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Cyberpunk TCG: Exclusive Reveal of Jackie Welles and Judy Alvarez Cards

While we may still be months out from pulling off gigs in our local game stores, WeirdCo keeps cooking and revealing new cards for their highly anticipated Cyberpunk Trading Card Game.

This card game, which blew up on Kickstarter earlier this year, features cards based on places and beloved characters from the anime and the CD Projekt Red RPG Cyberpunk 2077.

A bunch of cards have already been shown and can be found over on the Cyberpunk TCG website, but IGN has a couple of brand-new cards to reveal that showcase new Legend and Unit cards in both their base and fancy Iconic versions.

Jackie Welles / Mama’s Favorite

Good ol’ Jackie Wells, your best bud from Cyberpunk 2077, is back with a brand new Legend with Jackie Wells - Mama’s Favorite. This time in green Leader with a RAM value of 2, Jackie’s got a high attack power of 8, making him easy to break through the 10 power threshold to steal additional gigs when he attacks, thanks to his “Go Solo” ability. Cyberware like “Sandevistan” would be a perfect choice for this since it would help keep Jackie safe by readying (untapping) him at the end of your turn!

The real power of this new Legend doesn’t come from how hard he hits, though. Just like how Jackie looks out for V in the game, Jackie Welles: Mama’s Favorite, helps keep your other units safe. By spending 1 Eddy when a unit would be defeated, you can instead have Jackie get defeated instead and removed from the game. Great for keeping an important unit or one you’ve loaded up with gear, covered, and out of harm's way. At least against one fatal blow.

Judy Alvarez / Nothing to Doubt

Judy Alvarez: Nothing to Doubt looks to be positioning itself as a powerhouse in the first set. With a cost of 6 alongside a solid 6 power, her special ability allows you to tap her and pay a single Eddy to play the top card of your deck or add it to your hand, which is the real star. This will be the perfect card for decks running high-value cards and getting them out easily.

Before you get too excited, though, the aspect of Judy that may make you pump your brakes is her 5-blue Ram requirement. As of the time of writing, there are no blue Legends that provide 3x Blue RAM to your pool, meaning Judy will only be playable if you are running a mono-blue Cyberpunk deck, which will take out some flexibility. With such a strong ability, too, she will need some blockers out to take some hits for her, because once she comes out, it’s a safe bet that she will jump to the top of your opponent’s hit list. Still, a really solid card!

Scott White is a freelance contributor to IGN, assisting with tabletop games and guide coverage. Follow him on X/Twitter or Bluesky.

Square Enix Says Controversial Kingdom Hearts Collection Art Was the Result of 'Human Error,' Not Generative AI

The controversial key art for Kingdom Hearts Collection 1-3 did not contain any AI-generated materials and was actually the result of "human error," according to a new statement from Square Enix.

Fans have been trying to unlock the mystery behind some strange and concerning art posted by the publisher since it was revealed in June. The illustration in question arrived alongside the reveal that Kingdom Hearts Collection 1-3 would soon come to PC, Nintendo Switch 2, PlayStation 5, and Xbox Series X | S, but it didn't take long for players to notice a few worrying details.

Social media posts following the announcement quickly took aim at the chain on Mickey Mouse's Keyblade, the hands on the Traverse Town clocktower, and the details on the bottom of Sora's shoes. The real canary in the coal mine, though, were Donald Duck's hands, with one featuring four fingers, while the other featured five. These supposed pieces of evidence had fans believing Square Enix used artificial intelligence to generate additional details for an existing art piece, but the publisher has finally chimed in to refute these claims.

This appears Ai generated or Ai enhanced, can you make a statement regarding this? Very disappointed to see this. pic.twitter.com/IMhwrhB0Y3

— Vexmyx (@vexmyx) June 9, 2026

In a statement shared with GameSpot, a Square Enix representative said that the publisher has heard the feedback and made changes where necessary. More importantly, though, the message stated that no genAI was used for any version of the image.

