Activision Blizzard Is Sending Anti-Union Emails Ahead of Raven Software Vote

Activision Blizzard is actively discouraging Raven Software QA employees from voting in favor of unionization, ahead of an ongoing election with a deadline of May 20.

According to a Washington Post report, Raven management has been sending employees messages and holding town hall meetings about the election, including an April 26 town hall where employees were told that unionization might harm game development and impact promotions or benefits.

Following that event, an email was reportedly send around to employees with a graphic attached that read, “Please vote no.”

The National Labor Relations Board approved the unionization vote in late April, following an extended back and forth between quality assurance workers and management beginning last year after Activision Blizard laid off around a dozen QA contractors unexpectedly.

Following a walkout in protest, Raven Software moved to unionize, filing a petition with the NLRB when Activision Blizzard did not voluntarily recognize their union by the set deadline. Ballots have been mailed out to eligible QA workers with a deadline of May 20 and a planned ballot count on May 23 over video conference.

The Entire Raven Software QA Unionization Timeline: The Story So Far

All this is occurring while Activision Blizzard remains under heightened legal scrutiny from a number of other directions, including the SEC (related to its pending acquisition by Microsoft), various New York City funds, as well as multiple ongoing lawsuits alleging sexual harassment and unequal treatment of women employees.

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



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Wolfenstein 3D Devs Remember How Nintendo’s Strict Censors Made Their Lives ‘Miserable’

The Super Nintendo port of Wolfenstein 3D is notorious among retro fans for being the worst version of the pioneering shooter. On top of the console’s technical limitations and lousy controls, it was heavily censored, leading to some bizarre artistic choices.

A new clip from FPS: First Person Shooter, an upcoming documentary about the rise of the genre with words from more than 45 well-known developers, showcases the origins of Wolfenstein 3D. Toward the end of the clip, it delves into the Super Nintendo port and what a nightmare it was deal with Nintendo censors.”

“We knew we would have to get rid of some of the Nazi paraphernalia due to the fact that they wanted to sell the game in Germany,” programmer Becky Heineman remembers. “But the most notable thing was that we had German Shepherds in the original version of Wolfenstein 3D come ahead and bite you, and Nintendo’s censors were totally like, ‘You can’t shoot dogs.’ So we had to change them to rats.”

Id Software dutifully turned the dogs into giant rats, but that wasn’t enough to satisfy Nintendo’s censorship team. They pointed that when the rats attacked the hero BJ Blazkowicz, their mouths appeared to be bleeding. Id Software argued that the red smudge was actually the rat’s tongue, but to no avail.

“So we had to remove the tongues from the rats because it reminded Nintendo of blood,” Heineman says. “The censors made our lives miserable. So we had to do several versions before Nintendo said, ‘Okay, you can ship this.'”

Getting Wolfenstein 3D on SNES was ultimately a frustrating experience for the team at id Software, who had to take on the project themselves in part because the external programmer they hired seemed to simply forget about the project. The SNES port was finally released on February 1994, and it has been panned by fans and critics alike ever since.

FPS has stories like this and more over the course of its three-plus-hour runtime, with appearances by genre luminaries including John Romero, Warren Spector, Cliff Bleszinski, and many more. The project was successfully funded on Kickstarter in 2021, and is currently in the midst of another round of funding on Indiegogo to help fund the cost of post-production.

For more stories from PC gaming’s misty past, check out this tale of how Sierra On-Line nearly bought id Software while the studio was in the midst of making Wolfenstein 3D — a moment that remains one of gaming’s biggest “what-ifs.” You can also check out our list of the 25 best PC games to play right now, which includes DOOM (2016) and more.

The Best Modern PC Games (Summer 2020 Update)

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.



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Lots of Pokemon Games for Switch Are on Sale Right Now

Head’s up, Nintendo Switch owners: a bunch of Pokemon games are on sale today. You can save $20 off most of the recent games, including Pokemon Brilliant Diamond and Shining Pearl, Pokemon Sword and Shield, and new Pokemon Snap. You can even grab the Let’s Go Pokemon pair for $29.99 each. Let’s take a look.

