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Ubisoft Laying Off 100+ Staff and Ending Game Development at Ghost Recon Studio Red Storm Entertainment

Ubisoft has announced yet more layoffs as part of its ongoing cost cutting program, with 105 staff now set to depart veteran Tom Clancy game studio Red Storm Entertainment.

Founded in 1996, the North Carolina-based team previously worked on numerous Ghost Recon and Rainbow Six titles. More recently the team had developed several VR games, contributed to the failed live-service shooter XDefiant, and spent years working on the now-cancelled free-to-play spinoff The Division Heartland.

Red Storm Entertainment is now being downsized permanently, IGN understands, and game development formally ended at the studio. The developer, which is set to celebrate its 30th anniversary later this year, will remain open — though simply focused on behind-the-scenes technical work.

This is the third round of layoffs at Red Storm in as many years, following the loss of 19 jobs last year, and 45 positions across Red Storm and San Francisco back in 2024. Before these, and today's further 105 job losses, the company employed 180 people in 2022 — a figure the company has now decimated.

Ubisoft has cut hundreds of staff and fully closed numerous studios in previous years, with 2026 already off to a brutal start. In January, the company canceled six games including its Prince of Persia: Sands of Time remake and closed two Ubisoft studios completely (Ubisoft Stockholm and Ubisoft Halifax), while making layoffs at its office in Abu Dhabi, at Trials studio RedLynx and at Avatar: Frontiers of Pandora outfit Massive Entertainment.

Just a week after that, Ubisoft announced plans to ditch 200 jobs at its company headquarters in Paris, leading to protests within the French capital. Next, in February, Ubisoft was forced to reassure fans that its long-awaited Splinter Cell remake remained in development after 40 jobs were eliminated at its studio Ubisoft Toronto.

Across three decades, Red Storm Entertainment has worked on more than 30 game projects, including the original Tom Clancy's Rainbow Six released in 1998 for the original PlayStation and N64. The studio then developed the 2001 Tom Clancy's Ghost Recon for PS2, GameCube and Xbox, before contributing to numerous further spinoffs and sequels.

Recent years saw the studio become Ubisoft's VR game specialist, with the company developing 2016 social deduction game Werewolves Within, 2017's well-received Star Trek: Bridge Crew, and 2023's Assassin's Creed Nexus VR — a game that will now be Red Storm's final ever release.

The past couple of years have seen Ubisoft ditch several of Red Storm Entertainment's work-in-progress projects despite years of work: a Tom Clancy's Splinter Cell VR game, and The Division Heartland, which was announced in 2021 and confirmed to be canned in 2024.

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Pokémon Card Owner in Japan Swindled Out of Over $300,000 After Falling for One of the Oldest Fake Money Tricks in the Book

Police in Japan have arrested three men in a Pokémon card-buying scam. The alleged criminals arranged to buy three rare Pokémon cards for 51 million yen (approx. $320,000) from an individual. However, the paper bag they handed over to the victim was just filled with bundles of paper designed to look like real stacks of cash. This clichéd strategy has drawn some amusement on Japanese social media for being like something out of an anime.

Toru Morino (38), Jun Takemura (54), and Eiji Koda (52) are suspected of working together to swindle a man in his 30s out of three valuable and rare Pokémon cards. Back in June 2024, they apparently arranged to meet up with the victim at a hotel in Tokyo to exchange 51 million yen in cash for the Pokémon cards. The accused trio apparently gained the victim’s trust by showing him what seemed to be wads of money in a paper bag. However, after leaving the hotel, the victim discovered that only the top 10,000 yen (approx. $60) note of each bundle was genuine, and the rest were merely pieces of banknote-sized paper. So instead of receiving the promised 51 million yen, the victim only got 1 million yen (approx. $6,295) for his trio of rare Pokémon cards.

According to Japanese news reports, Morino has remained silent, while Takemura and Koda denied any involvement in the incident (FNN Prime Online).

On social media, the case has drawn some amused reactions over the method used by the fraudsters, with many pointing out how the fake bundles of cash seem too much like a cliché from a TV drama or movie to be a real-life strategy. “There really are guys that use that trick,” one commenter mused. Over on Yahoo Japan News, commenters were puzzled as to why the seller didn’t notice the money was fake, with one person saying: “normally you’d count them wouldn’t you? Or at least one bundle.” Another mused: “it’s a crime that plays on psychology,” wondering if the seller didn’t check the money properly because they assumed that the buyers would have prepared the correct amount with the assumption that it would be checked by the seller. “50 million yen is enough to buy a detached house in Yokohama. Handing over that much cash in person… I thought that sort of thing only happened in anime, where they simply pop open a briefcase…”

“The scam is terrible but the state of the Pokémon card scene, in which just three paper cards can command 51 million is pretty terrifying too. I wonder what cards they were?” mused one user on X / Twitter. Police have yet to reveal which cards were involved.

Others pointed out that when it comes to high-value Pokémon cards, exchanging money in person is already "too high risk." "Nowadays, Pokémon cards are no longer just 'toys' but high-value assets," pointed out another user on X, adding that if owners don’t set up suitably secure methods to sell their valuable cards then such scams will keep happening.

