Sonic X Shadow Generations Release Date and Box Art Apparently Leak Ahead of Summer Game Fest

Last week, Sonic X Shadow Generations was rumored to be making an appearance at Summer Game Fest. Now, just one day before SGF kicks off, a few key details about the game itself have also been leaked.

Today, the release date and box art of Sonic X Shadow Generations were apparently confirmed by insider Billbil-kun via a Dealabs article. According to the leaks, the game is slated for release on all consoles on October 25, with physical copies costing $49.99.

Leaker MysteryLupin also posted apparent screenshots from the game, which show Sonic and Shadow in both remastered and entirely new levels, as well as more of the game’s promotional art on Twitter/X. More leaked promotional art shows off available in-game rewards, including a journal written by Gerald Robotnik that details Shadow’s creation as well as a legacy skin with Sonic’s model from Sonic Adventure.

Sonic X Shadow Generations was first revealed during this past January’s State of Play. While the game is an enhanced remaster of 2011’s Sonic Generations, it also promises new levels featuring Shadow the Hedgehog. Despite the leaks, according to leaker Midori, it’s rumored to appear at Summer Game Fest tomorrow, which is part of IGN’s own Summer of Gaming.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun, and they’re currently developing a game called Garage Sale. Find them on Twitter: @ameliazollner.

The Acolyte’s Leslye Headland Wants to Make a Live-Action KOTOR Featuring an Intriguing Character

Knights of the Old Republic has been an object of fascination for Star Wars fans ever since its debut two decades ago. Disney has hinted that the KOTOR era, which takes place thousands of years before the original movie, could be a major movie setting in the future, but it has otherwise remainly mostly untouched by the broader franchise.

Count The Acolyte showrunner Leslye Headland among those intrigued by the possibilities of KOTOR, which was centered around the conflicts between the Galactic Republic and the Sith Empire. Speaking with the Omelete in an interview translated by IGN, Headland said she was particularly interested in Kreia, one of the major characters from KOTOR 2.

“I’ve always wanted to explore a live-action version of the Knights of the Old Republic game and Kreia’s character,” Headland said. “I think it would be a really interesting story to bring to life.”

In KOTOR 2, Kreia is a blind Force-sensitive who forms a bond with the main character through the Force. In the story, Kreia is the protagonist’s mentor, but rejects the divide between the light side and dark side. While Headland doesn’t elaborate on how exactly she would realize Kreia’s story, she is one of the most popular characters in the KOTOR series.

In a 2018 KOTOR 2 retrospective we called Kreia one of the best Star Wars characters, period — a high bar for an adaptation.

In the meantime, Headland is focused on The Acolyte, a show set at the end of the High Republic and a little more than 130 years before A New Hope. We wrote in our review, “The Acolyte takes us to an earlier era of Star Wars than we’ve seen on screen, with mixed results. Awkward dialogue and a small scope rob it of some of the series’ signature space magic, but these old-school Jedi are a thrill to watch in action.”

While KOTOR has yet to feature in one of Disney’s works, the setting remains active thanks to an MMO and other works. Saber Interactive’s remake also continues to be “alive and well.”

As for The Acolyte, its next episode is set to release on Tuesday.

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.

MultiVersus 1.01 Patch Notes Revealed, Including Nerf for Iron Giant

Developer Player First Games has released a new patch for its free-to-play fighting game MultiVersus. The patch includes various fixes and improvements, along with details about how the Iron Giant will be nerfed when he returns.

As noted in a new blog post, the MultiVersus 1.01 patch notes first mention that Iron Gaint is still unplayable after the developer previously pulled the character from the roster. They also note that a status update will be shared sometime next week.

The Iron Giant was removed from the MultiVersus character roster after complaints that he was overpowered and was causing an unfair advantage. The patch notes mention that this next update should add changes that will “prevent Iron Giant from chaining certain sets of attack infinitely.” Two things getting nerfed in Iron Giant’s move set are the Ground Side Attack, which will get a “slightly smaller” hitbox, and his Rage Mode Up Special, which will decrease the final hit damage from 5 to 6.

Another noteworthy change coming to Patch 1.01 includes fixing an issue that was causing performance problems for the Xbox Series X/S version and addressing an issue where specific keyboard configurations caused phantom inputs during a match.

MultiVersus was fully released last May, after an early access and beta versions of the game were held from July 2022 until June 2023. Upon its full release, MultiVersus received a ton of compliments, with one player saying the full release felt “more like a beta than the beta.”

Below is the full list of patch notes for MultiVersus patch 1.01.

