Marvel Rivals Dev Says They’re Not Trolling Dataminers – ‘We’d Rather Spend Our Time Developing the Game’

Marvel Rivals dataminers think the developers are trolling them with lists of potential future characters hidden in the game’s code. But NetEase and Marvel say they have better things to do…like actually make the game.

Last month, dataminers began sharing names of potential future heroes hidden in the code of Marvel Rivals, a few of whom seemed to be confirmed pretty quickly as real when the Fantastic Four were officially announced. However, as the list of datamined heroes grew, a different rumor began to circulate in the community: some of the names were fake, planted there by developers to mislead dataminers.

Even now, there’s disagreement in the community as to which, if any of the datamined characters are really being seriously considered for the game.

We recently had the opportunity to directly ask Marvel Rivals producer Weicong Wu and Marvel Games executive producer Danny Koo if they’re secretly performing an elaborate troll. And while it sounds like there are no pranks being pulled here, we should still take all the names being found in the code with a grain of salt. Here’s what Wu had to say:

“So firstly we want to say that we don’t recommend anybody to make adjustments to the files [of the game],” he began. “Also, you can see that for each character’s design actually we come through a very complicated process and we make a lot of concepts, trials, prototypes, development, et cetera. So there could be some information left in the code, and it might mean that we have tried those directions and they may appear or may not appear in our future plans. And whether or not they will appear in our future pipeline is highly depending on what kind of gameplay experience our players would expect in our game.”

Koo added, “If I could have a ten-year plan, it’d be great. But the team experimented with a lot of play styles, heroes. It was like there’s someone doing scratch paperwork and then just left a notebook there, and someone [a dataminer] decided to open it with no context.”

I pushed a little, asking them point-blank if they were deliberately trolling people. Koo replied, “No. We would rather spend our time developing the actual game.”

In the same conversation, we also discussed how a character gets chosen to be added into Marvel Rivals in the first place. The two told me that the team plans updates roughly a year in advance, and is committed to keeping its current pace of adding new characters every month and a half. For each update, NetEase first looks at what type of character and skillset is needed to balance out the rest of the game and add variety to the roster, and come up with a list of several different possible additions. Wu told me that part of NetEase’s strategy for achieving game balance is to focus less on aggressively tweaking existing characters to be perfectly fine-tuned, and more on adding new characters and experiences to keep things fresh, fill gaps, support characters that are a bit weak with new team abilities, or counter characters that might be a little too strong.

Once they have a list of possibilities, NetEase then takes these suggestions to Marvel Games, and begin working on initial designs. From there, they look at what the community is currently excited about, as well as what’s planned a year in advance in other Marvel divisions, such as if a big film or comic arc is coming that they can tie a character in with. That helps them come to a final decision on who’s going in. All this explains why there might be a lot of different heroes listed in the code – NetEase just has a lot of ideas it’s tossing around all the time.

Marvel Rivals was great at launch, and each new character only seems to make it more powerful, with the Human Torch and The Thing set to be the latest heroes joining the game on February 21. We also spoke to Wu and Koo about the possibility of a Nintendo Switch 2 release for Marvel Rivals, which you can read about here.

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

The Last of Us Creator Neil Druckmann Says He Never Plans for Sequels: ‘That Requires a Level of Confidence I Don’t Have’

Earlier this week at the DICE Summit in Las Vegas, Nevada, Naughty Dog head Neil Druckmann and Sony Santa Monica head Cory Barlog sat down in front of an audience for a chat about a very personal topic: doubt.

The two bantered back and forth for roughly an hour on a series of subjects that were clearly very close to both of them, ranging from their own doubts about themselves as creators to how they knew an idea was “right” or not. The two also answered a few pre-submitted audience questions, including one that Barlog read to Druckmann about sequels: “How do you and your teams approach character development over multiple games?

Druckmann’s answer, though, was surprising for someone who’s made quite a few sequels in his day: he doesn’t think about multiple games.