Indeed, the soaring market value of rare Pokémon cards has made them the focus of crimes in recent years. For example, last year a Pokémon card shop in Japan made the news for getting robbed of $92,000 in cards, allegedly by the owner of a rival TCG store. In February 2025, there was a string of Pokémon card thefts across stores in Melbourne, Australia (source: ABC News). In the U.S., there has been a spate of Pokémon card store robberies in cities including Boston, Los Angeles, and Seattle. And in January this year, a Pokémon TCG store in New York was robbed at gunpoint of $116,000 worth of cards during a busy event, with 50 people held hostage.

Photographer: Yuriko Nakao/Bloomberg via Getty Images.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

Forza Horizon 6’s Customization Improvements and Crazier-Than-Ever Forza Edition Cars | IGN First

We know that Forza Horizon 6 will arrive with 550 cars on day one, which is the largest number of cars at launch for any previous Forza Horizon game. That number will obviously only continue to grow over the next several years. After all, Forza Horizon 5 arrived with just over 500, and now sports around 900. Whether it’s something brand new to the series, or a previously-seen car cleared for a return appearance, Forza Horizon 6 will no doubt grow weekly. As we’ve learnt in the past, the Forza team is never not building cars.

However, moving forward from the Xbox One and Xbox One X generation of consoles has given Playground Games the opportunity to finally pull the trigger on a number of improvements to vehicles; improvements which touch every single car.

“So there’s work we’ve done across our whole suite of vehicles in carrying them forward,” explains production director Mike Bennett. “So, for example, if you look at our headlights and taillights, we’ve got a new refraction-based shader on them, which gives them this really authentic look of depth and feel.

“Also, with things like where you have the more polycarbonate-style headlights, there’s a sort of rainbow refraction effect that you get through there, like an iridescence as the light is cast through it. We’ve also reworked our materials used across the library of vehicles as well. So we’ve done some basic stuff like that outside of customisation.

There’s work we’ve done across our whole suite of vehicles in carrying them forward.

“Some of the coolest things I think we’ve done are where we’ve made investments that touch the entire library. So there are new vehicles that we have in the game – and those vehicles have their own unique, bespoke parts which are exclusive to that car – but then I think probably the biggest areas, some of the areas we’re most excited about, are things like Forza aero and window decals.”

The ability to place decals on windows has been something that’s been requested ever since the influential livery editor was first introduced to the Forza series in 2007’s Forza Motorsport 2. It’s been spoken about previously, but Bennett reiterates it’s something the team has wanted to do for a very long time.

“That requires a massive investment,” he says. “You have to go back and do work to every single car in order to support that. So we’re really thrilled that we’ve been able to bring that to players, and that allows everything from doing huge ornate designs that span across the windows – wrap all the way around the car – to simpler stuff like having a sun strip in the windscreen. Or even just smaller, low key things like having window stickers that you can go and place on there.

[Window decals] requires a massive investment. You have to go back and do work to every single car in order to support that.

“And that’s kind of a fun one as well, because we link that into the campaign as you progress. You’ll unlock little graphics you can go in and proudly display in there as well.”

With these changes, the team has confirmed that full livery support from Forza Horizon 5 is not supported. However, Playground is actively testing solutions to allow players to import their livery vinyls, and can confirm that this feature will ship when Forza Horizon 6 launches.

Also, before you ask: yes, you can cover your whole windscreen with stickers if you choose.

Ka-chow.

“When a player applies liveries or decals to their windows, they can tune their opacity level,” explains Bennett. “This means they can set them to [be] fully opaque or highly transparent, so yes – if a player really wanted to, they could completely block their visibility through the windows if that’s what they choose! Rather than making that decision for the players, we thought it was better to allow them to make that choice.”

Another noticeable improvement that touches on each of the hundreds of cars in the game has been to the series own-brand Forza aero – the adjustable, unbranded splitters and wings players apply to their cars in order to unlock aero tuning. Dedicated car builders have become increasingly critical of the one-size-fits-all approach of the all-purpose Forza aero parts available in Forza games. However, Forza Horizon 6 will feature front splitters tailored to the individual car, and modern spoilers with separate paintable elements.

“So we’ve redone the front end and the rear wing for Forza aero,” explains vehicle handling designer James Leech. “So the new front splitter is completely bespoke to each car. Where before we had one piece that would just go onto the front of the car, now each can tailor itself to the design of the actual vehicle.

Leech showcases the new Forza aero on a Toyota GR86, explaining how the front splitters in particular won’t simply look the same on the GR86 as they do on everything else.

“It looks more natural, especially with the canards as well,” he says. “It follows the body lines a lot better. And we have a new tow hook, which has the feature of being able to be paintable. So, for people that like the smaller customisation, it means you can make the look more cohesive and instead of a red blob on the front of the car, you can actually make it look complete.”

“I think just the fact that the kit – the Forza aero pieces themselves – every single one of them has been somewhat reworked and somewhat retouched to work with the profile of that vehicle,” adds Bennett. “That’s the biggest uplift.

The Forza aero pieces themselves – every single one of them has been somewhat reworked and somewhat retouched to work with the profile of that vehicle.

