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  1. [Hidden Content] the full article
  2. Online space exploration and building title SpaceCraft is coming soon to PC, and we won’t need to wait long to try out early access. Developed by Shiro Games, SpaceCraft is all about exploring the vast galaxy, the solar system, and its planets. But let’s first find out when the game goes live before we get into the finer details. Table of contentsSpaceCaraft release countdownWhat to expect from SpaceCrafthttps://embeds.beehiiv.com/a8d62108-86ed-4039-bf49-44877ba62c15 SpaceCaraft release countdown Early access for SpaceCraft begins globally on Thursday, June 11. The following countdown will expire once the game goes live. %D days : %H hrs : %M mins : %S secs ","methods":[1,2],"mode":"one_time","sticky_bar_hide_timeout":7,"recurr":false,"timeToNextRecurrence":0,"isRegular":true,"endDate":1781186400000}" >Hurry Up! The countdown is based on the following times. 7am PT 9am CT 10am ET 2pm UTC 3pm BST 4pm CEST The times are based on SteamDB, and any change is unlikely this late. However, I will duly update the new timings if there’s any shift from the initial plans. What to expect from SpaceCraft SpaceCraft is all about exploring different parts of the map to mine resources, craft blueprints, and trade resources to build up your ships. You can also complete different missions, accept contracts, and and offer your services to the higher bidder. While you can do all these things on your own, you can also opt for co-op experience. Join corporations to collaborate with other players, or manage your crews and watch them grow. [Hidden Content] As you explore space in real-time, you’ll be able to enjoy the endless possibilities of things to do. At the center of everything will be your ship that you’ll be able to expand over time. You can do so by finding different parts on your own, or you can buy them directly from other players. After an initial delay, SpaceCraft is finally here. While there’s no demo to check out, you can wishlist the title on Steam to stay on top of the launch. /wp-content/themes/destructoid2025/assets/img/icons/likes-off.png0 The post SpaceCraft release countdown: Exact date and time appeared first on Destructoid. View the full article
  3. “Everybody has asked this question,” says Resident Evil Veronica producer Yoshiaki Hirabayashi, when I quiz him on why Capcom decided to drop the ‘Code’ from its latest remake title. In Capcom’s golden era, its Resident Evil remakes have been its star players, racking up millions in sales, and plaudits from players and critics alike. However, few were expecting it to turn to Code Veronica, a lesser-known ***** Dreamcast game, for its next big reanimation. And why the name change? The answer to both of those questions, Hirabayashi says, is that the game’s development team sees Veronica as a far more integral instalment in the Resident Evil series than some historical records might show. Read More... View the full article
  4. Hand of Fate: Hordes (originally titled Hordes of Fate: A Hand of Fate Adventure) is now set to enter Early Access on July 22nd. Read the full article here: [Hidden Content] View the full article
  5. When Gears of War: E-Day was revealed in 2024, I couldn't hide my disappointment. I love Marcus and Dom, but Kait's story and seeing a resolution to the immense cliffhanger at the end of Gears 5 are important to me too. But the Gears of War: E-Day Direct after the 2026 Xbox Games Showcase had one moment that utterly sold me on our detour to Marcus' past: Dom's smile and "Love you, baby" as he hung up the phone in the bar. Fellow Gears fans, we know who he's talking too and how much it means to see Dom in a moment of genuine happiness — one we know won't last long and that's already overshadowed by the loss of Dom's older brother. Gears of War: E-Day is an exciting chance for us to see Marcus and Dom at relative peace in a Sera we've never seen in the games, even if only for a few moments. That all being said, will we get a Gears 6? Is Gears of War: E-Day a restart for the series, or another opportunity to build on what exists? And what's going on with the move away from the iconic roadie run? In a group interview with The Coalition creative director Matt Searcy, brand director Nicole Fawcette, and art director Aryan Hanbeck, myself and fellow Gears enthusiast Ryan McCaffrey found they wouldn't say anything definitive on the fate of Gears 6, but we did get news on plenty more. But first, let's get the elephant out of the room: the three directors firmly stated that there was no use of generative AI in creating any part of Gears of War: E-Day. "We have a kickass concept art team, and our art book is going to rock," Searcy said. "We have a kickass concept art team, and our art book is going to rock" Searcy said. Preserving Gears of War Lore As of now, The Coalition has done a fantastic job preserving and building on the Gears of War lore through its many games, novels, and comic books. Back when I spoke with The Coalition in April 2020 on the reveal of the Gears of War timeline and perspective on Gears lore, the studio said that it purposefully doesn't want a detailed map of Sera or other concrete details so there's always room for the creative teams' ideas. But The Coalition has changed quite a bit in its six years since that interview. When I think of stories moving back in their timeline, we've seen some use it as an opportunity to restart or make fundamental changes — think the controversial addition of Midichlorians in Star Wars: Episode 1 - The Phantom Menace. The Force went from being an ethereal tether in all things to a calculatable metric of power. What's The Coalition's perspective on Gears of War: E-Day? "We worked really hard to keep the canon intact," Searcy said. "Honestly, lifting the **** moment out and putting it in this place was probably the biggest single thing we've done and we kept it intact, like we kept the moment intact. We just relocated where and when exactly it happened in the canon." The aforementioned **** moment is shown at the end of the Xbox Showcase trailer. We see a notable scene from the book Gears of War: Jacinto's Remnant, where Marcus is saved by **** Kaliso who slices the Drone attacking Marcus in half with a chainsaw. "Even the dialogue in the cinematic is basically lifted from the book," Searcy said. Fawcette said they call this "lift and shift" at the studio. Basically, a way to pull from a part of Gears lore that exists and move it to the new E-Day setting, Kalona. "If you think about what's been talked about in Gears lore, it's a tiny amount of what would exist on Sera," Searcy explained. "It's like a few cities, it's a few major battles, it's some specifics. Every time we tackle a new story, and especially with this one, we're trying to expand not just what we're telling the story about — the new characters here, the history of Kalona, how it was involved in the Pendulum War effort, how it might positioned itself to be in the world that was lost, why people care about Kalona. Why is the military even bothering to try to save this [city]? All of those things make all of the other stories better because it enriches how the world connects and sets us up to tell new stories. Because while we answer [some questions], we'll open up new questions as well. Plus we're bringing back some fan favorites, but we're adding a whole bunch of new characters too." We can expect new enemies, too. "Because the world goes so downhill in the original trilogy, we're able to do some new stuff that we were okay that, if you didn't see them in the original trilogy, it was okay. The world lost so much," Fawcette said. Keeping the canon intact, of course, means we won't be seeing Cole and Baird. They don't meet Marcus and Dom until the first Gears of War, and Searcy said they want to preserve that. However, that doesn't mean you won't see their mark on the world. Or at