"We’re aware of feedback regarding recent Kingdom Hearts visuals," the Square Enix spokesperson told the site via phone call. "These assets were created by our development team without the use of generative AI, and the issues resulted from human error.

"Quality is extremely important to us, and updated assets have been implemented where appropriate."

Square Enix did not clarify how the art came to be in the first place. Additionally, as mentioned by GameSpot, the updated art does seem to have fixed Donald's hand, but other details, such as that muddy-looking clocktower and Sora's shoes, remain. Either way, not everyone is happy with the explanation.

"We’ve found so much of the art that was retrofitted to make the image that I dunno if anyone was arguing that the whole image was AI. It’s just sloppy and bad," one fan on Reddit said.

"They might as well just scrap this and make new cover art at this point," another added. "Even if it's not AI-generated, it's definitely one of the worst KH cover arts. The composition just looks lazy."

"It was definitely AI," one X/Twitter user suggested. "I love Kingdom Hearts and Square Enix but come on. There's two versions of the picture, one where the characters are separated and one where they're not, and the one where they're not is obvious they used AI for it, which caused it to make extra fingers."

Kingdom Hearts Collection 1-3 comes to PC, Switch 2, PS5, and Xbox Series X | S October 8, 2026. In the meantime, you can see the latest on Kingdom Hearts 4, which reappeared shortly after the collection was announced.

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).

Chinatown Wars Is the Unsung Hero of GTA Games

It’s a miracle that Grand Theft Auto: Chinatown Wars even exists. Originally launched as a Nintendo handheld exclusive complete with touch-screen carjacking, bloody gunfights, and high stakes drug dealing missions, it’s exactly the kind of game you’d never expect to see first launch on the Nintendo DS. But more than that, it’s secretly one of the greatest and most innovative GTA games ever made.

When Chinatown Wars launched in March of 2009, the GTA franchise was in a pretty incredible spot. The revolutionary and massively successful Grand Theft Auto 4 had arrived the year prior, fully establishing itself as the king of criminal open world games in the eyes of both critics and players. Both of its episodic story expansions, The Lost and the Damned and The Ballad of Gay Tony, were also on track to come out in 2009.

But all that was happening on home consoles. While the late 2000s had seen a a duo of games based on 2001’s GTA 3 and 2002’s GTA Vice City come to PlayStation Portable, GTA 4’s successful dive into the HD era seemed to suggest Rockstar was fully committed to the much more powerful consoles and PCs of the time, rather than shrink down the vision and ambition for the then dueling handhelds, Nintendo’s DS and Sony’s PSP. The franchise was striving for gritty realism and cutting edge graphics and it seemed like the portable systems were going to have to sit this round out. Suffice to say that when GTA Chinatown Wars was announced as a top down, cel-shaded game made for a handheld, starring a brand new Triad protagonist who used a touch screen to fire off sniper rifles and steal cars in the same city GTA 4’s Niko Bellic had stomped around in a year earlier, people were pretty surprised. At first glance it not only felt like a step backwards for the series but also it felt downright shocking to see what was initially a Nintendo exclusive GTA game where you could sell drugs and shoot police officers.

These days, modern Nintendo handhelds like the Switch 1 and Switch 2 frequently get ports of mature rated games. But during the Nintendo DS era, this was rarely the case. In 2009 it was practically unfathomable for Rockstar to put a brand new, exclusive Grand Theft Auto game on the Nintendo DS, a modestly powerful handheld system that was already five years into its lifespan and mostly associated with things like Mario Kart, Nintendogs, and Brain Training. The DS is home to one of the greatest and most diverse game libraries in the history of handhelds but its tiny low resolution screens, largely casual playerbase, and lack of an analogue stick meant that AAA developers approached the system cautiously when bringing their successful franchises over to it, especially when those franchises were known for being big budget console games aiming for older audiences. Rockstar Games hadn’t brought any of their titles to a Nintendo handheld since 2003, when they launched a cleverly scaled down version of May Payne on the Game Boy Advance and then Grand Theft Auto Advance in 2004, a top down pixel art prequel to GTA 3.

