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Bethesda has unveiled a new logo to celebrate the studio’s 40th anniversary.
“40 years of adventures” Bethesda said. “Here's to the worlds we've built together... and those still to come. We're marking the occasion with a logo inspired by our roots.”
That‘s a nod to Bethesda’s early life, long before it became a subsidiary of ZeniMax Media and, later, owned by Microsoft. It wasn’t its first game, but 1991 PC game The Terminator is still fondly remembered by fans old enough to have been messing about with MS-DOS at the time. The Terminator: 2029 followed in 1992, and The Terminator: Rampage in 1993. Simpler times.
The very first The Elder Scrolls video game, by the way, came out in 1994. The Elder Scrolls: Arena would set Bethesda on a patch that would change the game for the studio, and now, over 30 years later, fans are waiting for The Elder Scrolls 6 to come out in… 2028?
Bethesda’s love affair with The Terminator didn’t end with Rampage. The Terminator: Future Shock came out in 1995 (Todd Howard was the producer!). Less than a year later The Elder Scrolls II: Daggerfall hit PC. Bethesda’s final Terminator game, Skynet, came out in 1996. A generational run.
If you want to know more about Bethesda's Terminator games, we've got an excellent roundup of The Best, Worst, and Weirdest Terminator Games, and there's plenty of information about how they worked and the industry back then for you to dig into. Here's a snippet:
There’s no saying what the state of Terminator games would’ve been like had Bethesda continued to develop them, but Skynet would be the studio’s last use of the license. Todd Howard would shift his focus from future wars to high fantasy, acting as project lead for The Elder Scrolls Adventures: Redguard - one of the most hated entries in the series - before following that up with Morrowind, which would become one of the most beloved RPGs of all time. No fate but what we make for ourselves!I do not think Bethesda is all of a sudden going to start making new Terminator games, by the way. This is just a fun nod to the studio’s past. In any case, it has a huge amount to be getting on with. Apart from The Elder Scrolls 6, it’s got Fallout 5, Fallout 3 and New Vegas remasters, Obsidian’s new Fallout game, more DLC for Starfield, and ongoing work on Fallout 76 to contend with. All this after Xbox’s recent “reset” of its business and all the layoffs that came with it.
Image credit: Bethesda.
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.


An innocent Canadian wrongly served 18 months in prison after Wisconsin police misspelled his Skyrim-inspired internet username.
Brandon Klayme from Halifax, Nova Scotia, was arrested in 2020 on charges of child luring and possession of child sex abuse imagery, after his username on chat app Kik was tracked down by U.S. cops.
But police made an error when identifying that Elder Scrolls IV: Skyrim username, Klayme's lawyers have now proven, finally securing their client's innocence six years later — and long after he served 18 months behind bars for crimes that someone else committed.
The case's 12-year-old victim identified the man talking to them on Kik as operating under the username "fus__ro_dah," a reference to Skyrim's infamous dragon language shout. Klayme, meanwhile, used the username "fus_ro_dah," a difference of one underscore.
In an affidavit submitted for his appeal seen by CBC News, Klayme said this difference had been "a subtle mistake that changed the course of my life."
"We noticed the problem when we were working on the appeal arguments this spring," Klayme's defence lawyer Zeb Brown told CBC News. "We were trying to figure out why the digital forensic evidence pointed at him given his denial of any involvement."
"If the correct username had been used at the start of the investigation, the subsequent steps in the investigation would not have led to Mr. Klayme," a subsequent appeal board declared. "In these circumstances, Mr. Klayme is factually innocent of the offences. He should never have been charged, let alone convicted."
As yet, there's no word on whether Klayme will pursue any further claim for damages after it's now been shown that he was falsely imprisoned. For now, however, his name has been cleared.
Earlier this month, Skyrim publisher Bethesda announced that its beloved RPG had now officially crossed the 65 million units sold milestone, joining fellow fantasy role-playing game The Witcher 3 as one of the top 10 best-selling games of all time. Confirmation came from Bethesda boss Todd Howard, who outlined the company’s lineup of games following Xbox’s latest round of layoffs, with The Elder Scrolls 6 now a priority.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social


The Elder Scrolls Online is undergoing some setbacks as a result of Xbox's recent reset and associated layoffs.
There has been a lot of speculation over the future of ESO for about a month now, and the team behind the game has stepped forward to clear the air. In a new blog post from game director Nick Giacomini, it is made clear that Elder Scrolls Online will continue and isn't on the verge of being shut down.