MultiVersus Patch 1.01 Notes

  • General
    • Lowered Hit Pause on all Hits by 10% in 1v1 modes
    • Players can now try all Fighters in Training Mode, including Fighters they do not own
    • Battlepass XP will now be granted after each PvP Match in addition to Events and Missions.
  • Bug Fixes
    • Fixed an issue where players could not complete daily rewards in Rifts Mode
    • Fixed an issue that was impacting performance on Xbox Series X|S
    • Fixed an issue where beam visual effects were occasionally invisible on PlayStation consoles
    • Fixed an issue where certain keyboard configurations would cause phantom inputs in matches
    • Fixed an issue with pause input conflicts in Training
  • Characters
    • Legend
      • + = Buff
      • – = Nerf
      • ~ = Change
      • * = Bugfix
      • Note: Attacks callouts reference default controls.
    • Arya
      • Dash Attack
        • (~) Reduced input buffer window for follow-up attacks
    • Banana Guard
      • The goal of this change is to reduce the extreme kill power on Banana Guard’s side specials and bring it more in line with the damage of the rest of the cast.
      • Aerial Side Special
        • (–) Reduced damage to 10 from 12
      • Ground Side Special
        • (–) Reduced damage to 12 from 14
    • Bug Bunny
      • Neutral Special
      • (*) Fixed an issue causing the Safe to hit repeatedly and rapidly in succession
    • Garnet
      • Down Special
        • (*) Fixed an issue where Garnet and an enemy could be frozen at the end of her Star Grab
    • Gizmo
      • Up Special
        • (–) Ally attach cooldown now begins when Gizmo detaches from his ally, instead of beginning when Gizmo attaches to his ally.
    • Iron Giant
      • The goal of these changes is to prevent Iron Giant from chaining certain sets of attacks infinitely. While these fixes address some of the issues on Iron Giant, it will require additional fixes to bring Iron Giant fully back online. Iron Giant will remain down for repairs until those fixes are implemented in a future patch.
      • Ground Down Attack
        • (~) Knockback angle is now more horizontal
      • Aerial Neutral Attack
        • (~) Final hit now always knocks away regardless of charge
      • Ground Side Attack
        • (–) Jab first hitbox is slightly smaller
      • Rage Mode Pilot Special
        • (~) Reduced strobing visual effects
      • Rage Mode Up Special
        • (–) Reduced final hit damage to 5 from 6
    • Jake
      • Aerial/Ground Up Special
        • (*) Fixed some issues with game performance
    • Jason
      • Ground Down Special
        • (*) Fixed an issue where one player would disappear when Jason grabbed two players with the sleeping bag
    • LeBron
      • Basketball
        • (–) Basketball can now only hit one time per target
    • Marvin
      • Aerial/Ground Neutral Attack
        • (*) Fixed an issue where Marvin could ringout opponents instantly due to a Side Special projectile interaction with Neutral Attack
    • Reindog
      • Aerial Side Attack
        • (~) Knockback Angle is now more horizontal
      • Aerial Up Attack
        • (~) Knockback Angle is now more horizontal
    • Shaggy
      • The goal of this change is to not allow Neutral Air Attack to combo back into the Jab combo at all damage levels. There are feel issues introduced with this change that we will address in the next patch.
      • Aerial Neutral Air
        • (~) Base Knockback increased to 1700 from 1300
        • (~) Knockback Scaling increased to 14 from 13
        • (~) Knockback Angle is more horizontal
        • (~) On-Hit cancel window delayed by 10 frames
    • Steven
      • Aerial Up Attack
        • (~) Sweet spot hitbox delayed 1 frame later to match when Steven has his hands clapped together
      • Aerial Down Attack
        • (–) On-Hit cancel window delayed by 3 frames
    • Stripe
      • Aerial Down Attack
        • (+) More downward momentum is maintained on attack start-up
    • Taz
      • Aerial/Ground Side Special
        • (+) Increased damage on non-cooldown tornado final hit to 8 from 7
    • Wonder Woman
      • Wonder Woman’s lasso was a bit too oppressive to play against without any limiter, so we decided to add a short cooldown to the ability.
      • Aerial/Ground Neutral Special
        • (–) Added an 8 second cooldown for lasso

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

Clank! Board Game Buying Guide

Clank! is a deck-building adventure that’s very much worth your consideration. The game is for 2-4 players, and while the recommendations say that it takes 30-60 minutes to complete, matches go about double that or more, especially with more players. So sit down and get ready, because it’s time to deck-build your way out of a dungeon before the monsters get you.

Clank!, made by Dire Wolf Digital and Renegade Game Studios, is a competitive game that integrates a base board game with cards and tokens. Movement is pushed forward with cards gained in the deck-building portion of the game. As with any deck-building game, you’ll start with a small collection of cards to start, but advancement will require more cards to be added through your turns.

