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Former Dragon Age lead writer David Gaider doesn't think BioWare's fantasy series will return while owned by publisher EA — though knows what he'd do if a fifth game was ever made.
Dragon Age: The Veilguard launched to mixed reviews in late 2024 following a long and rocky development. The resulting fallout saw BioWare downsized and its remaining staff tasked with pre-production on the next Mass Effect, while much of the leadership behind The Veilguard were moved elsewhere within EA, or shown the door.
With BioWare's sole remit now Mass Effect, the chances of another Dragon Age seem slim — with no chance at all before Mass Effect 5 arrives. (BioWare has made no mention of when that will happen, though IGN understands it is likely still a couple years away.) Still, what would Gaider do if the franchise somehow did return, and he got another crack at it?
"I do like a challenge," Gaider told PC Gamer. "So if, out of some weird alignment of the stars, somebody handed the Dragon Age franchise back to me and said, 'Breathe the life back into this baby', that'd be a tough one, but I think that'd be an interesting thing to do.
A 20-year BioWare veteran, Gaider was lead writer on the first three Dragon Age games, departing before the final version of what would become Dragon Age: The Veilguard went into full production. His career has also seen him write for Neverwinter Nights, several Baldur's Gate 2 expansions, and the ill-fated Anthem.
"[I'd] go back to the basics of what made Dragon Age appeal to so many people in the first place," Gaider continued. "And go somewhere dark and dangerous, and do things that will make people upset. I think that's what I would want to do with it."
That would certainly differentiate the project from The Veilguard, which faced criticism for its writing, and several characters in particular who drew ire for their overly youthful portrayals and on-the-nose storylines. But the game had its better moments — the few appearances of Solas were always interesting, while its Mass Effect-inspired final sequence acted as a worthwhile capstone on the franchise's story to date.
Whatever happens with Dragon Age next, the series has effectively concluded the major plotpoints left hanging from the franchise so far, and there's a sense it won't return until after a long rest. Indeed, The Veilguard senior writer Sheryl Chee, who was moved from BioWare to work on Iron Man at Motive, said last year that "DA isn't dead because it's yours now" — living on simply via fan fiction and artwork.
Could Dragon Age return? "From Electronic Arts? Unlikely," Gaider concluded. "Throughout the entire time I was there, we were always one breath away from the project being shelved. The thing that happened is that we kept releasing games, and it would sell much better than they thought it should, and it kept surprising them."
Alas, with The Veilguard, that was not the case. EA has only stated that the game reached 1.5 million players during its first three months on sale, half of the publisher's expectations. By comparison, Dragon Age: Inquisition was BioWare's best-selling game ever, shifting 12 million units.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social