That’s why Chinatown Wars felt special. It was clear that the DS had become so massive that even the almighty Rockstar Games couldn’t ignore it. And while fans had some apprehensions about the game’s looks, once they realized that Chinatown Wars bridged the gap between GTA’s top-down origins and its modern fully 3D open world chaos (and, unlike the original games, doesn’t have a locked camera) they knew Rockstar had successfully managed to shrink down their biggest franchise and make it feel at home in the least likely of places without really skipping a beat. Enhanced ports of Chinatown Wars eventually came to PSP and mobile phones and while they never came close to the total sales of the mainline console and PC games, hardcore GTA fans were happy to have this unique new entry that they could bring with them everywhere.

Taking out cameras reduces the visibility of your drug smuggling antics, and you'll have fewer cops tailing you after a deal.

Chinatown Wars not only has all the things you love and expect from a GTA game, like sharp writing, memorable characters, and tons of weapons, vehicles, and explosive toys to terrorize a big, sprawling metropolis with while flipping through bespoke radio stations, it also introduced a bunch of brand new features to the franchise. Police chases that ratchet up your wanted level have always been a series staple, but Chinatown Wars incorporated a brilliant new mechanic to get revenge: destroying cop cars to lower your wanted level. This is an absolute blast, especially when you’ve got multiple cops tailing you at once and you’re blasting down the road at top speed, bobbing and weaving through traffic. Prior to Chinatown Wars, GTA games required you to drive out of a specific area to lower your wanted level, but this new approach requires a lot more aggression on your part, forcing you to lure cops alongside your car so you can smash them into buildings and other cars, or leading them on, jamming on the breaks and watching them dictate their own destruction while you fire your guns out the widow. It’s an explosive way to watch your wanted level plummet. This adds tension and thrill to every encounter and, outside of also looking cool, it’s genuinely an absolute blast and frequently hilarious.

When these aggressive chases overlap with the game’s drug dealing subplot, though, that’s when things get significantly more high stakes. Since all this cop car smashing and bashing also takes its toll on your vehicle, you’ll need to be more calculated with your reckless driving, especially when you’re smuggling a trunk full of thousands of dollars worth of heroin that will get seized by the authorities or blown to smithereens if your car goes up in flames. It’s the kind of experience that has you grinning from ear to ear and cackling maniacally while juggling several crimes at once, a feeling that is so distinctly GTA and thus, incredibly impressive to see replicated with cartoony graphics on a tiny handheld.

Chinatown Wars has you dealing coke, weed, and downers to various gangs around Liberty City, leading to lots of double crossings, shootouts, and some huge payouts. By taking out the cameras that are hidden everywhere across the city, you’ll reduce the visibility of your drug smuggling antics and have fewer cops tailing you after a deal. It’s another great example of Chinatown Wars’ awesome and unique systems overlapping and complimenting each other in brilliant and satisfying ways.

Unique gangs across Liberty City also have specific territories, as well as a preferred drug of choice, so dealing different drugs regularly has you driving all over the map and visiting various crews. These largely optional missions are reminiscent of the ancient calculator drug dealing game Drug Wars and while some elements of these missions eventually made their way into GTA 5’s online mode, it’s a shame that these ideas weren’t worked directly into the campaign. Here’s hoping GTA 6 lets you keep an eye on market conditions so you can sell ecstasy pills to the Spanish Lords just like in Chinatown Wars, maybe while hulking Los Santos alligators nip at your heels.

Huang Lee's firecracker attitude makes his warpath and lust for vengeance believable.

But while many of Chinatown Wars’ victories are in systems and gameplay, it was clearly a game made by the same Rockstar that was penning deeper, more interesting crime stories. Like GTA 4, Chinatown Wars tells an excellent tale of an immigrant plunging deeper and deeper into Liberty City’s seedy underbelly, juggling personal and family relationships with the harsh realities of living life on the run and under the gun. In terms of protagonists, Huang Lee isn’t nearly as earnest as Niko Bellic and spends significantly less time bowling with his cousins or taking women on dates, but his no bullshit, firecracker attitude makes his warpath and lust for vengeance believable, which makes you feel slightly less remorseful about tearing through Liberty City.