“There were some cars in the past where maybe it just didn’t sit super well against that vehicle. So yeah, you got a performance uplift, you got a visual change, but maybe it didn’t quite look as cohesive as you wanted it to. But now, genuinely, I think it looks so much stronger aesthetically. The new materials on it, the supporting struts that we have.

“The new design for the rear wing – the kind of swan neck-style wing – is much more modern looking than what we had in the past. You can customise the end plates; a bright colour complimentary to the car, or again you could throw on one of our new carbon materials and just provide something really, really subtle there. I'm really hoping, and I think we really believe, that the Forza aero work that we’ve done has been really, really valuable to our car roster. And like I say, it’s almost all of our cars that I think we have Forza aero pieces for, so a really big investment there.”

There have also been improvements to the paint shop, both with material types and through quality-of-life options that will cut down menu shuffling for prolific painters.

“So within our advanced materials, we reworked our metallics, we’ve got a new heavy metal flake material in there,” begins Bennett. “We have a candy paint.

“And one of the nicest things, honestly, is we’ve removed a lot of the friction that you used to experience when you navigate through the paint. So, in the past if you wanted to choose a metallic, you would have to go into the paint shop, you’d have to tab through to advance, you’d have to navigate down, you’d then have to click into metallics, and then you’d be tuning multiple values to get the right hue.

We’ve removed a lot of the friction that you used to experience when you navigate through the paint.

“And it was a lot of clicks, is probably the best way to put it. And it was kind of hidden. So there was a bit of a barrier to entry there where, if you were more like a power user, you were experienced from the previous games, you knew how to get there. But I think for somebody who’s less experienced with the games, it was kind of hard to find. So now when you go to the paints menu, you open it up, you go to the standard paints; you can just simply click the right trigger and you’ll swap in between gloss, semi-gloss, matte, metallics, and then you can dive in from there to the advanced paint menu and make those adjustments.

“You can also favourite paints from there, which we think should be a really powerful feature for people who use our livery editor. Those guys do incredible things and they’re working with often hundreds of layers. So I think being able to quickly assemble a palette of favourite colours that they can go and swap between when they’re applying different graphics should be something really valuable for them as well.”

On top of this, there will be over 100 new rims, and the ability to choose different rims on the front and rear.

“The reason people actually want this is because in a lot of tuning culture, especially like grass roots time attack and track racing, you’ll run different specs front and rear – so we’ll just swap different wheels on,” says Leech. “Or drifters, they go through so many sets of rear tyres that you’re normally just throwing on whatever you have. It’s really cool that players will actually be able to use this feature and make builds to replicate what they want to see and what they’re into.”

“We kind of teased this a little bit in the past; not as a deliberate tease, but there have been cars that we’ve brought out that have been pre-modified – like the Hoonigan cars and that kind of stuff – and they’re had different rims on the front and rear,” adds Bennett. “So people like me are looking at this thing thinking, ‘Oh come on! Please allow me to make that choice for myself on my builds.’ It’s a small thing but I think, to the people that are into cars and like to spend a lot of time in the Auto Show doing builds, they’re gonna love that.”

There are also some fun new options for kei cars, and Leech brings out a Honda Beat to experiment with.

“It’s a small car, right? You can’t fit big engines in these things, but they are perfect for engine swaps from a different type of vehicle,” teases Bennett. “Throw a motorbike swap into that thing.”

“Yeah, now it’s gonna redline at, like, 15-grand,” smiles Leech.

“So we’ve got a few new motorbike engine swaps that all have some great audio, and they also rev to silly numbers,” says Bennett. “I’m really excited for those.”

Bennett also confirms kei cars will feature appropriate number plates with correct number classifications in game; in Japan, kei cars have yellow number plates with black lettering.

While these improvements to car customisation will no doubt result in an overall improvement in the kind of builds players can create, Playground has been going a bit nuts with its own completely custom cars in the meantime.

In Forza Horizon 6, Forza Edition cars are being injected with entirely custom fabrication you can’t recreate by manually applying upgrades in the Auto Show. The team explains they began to experiment with this a little later in Forza Horizon 5’s lifespan.

“So there’s two examples of this,” says Bennett. “One was the Horizon Edition Dodge Viper that we added to the game, where that had a really unique carbon fibre aero kit that we added for it, and we also put a sun strip in the windscreen. So really kind of separated it from what you could get with the standard Viper. You couldn’t just modify one to make it look like that.

“And then we pushed that even further with the Jordan Luka collaboration, where we basically did a full resto mod on the car. So we took the Camaro, it was widened, it had unique wheels on it. I think it had a unique tyre design. The whole interior was reworked. We kind of riffed on the design of the trainer. The body was really heavily modified, the lights were changed. It was such a cool car, but we had a ton of fun working on it, and we think our players really, really loved this thing that we’d created. And so you can consider that. And then also, if you look at shows like SEMA or Tokyo Auto Salon – or even when you consider our location of Japan, and the incredible builds you see coming out of these tiny workshops dotted around the country – we’re like, ‘Look, there’s something to this. How do we go and move Forza Editions forward for the next game?’