We spent some hands-on time with upcoming survival adventure shooter Zeverland, which seems to be equal parts hardcore crafting/collecting and silly zombie-themed romp. In fact, the developers just told us that they will be pivoting away from a free-to-play MMO model and Zeverland will instead be a buy-to-play PvE survival crafting game. The team told us, “It will offer both a solo experience and co-op on private servers, so players can build and survive on their own or together with friends.”
During Zeverland’s second playtest, we got a glimpse at the early game quests, the path to starting our own settlement, and dipped our toes into the deadly city raids, attempting to find valuable plunder while risking transformative zombie infection. I think I would need more time to know how this stacks up to modern contemporaries in the genre, but I had a good time chopping and shooting my way to relative stability.
The most dramatic difference Zeverland has from peers in this sub genre is how it looks. Humans (and creatures who are no longer human) have exaggerated extremities and a big old noggin. Not quite chibi-style, more like a Funko Pop figure with a more proportional body.
It had to grow on me. Out the gate I was turned off by stalking through forests and fog zones looking like a dirty Bratz doll.I’ll be honest, it had to grow on me. Out the gate I was turned off by stalking through forests and fog zones looking like a dirty Bratz doll. But there is something evocative about the big expressive faces. This style is one of a few things that clash with the tone of the main story - it looks silly and almost playful but nothing about the narrative is at all - but it’s not the distraction it was several hours ago when I first logged on. I feel like every NPC I met was living in The Walking Dead, while every zombie I met, many of which were dressed in funny ways or just generally silly, was straight out of Zombieland. So much of what you can do in this game is just slapstick funny too, like shoving a partner in a shopping cart and ramming them into enemies, attaching a zombie head to a stick to make an impromptu weapon, or just throwing poop at people.
Anyone who has played a zombie survival game should be pretty familiar with what Zeverland is expecting from you, which doesn't really break with that well-established structure much out of the gate. Just about everything that isn’t the ground is searchable, breakable, and collectable and can be used on its own for an effect, or as part of a recipe to create something greater. Crafting in Zeverland is largely standard fare, but there are a few quirks that I found pretty interesting, like being able to make smaller adornments that can add bonuses to anything you can equip. You can also remove them, so if you like the patch you added to a shirt to raise defense but found a better shirt, you can move the adornment to the new gear. All items deteriorate, but you can repair them all without having to use a workbench so long as you have the materials.
When it comes to searching crates, trash cans, cabinets, etc, Zeverland resembles 7 Days to Die to me. The thing you’re searching in is a good indicator of what you can expect in it (a refrigerator having food in it, for instance) but there’s always a chance of something random or out of place being in there as well, like ammo. That usually means just searching everything because you never know what might be in a box – even if the box clearly labels what might be in it. But search when you're in a safe place, because rummaging takes time and you don’t want to be exposed while sorting through knicknacks.
Scavenging for stuff, and just about every other action you take in this dilapidated wilderness, accumulates experience points. Like Elder Scrolls games, that means the more you do something, the better you get at it. These experience points increase your level in a particular skill, and grant some skill points to spend on them to improve specific aspects of it. There's two different groups of skills your XP funnel into: life skills and combat skills. Life skills are your crafting and survival features and combat focuses on your weapons. The skill trees for all of these individual skills are relatively deep for a game like this, and I felt like skill points were coming to me at a regular clip, so if I was more focused on simply leveling up, I could have probably gotten pretty far down said trees fairly easily. But I appreciated that I didn’t have to grind to feel like I was getting reasonably better.
Investing in these skills are the backbone of your progress, even if it doesn't seem all that important out the gate. The life skills you can buy with points seemed pretty straightforward. The first aid branch gives you options like recipes to craft better healing items or bonuses to the healing effects of those you have already, and you’ll really appreciate the difference when you're stuck in a building full of zombies with only a few seconds to patch yourself up before moving to the next deadly room. This goes doubly for weapon skills, which felt pretty overpowered once I started stacking some of their abilities. Increasing the duration and damage of the bleed condition that comes from bladed weapons was a particularly strong move that helped me really decimate enemies efficiently.

Weapons were in abundance, not only because it seemed like most zeds had one on them, but also because with some glue or duct tape, just about anything can be combined with some wood or a stick to create some sort of improvised implement of death. I wasn't quite sure what I was supposed to do with a GPU I found in a box until I realized I could attach it to a broom and make an impromptu axe. This kind of creativity was fun and played back into the kind of overall layer of light-hearted silliness that envelopes Zeverland.
My frankenweapon was rendered pretty obsolete quickly, though, as I found some guns pretty early on - something that usually takes hours to find and craft in other survival games - just on a zombie randomly waving it around like, well, a zombie with a gun. And these weapons were strong, but it never felt like I was so strong that I was never in danger. Zombies of all sizes hit respectably strong, and getting into melee tussles with any of them always felt like a risk. Add two or three at a time, and things could get very dicey very quickly. Only on a handful of occasions was I ever in real danger, but I appreciated Zeverland forcing me to respect the lethality of these creatures, even if they had silly cardboard boxes on their heads.

I admit a big part of why I didn’t see the respawn screen as often as I should have was because of the recruitable NPC companions you can encounter. I found one early, a nurse named Sandra, who guided me through the early quests in order to get to the town where my shelter was built. She never left my side, and played two key roles for me when it was time to rumble with the undead. Firstly, as soon as a zombie swung at me, she would spring into action to attack it, sometimes even diverting its attention altogether so that I was free to shoot from a distance. Secondly, if I went down, she could revive me before the timer ran out so long as she wasn’t also down. The downside to companions is that you need to keep them kitted up with supplies, because they suffer from the same things you will without them, though you can also direct them to stay in your shelter to craft stuff and maintain things while you're away.
Instead of dying outright, I was presented with an interesting option: respawn as normal, or become a Zed myself.Thirst and especially hunger were constant adversaries for me early on. It was very difficult to find enough food for two people in the town that became the host of my starter settlement, and after exhausting all of the berry bushes in the nearby woodlands, I wouldn't find any real sustenance until we ventured out into harm's way, eventually raiding old grocery stores for raw veggies and cans of whatever we can find. Planting farms is a long-term possibility for a sustainable food source, but I didn't have the time to invest in the limited playtest to see a burgeoning carrot patch grow to a size of any real value. Going hungry can be dangerous, as you won't passively heal anymore, and when you're truly starving, you’ll actually start to lose health. It took me an unfortunately long time to get a reasonable amount of food - and to invest in enough recipes to turn that food into a reliable hunger-killer - before I could move on to the big goal in front of me: driving into the danger zone.

