Scavengers Console Version Cancelled After Developer Sold to Behaviour Interactive

The PlayStation 4 and Xbox One versions of multiplayer survival game Scavengers have been cancelled as developer Midwinter Entertainment has been sold by parent company Improbable.

As reported by Eurogamer, Midwinter has been sold to Dead by Daylight developer Behaviour Interactive for an unknown amount, with the most of the studio now working on a new project.

The PC version of Scavengers is unaffected as only a small portion of the development team is required to maintain it, though the game is still in Early Access on Steam and has only had a few hundred players since November last year according to Steam DB.

Improbable CEO Herman Narula told Eurogamer that the publisher sold Midwinter as it’s now switched focus to metaverse development, but Midwinter appears happy with the sale as studio head Mary Olson said her studio and Behaviour share very similar values and development philosophies.

“We are thrilled to join and learn from a team with proven success across a broad spectrum of IP, while in turn leveraging the strong foundation, culture, and team we’ve built at Midwinter to expand Behaviour’s portfolio,” she said.

The console versions of Scavengers already seemed fairly forgotten, as the game’s official website still has them pegged for a late 2021 release date.

Scavengers was first announced in 2018 from former Halo developers from 343 Industries and released several demos and tests for the game before it finally launched in Early Access last May.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He’ll talk about The Witcher all day.

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Take-Two ‘Likes Being an Independent Organization’ Amid Increased Gaming Acquisition

Like most other large gaming companies, Take-Two has been a part of a recent flurry of acquisition activity industry-wide. Its planned acquisition of Zynga is set to close by the end of the month, and its Private Division label snapped up Roll7 late last year. But what about Take-Two itself? Is it possible that it, like fellow major publisher Activision-Blizzard, might be acquired by a bigger gaming corporation?

For now, that seems unlikely, based on comments made by CEO Strauss Zelnick in an interview ahead of today’s full year and quarterly earnings call.

“We’re a public company, and we’re here for the shareholders,” he told IGN. “That said, our track record of creating value as an independent entireprise is pretty terrific, especially if you exclude the last three months. We think there’s plenty of great times ahead, and we like being an independent organization. But we’re here for the shareholders.”

Zelnick also offered some context for the publisher’s recent acquisitions of Zynga and Roll7. He acknowledged the reality of industry consolidation, especially over the last six months. But he added that the increase in overall indistry acquisitions wasn’t going to change anything for Take-Two, whose growth he says has “always been largely organic” but “populated with some selective acquisitions along the way.”

“We’re looking for creative deals that bring us great intellectual property and great teams, and we’ll continue to do that in the future,” he said. “Undoubtedly the Zynga transaction is exceedingly significant for this company and we have a lot of work to do collectively to make sure we deliver on the value, and the focus will be largely organic growing forward. But that will not prevent us from continuing to make acquisitions that are selective and disciplined for Private Division and the rest of the business, including the mobile part of the business.”

GTA 5 and GTA Online – PS5 and Xbox Series X/S Screenshots

Zelnick also spoke to us on a few other topics, including the likelihood of Take-Two picking up the FIFA license after EA and FIFA parted ways, and the currrent fan frustration with the state of Red Dead Online.

Looking ahead, Take-Two is planning 18 new releases in the coming fiscal year, including core titles The Quarry, Marvel’s Midnight Suns, NBA 2K23, WWE 2K23, PGA Tour 2K23, and Kerbal Space Program 2. There are also eight mobile games coming, a new sports title from 2K (likely its NFL arcade game), a new franchise from Private Division, Tales from the Borderlands 2, and “one new iteration of a previously-released title available for purchase”.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.



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Take-Two Has ‘No Current Plans to Discuss’ for FIFA After EA Split

With EA and the FIFA brand set to part ways, one big question on everyone’s minds is: who will pick up the FIFA license to keep making more soccer games? One possibility is Take-Two Interactive, but for now, the company isn’t saying whether or not it’s in to be the official soccer publisher.

Speaking to CEO Strauss Zelnick ahead of today’s earnings call, IGN asked if Take-Two was considering working with FIFA in the future to expand its existing sports line-up.

“We’re definitely interested in expanding our opportunities in sports, and FIFA has a great brand and incredible clout, but we have no current plans to discuss,” Zelnick replied.

