Saturday, May 9, 2026

GTA 6 Emails Fuel Rumors as Fans Expect News from Rockstar

Grand Theft Auto 6 players are hoping Rockstar Games will have news to share this week after some fans reported receiving marketing emails from Sony.

Rumors of an impending announcement kicked up yesterday when some fans shared that Sony had sent emails instructing them to upgrade from a PlayStation 4 to a PlayStation 5. As collected by X/Twitter user @videotech, images of the alleged marketing push have been published by a growing number of users online, with the message seemingly tied to those who have wishlisted the game but have yet to pick up a PS5.

"Grant Theft Auto 6 is on your wishlist," the email being shared around says. "Get a PlayStation 5 today to be ready for when Grand Theft Auto 6 launches on November 19, 2026."

The email itself is far from confirmation that Rockstar will begin to roll out more information about GTA 6 in the near future, but fans are including it in what has become an expanding list of what they believe is evidence. For starters, the emails are said to be coming from Sony, which, as recently reaffirmed by Take-Two Interactive CEO Strauss Zelnick in a Bloomberg interview, continues to have a marketing deal with Rockstar. There's also the mention of that November 19, 2026, release date, suggesting the studio is confident that no further delays are expected.

While what seems to be a relatively small selection of users have reported receiving the email, some Grand Theft Auto Online players have also reported receiving different notifications from Sony. Like the email, these messages have allegedly been received directly on PlayStation consoles and refer to users as "a top Grand Theft Auto 5 player" before pushing them to upgrade to PS5.

Head further down the rabbit hole to find that some fans believe Rockstar will soon open a pre-order option after Sony removed it from its "Just Announced" tag on PS5. There are also similarities between a "2026 Great Games" graphic featured on the PlayStation Store and the GTA 6 logo, though, as some have already pointed out, the former is quite old.

Perhaps the most compelling piece of evidence of all is that Take-Two announced in February that it has plans to ramp up marketing for the new Grand Theft Auto game sometime this summer. The company also recently revealed its plans to deliver an "exciting" update for GTA Online in the next few months, too. Like most GTA 6 theories, though, it's important to take all of this with a grain of salt until Rockstar has something more official to share.

"They got to [get GTA 6] out before society collapses," one fan joked, "They can't wait any longer."

Right or wrong, GTA fans are notorious for coming up with some of the most out-there theories gaming has ever seen. One fan literally looked to the stars to help them come up with a wild theory for the release date of GTA 6 trailer 3.

For more on GTA 6, you can read about the estimated budget for the new game. You can also see what Zelnick had to say about the lack of PC support at launch.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).



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Psychonauts Developer Double Fine Is Forming a Union

Psychonauts and Kiln developer Double Fine Productions has laid the groundwork to become the latest Microsoft studio to form a union.

As first reported by Aftermath, the San Francisco-based game studio filed a petition with the National Labor Relations Board May 7, 2026. The organization effort with the Communications Workers of America (CWA) follows the 450 Blizzard Entertainment staff who voted to unionize in August 2025, and the union formed by 165 developers at id Software the following December, as well as others. As outlined in the petition, the Double Fine union will include 42 "regular part-time and full-time employees."

“On May 7, the workers at Microsoft studio Double Fine Productions announced their decision to form a union with CWA to preserve and extend the studio’s commitments to creative excellence, diversity and inclusion, and worker quality of life," CWA told Aftermath in a statement. "In tandem with requesting voluntary recognition from the company, workers have also filed an election petition with the National Labor Relations Board (NLRB) to secure union representation. We appreciate that Microsoft has taken a neutral approach and agreed not to interfere in any way with worker’s rights to organize unions.”

Double Fine was acquired by Microsoft in 2019 and has a 25-year history in the gaming space. Its most well-known title is probably the mind-bending platformer Psychonauts, which went on to get a sequel in 2021. Other popular titles under its belt include Brutal Legend, Broken Age, and Costume Quest. Kiln, a multiplayer brawler that lets players control moldable pieces of pottery, arrived as its most recent project just weeks ago, on April 23, 2026.

Double Fine's move to unionize arrives in the midst of a period of uncertainty for Microsoft. Following layoffs that affected around 9,100 employees in July 2025 and even more in 2024, a Bloomberg report in October of last year stated that the Xbox company had allegedly been pushing its game developers to deliver a steep 30% profit margin. In addition to the layoffs, Microsoft cancelled multiple projects, including games from the now-shuttered The Initiative, ZeniMax Online Studios, and Rare, in 2025 alone.