Zeverland’s map is spotted with the remains of smaller towns, along with a couple of bigger urban areas boasting a higher density of abandoned stuff to find and zombies to “guard” it. But uniquely, a deadly reddish fog covers big swaths of the map, including a tower I needed to get to to call for survivors. In this fog are stronger versions of the more normal zeds, and gnarlier mutants who barely qualify as being called a zombie at all. You need a special mask with limited filtering capacity to navigate these sections without being poisoned to death, so every excursion is on the clock.
The hardest part of getting to the foggy city in my playtest run was finding enough gas to get there by vehicle. It took a very long time for me to even find enough fuel to get started, let alone enough to get all the way to the destination. And for me, a vehicle seems necessary, as I couldn't imagine travelling through the fog zones on foot with the increased amount of violent zeds lurking behind every bush and building.

Fighting my way through the fog and into the tower was easier than attempting to escape the zone, as my respirator ran out and it was now a race to see if I could speed a hijacked fire truck to safety before I succumbed to the fog. I didn’t, but instead of dying outright, I was presented with an interesting option: respawn as normal, or become a Zed myself. I resisted the urge to mutate into a monster, as I was determined to see this quest through before the playtest ended, but the dangling carrot of becoming the enemy really stuck with me long after the playtest ended. From what I’ve gathered about the experience, you actually can grow and mutate based on other creatures you consume, be they animals, other zeds, or even other players. It’s unclear how long you can go on this way - could I hypothetically just abandon all the stuff I’ve built and be a zed forever?
That joins a lot of other lingering questions I still have for Zeverland as a whole, like what kind of unique challenges will higher level encounters bring, what kind of gameplay does co-op add outside of doing the same things but with friends, and what exactly am I supposed to do with all this poop I keep accumulating? Outside of these mysteries, Zeverland is tedious in the same ways lots of zombie survival games can be, but it's fun and creative in ways a lot its peers aren’t. Will this be enough to pull you away from your current favorite survival obsession?
Jarrett Green is a longtime contributor to IGN. Say hello on X @Jarrettjawn.


Riftbound’s fourth and newest booster set, Vendetta, is just around the corner. With that comes new faces to the card game as well as new mechanics. So we’re happy to exclusively reveal the new rare champion unit, Gangplank, featuring the keyword Empower alongside his full art overnumbered variant.
Riftbound continues to introduce more of the League of Legends roster into the card game, and this new Gangplank is one tough cookie. Coming in at six cost with six might, this can be a fairly costly card especially after paying the empower cost. With that said, as soon as Gangplank is empowered, he becomes a sticky tank of sorts, limiting the various ways you can remove him from the field. Any spell or ability that attempts to stun, incur negative might, or bounce him would simply be nullified and instead gain +3 might in its place. He’s kind of absorbing these particular spells or abilities.
Gangplank is also a Body (Orange) card, so he’ll have all the benefits of staying Mighty and powerful as he holds battlefields. Between the tools available in his rune color and the variety of effects that he can nullify, Gangplank could be a hard counter to certain decks if left unchecked.
Riftbound Vendetta’s English release is set for July 31 with pre-release events starting as early as July 24 at your local game stores. For more Riftbound, check out hands-on impressions of the last set, Unleashed, and also our interview with Riot Senior Designer Jon Moormann about the card game.
Mike Mamon is a Syndication & Digital Specialist at IGN, devil fruit user, and Warrior of Light. Let's chat anime or TCGs on Bluesky @xpmnms.bsky.social