“That’s a very easy question for me to answer, because I never think about multiple games, because I’m the game in front of us is so all consuming,” he responded. “I think you’re jinxing yourself if you’re starting to think about the sequel when you’re working on the first game. So when I was making The Last of Us 2, yeah, sure. Every once in a while an idea pops in your head of where it might go if we get the chance to do another one. But I just approach it as, ‘what if I never get to do another one?’…I’m not saving some idea for the future. If there’s a cool idea, I’m doing my best to get it into here.”

Ten-year payoffs

Druckmann went on to explain that this is how he approaches everything, with perhaps the exception of the The Last of Us TV show since he already knows it’s going to have multiple seasons. So when sequels come around, instead of having a plan already in mind, Druckmann says he looks back on what he’s already done and asks himself what elements are unresolved and where the characters can go. “And if I feel like the answer is, they can’t go anywhere, then I go, ‘I think we’ll just kill them off.’

“I’m half joking, but we just find the next game. When we made Uncharted 1, we had no idea we would do the train sequence of Uncharted 2, or where Nathan Drake would be. We figured it out when we made Uncharted 2. And eventually, the same when we worked on Uncharted 3, same when we worked on Uncharted 4, where we look back and say, “How do we not repeat ourselves? Where else could this character go? What else could get him back into the adventure?” And we have to come up with a new answer. And if we don’t have a new answer then we should ask ourselves, is this the right character? Is this the right game for us to work on? Or is it time to find something new?”

When we made Uncharted 1, we had no idea we would do the train sequence of Uncharted 2.

Barlog responded, saying he doesn’t work that way at all. Barlog says he has “way too much of the Charlie Day crazy conspiracy board of trying to connect and plan with all of these pieces,” and especially likes when he’s able to connect something he’s working on now with something he planned ten years ago.

“It’s just so magical, but it is absolutely, unequivocally the most unhealthy thing ever, because it is insanely stressful to try to fold and connect each of these pieces,” Barlog continued. “Because give or take five years, there’s hundreds of people involved, and then a whole new group of people often are moved in on the next project. That’s a bunch of different, and perspectives, and likes and dislikes that are going to negatively impact you setting something up that early. And they’re going to be like, ‘Let’s talk about this, because that was kind of the dumb. I don’t know if I want to do that.’”

“I think for me that requires a level of confidence I just don’t have,” Druckmann later responded. “Like this is going to be so successful, I know where this is going next. I’m like, I just want to focus on the next five days in front of me, let alone 10 years down the line.”

The reason to wake up

The fireside chat spanned a number of topics, with Druckmann and Barlog discussing their own experiences with doubt, and their respective creative processes for determining when an idea is “correct.” Later in the talk, they alluded to their feelings on their careers as they currently stand. Druckmann spoke on how he doesn’t want to go into TV or movies permanently, sharing this anecdote about his love for games:

“Since we’re talking about TV, one time I gave some direction on Pedro Pascal. And I think he was frustrated by my direction, but he said it jokingly. He’s like, ‘Do you like art?’ And I said, defensively, ‘Yeah, do you like art?’ And without missing a beat, he goes, ‘It’s the reason to wake up in the morning. It’s why I live and breathe.’ And to me, that’s why we do it.

“…At times, I’ve had panic attacks. It’s just so much stress, but you do it, because you love it so much. I love games so much. I love the stories we tell in games so much. It’s the reason to wake up in the morning. It’s why we do what we do, and despite all the negatives that come with it, sometimes the death threats and all the negativity and all those things, you just kind of dismiss those things and say, ‘Yeah, but I get to make games with the most talented people. How lucky are we?’”

Druckmann then turned a question on Barlog, pointing out Barlog’s storied career in light of the recent retirement of his colleague Ted Price. “When is it enough?…When is this compulsion enough? When have you proven yourself enough?”

Barlog gave a lengthy answer that got real real:

“Is it ever enough? The short answer’s, no, it’s never enough. It is the voice in your head driving you more, and more, and more, and more…You struggle, you struggle, you work, you work. And it feels thankless, and you’re not being heard. Or the thing you’re doing doesn’t resonate. Then you reach that point where this mountain you’ve been looking at it, you’ve been dreaming about, you’ve been aspiring to. Finally, you reach the summit of this mountain. And it’s like the most amazing and horrible thing all at the exact same time.

Is it ever enough? The short answer’s, no, it’s never enough.