Shakeups at the company continued in February 2026 when it was announced that both Xbox CEO Phil Spencer and Xbox president Sarah Bond would be leaving the company. Then-Microsoft CoreAI president Asha Sharma has since replaced Spencer as CEO, with Xbox Game Studios head Matt Booty stepping in as chief content creative officer. Sharma's time in the spot has already been followed by a number of other changes, including a leadership reshuffle and the discontinuation of Copilot on console last week, as well as Game Pass price cuts.

The CWA said in its statement that Microsoft has agreed to take a neutral approach to unionization at Double Fine after the expiration of a previous neutrality agreement late last year. Other Microsoft developers who worked to form unions before the agreement expired include staff from the World of Warcraft, Overwatch, and Blizzard Story and Franchise Development teams. Meanwhile, Raven Software Quality Assurance developers became the first Activision Blizzard workers to unionize in 2022 before scoring their first contract with Microsoft just last August.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).



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Friday, May 8, 2026

League of Legends’ Riftbound TCG: Hands-On With Unleashed, its Newest Set

The League of Legends trading card game, Riftbound, is back with another set this year in the form of Unleashed. The latest set is already available in China, with a global release on May 8th. With this set comes new mechanics such as Ambush, XP, and Stun, just to name a few. There’s even a new card rarity and some extra love to the huge roster of Legends like Vex and Vi, who are prominently featured in the new champion or pre-constructed decks. This is the TCG’s third set, which signals one step closer to a simultaneous global release – something fans can appreciate after the recent bans. From what I’ve played so far, these new additions seem to showcase a bit more power creep than what I experienced in the last set.

First and foremost, the champion decks continue to be the best jumping-in point for new fans of the game. As mentioned earlier, the two new decks releasing alongside the booster set are led by the Legends Vex and Vi. I was able to play games with both, and each showcased the set’s new mechanics fairly well. The Vex deck, for instance, uses both XP and Stun fairly extensively. Sometimes pre-constructed decks shoehorn in certain cards because they’re new, but I was able to utilize both mechanics often if my draws were lucky enough. To keep track of XP, there’s a card where you can keep tokens or dice on as you gain and use XP throughout a match. With XP comes new related keywords, Hunt and Level, that assist with the benefits of XP. For instance, the Mosstomper unit has Hunt 2, which means the player gains 2 XP when it conquers or holds a battlefield. This unit also has Level 3, which gives a buff of +1 Might and the Deflect status for protection. To attain Level 3, the player must have 3 XP or more on their tracker. As long as the XP requirement is satisfied, Mosstomper will always have this Level 3 buff when on the field. The same goes for spells and other cards with the Level keyword, like the card Combat Experience. Normally, this card gives +1 Might this turn, but it becomes +3 instead if Level 6 is achieved at the time of playing the spell. It’s an interesting mechanic that serves as another form of resource. It can be a lot to manage in the thick of all the action, so it’s probably not the best deck for beginners.

With that said, Stun is also a key mechanic in this Vex deck. Stunning a unit means they don’t deal combat damage that turn. So if a showdown triggers, stunned units don’t contribute to the total Might on defense or offense. It’s great to essentially take a unit out of the fight instead of completely destroying a unit through removal spells, which usually has a higher resource cost. Another cool use of Stun is slowing down aggro decks. For example, let’s say there’s a scenario where a unit with 1 Might is defending a battlefield, and a 3 Might unit with Accelerate is able to move into the attack right after being played. If the attacking unit is stunned during the showdown, the 1 Might unit survives and the 3 Might unit has to retreat back to base as defenders keep control on ties. If both had equal Might, they would typically destroy each other, but only one would perish if the other was stunned in this case. One key Stun card in the Vex deck is the champion unit, Vex Apathetic. In addition to having Deflect, she has a passive ability that stuns any opposing units that are played onto the field as long as she is on a battlefield. Those stunned units also can’t move that turn, which is a total counter to aggro decks. To be able to control how your opponents move or deal damage is such a strong ability in the right hands. Units aside, the Vex Legend card, which serves as your leader and passive ability from the start of the game, allows the player to draw one card when you hold a battlefield. Just some great value, if you’re keeping your opponent’s units at bay through stuns and XP abilities. Although rare, other new keywords like Backline and Predict make an appearance in this deck. Backline is the opposite of Tank, where that unit receives damage last. Predict is like Vision, where players get to look at the top card(s) of the deck, but now this keyword allows players to choose cards to go either on top or the bottom of the deck instead. Overall, the Vex deck felt solid to play, and it’s worth piloting if you can manage the XP resource and nuances of Stun.