You’ll take turns moving and exploring dungeon depths, collecting cards and artifacts, gaining mastery, and evading a boss, which in your starter game is, of course, everyone’s favorite medieval adversary: the dragon. Go through the dungeon’s depths with rewards and you will score well. But wait, it’s not so simple.

When all players are knocked out of the dungeon (unless playing in a two-player game, where the first player to do this will make the game end), successfully exits on their own or with the help of townspeople (a few spaces on the game board above the depths of the dungeon), they will add up their accumulated scores. Scores are added on acquired treasures (artifacts and other tokens gained along your journey through the dungeon), the value of gold tokens, and cards with a green amount visible in the top right-hand corner. The amount on the cards includes everything you’ve had in your collected journey- not just the ones in your hand.

The game also has an optional companion app (available for both Android and Apple users) that can be integrated into play. With the app, you’ll add a further dimension to the experience. You can also play it as a solo board game if you want to go deep alone.

The Base Game

Clank! A Deck-building Adventure

Contents: Two-sided game board, 180+ cards, 80+ tokens, 30 cubes, 4 player meeples in different colors, 24 dragon cubes, cloth dragon bag, dragon monster meeple

MSRP: $65.00 USD2

  • 4 Players (best with 3)
  • 20-30 minutes
  • Ages 13+

The original base game of assorted dungeon hijinx is needed to start your adventure through what may be a series of dungeon exploits. It will guide your adventure through a simple dungeon with obstacles, even at the base game. Future expansions and packs can be added to the game to enhance the difficulty and boss monsters that seek to end your trek to defeat.

Expansions

Clank! has two types of expansions. The original expansions follow a similar medieval approach to the base game. They add obstacles and other medieval and fantasy-type bosses. The other expansion type goes a different route, which is more geared toward players with a deeper understanding of the game. Those expansions are broken up into space-themed dungeons and legacy playing. Space-themed editions have an expanded board and have space as their fantasy direction. Legacy editions of games are intensive versions which incorporate multiple versions of the game. They will involve numerous playthroughs to complete. As a standard, you won’t finish a legacy game version of really any game on one game night, regardless of which game it is. That’s no different with Clank!’s versions. You’ll have to sit through multiple nights of dungeon-crawling gaming for those.

Standard Fantasy Style Expansions

Sunken Treasures

Contents: Two new maps, a marketplace board, more dungeon cards, Treasure rooms added to the board, room challenges from environments, and card effects brought on by discarding cards. Two-sided game board, 36 cards, market board, 5 tokens

(Base Game Required)

MSRP: $35.00 USD

  • 2-6 Players
  • 20-30 minutes
  • Ages 13+

This first expansion adds new sunken depths to your dungeon experience. The addition of water and environmental elements can force players to incorporate new strategies involving timing and skill. Will you sink to the bottom in defeat or will you tread water and escape to the surface unscathed?

The Mummy’s Curse

Contents: Mummy monster in addition to the dragon, a mummy curse die, additional cards and rewards tokens, artifact changes. Two-sided game board, 41 cards, 31 tokens, market board, dragon meeple, mummy meeple, pyramid die

(Base Game Required)

MSRP: $35.00 USD

  • 2-4 Players
  • 30-60 minutes
  • Ages 12+

Think a dragon was a tough enough adversary for your dungeon crawl? The addition of the mummy monster will add further challenges to the dungeon. It works with curses that change the dynamic, causing havoc and frustrating the dragon. As mentioned in the contents portion, the Mummy’s Curse also changes the route to acquiring artifacts in the game. The artifact changes made in this second edition of the game where a player can use an action to gain an artifact in the room (the first two editions didn’t allow for that), become a mainstay approach for all subsequent game versions.

Expeditions: Gold and Silk

Contents: Double-sided game board, 8-point artifact, 3 mining bonus tokens, market board, 4 player meeples, 12 web tokens, 3 mining bonus tokens, spider meeple character monster

MSRP: $25.00 USD

  • 2-4 Players
  • 30-60 minutes
  • Ages 12+

Two additional boards with a gold mine are key to this treacherous Gold & Silk expansion dungeon. A spider opponent adds danger as you explore gold mines filled with gold veins and treasures. Webbed rooms create further danger. Successfully navigating the mine may result in additional treasures hidden in a section the spider has placed in its secret lair. Will you get through the spun silk before the spider gets you?

