loved to have taken my sweet time to take in the sights. Alas, that will have to wait until I get my hands on the full game.

Sand Land’s transmedia return is a true surprise so far, honestly. I haven’t thought about it since reading it in a copy of Shonen Jump over 20 years ago, and here it is with a brand-new game and even a new anime. For fans of classic, PS2-era anime games there’s a lot to be excited about in Sand Land, even without knowing anything about the series.

However, Sand Land really feels like a love letter to Akira Toriyama fans. I’m talking about the Dr. Slump and early Dragon Ball fans. There are dozens of amazing Dragon Ball games you can play right now, but if you’re a classic manga fan and someone who’s loved the Toriyama art style and world-building, be sure to check out Sand Land when it hits consoles and PC on April 26.

Matt T.M. Kim is IGN’s Senior Features Editor. You can reach him @lawoftd.

Hidetaka Miyazaki Leaves Door Open for Elden Ring 2 | IGN Fan Fest 2024

Will FromSoftware release Elden Ring 2 or more DLC for Elden Ring? In an exclusive interview with IGN, chief developer Hidetaka Miyazaki said both are possible, although he stopped short of making an announcement.

IGN asked Miyazaki: Do you envision [Shadow of the Erdtree] as the end of Elden Ring’s story or is there room for either more DLC or in Elden Ring 2 down the line?

And here’s Miyazaki’s response: “We don’t want to say this is the end of the Elden Ring saga for now. I think we said a similar thing at the end of Dark Souls 3. We didn’t want to flatten those possibilities or put a pin in them just at that time. And it’s a similar story with Elden Ring. We don’t want to discourage the possibilities for that. There might be more ideas in the future.

“We don’t have any current plans to make a second DLC or a sequel, but we definitely don’t want to snuff out that possibility. We think that there could well be something in the future.”

It seems likely that Shadow of the Erdtree isn’t the last we’ve heard of Elden Ring, given its astonishing critical acclaim and commercial success. Elden Ring is easily FromSoftware’s most successful video game ever, with over 20 million sold during its first year on sale. Indeed, earlier this month, a Genshin Impact-inspired Elden Ring mobile game was reported to be in development, but progress was described as “slow”.

The base version of Elden Ring returned a 10/10 in IGN’s review. “Elden Ring is a massive iteration on what FromSoftware began with the Souls series, bringing its relentlessly challenging combat to an incredible open world that gives us the freedom to choose our own path,” we said.

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.

Elden Ring: Shadow of the Erdtree Release Date and Gameplay Trailer Revealed | IGN Fan Fest 2024

Nearly two years to the day after Elden Ring’s original launch, FromSoftware’s Elden Ring DLC finally has a release date. Elden Ring: Shadow of the Erdtree will release June 21 on Xbox Series X|S, Xbox One, PS4, PS5, and PC, meaning that FromSoftware fans are in for a busy summer.

The news coincided with the release of a brand-new Shadow of the Ertree trailer, which includes glimpses of a host of new bosses, powers, and more. It opens with the familiar image of Miquella’s bloody arm hanging out from the cocoon in the arena where you fought Mohg in the base game, then goes on to show shots of the countryside, numerous battles, and a mysterious new villain named Mesmer.

No doubt fans will have plenty of theories after watching the entire three-minute video. You can find the full trailer below.

Shadow of the Erdtree has been anticipated by Elden Ring fans ever since it was first revealed at this time last year alongside a teaser trailer, which fans quickly picked apart for every detail they could find. FromSoftware has been largely silent ever since, fueling rampant fan speculation as 2023 turned to 2024.

In the meantime, Elden Ring has received several enhancements, including ray tracing for the PS5, Xbox Series X|S, and PC versions. An Elden Ring mobile game is also reportedly in development.

First released in 2022, Elden Ring was one of the year’s most popular games, earning numerous Game of the Year awards along the way. It was praised for retaining the atmosphere, depth, and challenge of FromSoftware’s Souls game while expanding the formula into a vast open world. We praised it as “one of the best open-world games we’ve ever played” in our review, where we awarded it a perfect 10.

The Shadow of the Erdtree release is apt to fuel a renewed wave of interest from the Elden Ring community, which has turned streamers like Let Me Solo Her into online heroes. As always, keep an eye on IGN for lots more analysis, which includes our full Elden Ring walkthrough and more. In the meantime, we’ll have lots more reveals as IGN Fan Fest 2024 continues through the rest of the week.

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.

Dying Light 2 Is Finally Getting Guns

Techland has detailed the Firearms Update for Dying Light 2 as well as the new Reloaded Edition, both due out February 22.