“Because when you get to the top, this demon of obsession inside of your head doesn’t shut up and let you appreciate the moment, the smell of the air, the sound of this sort of successful silence, that you’ve persevered, you’ve struggled, you’ve worked so hard to get all this. And so many people came together, and used this collective creative brain space to give birth to something that was only an idea, or a concept. And just enjoy, and revel, and see that you accomplished this thing, and you are at the top of the mountain. No. The demon just looks and goes, ‘There’s another mountain over there that’s a lot taller.’ Okay, well what next? You don’t even often take that time. And I don’t want to believe that it is intentional. It is this weird, I think silent, not so silent part of your individual makeup. The reason you’re in this is because you can’t stop. You’re driving yourself forward, and to your detriment, to everyone else giving you the advice to stop, and pace, and you don’t.”

Druckmann echoed this sentiment, but softer, ending on an anecdote about Naughty Dog’s Jason Rubin. Upon his departure from the company, Druckmann remembers Rubin telling him that him leaving would create a space for everyone else to rise up behind him. “I think about those opportunities. Eventually when I am done doing this, it will create a bunch of opportunities for people. So for me, it’s like I’m slowly rising up. I’m getting less involved on the day-to-day stuff, like on this project that I’m on…And eventually I think I’ll just be able to remove myself. I don’t know how long that will take, but I think about it. And I think about the opportunities I will create for next people to take on this stress, and take on their ideas, and be vulnerable and do all those things.”

Barlog quipped back, concluding the talk: “Very convincing. I’m going to retire.”

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

Avowed Has a Little Bit of Romance In It After All

Obsidian’s Avowed just went live in advanced access for those willing to spend more, sending new adventurers out across the Living Lands. While they’re out there, they might discover some magical items and dangers, and apparently, a little bit of love after all.

During the pre-release run-up for Avowed, Obsidian said the game wouldn’t feature a dedicated romance system, and would instead focus on building “thoughtful relationships” with companions. Here’s a quote from an IGN interview with Avowed game director Carrie Patel, explaining the thought process:

“We are building thoughtful relationships with our companion characters,” Patel said at the time. “Ultimately, I personally am a fan of making that an option, but I feel like if you’re going to do it, you really, really have to commit and make sure that you’re giving all to fulfilling that in a way that feels both true to the character, but also creates an engaging player experience. So not something we’re doing for Avowed, but I wouldn’t say never.”

Early players and reviewers of Avowed are reporting that, actually, at least one companion has eyes for your player character. Spoilers ensue for specific interactions with the companion Kai, so if you’re looking to avoid that, turn back now.

Warning! Avowed spoilers follow:

GamesRadar reports that Kai, voiced by Brandon Keener (also the voice of Mass Effect’s Garrus Vakarian), can wind up in a romance with the player. Complete his own personal quest line, confess your feelings, and apparently you’ll get a confirmation of your happily-ever-after in the credits roll.

I’m not far enough in my personal Avowed playthrough to confirm as much, but PC Gamer encountered similar dialogue in their playthrough. The romance seems gender-agnostic too, as PC Gamer played as a male character, and GamesRadar’s reported success was with a female character.

It’s a nice little treat, especially for all the Garrus fans. It does make one wonder what shifted in development, but if love wins in the end, that’s all that really matters.

Avowed is out now in early access, so if you’re looking for a take on it, be sure to check out our Avowed review. Once you’re done with that, check out IGN’s guide to Things Avowed Doesn’t Tell You.

Eric is a freelance writer for IGN.

Pre-Registration Begins for Tactical RPG Mecharashi

The pre-registration window is officially open on PC, iOS, and Android for Mecharashi, a free-to-play tactical RPG that puts you in charge of outfitting and deploying a squad of mech pilots.

If this is your first time hearing of Mecharashi, it’s developed by BlackJack Studio and is focused on strategy and tactics. Every mech, both yours and your enemies’, is made up of four parts: a body, legs, right arm, and left arm. Each part has its own separate HP, and reducing each part to zero brings about different results.