It’s understandable that Zelnick wouldn’t be able to say much for now, as if there is any discussion about a deal right now, it’s likely going on behind closed doors. But Zelnick’s praise for the brand isn’t the only reason to think Take-Two might be interested. The publisher is one of the few who could conceivably afford the reportedly very expensive license, and already has a track record of sports titles with NBA 2K, WWE 2K, plus whatever it’s working on with the NFL.

EA and FIFA announced their split earlier this month, with EA citing a desire for more creative freedom as well as the expensive license among the reasons it opted to go its own way with EA Sports FC in the future. FIFA has confirmed it will continue to release games under the FIFA name, but has not yet said who it will partner with to make this happen.

Even if Take-Two goes after the FIFA license, we won’t see it manifest for a while, given that EA still has FIFA 23 ahead. Take-Two has a busy year ahead anyway, with 18 planned releases. According to the Take-Two earnings report, six of those are “immersive core titles”: The Quarry, Marvel’s Midnight Suns, NBA 2K23, WWE 2K23, PGA Tour 2K23, and Kerbal Space Program 2 (which has been confirmed for release in early 2023 as of this morning, after previously being pushed to sometime between April 2022 and March 2023).

There are also eight mobile games in the works, a new sports title from 2K (likely its NFL arcade game), a new franchise from Private Division, Tales from the Borderlands 2, and “one new iteration of a previously-released title available for purchase”.

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The publisher also gave a few updates on sales of existing games, including NBA 2K22 having sold over 10 million copies, GTA V selling over 165 million, and Red Dead Redemption 2 selling over 44 million. Oddly, there were no sales figures provided for WWE 2K22, but its sales for the first four weeks after release exceeded both WWE 2K19 and WWE 2K20 during the same period.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.



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Take-Two CEO Has ‘Heard the Frustration’ from #SaveRedDeadOnline Community

For months now, the Red Dead Online community has been begging developer Rockstar for more significant updates to the game on par with what Grand Theft Auto Online has been getting, using the hashtag #SaveRedDeadOnline. Thus far they’ve received little in the way of acknowledgement for their movement, until today.

Speaking to IGN ahead of Take-Two’s quarterly earnings call, Take-Two CEO Strauss Zelnick affirmed he was aware of the community’s frustration, but added that fans would need to look to Rockstar for a response.

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“Rockstar Games talks about the updates that are coming, and we’re working on an awful lot at Rockstar Games,” he said. “I’ve heard the frustration, it’s flattering that they want more content, and more will be said by Rockstar in due time.”

When asked if Take-Two intended to continue to support Red Dead Online long-term, Zelnick affirmed that this was the plan. [Update 2:45pm PT: Post-publication, Take-Two Interactive reached out to clarify that this comment was “solely referring to the online servers” and that any future content updates would be up to Rockstar.]

#SaveRedDeadOnline has been continued across social channels like Twitter and Reddit since January of this year, when Rockstar published an announcement of new content for Red Dead Online that the community felt was largely insufficient compared to much larger updates being pushed in Grand Theft Auto Online. Since then, there have been a handful of other similarly small updates, but nothing large enough to quell the frustrated fans who feel that Rockstar has abandoned their beloved game to focus on a much older one that has already received years of major updates and attention.

As of the latest earnings call, Red Dead Redemption 2 has sold over 44 million units worldwide, which Take-Two said in its report is “notably above our expectations for the period, which is further proof of the ongoing popularity of Rockstar’s blockbuster entertainment experiences.”

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.



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Fall Guys Is Working On Its Own Version Of Mario Maker’s Level Creator

Not only is Fall Guys going free-to-play starting next month, the developers at Mediatonic are also working on adding a level editor to the frantic platforming battle royale.

At the very end of today’s Fall Guys Free for All stream, we got a very early look at the new level creator. Similar to Nintendo’s Super Mario Maker and other level creation tools, the mode lets players create their own obstacle courses from scratch.

The tool gives creators a catalog of common Fall Guys objects, like swinging axes, conveyor belts, and fruit-shooting cannons, and lets players place them anywhere on the map. As long as you don’t exceed the weight limit, it seems you can mix and match objects to create anything that comes to mind.