The Vex deck felt solid to play, and it’s worth piloting if you can manage the XP resource and nuances of Stun.

The Vi deck, on the other hand, has a much simpler playstyle featuring the Ambush mechanic. Ambush is just like Quick Draw, where cards can be played at Reaction speed, but it’s for units this time instead of equipment or spells. It’s yet another way to reinforce on both offense and defense, with the benefit of having another unit to stick around on the field. This Vi deck utilizes Ambush in an aggro strategy containing units littered with the Assault keyword, which raises a unit’s Might when they are attacking. Unlike the Vex Legend that has a nice plus for holding a battlefield, the Vi Legend is all about doing too much damage with these Assault units. The Legend Vi ability allows a unit to be readied if the player conquers a battlefield and assigns an excess of 3 or more damage to opposing units. For example, Vi Hotheaded has a Might of 3 but has an ability to double her Might this turn. If she attacks a battlefield with another unit with 3 Might and uses her double ability, she’s doing 3 excess damage now that her total Might is 6. This triggers the Vi Legend to ready any unit the player chooses. In Rengar Unseen’s case, the card has the ability called Ganking that allows a unit to move from one battlefield to another. Typically, units have to go back to base to go to another battlefield. If Rengar does 3 or more excess damage, he can be readied and sent to attack the other battlefield in the same turn. Between units like this and spells like Square Up that give units Assault 4, there are plenty of instances to overkill opposing units.

Unlike the Vex deck, there’s not much else to the Vi deck, other than maybe one instance of Stun and some Deathknell units to play token units. That’s not a knock on the deck, though, because the fairly linear playstyle means the Vi Legend is more likely to trigger. I’ve had a handful of instances where I conquered a battlefield for a point, readied an Assault unit, and brought them back to base to attack whatever my opponent plays on the next turn. If anything, this deck can be very overwhelming to play against if the player gets the right cards in hand. Even the stuns of the Vex deck may not be enough. For example, Vi Hot Headed could be swinging in with 6 total Might just on her own, while a cute Loyal Poro gains Assault 4 twice by Square Up bringing in another 11Might. Even if you stun one, the other one is still coming in with some major damage. The Vi player can even feint a bigger attack by not doubling Vi Hot Headed or playing the spell card yet. So prepare for some extra mind games while you’re being barraged by battle hungry units. Of the two, I preferred this deck the most due to the overwhelming nature of the aggro. It lands better on average than the stunning and XP of Vex. With that said, both decks came with some really powerful cards that had a bigger impact on me than the champion decks from the Spiritforged set.

Another offering alongside the decks this set is the Vault. Similar to Disney Lorcana’s Trove boxes, the Riftbound Vault serves as a tool for players to stash their decks while also getting some packs and exclusive goodies like three full art tokens. In addition, this set is also introducing the first ever Ultimate rarity tier in the form of Baron Nashor. It’s so rare that the chance of pulling one in a pack is 0.1%! Aside from having the new Ultimate tier, Baron Nashor is also a wildly strong card that literally creates its own battlefield. Not to mention, it cannot be targeted by spells or abilities and gives a +2 buff to friendly units. You might as well forfeit if you don’t have an army of units to smash into this thing or have a spell that doesn’t target like Unchecked Power. It’s a costly card to play, but it’s practically a game lock if it’s safe to do so.

Looking to the future global meta, we’re seeing some of it already with the China release back in early April. The decks topping so far include Master Yi Wuju Bladesman and Leblanc Deceiver. Master Yi is a green (calm) and orange (body) deck featuring new Unleashed cards like Master Yi Tempered and Vilemaw. The Master Yi Tempered unit has Hunt 2 for XP and gains Deflect and Ganking when the player is Level 6. With the Master Yi Legend buff to solo defending units, this sticky unit can hold a battlefield for a good while in the early to midgame. As for the tanky Vilemaw, the unit has Ambush and an overpowering ability that nullifies weaker opposing units that are in a showdown with it. Alongside the buffs and counter spells that green and orange provide, it’s tough to get around these units without making some sacrifices.

