Diablo 4 Player Gets World First Andariel’s Visage, Fans Compare Drop Rate to Other Near Impossibilities

As the debate about the chances of getting Diablo 4’s most powerful and rare items rages on, one player has confirmed the world first drop of the Andariel’s Visage super rare unique item.

WowHead reported a Diablo 4 Barbarian called YesYou was the lucky recipient of the coveted helm. Polish streamer NadinWins subsequently shared the drop on YouTube, showing off its powerful, one-of-a-kind Life Steal modifier.

The player behind YesYou, called Lithie, is the first in the world the community knows about to get Andariel’s Visage. As Blizzard recently confirmed, there are currently six of these super rare unique items in the game, and only a handful of finds have surfaced since Diablo 4 went live earlier this month.

Given the hundreds of millions of hours Diablo 4 has already been played for, the drop rate of these six items is clearly miniscule, causing many in the community to call on Blizzard to take action. In the meantime, amid these eye-catching item finds, players are comparing super rare unique item drop rates to other real-life impossibilities to highlight just how pointless any grind for them is.

“You’re vastly more likely to die falling out of bed than to get Shako,” said redditor Shaka Walls of the all-powerful Harlequin Crest (Diablo players have nicknamed this unique helm Shako). “Yeah, the odds are that I get killed by a shark with a golden AK-47 before I drop one of those, and I ain’t no casual,” joked Sauvadurbuz.

Other players have insisted you have a better chance of winning the lottery than obtaining one of Diablo 4’s super rare unique items. “It’s just not going to drop for you,” Shaka_Walls continued in the post that has so far had over 3,000 upvotes. “The chances are effectively 0%. Stop wasting your time. Even if it did, it would be financially irresponsible not to sell your account.”

“It’s just not going to drop for you. Even if it did, it would be financially irresponsible not to sell your account.”

Forbes reporter Paul Tassi took to Twitter to compare the chances of getting a Diablo 4 super rare unique item to getting struck by lightning. “This isn’t ‘oh cool something rare to farm!’ You are not farming, you are trying to get struck by lightning,” Tassi said. “Two of these total were found out of millions of players in like two weeks.”

What has emerged since Blizzard’s confirmation of the existence of these items is a community-driven effort to come up with a reliable “target farming” method. Target farming involves repeating the same slither of Diablo 4 over and over again because it’s felt the enemies within it are more likely to drop a particular item.

All Blizzard has said so far about these super rare unique items is they only drop from level 85 plus enemies, always drop at 820 power, and can be obtained anywhere you can get a regular unique. Because of this, Blizzard has said, the best way to farm for these items is to play content that gives you “the most uniques per x period of time”. Check out IGN’s guide How to Get the Rarest Unique Items for more.

Admittedly, there is not much to go on, but that hasn’t stopped players coming up with relevant theories. One popular theory suggests players focus on specific monster families. The theory suggests specific monster families (we’re not talking about The Addams Family here!) can drop specific items. As WowHead suggests, if this theory is true, specific monster types (cannibals, for example) are more likely to drop certain items (axes and helms).

Reddit user, u/Spartun put together a handy infographic to help players out, although it’s worth pointing out that currently no monster families theoretically increase the chance of dropping a ring or amulet, which means the Ring of Starless Skies (unique ring) and Melted Heart of Selig (unique amulet) may be even harder to obtain.

Whatever the truth, some players have said target farming even with some theory underpinning the process is pointless. “People who are talking about target farming these super rare uniques are just… let’s say ‘ignorant’ of just how abstract the mathematics are on getting these items,” Shaka_Walls said. “There’s a saying that goes ‘the lottery is a tax on stupid people’ and it seems to apply here.”

Diablo 4 launched big, becoming Blizzard’s fastest-selling game ever. It is also a hit with critics, and, generally, has gone down well with fans. However, the cost of Diablo 4’s microtransactions has raised eyebrows, and, surprisingly, Whoopi Goldberg called on Blizzard to release Diablo 4 on Mac.