least we'll get to see hints of Cole. "We really worked diligently to make sure that those details for fans were there. When you go to the bar, you see a poster of Cole in his Hanover Cougars [days]," Fawcette said. "Here's there. So while you might not meet Cole Train in this game, we wanted to make sure there would be posters of Cole Train in the world. He's the most famous thrashball athlete." Hanbeck added that because Gears of War: E-Day is set only in Kalona, "there's a ton of injected stuff in every location. To be able to do that accurately, I think this game more than any one that we've made has the most connections to all the graphic art, the posters, the books on the shelf, the newspapers.. [It's all] really connected." So, while we may not have a clear idea of where Gears of War is headed in the future, we know that at least the story set in the past will preserve all the lore already created, and celebrate it. "It's the most lore-rich game I think," Fawcette added. A Shift in Movement Mechanics If you're at all interested in competitive Gears of War and have seen the latest trailer, you'll know that things are about to change, and not just because we're getting new guns and maps. Roadie running is transformed in Gears of War: E-Day. Instead of Marcus and crew hunkering down and running with a camera closer to their back and the screen shakes, E-Day pulls back as they run forward. "There's a whole bunch of reasons [for the change], but a lot of it has to do with the variety we have on traversal spaces," Searcy said. "We have small and large spaces and this just lets you play with the battlefield so much more. You can see what's going on. You can move a lot more naturally." This comes with the other new movement options, including a slide, jumping, and new cover mechanics. All these changes, though, mean some mechanics of old won't be the same — specifically wall bouncing. "We have forms of wall canceling in there, but you won't be able to do [wall bouncing] the way you've done it in the past," Searcy said. "There are lots of other things you can do. There are [ways to] play with it, it's not entirely gone. We think we found a balance in terms of how that really feels. But back to my catchphrase, it is a new game. If you come back expecting it to play exactly like a previous Gears game, it won't be that way. [It] will probably be an adjustment, but it is also built around the same mechanics." Fawcette added that the team was thoughtful about the onboarding to E-Day, which includes a practice space and control customization. "There is a muscle memory to Gears, right? So we want to be really respectful in how people have come to Gears in the past, but also give people a chance to make it their own," she said. On the onboarding and customization note, Matt Searcy confirmed that if having the active reload bar in the center of the screen isn't your thing, you can change a setting to move it back to the top right. There were a few other interesting notes the trio shared about this entry in the Gears series during our interview: E-Day may have added jumping, but Searcy said that it's not a platformer. We won't be asked to "jump across multiple levels." Instead, the developers intend it to be a tool for accessing new flanking paths.The campaign is still linear, but some levels feature larger areas to explore. Searcy said in addition to allowing players to choose how to approach a target, we'll get to learn more about Bravo Squad.Searcy said Gears of War: E-Day is "longer than any campaign [The Coalition has] built" at over 14 hours, with more collectibles than it's ever had before in a campaign. Of course, this includes the classic COG Tags.Fawcette said that all four members of Bravo Squad are playable right from the beginning. You don't have to play as Marcus. There's still a lot we haven't seen of Gears of War: E-Day, though it won't be long until we do. The Coalition will run a multiplayer open beta for E-Day on August 6, and I anticipate we'll hear more about the game around then. Gears of War: E-Day is out October 6 and confirmed to be a console exclusive on Xbox. Catch up on all the news from Xbox's big summer showcase with IGN's roundup. Miranda Sanchez is the executive editor of guides at IGN and a member of Unlocked. If it wasn't obvious, she's a big Gears of War fan and recommends folks check out the book Gears of War: Aspho Fields in preparation for E-Day. You can sometimes find her on Bluesky and Instagram. View the full article
  6. It took me a while to figure out exactly what makes Halo: Campaign Evolved feel… off. It sounds right – the Covenant enemies yell familiar phrases alongside the Halo's iconic gunfire. It plays great. The two levels I played during my demo are fun and appropriately challenging on higher difficulties. But the look? After getting through The Silent Cartographer, I decided that as it stands, the Halo: Campaign Evolved visual style isn't my favorite. Outdoor environments are gorgous, but it took me some hands-on time to figure out what made the rest of the game look a tad odd. It won't stop me from playing this remake – especially since we're getting three new prequel chapters – but I can't help but hope developer Halo Studios continues refining the details of the new style before this remake's July 28 launch. My hands-on look at Halo: Campaign Evolved included The Silent Cartographer (which IGN’s Ryan McCaffrey got to play last Fall) plus the mission that follows, Assault on the Control Room. Skulls were available in the preview build, as were all difficulties. I played on Heroic and Legendary on Xbox Series X. I had a hard time explaining just what was bothering me about the look of Campaign Evolved until I noticed something unusually helpful: small waypoints that flag when a weapon is on the ground. That addition seems necessary as fallen corpses and the weapons they held almost blend together in Forerunner structures, especially if the light is low indoors. This many sound like a strange criticism to have, but from the missions I played, this game is too dang shiny. Metallic armor, metallic weapons, metallic floors… they may have color variations, but they lose their visual luster when all together. A crow would go mad with all the reflective surfaces. In Assault on the Control Room, where Master Chief is often in Forerunner structures, this was especially evident. It didn't appear as a place in decay or lacking power; just poorly lit. That compounded when charging a plasma pistol. The bright green beam flares the screen a bit, and rather than looking awesomely alien when holding it at full charge, it was distracting. I found that to be the case outside in the dark, snowy chasms before the control room as well, though the outdoor areas look fantastic otherwise. If you compare the new style to the Halo: Combat Evolved Anniversary edition, it is clear that these areas have less lighting, but not to the point where it plays as though you're nearly in the dark. I did adjust the lighting settings with the recommendations of on-screen prompts before playing and used the in-game flashlight in dark areas. I have a nice big LG OLED too, so I don't believe my setup is the problem. Dragging the contrast setting down a few notches and swapping from the default performance mode to quality mode helped. That being said, performance mode does play significantly better in the build I had, so I spent a few minutes trying to find a better balance for the odd lighting. I’m writing about what seems like a rather minor grievance at length because if this doesn't get tweaked much, those of us who prefer our Halo runs on the higher difficulties are in for an annoying time, visually speaking, in some of the more challenging spots. Sometimes a few fully charged plasma pistol shots are the difference between making it to the next checkpoint. The contrast and brightness tweaks don't change the brightness bursts that come from