Thursday, February 26, 2026

As Zelda Turns 40, Voice Actress Patricia Summersett Reveals Hopes for the Future, And Clarifies Her Thoughts on Link and Zelda's 'Gorgeous' Relationship

The Legend of Zelda turned 40 years old this week — though Nintendo has sadly done little to mark the occaison. There are no new Zelda games on the horizon, no remakes or re-releases on Nintendo Switch Online, and no sniff of a trailer for next year's ambitious-looking live-action movie. It's a far cry from the array of announcements made for Mario's 40th birthday last year, or the anticipation for Pokémon's 30th celebrations which culminate tomorrow.

In order to mark the occaison ourselves, then, we tracked down the perfect person to talk about their own role in the Zelda series — the voice of Zelda herself, Patricia Summersett. You'll have heard her voice in Breath of the Wild, Tears of the Kingdom, plus their Hyrule Warriors spin-off games Age of Calamity and Age of Imprisonment. In total, her contributions to the franchise now stretch 10 years — meaning she has been the voice of its princess for a quarter of its life.

A fan of the series before her work on it, Summersett previously made headlines when her thoughts on the nature of Link and Zelda's relationship blew up online — a situation she's now said she found angering, while disputing any suggestion that Nintendo itself asked her to intervene and set the record straight. Read on for more about that, her hopes for the franchise's future, Zelda's British accent, and how she originally also auditioned for the Deku Tree.

You've spoken previously about initially auditioning for Princess Zelda without knowing the true identity of the role — but what were you told? What direction were you given?

Patricia Summersett: The best way to describe it was as a bleached script, which is when you have a certain amount of information about what the archetypes of the character are, the general world — for example, that it looks like an RPG fantasy — but you have no idea what the actual roles are going to be or what the game is. And there would've been no way of predicting that it was Zelda because she didn't have a voice before. I just would never have assumed that was the game that I was auditioning for.

There was the description of her being a younger teenage princess, but wise beyond her years, having the weight of the world on her. And those were key things I'd gone into when I looked at the script, when I started to play around with my voice and decide what to do for that particular character.

But I also auditioned for Zelda as well as some other roles — what ended up being Urbosa and I think probably the Deku Tree. There were a few.

Your portrayal of Zelda has a British accent, was that also a note from Nintendo?

Summersett: No, no, it was a really wide open spec. I schooled in London and so I thought something that sounds a little bit RP would make it heightened and put it into that kind of class system I was imagining for royalty. So I did that. I think in the game it's easier now, especially because it's evolved a bit over time and people's interpretations of the character and even the accent has evolved over time. It's a little more comfortable to say this is a Hylian accent versus just a particular version of a UK accent.

Clearly it struck a chord with Nintendo — and now a British actress has been cast as Zelda for the franchise's live-action movie, too.

Summersett: That's a great point. I mean, I don't know how those casting decisions ultimately get made, and it's like, what does portray that character the best? Obviously Bo Bragason is going to kill it, she's going to be amazing. I'm happy to have contributed in any way, without knowing where it's all headed, other than the fact that it's now been 10 years. I'm just floored by the fact I've been involved in this franchise for a quarter of it.

You've played the same incarnation of Zelda now in four games, which may be a record for the franchise. But do you feel like there's still more story in her to tell?

Summersett: I was surprised when Hyrule Warriors: Age of Imprisonment came to be! I only learn about these things when something is offered back to me and I'm told 'okay, it's time to come back and do this role.' And I go, 'oh my gosh, I get to do it again, that's amazing.' I'm not part of that decision making, and I just wait to see what Nintendo is cooking up.

As a fan of the franchise, but also someone who has portrayed Zelda, what are your hopes for the live-action movie?

Summersett: I guess I'm just curious to see what that iteration is. Obviously it is going to be a large collaboration between people who are new to the series and those deeply schooled in the series. [I think] you're going to see a strong Zelda. I'm sure you're going to see a powerful lead character in Zelda. And Link I have no idea, is he going to speak? They certainly haven't alluded to the fact that he does, yet.

Speaking of Link and Zelda, you've previously discussed the relationship between the two characters and your own thoughts on what kind of relationship they have. You've also said yourself that your comments there got misconstrued — I'd love to give you the space to lay out your thoughts on their relationship in full.

Summersett: I have to be so careful when I answer that question. Let me formulate this... I have all sorts of personal theories about what this might be, but I think there's something beautiful in the way that it's left ambiguous, it's left in a kind of — if there are romantic undertones, it's left in an unrequited state. There's obviously a deep friendship and a protectorship between the two of them. It's a gorgeous relationship and it continues to evolve and be left open in so many iterations of this.

And what that means for me, as somebody who represents the character at things like conventions, is that anybody can come up to me with their version of what they think Link and Zelda are. And a lot of it comes in the form of coupleship — people proposing to each other and getting engaged with Zelda as a theme, or they feel like it's something that they want to just celebrate with family or friends. It can mean kind of anything, and I love that it lives in that space.

Of course, Link and Zelda do appear to be cohabiting in Tears of the Kingdom, in a house with only one bed. Your thoughts on that?

Summersett: [Laughs] Hopefully it's a very comfortable bed. That's my thought on that.

And when you mentioned that it's left in an unrequited state, do you mean that there is something romantic there from one of the pair, but unreturned?