Speaking of sacrifices, the Leblanc Deceiver blue (mind) and yellow (order) deck is all about that in regards to her Legend’s ability to create reflections or temporary copies of allied units already on the field. Specifically, when the player conquers or holds a battlefield, the player can discard a card and create a readied temporary unit. That’s right! The temporary unit can also do things after being created, and they last throughout your opponent’s turn until your next turn begins. In addition to these reflections, many units in the Leblanc Deceiver deck have the Deathknell keyword, which gives effects when the units die. So if the opponent doesn’t choose to get rid of the reflections themselves, they’ll die anyway to reap the rewards. So much value! Some choice cards that capitalize on these combos include Leblanc Fragmented and Karthus Eternal. Leblanc Fragmented gives draw when she dies, which is always handy in a game where players only draw one card at the beginning of their turn. Karthus Eternal on the other hand allows units with Deathknell to trigger a second time. So instead of drawing one card when Leblanc Frangmented dies, she can draw two or even four in the right situation. This deck really ensures you see all the cards you need to make or break a game.

In regards to the unaligned release schedule and the meta, global players saw high performing decks ahead of their release, which means we usually see a flood of the same decks in many tournaments. The devs behind Riftbound understood this and that’s why we saw the first bans ever for the card game. Their concerns included unhealthy impacts to every level of competitive play, cards causing more problems as the game grows, and just plain not having fun. Having played a card game competitively for at least five years now, I’ve seen this happen with certain cards or deck archetypes and I totally understand the feeling. Eventually, the game will just not be fun anymore if certain cards or decks persist with overwhelming results. So it’s good to see these changes sooner rather than later.

Overall, this set is very promising, with a handful of new cards that feel very powerful out of the gate. The new Vex and Vi decks are both competitive and balanced, and the set’s mechanics make for intriguing mind games and interactions in these highly contested battlefields. Riftbound is still very young, and the team behind it is making sure this game prospers long after its honeymoon stage. For more on Riftbound, check out our hands-on impressions of the last set, Spirtiforged.

Mike Mamon is a Syndication & Digital Specialist at IGN, devil fruit user, and world-renown JoJo poser. Let's chat anime or TCGs on Bluesky @xpmnms.bsky.social



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Thursday, May 7, 2026

Why Doesn't The Hobbit Have Any Commander Decks?

Magic: The Gathering is leaning more heavily into Universes Beyond than ever before in 2026, but many fans agree that it’s perhaps not as egregious when it comes to Tolkien’s world of fantasy.

The Lord of the Rings set was not only great, but it’s only a hop and a skip from the realms of Magic, such is the influence of Tolkien’s original works on the wider fantasy landscape across just about any medium.

With the game returning to Middle-earth, though, there’s one question on my mind - Why doesn't The Hobbit have any Commander Decks?

Something’s Missing

It’s worth stressing at the top of this that there are a LOT of products coming with The Hobbit’s new Universes Beyond set. From Play and Collector Boosters, to Scene Boxes and a co-op experience to come later, it’s looking well-stocked.

And yet, I felt so sure we’d get something for Commander players. It’s the game’s most popular format, and the four preconstructed decks in the Lord of the Rings set were fantastic.

Amassing Orcs as Sauron, sneaking past defences with Frodo, voting as part of the Elven Council, or just sending an army of humans at your foes was awesome, knitted together by unique card designs and amazing art.

While I’m pleased to see some cards being reprinted (and with fresh art), I’d have been happier just to see the Lord of the Rings decks reprinted - they’re expensive now, after all.

There Are Literally Five Armies

Oh boy, here’s the hill (or Lonely Mountain) I will die on - the precon theming is right there. While I don’t doubt deckbuilders will have a lot of fun building a Dwarven deck to highlight the lovable squad, or lean on well-worn Elf synergies, five Commander decks based around each race in the Battle of the Five Armies felt like a slam dunk.

Goblins, Wargs, Humans, Elves, and Dwarves? A perfect combination for all five colors. You could even aim to build a Smaug card into one of them, especially since he was done dirty with just a token card in the prior Middle-Earth set.

If we’re lucky, the co-op experience will help soften the blow somewhat, but as someone who plays in a Commander pod of Lord of the Rings superfans, I can tell you many of us would have picked up multiple decks.

Still, I suppose this means my wallet is a tad safer than it otherwise would have been. This year’s sets have already given us eight precons, and they’re all pretty great, too. And the lack of precons didn’t necessarily hinder Avatar: The Last Airbender.

