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IGN Live 2026 is nearly here, and we’re so excited to present a two-day celebration of gaming and entertainment filled with celebrity panels, exclusive game reveals, trailers, live stage shows, hands-on demos, giveaways, and so much more.
We have so much planned for IGN Live, and we wanted to provide an easy place to keep track of what's going on and how to watch all the fun. While we’ll be hosting IGN Live in-person in downtown Los Angeles at MAGIC BOX @ THE REEF on June 6-7 (Tickets are still on sale!), we’ll also be livestreaming the biggest moments!
To ensure you don’t miss a thing, you can check out everything you need to know about IGN Live below, and we encourage you to keep checking back as we will add new things (like the full schedule!) when it is revealed closer to the event!
When Is IGN Live 2026?IGN Live will take place in downtown Los Angeles at MAGIC BOX @ THE REEF on June 6-7, and the event will be livestreamed each day at the following times;
Saturday, June 6 at 12pm PT / 3pm ET / 8pm BSTSunday, June 7 at 9:30am PT / 12:30pm ET / 5:30pm BSTHow to Watch IGN Live 2026Whether you join us in person at IGN Live or watch from the comfort of your own home, wherever in the world that may be, here are all the ways you can check out the livestream;
IGN.comIGN's YouTubeSteamFacebookTwitter / XTwitchIGN mobile appsEurogamerVG247Rock Paper ShotgunWhat to Expect From IGN Live 2026We still have our full schedule to release and plenty of fun surprises, but we’ve begun revealing what fans can expect from IGN Live this year! For example, here are a few things we just announced earlier this week;
Jackass: Steve-O, Poopies, Jasper, and Wee Man will be live in person at IGN LiveJulie Chen Moonves will come by to celebrate the 1000th episode of Big Brother.A special look at the new Jason Universe x Dead by Daylight collaboration.WWE Superstar Bronson Reed will make a special appearance.Plus, IGN Live will include exclusive looks and some major upcoming movies and TV shows including:SupergirlThe Vampire LestatThe Walking Dead: Dead CityWe’ve also shared some of our partners that will be part of IGN Live, and you can check those out below;
Xbox will be on hand with multiple dev interviews and a showcase watch partyWebtoon will present a special panel where they design new characters LIVEPoppy PlaytimeAvatar: The Last Airbender: Series stars Gordon Cormier, Miyako stop by along with Executive Producers Christine Boylan, and Jabbar Raisani stop by to talk about Season 2 of the Netflix show.Control Resonant: Creative Director Mikael Kasurinen will be on hand to share updates on one of this year’s most-anticipated games.Maximum Pleasure Guaranteed: Tatiana Maslany will be on hand to talk about her new show, premiering May 20 on Apple TV.Tomb Raider: Legacy of Atlantis: Alix Wilton Regan stops by to take us behind the scenes of her portrayal of Lara Croft in the upcoming game.Rick and Morty: Ian Cardoni and Harry Belden will join us to talk about the newest season of the fan-favorite Adult Swim series.WWE Superstar Kevin Owens will make a special appearance.Magic: The Gathering: The team from Wizards of the Coast will break down a new series of cards.A special Star Trek 60th Anniversary panel from IDW Comics.AniimoAether & IronArknights: EndfieldCronos: LazarusD-topiaDemi and the Fractured DreamDiablo ImmortalForever AgoMcFarlane ToysGrave SeasonsKickMexican NinjaMiltisionerMy Adventures with SupermanNew Rockstars vs. IGN -OVER REQUIEMZWhere Birds SleepWilderlings: The Lost SpringA Sea of Ashen TulipsAlkahestAstro BurnBellwrightBreathedge 2Bus Simulator 27Carnival HuntCast OutsDogpileDon't Kill Them AllFlock Off!Frog SqwadGate Guard SimulatorGNAWInto the Dead: Crimson HeightsLeaf Blower Co.Maximum Pleasure GuaranteedPoke a NoseRewilders: The Lost SpringShark DentistSmallands 2Soul WalkerTanukiThe Death of Robin HoodThe Expanse: Osiris RebornTrench TalesTruck World: AustraliaUnder CanopiesWarframe - Jade Shadows: ConstellationsWarhammer 40,000: Dark HeresyWarhammer 40,000: Rogue TraderRoger Craig Smith (Sonic the Hedgehog, Batman, and more) and Patricia Summersett (Princess Zelda, Zyssyk from Star Wars Outlaws, and others) Gothic Remake from THQ NordicAssassin’s Creed Black Flag Resynced from UbisoftThe Legend of Vox Machina Season 4 from Critical Role, Titmouse, and Prime VideoPowerWash Simulator 2 from from FuturLabCape Fear from Apple TVBleach: Thousand-Year Blood War – The Calamity from Fathom and Viz MediaThe Terror: Devil in Silver from AMC+ and ShudderSung Kang will be on hand to talk about his new movie DrifterAsif Ali and Saagar Shaikh from Hulu’s Deli Boys will stop by to talk about the show.ID@Xbox will be on hand with multiple playable games.2KNVIDIA
The art director of Control Resonant and two guests from NVIDIA will be on stage at IGN Live for a discussion about the game and how it takes advantage of the full range of NVIDIA features, like DLSS 4.5, frame generation, ray reconstruction, path tracing, and more. We’ll chat about how the two sides work together to make games the best they can be, how technical limitations affect the dev process, and where the future of video game graphics is headed.