“The core gameplay of our game is inspired by Front Mission,” the dev team told IGN. “When we reviewed the design brilliance of Front Mission, the most striking revelation came from its groundbreaking choice in 1995: while other strategy games of that time were fixated on the rock-paper-scissors style of counter systems (e.g., “sword > axe > spear”), it boldly abandoned this easy-to-grasp approach. Instead, it introduced part destruction to create a truly physically meaningful battlefield.”

In Mecharashi, destroying each enemy’s body is the ultimate goal, since that finishes them off for good. But that doesn’t necessarily mean you should focus all your attacks on that one area. Taking out the legs makes them unable to move, and as each mech’s weapons are equipped on their arms, destroying those can drastically reduce their firepower and prevent powerful charged attacks. You need to assess the threat each enemy poses, figure out the best way to neutralize them, and use the strengths of each member of your squad to make that happen.

“We have adopted the charming tactical chess logic from Front Mission because it fits perfectly with the mecha + tactical chess theme,” the dev team said. “The strategic dimension has been significantly enhanced: Instead of focusing on memorizing attribute counters, players now rely on more realistic logic — destroying legs to limit mobility, breaking weapon pods to eliminate threats, and hitting the cockpit to disable combat capabilities. Each decision corresponds to tangible tactical gains.”

Destroying different parts won’t just have a strategic effect on battle, you’ll also see visual differences depending on what part you destroyed.

“We used the 3D standards of this generation to create mechs with realistic metal textures, dirt, and scratches. When a mecha’s leg is destroyed, not only does it affect the movement range, but you can see the details of the broken surface and internal spark short-circuiting — visual depth that was hard to achieve under the technical limitations of 1995.”

Each pilot in your crew belongs to a character class that defines their role in battle. Fighters are melee specialists who have powerful attacks but limited range. Raiders use assault weapons to deal high burst damage. Snipers attack from range and can target a specific part of the enemy. Tacticians can also attack from longer distances and hit multiple targets at once. Guardians protect allies and limit enemy movement. And last but certainly not least, Machinists can repair allied mechs.

You can customize every pilot’s mech — including their individual parts, weapons, and color scheme — and can assemble various bodies, arms, and legs, which affect the mech’s appearance and stats. Different weapons provide different types of attacks from different ranges. Color schemes give you the option of choosing from more than 120 colors, and you can mix and match several colors at once to fully customize the look of each mech.

“Front Mission hasn’t had a new tactical chess game in many years, and mecha is a highly visual genre,” the dev team said. “The realistic textures of mechanics and metals have strong visual appeal. Therefore, we invested a huge amount of art resources into the design of mechs and the construction of the world atmosphere.”

Once you’ve equipped your squad to your liking, it’s time to deploy. You’ll be given missions in the gritty setting of Milkhama Island, where the discovery of a new mineral known as Arashium has led to factions forming and trying to secure it for themselves. And what does that lead to? You guessed it: violence and war.

You play as a mercenary squad recruited into the government’s National Defense Force to help put down a rebel group known as The Ashes, but you’ll quickly realize that not everything is as it seems. As the story evolves, you’ll deal with corruption, complicated politics, deceit, and betrayal, and you just might become key players in a struggle that will change the course of history.

The story develops through fully voice acted chapters and sub-chapters, with each sending your team on a mission. Before each mission, you’ll have the chance to choose your combat party and their starting positions on the map. Combat is turn-based and progresses in phases until you’ve completed the designated goal for that mission. Those goals can include eliminating all enemies, destroying one specific enemy, or reaching a designated evacuation zone.

Each mech has a movement limit and attack range, which are displayed as different colored blocks on the grid-based map. Some character classes and weapon types provide unique abilities that require a certain amount of AP to use. Each character starts combat with 3 AP and replenishes some on each turn, but many attacks require more AP than a unit can gain in a single turn, meaning you’ll need to bide your time to strategically build up your AP reserves.

Destroying enemy mechs will grant AP to whoever dealt the finishing blow, so part of your strategy will revolve around AP management to make sure each party member can consistently contribute without wasting any turns. You’ll also need to pay attention to enemy mech types and weapons, since they can counterattack if you hit them from a range they’re equipped for.

Once your goal is completed, you’ll receive rewards and each member of the combat party will gain EXP. Rewards include Arashium, mech parts, weapons, Recruitment Tokens, money, and items you can give to specific party members to instantly give them EXP. Arashium is a special currency, while Recruitment Tokens are used to recruit new members for your squad.