plasma weapons or other explosions. This isn't to say that these bright flashes don't look good in certain settings either; the balance just seems off. I simply expect more from one of Xbox's premiere first-party series. If you're shaking your head reading this, I'll say I didn't notice this was a problem in trailers and gameplay online, only when I got my hands on a controller and leaned in to play on solo Legendary. Maybe you'll feel similarly. This all being said, it's Halo. And specifically, a chance for fans to relive the campaign that made us all fans in the first place as it nears its 25th anniversary – and also the first (and possibly last, based on the new Xbox leadership team’s refocus on exclusive) for PlayStation owners to get their hands on Halo. Sure, there have been some audio tweaks (Hunters sound different and the Assault Rifle has been noticeably punched up), and I'm sure there are more changes to find with the final release, but the core of the game is still fantastic. The campaign remix mode was available in the demo and is a fun addition. The Adaptation, Armistice, and Reload Skulls are always on in the mode. These make it so other enemies appear in places they wouldn't normally, enemies won't attack each other, and "pre-placed weapons" are randomized. You can add on visual modifiers (like the above Skull that allows you to play in third-person) and any number of discovered Skulls on top of the three required to play. Press the right thumbstick to let the game choose Skulls for your next run out of whatever you've unlocked. Campaign Evolved has a total of 42 Skulls, so I imagine we'll get to see some neat and challenging runs. If Halo Studios can get this lighting weirdness shifted this is all going to be once again a blast to play. And if not? Well, it's still one of the best Halo games…minus the multiplayer, anyway. Miranda Sanchez is the executive editor of guides at IGN and a member of Unlocked. She plays new Halo games on solo Legendary for her first run before running a co-op campaign with friends. You can sometimes find her on Bluesky and Instagram. View the full article
  7. One of the biggest announcements at Summer Game Fest 2026 was the reveal of Resident Evil Veronica, a remake of Capcom's 2000 game, Resident Evil: Code Veronica. One of the questions emerging from the announcement is how Capcom plans to deal with certain story themes that we’d expect to be handled more delicately in 2027, nearly three decades after the original came out. Warning! Spoilers for Resident Evil: Code Veronica follow. The original title’s villain is a man called Alfred Ashford, the commander of Rockfort Island, where Claire finds herself imprisoned for a large section of the game. But Alfred hides a secret, and as a result switches between two personalities: that of his own and his sister, Alexia. This mental instability is handled rather heavy-handedly, to the extent where Ashford can be seen wearing the clothes of his sibling as Claire shouts the infamous line: “Alfred, you cross-dressing freak!” Interestingly, this is only the case in the localisation of the script, replacing the original Japanese lines: “Alfred! This is your doing!" In a Q&A session following the SGF reveal attended by IGN, Resident Evil Veronica producer, Yoshiaki Hirabayashi, addressed how this reimagining will handle the themes surrounding Alfred Ashford. “First off, I think that's a very important question,” Hirabayashi began. “So first off, as I said, the team is actually in the process of making the game at this very moment. So what the final form of the game looks like is honestly not 100% decided yet.” “But of course, our intention and goal with the remake is to deliver a horror experience and also explore those characters deeper and look into even more dimensionality for them as well,” he continued. “And so as we do that, the points that we pay special attention to is who they are as a person, what is driving them internally and externally? Those are the points that we consider when trying to tackle these characters. Each Resident Evil title, of course, they're all horror games, but they all also have their own specific subgenre or a specific way of exploring a different aspect of horror. For us, we consider Code Veronica’s certain aspect here is that it also delves into a darker or scarier side of the human mind and heart.” “We're trying to dive a little bit deeper, and we are analyzing the character on a slightly deeper level, trying to ask ourselves, what are the reasons that's driving this character?” Hirabayashi added. “What is their motivation? What is driving their personality? So that's what we're looking at, and then from there we decided how we can portray that? We're making it so those portrayals aren't finalized yet. Going back to some of the themes that Veronica deals with, there's a lot of emotion. So love, expression, and then what happens when maybe love is taken too far. So those are core things that we're looking at, and that's the important part to us, and then the next step is figuring out how to portray that.” Based on the development team's work on the Resident Evil 2 and 3 remakes, and on Hirabayashi's comments here, it's probably safe to say that the “Alfred, you cross-dressing freak!” line won't make it into the game. We’ll see how the team at Capcom has managed to navigate its story and themes when Resident Evil Veronica releases in 2027. Until then, we've got confirmation that Resident Evil Veronica is a third-person game. And be sure to check out IGN's roundup of everything announced during Summer Game Fest 2026 to find out what else the video game industry has in store. Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social. View the full article
  8. Out of everything under Microsoft's now-massive, multi-publisher umbrella, there is no game I'm more excited for than Fable. I adored the original trilogy (especially Fable 2), and, um, we'll just pretend that the Kinect version, Fable: The Journey, never happened. But anyway, Fable is not only unlike anything else in Xbox's thick portfolio, it's being crafted by arguably the best studio they own: Playground Games, who have done nothing but make one 10 out of 10 after another. Playground also possesses one key trait when it comes to building a Fable game: it's British. This year's Xbox Developer Direct offered the best evidence yet that Playground has all of the ingredients in place to craft a worthy Fable revival, and after the Xbox Showcase – which finally gave the game a firm release date of February 23, 2027 – I got to see it running myself on an Xbox Series X. While I didn't see combat, which is honestly the one true concern I have for this game, seeing as how Playground has never built something with combat in it before and the combat animations from what we've seen so far seem to lack weight when a weapon impacts an enemy, I did see the key non-combat side of Fable: the life-simulation elements. Playground says it's the game within the game: a life sim, social sim, and economic sim – all of which combine to allow you to build "an extraordinary life" in Albion. My hands-off demo began atop a golden meadow outside the town of Silverbrook – as evidenced by the beanstalk stretching into the sky just over the next hill, it's the same town where Dave lives, the townsperson from previous trailers who becomes a giant, and whom you'll have the chance to cure or slay. But I didn't meet Dave in this trip to Silverbrook. Instead, the point was to show off the relationships you can make and break as well as the reputation – good or bad – you can earn with each person and within each town. There are no horns or halo to sprout over your head that reflect your deeds. Instead, you might become known as a menace in one region and a benevolent saint in another. The first thing our demo driver happened upon was a boy arguing with a butcher over the fate of a pig named Colin. It seems Colin