What do you think? Should Wizards of the Coast have pushed forward with Commander precons? Are they waiting for a surprise third run at Middle-Earth? Or do we have enough Commander decks already? Let us know!

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay.



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Wednesday, May 6, 2026

Lego Batman: Legacy of the Dark Knight Seems Like a PC Gaming Nightmare

Ever since Nvidia revealed frame generation with the RTX 4080, I have been dreading the day that a game developer uses it as a requirement to get to an acceptable frame rate. And while we’ve gone almost four years without that happening, it seems like Lego Batman: Legacy of the Dark Knight is going to cross that line.

This past weekend, developer TT Games released the system requirements for the new Lego Batman game, and while at first glance they seem kind of reasonable for a Unreal Engine 5-based game, a closer look reveals that the company wants you to turn on frame generation just to hit 30 fps with the minimum settings. That’s not really how frame generation should work.

If this isn’t just an error, it suggests that the minimum spec will only really be able to get 15-20 fps without frame generation, and at that point, no amount of AI frames is going to save it from being an unplayable mess.

What is Frame Generation For?

For the uninitiated, it’s easy to look at frame generation and just assume it’s a magical boost to your frame rate. But to understand why it’s a bad thing to lean on frame gen in order to hit 30 fps, it’s important to know how this technology actually works.

Essentially, frame generation uses a machine learning model to generate frames based on a rendered frame and motion vector data taken from the game engine. While this frame is being generated by your GPU, the actual rendered frame is held back for a tiny bit, and then both the original frame and the generated frames are then paced out by either your CPU or your GPU.

By its very nature, this process introduces latency, or input lag. At a higher frame rate, the added latency is barely noticeable, if at all, but there’s a reason that even AMD and Nvidia recommend that this feature is only turned on if you’re already getting a decent frame rate – typically at least 30 fps, but preferably 60 fps or above. At a lower frame rate, like the 15 fps suggested by these Lego Batman requirements, you’re already getting extremely high latency, and frame generation will only make it worse, even if it “looks” more smooth.

Not to mention, at lower frame rates, there isn’t enough data generated by the rendered frames and the motion data to accurately generate an extra frame. That means, the lower your frame rate is when you enable frame gen, the more likely you’re going to run into artifacts and other visual glitches.

It’s too early to know whether or not Lego Batman: Legacy of the Dark Knight will actually run at such a low frame rate without frame generation. But if it does, playing this game is going to be an awful experience unless you have a powerful enough gaming PC to brute force good performance out of it.

Frame Gen with Old Hardware

What makes things even weirder is that TT Games requires at least an Nvidia GeForce GTX 960 to run Legacy of the Dark Knight, which would be a pretty modest spec on its own. But, even with this now-ancient graphics card, it’s still recommending frame generation – but DLSS frame gen doesn’t even work on this old of a GPU.

Instead, for these older GPUs, TT Games is relying on FSR or XeSS frame generation, which still works much in the same way as Nvidia’s tech, but because it’s not accelerated by specialized cores in the GPU, it’s slower and not as accurate. That just makes a bad performance situation even worse.

Crimson Desert was another game that relied on FSR frame generation to boost performance on handhelds like the Steam Deck or Xbox Ally X, for instance, but that game relied on this technology to reach 60 fps, not 30 fps.

TT Games doesn’t even mention handhelds in the system requirements for Legacy of the Dark Knight, so it’s pretty safe to assume this game isn’t going to run well on portable systems. And that’s a shame, because it’s the type of game that’d be awesome to pull out on the train or on a long flight across the country.

A Bad Port in a Sea of Good Ports

What’s particularly wild about Lego Batman: Legacy of the Dark Knight having such ridiculous PC requirements is that the best PC games so far this year have been extremely well optimized. Crimson Desert, Resident Evil: Requiem and Pragmata have all run like a dream, and while none of these games are running on Unreal 5, they do make the latest Lego game stand out a bit more.

What makes it worse is that these Lego games are designed for kids, and while there’s sure to be some out there whose parents have expensive rigs, it’s entirely possible that these inflated system requirements are going to place the game out of reach for many.

Just based on the previews we’ve seen so far, Legacy of the Dark Knight does look very nice. It’s making good use of what appears to be ray traced global illumination and reflections, and the cloth textures on the detective’s cape look excellent. But if all of that comes at the cost of a playable frame rate, it’s just not worth the trade off – at least not on PC.