Like many GTA fans back in 2009, I had finished GTA 4 and was hungry for more, so Chinatown Wars launched at the perfect time. I’ve been a Nintendo fan my whole life and had bought the Nintendo DS the day it launched, so tearing the plastic off of my Chinatown Wars game box and shoving a tiny original GTA game cartridge into my system for the first time was such an awesome moment. I’m also a huge fan of hip hop, so the game's opening story cutscenes being laden with heavy drums and Wu-Tang Clan style Chinese string samples for a beat that legendary artists Ghostface Killa and MF Doom rapped on to promote the game was one of those mindblowing synergies of so many things that I loved coming together. It really was all just a dream come true. It felt right to be back in Liberty City again, even one that looked so different to Niko’s, and it was totally surreal using the same stylus I used to pet Nintendogs to hotwire a stolen vehicle and go on a violent killing spree on the way to a big ticket cocaine deal.

That said, as much as I love the touchscreen features across every version of Chinatown Wars, they’re likely what’s holding the game back from being ported to modern consoles. They’d work just fine in handheld mode on the Nintendo Switch consoles but they’d need a bit of an overhaul to function properly on PlayStation and Xbox, which is a shame since I really wish more people could experience this classic entry in one of the most successful video game franchises of all time.

Playing Chinatown Wars in 2026 doesn’t just make me nostalgic for being there when the game first released, though. It makes me nostalgic for an era when Rockstar took weird swings like Chinatown Wars. It was an era when Grand Theft Auto got spinoffs, story DLCs, and quirky little handheld ports, and they all tried to show the franchise in a new light. These days it seems like every single idea for a new GTA story or gameplay mechanic gets dropped directly into GTA 5’s online mode where they will instantly print money for Rockstar, a strategy they’ll definitely continue to implement in Grand Theft Auto 6. And while it’s cool that people can play one GTA game for thirteen years straight while still regularly seeing new content, it’s hard not to miss a world before GTA Online where the series had a bit more flexibility. One where unique side stories could exist independently instead of being drip fed into a massive multiplayer mode. Regardless, we’ll always have Chinatown Wars, an immensely satisfying and totally kick ass GTA game that you can take with you anywhere. If you missed it when it first arrived or you’re looking for something to revisit while waiting for the next gigantic entry in the Grand Theft Auto franchise to arrive this fall, you should definitely go play it. There’s no other GTA game quite like it.

Grand Theft Auto – The Legacy Review

Over the next few months, I’m going to be taking a look back at each of the core Grand Theft Auto games and replaying them in the lead-up to the arrival of Grand Theft Auto 6. What we’ll be putting together won’t be traditional re-reviews, and they won’t carry IGN’s typical score out of 10, because it really wouldn’t be at all fair to simply pick apart old games published multiple hardware generations ago and make them sweat under the harsher standards of 2026. What we will be doing, however, is re-examining what made each GTA remarkable upon the time of its release, digging into what they achieved and the legacies they established, and rediscovering how much fun each of them remain today. We’ll also be identifying both the parts of the GTA experience that have seen the most evolution and growth, as well as the parts that remain fascinating, commendable, and timelessly impressive. At the end of the project, using GTA’s previously six-star wanted level, you should be able to get an idea of where each of these games roughly sit in my long-term love for this series. First cab off the rank? The original Grand Theft Auto.