has recently learned the ability to speak English, just the same as anyone else in Silverbrook, and because of this, the boy wants to spare him from the sausage-y fate he was raised for. The pair turn to us to decide whether Colin lives to quote Shakespeare another day or ends up becoming bacon by morning. For this demo, Colin was spared, but the butcher won't let him walk for nothing. And so we offered him 2,000 gold in return for Colin's life, a sum the man happily agrees to. This gets the boy to instantly like us, of course, and also earns us town-spanning reputation as a kind person. It was left to us to decide whether Colin the talking pig lives to quote Shakespeare another day or ends up becoming bacon by morning. Walking further into town, we came upon Jack the Beggar, a down-on-his-luck fellow currently lacking both home and employment. In an attempt to win his favor, we gifted him 100 gold. And then another 100 gold. As you'd expect, this got us on his good side in short order, and further adds to our growing town-wide reputation for kindness. Yet we still weren't done with Jack. We headed into a nearby store called Odds & Sods (I did say that Playground has sufficient British bona fides!) to buy him a gift in order to further ingratiate ourselves to him, but we got sidetracked by the shopkeeper, Megan. After a sweet word or two from our hero, she made it clear that she'd be willing to go on a date with him, but our player character didn't meet her lofty standards in his current state. She told us she'd only date an entrepreneur and homeowner who dressed in fancy clothes. At the moment, we checked exactly zero of those three boxes. Fortunately, we had plenty of gold coins to our name, and so we waltzed over to the nearby pub, the Silver Trough. And we bought it. As a bonus, it turns out everyone loves Susan the Bartender who works there, and because of her, the pub generates an extra 10% of income each month. But there was a position open at the pub, so in an effort to maximize its potential revenue, we walked outside, back down the street, and offered Jack the Beggar a job – which only made him like us more! If we'd not been so nice to him, he might've not wanted to work for us. With our hero now officially an entrepreneur, that left two more prerequisites to fulfill before Megan would agree to a date. And so next we headed elsewhere in town to The Spinning Wheel, a tailor shop run by Rhiannon. Because she sees you as a rich entrepreneur, she does not like our hero, and as a result, she's put an absurd 80% markup on any clothes we'd like to buy. But fortunately our pockets are still deep, and we paid the tariff-happy tailor – no doubt through gritted teeth. Perhaps someday we might be able to buy The Spinning Wheel and unceremoniously fire Rhiannon. Playground says there are 120 different shops with unique items, and yes, you can buy them all, so perhaps we'll be back someday. We now looked fancy – ridiculous, for sure, but fancy – and needed only to purchase a home. By this point we'd spent so much money that we didn't have enough left to buy a house. And so we picked up a shift at the local blacksmith in order to earn some gold while the pub generated income passively. Playground says the blacksmithing minigame was simplified and shortened for the purposes of this demo, so it only took a few well-placed smacks of a hammer on a hot piece of freshly forged fork in order to give us enough cash to buy a house. We randomly chose one that looked nice, but there was just one problem: it already had tenants. We could simply evict them and leave them to live on the street – which would surely depress the positive reputation we'd been building in Silverbrook – so instead we paid them to move out, clearing the way for the place to be all ours. Then it was back to Odds & Sods, in order to ask Megan out on a date. She graciously agreed, at which point we offered her a gift of a bouquet of wild flowers and then jumped straight to our date. It went well, so we quickly asked if she'd like to be in a relationship. She said yes! From here we could move in together, get married, and/or start a family together. But one thing is certain: Megan is smitten with our hero. To show off more of Fable's life-sim systems in effect, we returned to The Silver Trough and fired Susan, the Bartender everyone in town loves – the same one who'd been giving a bonus to the pub's income. She now thinks I'm heartless, a reputation trait now on our personal ledger. And to further send our hero's reputation down the toilet and to conclude the demo, our gamepad-wielding Playground developer started shooting citizens in the knees with his bow and arrow. That sent the law after us, started some fights, labeled us a killer (uh, guilty I suppose!) and, well...that was the end of the demo. At least, once I’d finished turning Silverbrook into Crimsonbrook with the blood of all of the townsfolk we slayed. That left but one choice: to flee! I'm pretty sold on Fable's "game within a game," which was an important part of what made the original trilogy unique and special and is, thus, important for this Fable to get right. I should add that, seeing Fable running live on a Series X, it looks absolutely gorgeous. It's wild to think that it's running on ForzaTech, an engine that has powered over a dozen racing games over the years. I absolutely can't wait to play it, and it remains the first-party Xbox game I'm looking forward to above all others. Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our semi-retired interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan. View the full article
  9. Capcom has discussed the eye-catching inclusion of Tifa from Final Fantasy 7 came to be a guest DLC character in Street Fighter 6, and explained why she’s a perfect fit for the game. The announcement of Tifa as one of Street Fighter 6’s Year 4 DLC characters, alongside Yasmine, Arjun, and Bosch, was one of the standout moments of Summer Game Fest 2026. Tekken fans had hoped for Tifa to make her way to Bandai Namco’s game, but instead she’s gone with Street Fighter 6. So, how did it happen? IGN’s Simon Cardy spoke with Street Fighter director Takayuki Nakayama and producer Shuhei Matsumoto to find out. It turns out the pair have a mutual friend who works at Square Enix, who they began talking to about a collaboration of some kind around three years ago. These talks led to the request for Tifa, which proved successful. “The initial conversation began roughly three years ago,” Nakayama explained. “We have a mutual friend who works at Square Enix, who's also a big fan of Street Fighter 6. We’d been discussing about, what can we do to collaborate somehow? And then eventually those conversations led to, what about a potential guest character from one of their IPs or series? “And around that time the Final Fantasy 7 remake series was very active, and looking at the character background, a character like Tifa, who has a heavy martial arts style, we thought that it would be perfect for Street Fighter 6. So it kind of organically led to this happening.” Street Fighter 6 released three years ago, in June 2023, so those talks occurred very early in the game’s life, or perhaps even before it came out. By that time Final Fantasy 7 remake was in full flow, having launched in 2020 and with Rebirth coming out in 2024. The third game in the remake trilogy, Revelation, is due out in 2027. As for how Tifa will actually work in Street Fighter 6, Nakayama kept his cards close to his chest, but did confirm that she will have the same fighting style she uses in Final Fantasy 7. But there is something special about her mechanics: she has “materia-induced” gameplay that is specific to Tifa. How this actually works, though, remains a mystery for now. Here's the official blurb on Tifa from Capcom: A highly skilled practitioner of Zangan-ryu Martial Arts and a member of the Avalanche resistance group. During her journey