Check out our interactive Diablo 4 map to start tracking your progress as you play.

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.

Among Us Animated Series In the Works From Infinity Train Creator and Titmouse

Three years after it exploded into a pandemic-era sensation, an Among Us animated series is in development at CBS Studios, Variety reports.

The new series will be based on the premise of the game, with a murderous Impostor sabotaging the ship, backstabbing crewmembers, and generally sowing chaos. Who will be the Impostor? Maybe we’ll find out in the season finale.

Among Us developer Innersloth is involved with the project. It is being led by Owen Dennis, who worked on Regular Show as a writer and storyboard artist before creating Infinity Train, a Cartoon Network series about an endless train filled with impossible worlds. Titmouse, the studio behind Big Mouth and Star Trek: Lower Decks, is handling the animation.

Since Among Us first exploded into the public consciousness back in 2020, Innersloth has sought to build on its popularity, including developing a VR version and participating in various crossovers. It even got its own one-shot manga. A sequel was in development, but work was abandoned in favor of reworking the original game’s codebase.

Among Us is far from the only game to explore adaptations in other media, with The Last Of Us leading the way in 2023. The ongoing trend speaks to the outsized influence that games have on popular culture, which Hollywood can seemingly no longer ignore.

Among Us does not have a release date.

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.

Marvel Snap: Is Spider-Man 2099 Worth 3000 Collector’s Tokens?

The final new card release of the Marvel Snap Spider-Versus season is none other than Spider-Man 2099. The Spidey of the future gives some serious firepower to the Move archetype, but is it enough to justify its cost of 3000 Collector’s Tokens? To find out, we’re going to break down what the Spider-Man 2099 card does, explore what strategies best suit it, and what decks it can be used in.

Just like last week’s Spider-Ham card (that we highly recommend), Spider-Man 2099 is starting out in Series 4 instead of Series 5 and will cost 3000 Tokens. This is part of Marvel Snap’s efforts to make new cards more accessible to players upon release.

Miguel O’Hara became a very different kind of Spider-Man after his sabotaged Alchemax science experiment miraculously granted him the usual suite of spider-powers but also a pair of vampire-like fangs that allow him to bite and paralyze foes with spider venom. As a more aggressive kind of Spider-Man (as audiences saw in the recent movie, Spider-Man: Across the Spider-Verse), it’s fitting that he has a very aggressive and very destructive effect.

What Does Spider-Man 2099 Do in Marvel Snap?

The Spider-Man 2099 card costs four Energy, has six Power, and features the ability, “The first time this moves to a location, destroy an enemy card there.” Destroying an opponent’s card can be a seriously impactful ability, given the right situation. If, for example, he moves to a location where your opponent only has a single high-powered card such as Devil Dinosaur or Evolved Hulk, he can win the location single-handedly. Then again, because the card he destroys at his new location is chosen at random, he’s far less effective on locations with multiple units. If your luck is bad, then he’ll only remove a small unit, like Spider-Ham or Korg.

The ability to destroy an opponent’s card regardless of its cost and power is quite rare in Marvel Snap, and when we do see it, it’s always offset by specific conditions that make it difficult to use. Spider-Man 2099 is no different. While his card is not the easiest to utilize because it requires a movement enabler, it’s at least more accurate than Gambit and less of a gamble than Negasonic Teenage Warhead.

There are a wide variety of Move cards that can trigger Spider-Man 2099’s ability, including Iron Fist, Ghost-Spider, Cloak, and Heimdall, but being a Move card means his strength will always be handicapped by the inherent weaknesses of the move archetype. Cards need to be drawn and played in a specific order, your entire strategy can be rendered inert by random Locations and opposing card effects that close off lanes or clog the board and make it hard to move cards, and the deck tends to be easy to predict because most Move cards go to the left, most notably the big finisher Heimdall. New Spider-Versus Season Pass card Ghost-Spider helps with that latter point because she can pull left, right, or center, allowing you to play Spider-Man 2099 to one lane and leave your opponent guessing which of the other two he’ll get moved to. It’s worth pointing out that Spider-Man 2099 offers six power for four energy, which is a solid stat line that makes him a respectable card even if you don’t get to trigger the ability.