Nintendo Switch Pokemon Game Deals

Pretty much every recent Pokemon game is on sale, with the exception of the latest one, Pokemon Arceus (see it at Amazon).

Pokemon Deals at Other Retailers

Those aren’t the only retailer getting in on the Pokemon action. You can grab the exact same deals at Best Buy and GameStop as well, if those are your preferred stores.

Pokemon Brilliant Diamond for $39.99

Pokemon Shining Pearl for $39.99

Pokemon Sword for $39.99

Pokemon Shield for $39.99

New Pokemon Snap for $39.99

Pokemon: Let’s Go Pikachu for $29.99

Pokemon: Let’s Go Eevee for $29.99

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Dead Space Remake’s Next Developer Livestream Will Look at the Terrifying Art Design

EA has announced the date of its next developer diary stream for Dead Space Remake titled “Crafting the Tension.” It will premiere later this week on May 12 at 10 am PT/1 pm ET on EA’s various official video channels including YouTube and Twitch.

As part of EA’s ongoing behind-the-scenes deep dives into the development of the Dead Space remake, the company has been hosting various livestreams that focus on a particular aspect of the survival horror title. Past videos have focused on sound design and physics, but the upcoming video will highlight the art.

According to EA, the next developer livestream will “offer a deep dive into various aspects of the upcoming game’s art design. The team at Motive will show early footage into how they’re leveraging the Frostbite engine, Gen 5 hardware and PCs to visually evolve and remake the original Dead Space’s environments, characters, VFX, lightning and more from the ground up to create a new level of immersion and quality for today’s modern audiences.”

EA Motive is leaning particularly hard into next-gen features related to realism. For example, the audio is such that Isaac will sound and talk differently based on how much damage he has taken. And EA Motive appears to be taking the dissection mechanic from the game series to a whole new level.

Check out IGN’s interview with the devs for more on Dead Space Remake and check back later this week for all the details from the upcoming stream.

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



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New Feel, New Cars, New Tracks, VR: F1 22’s Big Shake-up

It’s no secret that Formula 1 is surging in popularity right now – largely because they’ll tell you, any chance they get. In fairness, that’s what quality promoters do – and it’s precisely this sort of promotion that’s seen F1 gather such an impressive amount of momentum over the past few years.

On the back of explosive online growth, the success of Netflix’s surprise hit Drive to Survive, and some long-awaited rising interest in the US, F1 is in a very healthy spot. The fastest growing sports league on the planet in terms of online follower growth in 2021? F1. The highest-attended live sporting event in the world last year? The US F1 Grand Prix. In fact, the Abu Dhabi season finale had a higher TV audience than Superbowl LVI – almost 30% higher than the same race in 2020. It may have been marred by controversy but the historical showdown between Max Verstappen and Lewis Hamilton attracted remarkable interest.

“It’s a really exciting time for us to be making a Formula 1 game,” says long-time F1 series senior creative director Lee Mather. “It’s really growing across the globe and those figures are increasing on a race-by-race basis, so that sets us up really strongly for where we’re going to take things in F1 22.”

It’s a really exciting time for us to be making a Formula 1 game.

As the sport itself enters a new era, Codemasters appears to be following suit.

“So the rule changes have been the biggest changes we’ve seen in the sport in four decades, and certainly the biggest change since we’ve had the license,” says Mather. “Things have changed massively in the sport this year; we’ve got new rules, we’ve got new drivers, we’ve got a new circuit in Miami. Things are really changing.”

“The order of the cars in the series is changing massively. The way that the cars look, the way that the cars drive, all of those things have changed. There’s a new audience coming in, and there’s an existing, intelligent audience who’ve followed Formula 1 for years. And we want to make sure that we’re covering all those bases.

“It was very much, ‘Well, the sport’s having a big refresh; we gain that with the cars and Miami, and the on-track experience – let’s push that out and do it across the broader game.’”

That means plenty of tweaks to the traditional Codemasters F1 package – tweaks that go far beyond simply adding the new cars, squeezing in the new Miami circuit, and calling it a day. F1 22 adds an overhauled handling model to reflect what the new cars are capable of, new commentary talent and a different race engineer, refreshed podium celebrations and other broadcast-inspired elements, support for the sprint race format, new options for both hardcore racers and casual players to get a more authentic race-day experience, crossplay multiplayer arriving post-launch, and even VR support for PC players. It’s an impressive list of additions and improvements.