with her companions, she is unexpectedly transported to another world where she encounters and bonds with new fighters. Tifa excels in close-range combat, combining martial arts techniques with unique powers called Abilities. In terms of Tifa’s Street Fighter 6 design, Matsumoto confirmed that Square Enix — and, specifically, Final Fantasy 7 lead character designer Tetsuya Nomura — has final say. “When designing Tifa as a character for Street Fighter 6, a lot of reference materials were provided from the Final Fantasy 7 team for the Capcom designers to create and implement into the game,” he explained. “A lot of things were taken into consideration, like the exaggerations that are required for, for example, when a punch or a kick lands. Ultimately that gets reviewed by the team at Square Enix, including [Tetsuya] Nomura-san from the Final Fantasy 7 team. And then once that's approved, then it's up to the developers on the Capcom side to implement into the game.” The Street Fighter 6 Year 4 Character and Ultimate pass sees Yasmine release on August 3, Arjun this fall, Tifa early 2027, and Bosch during the spring. But what happens after the Year 4 DLC characters are all released? With Street Fighter 6 now in its fourth year, some are wondering how much life it has left. Capcom recently announced the game had sold 7 million copies, an impressive milestone that’s not far behind Street Fighter 5’s total of 7.9 million copies sold. Before Street Fighter 6’s launch, Capcom had said it wanted the sequel to eventually outsell its predecessor, targeting over 10 million copies sold over the course of its lifetime. Street Fighter 6 has some way to go before it hits that milestone, but Capcom sounds happy with where things are at, and it has promised to continue to support the game. Street Fighter 7, it seems, is not coming any time soon. “I personally want Street Fighter 6 to be running and operating for as long as possible,” Matsumoto told IGN. “When we initially kicked off the project, our internal goal was to hit that 10-year life cycle. But that's why we’re working so hard to improve the quality of the game and to make sure that the characters we introduce are attractive and appealing. “And the question regarding Street Fighter 7, that's not something we’re really thinking about right now. We’re seeing a lot of new players coming into the game right now and we want to continue catering to that particular audience. So Street Fighter 6 and maintaining its longevity is the main focus.” Nakayama then teased that there’s a lot more that he wants to do for Street Fighter 6, but wouldn’t be drawn on what exactly. “There's stuff that I’m thinking, but I don’t want to spoil the fun for everyone!” he said. The upcoming Street Fighter live-action movie may give Street Fighter 6 a shot in the arm. It’s due out October 16, 2026. Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at [email protected] or confidentially at *****@*****.tld. View the full article
  10. The teaser for Resident Evil Veronica at Summer Game Fest may well have been presented in first-person, but the game itself will be played in third-person, Capcom has confirmed. Speaking at a Q&A session after the reveal attended by IGN, the remake’s producer, Yoshiaki Hirabayashi, confirmed that “this game will be a third-person game.” Seeing as the teaser told a story from a different perspective, and this year’s Resident Evil Requiem switches between the two styles, players might have thought that Veronica would follow a familiar path, with perhaps Claire and Chris’ sections doing something similar. It makes sense, though. The original Code Veronica is an action-heavy Resident Evil entry that introduced the likes of dual-wielding SMGs and being able to target multiple enemies at once into its combat repertoire. When asked if this reimagining will include the same mechanics, Hirabayashi explained that he was “not going to be able to get into too many details today.” “However, the team behind this remake is the same team that handled the Resident Evil 2 and Resident Evil 4 remakes,” he continued. “So if you looked at the past remakes that this team has created, you can probably sense a certain mindset that we have when we make a game, and that mindset includes preserving those iconic and key aspects of the title. So again, if you look at our work, you can probably get kind of a good sense of what kind of approach we're taking here, and maybe you can imagine what that might look like for this remake.” Veronica stars Claire Redfield as she begins the search for her missing brother, Chris. Having survived the horrors of Resident Evil 2, she’s thrust back into the action, albeit with more experience than she had prior to the horrors of Raccoon City. In regard to how much of an evolved version of Claire we’ll see in Veronica, and how far her combat skills have developed, Hirabayashi said the team is taking a realistic approach. “So during Resident Evil 2, she was a university student,” the producer stated. “Veronica takes place about three months after the events of Resident Evil 2. So let's just think about how that progression or how much change happened in about three months. So again, three months is not a lot of time. Of course, she has had training from her brother, and of course, she survived the incident in Raccoon City, so she's not going to be the exact same character. But the portrayal of her and her style is going to be in alignment with that timeline and that history that we're looking at for Veronica.” We’ll see just how much Resident Evil Veronica resembles the original when we finally get our hands on in 2027. Be sure to check out IGN's roundup of everything announced during Summer Game Fest 2026 to find out what else the video game industry has in store. Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social. View the full article
  11. Godzilla: Destroy All Monsters Melee Remastered is stomping its way onto consoles and PC this year on November 3, sneaking in just before GTA 6 drops and coinciding with the release of Godzilla Minus Zero. If you're excited to get your hands on a copy of it, the good news is you don't have to wait long at all, as preorders are already live at select retailers. Below, we've broken down where you can secure a copy right now and how much it'll set you back. Preorder Godzilla: Destroy All Monsters Melee Remastered PS5 See at Amazon - $29.99See at Best Buy - $29.99See at GameStop - $29.99 Nintendo Switch 2 See at Amazon - $39.99See at Best Buy - $39.99See at GameStop - $39.99 Digital See at PlayStation Store - WishlistSee at Xbox - Wishlist PC See at Steam - Wishlist If you're looking for a physical copy of Godzilla: Destroy All Monsters Melee Remastered, it's only available on PlayStation 5 and Nintendo Switch 2. The former is listed for $29.99, while the latter comes in at $39.99. For PC players, it's also available to wishlist right now on Steam, and those looking to pick up a digital copy on PlayStation 5 or Xbox can also wishlist the game on their respective storefronts. As of the time of this writing, it also looks like the game doesn't come with any preorder bonus. If that changes later on, we'll be sure to update this. What Is Godzilla: Destroy All Monsters Melee Remastered? As its name points out, Godzilla: Destroy All Monsters Melee Remastered is a remaster of Godzilla: Destroy All Monsters Melee, which released back in 2002. According to Atari's website, "The visuals throughout the game have been remastered from the ground up to enhance the cinematic experience of the original. Godzilla: Destroy All Monsters Melee Remastered also features gameplay updates, as well as an improved unlock system, so you can unlock monsters, locations, and gallery items in any order you choose." If you're curious where we landed on this game back when it was originally released, it earned a glowing 8.5 score in its review, with writer Justin Thompson calling it "without a doubt, the best Godzilla game to date" at the time. It'll be exciting to see what the remaster has in store this time around when it drops later this year. More Preorder Guides Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN. View the full article