Spider-Man 2099 may find a home in decks that aren’t pure Move decks. Perhaps he could thrive in a deck with a small move package. The Good Stats archetype could be a good home for him, as Zabu will discount his four-energy cost down to three.

Note that the wording on Spider-Man 2099 could be read in two ways — it sounds like either he triggers only the first time he moves or he triggers each time he moves to a new location. The developers have clarified that he only triggers one time, even if you bounce him back to hand and play him again.

What Are the Best Decks for Spider-Man 2099?

Spider-Man 2099 is a very hit-or-miss card, but when it hits the right target it can be a game-winner, so it’s worth trying him out in a variety of decks.

Classic Move With Spider-Man 2099

To start us off, we’re trying out Spider-Man 2099 in the standard Move build with all of your old favorites. With five different Move enablers, you’ll have plenty of opportunities to trigger his effect. Try to line things up so he lands in your Kraven lane. That way you not only destroy one of their cards but gain 2 extra Power.

  • Human Torch
  • Iron Fist
  • Dagger
  • Kraven
  • Ghost-Spider
  • Cloak
  • Silk
  • Doctor Strange
  • Vulture
  • Miles Morales
  • Spider-Man 2099
  • Heimdall

Tournament Winning Move With Spider-Man 2099

A recent Marvel Snap tournament saw JungCAT take first place with a Move deck, beating out 147 other competitors. Even though Move is considered a lower-tier deck, this is proof that it can still hang with the big boys when done right. We’re trying out their build with Spider-Man 2099 by swapping out Shang-Chi but Vision could also be an option. By running Spider-Man 2099 alongside Stegron and Magneto, you’ll be messing with their board so much that they’ll never feel like any play they make is safe.

  • Iron Fist
  • Dagger
  • Kraven
  • Ghost-Spider
  • Cloak
  • Vulture
  • Miles Morales
  • Stegron
  • Spider-Man 2099
  • Vision
  • Heimdall
  • Magneto

Good Stats Move With Spider-Man 2099

This deck uses the tried and true (and recently nerfed but still playable) Good Stats skeleton of Black Bolt, Stature, Zabu, and friends with a Move package featuring Spider-Man 2099. The deck aims to out-value the opponent with numerous high-stat cards, and what better way to get ahead than to wipe some of their stats completely off the board?

  • Iron Fist
  • Korg
  • Zabu
  • Ghost-Spider
  • Vulture
  • Dawkhawk
  • Spider-Man 2099
  • Enchantress
  • Miles Morales
  • Rockslide
  • Stature
  • Black Bolt

Sera Move With Spider-Man 2099

Sera’s Energy-reducing ability helps Move pop off on the final turn, pushing and pulling cards around the board in an unpredictable way. Adding Spider-Man 2099 into the mix has the potential to swing seemingly untouchable lanes back into your favor.

  • Kitty Pryde
  • Nova
  • Angela
  • Hit-Monkey
  • Kraven
  • Ghost-Spider
  • Cloak
  • Killmonger
  • Vulture
  • Spider-Man 2099
  • Enchantress
  • Sera

Should You Spend 3000 Collector’s Tokens on Spider-Man 2099?

After playing a handful of games with each of these lists, the short answer is no, Spider-Man 2099 is not worth buying.