Presented by NVIDIA
Evil Dead Burn
The latest film in the Evil Dead franchise arrives this summer, and if you think your family reunions are horrific, just wait until you see Evil Dead Burn. From producer Sam Raimi, Evil Dead Burn unleashes the franchise’s most savage and terrifying ride to date, as one family comes together after the death of one of its members. It’s one hell of a family reunion.
Presented by Evil Dead Burn, only in theaters July 10.
What are you most excited about for IGN Live? Let us know below! Until the show kicks off, we’d love you to check out all the biggest moments from IGN Live 2025 to get an idea of what else to expect!
Oh, and we wanted to remind you once more that tickets are still on sale if you want to join us in-person at IGN Live!


When HoYoverse drops a new game, players have come to expect sweeping, high-fantasy orchestral arrangements and space-opera symphonies. But Zenless Zone Zero completely shatters that playbook, swapping out concert halls for the gritty, high-energy pulse of underground club culture and vintage aesthetics. From the lo-fi chill of Sixth Street to the high-octane EDM pounding through the Hollows, New Eridu’s music rises above most video game soundtracks as the driving heartbeat of the entire experience.
Behind this pivot into funk, acid jazz, and electronic sub-genres is Yang Wutao and the tight-knit team of producers and composers known as Sān-Z Studio. Operating more like a collective of late-night crate-diggers than traditional gaming composers, Sān-Z Studio's philosophy is fiercely straightforward: prioritize raw emotion over industry trends. Whether collaborating with global electronic icons like Tiësto or capturing the quiet, solitary headspace of a single character, the team approaches every track as a standalone piece of art meant to exist outside the boundaries of the game.
With the game's highly anticipated physical soundtrack dropping on vinyl via Laced Records on April 29th, fans are getting a tactile, analog way to bring a piece of the game's world into their own living rooms. IGN sat down with Yang Wutao to discuss the creation of the music for Zenless Zone Zero.
IGN: One of the standout features of Zenless Zone Zero is how every Agent feels very unique. When you'ree developing the character EPs, what's the internal process for selecting a genre to match an Agent's DNA? For example, how did you land on EDM?
Yang Wutao: Music exists to express emotion — otherwise it's just sound. So we've never had a "genre selection" process when it comes to character EPs. There's only ever one question: who is this character, and what do they want to say?
The IP team gives us a foundation, but we'll continue to dig deeper from there. We'll figure out things that aren't written into the lore, but a real person would naturally have. For example, nobody told us what Yanagi thinks about on her commute home, but she's so busy, so used to taking care of everyone else, that I naturally found myself wondering: when she's walking home alone, what's going through her mind? That's the moment I wanted to capture. Caesar looks tough on the outside, but she's a Pisces, someone who's genuinely sensitive underneath. So we leaned into that side of her. Burnice is wild and full of energy, so EDM's explosive feel just made sense.
We don't really think along the lines of, "Oh, this genre is trending, let's use it." Emotion comes first, and the genre follows. Once we're clear on who the character really is, the sound will naturally find itself.
After hearing me say all this, maybe go back and give all the EPs another listen — you might even spot a few cases where we fell flat in terms of expression.
IGN: We've seen the game collaborate with massive names like Tiësto and partner with festivals like Creamfields. It's clear that club culture is baked into the game's soul. How does the energy of dance music influence the design aesthetic and music?
Yang Wutao: It's the other way around, actually. Electronic music didn't shape Zenless Zone Zero, but rather, it's more like a group of like-minded people came together, and what we made just naturally turned out this way. That's exactly why collaborating with DJs like Tiësto felt like a natural extension of what we were already doing.
EDM fits this game because it's inherently energetic. It has no lyrics, not a lot of melody, and is built on loops. But through verses, build-ups, drops, and other sorts of unconventional sound design, it affects us emotionally. You don't need to understand it, you just need to feel it. That's exactly the kind of experience Zenless Zone Zero wants to give players.
And honestly, a lot of games in the industry are going orchestral. We didn't want to go down that road — we wanted to be fundamentally different. The project team and our producers gave us the space to do that, and we ran with that direction.