“And so what we’ve tried to do is take as many of those elements as possible and feed those into the Forza Editions that we feature in the game. And personally, I think these are some of our most exciting cars. So again, they’re very rare; you can’t just go and buy these through the Auto Show. They come either through rare wheel spins or, interestingly, a few of these will be available as aftermarket cars. So, as you’re out exploring the world, some of these might pop up for sale as aftermarket cars on driveways, giving you a nice reason to go out and cruise and explore the world, make some fun discovery moments there.”

The thing that makes Forza Editions special this time around is how unique they are – and that goes far beyond their special, glow-in-the-dark, commemorative-style Mount Fuji number plates.

“The thing that, for me, really separates them is just the level of detail we’ve gone to in terms of differentiating them from a stock car modified with the parts available to you through the Auto Show normally,” says Bennett. “So they still have unique perks. Some of those unique perks will be tied to the new gameplay we have as well. So open-world time attack, additional link skills – that kind of thing. But yeah, really it’s the level of attention we put into the visuals of those cars. We really let our vehicle artists off the leash and show what they can do.”

“I know that players have seen a lot of that Miata from the reveal, the pretty crazy one,” says Leech. “Yeah, that’s got a V10, with the turbos for headlights. I think it’s one of the first things people saw. They were like, ‘What is that?’ And then you can see from the front end it’s even got the tow hook coming out the front end, like it’s the little tongue, which I think is quite funny.

“I think the amount of detail that’s gone into just the Forza Editions in general, we’ve even gone down to the point where how would these cars actually work? So, for example, if you look inside in the passenger footwell, the firewall’s actually been expanded, and you can see where the welds of where they’ve put more metal to even fit the engine to begin with. We would’ve never gone to those lengths previously for some of those cars.

We would’ve never gone to those lengths previously for some of those cars.

“There’s the roll cage,” adds Bennett. “We’ve got working dials attached to the roll cage as well. We’ve ripped out the seat, so it’s now a single seat with a harness; more like a race seat design style in there.

“If you look around the car, we’ve even reworked the brightwork. So where you’ve got the rivets on the arches, the metal for the handles on the doors and the fixings for the hard top on the standard car, those things would be chrome elements. They’ve been given a sort of brass-copper look to knit in with the overall look of the car. So yeah, just that level of detail, like cutting and modifying the bodywork, like exposing an engine coming up through the bonnet, twin turbochargers; they just look so different compared to what you could build through the Auto Show, and I think that makes them really, really cool.”

Leech notes you can still do a little more customisation to the Forza Edition MX-5 to make it your own, if you wish.

“There is a bit more customisation you can do with that Forza Edition,” he says. “I guess the spec, out of the box, is this kind of drag car. It’s got the drag wheels, it’s got drag slicks, it’s got this low, drag look. But you can put Forza aero in the front, and it’s got this custom rear wing, and then you can put slicks on it, and then you can turn it into basically a little time attack car. So I think that’s something that we haven’t done before, where you can actually make a twist on the Forza Edition itself, and then turn it into something that’s capable of something completely different.”

Speaking of different, Forza Horizon 6’s Forza Edition S-Cargo is about as different as you can get, turning Nissan’s quirky, 70-odd horsepower, snail-shaped, mini cargo van from 1989 into an insane, rear-engine banshee full of custom engineering and a new, central driving position.

“The S-Cargo started off as a joke from one of our vehicle artists,” says Leech. “When they were working it up for Forza Horizon 5, they noticed that the dials were in the middle of the car, and they were, like, ‘You sit on the right, why don’t they sit in the middle? Then the dials actually make sense.’ And then I guess they just spun up the idea of this crazy, time attack, space frame S-Cargo, just from a simple joke.

“But the amount of detail that’s gone into that build. They made this bespoke space frame, but it’s got a front-mounted turbo. Okay, so we need to raise up the space frame so the actual exhaust work to the front turbo makes sense. Yeah, that thing’s absolutely nuts. I can’t wait to show that one off.”

“And the details on that as well; the consideration that goes into it,” adds Bennett. “Okay, we have this huge rear wing; it’s mounted to the space frame. Okay, well, of course, we’ve got to go and model these cutouts in the plexiglass rear window so that the rear door can open without interfering with the rear wing. Yeah, I think that probably exemplifies best what our artists can do when they are fully let off the leash.”

“And the fact that you can take the front clamshell off and you can see the front wishbones, and the intercooler piping and stuff like that,” says Leech. “It’s the one car that I'm, like, ‘I thought it was a real car.’”

The third car the team shows us is the Forza Edition Mazda RX-3, which is a little more sedate than the previous two – but that is intentional.

“Yeah, I love the RX-3,” says Leech. “We’ve drawn a lot of inspiration from car cultures of the ’70s and ’80s, and then some subcultures there. They were inspired by touring car racing at the time, so we have the works-like bubble arches on the car, and we have the small steering reel, the chin spoiler, and front-mount intercooler, and the upswept exhaust. It just looks super period.

“We even have the big, stock, banded steelies, like, the dish wheels. It just looks so cool. And it’s a different driving experience from what the other Forza Editions are. This one’s more grounded. It’s still a super highly strung, naturally aspirated rotary, but it’s more about just cruising, making cool noises.”