Fall Guys Level Creator Screenshots

The customization appears to be fairly in-depth, as an options menu popped up that lets you choose a variety of settings like item size, rotation speed and direction, and more. And — also like Mario Maker — after you finish building the level, you have to prove it can be completed before you can publish it, which suggests we’ll see online content sharing where you’ll hopefully be able to try out levels other people built, and see how many people test out your own levels.

There’s no timetable for when this level creator mode will actually join Fall Guys. In the stream, Mediatonic said, “just to be clear, this mode is still a fair way from release.”

The new free-to-play version of Fall Guys will launch on June 21 for Xbox, Nintendo Switch, PlayStation, and on the Epic Games Store. In addition to cross-platform play and progression, the new season will bring an overhauled monetization system, new levels, and more crossover costumes, including Mecha Godzilla.

Logan Plant is a freelance writer for IGN. You can find him on Twitter @LoganJPlant.



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Achilles: Legends Untold Early Access Review

Achilles: Legends Untold puts the “early” in Early Access. Across the board, this action RPG is full of ideas that feel like they are still an epic journey away from being ready. Combat, which has Soulslike ambitions, is competent but a bit flat; the first stage of this world looks good and is full of monsters to kill but devoid of things worth exploring; and the story – beyond its interesting reframing of the death of Achilles by a well-placed arrow from Paris of Troy – is trivial and its characters are rote. And, while it should go without saying that early access games are buggy, at launch Achilles has more than its fair share, even by this standard. In its current state, there’s nothing legendary to talk about.

The imaginative addition to the myth is that after being slain, our titular demigod goes to Tartarus and meets Hades, where they agree that it would be in their mutual interest to let Achilles return to the surface so that he can take his revenge; in return, Hades gets a superhuman tool to do his bidding. Familiar characters, like King Agamemnon, meet the freshly undead Achilles and aren’t always happy to see him. It’s a good start, but the other characters and story elements introduced thus far are largely forgettable, and much of the dialogue is utterly underwhelming.

Once reborn, Achilles is thrown into a colorful, verdant Greece, with the first bits of his new lease on life spent finding Hades’ missing nephew, Hephestus, the god of fire. Once they’re reunited the three of them hatch a plan: they’ll restore the connection between Greece and the underworld so that the shambling undead can go back to their homes. Sounds good to me, what could go wrong?

It’s incredibly easy to get lost on the way.

From there, I did a bunch of running from dungeon to dungeon, gathering doodads for so-and-sos, all in pursuit of Hades’ big plan – that takes about five hours to hit the current finish line. Doing so was more inconvenient than it needed to be because without a minimap, in conjunction with the great distance between these locations, it’s incredibly easy to get lost on the way. You can eventually fast-travel between shrines, but because there isn’t a proper world map either it’s impossible to know where they are in relation to each other. As an example of the trouble this causes: when you first begin your adventure, you unlock a forge that’s supposed to be your early go-to location for upgrading and buying equipment… but you can’t teleport to it. So until I memorized exactly where it is among a lot of samey-looking ruins and rocks, I spent more time searching for it than I did engaging with any of the crafting.

This confusion can go double for dungeons. The second one, the Temple of Cronus, changed its layout every time I died in it – but only slightly, with some sections being exactly how I left them, sandwiched between new sections that I’d never seen before. This was a maddening and cruel penalty that made what should have been a simple restart take so much longer, and one that could be easily made palatable by a map or wayfinding system of any sort. Contemporary games with randomized dungeons are almost always a linear path from one room to the next, or at least have tools for finding your way through them – and I didn’t know how much I missed those until now.

Rarely did any of my sidetracking bear any fruit.

All of that aimlessness is a side effect of the fact that the countryside between dungeons is surprisingly large, full of pretty scenery and diverse locations like rugged mountains, dark temples, and rolling hills… but it’s also devoid of anything worth walking off the beaten path to discover. Maybe it’s expecting too much of a modest game like Achilles, but this many years after games like The Witcher 3 and Breath of the Wild stoked our urge to explore by filling their massive open worlds with points of interest with elaborate side quests or puzzle dungeons, I was disappointed by what I found. Rarely did any of my sidetracking bear any fruit, and when it did, it was just to add a new unremarkable weapon to my arsenal of swords, bigger swords, spears, and shields. That might be one thing if you have an exciting loot system, but right now Achilles does not. Other than that, many items you find are various sorts of health potions or status cures, most of which I never even engaged with because (thus far) things like being poisoned are never presented as a viable threat to you.