  12. Following the recent release of The Mandalorian & Grogu, excitement surrounding the future of The Mandalorian franchise has reached new heights. The film marked Star Wars' long-awaited return to theaters and reunited audiences with Din Djarin and Grogu, whose bond helped make the Disney+ series a global phenomenon. View the full article
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  14. Ubisoft has confirmed that the final update for Assassin's Creed Shadows will be released on June 16, 2026, marking over a year of post-launch support for the game. The update will bring Assassin's Creed Shadowsup to patch 1.1.11, just under a month before the release of the next game in the series: ****** Flag Resynced. View the full article
  15. Steamhas confirmed that it's pulling one of its longest-standing products from shelves in the near future. Owned and operated by development studio Valve, Steam was launched in 2003, and has since grown to become the biggest PC game distribution platform on the market. There's something for everyone, from small-scale indies to huge triple-A releases. View the full article
  16. It appears that the next two free PC games for the Epic Games Store's weekly promotions are going to be Citizen Sleeper and Robobeat. The Epic Games Store typically reveals its next batch of freebies near the end of the current promotions, which is why rumors and leaks about upcoming free games often generate excitement among fans. View the full article
  17. For a decade, Alien Isolation has enjoyed an afterlife as the default entry in “top 10 games we’d love to see a sequel to.” But now that Creative Assembly has delivered exactly that, what did fans want from it? I recently got the chance to play the game’s opening 30 minutes, during which I explored a desolate planet in search of missing crewmates. The leap in visuals is instantly noticeable. The game’s intro includes clips from the original 2014 game, and while they don’t look bad, the graphical improvements are perhaps Alien Isolation 2’s first big jump scare. Read More... View the full article
  18. Earlier in 2026, Sony shut down Bluepoint Games, the studio behind the fantastic ******’s Souls and Shadow of the Colossus remakes. In an interview with IGN, Fumito Ueda, the original creator of Shadow of the Colossus, expressed his sadness at Bluepoint's demise, saying he'd hoped to work with the developer at least once more. Ueda had collaborated with Bluepoint a number of times, including on 2011's The Ico & Shadow of the Colossus Collection and the aforementioned 2018 Shadow of the Colossus remake. “So obviously, we had no heads-up,” Ueda said of Bluepoint's closure. “We're not directly in relation with any project, so I heard about it at the same time you guys probably did in the news, and it was disappointing and sad to hear. I would have hoped that maybe in the future there could be a chance to work with them on something. So yeah, it's very sad to hear the news.” Ueda is already hard at work on his upcoming project, gen ATLAS, a sci-fi adventure starring giant robots in a move away from the fantasy settings the legendary developer is known for. But it’s intriguing to think about what other project he could have worked with Bluepoint on. So, naturally, I asked exactly that. “That would be hard to answer,” Ueda explained. “I mean, maybe I guess, as we know how Bluepoint operated, is that they work on really good remakes, right? So it would be maybe something [like that]. But yeah, it's just sad that they're no longer around.” “Maybe Ico?” I asked. “Maybe Ico,” he replied with a smile. The remake of Shadow of the Colossus was as good a modern interpretation of that masterpiece as we could ever have dreamed of getting back in 2018, so thinking about what could have been done with Ico is a tantalising prospect indeed. Sadly, this will obviously never happen, certainly not under Bluepoint, which, as I wrote earlier this year, is yet another example of a PlayStation acquisition horror story. Before its shutdown, Bluepoint spent several years developing an unannounced live-service God of War title. After Sony canceled that project in early 2025, the studio spent their final months pitching various new concepts, including a Ghost of Tsushima spinoff, a Bloodborne remaster, and a renewed Shadow of the Colossus remake. There was no word on Ico, however. Still, we have new Fumito Ueda games to look forward to, as gen ATLAS received its full reveal at this year’s Summer Game Fest. The debut game from The Last Guardian director’s new studio, genDESIGN, will be the first time one of his releases has not been a PlayStation exclusive, after entering a publishing deal with Epic. Stay tuned for more from my interview with Fumito Ueda, as we reveal everything we learned about gen ATLAS, including its themes, gameplay, and much more. Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social. View the full article
  19. 12 years is a long wait to play the sequel to one of your favourite games of all time. During that decade-plus stretch, I’ve re-played the original Alien: Isolation multiple times, analysed its incredible level design, and even addressed that review score in my own glowing appraisal of gaming’s unique, unrivalled nightmare. So you can imagine that, as I picked up the controller in a dark room at developer Creative Assembly’s headquarters, my mind was awash with excitement spiked with anxiety. Would my first taste of the long-awaited, once thought impossible Alien: Isolation 2 be everything I’d hoped for? Much like a truncated version of Alien: Romulus, the half-hour demo of Isolation’s sequel is gorgeous, faithful, frightening, and also deeply familiar. Perhaps a little too familiar. That sense of deja vu is partly down to the fact that most of this demo, taken from the game’s opening, unfolds within the Project KG348 laboratory – the very same module ejected from Sevastopol Station during the events of the first game. We’ve quite literally been here before. But not like this, we haven’t. Before I crack the seal on the lab, let's rewind to the demo’s very first moments. I’m sitting in a Weyland-Yutani truck with a cabin so detailed, so beautifully lit, that I’m momentarily taken aback by how good this sequel looks (a generational leap in graphics tech will do that). As conversation with the superbly animated crew begins, I’m unsurprised to discover my voice is feminine, but my crewmates call me by the name “Blake”. Amanda Ripley may still be out there, and this story – set just a few months after the events aboard the Sevastopol – will surely deal with her legacy, in person or otherwise. But director Al Hope confirms to me that it’s Blake, not Ripley, who we’ll play throughout the campaign. Blake is part of Weyland-Yutani’s army of managers, and she has arrived on planet LV-921 in search of that aforementioned lab. A lab, should you need reminding, that was jettisoned because it had a xenomorph trapped inside it. But before Blake comes face-to-face with the universe’s perfect organism, she must first face something new and perhaps even scarier: the outdoors. The major difference between this sequel and its predecessor is lifted directly from the movies - as in Aliens, Isolation 2 takes place on terra firma rather than in space. You’ll be moving back and forth between the confines of Kurosaki Station and the exposed landscapes of LV-921’s distressed, eerie surface. During our interview, Hope promises an interesting dynamic between interior and exterior spaces, each exerting their own method of pressure. However, in the safety of this heavily scripted opening, I’m unable to experience any of that. I slowly inch through