While Spider-Man 2099 has a very strong destroy effect, a variety of factors stop him from working consistently. Oftentimes we weren’t able to trigger his destroy effect, and even when we did, his random-targeting had him hitting low-value cards instead of big ones. There were some instances where he worked exactly as intended, and those moments felt awesome and rewarding, but they were far and few inbetween. The meta is currently dominated by decks like Bounce and Sera that play lots of small units, so it’s rare to snipe a big card with Spider-Man 2099. The popular High Evolutionary archetype likes to close out games with Evolved Hulk soloing a lane, so you’d think Spider-Man 2099 would be able to take advantage of that, but because you’re often playing him down on turn 4 or 5, it gives the oppponent a chance to play around it.

That’s why we think Spider-Man 2099 is not worth the 3000 Tokens, especially if your collection is still missing much better Series 4 cards such as Zabu, Darkhawk, or Spider-Ham. It’s hard to imagine Spider-Man 2099 becoming a popular meta card seen in the most competitive ranks of the game, so you won’t be missing out if you let him swing right on by. If you’re a Move enthusiast and just want to play the card for fun, then you’ll definitely get your money’s worth in that regard because he is a cool card with a sweet animation that can pull off some seriously satisfying wins (just not often enough).

Joshua is IGN’s resident card game fantatic. He’s played Yu-Gi-Oh! and the Pokemon TCG competitively and regularly reaches Infinite rank in Marvel Snap.

Diablo 4 Patch 1.03 Fixes Nightmare Dungeons and the Endgame XP Grind

Diablo 4 Patch 1.03 is here, and it’s a big one.

In a lengthy list of patch notes posted to their blog, Blizzard detailed Diablo 4 Patch 1.03, which included an enormous list of gameplay improvements and some hotly requested changes to address the endgame XP grind.

Many issues that have bothered players have been addressed, like rogues becoming invisible indefinitely in the PvP-focused Field of Hatred zones, and disappearing corpses when using Corpse Tendrils as a necromancer.

But the most notable changes can be found in a section called “Experience Rewards,” where numerous improvements to the endgame XP grind can be found.

A major issue with the endgame grind is that Nightmare Dungeons, which are meant to be one of the main activities for players to tackle, have actually been less efficient for leveling than doing certain standard dungeons. One of the reasons for this is that many Nightmare Dungeons are simply too far from fast travel points to be worth hiking over to enter the activity in the first place, while a second even more critical reason is that Nightmare Dungeons simply didn’t give enough XP to make the high-difficulty activity worth it.

Both of these issues are now being addressed, as players will now be able to teleport directly to Nightmare Dungeons, which have been tuned to give off dramatically more XP. Similarly, Helltide chests now provide “substantially more bonus experience when opened” and XP granted from completing Whisper bounties has been “significantly increased.”

If the patch notes deliver on these changes, it should dramatically improve a lengthy endgame grind that has frustrated some players in its sluggishness, especially when tackling the activities that were meant to be grinded were not the most efficient way to level.

Diablo 4 arrived earlier this month and it has thus far proven to be a major hit for Blizzard. For more coverage, check out our extensive map of Diablo 4’s Sanctuary.

Travis Northup is a freelance writer at IGN.

Final Fantasy 16 Ultimate Edition Soundtrack Is Up for Preorder

For those with a love of video game soundtracks, the Ultimate Edition soundtrack for Final Fantasy 16 is officially up for preorder. This box set includes 8 discs and a booklet containing artwork from the game and notes from the composer, Masayoshi Soken, and other developers from the game. It’s set to release on July 28 this year with a price tag of $99.99. Click the link below to learn more.

Final Fantasy 16 Ultimate Edition Soundtrack Preorder

Final Fantasy 16 is a game we absolutely adored, giving it a 9 in our review and stating that it’s “certainly a departure from what fans may expect out of a Final Fantasy game, but its excellent story, characters, and world building are right up there with the best the series has to offer.” In regard to the soundtrack, our review also stated that “It manages to perfectly accompany every big scene, whether it’s the tender moments between Clive and Jill, the quiet moments of respite inside the hideaway, or the absolutely epic battles between Eikons.”