The results proved it was the right call. Whether it was Creamfields in the UK, ZZZ FES here in China, or ZLive events in Japan, US, and other locations, we didn't have any flashy high-tech stage setups. We just played the music, and the crowd went wild. That's not us being impressive, it's just the energy that electronic music carries on its own. It has this thing where it puts you in the zone right then and there.
IGN:The character EPs often feel like they belong on a festival stage rather than a traditional game soundtrack. When you're in the studio, are you approaching these tracks as video game music or are you trying to write a standalone pop or rock song that could be a hit on the radio?
Yang Wutao: While in the studio, we've never once asked ourselves, "Is this game music or a pop single?" That framing just isn't part of our initial considerations at all.
We only ever start from one place: does this music have emotion, does it have energy, and is it well-made? When a piece of music really lands, it stops being purely functional — it becomes a song. The game has hundreds of tracks, and some of their respective scenes are short, so some tracks are more for utility. And that's fine. But character EPs are different — those are the ones where we hold ourselves to the highest standard.
Of course, we also recognize that the game and the music elevate and complement each other. The fact that ZZZ's music has reached so many people and resonated the way it has, that wouldn't have happened without the game as a platform, and we're genuinely grateful for that.
But we have a bigger goal in mind: if someday someone who doesn't play Zenless Zone Zero, or even someone who has no connection to this ACG world at all, hears the music and loves it purely on its own terms — that's the biggest sort of validation we can get. If we get there, great. If not, we keep working. Simple as that.
IGN:The Hyper Commission OSTs cover a massive amount of ground. How does the team divvy up the workload between composers and ensure the music feels cohesive? Specifically, how do you distinguish the vibe of daily life on Sixth Street from the high-stakes, chaotic energy of gameplay inside the Hollows?
Yang Wutao: The overall cohesion is honestly more of a natural byproduct than something we deliberately engineered.
ZZZ's art direction has a very strong sense of identity. From the moment I first saw it, the vibe hit me immediately, and I knew right away that electronic music had to be the foundation. But electronic music itself has a lot of branches. The chill daily life on Sixth Street and the pressure of combat inside the Hollows call for completely different sub-genres. Whatever feeling a scene gives you, that's the direction the music goes.
It was just me in the beginning, so I tried to cover as many styles as possible while staying within the category of electronic music — and that's probably how the "wide ranged but still cohesive" effect came about naturally. As the team grew, everyone who joined was a musician and understood the principles, and the foundation carried on. Even in later versions where we've explored some non-electronic directions, the core scenes and combat music have stayed true to what was set from the start — so it never drifts too far.
The workflow is pretty simple: when tasks come in, we split them up, everyone does their thing, and then we critique each other's work. We're direct with one another, and we trust one another. Sometimes the feedback is brutal, but that's exactly how you end up with music that actually has character.
IGN:New Eridu has such a distinct visual language, from the streetwear to the retro-tech. What kind of references is the development team handing the music department? Are you looking at fashion and street art just as much as you are looking at musical scores to find the right sound?
Yang Wutao: Honestly, there's no formal reference-sharing process. The art team just sends a few images our way, such as character designs or character/scenic drafts, and from those we pretty much get a feel of what to do.
But the deeper reason why that works is: that kind of understanding wasn't built overnight. It exists because we were already the same kind of people to begin with. The music team, the art team, the UI team — we're friends outside of work, gravitate toward the same things, and our tastes line up. Sometimes, even a look is all it takes.
We don't deliberately study or research street art or fashion trends. But we live pretty down-to-earth lives — and that life is part of street culture itself. We understand the atmosphere not because we consciously observe it from the outside, but because we're already inside it. So when New Eridu's visual language is sitting right in front of us, we don't need it explained — because that feeling is something carved into our bones.
You could almost think of it this way: we're New Eridu residents ourselves — just a group of close friends working different jobs.
IGN: Battle music in Zenless Zone Zero has a very specific sound to it. What was the core directive for the combat themes?
Yang Wutao: If I had to name one core principle, it's that the music has to be alive. The foundational style was established a long time ago, and as long as we're not straying wildly from it, we actually encourage everyone to make whatever they want to make. I'd much rather each musician bring their own personality, preferences, taste — even their life experiences — into the work. Because only then does the music actually come alive, instead of just being sound that sits underneath the action.
Take Hugo's combat track for example: it's very rock, very metal, totally different from the electronic feel of our main storyline. But it's alive and has a personality. The moment you hear it, you know who made it.
When each musician brings something that's genuinely theirs, the combat music will have a soul of its own. To us, that matters a whole lot more than stylistic consistency.
IGN:New Eridu is obsessed with "old tech" VHS tapes, CRT monitors, and of course, vinyl. Does this retro-future aesthetic influence your production techniques?