Between battles, you’ll return to your base, where you can upgrade your mechs and pilots. During the course of the story, pilots will unlock the Bionic Computer, which essentially acts as their personal skill tree. You’ll need to gather specific items in order to unlock each node, which can provide things like stat boosts, passive skills, and combat abilities.

If Mecharashi sounds like it’s up your alley, you can go to the official website to sign up for pre-registration now on PC, iOS, and Android. It’s scheduled to release internationally later this year and will support eight languages: English, German, Spanish, Portuguese, French, Italian, Thai, and Chinese. If you’d like to be part of the community, you can follow the game on Twitter and YouTube.

Elden Ring Nightreign Will Get DLC Bosses and Characters, According to Steam Page Slip-up

Elden Ring Nightreign‘s first big network test is underway, but eagle-eyed observers have already spotted that the survival royale has more on the way. A now-deleted Steam page mentioned additional DLC, seemingly confirming Elden Ring Nightreign will get additional boss and characters as DLC.

Per PC Gamer, a line on Elden Ring Nightreign’s Steam page read: “Additional DLC — Additional playable characters and bosses.” It’s since been removed, and there’s always the slim chance this was added in error, but it more than likely confirms Elden Ring Nightreign will be getting more content down the line.

Since this particular version of Elden Ring is a bit more online and live service, it’s not a surprising note. Elden Ring Nightreign is a standalone game, and developer FromSoftware has been pretty consistent with producing DLC for its previous games.

If more bosses are in the works, hopes would presumably be high for returning fights from previous games. Elden Ring Nightreign already has a few enemies from previous FromSoftware games, like the Nameless King. Why not more?

Iconic fights like Gwyn, the Looking Glass Knight, or Lady Maria would almost certainly be fun to see in this co-op take on Elden Ring. Nothing’s set in stone yet, but given FromSoftware’s portfolio of bosses, it’s hard not to start picking out some dream matches. And that’s not even digging into the possibilities for new characters to play as, fighting against said bosses.

As for Elden Ring Nightreign itself, the network test is underway today, though not without some network hitches. If you didn’t make it into the beta, you can still check out our impressions of the Elden Right Nightreign network test build here, which seems like a really good time.

Elden Ring Nightreign launches on May 30, 2025 for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC.

Eric is a freelance writer for IGN.

System Shock 2: Enhanced Edition Renamed System Shock 2: 25th Anniversary Remaster, Also Coming to Nintendo Switch

Nightdive Studios announced that System Shock 2: Enhanced Edition — its modernized edition of the 1999 classic sci-fi horror action role-playing game — has been renamed System Shock 2: 25th Anniversary Remaster and is also coming to Nintendo Switch.

System Shock 2: 25th Anniversary Remaster will soon be released on Windows PC via Steam and GOG and on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X and S, and Nintendo Switch.

Here’s the official blurb:

It’s the year 2114. As you awake from cryo sleep on the FTL ship Von Braun, you are unable to remember who or where you are… and something has gone terribly wrong. Hybrid mutants and deadly robots roam the halls while the cries from the remaining crew reverberate through the cold hull of the ship. SHODAN, a rogue AI bent on the destruction of mankind has taken over, and it’s up to you to stop her. Delve through the corridors of the derelict ship Von Braun and immerse yourself in the story-rich atmosphere and environment. Explore deck by deck and unravel the horrifying fate of the Von Braun and her crew.

A release date will be announced at the Future Game Show Spring Showcase livestream on March 20, 2025 alongside a new trailer, Nightdive 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.

Civilization 7 Controversially Lets You Mix and Match History and Not Everyone Loves That, but Firaxis Says It’s Just Moved Historical Accuracy Around

Civilization 7 features some of the most significant gameplay changes the long-running strategy series has ever seen. Chief among them is the ability to, for the first time, mix leaders with civs they have nothing to do with, going by real-world history.

In previous Civ games, the civilizations themselves are tied to a specific leader, usually a famous head of state, in such a way as to make historical sense. Elizabeth I, for example, leads the English. Gandhi leads the Indians, and so on.