Temple of the Ape Lords

Contents: 1 two-sided game board, 1 Ape boss meeple, 4 player meeples

MSRP: $25.00 USD

  • 2-4 Players
  • 30-60 minutes
  • Ages 14+

This version of the game adds several elements which may make players go bananas. It integrates apes into the dungeon, bringing a barrel full of assorted shenanigans. Movement on the board can be rotated in some spaces. This version also allows for a mini-campaign mode for playing two different versions of the game- each on their side

Clank Adventuring Party

Contents: side board used for 5-6 players, 30 cubes in 2 additional colors, 6 player meeples, 6 character boards, 127 cards (including 6 starter decks each with 10 cards), 90+ tokens, Hexavultus boss meeple, rules

(The base game is required, but this expansion is also compatible with Clank! Legacy.)

MSRP: $35.00 USD

  • 2-6 Players
  • 60-120 minutes
  • Ages 13+

In Clank! Adventuring Party, you’ll gain six new adventures to choose from to guide you through the dungeon. Each adventurer in this edition will wield its own connected powers. Most are typical magic and fantasy types characters such as the dwarf, orc, elf, and mage. However, there are also a couple of animals too. You can play as a robot monkey or a cute kitten with some bite to it. This version also adds a new villain: Hexavultus. Which party will you choose to go into the depths this time? Choose wisely.

More Expansions & Add Ons

There are multiple versions of space-type expansions in the series. The game operates a bit differently with a changeable spaceship-type board. There are three space versions of the game available. Clank in Space is the first in the series. Others in the space edition of expansions are Clank in Space: Apocalypse and Clank in Space: Cyber Station 11.

A legacy version of the game based on a comic and podcast was created. That version is called Clank! Legacy Acquisitions Incorporated.

There are also character Packs (to be used in the legacy after they’ve completed the legacy version of the game: the Upper Management Pack and The C Team Pack.

Several promo cards can be added to the game.
Bottom Line

With a 7.8 rating on Board Game Geek and multiple dungeons to unlock, Clank! is a solid choice for your gaming adventures. The base game is tons of fun to play on its own accord, but each expansion adds an assortment of new adventures. My main complaint is that, sadly, despite the irony of the game being made by a company with “digital” in their name, Clank! isn’t available to play digitally. Their side companion app is a great addition to things, but I wish there were more ways to play. Clank! And its expansions are massive games with tons of pieces. Older kids will love this, but families, especially those with younger kids in the house, will dread when pieces go missing. Moving past those two items, the game is a highly enjoyable adventure in fantasy dungeons with enough challenges to keep folks entertained for a long time.

Microsoft Reportedly Working on Halo: Combat Evolved Remaster, Considering PlayStation 5 Release

Microsoft is reportedly working on a remaster of Halo: Combat Evolved, and there are suggestions that it may also come to PS5 in addition to Xbox.

In a new report by The Verge, Tom Warren writes in his Notepad newsletter that Halo is “one game” being considered for release on Sony’s console. Warren notes that it is in “early days” of development, so it is very unlikely that Microsoft will announce this project during this Sunday’s Xbox Games Showcase.

Halo: Combat Evolved was developed by Bungie and initially released in 2001 as a launch game for the original Xbox gaming system. The project was the first in what would become one of Microsoft’s flagship first-party IPs that has seen at least one game released on an Xbox platform since the console’s release over 20 years ago.

In 2011, Microsoft published Halo: Combat Evolved Anniversary, a remake that kept the plot unchanged but introduced achievements, Terminals, and Skulls. It was the first to offer a mix of two game engines, allowing players to toggle between the original and improved graphics at the press of a button. Combat Evolved Anniversary is often regarded as the definitive version of the original Halo due to its updated visuals and achievement support, and it is the version included in the 2014 compilation Halo: The Master Chief Collection.

In our review of the original Halo: Combat Evolved, IGN wrote: “Is playing Halo worth the $350 it will cost for an Xbox and a game? If you can appreciate video games and have been waiting for the next step, then the answer is absolutely.”

The report is part of the larger discussion of Xbox’s gaming strategy after the publisher announced that some of its first-party games would see a release beyond the Xbox hardware ecosystem. Some of the first previously Xbox console-exclusive games to receive multiplatform release include Grounded, Pentiment, Sea of Thieves, and Hi-Fi Rush. That list will likely grow as Microsoft continues to evolve and shift its strategy on what it wants to make accessible regardless of platform and what it will retain exclusively for its platform.

For more, check out what to expect from Sunday’s Xbox showcase as this week’s events get underway.

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

Cyberpunk 2077 Getting New Game Plus Would ‘Break the Way the Game Is Constructed,’ CD Projekt Says

Cyberpunk 2077 never received a New Game Plus mode like CD Projekt’s predecessor The Witcher 3: Wild Hunt because it would “break the way the game is constructed.”