When the original Grand Theft Auto arrived towards the end of the 1990s, it was like nothing I’d ever played before, but it somehow also felt like I’d been in training for it most of my life. On the one hand, it was essentially the digitisation of an entire childhood looming over a 2D toy car mat – my diecast collection scattered around me as I simulated countless car chases from above. On the other, it felt instantly familiar to play – like an intuitive yet anti-social distortion of the top-down delights of Codemasters’ Micro Machines. Grand Theft Auto was bold and brash. It was also brutally unforgiving, regularly frustrating, and cumbersome to control. But despite that, I was consistently drawn to it – like a moth to a flamethrower. Nearly 30 years later, I was more than a little curious about how I’d fare playing it all over again, but I’ve found myself with a largely unchanged opinion – continuously stumped by its absolutely unsympathetic difficulty, yet consistently charmed by its wanton silliness, varied vehicles, hilarious sound effects, and trendsetting original soundtrack.

It’s very easy to look back at the original GTA as a product of a different era, and that goes beyond its old school, top-down aesthetic. Its arcade-style approach to progression, which is baked around trying to maximise your overall score for each level while juggling a very limited set of lives, is nothing like the GTA series we’ve known since its complete reinvention at the dawn of the century. There’s no meaningful story here to speak of; just 90-odd seconds of cutscenes where a gallery of criminal stereotypes either pass on their thanks, or issue you direct threats related to putting unwanted things in your butt.

However, GTA was already a product of a different era upon its initial release in European territories in 1997 – and even more so by its North American launch in 1998. The flat sprites of its vehicles and pedestrians give it that 2D-adjacent look, even if people often gloss over that the cities themselves are actually rendered in 3D. But GTA found itself sandwiched between stuff like the debut of Gran Turismo and the arrival of Half-Life, Unreal, and Metal Gear Solid. We’re talking Tekken 3, Thief, and The Legend of Zelda: Ocarina of Time. What I’m saying is that we knew where the cutting edge was in the late ’90s, and GTA didn’t really feel like it was on it.

The three maps may not be enormous by modern standards, and the selection of weapons is admittedly slim, but GTA was unprecedented in terms of the open-world freedom it allowed.

And yet it still works, and that’s really thanks to the high level of player agency it offers. The three maps may not be enormous by modern standards, and the selection of weapons is admittedly slim, but GTA was unprecedented in terms of the open-world freedom it allowed. It feels unlikely that anyone at developer DMA Design could’ve fully understood just how stealthily innovative GTA would ultimately be, but it nonetheless laid down the bedrock for sandbox action gaming as a whole. Complete tasks as clinically or as chaotically as you choose. Navigate Liberty City, Vice City, and San Andreas however you see fit. Take whatever vehicle you want, and take on objectives in whatever order works for you. Not interested in completing actual missions? GTA is engineered to allow you to ignore them entirely. You can simply steal cars, wreak havoc with pedestrians, and battle law enforcement.

5-George-K

Make no mistake: GTA is a somewhat clunky game to play. This was true in 1997, and even more so now. To be clear, I don’t personally have major problems with the driving. Yes, it suffers a bit from the jerkiness of the camera zooming in and out. Yes, you’ll bump into other cars regularly as they appear on screen too late to avoid. Yes, some cars are too fast for their own good, with the camera unable to zoom out fast enough (or far enough) to avert spearing into high-speed crashes. Yes, motorbikes are pretty pointless, and I spend more time getting back on them after wiping out than I do riding them in the first place.

Broadly, however, I believe the driving is quite fun – and I suspect a lot of that probably stems from my background with Codemasters’ Micro Machines series. For context, the Micro Machines series was one of the most-loved racers of its era – and certainly one of my own favourites as I grew out of rolling around on the floor making engine noises. Its top-down perspective was really the perfect training zone for a game like GTA, and I would suggest that – in the late ’90s – there’s an incredibly strong chance that a player of GTA would’ve had some kind of previous muscle memory from Micro Machines nestled somewhere in their fingertips.

[Micro Machines’] top-down perspective was really the perfect training zone for a game like GTA.