Bennett confirms the level of car passion in the studio has meant there is no need to handhold their car team through the building of these wild but otherwise convincing builds.

“Our studio is incredible because we’ve got so many people here who love elements of our game which are broader than cars, and they bring a really unique perspective there,” he says. “But then also it’s incredibly important for us that we’ve got people who are really, really into cars, and within our vehicle team – whether it’s our handling team or our art team – we’ve got people who are really, really, really passionate about cars.

“And there’s so much expertise that you can go and leverage there. So when it comes to a build like the MX-5, it’s not as if you have to really handhold somebody’s hand through that process. They instinctively know that, ‘Okay, well if I’m going to go and put a V10 in the bonnet of this thing, it’s not just going to fit in that engine bay.’

Within our vehicle team – whether it’s our handling team or our art team – we’ve got people who are really, really, really passionate about cars.

“And they’re poring over and being inspired by builds they see at SEMA, and videos of people building these cars at home. So they’re kind of acting out the fantasy that they have of building these cars in the virtual world. And I think that’s one of the most exciting things; the consideration of the details, like, ‘Oh wow, you’ve added a grab hook to get in and out of that vehicle. Well, yeah, I guess of course you would do that, because it's going to be a challenge to get in over that tubular space frame that you fabricated into that vehicle otherwise.’ So yeah, I think really the knowledge and the expertise, it is just kind of born out of the passion of the team. It’s not a thing that has to be, I guess, dictated or instilled. It is thriving. And if it wasn’t, we probably wouldn’t have arrived at the place that we have with our Forza Editions on this game.”

“I don’t think you can instruct passion,” says Leech “I think that’s one of those things you either have it or you don’t. And I think we have a lot of passion.”

Of course, in Forza Horizon 6, you won’t just be restricted to customising your cars – you’ll also be able to customise the garages you store them in. There are eight houses in Forza Horizon 6 that players will be able to buy, and each one has a garage. Each garage can be customised differently. When you pull up to houses you will load into the garage, so no more painting your cars on the driveway. As you progress through the campaign and buy more houses, you’ll unlock the ability to store multiple cars in your garage – one of which will be your current car, with full Forzavista functionality, and the others will be static display models drawn from your garage. Garages will support a main car and up to three additional display cars.

I’m immediately taken by how much they remind me of digital versions of diecast car dioramas, and the team explains they were inspired by things players had begun doing with Forza Horizon 5’s creator tools, building backdrops to show off their cars in certain ways. Players will be able to build typical, private garages, or put down asphalt and build a parking basement, or any number of crazy, creative ideas.

“I think the real inspiration goes towards that whole car culture thing of being able to not only build your cars and customise them, but also have somewhere to show them off, as in you would in real life,” explains producer Yazid Tahri. “And I think that was really what we were trying for when we were looking into the design for this, and how we can make that available to the players.

“It was thinking, ‘Okay, we know they have cool cars, they have ways of making the cars look cool; how can we make it so they also have a space, like those diecast, where they can show them in a specific way?’ Play around with themes, play around with looks, and have that ability to update that alongside their vehicles. I think that was the main thing we were trying to think about; it was, like, ‘All right, if I’m the player, what’s the best way to do that? What tools do we have available? What could we create for them to create that space?’

“And it is something that we know players do,” adds design director Torben Ellert. “I mean, we’ve talked about this, the journey that we’ve been on with Horizon 3 and players deciding that certain houses belonged to them. And then in Horizon 4 we implemented the houses feature.

“In Horizon 5, we built Event Lab, we built Event Lab Island. And, as you said, we wanted to deliver on something we know that fans have asked for many times: ‘Customisable houses when?’ So looking to find a way to bring that really powerful, robust tool set that we tested out, that we knew could do all of these things, that we knew players were using to do this in so far as they could. And then actually turning it into a curated building experience with as much freedom as possible, like allowing you to clip things through walls and sink things into the ground and really be as free as possible where you place your car, so you can make something that looks like a garage, or you can make something that looks like a superhero lair if that’s your vibe.

“Speaking fully selfishly, the ability to change my car in a space that I made makes me care about this so much more. It’s not the same interior of the Auto Show that is always perfectly lit and looks a little bit like a hangar, or a sound stage. It is a space that is yours, that is reflective of an aesthetic that you think is cool.”

The ability to change my car in a space that I made makes me care about this so much more... It is a space that is yours, that is reflective of an aesthetic that you think is cool.

Garages function like all other user-content in Forza Horizon games, and they’ll be shareable with the community, have share codes, and be able to be browsed and downloaded.

“Yes, I absolutely anticipate that it will be a small number of players who make the wild things that you see in games like this,” explains Ellert. “But then I look at other games that have building mechanics in them, and the creativity it unlocks lifts the community, but it also inspires the community.

“It’s like, ‘Oh wow, I can’t make the inside of a medieval dungeon with my cars in it, or something, but maybe I can mess around with it a little bit. Maybe I can get on that journey to move forward.’ So yes, it’s catering to a specific, very creative group of people, but ultimately I hope that more people will engage with it, more people will try it out.”