"Recently, we've been through a number of organizational changes and departures of teammates who helped shape The Elder Scrolls Online," he wrote. "We are profoundly grateful for everything they've contributed to the game and the community we've built together.
"At the same time, we've seen a lot of questions about what these changes mean for ESO. So let me be clear: ESO is here to stay, and our team is dedicated to the future of this game. Our focus hasn't changed. It is continuing to grow The Elder Scrolls Online and build upon the world millions of players call home."
Giacomini also outlined the team's plans to support the game going forward. He reaffirmed the recent news that ZeniMax Online Studios will be closely collaborating with Bethesda Game Studios on the future of The Elder Scrolls and stated that will give the team "new opportunities to share ideas" and create better experiences for players.
Unfortunately, the team is also delaying some content. Due to the recent restructuring at all Xbox-owned studios, the team has had to delay content in order to make sure it meets a level of quality that everyone can be satisfied with. So, the new Crimson Veldt trial, class and combat refreshes, and update 52 are all being pushed back to 2027.
"Instead of rushing to hit a previously announced deadline, we are giving our teams the runway they need to do things right," said the game director. "Some of our upcoming additions, like the Class and Combat Refresh and our new Trial, are highly complex, and we want to ensure they hit the mark before we put them in your hands."
There will still be plenty of content coming to Elder Scrolls Online in 2026, though. New stories, quests, and events are coming throughout the fall in addition to a new rumor system and quality of life upgrades. These pieces of content will roll out across September and October as part of Season 1 and Season 2.
As already noted, ZOS is also working closely with Bethesda Game Studio on the future of the IP. It's believed the studio will be assisting on the development of The Elder Scrolls 6, arguably the most important game that Xbox has on the horizon. The stakes are pretty high given the state of Xbox and the fact Starfield failed to meet expectations for many players. Bethesda will likely need all the help it can get to give something that justifies the long wait for this game.
Bethesda is also continuing to support its other big IP, Fallout. Remasters of Fallout 3 and New Vegas are in the works in addition to a new Fallout game from Obsidian Entertainment. Bethesda has also entered pre-production on Fallout 5, likely to ensure the team can make the jump to it after The Elder Scrolls 6 is finished.
Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.


Motorsport is an incredibly dangerous thing to take part in. Think about it: you’re strapping yourself to a machine that harnesses the energy of explosions to propel you forward at speeds that, should you strike another object, will likely prove lethal. And yet so many racing games fail to convey the white-knuckle line between thrill and fear. A whole generation of digital drivers have grown up with on-screen racing lines that show them the perfect acceleration path through a hazardous corner and rewind systems that negate the impact of crashes.
I did not expect Star Wars: Galactic Racer to be the game that addresses those problems. And yet it all makes sense – in a galaxy far, far away, motorsport takes place at vastly higher speeds in much deadlier vehicles across far more dangerous terrain. If it was going to feel exactly right, of course developer Fuse Games had to dial up the fear.
During a four-hour session I was able to play through the entirety of the first act of Galactic Racer’s single-player campaign, which takes your protagonist, Shade, from their first-ever race to the head-to-head qualifier that will earn them entry into the Galactic League tournament. Across that journey, I experienced the thrill of fear in two different ways. The first is the most obvious: speed. Galactic Racer is fast. No matter your vehicle choice – the graceful Skim Speeder, nimble Speederbike, well-rounded Landspeeder, or (later in the campaign) the fast-but-fragile podracer – it’s immediately evident that you’re piloting vehicles that move much faster than the cars of our own world.
That breakneck speed is enhanced by the design of the tracks. On the starting planet of Jakku, you’ll be speeding around and through that iconic crashed Star Destroyer. When you’re hammering the throttle and wrestling with 11 other racers, the sudden switch from wide open desert plains to navigating through the tight tunnels of a spaceship’s engine bay makes for a sudden burst of sweaty-palmed tension. Miscalculating your trajectory into the rusting carcass of an afterburner or fuel line can tear your speeder apart. Crash too many times and you’re out of the tournament, sent back to the very start of the act to try again.
Yes, Galactic Racer is a roguelite. And that’s the second way in which it makes motorsport feel so dangerous: mistakes are costly, and the further into the campaign you get, the higher the stakes become. As you rush through your sixth, seventh, eighth race of the run, every clip and close call becomes ever more distressing. Perched on the very edge of my seat, I found myself willing the racing gods to ensure this final lap went well, save me having to attempt the run all over again.