If you want to know of even more soundtracks you can preorder right now, there are actually a few set to release in the coming months that are worth keeping on your radar. If you enjoyed The Super Mario Bros. Movie, that film’s official vinyl soundtrack (and a special 7″ single vinyl with Bowser’s song “Peaches”) are expected to release in Q3 of this year. You can also preorder the Horizon Forbidden West deluxe vinyl collection right now, which is set to release sometime this summer after a delay.

And, if you want even more Final Fantasy gift ideas to look through, make sure to visit our Final Fantasy gift guide. There, you can find everything from a Cactuar plush toy to a Final Fantasy XIV cookbook that are perfect gifts for the Final Fantasy fan in your life.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

PlayStation Boss Jim Ryan Admits Starfield Xbox Exclusivity Is Not ‘Anti-Competitive’

PlayStation boss Jim Ryan has admitted he does not view Starfield’s Xbox console exclusivity as “anti-competitive”.

During the ongoing trial between Microsoft and the Federal Trade Commission (FTC), the head of PlayStation took the stand. During his testimony, he was asked if anything was wrong with Arkane Studios’ Redfall and Bestheda Game Studios’ Starfield being console exclusives on Xbox.

“I don’t like it, but I have fundamentally no quarrel with it,” Ryan replied. When asked how he felt about Starfield skipping PlayStation 5 and being exclusive to the Xbox Series X/S on console, he said: “I don’t like it, but I don’t view it as anti-competitive.”

Console exclusivity, particularly in relation to the Call of Duty, is at the heart of the FTC’s case against Microsoft’s proposed $69 billion buyout of Activision Blizzard. It has pointed to Bethesda’s upcoming space role-playing game Starfield, which is not coming out on PlayStation, as an example of Microsoft’s behaviour after it bought parent company ZeniMax. For its part, Microsoft has committed to keeping Call of Duty multiplatform for at least a decade if it buys Activision Blizzard. Ryan has expressed concern about the fate of Call of Duty, should Microsoft obtain control over the franchise.

Ryan’s comments come on day three of the trial. Within the last few days a slew of new information has come out; this includes Microsoft seriously considering acquiring studios, such as Bungie, IO Interactive, and Sega, to fill its content gaps.

If you want to learn more about the ongoing trial, check out our daily roundups. If you want a more in-depth look at the previous trial days, check out our day one and day two analysis pieces.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

BioWare Confirms Undisclosed Number of Layoffs as Star Wars: The Old Republic Moves to New Developer

BioWare has confirmed layoffs within the Star Wars: The Old Republic development team as the game prepares to transition to a new developer.

Earlier this month, IGN revealed EA was nearing an agreement to move the ongoing development and operation of the long-running MMORPG from BioWare to third-party studio Broadsword Online Games.

The agreement sees SWTOR handed over to current Ultima Online and Dark Age of Camelot developer Broadsword Online, which is run by former Mythic Entertainment co-founder and BioWare VP Rob Denton, who previously worked on SWTOR in its early days.

At the time, IGN reported 70-80 people were part of the core development team of The Old Republic, more than half of whom were expected to move to Broadsword.

In a new blog post, BioWare general manager Gary McKay confirmed an undisclosed number of layoffs are set to hit those who do not transition from the studio to Broadsword.

“No big change comes without challenges,” McKay said. “Among them is the fact that most of the current team will be invited to accompany the game on its move to Broadsword, though unfortunately not every role will make the move. This is the hardest part of this transition, and these decisions were not made lightly. We are of course doing everything we can to support the affected team members, who have an opportunity to find new roles within EA.

“In addition, we’re aware that the team members who are being asked to move to a new studio will also be adapting to change, and we will be working with Broadsword to make the transition as comfortable as possible.

“In the long run, though, we are confident that this is the best decision for the game and its community. We at BioWare will miss being a part of SWTOR’s story going forward. But we also know that it will be in very good hands.”