“I think we also have to keep in mind that we’ve designed these features and implanted them on a whole side of, ‘We know there is this smaller fraction of players that build, but we also know that there’s still this huge chunk of our players that enjoy and consume the fruit of the creativity of those master builders,’ adds Tahri.

“Sure, I could be a player that loves the idea of that, but not necessarily has the time to sink into building my own layout or familiarising myself with the tool. But due to how the feature is done and how we want it to be, it’s going to be fairly easy to pick up a pretty cool, pretty unique layout.

“You’ll be able to pick what cars you show in there, but that layout would’ve been made by someone else. So you won’t be able to edit it directly, but you’ll be able to pick and place your own cars as if it was your own garage, right? You found a contractor that built it for yourself, and then you just have your cool cars shown in there!”

While the team explains players will be afforded a lot of freedom in terms of placing objects, with clipping and kludging all permitted for people to achieve the precise look they’re after, we won’t be able to place vinyls in the space. However, perfect is the enemy of good, and sometimes compromises need to be made to get new functionality like this completed.

“It was challenging, is the short answer,” says Ellert. “I think we’ve made compromises to the bone on the original ideas that we had. There was a version of it where every house had a different floor plan. There was a version of it where there were windows in it, but we kind of talk about these as next-tier problems. If there’s a window outside, what happens when it’s nighttime? What happens when it’s winter? What happens if a car drives past? All of those become really difficult to answer, and we really wanted these features to ship in the game. So every time we had to make a scoping decision. It was, ‘Can we still keep the core of this?’ Which, for me, it was, ‘Can I have my brutalist architectural living room with a 911 parked next to my sofa? Can I still make that?’ Yes. Okay, we’re still good.”

Tune in next week for a first look at Forza Horizon 6’s new Rush events.

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

How a Failing Nintendo Accessory Spawned the $100 Billion Pokémon Empire

Without Nintendo’s Game Boy Link Cable, Pokémon would have never sold hundreds of millions of video games, printed tens of billions of trading cards, and had hundreds of millions of people play Pokémon Go. But how exactly did Nintendo’s once-failing peripheral lead to the creation of one of gaming’s most iconic brands, one that has stood the test of time for 30 years? This is the story of how a simple cable spawned a $100 billion empire.

The Game Link

It’s April 1989. The hottest device on the market is Nintendo’s Game Boy, instantly selling hundreds of thousands of units thanks to its revolutionary ability to play games anywhere. But despite its tiny, personal-sized screen, the Game Boy experience wasn’t intended to be a lonely one. A peripheral designed to link multiple Game Boys together also arrived at launch: the Game Link Cable. But while that length of wire unlocked a whole world of multiplayer possibilities, it went largely uncelebrated: most early adopters were using their Game Boys to play hit games like Tetris and Super Mario Land solo. The Game Link Cable was anything but a must-buy accessory.

Eight years and more than 130 games came and went, and during that time Nintendo and its development partners failed to create a truly “killer app” for the Game Link. While Bomberman and Street Fighter 2’s versus modes pushed the limits of the Game Link Cable's real-time data transfer capabilities, most games on the Game Boy were still designed and sold as single-player experiences with an additional scaled-down multiplayer component.

Enter Game Freak co-founder Satoshi Tajiri, who saw the potential in this largely ignored length of wire and plastic. He had an idea that would completely change the cable’s fortunes. He just needed a little help.

Capsule Monsters

During his youth, Satoshi Tajiri was obsessed with bugs. Growing up in suburban Tokyo, he became so engrossed by wandering through forests and collecting insects that he was once referred to as “Dr. Bug”. Eventually the forests he once foraged in were urbanized, but his love for collecting the smallest of creatures never faded.

Fast forward to 1990. Tariji, now the co-founder of developer Game Freak, pitched Nintendo a game where players would capture monsters in pocket-sized capsules and trade their collection with friends. And how would you trade with friends? Taijiri planned to use what he considered to be the Game Boy’s most underappreciated accessory, the Game Link Cable. He’d always imagined bugs crawling along the wire, from one Game Boy to another, when watching two people play together on the train. The real heart of the idea, though, stemmed from Tajiri’s experience with Dragon Quest 2, which saw him trying and ultimately failing to earn a rare item. He wished that he could just trade for the item with a friend instead of trying to earn it himself. These two thoughts eventually became the core building blocks of the original pitch for “Capsule Monsters.”

The pitch was met with skepticism due to the ambitious nature of the project. Nintendo struggled to see the appeal since nothing like this had ever been done before. Thankfully, Shigeru Miyamoto – Nintendo’s famed designer who’d pitched The Legend of Zelda based on his own childhood adventures in the countryside – took a liking to Tajiri’s idea and helped convince Nintendo to give Capsule Monsters the green light, as well as offer his services as a producer. With the backing of an industry legend, a new franchise was about to be born… one that would never have existed without the Game Link Cable.

Miyamoto suggested that something extra was needed to truly realize the potential of trading monsters and encourage use of the feature. In a moment of brilliance, he suggested introducing multiple versions of the game with slight variations to the available monsters so players would need to trade with each other in order to catch them all.