Speaking to DualShockers, Cyberpunk 2077 quest director and its sequel’s associate game director Paweł Sasko gave a somewhat vague explanation for why the now beloved role-playing game didn’t receive New Game Plus in its more than three years of updates.

“For us, it’s really important that when you have components in a game, they all work together and they all work well and they all make sense,” Sasko said. “The thing is, Cyberpunk is very specific when it comes to its construction.

“It’s incredibly difficult to figure out a way where New Game Plus could be done in a way that doesn’t completely break the way the game is constructed.”

“It’s incredibly difficult to figure out a way where New Game Plus could be done in a way that doesn’t completely break the way the game is constructed.

Sasko referenced Bethesda’s latest RPG Starfield and its New Game Plus system, which actually ties into the overall story and has a logical explanation for how and why the entire world is resetting, and seemed to suggest this was the only option for incorporating the New Game Plus mechanic.

He didn’t address why Cyberpunk 2077 couldn’t have a more traditional means of New Game Plus, however, that simply sees the player restart the story while keeping abilities or experience. This is how The Witcher 3’s version of the system worked, as it had no story connection or explanation for the reset whatsoever and just allowed players to experience the game again with a few extras.

Sasko even admitted Cyberpunk 2077 was designed to be replayed, which would suggest this style of New Game Plus would work well.

“It’s to be replayed. It’s to try different life paths, try different romances, try different builds,” he said. “There’s so many things that you can at least, twice or three times, have a very varied experience in 2077. So this is another answer, the game was built to be replayed that way.”

Fans still holding out hope for a New Game Plus mode shouldn’t hold their breath, as CD Projekt announced there is no longer a dedicated Cyberpunk 2077 team working at the studio as employees instead turned their attention to its sequel and, predominantly, the next Witcher game.

That’s not to say it won’t receive any support in the future, however, as CD Projekt confirmed to IGN that Cyberpunk 2077 will still get the long promised FidelityFX Super Resolution 3 (FSR3) support at some point.

Development was wound down after the release of its first and only expansion, Phantom Liberty, in September 2023. It came after the game-changing Update 2.0, which completely revamped Cyberpunk 2077 with features such as a new perk system and improved AI, and was followed by another big update in 2.1 but only minor changes afterwards.

In our 9/10 review, IGN said: “Cyberpunk 2077 throws you into a beautiful, dense cityscape and offers a staggering amount of flexibility in how you choose to take it from there.”

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

Dragon Age: Dreadwolf Is Officially Being Renamed, With Gameplay Reveal Set for June 11 – EXCLUSIVE

The next Dragon Age is set to get its first big gameplay reveal on June 11, and when it does, it will be with a new name. IGN can exclusively reveal that the latest entry in the Dragon Age franchise, previously known as Dragon Age Dreadwolf, is being renamed Dragon Age: The Veilguard.

The news comes with a host of details that shed new light on BioWare’s anticipated RPG, which up until this point has been kept heavily under wraps. Among other things, BioWare confirmed that The Veilguard will feature seven playable party members, and that it will feature “fun and fluid, moment-to-moment combat” while continuing to center strategy via the unique powers of each companion.

But it’s the name change that will do the most to raise eyebrows among the fandom. Ever since the conclusion of Dragon Age: Inquisition’s Trespasser DLC, fans have expected a story focused on Solas, the former companion who was revealed to be the Elven god Fen’Harel, also known as the Dread Wolf. BioWare general manager Gary McKay explains that while Solas is “still very much a part of the story of Dragon Age: The Veilguard,” the team wanted a title that reflected a “really deep and compelling group of companions.”

“One thing that’s important to remind fans is that every Dragon Age game is a new and different experience and this game, more so than ever, is about you and your companions – a group that you must rally to fight by your side,” McKay tells IGN. “We can’t wait for players to meet, connect and form their own personal relationships with the unique companions that make up The Veilguard. That’s the spirit of this game…of this story. Choosing who will join you on your adventure, fight alongside you, and be there by your side in the end.”

In a separate blog post, McKay elaborated, “Each of the seven unique characters that make up your companions will have deep and compelling storylines where the decisions you make will impact your relationships with them – as well as their lives. You’ll unite this team of unforgettable heroes as you take on a terrifying new threat unleashed on the world. Naturally, the Dread Wolf still has an important part in this tale, but you and your companions – not your enemies – are the heart of this new experience.”

McKay claims that the name change wasn’t a matter of focus testing, which commonly informs decisions like these. He even goes so far as to admit that sticking with Dreadwolf might have been easier.

“We actually think sticking with Dreadolf would have been the safer choice – ‘Dread Wolf’ is a cool name after all!” McKay says. “In the end, it was most important for us to have a title that was authentic to the companions that are the heart of this adventure we’ve created. We’ve worked throughout development to create really incredible backstories for each companion that intersect with the main narrative in meaningful ways.”