I can appreciate that without that prior experience there are elements of GTA’s driving controls that may be a little hard to hurdle. For instance, when cars are headed down the screen, from top to bottom, the controls remain consistent. That is, stab left, and your car will turn to its left – and immediately head to the right of the screen. It’s ultimately a car, so it’s entirely logical that left is always left; it’d be untenable to have the controls flip mid-corner. But this kind of thing is printed into my brain. It’s second nature – if not from Micro Machines, then from an entirely analogue childhood of racing R/C cars and quickly learning everything is mirrored when they’re racing back towards you. However, I can anecdotally report this was initially a bit of a braintwister for some of my kids, so I can see how the controls might seem a little obtuse at first. I feel like they were initially treating the car’s direction like a cursor, rather than the car as a discrete object.

The lack of an in-game map spun them out a little, too. Luckily, I still have actual fold-out paper maps of these cityscapes, which are genuinely essential to complete certain missions (like quickly finding the nearest bomb shop before a strict timer runs out). They proved to be a neat novelty for kids from a generation who’ll never know what it’s like to navigate your way to an unknown location by leafing through a dog-eared street directory that smells like petrol and wet socks. My GTA maps are a little flimsy these days but, considering GTA 6 and future PlayStation games in general won’t even be getting a disc, they’re also a fun if now bittersweet footnote in the story of physical gaming media.

My GTA maps are a little flimsy these days but, considering GTA 6 and future PlayStation games in general won’t even be getting a disc, they’re also a fun if now bittersweet footnote in the story of physical gaming media. Busted

It’s on foot where GTA falls down and, unsurprisingly, the same things that frustrated me about it in the late ’90s continue to do so today. For context, the tank-like on-foot controls are a side effect of the fact that this was a time before dual analogue controllers became the default. Whether you’re on PC with a keyboard or PlayStation with a controller, all you can do is turn left and right, and move forward or backwards. Don’t think of it like a primitive version of a modern, twin-stick shooter like Hotline Miami – you’re really just a tiny, slow car with legs. The Micro Machines-style controls make less sense on foot, and they’ve definitely dated.

The upshot is combat is harder than a $2 steak. It's tougher to deal with clunky controls when just one hit will kill your character. Body armour pickups are available, but they’ll only protect you from three hits. It’s also incredibly difficult to line up shots from long distances, and not much easier at close quarters. It’s particularly tricky to turn and shoot at pursuing police since, by the time you do manage to pivot 180 degrees, there’s typically only time to get one or two shots off.

The pistol is a mostly useless weapon overall, in this case. The machine gun is far more effective, since you can spray a burst in an arc and get at least one round to hit. The flamethrower is the most trusty option, but you won’t see a great deal of it without resorting to cheats.

I cheated like hell when I played GTA as a teenager, and I’d honestly be surprised if that wasn’t the case for most people of my vintage. The action is a lot more fun with 99 RPGs in your back pocket. Cheats are very much an integral part of GTA’s legacy. While cheats have become depressingly rare over the last several generations, the GTA series – up until GTA 5, at least – remains one of the last bastions of fun, silly, and useful cheats.

Gouranga!

While GTA invariably found familiar ways to frustrate me, there is still a pile of things about it that bring a grin to my face in 2026.

I appreciate the variety of cars, and I greatly admire the way they look. Sure, these 2D sprites are typically quite tiny on screen, but each car has been crafted with enough care that they’re not just blobs of pixels that look vaguely like cars. They have terrific depth, and the curves of an off-brand VW Beetle are noticeable and distinctly contrast the flat and angular lines of a boxy American sedan – despite the fact both are simple 2D images.

I also enjoy that the mix changes up between cities. Vice City has more exotic supercars that are unique to its beachside streets. San Andreas is the only place you’ll find the floral-painted Love Wagon. Each city has bespoke cop cars with different liveries and siren layouts. There’s effort to make each place distinct, and the cars are a big part of making that happen. The seeds the studio planted here in this regard would truly germinate in 2004’s GTA: San Andreas, though it’s crazy to think this happened just seven years later.