“We felt really keenly that we needed to progress [racing games],” explained Matt Webster, CEO and co-founder of Fuse Games, when I asked about the roguelite campaign structure. “They need to innovate. It's felt a little bit static in terms of what you play, how you play, what you play with. [Galactic Racer] looked like a great opportunity for us to lean into consequential decision-making.”
Galactic Racer’s campaign design is all about risk and consequence. The first act sees you compete across four planets, each of which hosts four events chosen from a selection that are plotted across a couple of different pathways. Which path you lock into is one of the earliest choices you make in each run. Analysing each route is crucial to success, as it allows you to consider your own strengths and weaknesses and opt for the event sequence that offers the greatest chance of success.
If there’s a pathway that’s mostly standard races, that’s great – podium finishes provide strong cash rewards and, provided you don’t crash out, even coming in last will keep you in the running. Even better is the Field Test: a solo speed run in an experimental vehicle with the aim of pushing your engine (and your skills) to the very limit. Succeeding provides a bounty of rewards, but perhaps more importantly, there’s zero punishment if you fail. Even better for the cautious player is a path that includes a “Mystery Encounter”, which rather than an event you can lose is a conversation with a friend (or foe) that can offer an interesting upgrade. Much more nerve-wracking is the Eliminator, a brutal race in which those tailing behind are knocked out of the tournament. Only those in the top three can progress.
“You fear the Eliminator,” says Webster. “You fear the critical malfunction. When you've got one crash left, you start to race differently. You start to think, ‘Maybe a podium finish here isn't for me. I’ve just got to survive.’ And that's a very deliberate balancing act to land those emotional feelings.”
Fuse Games has adapted the roleplaying elements of games like Hades and welded them onto a racer.Each run is randomly generated, but the RNG that powers Galactic Racer’s campaign uses a calculated ruleset to ensure each pathway offers an interesting journey. Every run provides options – some easier, some harder – with paths designed to push risk, reward, and consequence.
“The richness of the experience, the highs, the lows, the journey, the goal setting, that is the special sauce right there,” says creative director Kieran Crimmins. “We saw it in other games. We wanted it in racing games.”
“There's a lot of craft and care and attention put into that to sculpt [the campaign] emotionally,” adds Webster. “And here we are talking about an arcade racer! And that's the surprise that I think that we really wanted to bring here.”
As I began to settle in and learn the ins-and-outs of my Landspeeder, I found my priorities shifted significantly. After discovering just how dangerous each race can be, and the consequence of failing a run, I became very risk-averse. I’d choose routes that had more Field Tests and fewer Eliminators, knowing that even if I failed those Field Tests I’d still be in the game. But I soon realised that simple survival isn’t always the best path – you need victories to earn the best rewards, and those rewards upgrade your vehicle into a much more powerful machine. I learned how I like to race, that I love to take on dangerous corners and narrow pathways but that my judgement of those distances is impaired by my speed. And so I invested in bolstering my Landspeeder’s resilience and drifting, allowing me to swing through those chicanes without worrying about scraping along the edge of the circuit (as well as smashing through other competitors). Those choices made victory more realistic, and so I took more risks. I earned the rewards. Every moment became a decision on the road to victory.
“We want every corner to matter,” says Crimmins. “We want every engagement with another racer to matter. We want the race and the line that you pick, whether it's on the map or on the track, to matter. We want the build that you're playing to matter because we think the highs of that are so much higher when they're meaningful and you've got something on the line.”
It’s this buildcraft – both the way you “build” your campaign through event choices, and the vehicle you craft with the resulting rewards – that makes Galactic Racer feel so fresh and enjoyably complex. The idea of the “CarPG” isn’t new, but the way Fuse Games has adapted the roleplaying elements of games like Hades and welded them onto a racer is genuinely fascinating.
Your vehicle is your weapon, and standard upgrades improve its stats. But there’s so much more to invest in beyond that; Racer Styles appear to be rough analogues for character classes, providing broad starting bonuses that can be honed into build specialisms. Parts offer precise, criteria-driven enhancements – for example, increasing your speed each time you perform a takedown, or expanding your afterburner’s fuel tank every time you redline. Abilities install gadgets that can be activated during the race, like shields to brace against damage, or an autopilot to deftly navigate difficult circuit sections (these are primed at the starting line using a series of button prompts, a fun touch that really makes you feel like you’re flicking switches to activate your engine systems).