Top 10 Soulslikes

It’s not barren of enemies, at least: the world you’ve returned to is overflowing with greedy bandits, shambling undead, and giant monstrosities who want to send you back across Styx. Alone, most enemies are simple fodder, but in groups they provide more than a little resistance. Some enemies actually use their numbers to explicit advantage, unleashing tag-team moves to attempt to throw you off your game. If they don’t have the numbers advantage, the notable evasiveness of the enemy AI often finds them backing away from you long enough to recruit allies from nearby camps. On occasion, they don’t even have to do that because engaging with some groups of enemies seemingly triggers aggro from off-screen camps. In short, what appears to be a manageable encounter can turn into an overwhelming mess in the blink of an eye.

On the other hand there are some, like archers, who just stand in groups and spam normal shots from a distance that chip away at your health and stamina on block; I’d classify them as more annoying than challenging. Bosses largely fit into that mold as well. There’s a half a dozen or so standing between you and the end of the early access content, and only one, the Skeleton King, really stands out as a challenge beyond simply being a bigger version of a normal monster with more health and more damage.

Achilles just waves a blade around in the air and then enemies fall over around him.

Meanwhile, Achilles’ tools for combat aren’t much to write home about. Light and heavy attacks can be chained into combos, the length of which is limited by the amount of stamina you have. They lack a bit of impact, though – at times, it feels like Achilles just waves a blade around in the air and then enemies fall over around him. I wish a solid blow landing on a foe felt meatier, more often. There’s a template for this within Legends Untold: adding a run or a dash modifies basic attacks into more stylish and powerful moves, including that fancy jumping sword one Brad Pitt made famous in 2004’s Troy. Getting some of these unique attacks to hit reliably can be a pain, though, as it seems like enemy hitboxes are more of a suggestion than a rule.

Achilles Legends Untold Screens

As you’d expect for a game in the Diablo mold, you can unlock special abilities via a constellation-shaped ability tree as you level up. An item lets you throw your shield early on, but by spending fate (ie: souls) you get things like parries and a weird “stealth” drain attack that allows you to suck life force from unsuspecting enemies from a distance, Legacy of Kain style. Those have the potential to mix combat up, but progression could use a rework because right now unlocking the cool stuff takes a pretty serious investment of this resource to get around the web of points on the various star charts, with lots of upgrading of uninteresting passive skills necessary to get to the next big active skill. So you can expect to spend a lot of time with what you have before you’ll get an opportunity to try something new.

In the interim, there are some one-use items that you can pick up and use to spice up your offensive game plan. One of my favorites was the explosive Greek Flame – effectively a grenade that does big damage to enemies in an area while also lighting them on fire. I also got a lot of mileage out of Groggus Darts, which slow enemies and give you wider windows of offense. If Achilles brought these to the bow fight, Paris would have had a much harder time getting in that lucky shot.

Speaking of luck, you’ll need plenty when it comes to navigating Legends Untold’s bugs, which are more of a problem than in most early access games I’ve played. Almost everything about this game is currently janky in some form. Enemy AI is prone to failure; invisible walls sometimes close you off from returning to areas you were just in; the lock-on system frequently ignores enemies within stabbing distance in favor of ones that are off screen; sound drops out from cutscenes; and (you guessed it) more. Again, it’s early access, but the price to play Achilles isn’t just cash, it’s sometimes a Sisyphean test of your patience. And in its current state, that’s a price I wouldn’t recommend paying.

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Asterigos: Curse of the Stars Is a Promising (if Unpolished) Mythic-Fantasy Action-RPG

As someone who loves the melding of classical myth and epic fantasy, plus keeps having Netflix recommend him “shows with a strong female lead,” Asterigos: Curse of the Stars easily caught my eye when it was announced last fall. I was recently sent a demo build of an early segment, and while it may not be as polished as it could be at this stage, I definitely put down my controller curious to see how this fantastical adventure inspired by a combination of Greek and Roman mythology will come together.