Moreover, I love the resemblance that many of the cars have to Matchbox cars of the ’80s, to the point where it’s entirely obvious the team were simply turning photos of actual models into in-game sprites, wholesale. Sure, it’s fair enough to argue that GTA’s F40, Diablo, 911, or Viper lookalikes could have been just as easily gleaned from photographs of the real things than toys, but then you spot stuff like the orange-roofed ambulance, which still sports an identical E on top from its equivalent Matchbox model. Hell, GTA’s Flamer has the whole livery from the Chevy they sourced it from – squint real hard and it still says 57 Chevy on the deck lid!

Even more than the cars, I hugely appreciate the soundtrack. So much effort was made to build a series of radio stations filled with credible-sounding music. Credible is actually an understatement considering how many of these tracks are genuine earworms. You could actually put GTA’s PlayStation disc into a standard CD player and simply play the music. This functionality wasn’t actually unique to GTA at the time, but it’s still nifty. Did I do that? Hell yes, I did. I even recorded it onto a cassette so I could play it in my car.

Beyond that, GTA’s completely silly brand of squelching hit-and-runs and over-the-top violence keenly reminded me of how successfully it weaponised controversy as a free marketing tool around the time of its launch. It certainly wasn’t the first game to cause a ruckus for gratuitous vehicular violence. In actual fact, that distinction is owned by an arcade game called Death Race, released way back in 1976, which caused a huge fuss in the mainstream press for allowing players to run over and kill crude-looking pedestrians on screen. But the hullabaloo around GTA was hefty at the time, even in the immediate wake of Carmageddon – which caused a large fuss of its own a few months before GTA’s launch.

[GTA] certainly wasn’t the first game to cause a ruckus for gratuitous vehicular violence.

Now, even back in the late ’90s I did think the reaction was a little overblown. That is, 1996’s Die Hard Trilogy predated GTA by a year, and that featured pedestrians getting absolutely splattered left and right – complete with a wiper animation clearing the blood from the screen when driving in first-person. But, yes, there’s no denying the original GTA pushed the envelope in ways not even the modern series would attempt today, whether that’s mowing down a line of Hare Krishnas, blowing up a school bus, or indeed assassinating the ‘High Priest of Babylon’ – who turns out to be none other than the President of the United States himself. GTA’s low-fi aesthetic makes a lot of this stuff feel pretty goofy and harmless here, but certainly at least some of it would be a little too grim to sync with the satirical sensibilities of the modern series.

Verdict

Like a Stone Age axe, Grand Theft Auto is hard, primitive, and – honestly – more than a little cumbersome. However, like said axe, it’s nonetheless a valuable artefact that maintains an effective edge to it. Fearless but flawed and endearing but unnecessarily difficult, the original Grand Theft Auto may be tricky to wholeheartedly recommend to anyone who didn’t previously play it during its moment back in the late ’90s, but I can’t deny how fascinating it’s been to re-experience its prehistoric brand of open-world freedom in the context of everything that’s come since. It just demands patience, precision, and a paper map by your side.

Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff.

Stellar Blade: Blood Rain Dev Shift Up Releases Entirely AI-Generated K-Pop Music Video Starring Evie and Pretty Much Everyone Hates It

Stellar Blade: Blood Rain developer Shift Up has sparked a backlash for releasing an entirely AI-generated music video starring protagonist Evie.

"Wanna be in LOVE" Feat. Evie | Stellar Blade: BLOODRAIN was published to South Korean developer Shift Up’s YouTube channel on July 31, as a K-pop twist on the upcoming action game. It shows Evie singing an upbeat pop song in Stellar Blade’s future setting.

But fans have pointed out a number of oddities in the video, including facial changes and visual inaccuracies, with some comparing it to the AI-generated adverts you often see before YouTube videos.

After the music video ends, we see a mock ‘making of’ segment where the Shift Up crew pretend to interact with Evie.

The video description confirms it was made with AI, and the small print at the end of the video includes the following description:

“This video was created using the game resource from Stellar Blade: Bloodrain and regenerated with AI support.”

The logo for Shift Up’s A.I. Labs department is at the bottom.

The reception not only on the YouTube video itself but across the internet is overwhelmingly negative. “They really thought they were cooking with this AI slop,” one person commented. “Deleting this from my memory, SGF trailer was amazing,” another said.