Yang Wutao: VHS tapes, CRTs, vinyl records — these are very specific visual symbols that are instantly recognizable. But music is abstract. You can't play a note that "draws out an image" of a CRT monitor. So rather than saying this aesthetic style influenced our production techniques, I'd say it triggered a kind of feeling in us — an impulse to go back and find the sounds we remember.
Our team spans different generations, so everyone's definition and relationship with "retro" is a little different. But that's actually a strength — it gives us a wider pool of memories to draw from. Someone might associate it with the grainy texture of lo-fi hip-hop; someone else might think of jazz or bossa nova; someone else could be hearing the musical quality of 90s anime. Put those things together and you get a kind of retro that feels layered and rich rather than flat.
So the aesthetic's influence on us is less about "technique" and more about "what feeling are we trying to express." Technique is in service of expression, and expression is our core. We hope to use the tools of today to bring back the sounds each of us heard growing up, and give them a home in New Eridu.
IGN: In-game, players spend a lot of time at Bardic Needle tuning Drive Discs. Music isn't just background noise in Zenless Zone Zero, it's a mechanic for character progression. Did the lore surrounding Elfy and her record store change how you viewed the soundtrack's role for the player?
Yang Wutao: I don't think it's the Bardic Needle's function that changed how we see music. If anything, it's the opposite — This design confirmed what we'd been doing all along.
The fact that the Bardic Needle works as a concept within the game's world says something: the citizens of New Eridu see music the same way we do. It's not just ambiance — it's tied to how a character grows.
That said, the worldbuilding doesn't really affect how we actually make the music on a technical level. We still approach things from the scene itself. The Bardic Needle as a space — all those plants, Elfy's whole aesthetic — naturally made me think of South American vibes. But she carries herself with such elegance, a little different from the passionate, high-energy feel of samba, so bossa nova was our choice. That's how the track "Tipsy Muse" came about.
The scene convinces us, not the lore or worldbuilding. They, however, did make us feel like the music matters to New Eridu, and that counts for something.
IGN: The genre transitions in Zenless Zone Zero are incredibly seamless. How did you compose the music in such a way that it could transition between very different atmospheres?
Yang Wutao: Honestly, we don't actually think the transitions are that seamless ourselves.
Zenless Zone Zero is a live-service game, and it can't have the kind of cohesion a standalone single-player game can. A standalone game has a whole experience based on a complete world from start to finish, so the style can stay consistent throughout. But we go lo-fi one moment, electronic the next, then rock after that — there's actually quite a bit of jumping between versions and modules. We're very aware of that.
But the reason players might still feel okay about it is probably this: every piece of music we write for a module is matched to that specific scene and those specific characters. It's not just sound we're creating to fill in a gap — it's the sound that belongs in that moment. As long as every piece lands where it should, even a big stylistic jump doesn't feel jarring, because every transition has a reason behind it.
So rather than saying we designed some kind of "seamless transition system," it's more that we just tried, in each individual moment, to get that scene's music right.
IGN: miHoYo is known for the orchestral sweeps of Genshin Impact and the space-opera feel of Honkai: Star Rail. Zenless feels like a sharp pivot toward Funk, Hip-Hop, and Acid Jazz. Were there specific artists or eras that helped define the game's musical identity?
Yang Wutao: Most games build their soundtracks around mainstream scoring, with standout moments in select individual tracks. ZZZ instead took a different approach: the overall tone is deliberately non-mainstream, and we've actually done some more "conventional" music in certain EPs as a kind of contrast — so people get to hear something that sounds a bit more "normal" too. So when people call it a bold pivot, we never really thought of it that way. We're just this group of people, and what we make naturally ends up sounding like this.
That's also why ZZZ's musical range is so broad. It wasn't a deliberate choice — it's just that each of us has completely different influences. Fortunately, our producer Zhenyu Li trusted us enough to give us the freedom to express ourselves, which is why all of this could be implemented. Even now, we're still exploring new directions — there's a lot we haven't gotten around to trying yet.
IGN: With the vinyl soundtrack dropping on April 29th, fans are getting a tactile way to experience the music. Are there any tracks on this record that you feel specifically benefit from the vinyl format?
Yang Wutao: With vinyl, it's really more about the collectibility and ritualization. The moment you hold it in your hands and put it on a turntable is a completely different experience from listening through earbuds while scrolling on your phone — it's not about audio quality, it's that the act itself carries a kind of weight. We're really stoked to be working with Laced Records to bring this to players.
As a vinyl record can only hold so much, our logic for the track selection was simple: this record is for the players, so we pick the songs that mean the most to them. Whatever tracks people have had on repeat, those are the ones we selected.
At the end of the day, it's something meant to be kept and collected. Music is abstract, it floats in the air — but this record makes it into something you can put on a shelf, give to a friend, pull out ten years from now and still remember exactly how you felt the first time. That in itself, we think, is worth something.