One employee who is moving over from BioWare to Broadsword is Keith Kanneg, executive producer of SWTOR. In the same blog post, he said “decisions that impact our people are the hardest part of change and evolution, but I believe Broadsword is the right studio to continue to enhance and modernize our game — and also expand the number of people who can play it”.

BioWare has insisted all current plans for SWTOR are still in place, with new features set to be announced.

“As examples, we just delivered our largest story update in months, and a new story flashpoint with Game Update 7.3: Old Wounds, taking us back to the planet Voss, which we haven’t visited since our KOTET expansion back in 2016,” Kanneg said. “We will also be rolling out Game Update 7.3.1, which will contain our next Galactic Season, in the coming months. And stay tuned for details on Game Update 7.4, where players will see the story continue following the events of Old Wounds. And there’s even more on the horizon.”

BioWare is now focusing on its single-player games, with teams primarily in Austin and Edmonton. McKay provided a brief update on Dragon Age: Dreadwolf and the next Mass Effect game: “For Dragon Age, we continue to build, polish, and tune an exceptional experience we know our fans will love. We can’t wait to share more on this soon. For Mass Effect, we continue pre-production with a core team of veteran storytellers who are bringing the deep franchise history forward in a spectacular new way.”

SWTOR was first launched in December of 2011, and IGN gave it a 9/10 in our review at the time. It was initially released as a subscription game but was converted within the first year to free-to-play after a steep drop-off, and has remained that way ever since to steady success.

While SWTOR never quite reached the heights of competitor World of Warcraft, it did achieve nearly $1 billion in lifetime revenue as of 2019. Last year, its creative director Charles Boyd left the company after 16 years.

The Old Republic remains a popular period within the Star Wars universe, with Lucasfilm acknowledging it as a potential setting for future movies and shows. A remake of the original Knights of the Old Republic is currently in development, but its status is unknown after being delayed indefinitely.

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.

Small Scale, Big Fun: Hands-on with Hot Wheels Unleashed 2

For a team whose bread-and-butter is stern and serious motorcycle simulations, Milestone’s 2021 toy-based racer Hot Wheels Unleashed certainly seemed like a quirky fit at the time. However, buried amongst 30-or-so iterations of the Supercross, MXGP, MotoGP, SBK, and Ride series, Hot Wheels Unleashed shone like a die cast diamond. Combining the impeccable speed brandished by the likes of arcade racing icon Burnout with the twisted madness of Trackmania, Hot Wheels Unleashed boasts toy-sized racing that’s small on scale and massive on fun. After the positive reception for the original, a sequel is no real surprise – but how does Hot Wheels Unleashed 2: Turbocharged improve on the 1:64 formula? At least, other than just adding motorcycles, that is? Classic Milestone.

We’ve had a brief hands-on with Hot Wheels Unleashed 2, and it definitely seems largely in-line with the original at first blush. That is, tiny and impeccably detailed toy cars taking on wild and wacky plastic tracks draped across life-size environments.

The garage this time, however, is bolstered by a few extra vehicle types – including motorcycles and ATVs. They honestly look a little odd without riders and they’re too big compared to the cars, but both of those things are essentially out of Milestone’s control. Milestone is just emulating the actual Hot Wheels models, and in real-life the die cast bikes do skew quite large compared to the regular cars they’re ranged alongside of. About 10 years ago Hot Wheels debuted a range of bikes with little plastic riders that might’ve been a better aesthetic fit for the game, but the fact they’ve been out of circulation for some time now wouldn’t have helped their case. The bikes handle much like everything else in the game, but they do authentically lean left and right as they manoeuvre.