“Obviously handling and physics changes have been paramount this year,” says Mather. “We knew from an early date what was coming in terms of the rule changes. We obviously met with the teams at Formula 1; we spoke with the teams.”

Obviously handling and physics changes have been paramount this year.

“We had got a really good understanding of where things were going with the cars. The difference in weight, the difference in body inertia; the way that we’d need to move from a more over-body aero system to something that was more underbody. All of those changes were things that we set out nice and early to do, along with changes to the tyre model as well. You’ll really feel how different the game is this year.”

With their bigger tyres and a minimum weight of just under 800 kilograms, 2022’s F1 cars are the heaviest they’ve ever been. This is something that can be particularly felt under braking and in slow-speed corners, and Mather explains F1 22 contains “the best handling model that we believe we’ve ever implemented in the Formula 1 series.” And no, porpoising is not reflected in F1 22.

“Just like the teams, we didn’t know porpoising was ever going to be a thing,” says Mather. “We had no concept of porpoising before we saw it at the test. So, no, porpoising won’t be in the game.”

“And I think for the benefit of those players in VR, it will be very beneficial to not be porpoising down the streets.”

At any rate, the new Miami track proves to be an interesting showcase of these new driving dynamics, with its three DRS sections, some extremely heavy braking zones, and an idiosyncratic and skinny uphill chicane complex. Interestingly, Mather confirms Codemasters’ new home at EA paid dividends here when building the precinct around the new Miami track, which includes the home of the NFL’s Miami Dolphins.

“We obviously reached out to our friends over at the Madden team who said, ‘Yeah, you can take our stadium if you need to use that; you can take the model for the stadium and tweak whatever you need,” says Mather.

We obviously reached out to our friends over at the Madden team who said, ‘Yeah, you can take our stadium if you need to use that.'

The circuit upgrades to Australia, Spain, and Abu Dhabi will also be reflected in F1 22, and the sprint races occurring at Austria, Imola, and Brazil this season will also be included (although outside of My Team and the main career mode, the sprint race format will be able to be applied to any of the grands prix in the game).

This is still just the tip of the iceberg, though. F1 22 will finally refresh some of the post-race cutscenes, with new cameras and added sequences, and will even provide more commentary options.

“You can now, if you choose to do so, change David (Croft) for Alex Jacques,” says Mather. “So that's really cool, to have a different commentator. And we’ve had Anthony Davidson playing the second commentator role; Anthony can now be replaced and joined by Natalie Pinkham, who will take on the role at certain races.”

“And then across other territories we’ve also altered some of the talent. We’ve now got the likes of Jacques Villeneuve. We’ve brought Sascha Roos in, we’ve got Jean-Éric Vergne; again, all of these real, authentic Formula 1 characters coming into the game. So the players are seeing exactly the sort of thing they expect to see from a licensed Formula 1 game, and built very much on what they see when they watch these broadcasts on TV.”

The players are seeing exactly the sort of thing they expect to see from a licensed Formula 1 game, and built very much on what they see when they watch these broadcasts on TV.

Codemasters has even replaced the long-serving race engineer, Jeff.

“We decided that, after joining the series in 2010, it was time to give Adam [Rhys Dee], the voiceover artist, a break,” says Mather. “And we brought in Marc Priestly, F1 Elvis, a well-known character in the world of Formula 1; former race engineer at McLaren, currently presenting car shows on Sky TV.”

“We spoke to him last year; we realised he’s got the passion, the enthusiasm, the drive. He sounds like a race engineer. He’s been a race engineer. He’s absolutely fantastic for the role. And to reinforce that authenticity, we were able to record all of his lines with a real Formula 1 engineer headset. So again, it’s that level of authenticity, that level of realism, and with your race engineer, being your buddy, your contact, your confidant when you’re on the track, it’s great to have somebody who’s got a voice that is of that level of authority, but also calm, and also excitable when need be.”

As Mather explains, the team “wanted to go through it and refresh so many areas of the game that people have become used to” – and for the full spectrum of players, no less.