Asterigos casts you as Hilda, a warrior of the Northwind Legion as she investigates the ancient city of Aphes in search of her missing father and its long-buried secrets. The city is said to have been cursed by the gods for its careless overuse of the world’s magic–which Hilda herself seems to be able to harness, though whether this is common for her people or she’s just Extra Special™ is unclear– and the once-great ruin is now filled with dangerous beasts and monsters. I didn’t run into anything as captivating as some of what’s been shown in trailers, though the Pixar-esque design aesthetic (reminiscent of Blizzard’s cinematic style or recent mythical adventures like Immortals: Fenyx Rising and Kena: Bridge of Spirits) made even what boiled down to “big alligator” or “giant boar” interesting creatures to square up against.

I initially thought Asterigos was presenting itself as a family-friendly FromSoft homage. You collect “Startdust” from every enemy you defeat, and once the initial movement tutorials faded offscreen the next big teaching point was about how you can rest at a Conduit (basically a “magic fountain”) to create a checkpoint and refill your HP and mana reserve—but that doing so would respawn any enemies you’d defeated since your last rest. You’ll also respawn there (for the cost of some collected Stardust) if your HP drops to zero—an “emergency teleportation” they call it, making sure to be very clear that you have not died.

Even on the hardest difficulty, defeat was rare

However, that’s about as far as the KidSouls gimmick runs, it seems. Yes, dodge-rolling is important and taking enemies on one at a time seemed to be the best strategy to avoid losing any health, but aside from the last boss I ran into, I was hard-pressed to find myself being sent back to the last checkpoint—though that seemed to be demo-specific when a “this guy killed you – thanks for playing!” card showed up and the demo ended. The higher difficulty mode did feel notably different, with basic enemies introducing new tactics, and boss creatures definitely hit a lot harder—though even here, defeat was rare. That’s not a bad thing, of course; as someone who barely made it out of Limgrave in Elden Ring, I’m the last person to say a game needs to be difficult to be enjoyable.

As such, Asterigos’ combat system is relatively simple, but enjoyable: you can equip two magic-infused weapons, each of which has a unique ability in addition to its basic attack combo. The sword and shield, for instance – which counts as one weapon – lets you parry incoming attacks, leaving your opponent momentarily open to a counter, while the twin daggers allow you to make a long dash past (or sometimes through) nearby enemies. My go-to combo for most of my demo was the sword/shield combined with the extended reach of a spear – though I discovered too late how useful Hilda’s bracers were, which not only allow for both close and mid-range magic attacks but also let you drop arcane land mines, which were especially useful for dealing with primarily melee-centric monsters that inhabited these regions.

The biggest hurdle to get over during the roughly half-hour span it took to search every nook and cranny of the demo’s two regions were its controls. While not inherently awful, there were definitely some choices that made guiding Hilda around the world a bit unwieldy. Not being able to jump without holding Run and having those two buttons mapped under the same finger, for example, made fluid exploration tricky, and having to open a radial-menu to before using one of Hilda’s unique skill powers causes the flow of combat to stutter.

That clunkiness did get better as I became more comfortable with the controls, but never went away completely. However, the skills themselves seem to provide a wide variety of options—the demo powers ranged from simply “doing a bigger hit” to creating a temporary shield around yourself to absorb damage or creating an arcane lightning storm that tracked enemies to deal damage over time, and trailers have shown what seem like even more complicated maneuvers—meaning players of all fighting styles should have lots of tactical options.

Asterigos: Curse of the Stars – Official Screenshots

We didn’t get a full picture of the progression system, but it appears to be a blend of fairly standard action-RPG conventions. You’ve got your RPG-style attribute points (Precision, Constitution, and Arcana, which determine your attack damage, HP and stamina pool, and magical strength/defense, respectively) or passive perks you unlock as you level up alongside those weapon skills, and can collect equippable trinkets with various resistances/vulnerabilities around the world., While I wasn’t able to do anything with the thousands of Stardust points I didn’t spend on emergency teleportations, I’m told it becomes a valuable currency once you get further into the world.