The pathway to the perfect vehicle isn’t a straightforward climb - the idea isn’t to just improve, but to specialise.The right combination of these components, added in layers with each successive victory, promises to carry you to higher heights. But before you hit those heights, you’ll inevitably crash and burn – this is a roguelite, after all. Failure is part of the experience. But your achievements are not totally lost. At the start of a new run, your old speeder is sold for scrap and the credits used to buy a new vehicle. More heavily upgraded models sell for much higher prices, and so you’re able to spend more money on the next run to enhance the base stats of your new vehicle right out the gate.
I wasn’t able to get a true feeling for how this approach cushions failure, as playing within the confines of act one (and my relatively brief few hours) means I didn’t create a vehicle with astronomical value. But I think it promises a welcome safety net, one that doesn’t erase the classic roguelite challenge of reacting and adapting to the RNG – the specialised component parts are only available as rewards or purchased from your mechanic’s randomised inventory, so you can’t start a run with a highly-tuned machine.
Those parts are vital because they help you master the challenges posed by each unique planet. “The locations in Star Wars are almost characters in themselves,” says Webster. “We know them by name and we know them by biome. What we recognized there was an opportunity not just to have a visual change, but to lean into this concept that the location has a much deeper impact than just the configuration of the racetrack.”
In act one, the jungle world of Lantaana features tracks that snake through a volcano. The magma spills cause your engines to overheat – push your ramjet thruster as far as you did on the previous planet of Jakku and you’ll quickly find yourself at the start of a new run. Survive Lantaana and you’ll trade fiery magma for the ice fields of Ando Prime, where the chilly conditions mean you can push your afterburner harder than ever before without overheating… a tactic that’s practically mandatory to stop your engines from freezing over.
With a fresh hazard on each planet, the pathway to the perfect vehicle isn’t a straightforward upwards climb - the idea isn’t to just improve, but to specialise.
“Your first experience is, ‘Okay, the cool does this, the heat does this, or the freezing effect does that.’ But then you start to get certain parts that subvert that,” explains Crimmins. “So any of those that are negative, I can now make them a positive and vice versa.
“You can start to build into a system where things that started off like, ‘Oh, I better avoid the lava’ becomes ‘Now I'm going to go in the lava because it's going to increase my ramjet. And not only is it going to increase my ramjet, it's going to make me go faster. And then I'm going to equip a [component] so I can turn that into energy. And then I'm going to use that energy to ion blast another player.’ And it's at that point you start to get into a place of combinatorics that just has so much more depth and breadth than your average racing game.”
It’s that level of depth and breadth that makes Galactic Racer such an exciting proposition. When I arrived at Fuse’s studio, I entered assuming I was about to play a nostalgic throwback to Star Wars Episode I: Racer. I left having played something much more forward-thinking. This could very easily have been a classic circuit or open-world racing game, adhering to the tried and tested principles. But the roguelite campaign structure changes everything – the adrenaline, the stakes, the emotional highs and gut-punching lows. Galactic Racer is shaping up to not just be a great Star Wars game, but a genuine trailblazer in the racing roguelite niche.
Matt Purslow is IGN's Executive Editor of Features.


Baldur’s Gate 4 appears to have developers running scared because they’re worried about meeting expectations set by Larian’s Baldur’s Gate 3. But one developer has said they would consider making the game a “great challenge” — although they’d avoid simply replicating what had gone before.
After Larian decided against making Baldur’s Gate 4 and left Dungeons & Dragons behind to work on Divinity, fans have wondered which studio might be capable of taking on perhaps the toughest sequel in all video games. Among the studios that are often mentioned in online debates about who to turn to is Owlcat Games.
Owlcat is the developer of a number of well-received role-playing games including cRPG Warhammer 40,000: Rogue Trader, which was compared to Baldur’s Gate 3 upon its 2023 release. Rogue Trader is considered one of the best Warhammer 40,000 video games ever made, with fantastic characters, a gripping story, and over 100 hours of content — just like Baldur’s Gate 3.
While it didn’t quite reach the heights of Baldur’s Gate 3, Rogue Trader did well enough for Owlcat to secure a follow-up, Warhammer 40,000: Dark Heresy, which has many fans not just of Games Workshop’s grimdark setting on high alert, but cRPG fans rubbing their hands in anticipation.