Two years after the zombie kill ‘em-up came out, Techland is releasing a Reloaded Edition designed to refresh the game and encourage new players to get stuck in. It includes all previous updates along with the Firearms Update, as well as the Bloody Ties DLC. Current owners of the Standard Edition get upgraded for free, Techland said.

The Firearms Update includes a number of changes, none as meaningful as the ability to shoot the enemies with guns. While the addition of guns obviously changes things up for the previously melee-focused action game, Techland told fans the essence of Dying Light 2 remains. “It is important to note that firearms are an enhancement rather than a complete change of genre,” Techland said. “They open new possibilities without altering the DNA of the game.”

Meanwhile, other additions include co-op survivor missions, board quests, and “various notable visual enhancements”. Story wise, some characters from the first Dying Light game make an appearance.

As part of the launch, Dying Light 2 Stay Human: Reloaded Edition is available to play on PC during a free weekend on Steam, between February 22-26. Progression carries over if you buy the game.

When Dying Light 2 came out in February 2022, Techland promised five years of post-release support. IGN’s Dying Light 2 review returned a 7/10. “Dying Light 2 Stay Human is an ambitious zombie action adventure that’s packed with top-notch parkour, an awesome open world, and every painful bug in the book,” we said. Since launch, the game has received a number of updates, although this week’s Firearms update is its most significant.

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.

Tales of Arise Sells 3 Million Units

Fantasy role playing game Tales of Arise has sold three million copies ahead of arriving on the PlayStation Plus Games Catalog and Xbox Game Pass.

Publisher Bandai Namco announced the milestone on X/Twitter, sharing new artwork for the game in celebration. “Over three million of you have shown your support for Tales of Arise,” it said. “Thank you for heling to keep the flame alive.”

Tales of Arise launched in September 2021, meaning it’s sold three million copies in two years and five months.

The number of players is likely on the verge of another rise, however, as Tales of Arise launched on both PlayStation Plus Extra and Premium and Xbox Game Pass on February 20.

Tales of Arise is the latest entry in the beloved RPG franchise, telling the story of a young man wielding the Blazing Sword and an untouchable girl fighting their oppressors. Players can explore the world of Dahna, where a mix of natural environments change in appearance based on the time of day.

In our 9/10 review, IGN said: “With an excellent story and cast and a reinvigorated combat system, Tales of Arise is the shot in the arm the long-running Tales RPG series needed to recapture its best moments.”

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

Borderlands 4 Teased By Gearbox Founder Randy Pitchford

We may or may not have just gotten confirmation that Borderlands 4 is on its way.

No seriously, you decide. In an interview with IGN to talk about the upcoming Borderlands movie, Gearbox founder Randy Pitchford dropped a major hint about a new project he considers to be Gearbox’s best game to date. He made sure to dance around the game’s title, but for context, I had just asked him his personal favorite entry from the Borderlands series.

“Look, we haven’t even announced anything of it,” Pitchford said. “Clearly, we’re working on something. And I know what we’re working on, and holy shit… It’s the greatest thing we’ve ever done. And I can’t wait, but it’s not time yet. It’s not time yet. There will be a time.”

As for when we’ll get more details on this mysterious new project, fans are speculating it will be sooner than you might think. According to ComicBook.com, Borderlands players on Reddit did some sleuthing to predict when they think the game will be unveiled.

The theory starts with a clip posted Feb. 6 from the official Borderlands account on Twitter/X. “This is how it all started,” the caption reads, accompanied by a video that recaps the entire first game. Fans were hopeful in the comments that the video could be setting the stage for a Borderlands 4 reveal.

Exactly one week later, the account did the same thing for Borderlands 2. On Feb. 13, a nearly three-minute recap of the series’ second installment was uploaded to Twitter, generating further suspicion from Borderlands players that a new game is en route. “Ok… there’s gotta be a reason they’re doing these now right,” one fan asked in the comments.

By that logic, one redditor suggested it’s possible the Borderlands account will continue to release recaps of the remaining games (The Pre-Sequel, Tales From the Borderlands, Borderlands 3, New Tales from the Borderlands) leading up to PAX East, an event where Borderlands 3 was announced in 2019.

All signs seem to be pointing towards a new Borderlands game, and it makes sense — why wouldn’t Gearbox want to ride the hype train of its upcoming film adaptation. Plus, this past November, we even spotted Borderlands 4 mentioned among a leaked list of games in development on a now-deleted LinkedIn post.

But for now, we’ll just have to hold tight for an official reveal. And if the fan theories are right, hopefully March 19 yields some answers.