As for why it’s not simply named “Dragon Age IV,” McKay says it’s for the same reason that Dragon Age Inquisition wasn’t called “Dragon Age III: Inquisition.”

“Every game in the series tells its own unique story and the title is an important element to help set the stage for the next standalone adventure inclusive of its own hero, companions, narrative arc, villain, setting, etc,” he says.

The highest-stakes release in BioWare’s history?

The name change is the beginning of what is shaping up to be possibly the highest-stakes release in BioWare’s history. It’s been a full decade since Dragon Age: Inquisition – which we we named our Game of the Year in 2014 – and since then the storied RPG studio has been battered by the disastrous release of Anthem, layoffs, and other setbacks, with Mass Effect: Legendary Edition being one of its few bright spots. The Veilguard has been in various stages of development during this time, even reportedly being canceled at one point, though McKay frames it as a period of exploration in his blog post.

“After Dragon Age: Inquisition launched, the studio was given an incredible opportunity to explore, test, and validate a variety of gameplay concepts as we worked to determine what the next Dragon Age could look like,” McKay writes. “We brought everything to the table which, yes, even included a multiplayer concept. The time we spent experimenting and iterating gradually taught us a lot. This work, and the amazing support from EA, helped us re-focus on creating an incredible single player game, with all the choices, characters and world building you’d expect from us.”

Asked what it means for BioWare to finally be able to show The Veilguard to the world, McKay said, “As the studio head and executive producer, it’s been incredible to see the journey, resilience and passion that this team continues to bring every day. We have an incredible group of both BioWare and Dragon Age veterans who have been with us for years, as well as new faces and voices that love the series who have helped to create an unforgettable experience we feel will be worthy of the Dragon Age name.”

So who exactly are the Veilguard? In the lore, the Veil is a barrier between the physical world and Fade, which is Dragon Age’s spirit realm. Solas, who helped create the Veil, now wants to destroy it. Hence, as McKay puts it, “the Veil needs guarding.”

While acknowledging that the why and the how is definitely spoiler territory, McKay says, “The biggest clue I can share is that you and your companions – that make up The Veilguard – are central to taking down a new evil threat unleashed upon Thedas. It might not just be Solas.”

McKay isn’t quite ready to reveal the party members quite yet, but does provide some hints on what to expect, including some initial info on romances.

“We spent a lot of time making our companions feel authentic based on their own unique experiences within this larger fantasy world, which in turn makes the relationships you form with them feel even more meaningful. We’ve tapped into Dragon Age’s deep lore and explored its most iconic factions to bring each of the seven companions and their stories to life,” he says.

“I won’t spoil next week’s reveal but I can say we’ve created a story where you can impact the world and the companions that surround you. Player agency is important to the Dragon Age: The Veilguard experience and allows each player to form unique personal connections with their companions of choice. And, yes, you can romance the companions you want!”

[Y]ou and your companions…are central to taking down a new evil threat unleashed upon Thedas. It might not just be Solas

McKay says the decision to pare the number of companions from nine to seven is mostly down to it being the “right number for the story we’re telling.” Each one is intended to represent a unique faction or element from Thedas, and will feature their own arc with “stories of love and loss, each with meaningful choices and emotional moments.”

He continues, “As you accompany your companions to unravel their backstory and earn their loyalty and friendship, you’ll visit more regions of Thedas across a deeper variety of biomes than any Dragon Age before it.”

McKay mostly sidesteps questions of how Inquisition’s characters might fit into The Veilguard’s story, though he does confirm that it will once again feature an original protagonist similar to The Warden, Hawke, and The Inquisitor, noting that each Dragon Game has its own standalone story with its own thread and conflict.

“Games across the Dragon Age franchise are never designed as a game-over-game continuous storyline. There are familiar arcs, factions and heroes important to the overarching Dragon Age universe that weave through the new story we’re telling,” he explains. “The previous games, characters and events aren’t the anchor of Dragon Age: The Veilguard it’s about your adventure with a brand new cast of companions that you must rally to fight against a powerful force.”

He once again teases another villain beyond Solas: “I don’t want to get too deep into spoiler territory but I can say that the Dread Wolf is not the only god players need to be worried about.”

BioWare hints at what to expect from The Veilguard’s gameplay

When The Veilguard is finally revealed on June 11, BioWare’s presentation will include 15 minutes of gameplay from the opening moments of the game, which will help set up the story. On the gameplay front, McKay says that The Veilguard’s combat was a “big area of focus” and something the team wanted to push forward. Among other things, McKay says that The Veilguard will feature an ability wheel designed to give players more direct control over their characters.