StarCraft 2 players have lost their collective minds after Blizzard Entertainment announced major changes coming in a new update.
Fans of the 2010 real-time strategy sequel took to its website to see new gameplay adjustments for what was probably the first time in years today. Instead of only finding bug fixes or mentions of standard server maintenance, patch notes for public test realm (PTR) update 5.0.16 revealed a laundry list of balance changes that will fundamentally change how StarCraft 2 is played.
The impact of the update can be read in its first bullet point, which reduces the number of starting workers from 12 to eight. StarCraft 2 upped its starter worker count to 12 with the launch of Legacy of the Void in 2015 to speed up the pace earlier in matches. The years following the change have seen some players asking for an adjustment, and now, 11 years later, the change is here, and it's just one example in a page full of other tweaks.
"How is this real?" one Reddit user said regarding StarCraft 2 PTR update 5.0.16. "Some of these changes are wild, I am so curious how they will feel."
"Holy s**t they did it," another said in response to the change in starting workers.
StarCraft 2 received its final major content pack with Nova Covert Ops in 2016, and despite retaining a solid audience in the decade since, it has largely remained on the back burner for Blizzard since. Now, there are so many changes on the way that players aren't exactly sure if the patch will result in a better or worse experience.
We won't know how update 5.0.16 will be received until after it makes it out of its PTR build and into the public's hands at an unspecified point in the future. What players are focusing on now, though, is that the update serves as proof that Blizzard still cares about breathing life into its classic RTS…for some reason.
"Some absolutely bonkers changes to basic mechanics, especially for a game in maintenance mode with little to no ongoing development besides this," another Reddit user said. "Very excited to see how this plays out, and I hope that they maintain the scale of changes, even if they have to iterate on/change plenty.
"That is to say I hope they don't get discouraged by certain changes not panning out and end up walking most of this back. I love the potential for new strategies and interactions so far."
So, why is Blizzard making a splash in StarCraft 2 for the first time in years? Unfortunately, we really don't know. Some speculate the tweaks arrive as a result of the game developer's renewed interest in some of its existing titles. Others believe it could signal a specific interest in StarCraft, which is rumored to receive a first-person shooter spin-off sometime in the future.
Players will have to wait to see if the new update is a sign of things to come. In the meantime, you can read about the rumors suggesting Blizzard is taking pitches for the series from Korean game developers. Finally, you can check out the full PTR patch notes below.
StarCraft 2 Update 5.0.16 PTR Patch Notes:We've tried to make this PTR focus on extending the early and mid-game experience, allowing players to remain competitive on one to three bases for longer periods. We’ve introduced changes to make non-warped Gateway play a more viable path, while also increasing overall strategic diversity across all three races.
In addition, a range of quality-of-life improvements has been implemented to enhance the overall player experience.
EconomyStarting workers reduced from 12 to 8.Default Large Mineral patch resource count reduced from 1,800 to 1,600.Default Small Mineral patch resource count increased from 900 to 1,200.Total Default Minerals per base increased from 10,800 to 11,200.Default Vespene Geysers' resource count increased from 2,250 to 2,500.Total Default Gas per base increased from 4,500 to 5,000.Rich Vespene Gas Geyser harvest return value decreased from 8 to 6.ZergHatchery, Lair and HiveSupplies provided reduced from 6 to 4.CreepSpread/Recede rate slowed from 0.45 to 0.55.Spore CrawlerDamage against Biological increased from 20 (+10 Biological) to 20 (+15 Biological).Carapace UpgradesLevel 1 cost decreased from 150/150 to 100/100.Level 2 cost decreased from 200/200 to 150/150.Level 3 cost decreased from 250/250 to 200/200.InfestorMicrobial Shroud range increased from 9 to 12.Microbial Shroud can now be cast without requiring an upgrade from the Infestation Pit.Neural Parasite on builder SCVs will only expire at structure completion.Now has an auto-attack weapon.ViperAbduct now considers Sieged Tanks a valid target.OverlordSpeed without Pneumatized Carapace decreased from 0.9 to 0.7.Can now issue 'Load Nearby Units' commands.OverseerChangelings automatically inherit the current order queue of the casting Overseer.Changelings’ deaths are contagious to other nearby Changelings.MutaliskMutalisk Glaives now prioritize targets.Arc slop increased to 180.TerranCommand CenterSupplies provided reduced from 15 to 13.GhostSupply increased from 2 to 3.Health reduced from 125 to 100.Attack damage changed from 10 + 10 vs Light to 20.Attack range increased from 6 to 7.Steady Targeting:Damage increased from 130 + 40 vs Psionic to 170.Energy cost increased from 50 to 75.No longer cancels upon taking damage.MedivacCan now issue 'Load Nearby Units' commands.Subgroup Priority:Priority order updated from (Raven, Ghost, Battlecruiser, Marine, Marauder, SiegeTank) to (Ghost, Marine+Marauder, Raven, Battlecruiser, Siegetank).ProtossNexusSupplies