Yes, it’s still a bit rough around the edges—with some lurching animations and unsynced dialogue—but overall I’m curious to see how the full version of Asterigon comes together. Odds are my issues with its button layout will be alleviated once we’re able to configure our own controllers, and hopefully the story and ongoing action will become as compelling as its novel art style. Its Greco-Roman mythic fantasy vibe is one I can easily see myself getting lost in, and I’m always game to tinker with a litany of tactical options to hone the just the right build for my arcane war maiden in what was ultimately a promising, if simplistic, combat system.

Follow along for more on Asterigos: Curse of the Stars as we approach its scheduled launch window of Fall 2022, and for other animated mythic fantasy adventures (and serialized titling) check out our reviews of Immortals: Fenyx Rising or Kena: Bridge of Spirits.

JR is a Senior Producer at IGN, you can follow him on Twitter for more video games and tabletop RPG shenanigans.



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Twisted Metal: The Entire Cast of Peacock’s Live-Action Video Game Adaptation (So Far)

Peacock’s Twisted Metal TV series is taking shape, with more stars signing up for the live-action adaptation of the classic PlayStation video game.

It was revealed in 2019 that Sony was developing a Twisted Metal series, but now the wheels are firmly in motion. Cobra Kai writer and producer Michael Jordan Smith is showrunning, writing, and executive producing the half-hour series, which will be based on an original story from the Twisted Metal universe written by Deadpool scribes Rhett Reese and Paul Wernick.

Series star Anthony Mackie is onboard as an exec producer alongside Will Arnett and Marc Forman of Electric Avenue, Jason Spire of Inspire Entertainment, Peter Principato of Artists First, Asad Qizilbash and Carter Swan from PlayStation Productions, together with Hermen Hulst, Head of PlayStation Studios, and Kitao Sakurai, who will direct multiple episodes.

The show will revolve around a motor-mouthed outsider offered a chance at a better life, but only if he can successfully deliver a mysterious package across a post-apocalyptic wasteland. He will be joined by a trigger-happy car thief who will help him navigate the dangers of the open road, including a deranged clown who drives an all too familiar ice cream truck.

Keep reading for a rundown of who’s appearing in the Twisted Metal series — and don’t forget to bookmark the page, as we’ll be updating this article with all-new casting announcements.

Twisted Metal: The Cast of the Live-Action Series

Anthony Mackie as John Doe

Marvel’s new Captain America, Anthony Mackie has been cast in the lead role of the Twisted Metal series, on which he also serves as an executive producer. It was announced that he had joined the series in September 2021, coming off the back of his titular role on The Falcon and the Winter Soldier for Disney+ earlier in the year.

According to a press release, Mackie will play the amnesiac John Doe, “a smart ass, motor-mouthed Milkman who talks as fast as he drives, facing savage vehicles of destruction as he delivers much-needed supplies from one post-apocalyptic settlement to another” until he’s offered “a once-in-a-lifetime opportunity to make his wish of finding community come true.”

Stephanie Beatriz as Quiet

Brooklyn Nine-Nine alum Stephanie Beatriz has signed on to star opposite Mackie in the Twisted Metal series, playing Quiet, “a ferocious, badass car thief who acts purely on instinct.” Beatriz steps into the role after recently starring in Disney’s Oscar-winning animated film Encanto and Warner Bros.’ film adaptation of Lin-Manuel Miranda’s In the Heights.

In Twisted Metal, Beatriz’s Quiet originates from “a community that oppressed her into silence” but a press release notes that she will endeavour to find her place in the dark, chaotic world of the high-octane action-comedy. On that journey, she will become “clouded by her need for revenge” and form “an unlikely, antagonistic bond with John Doe.”

Every Video Game Movie in Development (Almost)

Keep checking back here for all the latest casting updates for Twisted Metal. And take note of the release dates for all the upcoming video game movies and TV shows.

Adele Ankers-Range is a freelance writer for IGN. Follow her on Twitter.



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New PlayStation Plus Games Lineup Revealed: Red Dead Redemption 2, Assassin’s Creed Valhalla and More

Sony has announced several games coming to its new PlayStation Plus Extra and Premium tiers, including Red Dead Redemption 2, Assassin’s Creed: Valhalla, Ghost Of Tsushima Director’s Cut, and more.