If TT Games’ system requirements are accurate, most people will be better off playing this game on consoles where, at least for now, frame generation isn’t a thing. Although, it does seem like the PlayStation 6 and Xbox Project Helix will support the technology, so I’m sure this isn’t the last time we’re going to see developers try to pigeon-hole frame generation into a game that doesn’t run well in the first place. I hope I’m wrong.

Jackie Thomas is the Hardware and Buying Guides Editor at IGN and the PC components queen. You can follow her @Jackiecobra



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Borderlands 4 for PS5 Drops to a New Low Price on Amazon

Borderlands 4 was released in September of last year for the price of $69.99. As someone who has played all of the Borderlands games throughout the years, I decided well before launch that I'd wait for a better price before I play this one. Even the positive IGN review of the game wasn't enough to sway me into thinking I needed to pay $70.

So here we are, almost seven months later, and I still haven't purchased the game, but the discounts are starting to be good enough that I'm considering it. While Amazon still has it at full price for digital codes, the physical PS5 editions of the game have dropped to a new all-time low.

While I don't have direct experience playing this game, I have heard nothing but rave reviews from my Dad about it. He's been a big Borderlands fan since the first game came out and offered a great multiplayer option for us to play together. His own honest opinion on the new game was that it was "more Borderlands," which is a very positive review coming from him. IGN's own review had this to say about the game:

As for whether or not this is a good enough deal to buy this game, I'd say that really depends on how long you want to wait before you play it. It's down to $34 on PS5 right now, but that just means it's likely going to drop below $30 later this year. We still have major upcoming shopping events like Prime Day and Black Friday when retailers start to get more competitive with pricing. The game will be a full year old as of September 2026, which is sort of the unofficial milestone where popular games start going on sale more often.

Overall, $34 is a great price for this game. In fact, it's the best price we've ever seen on Amazon for the PS5 version. So if you don't want to wait for an extra $5 off down the line, now is a good time to pull the trigger.

Jacob Kienlen is a Senior Audience Development Strategist and Writer for IGN. Born and raised in Portland, Oregon, he has considered the Northwest his home for his entire life. With a bachelor's degree in communication and 10 years of professional writing experience, his expertise is spread across a variety of different pop culture topics -- from TV series to books and the latest Pokémon games.



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Tuesday, May 5, 2026

New Kaiju Game Beastlink for PC and Console Announced

Beastlink just got announced, and it looks like pure monster madness. You get to play as both the monster hunters and the kaiju, laying waste to the sandbox environments, which have all been built with developer Grove Street’s proprietary SuperDestruction physics-based system. The multiplayer game will launch with four different kaiju, the Horned Lizard, the Bull Shark, the Vampire Bat, and the Mandrill.

There's vehicular combat, urban maps to wreck - with 250,000 destructible objects, no less - where the ultimate aim is to collect enough resources to support fuel an experimental procedure to Link with sleeping kaiju. According to the developer "once the BeastLink is established, the perspective shifts from tactical survival to city-shaking power as players tear through buildings and engage in massive, real-time monster brawls."

Developer Grove Street Games is no stranger to giant creatures or large urban environments. Founded in 2007, the studio has worked on the Ark series and Grand Theft Auto: The Trilogy – The Definitive Edition. Beastlink opens for early access on console and PC this summer, beginning with the first of several upcoming closed beta weekends starting this Friday, May 8. Players can now register for the closed playtest on Steam.

"Our team has a long history of making great games while tackling complex technical challenges, but at its core, BeastLink stems from one goal: to create the ultimate kaiju experience," said Thomas Williamson, CEO of Grove Street Games. "Community is an integral part of building that, beta testing gives players the opportunity to jump in early and help us shape what a modern Kaiju game should be."

Rachel Weber is the Head of Editorial Development at IGN and an elder millennial. She's been a professional nerd since 2006 when she got her start on Official PlayStation Magazine in the UK, and has since worked for GamesIndustry.Biz, Rolling Stone and GamesRadar. She loves horror, horror movies, horror games, Red Dead Redemption 2, and her Love and Deepspace boyfriends.



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GTA 6 Emails Fuel Rumors as Fans Expect News from Rockstar

Grand Theft Auto 6 players are hoping Rockstar Games will have news to share this week after some fans reported receiving marketing emails ...