long-dead woodland, following burning embers and broken trees towards a huge metal structure that has clearly punched through the atmosphere and half-buried itself into the planet’s surface. With a lack of lockers and vents to hide in, I imagine this journey would feel terrifying if the alien were loose among the branches. But without such a threat, the sequence feels much like the fairly relaxed planetside flashbacks of the original game, just without the weight of a space suit slowing me down. This brief escape from the xenomorph is the perfect demonstration that there really is nothing else like Alien: Isolation. The Seegson-design access lever recessed into the hull of the crashed structure makes it immediately clear we’re not re-hashing the Nostromo crew’s egg inspection mission. This thing is reassuringly familiar. Reassuringly human. And, as the hatch opens and I descend the ladder, it’s like I’m walking through my own memories of 2014. While the results of Creative Assembly’s recreation of the Hazard Lab’s curving, red-panelled corridor isn’t quite as dramatic as, say, Metal Gear Solid Delta’s updated clone of Groznyj Grad, it nonetheless provokes a similar reaction; I’m momentarily impressed by the graphical upgrade, but then gripped by instincts that have lain dormant for a decade, as if waiting on stand-by for this very return. Before the horrors begin, the objectives ease me back into Isolation’s fundamentals. The power is out, locking down every door and hatchway, so I poke around the immediate area in search of scrap components with which I can fix the breaker box. While this is nothing new, I appreciate the small additional details the sequel brings; as I hold down a button to repair the circuits, Blake’s hands slot a PCB into place and then flip the switches with a satisfying clunk. In the next room, I find one of Isolation’s iconic save stations, which now requires you to hold down the interact button for the agonising duration of the save process – it’s a tiny detail, but one that makes you feel all the more physically connected to the world. Pushing deeper into the lab, I’m met with my first jump scare – the lurching grasp and eerie orange eyes of the Working Joe androids remain just as creepy to this day. But it’s in the lab’s central chamber where the real magic show begins. The xenomorph drops from above with an almighty thud. It’s not quite the dramatic, tail-snaking entrance from the original, but as it towers above my hiding spot, it’s clear that this electric game of cat and mouse is once again afoot. Unfortunately, while Creative Assembly promises a selection of new tools and tactics to help you wrangle sci-fi’s most terrifying predator, I’m equipped with absolutely nothing but my wits for this escape. That means I can’t tell you about how Alien: Isolation 2 is shaping up to be meaningfully different to its predecessor. Combined with the demo’s setting being literally a location from the first game, if it weren’t for the graphical upgrade, anyone could reasonably mistake this sequence as being from the original Alien: Isolation. I’ll admit that, after such a long wait, I was hoping Creative Assembly would have chosen something a little bolder for its first showing – something that would silence my lingering fears that any sequel would be stuck doing more of the same. And yet. And yet. Even this brief panicked escape from that dome-headed bastard proves the perfect demonstration that there really is nothing else like Alien: Isolation. My escape route is blocked by a sudden eruption of searing-hot flames, so I sprint for the under-floor vent that I know leads to the exterior corridor. And as I push forward, I hear that sound. The clatter of metal. The rattlesnake-like hiss. For a split second I look backwards, casting the beam of my flashlight along the vent’s steel walls. And I see it. A curved, skeletal shadow. The tunnel suddenly feels like a prison rather than a pathway. A number of projects have riffed on Alien: Isolation’s very particular approach. Amnesia: The Bunker is perhaps the most similar example, but you can also see the shape of the xenomorph in the recent A Quiet Place game and the modern generation of Resident Evil stalkers. But while all are accomplished in their own right, none of these games offer the same particular adrenaline-spiking thrills as Alien: Isolation. Its multi-layered level design and unparalleled approach to enemy AI create a genuinely singular experience. And while Isolation 2’s demo is perhaps the most simple, streamlined example of that experience – stripped of all player agency-granting gadgets and tightly controlled for its duration – it’s as good a reminder as any that it is the definitive simulation of sci-fi’s most terrifying scenario. To do it all over again, even with minimal adjustments to the formula, is something worth trying. It’s unsurprising that this short demo was able to so successfully capture the spirit of the original – Alien: Isolation 2 is, after all, helmed by the same director, built by many of the same people, and its prologue specifically designed as a bridge between the two projects. And so it’s convinced me that it’s at least in the right hands. But I’m now more eager than ever to see how this against-the-odds sequel will build upon its predecessor. It’s time, Creative Assembly. Open the doors. Let me outside. Unleash the beast. I’m ready. Matt Purslow is IGN's Executive Editor of Features. View the full article
  20. If you read any account of the original Alien: Isolation’s development process, at some point there’s always mention of how Ridley Scott’s 1979 masterpiece was playing on a constant loop in Creative Assembly’s offices. When I stepped into those same offices a couple of weeks ago to go hands-on with the long-anticipated sequel, the first thing to greet me was a massive TV mid-way through a screening of Alien. The fact that this very same ritual has been resurrected a decade later is perhaps one small indicator as to why Alien: Isolation 2 feels so in step with its predecessor. “We feel like there's such a rich vein within that original 1979 absolute masterpiece,” says Al Hope, the director of the original game who has returned to helm the sequel. “It's so beguiling. That world is our greatest focus and greatest inspiration.” Once again, all the little touches are there. The 1970s logos. The VHS fuzz and scan lines. The beautiful, eerie glow of CRT terminals, made newly dynamic thanks to completely custom lighting systems built atop Unreal Engine 5. The blips, clunks, and whirrs of Seegson technology, as well as the tell-tale audio cues of the xenomorph itself, are also provided by completely custom audio systems. I may have only seen 30 minutes, but Isolation 2 is clearly a labour of love crafted by Alien obsessives. You’d think such obsessives wouldn’t want to wait a decade and change to create a sequel. A second chapter had been on Hope’s mind since before the original game was released, so why such a long gap between projects? The popular theory among internet forums is that poor sales (influenced by some middling review scores, including our own) are responsible for keeping a sequel out of production, but Hope says differently: “I guess the truth is, as a studio, we've been really busy for the last couple of years. And so I guess it wasn't until recently that it felt like, okay, maybe this was the right time to return.” Perhaps it wasn’t until recently that Hope and his team felt like they had the right ideas needed to advance what they had built before. “We absolutely didn't want to copy and paste what we did in the past and just stick a “2” on it,” says Hope. “I think for us to return, we really wanted to do something that absolutely matched the original and went beyond. We are finding new ways to expand and evolve that in really meaningful ways, really terrifying ways, to create the kind of greatest Alien: Isolation experience possible.” For