While the formation lap has been part of the game for some time now, players who crave maximum realism can now control the position of the car on the grid prior to the start.

“So you can position your car defensively or offensively in your grid slot, as you see all the time in the real sport,” says Mather.

You can position your car defensively or offensively in your grid slot, as you see all the time in the real sport.

“But not all players want to actually take part in the formation lap, and some players have turned it off in the past, but we thought, ‘Well, it’s a shame to miss out on what is a part of the spectacle of Formula 1.’ So now there’s the option to have a broadcast-style formation lap, where it’s presented very much as it is on TV, in an abridged form. Again, setting the race up in a realistic way.”

A new, broadcast-style, hands-off approach is available for pit stops, also – but so is a more demanding, timing-based challenge for optimal, semi-manual pit stops.

“So we’ve recaptured pit stops this year because obviously the scale of the tyres has changed and the speed at which the stops are happening has changed,” says Mather. “So we wanted to make sure they’re realistic and authentic. And for the player who wants the real, full experience, we’ve now got a new pit stop turn-in mechanic.”

“If you turn in at the wrong point, obviously this will upset your team. There may be a slower stop. There may be a mistake. It could be that you get a wheel stuck. If there’s a front wing change, it could be that the wing gets stuck. All of these things are things that we see in the sport.”

Casual players will even be able to select a broadcast-style version of safety car periods, which will be a hands-off and abridged sequence that will bunch up the field and bring with it the drama of a safety car without requiring them to sit behind it in real-time for multiple laps.

Codemasters is also adding an adaptive AI level for absolute beginners to make sure everyone can enjoy the excitement of dicing with opponents.

“Adaptive AI is an option for the more beginner-style player,” says Mather. “Somebody who’s trying to get into the sport. Somebody who really loves Formula 1, but maybe isn’t so strong at a racing game. And it will allow the AI to race closer with the player. We want players to not just be able to navigate the circuits, we want them to race. That’s what it is; it’s a racing game and you want cars wheel-to-wheel. You want them racing side-by-side.”

We want players to not just be able to navigate the circuits, we want them to race.

Various quality of life improvements to My Team sound good to me as a long-time player, especially the ability to copy colour schemes across multiple team design elements, and the option to start a My Team campaign as a well-financed outfit with the ability to hire a top driver immediately. The prospect of experimenting more with the new VR mode for the PC version is exciting, too (“We didn’t want to restrict where VR was available,” confirms Mather. “So if you’re playing on PC and you have a VR headset, yes, you can take part in any of the game modes.”

The team has even thrown in a lifestyle element to F1 22 called F1 Life, which is a customisable space for players to spruce up as they choose, and dress their driver in various items of clothing. It looks to be one of those things some players won’t get much mileage out of, although the collectable supercar element to F1 Life does sound interesting. Inspired by Formula 1’s Pirelli Hot Laps programme that occurs at real grands prix – where F1 drivers hurl supercars around the tracks with various passengers aboard – F1 22 will feature supercars from Ferrari, AMG, Aston Martin, and McLaren for driving events Mather describes as “palette cleansers” between races. On top of that, we’ll even be able to drive the safety cars in time trials.

Formula 2 is also making a return, and Codemasters will be updating Formula 2 with the 2022 Formula 2 season later in the year. It seems about the only thing that isn’t making a return in F1 22 is more of the ‘Braking Point’ story that began in F1 2021, which is on a two-year cycle.

“The reason being, it’s such a huge undertaking, as you can imagine,” says Mather. “If you remember in 2019, we did that feeder series intro for Formula 2, and then we obviously came in with the fully-fledged Braking Point story in 2021. That was a two-year dev cycle, and that’s the sort of cadence that we believe we need to retain in order to keep pushing that side of the game.”

F1 22 gets the green light on July 1, for PC, PS4/PS5, Xbox One, and Xbox Series X|S. Looking at the wallet-assassinating cost of tickets for the Miami GP, it’s still the cheapest way into the world of F1.

Luke is Games Editor at IGN's Sydney office. You can chat to him on Twitter @MrLukeReilly.