provided reduced from 15 to 13.WarpgateWarpgate Research moved to the Gateway from the Cybernetics Core.Warpgate Research speeds up Gateway unit production time by 35%.'Transform to Warpgate' cost increased from 0/(0) to 50/(50).Warp-in Time is no longer determined by 'slow power fields'.Warp-in Time decreased to 3s (from 3.6s and 11.4s).Warpgate Cooldown Values:Zealot: from 20 to 22.Adept: from 20 to 22.Stalker: from 23 to 22.Sentry: from 23 to 22.High Templar: from 32 to 35.Dark Templar: from 32 to 35.GatewayPre-Warpgate Production Time Values:Zealot: from 27 to 28.Adept: from 30 to 28.Stalker: from 27 to 28.Sentry: from 23 to 24.High Templar: from 32 to 40.Dark Templar: from 32 to 40.Post-Warpgate Production Time Values:Zealot: 18.Adept: 18.Stalker: 18.Sentry: 16.High Templar: 26.Dark Templar: 26.SentryHallucinations automatically inherit the current order queue of the casting Sentry.High TemplarPsi Storm total damage reduced from 110 to 100.DisruptorNow has a 'phantom attack' weapon.Warp PrismCan now issue 'Load Nearby Units' commands.Bug Fixes & Quality of Life UpdatesFixed an issue where Carrier Interceptors owned due to a player casting Neural Parasite would not inherit the opponent's upgrades.Fixed an issue where EMP visuals did not provide clear visual indication of effect radius/affected units.Fixed an issue where Motherships would warp in adjacent to the Nexus rather than overtop.Fixed an issue where Guardian Shield visuals would persist even after loaded into a transport.Fixed an issue where melee units targeting builder SCVs would lose their attack order when the SCV moved through the structure.Fixed an issue where SCVs could not have build orders queued sequentially onto structures already being constructed by another SCV.Fixed an issue where Guardian Shield visuals would not update player color post-initialization.Fixed an issue where the KD8 Charge could knock back immobile targets during Recall.Fixed an issue where the KD8 Charge lacked a placement model and AOE effect radius cursor indicator.Fixed an issue where the KD8 Charge would be thrown in front of a target unit rather than at the targeted cast point.Fixed an issue where some units' spells would not trigger Protoss shield-damage graphics (Purification Nova, Corrosive Bile, KD8 Charge).Fixed an issue where units with burrow move would lose their current orders when told to burrow.Fixed an issue where 'Zerg Rocks' were lacking polish. (Now uses correct wireframe, has a Zerg building armour icon, and uses animation state to communicate health level).Fixed an issue where a variation of large diagonal rocks still did not receive an attack command if certain portions of the rock were within vision but not others.Fixed an issue where attack commands with Adept Shades in the selection behaved erratically (Example: finishing a shade caused the attack target to be lost if the command was not issued by smart command/right click, units could unexpectedly move command etc.)Fixed an issue where the Nexus had no indication Nexus Recall nor Energy Recharge abilities' cooldowns were global. Command card now displays charge counters and minimap displays all Nexus range radius.Fixed an issue where the Nexus Energy Recharge ability range radius actor would display permanently rather than when the ability was being targeted.Fixed an issue where Lurker Attack Spike sounds could be heard through the Fog of War.Fixed an issue where Lurker eggs lacked polish during creation/destruction. Eggs now take less time to appear due to faster birth animation and play a death cry to communicate when destroyed early.Fixed an issue where the Warp Prism would not display an unload visual model indicator.Fixed an issue where the Warp Prism would not display a load range radius actor when the ability was being targeted.Fixed an issue where the Warp Prism movement was highly variant/ sluggish if ordered to queue pickup orders or pick up units slightly out of immediate range.Fixed an issue where Banelings in splash range of enemy units but killed by enemy units would not spawn an audio cue indicating splash damage had been dealt.Fixed an issue where non-disguised Changelings would not play their full birth animation.Fixed an issue where commanding Oracles to build Stasis Wards in areas inside their range could result in slower execution than being commanded to build outside their range.Fixed an issue where Oracles would teleport short distances if told to build a Stasis Ward while overlapping with other air units (such as other friendly oracles).Fixed an issue where Stasis Wards lacked a distinct audio cue for their death.Fixed an issue where players attempting to attack a Stasis Ward could easily accidentally move command underneath it instead.Fixed an issue where Colossus could not be created/unloaded in space an air unit already was (this mostly affects the predictability of colossus drop positioning due to collision with the warp prism).Fixed an issue where Voidray Prismatic Alignment lacked a termination audio cue.Fixed an issue where Immortal Barrier lacked a termination audio cue.Fixed an issue where beam attack visuals would not terminate if targets were picked up by transports or teleported away (Sentry, Void Ray).Fixed an issue where the Sentry's beam attack visuals were misleading due to being significantly delayed during creation and termination. They should now feel much more responsive to control.Fixed an issue where the Cyclone