Civilization 7, however, lets players mix and match history for some crazy combinations, and while some players have said they are enjoying the gameplay possibilities this system unlocks, others have bemoaned what they consider to be an assault on historical accuracy — a quality the Civilization franchise is known for.

A full campaign in Civilization 7 is one that goes through all three Ages: Antiquity, Exploration, and Modern. Once the Age is completed, all players (and any AI opponents) experience an Age Transition simultaneously. During an Age Transition, three things happen: you select a new civilization from the new Age to represent your empire, you choose which Legacies you want to retain in the new Age, and the game world evolves. The Civilization games have never had such a system.

In an interview with IGN, Civilization 7 lead designer Ed Beach explained Firaxis’ thinking here, and defended the gameplay changes as they relate to historical accuracy.

“I think what we actually did is moved it around to a different place,” Beach said.

“So if you look at previous Civ games, you would have historical anomalies such as America existing in 4,000 BC or Sweden and Canada in 4,000 BC. And none of those things actually made any sense. They were just accepted parts of the Civ canon.

“But now if you’re going to get to America, you’re going to start somewhere else. You’re going to start with Rome and go to the Normans and then go to America. I just did a Harriet Tubman playthrough where I was trying to honor her African heritage, and so I played as Aksum and then as the Songhai and then came over to America. So these are all valid pathways through history. You can set them up so that the leaders make good sense with this one, and arguably the history is more solid this way than it was before.”

Beach acknowledged, however, that Civilization 7 opens up the possibility for players to create combinations “that seem like we’re breaking history even more than before,” but insisted its fresh take on video game history “is a healthy one.”

“There are ways you can take the game that we’re putting together with Civ 7 and mix up the history in an even more scrambled fashion than you ever had before,” Beach said. “So you can take Confucius and you can have him lead Spain, or you can take Xerxes from Persia and have him lead the Mayan civilization.

“So absolutely, there are crazy combinations that seem like we’re breaking history even more than before, but there are some problems that we fixed. So I’d like to look at as we’ve moved it around. It’s a new way for players to experience and think about history, and I think that kind of fresh take is a healthy one.”

Generally speaking, Civilization 7’s changes have divided the franchise’s fanbase, although the game’s ‘mixed’ user review rating on Steam has more to do with launch deficiencies Firaxis is working to address. Beach told IGN he never set out to deliberately cause a furore within the Civilization community, but insisted the changes came from a desire to have more players actually finish a game of Civilization 7 compared to previous titles in the series.

“Anyone who knows me, that’s really not sort of in my personality or DNA to purposely try to shake people up,” Beach said.

“There are people that do that for sure, but that’s not where I usually come from. We really just wanted to, I think, accomplish two things. One, we needed to really think about the Civ formula and what was working and what wasn’t working. And it’s not just the Civ formula, it’s the 4X strategy formula in general. There is this exponential explosion of objects in the world and decisions forced on the players. And in most 4X games that just sort of continues linearly from the beginning of the game, exploding outward in all directions. But it’s really hard to finish a 4X strategy game because the end of the game is so tedious to get through usually that it’s just a problem. So it was really that was the number one thing that we were trying to address.

“Now, I’d say the second point is that every time we do a new version of Civilization, it’s not okay for us to take the exact same gameplay that we had before, put a fresh coat of paint on it, sharpen up the units models and the way the game world looks and say, Hey, we’re done. We really want each version of Civilization to have sort of a signature element that people associate with it. And so if breaking the game up into big chapters where each chapter has a climactic finish to it and then you take a breath and reset and go into the next stage, if we felt like that was going to be an improvement to the whole 4X strategy formula, we wanted to do that. And it also gives a signature element for Civ 7.”

Executive producer Dennis Shirk chimed in to say Firaxis didn’t want to take the Madden team approach putting out an “iterative release” with Civilization 7. “We’ve got a highly polished Civilization 6 planted there right now,” Shirk said. “We’ve got a ton of players playing it. Ed and his team… every time they do a version of the game, everything is put on the table. We put everything into it as a team to make a new experience. It’s not something where we strategize over the next few iterations the kind of things that we want to do from version to version. It just gets all on the table.”