It struck me as a novel use of the Game Boy hardware, a new gameplay experience that couldn’t be had on any other system.

“At first, there were no plans for the different Red/Blue carts,” Miyamoto revealed in a contribution to the Satoshi Tajiri Biographical Manga, released in 2018. “It was going to just be a single cart, but I wanted to do something a little more creative for this. Since the core of the game was catching and trading Pokémon, creating two different cart versions which had slightly different chances for each Pokémon to appear would encourage and necessitate friends to trade with each other, and make the whole experience more fun.”

Tajiri also hoped that this approach would create a way for players to develop friendships through the heavy use of the Game Link Cable, since Capsule Monsters' endgame required trading and battling other people in the real world. “It struck me as a novel use of the Game Boy hardware, a new gameplay experience that couldn’t be had on any other system,” Miyamoto said.

Unlike the majority of Game Boy games, which were made within the space of one or two years, Capsule Monsters – which would eventually be renamed “Pocket Monsters” for Japan and, finally, Pokémon – took a staggering five years to develop. It was an ambitious project that pushed the limits of the system, and that demanded both time and money: Tajiri even stopped taking a salary in order to help with studio costs. To keep the lights on and maintain its grand vision for Pokémon, Game Freak also took on other projects, such as developing Yoshi on the NES and Mario & Wario on the Super Nintendo.

Studio admin wasn’t the only hurdle. A Game Boy cartridge’s 1MB storage capacity posed a significant roadblock for Game Freak’s original vision. Early design documents suggest that there were well over 150 creatures pitched for the game, and while some of those were redesigned and merged into the core 150 pocket monsters featured in Pokémon Red and Green, this reduced roster was still simply too much for the Game Boy’s 1MB cartridge. To shrink the game down to size, Game Freak cut back on content: many monsters, miles of map, and battle system modifiers such as dark and steel-type Pokémon were all stripped away.

Frequent gameplay and presentation changes also slowed development. The original design placed heavier emphasis on trading, selling, and aggressively training Pokémon, and all that was toned down. The original pitch documents envisioned players would capture Pokémon using a charisma stat, and be more active in Pokémon battles by using a whip. For perhaps obvious reasons the whip was taken away (Pokémon is a kids game, after all), along with that sweet-talking capture system.

Despite all these hurdles and the studio nearly shutting down, after six years of development Pokémon Red and Green was released in the spring of 1996. It would not only provide a much-needed boost to the ageing Game Boy, but finally breathe life into its neglected Game Link Cable.

Gotta Catch ‘Em All

The Game Link Cable was not only partly responsible for the creation of Pokémon, but proved to be an integral part of the game's DNA over successive generations. Ever since its humble beginning, every mainline Pokémon game has seen players catch Pokémon so they can train them up for battle. Some Pokémon can only evolve through trading, while others only exist on one version of each game, such as Growlithe on Pokémon Blue, and Meowth on Red. From the start, if you wanted to complete your Pokedex, you needed the Game Link Cable.

Despite its intrinsic value to Pokémon, though, the Game Link Cable wasn't a very sophisticated piece of tech. In its first iteration, the cable was only capable of moving a whopping 1kb of data per second. 1kb is roughly the size of a 150-200 word email, which is, ironically, about the length of this script I’m using to describe the Game Link’s transfer speed. A 1MB file —1,000 kilobytes — would take about 17 minutes to download over the Game Link. Combined with the limited tech powering the Game Boy, Game Freak had to be very clever with how multiplayer features worked.

Battles and trading in the first generation of Pokémon games were never real-time, but also never felt as slow as 1kb/s would suggest. Two Game Boys’ peer-to-peer connection allowed players to send each other small packets of information that were only a few bits in size. If player Red attacked player Blue, the games wouldn't display that in real time, but rather Red’s cartridge would send a small amount of data to Blue, Blue would then accept and confirm that the package was secured, they would shake hands, and then both games would simultaneously play their battle animations, calculate damages, and apply status effects. This would repeat until the battle was won.

Trading, on the other hand, was far more difficult. While the actual trade itself would take a split second, the verification process and handshake between the two Game Boys would require redundancy checks and confirmations to avoid data corruption. Which is why, as a kid, I may or may not have abused this system in order to clone an entire team of Blastoise by yanking the cable from my Game Boy in the middle of a transfer. This slow verification process is why the game featured a longer-than-usual animation showing the traded Pokémon traveling through the cable itself, just like Satoshi Tajiri had imagined while watching two people play Tetris on a train.

You could argue, though, that Pokémon’s success wasn't just down to technical innovation, but rather its marriage with its branding. “Gotta catch 'em all” was a brilliant slogan. Not only did it encourage completionists to buy two copies of the same game, it also made the Game Link an essential companion. The cable finally had its killer app, eight years after it launched. Sure, you could play Pokémon without a link cable, but if you wanted the complete experience, the Game Link Cable was crucial.