basic weapon was unable to damage friendly cloaked/buried units.Fixed an issue where the High Templar's basic weapon's visuals and sounds were not proportionate in size/volume to its impact.Fixed an issue where Vespene Geysers did not update their model to tolerate shaders if players' shader graphics settings changed mid-match, allowing for re-enabling of the higher graphics option.Fixed an issue where Phoenix would not face their channeled Graviton target.Fixed an issue where killing a Viper prior to its Abduct tongue connecting with a target would not cancel the abduct.Fixed an issue where Nexus would still play Blinding Cloud visuals (despite no longer having Photon Overcharge).Fixed an issue where Planetaries lacked or had misleading visual and audio indicators (splash damage impact visuals, sound).Fixed an issue where Archons lacked several visual and audio indicators (birth sound, splash damage impact visuals, movement sound, attack physics).Fixed an issue where Disruptor Purification Nova cooldown/firing status was difficult to discern. Ability status should now be much more obvious due to increased colour states.Fixed an issue where friendly Disruptor Purification Nova range radius actors were displayed permanently, even if the unit was on cooldown, causing unnecessary clutter as unit count increased.Fixed an issue where Swarm Host range radius actors were displayed permanently, even if the unit was on cooldown, causing unnecessary clutter as unit count increased.Fixed an issue where Swarm Hosts lacked an equipment (weapon) display indicator for the Locust.Fixed an issue where Microbial Shroud's appearance happened gradually and unnoticeably due to lacking a sufficient impact model for the cloud.Fixed an issue where Hellbat walk animation speed was faster than expected.Fixed an issue where casting Generate Creep would only affect a subselection of Overlords or Transport Overlords rather than both variations.Fixed an issue where Creep Tumors lacked placement and placeholder models when spreading themselves.Fixed an issue where it could be difficult to distinguish if a research structure was active (Twilight Council, Fleet Beacon, Armory, Evolution Chamber).Improved an issue where injecting Queens 'shuffle'. Allowed re-issuing inject during ongoing cast so orders are not offloaded to others queen. Long-range orders are invalid if another queen is nearby the target hatchery.Improved an issue where units with their primary attack order on a changeling would lose their order if the Changeling subsequently disguised itself.Improved an issue where gather orders were clunky for workers. Workers adjacent and move commanding to a geyser now update their command to a gather order if a refinement structure gets built.Xel'naga towers can now be selected through the Fog of War. Xel'naga Towers now show their vision range radius when selected.Active Creep Tumors will now take selection precedence over Inactive Tumors.Active Creep Tumors in a control group at the time of exhausting their charge will now transfer control group membership to the spread tumor.Critters and destructible neutral objects have been standardized to share similar targeting/selection/collision values. They will no longer collide with/block player structures or units.Larva/Eggs will no longer collide with/block player structures or units.Locusts that were previously uncommandable during their swoop animation are now also unselectable (if already selected they will stay selected).Neural Parasite will now add the target unit to the current selection if the selection only contains one infestor.Protoss structures now generate additional 'damaged' graphical models.As larva increases, they will now spread further upwards around the sides of the hatchery. Larva will still start from the bottom of the hatchery.Music selection for spectator players has been adjusted to feature a greater pool of suitable tracks for spectating. Duplicate entries have also been removed.Slightly polished Oracles' Revelation and Build animation transitions.High Templar and Ravagers are now less likely to aggro towards faraway targets.Adjusted Warp Prism and Raven visual fly height to minimize clipping inside other models and reduced Warp Prism shadow size on low graphics to minimize shadow-casting on unloaded units.Commands to unsiege Warp Prisms will now be issued to all Warp Prisms in the selection.Healing Shrine visuals/sounds have received a minor polish pass.The Warp Prism will now attempt to immediately siege when instructed rather than prioritizing deceleration.Mapmaker support tools now include proper Worker-Only-Path indicators, No-Resource footprints, air unit height modifier doodads, and variable rock reduction units.Mule Repair is now set to auto-cast by default (Mules with a harvest order still do not attempt to repair units).Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).


Game of Thrones actress Emilia Clarke has discussed having no control over her character Daenerys Targaryen's storyline, dialogue or eventual fate — including in the series' polarizing finale.
Speaking to Variety, Clarke said she "didn't have any creative input" on her role, though hadn't sought out any either, believing she was "not qualified." Still, she noted that the series' showrunners David Benioff and D.B. Weiss had been "fastidious" that actors stuck to their scripts, with retakes necessary for even small differences — such as if she said "it's" instead of "it is."