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Best Nintendo Deals in May 2022: Big Discounts on Pokemon Games

There are so many great game deals to check out in the spring sales right now, and that includes Nintendo Switch games and more. To help you find the absolute best Switch deals, we’ve created this handy little round-up on all the latest and greatest offers right now. For example, there’s a big sale on Pokemon games for Nintendo Switch right now that you should definitely be checking out.

One of other the biggest deals right now is the $50 eShop gift cards coming down to just $45. That’s a small but effective discount, netting you an extra $5 off any of your digital purchases — I mean it’s basically free money (kinda). Plus, if you need a fancy Switch to play it all on, why not check out the new Switch OLED Model? It’s in stock at Amazon right now, and available for $349.99.

Pokemon Games on Sale at Amazon Right Now

$50 Nintendo eShop Card for Just $45 Right Now

Nintendo

$50 Nintendo eShop Gift Card [Digital Code]

Switch OLED In Stock at Amazon

More Nintendo Switch Game Deals at Amazon

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.



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Long-Delayed Resident Evil Re:Verse May Actually Be On the Way

Resident Evil Re:Verse may still be on track for release in 2022, despite developer Capcom going completely silent on it following a series of delays.

As shared by Gematsu on Twitter (below), the Google Stadia version of Re:Verse – the PvP game originally scheduled to arrive alongside Resident Evil: Village – has been rated by European ratings board PEGI.

Though Capcom hasn’t confirmed any release window except just “this year”, a game being rated usually signifies that a relatively complete version has been presented and it therefore isn’t too far from being released.

The PlayStation 4, Xbox One, and PC versions were rated exactly one year earlier (on May 7) but this was also the release date of Resident Evil: Village, and Re:Verse was originally intended to be a multiplayer mode within that game.

While nothing is officially confirmed until Capcom itself announces it, the rating does indicate that progress on Re:Verse is at least being made.

The game was first announced in January last year before being delayed to summer 2021 three months later. Two months after its intended original release date, Capcom announced in July that Re:Verse had been delayed to 2022 “so that the team can continue working to deliver a smooth gameplay experience.”

Though the developer promised to share updates at a later date, practically nothing has been said about Re:Verse since the delay.

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



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Return to Monkey Island Director Explains Why Pixel Art ‘Didn’t Feel Right’

Return to Monkey Island director Ron Gilbert says the game doesn’t feature pixel art because he didn’t want it to be considered a throwback – and has responded to those who have criticised the long-awaited sequel’s new looks.

In a blog post, Gilbert addressed fan criticism of Return to Monkey Island’s art style as it doesn’t match the art of the first two games, to which it’s a direct follow-up.

But Gilbert said this sequel wouldn’t look like the first two games even if he’d developed it in the early ’90s, because the point wasn’t to have pixel art but to instead use the latest and greatest technology.

Return to Monkey Island – First Screenshots

“Monkey Island 1 and 2 weren’t pixel art games. They were games using state-of-the-art tech and art,” he said. “If I had stayed and done Monkey Island 3 it wouldn’t have looked like Monkey Island 2. We would have kept pushing forward, and Day of the Tentacle is a good example of that.”

Return to Monkey Island is being written by Gilbert and Dave Grossman, two of the three writers on the original game (the third being Double Fine’s Time Schafer, who isn’t returning) and they discussed and dismissed using pixel art early on because “it didn’t feel right”. “Return to Monkey Island may not be the art style you wanted or were expecting but it’s the art style I wanted,” Gilbert explained.

Gilbert continued: “We didn’t want to make a retro game. You can’t read an article about [Gilbert’s 2017 pixel art game] Thimbleweed Park without it being called a ‘throwback game’. I didn’t want Return to Monkey Island to be just a throwback game, I wanted to keep moving Monkey Island forward because it’s interesting, fun, and exciting. It’s what the Monkey Island games have always done.

“I wanted the art in Return to Monkey Island to be provocative, shocking, and not what everyone was expecting,” he said. “It’s ironic that the people who don’t want me to make the game I want to make are some of the hard core Monkey Island fans.”

Gilbert concluded: “Return to Monkey Island is an incredible rollercoaster. Get on and have some fun or stomp out of the amusement park because it’s not exactly the rollercoaster you wanted. I hope you’ll jump on with the rest of us.”