And the cable’s legacy persists to this day. Combat had to be turn-based in the original version of Pokémon to accommodate the cable’s limitations, but that battle format remains one of the core pillars of the mainline games today, despite industry progress. Real time battles on a massive scale and mass trading could be achieved with ease in 2026, but would it still feel like Pokémon? The limitations of the original Game Boy hardware have hard-coded Pokémon’s DNA. Changing that would alter the core experience that fans still cherish today. While spin-offs and adjacent games have introduced more robust combat and less tedious ways to trade monsters, the fundamentals dictated by the Game Link cable's limitations remain deeply rooted in the Pokémon of today.

Over three decades, the Pokémon franchise has seen over 489 million games sold. Pokémon cards have become their own micro-economy, with many listed for millions of dollars. The series has entered the mainstream with major Hollywood movies, a long-running anime, and dozens of spin-off shows, manga, and amusement parks. If you can name it, there's probably a version with a Pokémon on it.

While it's hard to think of a world without Charizard, Pikachu, or the 1,000+ other creatures the series has created, it's even stranger to think that if it wasn't for Nintendo’s previously ignored cable, and one man's vision to translate his childhood memories of bug catching into a game, Pokémon may have never existed.

Nekome: Nazi Hunter Aims to Be Like Inglorious Basterds Meets Sifu – IGN Preview

Nekome Nazi Hunter, on paper, looks amazing. This personal, gruesome revenge story has all the right stuff to deliver the gory catharsis its title promises. Combining Arkham-like stealth and combat with an historic setting and unique perspective, it seems like it'll be one to look out for. I had the pleasure of sitting down with a pair of developers from Probably Monsters for a half-hour walkthrough of Nemoke’s stealth, combat, and story. I came out the other side looking forward to getting my hands on the sticks.

It all starts with one word: revenge—well, technically, it's nekome. More than just a title, this is the Yiddish word for revenge. And it permeated every brutal frame I saw, pulling every lever and pulley behind protagonist-meets-fascist-dismantling machine Vano Nastasu’s stoic face. Really, it's something even deeper than just revenge… Nekome feels more like retribution – the soulful, carnal hunt for revenge whose only outcome is justice.

And it's easy to understand why. The Nazis killed Vano’s family and left him for dead. After being rescued by a man and nursed back to health, this redemption by knife is his only recourse. It's interesting to see this kind of gory revenge story focus on the Romani perspective rather than the Jewish perspective we've seen portrayed in works like Inglorious Basterds and Wolfenstein. It still has some of that grindhouse tone, but that change adds something new to it. Though the demo didn't really touch on the Romani perspective, I'm sure we'll learn more about it as time goes on.

This real combat style is all about getting in and incapacitating your opponent as quickly as possible.

Instead, it mostly centered on showcasing a weighty, crunchy style of hand-to-hand combat rarely represented in games about World War II. Vano doesn't have an arsenal of dieselpunk firearms like BJ Blazkowicz, nor does he have the weaponized set dressing and basic fisticuffs that Indiana Jones uses against unsuspecting fascists in The Great Circle. Instead, he's trained in deadly kill-or-be-killed gutter fighting. This real combat style is all about getting in and incapacitating your opponent as quickly as possible.

In motion, Nekome’s gutter style immediately begs comparisons to the Arkham games and Sifu, with counters and strikes opening enemies up for gruesome takedowns. While I can't speak to the feel of playing it for myself, it had that no-holds-barred look you'd want from a game with such a straightforward combat style. This all-out, brutal style underlines the already personal story. As Probably Monsters continues to layer polish and flair onto what I saw, I think it will only continue to get more personal and stylish.

The developers also added a notoriety system to really drive home how vicious each kill is. When you take down an enemy, especially an officer, the other Nazis around you will notice, and your notoriety goes up. If you kill enough Nazis, the rest might fear you so much that chicken logos will appear above their heads and they won't attack you. Obviously, you can absolutely still kill them.

Ending Nazis will also net you something resembling experience points that you can put into new abilities, like doing stealth takedowns on officers. The build I saw was still early enough that Probably Monsters hasn't fully solidified parts of the UI and some of Nekome’s proper nouns, so I'm sure some of this is subject to change, but the ideas will likely remain the same.

It seems like the skill tree rewards stealth as much as it does guns-blazing combat. Vano has a pretty straightforward stealth setup that lets him crouch behind cover, take down low-level enemies, and even has a focus meter that lets him focus to sense enemies around the corner à la Detective Vision from the Arkham games. But Vano isn't a billionaire with a high-tech suit; he's just a bloodthirsty guy with a knife, so this ability is relatively limited, at least with his early moveset.

The levels I saw seemed especially well-equipped for some varied stealth. Where one took place in a series of tighter corridors, another was set in an outdoor section of a large prison, encouraging a varied approach to stealth, combat, and blending the two when necessary. Each level is going to have its own interesting side objectives, too, like burning a certain number of hate symbols scattered throughout the level or taking out a sniper a certain way.

Nekome promises righteous, blood-red carnage that blends Sifu, Arkham, Wolfenstein, and Inglorious Basterds, albeit with its own distinct flair. While Nekome is probably still a ways out, I had a blast even just watching its developers walk me through a few sections of an early build. I can't wait to learn more about its story, whose distinct perspective only makes me more excited to go hands-on.

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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