"Aside from what I brought as an actor, I didn't have any creative input, nor did I want any," Clarke said, answering again with a flat "no" when asked if she could have altered Daenerys' ultimate fate — an ending that many fans disliked.
Game of Thrones' final episodes see her character suddenly turn from a hero — who has just defeated an undead army and looks set to save the Seven Kingdoms from Lannister rule — to a city-burning conqueror. In a tragic twist, she is ultimately stopped by her lover Jon Snow. Her lifeless body is then carried away by her dragon — and that's that.
[Benioff and Weiss] were "fastidious about us saying the lines exactly as they’ve written them," Clarke continued. "I was given the seasons, and I, to the best of my ability, empathized and understood and tracked every choice she made so it felt like mine. I felt like that was what my job was."
Clarke's former Game of Thrones co-star Kit Harington previously said that mistakes were made in the show's controversial ending, but he was "not sure there was any alternative" as the series' cast and crew were exhausted following almost a decade of production. "I think if there was any fault with the end of Thrones, is that we were all so f***ing tired, we couldn't have gone on longer."
Ultimately, Clarke said that she was now "grateful" for the experience of playing Daenerys, which catapulted her to stardom and has since landed her roles in numerous other TV series and movies.
"I have gone through every circuitous route to get to the place that I am now, which is finally being able to be very grateful for everything that Game of Thrones did and has given me," Clarke concluded. "I no longer feel trapped in it, or trapped in the result of being in it. I feel just really lucky that it happened to me — even luckier that I've had time to understand what that was, and now I feel firmly on the other side."
In January, Clarke admitted feeling "really pissed" at the expert who developed Game of Thrones' fictional languages, after reading that he thought her Dothraki pronounciation "sucked." David J. Peterson, who HBO hired as a full-time linguist on its hit fantasy show, subsequently responded to Clarke's comments, saying that the actress had misunderstood what he meant, and that she "never had to be good at it," as his intention had never been that Daenerys Targaryen would speak Dothraki flawlessly.
The same month, Clarke said she was likely finished working on fantasy projects after spending nine years as Daenerys, telling the New York Times it was "highly unlikely" viewers would see her "get on a dragon, or even in the same frame as a dragon, ever again."
Image credit: Dia Dipasupil/Getty Images.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social


Xbox has announced a delay to its upcoming Fable reboot, which will now launch in February 2027.
The long-awaited RPG had been due to launch this fall on PC, PlayStation 5 and Xbox Series X/S, though Microsoft had not set a specific date for its arrival. Now, due to Xbox's busy release schedule (and a certain game named GTA 6), it's coming next year instead.
"This year is packed with incredible games for Xbox players to enjoy, from Halo: Campaign Evolved, Gears of War: E-Day and Call of Duty Modern Warfare 4 to Control Resonant, Star Wars: Galactic Racer and Grand Theft Auto VI," Xbox wrote in a post on social media.
"In order to plan our game launches through the holidays, in a way that works best for players, we’re moving Fable to February 2027 so it can have the dedicated moment it deserves. We’re excited to be giving players a major new look at Fable, as well as our broader lineup, at Xbox Games Showcase on June 7."
The news follows speculation last month that Microsoft had delayed Fable internally — something that the official Fable social media account stepped in to deny, pointing instead to its previously announced fall launch window.
Giant Bomb’s Jeff Grubb reported last month that there had been concern at Microsoft about Fable potentially running up against the behemoth that is GTA 6, which now appears to be locked in to its November 19, 2026 release date.
"I'll say that I’ve heard that Fable has been pushed internally," Grubb said. "That doesn’t mean that it’s coming out next year. Apparently, they’re still trying to get it out this year, but they are worried about the launch of Grand Theft Auto 6. And so if it's getting delayed beyond the release of Grand Theft Auto 6, that could push it into December, which might make it a prime candidate to get delayed into 2027. So while Xbox will have a lot of games coming out this year, that’s one that there's still a big question mark around."
Microsoft still has many other release dates to solidify, such as for Halo: Campaign Evolved and Gears of War: E-Day. Fans will undoubtedly get a clearer idea of Microsoft's release plans during its Xbox Games Showcase. Fable and Gears of War: E-Day will definitely be there, and perhaps we'll see more of InXile's Clockwork Revolution, Undead Labs' State of Decay 3, and maybe even Hideo Kojima’s OD.
Yesterday, the Microsoft-owned Activision announced Call of Duty: Modern Warfare 4, which will launch on October 23.
Earlier this year, IGN spoke with Fable developer Playground Games about its bid to bring back the beloved British role-playing series, and we learned that not only are there 1,000 fully voiced NPCs, but you can marry every single one of them.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.