“As an RPG, strategy in combat is important as you bring two companions to every fight. Each companion brings unique powers and abilities that have a direct impact on how you choose to take down the enemies at hand,” he says. “To add another layer to that strategic element, we’re introducing a new ability wheel where you can pause the action and set up your next move – whether it’s your companions’ abilities or your own.

“The ability wheel opens up a huge amount of strategic possibilities, giving players the ability to control the flow of combat and link powerful combinations of abilities between players and their companions that can quickly turn the tide of any battle. We think we’ve found an exciting balance between fun, fluidity and strategy for every encounter.”

It all points toward a game that seems likely to please longtime fans of the series who have been waiting anxiously for a new entry over the last 10 years – and it’ll need to be. BioWare won’t say it directly, but everyone seems aware that a lot is riding on Dragon Age. Its reception will say a lot about whether BioWare is able to reestablish itself as a top-tier RPG studio alongside Larian, CD Projekt Red, and other recent success stories.

“This is a game and experience that continues BioWare’s tradition of single player RPG storytelling set in the epic fantasy world of Thedas,” McKay says. “We know Dragon Age fans and the community have been waiting a long time for the next game and we could not be more excited to share our gameplay reveal on June 11.”

Make sure to stay tuned to IGN for more Dragon Age info, as well as lots more from Summer Game Fest, IGN Live, and more.

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.

Concord’s $39.99 Price ‘Provides the Full Experience’, Sony Says

Concord’s $39.99 price point “provides the full experience,” Sony has said.

Following Concord’s divisive reveal during Sony’s State of Play showcase in May, some had wondered whether the live service hero shooter would release in free-to-play form.

Confirming Concord launches in both physical and digital standard editions for $39.99 / £34.99 / €39.99, Pam Piscitello, director of marketing and operations at developer Firewalk, said in a post on the PlayStation Blog that this full experience includes all 16 playable characters (called Freegunners in-game), 12 maps set on various worlds, and six team-based modes.

This will expand shortly after launch with regular, post-launch updates for all players at no additional cost, Piscitello added.

“From the very beginning, we wanted Concord to be a complete multiplayer-focused experience that combines engaging gameplay, rewarding progression, and a robust roster of characters, maps, and game modes right out of the gate, while also creating a platform for us to evolve and expand the game and universe over time,” Piscitello commented.

As is the modern video game way, the more expensive Digital Deluxe Edition ($59.99 / £49.99 / €59.99) gives early access to Concord when it launches this August. That amounts to up to 72 hours of early access before the global launch on August 23.

As already announced, a pre-launch beta is set for PlayStation 5 and PC with cross-play support. Those who pre-order get early access to this. Pre-ordering any edition of Concord grants you five codes for the beta early access weekend in July.

By launching Concord on PS5 and PC simultaneously priced $39.99, Sony is replicating the release strategy employed for Arrowhead’s co-op shooter Helldivers 2, which went on to become the fastest-selling PlayStation game of all time with an incredible 12 million copies sold in just 12 weeks.

Cheaper price points and simultaneous releases on PS5 and PC may be the way forward for Sony’s live service games, if Helldivers 2 and now Concord are evidence of an overall strategy. Sony has insisted it will continue to release its big ticket single-player games on console first before coming to PC later.

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.

Counter-Strike Skin Sells for Over $1 Million

A Counter-Strike 2 weapon skin, meaning a variant color and pattern for an in-game gun, has sold for more than $1 million of real world money.

CS:GO, now Counter-Strike 2, lets players earn Weapon Cases (loot boxes) through gameplay or by purchasing them in the store, but each also requires a corresponding key to open it. These can, again, be earned through gameplay or purchased in the store.

The competitive first-person shooter is free to play but has an extensive economy surrounding the contents of these loot boxes: weapon skins. Players can buy, trade, and sell them to each other, and the rarer pieces have sold in the past for hundreds, thousands, and even hundreds of thousands of dollars.

As reported by Kotaku, the StatTrak Factory New AK-47 Blue Gem pattern 661 has blown away all previous records, however, after it was sold by X/Twitter user @roflm0nster for more than $1 million. A look at the gun can be seen in the post above.

The exact amount it sold for is unknown, as the seller is “not at liberty to disclose the buyer or exact amount”, according to a post on the platform. But @roflm0nster confirmed to IGN it was a seven-figure number. “What I can say is that $1 million offers were rejected multiple times,” they said. “Make your own conclusions.”

Such high offers came in as a result of the skin being truly unique, meaning only one exists within Counter-Strike. Its existence was discovered earlier in 2024, when fans marveled at its Blue Gem coloring, which adds a metallic blue look to the gun.