Perhaps in the shorter term, Firaxis will be working to address Civ 7’s ‘mixed’ user review rating on Steam, which stems from various community complaints around the user interface, a lack of map variety, and a feeling that the game has launched without a number of key features fans have come to expect.

In an interview with IGN ahead of the release of its third quarter financial results, Take-Two CEO Strauss Zelnick acknowledged that Civilization 7 had received some negative reviews from press and players, but insisted that the “legacy Civ audience” will come around the more they play, and called Civilization 7’s early performance “very encouraging.” Oh, and if you’re wondering, there’s hope for Gandhi yet.

Looking for tips to help you take over the world? Check out our guide to completing every Civ 7 victory, our run down of the biggest Civ 7 changes for Civ 6 players, and the 14 crucial Civ 7 mistakes to avoid. We’ve also got explanations on all the Civ 7 map types and difficulty settings so you know what you’re getting into.

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 Nightreign’s First Network Test Plagued by Server Issues, FromSoftware Issues Apology

Elden Ring Nightreign’s first network test — ongoing at the time of this article’s publication — is suffering from significant server issues that have prevented many from playing.

IGN staff with access to the test reported server problems so extreme they were unable to access the game for the test’s first hour.

The issues were bad enough that FromSoftware issued a statement on social media, confirming that players were struggling to find a match due to server congestion. The developer apologized, but encouraged players to try matching again after a while.

It appears the PlayStation servers in particular are having problems, and indeed were brought down for maintenance. “The #NIGHTREIGN PlayStation servers are currently under maintenance,” FromSoftware tweeted. “Work is ongoing to restore server functionality. Further updates will be provided. Thank you for your patience and understanding.”

Exacerbating the problem is the fact the Elden Ring Nightreign network test is only available during five three-hour periods on PlayStation 5 and Xbox Series X and S from February 14 to February 17. Here’s the current schedule:

Elden Ring Nightreign network test session timings:

  • February 14: 3am-6am PT / 6am-9am ET
  • February 14: 7pm-10pm PT / 10pm-1am ET
  • February 15: 11am-2pm PT / 2pm-5pm ET
  • February 16: 3am-6am PT / 6am-9am ET
  • February 16: 7pm-10pm PT / 10pm-1am ET

The network test is a “preliminary verification test in which the selected testers play a portion of the game prior to the full game launch,” Bandai Namco said.

“This large-scale Network Stress Test is designed to evaluate various aspects of the online system’s functionality and performance. We are looking forward to your cooperation to make Elden Ring Nightreign even better.”

It is of course better that Elden Ring Nightreign suffers server issues now than when it launches in May, but players who had earmarked time to try out the game now have expressed their frustration. Hopefully subsequent play sessions will run more smoothly.

Elden Ring Nightreign is FromSoftware’s standalone co-operative spin-off set in a world parallel to that of 2022’s Elden Ring. The network test will allow three players to team up and take their chosen Nightfarers to battle “against new terrors, and explore an ever-changing map to defeat increasingly challenging bosses and ultimately take on the Nightlord,” Bandai Namco added, before confirming the network test features a three day-and-night cycle squads must try to outlast.

Last year IGN had the opportunity to visit FromSoftware and go hands-on with an early build of Elden Ring Nightreign. We came away impressed, stating that Elden Ring Nightreign “takes the cautious dungeon crawls of Elden Ring and turbocharges them into propulsive, slash ‘n’ dash speedruns.”

Check out IGN’s interview with game director Junya Ishizaki for even more on Elden Ring Nightreign.

Elden Ring Nightreign launches on May 30, 2025 priced $40 across PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, and PC via Steam.

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.

Take-Two Boss Says It’s ‘Shown a Willingness to Support Legacy Titles’ Amid Questions About the Future of GTA Online Post-GTA 6

What happens to GTA Online when Grand Theft Auto 6 comes out? That’s a question a lot of GTA Online players have been asking ever since GTA 6 was announced. And now, as GTA 6’s fall 2025 release date approaches, they’re no closer to an answer.