The sequel was announced in April and Gilbert and the team at Terrible Toybox have been drip-feeding information ahead of its release later this year.

While he’s announced some gameplay details, such as the inclusion of an easy mode and hint system, Gilbert has mostly talked about the long and unexpected timeline that eventually led to the creation of Return to Monkey Island.

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

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Unreleased Version of the Infamous Duke Nukem Forever Seemingly Leaks

A scrapped 2001 version of Duke Nukem Forever has seemingly leaked online, apparently showing the game four years into its turbulent development.

Duke Nukem fan website Duke4 shared details from a 4Chan post that seemingly shows gameplay footage and several screenshots of what is essentially a completely different game to the eventual 2011 release.

The 2001 version – of which “a huge chunk” is apparently playable – looks more similar to the previous game, 1996’s Duke Nukem 3D, than the Forever we eventually got in 2011.

The leaker has allegedly built an editor to get this version of Duke Nukem Forever working and plans to release the full version in June.

Almost every level is present in some form according to the post, though some with missing enemies and other content, and most weapons are also fully functional.

Content from the 2001 E3 trailer is also reportedly playable, which is the last time fans saw this build of the game before it was delayed again and again.

The final version wasn’t released for another decade, making for a total of 14 years in development, with Duke Nuke Forever suffering one final delay before launching in June 2011. Suffice it to say, the final version wasn’t well received.

In our 5/10 review, IGN said: “There’s some dumb fun to be had in Duke Nukem Forever, but the game tries hard to ensure it’s only fleeting.”

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



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Wrestlemania Backlash Results, Updates, And Live Review

After a huge two-night Wrestlemania 38 event last month, it’s time for a backlash, a Wrestlemania Backlash to be more exact. Throughout the evening of May 8, we’ll be updating you with the winners and losers of each match at this WWE PPV as it happens, and you can check all the results below.

This year’s event is taking place at Dunkin’ Donuts Center in Providence, Rhode Island. While Wrestlemania is more focused on championship matches, Backlash is more concerned with rematches, so there are very few championship matches on the card–with Charlotte Flair vs. Ronda Rousey being the only one.

One of the other highlights of the evening is the rematch between Seth Rollins and Cody Rhodes. At this year’s Wrestlemania, Rhodes was Rollins’ surprise opponent and got the win over the Monday Night Messiah. However, this time around, Rollins is prepared for the American Nightmare.

However, if you want to watch Wrestlemania Backlash live, or a replay after it’s concluded, you’ll need the streaming service Peacock. While it does have a free tier, you will not be able to watch the WWE event through that. You’ll need a Premium ($5 a month, with ads) or Premium Plus Peacock ($10 a month, no ads) account. Regardless of which tier you choose, there will be a few WWE-related ads throughout the show.

There are multiple ways to watch Peacock. Aside from watching it on mobile devices and on the PC, you can stream the service on Amazon Fire devices, Android TV, Apple TV, LG Smart TVs, PlayStation 4, PlayStation 5, Roku, Samsung Smart TVs, Xbox One, Xbox Series X, Xbox Series S, Xfinity, and more.

Check out the match card below to see who is fighting it out in the ring tonight.

Match card:

  • Cody Rhodes vs. Seth Rollins
  • Charlotte Flair (c) vs. Ronda Rousey (I Quit Match for the Smackdown Women’s Championship)
  • Drew McIntyre & RK-Bro vs. The Bloodline (Six-Man Tag Team Match)
  • AJ Styles vs. Edge
  • Bobby Lashley vs. Omos
  • Happy Corbin vs. Madcap Moss

Above, you can check out a recent episode of GameSpot’s wrestling podcast, Wrestle Buddies. Chris E. Hayner and Mat Elfring predict all the results for Wrestlemania Backlash alongside their AI machine PredictionBot 3000 v2.0.

Below, you’ll find live updates and results for Wrestlemania Backlash as it airs on Peacock. Additionally, there will be a review of each match from the Wrestle Buddies.

Kickoff Show

The Wrestlemania Backlash Kickoff Show begins at 7 PM ET / 4 PM PT. Below, you’ll find updates and notes based on what happens on the preshow.

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