There was only a small smattering of vehicles available in the preview, but the final game will feature over 130 of them. The first game launched with 66, although over 80 more were added as DLC or rewards post-release. It feels plausible that Hot Wheels Unleashed 2 will arrive with fewer cars than the most dedicated returning fans may have ended up with in the original, but it’s not clear how many of the 130 will be returning cars and how many will be new. There were a few familiar models in the preview selection as well as some new ones, including a reissue of the Sol-Aire CX4, a knock-off Group C racer I definitely remember having back in the 80s. More of these older models would be welcome in the final product; I know some younger players may not recognise them but I’m sure others will; my kids can’t be the only zoomers who inherited a bucket full of Gen-X Hot Wheels!

I also spotted a Bugatti Chiron, so licensed models will still make an appearance. Hopefully we’ll see more entertainment models; last time we had the DeLorean from Back to the Future and the TMNT Party Wagon amongst several others, but it’d be nice to see them joined by some others this time around. The licensing for specific replica movie cars does admittedly seem to bounce between a number of die cast companies (so I do gather not everything Hot Wheels has ever modelled in its long-running Entertainment line may necessarily be up for inclusion in 2023) but I’m up for whatever we can get. Some Fast & Furious cars would be a good fit considering it’s been a significant pillar of Hot Wheels’ range for years, surely?

A new skill tree system for upgrading vehicles will be on hand, and broadly speaking you’ll be able to equip a specific amount of perks to a vehicle depending on its category level (which can also be improved with so-called ‘Upgrade Kits’). I’m hoping the overall system for this is extremely straightforward and features zero mobile game treadmill nonsense; the last thing anyone needs is another dose of Disney Speedstorm.

There were two track environments available in the preview – Backyard and Mini Golf Course. They’re both brightly lit and largely outdoor locations, and they both introduce dirt and grass as terrain. I’m guessing I’ll probably need more time with more vehicles to properly assess just what impact these different surface types have on the overall handling, but there is supposed to be an effect. The three other maps are called Dinosaur Museum, Gas Station, and Arcade. I’m liking the look of the neon-splashed diner in Gas Station, but Arcade looks like it has massive potential to be my favourite – and not just because I obviously have a soft spot for classic video game halls. In my opinion, the visuals of the original Hot Wheels Unleashed were at their absolute strongest in the Garage map, which features a fantastic contrast between more dimly lit zones and areas bathed in fluorescent light. I suspect the lighting in Arcade will be equally strong.

Milestone has added more race types to Hot Wheels Unleashed 2, which is a good move. As much as I truly enjoy the original, it is a little limited by the fact it only features standard races and time trials. Hot Wheels Unleashed 2 adds elimination events, drift challenges, and waypoint time trials. There’ll also be some online-specific events, including a destruction derby-themed one, but we weren’t able to try that one during our preview.

Some other big additions are the inclusion of a lateral nudge move (which can be used to bonk into opponents beside you, or avoid incoming obstacles) and a jump move (which is tied to your boost meter). The jump move seems like a big swing considering how much of an effect that may have on shortcut hunting, but I’m going to reserve judgement until I can get a lot more time to explore the tracks. On first impressions, the checkpoints do seem to be placed a lot closer together, though. As such, I’m slightly worried about what this may mean for the cheeky and technical air-boosting shortcuts that were quite fun to fool around experimenting with in the original. Significant stretches of track can be skipped with varying degrees of skill (and luck) in the first Hot Wheels Unleashed, but I’m not sure yet whether the same will be possible in the sequel.

Hot Wheels Unleashed 2: Turbocharged is primed to hit the pegs on October 19, 2023.

Zelda: Tears of the Kingdom Sold More Copies Physically Than Resident Evil 4 or Star Wars Jedi: Survivor Did Period

The Legend of Zelda: Tears of the Kingdom has sold more copies physically than Resident Evil 4 Remake or Star Wars Jedi: Survivor sold period.

Revealed through the latest data from Circana (formerly NPD), the long-awaited Breath of the Wild sequel got off to an incredibly hot start, instantly moving to second place on the list of best-selling games of the year so far.

What makes this a particularly astounding feat is that Nintendo only shares its physical sales data, not digital, meaning none of Tears of the Kingdom’s eShop sales contributed to this number.