MindsEye developers who have lost their jobs will protest outside the studio’s office over what they have described as an “all-expenses-paid playtest day.”
The IWGB Game Workers Union (the same union representing the fired GTA 6 developers), said the protest will take place outside Build a Rocket Boy’s Edinburgh, Scotland office this Saturday, July 11, at 11am local time. The union alleged BARB will fly fans into the studio to try out new features for MindsEye this weekend.
The union said it will protest the studio’s decision to fund the event after mass layoffs over the last year, and amid wider disputes between workers and the company over alleged invasive employee surveillance, union blacklisting, and the handling of redundancies. The IWGB told IGN it expects around 20 people on the day, including laid-off BARB workers and their supporters. The protest is not expected to include current BARB staff.
BARB provided IGN with the following statement:
"This Saturday we're hosting a community event as part of our ongoing commitment to our game creation system, Arcadia, and the creators who have supported us from the very beginning. Bringing creators together to experience new features first-hand and share direct feedback is a very well-established part of game development, and that feedback is our most important input.”
It’s the latest dramatic development at BARB following the disastrous release of MindsEye. In July last year, IGN reported that BARB had issued at-risk of redundancy emails to its then around 300-strong UK workforce after MindsEye flopped at release. Soon after MindsEye came out, BARB said it was “heartbroken” over the issues players had faced with the game, and promised to release a series of patches to fix the significant performance problems, glitches, and AI behavior bugs.
Story-driven action adventure game MindsEye was initially designed to be a part of Everywhere, the ‘Roblox for adults’ creation platform led by former Grand Theft Auto design chief Leslie Benzies. BARB eventually switched to focus on MindsEye, but it has so-far failed to do the business for the company.
Following the release of the game, Benzies told staff that the studio would bounce back and relaunch MindsEye, blaming its struggles on internal and external saboteurs, among other things. CEO Mark Gerhard said the studio had been investigating what he called “criminal activity” that took place around the launch of the game.
Eventually, BARB attempted to relaunch MindsEye with what was called the “Blacklisted” update, but it failed to move the needle. While console player numbers are unavailable, MindsEye had a 24-hour peak Steam concurrent player count of just 48.
In May, Strauss Zelnick, boss of Rockstar parent company Take-Two, issued what sounded like a nod to BARB’s struggles. "Making hits seems to get harder and harder and harder as entertainment industries mature," Zelnick said, speaking at the TD Cowen 54th Annual Technology, Media & Telecom Conference.
"The folks at Rockstar seem to be able to make these massive hits, and lots of other people have tried. Lots and lots, including former Rockstar employees. And so far, they haven't been able to do it.
"Doesn't mean they can't in the future, by the way," Zelnick continued. "We're always running scared. But it won't be technology that changes the game. What'll change is that some extraordinarily creative individual or individuals will show up and do something astonishing. Our goal is to get those people to work within the Take-Two system. If we fail to do that, we fail."
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.