“What I can say is that $1 million offers were rejected multiple times.

It’s also of Factory New condition, which is the rarest form of such a skin. A near identical version of this gun, just with the lesser Minimal Wear condition, sold for $400,000 in 2022, as reported by PC Gamer. Experts therefore valued the Factory New version to sell for up to $1 million, but it’s now gone above even that.

CS:GO is a PC classic which remains as popular as ever despite the forced transition to Counter-Strike 2 in September 2023, more than two decades after the original first released.

Image Credit: Jake Lucky on X/Twitter

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

Helldivers 2 Reveals Jungle-Themed Premium Warbond, Viper Commandos — Here’s What to Expect

Helldivers 2 developer Arrowhead has revealed the game’s next Premium Warbond, dubbed Viper Commandos and due out June 13.

In a post on the PlayStation Blog, Katherine Baskin, social media and community manager at Arrowhead, said the studio had responded to feedback on Helldivers 2’s Warbonds and had changed its approach as a result. For a start, Arrowhead has slowed down the pace at which it releases Warbonds “to give us a little bit more time to polish these designs before they’re released.” Baskin continued: “We don’t want to rush anything out of the oven before it’s fully baked.”

“It’s time to focus on quality over quantity.

Arrowhead has also changed the arrangement of items in each Warbond to make room for new item types as well as higher quality armor and weapons. “This will prevent us from simply adding more of everything, which can lead to weapons that feel redundant and uninteresting armor,” Baskin explained. “It’s time to focus on quality over quantity.”

“When we started researching items for Viper Commandos, we wanted to be sure we answered our player calls for stronger theming that coordinates across all the items, more emotes, unique armor passives, and more thoughtful designs rather than simply giving more of the same.”

The game’s community had called on the developer to slow down when it came to significant balance changes as well as Warbond releases, feeling Arrowhead had sometimes gone too far with nerfs and failed to include meta-affecting weapons and gear in the Warbonds.

To that end, Viper Commandos revolves around an up close and personal playstyle, which for any existing Helldivers 2 player may sound a little frightening. The new primary is a new version of the Liberator called the AR-23A Liberator Carbine. It has a modified, shortened form-factor that handles differently from the original, with a bit higher recoil, but faster handling designed for spraying and praying up close.

There’s also the new SG-22 Bushwhacker triple-barrel, sawed-off shotgun with two different firing modes, including one that fires all three barrels at once. This shotgun is the first in Helldivers 2 to be classed as a secondary weapon, which should open up the loadout meta a bit.

There are two new armor items, both of which feature the Peak Physique passive, which improves melee damage and weapon handling. They both also feature bare arms, so you can really show off your guns.

Another first for the game is new skins for your hellpods, Exosuits, and Pelican-1, “inspired by the classic woodland and tiger stripe camouflage patterns.”

The new utility item is the throwing knife. “Imagine mowing down a crowd of Terminids and running out of ammo with only one bug remaining, no time to reload, so you dive backward and throw a hunting knife into its carapace right before it descends on you,” Baskin said, hyping it up.

There’s also a new booster called Experimental Infusion, which gives your stims the added bonus of boosting your movement speed and reducing the damage you take for a short time. And, as you’d expect, there are new capes, player cards, and emotes.

As with previous Premium Warbonds, expect Viper Commandos to cost 1,000 Super Credits. While you can earn Super Credits from gameplay and the Warbond itself, you can also buy them for real-world money. Via the in-game shop, 1,000 Super Credits costs $9.99. Premium Warbonds do not expire, so you can work your way through them at your own pace safe in the knowledge their items will remain available.

The announcement of Viper Commandos comes as many within the Helldivers 2 community speculate that Arrowhead is set to add a third enemy faction to the game. The suggestion is the Illuminate are set to enter the galaxy-wide war, adding a new front to the battle against the Terminids and Automatons.

Last month, Arrowhead revealed it is in the process of setting the studio up so it can “make more and better stuff” in the long-term. In an introductory post on reddit, CEO Shams Jorjani, who recently replaced previous Arrowhead CEO and current Chief Creative Officer Johan Pilestedt, said the studio has had to adjust to the enormous success Helldivers 2 has brought to the company.

PlayStation 5 and PC co-op shooter Helldivers 2 is the fastest-selling PlayStation game of all time, having shifted an incredible 12 million copies in just 12 weeks since going on sale earlier this year. Amid the huge revenue Helldivers 2 has generated, Arrowhead itself has suffered a number of crises, including launch server problems and, most recently, a battle with Sony itself over the console maker’s controversial attempt to force Steam players to account link to PlayStation Network.

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.