This means the physical version only fell to Hogwarts Legacy and otherwise outperformed Resident Evil 4 (which topped March’s sales charts), Star Wars Jedi: Survivor (which topped April’s), Dead Island 2, MLB: The Show 23, and every other game released in 2023.

The best selling games of 2023 so far are therefore: Hogwarts Legacy, Tears of the Kingdom, Call of Duty: Modern Warfare 2, Star Wars Jedi: Survivor, Resident Evil 4, MLB: The Show, Dead Island 2, FIFA 23, Dead Space, Madden NFL 23, and Elden Ring.

Physical sales are also generally considered to be poorer performing compared to digital, with a report from January 2023 indicating digital sales accounted for an estimated 90% of games sold in the UK in 2022.

Tears of the Kingdom’s hot start wasn’t necessarily a secret, of course, as Nintendo announced the sequel sold 10 million copies within three days. That being said, overcoming 2023’s other hit games through physical sales alone is a significant accomplishment in an industry where major developers are giving up on boxed copies altogether.

In our 10/10 review of the game, IGN said: “The Legend of Zelda: Tears of the Kingdom is an unfathomable follow-up, expanding a world that already felt full beyond expectation and raising the bar ever higher into the clouds.”

And for help with everything Tears of the Kingdom, take a look at our Tears of the Kingdom Walkthrough and Guide about making your way through Hyrule. In fact, you can start here:

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

Microsoft Said It Would Have Kept Sega Games Multiplatform After Proposed Buyout

Microsoft would have kept Sega games multiplatform if it had bought the company, court documents have revealed.

As part of a strategy document released during the ongoing Federal Trade Commission (FTC) vs Microsoft trial to determine the fate of Xbox’s $69 billion acquisition of Activision Blizzard, Microsoft outlined its operating plan for Sega, had its plan to buy the company behind Sonic came to be.

The document, reviewed by IGN, reveals Microsoft’s plan for Sega to report into Xbox Game Studios boss Matt Booty with the following operating principles:

  • We will continue to develop and sell all acquired games and franchises on all relevant platforms (e.g., Android, iOS, PlayStation, Steam, Switch, Windows, Xbox, etc).
  • We will bring previously exclusive to PlayStation and Nintendo titles to Xbox and launch future titles on Xbox in addition to other relevant platforms as rights permit.
  • We will launch all acquired games and franchises with subscription exclusivity into Xbox Game Pass on console, PC, and cloud; future releases will ship into Xbox Game Pass on a day-and date basis.

The important point here is that Microsoft, in November 2020 when this strategy was outlined, did not plan to make Sega games such as Sonic Xbox exclusive. Rather, it planned to continue to make Sega games multiplatform, and bring exclusives to Xbox.

One of the key questions the FTC has put to Microsoft as part of its bid to block the Activision Blizzard deal is whether it would make Call of Duty exclusive to Xbox. It has pointed to Bethesda’s upcoming space role-playing game Starfield, which is not coming out on PlayStation, as an example of Microsoft’s behaviour after it bought parent company ZeniMax. For its part, Microsoft has committed to keeping Call of Duty multiplatform for at least a decade if it buys Activision Blizzard. This note on its plan for Sega, should the deal have gone through, backs up Microsoft’s case.

According to an email similarly entered into evidence, Xbox head Phil Spencer specifically went to Microsoft CFO Amy Hood and CEO Satya Nadella to request approval to approach Sega and acquire its gaming studios (notably not including the rest of its business units). “We believe that Sega has built a well-balanced portfolio of games across segments with global geographic appeal, and will help us accelerate Xbox Game Pass both on and off-console.” Microsoft GM David Hampton simply replied “game on” to this email.

You can check out our daily roundups right here on IGN for updates on everything happening in FTC v. Microsoft, day by day, as well as catch up on our detailed analysis of day one and day two of the trial before it reconvenes today.

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.