This week's devastating Xbox layoffs will have a "substantial and cascading effect" on Bethesda's development of The Elder Scrolls 6, multiple staff at the studio have told IGN.
Speaking on condition of anonymity to protect their careers, current and former staff have told me that job losses across Bethesda Game Studios locations have removed more than 50 employees, including "key, high-performing people in the trenches" building the company's long-awaited Skyrim successor. This in turn, they say, has shattered morale, raised the risk of future development crunch, and increased the likelihood that the game's already far-off completion date will be delayed.
Such is the strength of feeling among the tight-knit Bethesda team that, on social media, photos have been shared of multiple makeshift "Celebrations of Service" memorials displayed within the company's offices in Dallas, Texas, and Rockville, Maryland. These feature framed photographs of laid off workers arranged in the studio's common areas, alongside bouquets of flowers. At least one of these displays has now been dismantled under orders of the company's HR department.
"Their loss will have a substantial and cascading effect on the game and morale of this studio," one Bethesda staff member told IGN. "It's been a mix of every discipline: programmers, artists, and designers," said another. "One person who's been at the company since Morrowind was cut."
On social media, the Bethesda Games Studio Union has highlighted a post on the Xbox Player Voice feedback platform, which seeks to raise wider awareness of the job losses and demonstrate to Microsoft that fans are unhappy with the scale of layoffs now associated with their hobby. With 2,588 upvotes it is now in the top 20 Xbox user suggestions on the site, which Microsoft draws from to enact fan feedback on its console platform.
The layoffs are part of the 1,600 staff who lost their jobs this week as part of a brutal downsizing of its business under recently-installed CEO Asha Sharma. In an email sent to staff, Sharma called it the most "significant" restructure in Xbox history, insisting Microsoft’s gaming business "is not healthy." Overall, Xbox is losing about one-fifth of its staff as part of Sharma's push for growth.
A further 1,600 staff will depart the company over the course of this year as Xbox looks to become a leaner operation focused more fully on its biggest brands, such as Halo, Forza, Fallout and — yes — The Elder Scrolls. But these changes will still impact development of TES 6 negatively, staff believe.
"We were already running a tight ship and are worried about this delaying the game..."In an email to Bethesda staff sent following Sharma's memo, Bethesda boss Jill Braff said the layoffs and change in strategy "reflect the realities of our industry and business — and our responsibility to ensure Bethesda is operating from a more stable foundation."
"To be successful in the future, we need to change course," Braff continued. "We must strengthen our business, return to sustainable growth, and ensure we can continue investing in our franchises and our players. I know that doesn't make a day like today any easier." In order to do this, Braff said, Bethesda teams would now work more closely together and focus on the company's "strongest franchises" in order to better serve "our players and Bethesda as a whole."
IGN has already explored how the changes at Bethesda mean focusing on big hitters such as The Elder Scrolls and Fallout, leaving Starfield potentially out in the cold. With Microsoft planning to sell or close Arkane Lyon, Marvel’s Blade may fall by the wayside or be published elsewhere. The Elder Scrolls Online developer ZeniMax Online Studios has already signalled content roadmap changes with fewer staff following the layoffs. Meanwhile id Software, developer of the Doom games, has suffered significant cuts. MachineGames has survived the cull, with a new Wolfenstein game pretty much an open secret at this point. But it’s looking increasingly unlikely that Indiana Jones and the Great Circle will get the sequel it teased at the end of the game.
And as for The Elder Scrolls 6? While it remains one of the most-anticipated games on Xbox's upcoming lineup — perhaps the most anticipated — its development is also the source of concern, too.
"There is a fear that we are going to be replaced by cheaper, contracted labor, or we will hire folks to replace them that will need to be onboarded (our tools are proprietary, other devs aren't going to know how they work) resulting in more delays, and we'll need to crunch to make up the time," one Bethesda developer told IGN.
"We've all been very excited and hyped for TES 6 and this has had a crushing effect on morale," said another staff member. "We were already running a tight ship and are worried about this delaying the game (though a final release date was not yet chosen as far as we know)."
This week, it was reported that The Elder Scrolls 6 is still at least two years away from launch, despite the fact it was originally announced some eight years ago. Bethesda released Starfield in the meantime, of course, but the long wait for a Skyrim follow-up has been a frustrating one for fans, with the franchise already skipping one full console generation in terms of mainline releases.
"It seems like the company wants to make up the loss in talent with outsourcers," one staff member said, pointing to a similar situation in the studio's "decimated" QA department, where work formerly undertaken by in-house employees has now been taken up by overseas staff at development outsourcing firm Keywords. "I've heard from my colleagues that they're already being asked to train new contractors. I have no idea how they'll continue updating Fallout 76 without hiring an external studio."
"You don't get to retire off your work at Xbox. Your time ends when you quit or are laid off."One staff member said they'd been told that colleagues from The Elder Scrolls Online studio ZeniMax Online Studios (ZOS) will now fill in gaps on The Elder Scrolls 6's development team, though it's unclear how this will be managed when publicly-available layoff notices show that ZOS itself has been massively downsized, with 212 staff laid off. Other teams in the ZeniMax family have also been gutted. Game Developer has reported that 136 of 185 full-time employees were laid off from id Software. Outside Bethesda, Bloomberg's Jason Schreier has said that Obsidian Entertainment has laid off a quarter of its staff. It has now been put to work on a new Fallout game, which Bethesda is said to be helping out with.
"I think the specter of layoffs is something we will face in perpetuity until we unionize," one Bethesda staff member said. Another revealed that "survivors" were told they were now safe from Sharma's further 1,600 cuts this year — though there's still a feeling of deep concern that these won't be the end of Xbox's plans to downsize in future.
"The 'survivors' were told they're safe from those next 1,600 but it's not entirely reassuring," a laid-off staff member concluded. "Even if that's true, who's to say there's not another 1,600 next year after that? It's had the chilling effect of realizing you don't get to retire off your work at Xbox. Your time ends when you quit or are laid off, that's it."
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

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

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

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