us to return, we really wanted to do something that absolutely matched the original and went beyond. That brings us to LV-921, a brand new planet the Isolation 2 team has created for the Alien canon. Its surface is home to the Weyland-Yutani outpost Kurosaki Station, and its corridors are where much of the action takes place. But Alien: Isolation 2’s big new change is that you can step outside of the station and venture into the storm-ravaged wilderness beyond its perimeter. “Now we have these exterior spaces where, once the player manages to get out, after that initial rush of, ‘Yes, I'm no longer trapped,’ they start to slowly feel quite exposed and vulnerable,” explains Hope. “They’d quite like to get back inside again. Having the player ride that seesaw of emotion and motivation is what I think is making the sequel really special.” While the outside spaces promise to provide a different atmosphere and a different approach to generating tension, they’re still built on the same fundamentals as Kurosaki Station and Sevastopol Station’s corridors and vents. “It's about movement, it's about choices, it's about line of sight,” explains Hope. “Very simple building blocks. And they work for the interior spaces, but they also work really well for the exterior spaces. But then you add in all the tools and gadgets that we can give the player, plus new ones to help them divert, distract, and disrupt. It’s all in order to try and change the odds of survival and to make it absolutely terrifying.” Hope is hesitant to reveal too much – he stops short of explaining in any detail the kind of playspace we can expect from the new outdoor environments, nor will he reveal the specifics of any of the new gadgets we’ll be able to deploy. However, he does tell me that he hopes Alien: Isolation 2 will better communicate the relationship between environment, tools, and player. Technology has moved on, but the tenets and the approach has remained the same. “I think there's a bit of a meme that Alien: Isolation is a game about hiding in lockers,” he says, referencing a common complaint from both frustrated players and more negative critics. “And it really isn't a game about hiding lockers, but I think maybe some players may have hidden in a locker and it may have saved them, and then they feel too scared to try too much else out. And then maybe it does feel like it's a game about hiding in lockers. “And so I think one of the things we can do with the sequel is to help players understand the opportunities [provided by] all of these different tools and gadgets that they have at hand,” he continues. “How they might be useful to them and how they might change the odds.” That lockers meme was born out of Alien: Isolation’s greatest triumph: the AI that powers the xenomorph. It is genuinely terrifying. More advanced than pretty much any of its contemporaries and arguably still much smarter than most of today’s enemies, it’s able to learn your survival tactics. No wonder it had so many running for the nearest locker. But you can’t rely on them; if the alien discovers you hiding in a locker too often, it’ll begin to routinely tear them open as part of its hunt. If it catches you in a vent, it’ll scour the ducts it encounters in future encounters. Hope once again refrains from talking too much about what we can expect from version 2.0 of gaming’s most deadly organism, but reassures me that a smart, systemic xenomorph is still the heart of the game. “Technology has moved on, but the tenets and the approach has remained the same,” he says. “It's unpredictable, it's kind of mysterious, unknowable. This creature is able to learn from every encounter they have with the player and adapt their behavior based on that.” As I detailed in my hands-on preview, the short prologue that I was able to play wasn’t detailed enough to truly show what kind of enhancements have been made. But knowing the xenomorph and its original hunter concept is still the heart of the experience gives me confidence that Creative Assembly hasn’t lost sight of what made its original such a unique and enduring cult classic. The studio has yet to provide a release date, but hopefully as we get closer to its now-assured launch, we’ll learn more about the advancements and new ideas that put the “2” in Alien: Isolation 2. Matt Purslow is IGN's Executive Editor of Features. View the full article
  21. As you explore and work on gathering loot in Fortnite, you may occasionally pick up items that begin strange quests. One of these missions unfolds at Heatwave Harbor, where you’re tasked with investigating a vision clue. If you pick up Hope’s spray paint cans to begin this mission while exploring Heatwave Harbor, you’ve only got about three minutes to get it done. You’re not told where to go or what to look for around this region, so it’s a decently tough task to get done. If you’re struggling to work through it, here’s how to investigate the vision clue at Heatwave Harbor in Fortnite. Table of contentsVision clue at Heatwave Harbor location in FortniteInvestigate vision clue at Heatwave Harbor in Fortnitehttps://embeds.beehiiv.com/a8d62108-86ed-4039-bf49-44877ba62c15 Vision clue at Heatwave Harbor location in Fortnite Screenshot and remix by Destructoid The vision clue at Heatwave Harbor can be found on the wooden deck outside the Crabby Cabana building. You’re specifically looking for a Pizza Box item marked with a white glow and some sparkles in this area. The Crabby Cabana building is located near the northeast end of this main POI. There are quite a few different buildings around Heatwave Harbor, so to locate the right one, start by heading as far north as you can go while still remaining within the bounds of this location. Then, proceed east to reach the corner area. Once you’re there, look around to spot a blue and white building with some neon lighting on the front side of it. You’ll see the Crabby Cabana logo on the front of the building, or if you’re looking at it from the side, a billboard with a banana and some text that reads “The Saturday Scroop Talk Show.” Screenshot and remix by Destructoid The Crabby Cabana is also right across the street from Pink Dino, Flying Fish Tacos, and Ziggy’s Skate Supplies Shop, so you can look for these establishments to help you find it. Dylan, one of the many NPCs you can find, is also usually hanging out in a building nearby, unless someone has already hired her. Once you’re within the general vicinity of the vision clue, a white diamond icon with an exclamation point will pop up nearby. This will then guide you to the exact location. It only appears once you’re fairly close, though, so you’ll need to follow the steps listed here to get within the general region where the Pizza Box is located first. Investigate vision clue at Heatwave Harbor in Fortnite To finish the investigate vision clue at Heatwave Harbor quest, you need to find and interact with the Pizza Box vision item, which is found on the patio right outside the Crabby Cabana building, before the timer runs out. Screenshot by Destructoid Once you’ve found the Pizza Box, press and briefly hold the button that appears next to the “Envision Vision: Interact with Pizza Box” text. As soon as you do, this quest will be complete. A few lines of dialogue from Hope play, and a mural of Jonesy appears on the ground as she slowly starts to try and piece together what really happened to him. With this mission now out of the way, you can move on to other tricky feats around the island. Next, you might work on finding all Audio Logs, visiting all spawn locations for John Wick’s dog, finding Sprite Chests, and venturing to all Stealth Guardian Missing Case locations. /wp-content/themes/destructoid2025/assets/img/icons/likes-off.png0 The post How to investigate vision clue at Heatwave Harbor in Fortnite Chapter 7, season 3 appeared first on Destructoid. View the full article

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