GTA Online is Rockstar’s hugely profitable live service that continues to pull in players even now, well over a decade since launch. Its enduring appeal and ability to print money is thought to have influenced Rockstar’s decision to prioritize the live service over story DLC for Grand Theft Auto 5, much to the annoyance of some fans. But there is a more pressing concern looming over the horizon.

When GTA 6 eventually comes out, it is expected to bring with it a new and improved GTA Online. Perhaps this will be GTA Online 2. Perhaps it will be called GTA Online, as before. Either way, players of the existing GTA Online have expressed concern that all their time, effort, and money spent in the current GTA Online will be left behind for a potential clean break later this year.

So, why invest time and money into GTA Online now, in early 2025, when the new GTA Online is potentially due out in perhaps eight months or so? That’s a question IGN put to Take-Two boss Strauss Zelnick during a recent interview ahead of the company’s third-quarter financial report, and his answer makes for interesting reading.

While Zenick wouldn’t be drawn specifically on any new GTA Online because it has yet to be announced, he did talk generally about Take-Two’s form when it came to NBA 2K Online, a free-to-play online-focused version of 2K Sports’ hugely successful basketball franchise aimed at the Asian market.

NBA 2K Online launched all the way back in 2012, and then 2K Sports released NBA 2K Online 2 in 2017. Both games were maintained simultaneously, so fans of the first version could continue to play and invest their time and money safe in the knowledge they wouldn’t be left behind.

“I’m going to speak theoretically only because I’m not going to talk about a particular project when an announcement hasn’t been made,” Zelnick began. “But generally speaking, we support our properties when the consumers are involved with those titles. As an example, we launched NBA 2K Online in China, I think originally in 2012 if I’m not mistaken. And then we launched NBA 2K Online 2 in China in 2017. If I’m not mistaken. We did not sunset Online 1. They both are still in the market and they serve consumers and they’re alive and we have this massive audience.

“So we’ve shown a willingness to support legacy titles when a community wants to be engaged with them.”

That last line is of particular importance. It suggests — but doesn’t confirm at this stage — that if there is a GTA Online 2, it won’t come at the cost of GTA Online falling by the wayside. If people keep playing GTA Online, Zelnick is suggesting here, then Rockstar will continue to support it.

It’s worth noting that there’s still a huge amount we do now know about GTA 6, given all we’ve had so far is Trailer 1 and a release window. But if GTA 6 is definitely due out fall 2025, potentially after Borderlands 4’s just-announced September release date, Rockstar will have to reveal more sooner rather than later. In the meantime, check out Zelnick’s comments on whether skipping PC for GTA 6’s launch is a mistake.

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.

Indiana Jones and the Great Circle Update 3 Set for Next Week, Will Bring Important Fixes as Well as Nvidia DLSS 4 Support

Indiana Jones and the Great Circle is set for Update 3 next week, Bethesda has announced.

Ahead of the full patch notes, Bethesda released initial details on Update 3 in a tweet. It’s set to make a number of fixes and improvements, as well as add support for Nvidia DLSS 4 with Multi Frame Generation and DLSS Ray Reconstruction.

Players are hoping Update 3 fixes the various game-breaking bugs Indiana Jones and the Great Circle has suffered from since its launch in early December. Last month, Bethesda said the February update would add new graphical features and options, and the bug fixes would target issues that have prevented some players from 100%-ing the game and from climbing vines or squeezing through walls in Sukhothai. It’s unclear at this stage if any or all those changes have made it into next week’s patch.

Indiana Jones and the Great Circle launched on PC and Xbox Series X and S and, as a Microsoft-owned game, day-one on Game Pass, and has reached 4 million players so far. MachineGames’ latest release garnered critical acclaim and multiple awards, including three at the D.I.C.E. Awards. A PlayStation 5 release is set for this spring.

Indiana Jones actor Harrison Ford has said Troy Baker playing the beloved character in Indiana Jones and the Great Circle is proof “you don’t need artificial intelligence to steal my soul.”

Ford discussed alleviating control of Indy with The Wall Street Journal, saying he was very happy with the performance of The Last of Us actor Baker.

“You don’t need artificial intelligence to steal my soul,” Ford said. “You can already do it for nickels and dimes with good ideas and talent. He did a brilliant job, and it didn’t take AI to do it.”

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.