So, would Owlcat answer the call, if Hasbro were to pick up the phone and ask it to make Baldur’s Gate 4? That’s the question I put to co-founder and creative director Alexander Mishulin, and… well, he didn’t say no!
“First of all, I would like to thank all the players, all your audience that consider us to be able to do that,” he began, diplomatically. “It's a really great honor. You already said that we are a little bit masochistic. So yeah, we will consider it a great challenge!”
Indeed I had said Owlcat was masochistic — for taking on the challenge of making Warhammer 40,000 games and a The Expanse game (we’ve got an exclusive reveal on The Expanse right here), as part of a wide-ranging interview in which we discuss Owlcat's enormous growth over the last decade. The Warhammer 40,000 and The Expanse universes each has a hardcore fanbase that puts any adaptation under intense scrutiny, but Owlcat is very much up for meeting player expectations, which is why Baldur’s Gate 4 might be a great fit.
It's worth noting that Mishulin is not confirming anything here, but understands what taking on Baldur's Gate 4 would involve, and the challenge Owlcat would face were matching the standards set by its predecessor. But, he suggests, that’s fine, because any developer simply trying to replicate a Larian game would be doomed to fail.
“In my opinion, Larian has made their own vision of how a sequel to Baldurs's Gate should be, and they presented it to us. Any other studio that will be doing BG4 will be doing their own game in the Baldurs' Gate setting,” he explained. “It will not be Larian's BG3, because BG3 is very Larian formula, with all their ideas for combat and how they mix with Dungeons & Dragons, with their idea of the co-op experience and how it plays into the Dungeons & Dragons experience. So any studio that would be trying to replicate that is bound to fail. It’s just not the way it works. Larian were making such games for 20 years, 30 years right now, starting from the first Divinity. It's their view of the games, it's their view of RPGs, and it's a great game.
“But other studios will do something differently. They will have their own DNA, their own ideas, and they will pour them into Baldur’s Gate 4, and it will be something else. I hope that there will be a studio brave enough and passionate enough and skillful enough to do that game.”
Like Owlcat?
“Thank you!” Mishulin replied, with a smile.
Hasbro, which owns Dungeons & Dragons operator Wizards of the Coast, has insisted it intends to make Baldur's Gate 4 eventually. But it turns out developers are actually turning the project down.
PC Gamer recently spoke with James Ohlen, co-lead designer of Baldur’s Gate 2 and former boss of Hasbro-owned Exodus developer Archetype Entertainment, and he revealed that Hasbro had asked him to make Baldur’s Gate 4, but he said no. Ohlen told Hasbro boss Chris Cox, who had called him to ask about making Baldur’s Gate 4 as soon as he found out Larian wouldn't, that he “would fail.” Why? Because he didn’t think he could compete against Baldur’s Gate 3. “That would be insanity,” he said.
Larian, which had years of experience making role-playing games with its own engine via the well-received and successful Divinity: Original Sin games before starting work on Baldur's Gate 3, put the game into Steam early access for years before its full launch in 2023. That long-running process and the invaluable feedback that came from it helped shape the game. But on top of that, the developers at Larian are just amazing at what they do, their writers are the best in the business, their quest designers the envy of the video game industry. Baldur’s Gate 3 is a masterpiece but it is also truly unique, with more content than any single player could ever hope to see. Most developers are not in the position to make a game like Baldur’s Gate 3. None, other than perhaps Rockstar, has the time, resources, or the freedom to make the sort of creative decisions that went into Baldur's Gate 3. Baldur’s Gate 3 is a single-player role-playing game that could last you forever, and truly, there are none in the modern era quite like it.
How do you follow Baldur’s Gate 3, then? Ohlen, clearly, couldn’t see a path forward. He said he’d need to start from scratch, because Larian has walked away from Dungeons & Dragons and taken its engine with it. So, he’d need at least half a decade to build the tech, and there’s no way Larian would agree to licensing out its engine.
Then there’s Larian boss Swen Vincke to contend with. He’s the CEO of the company and the majority shareholder, but he’s also the director of Baldur’s Gate 3, which means he is free to make creative decisions — for better and for worse. Most triple-A studio CEOs do not have such freedom or control.
"Swen's always going to be the master of building those kinds of things,” Ohlen said. “It's really hard to take him off that throne, just because of everything — the tools, institutional knowledge, team."
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.

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.