Confirmed in a blog post, there are now 56 PS4 and PS5 titles confirmed for the $99.99 a year Extra and $119.99 Premium tiers. The Premium tier also has 29 Classic Catalogue games confirmed and another 29 PS3 games.

Sony has also announced that “time-limited game trials” will be available on the Premium tier that allow users to sample games including Horizon Forbidden West, Cyberpunk 2077, and WWE 2K22 for a few hours at no extra cost.

These lists are just a “a selection of the content” coming to the new tiers as Sony previously confirmed that more than 700 games would be available when it announced the updated service in March.

Further PS4 games are also arriving through the Classic Games Catalogue as Sony has placed remasters and collections in the same category as retro games.

Games including Borderlands: The Handsome Collection and the LEGO Harry Potter Collection will therefore be included in the Classic Games Catalogue that is only available in the Premium tier.

The final list of games that Sony announced is its Original PS3 Games collection that is only available via streaming (through PS4, PS5, and PC), and therefore only available in regions that support cloud streaming.

These include the U.S., Canada, Japan, UK, France, Germany, Belgium, Netherlands, Luxembourg, Austria, Switzerland, Ireland, Spain, Italy, Portugal, Norway, Denmark, Finland, and Sweden.

Sony confirmed an extension of cloud streaming services would arrive in June, however, giving the following countries access to the Original PS3 Games collection: Bulgaria, Croatia, Czech Republic, Greece, Hungary, Malta, Poland, Republic of Cyprus, Romania, Slovakia, and Slovenia.

The time-limited game trials available through the Premium tier let players download and sample a game before buying it.

Sony said “most games” will be available for two hours but shows that Horizon Forbidden West will be available for three, perhaps suggesting that PlayStation Studios games will be available for slightly longer than third party titles.

The only first party games at launch will be Horizon Forbidden West and the Uncharted: Legacy of Thieves Collection, however, while the four third party offerings are Cyberpunk 2077, Farming Simulator 22, Tiny Tina’s Wonderland, and WWE 2K22. Cyberpunk and Uncharted are only availably on PS5 but the rest are available on PS4 as well.

The lowest-cost Essential tier is practically the same as the current PlayStation Plus service and Sony has confirmed that the free monthly games will continue to be refreshed on the first Tuesday of each month.

The higher tiers will be refreshed towards the middle of the month, however, with new games being added (and some taken away) over time. This also applies to the game trials, and the number of games refreshed will also vary month to month.

The new PlayStation Plus tiers will be released in North and South America on June 13 but arrive first in Asia (excluding Japan) next week on May 24, followed by Japan on June 2. Europe, Australia, and New Zealand are the last to receive the update with the service arriving on June 23.

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Arma Reforger Has Seemingly Leaked Online and Teases the Future of the Franchise

A leaked marketing guide appears to confirm that Arma 4 will not be the next entry in the franchise from Bohemia Interactive, but that it instead will be a PC and console game called Arma Reforger.

As reported by PC Gamer, the marketing guide was posted on Reddit’s Gaming Leaks and Rumors and appears to be credible, especially since Bohemia is gearing up to reveal the “Future or Arma” on May 17, 2022.

The guide says that, due to the “complexity of developing Arma 4,” Arma Reforger will be a “bridge” between Arma 3 and what will eventually be the official fourth game in the series. While it may not be the Arma 4 people were hoping for, it does look to be using Bohemia’s new Enfusion engine.

Arma Reforger will allegedly take place on the fictional island of Everon in the Atlantic ocean and will be set in “an alternate 1989” during a conflict between the US and Soviet Union. The game is being billed as a “military simulation game (as opposed to a ‘simulator’),” which hints it may be more accessible than the mainline games.

Bohemia hopes this game, which will be on its new Enfusion engine, will get modders comfortable with the new tools in time for Arma 4, whenever it arrives. In doing so, Arma 4 should have a thriving modding community at launch.

The marketing guide also notes that Bohemia will continue to work with the International Committee of the Red Cross and the company will keep working on features that have an “anti-war humanitarian focus” by continuing to “expose, disseminate, and promote International Humanitarian Law in-game.”

Arma 3 was released in 2013 and doctored footage of the game was recently used as hoax news footage of combat in Ukraine.

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.



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