“Could've made an actual music video and paid the team another bonus check. Hopefully this was a one time thing and pray the game doesn't have AI cutscenes,” one person wrote. “Your RAM just went up in prices while watching this video,” another said. “Since there's no name for the singer in the description. I guess the song was made with AI as well?” pointed out another.

It’s a similar sentiment over on the Stellar Blade subreddit. “Such a f***ing shame man,” one redditor said. “I love almost everything about this company and its games, but the damn CEO's obsession with AI is seriously bringing the whole thing down. You HAVE the talent and resources to make quality content. Despite all that, you decide to make slop like this. My hype for this game has been genuinely damaged with this s**t.”

That’s a reference to Shift Up boss Kim Hyung-Tae, who is a vocal proponent of generative AI. In January, he said that without the use of AI, developers in smaller nations would struggle to keep up with studios in places like the U.S. and China.

"We devote around 150 people to a single game, but China puts in between 1,000 to 2,000. We lack the capacity to compete, both in terms of quality and volume of content," Hyung-Tae said (via machine translation).

Using AI would not result in job losses, Hyung-Tae insisted at the time, but instead make employees more valuable, as "one person can perform the work of 100 people."

Hyung-Tae promoted the music video on X / Twitter, asking viewers to share their thoughts with the studio. He got his wish. “I think you guys have enough budget to animate a music video instead of using AI,” one person replied. It would be a good way to actually advertise the in-game assets instead of faking content.”

“This is an absolute shame and disgrace to art,” another replied. “You have one of the most INSANE budgets to develop your game without AI involved at 1%, but still, you produced this slop. And don't throw at me the ‘we use AI to compete with US/China market,’ that's a literal BS.”

“My thoughts are that this is s**t,” another declared. “Shame that you are using AI instead of paying artists to animate this. Is this type of thing going to be in the game too? Cause if that's the case I don't want it now.”

In June, Hyung-Tae discussed the design of new main character Evie, highlighting the differences between her and the protagonist of the first game, Eve. Shift Up announced Stellar Blade: Blood Rain at Summer Game Fest with an eye-catching trailer that revealed Evie, a brand new main character who prefers to punch her way through enemies than take the slice and dice approach favored by her predecessor.

The biggest talking point coming out of the trailer reveal was the design of Evie herself, with some expressing concern about her seemingly child-like face in the context of her more adult-sounding voice acting and body design.

In an interview with IGN following the Summer Game Fest reveal, Hyung-Tae confirmed that Evie being Eve’s junior was a conscious design decision. “Yes. She is younger. She's smaller in size. She's shorter than Eve,” he said, “but she has a stronger personality and engages in much tougher battles. And she's actually part of a special squad that chases after a group of terrorists who cause terror attacks here and there in the city.”

Eve in Stellar Blade is a highly sexualized character, so we asked Hyung-Tae if he was worried that by using a young-looking character for Blood Rain, Shift Up was running the risk that some people would view Evie in a way the developer doesn’t want.

“If you actually play the game, you will not think that,” he replied. “I definitely like how Eve looked in the previous Stellar Blade. But this time, Evie, not just her physical looks, but her personality, the way she talks, the way she engages in battles, all that will combine together, and you'll see that she’s a very lovable character.”

Opinion on the use of AI in games continues to divide studios and their fans, with some vehemently against its use, while others claim it's an inevitable part of the future. Rockstar co-founder and former Grand Theft Auto writer Dan Houser recently likened AI to mad cow disease, but the CEO of Genvid — the company behind choose-your-own-adventure interactive series like Silent Hill Ascension — has claimed "consumers generally do not care" about generative AI in games, and stated that: "Gen Z loves AI slop."

EA CEO Andrew Wilson has said AI is "the very core of our business," and Square Enix recently implemented mass layoffs and reorganized, saying it needed to be "aggressive in applying AI."

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Primary Portal Games

World of Warcraft

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

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

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.

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