Summersett: I have to be careful with that word unrequited. That might be one interpretation of what their particular kind of relationship is — and relationship meaning that they could be friends, they could be warrior buddies, they could be a princess and a soldier, they could be a lovership, or people who are destined to be together even in a non-romantic way, but for their life they're going to have this lifelong friendship. It could be anything. And even for those who do put an obvious romantic tinge onto it, it would still be really on the nose to suddenly have Link and Zelda, because they have this deep relationship, having to get together in a romantic sense. Because that's not the way life works. I think that I prefer that it's not so on the nose as that, personally.

You've said previously that your comments on the subject were misconstrued, and I wondered at the time whether your clarification there came from a place of Nintendo itself saying, essentially, we need this to be a thing that remains ambiguous.

Summersett: No, nobody's ever said anything to me. I just needed to clarify what had happened with a particular article, where they'd isolated a sentence that I'd said, and highlighted it as 'Patricia has confirmed that Link and Zelda are in a relationship.' It's really tricky when you're trying to do these kinds of interviews and people take something completely out of context for the sake of clickbait. I was being used for clickbait and I'm like, 'this is precisely not what I said.' If you read the article further, I said that I liked that it's left open, that it's ambiguous.

Relationships come in all forms, and the fact that it was taken out of context and it was as if I was confirming that they were in a romantic relationship, I found that pretty angering to be honest. And I tried to deal with it as best I could, but it's hard when things blow up online. That's been an interesting thing to navigate in the last few years, just being a simple voice actor trying to stay in my lane and be open to anybody who might come to me to celebrate the series, representing a character but not representing the company.

You've represented Zelda in a few games now, but I'm keen to hear your favorites from the series. You can still say ones you're in though!

Summersett: I am partial to Breath of the Wild, but Ocarina of Time is really the ground zero of what the series means for me. And then maybe I'd say the original, though I was a child watching other people play that. And then I really liked Twilight Princess as well, just the art style of that one. So those are probably the top three.

Twilight Princess still has something of a mixed reception among fans, I feel like.

Summersett: I see a lot of cosplay from Twilight Princess at conventions, and I also write in Twilight Princess Hylian, so I feel a little more connected to that game when I'm writing that in notes to people.

Sorry, you write in Twilight Princess Hylian?

Summersett: It's something I did early on when I was recording [Breath of the Wild] and I was just starting to look through [series companion book] Hyrule Historia at the different versions of the languages from all the previous games. Obviously, Breath of the Wild wasn't out yet, so I didn't know what would be in that game. But I saw Twilight Princess Hylian and it's so beautiful. I thought I could probably learn those characters, which is essentially just the alphabet, and started practicing that over coffee. So now I can kind of write fluently and use it all the time.

And lastly, we've seen plenty of Zelda remakes already over the years, but do you have a particular game from the past you'd like to see return in a new form?

Summersett: I'm trying to think through what I've played recently. A few years ago, I played the original Zelda again on the mini NES console...

How about Ocarina of Time in the Breath of the Wild engine, with a fully-voiced Princess Zelda again?

Summersett: Oh! Can I say I would like that too? It's a great idea. Yeah. You'd have two of the most innovative games coming together with a wild sense of humor and a wonderful soundtrack. So what's not to love about that?

Image credit: Randy Shropshire/Getty Images for Alienware

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



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Wednesday, February 25, 2026

Check Out the New Electrifying Invincible VS Gameplay Trailer | IGN Fan Fest 2026

Powerplex, aka Scott Duvall, takes the spotlight in this new Invincible VS gameplay trailer, proving he can really take a punch. It's the latest look at the upcoming superhero 3v3 tag fighting game set in the Invincible universe. The game will be released on April 30 on PC, Xbox Series X/S, and PS5.

Powerplex is just the most recent reveal on a roster that includes the titular Invincible, Atom Eve, Bulletproof, Battlebeast, Ella Mental, Lucan, and more.

The game features an original story from the same team that worked on the hit animated series, and Invincible creator Robert Kirkman told IGN players should expect the unexpected.

"What we're really trying to do is provide an in-game experience that is like watching an episode of the television show," he said. "It’s a really cool story that uses the characters in a really exciting and authentic way, and I think goes into some directions that people are really going to be surprised by. There's a lot of unexpected twists and turns."

Executive producer Mike Willette likened it to the special prequel episode focused on Atom Eve.

"We wanted it to feel like a playable episode," Willette said. "It's this standalone narrative. In the same vein that the Atom Eve special is like a special episode, this is a special episode, too."

The publisher Skybound Games promises that the game is being made by "both Invincible and fighting game lovers with deep roots in competitive and combat-focused games."

This is just the latest news from IGN's Fan Fest 2026 – check the schedule to see what else is coming and to keep up to date on all the latest from the worlds of games and entertainment.

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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Tuesday, February 24, 2026

Arc Raiders Update Patch Notes Reveal Nerfs for PvP and PvE Players as Shrouded Sky Brings New Threats to the Rust Belt

Embark Studios has published full patch notes for Arc Raiders update 1.17.0, revealing a wave of nerfs for PvP and PvE players hopping into Shrouded Sky.

The finer details for the new Arc Raiders patch were published on the extraction shooter’s official website today. It comes with the promise that players will be met with more than just Hurricanes and new Arc threats when they log in to check out the new February content drop.

PvP players should know three of the most useful multiplayer weapons – the Stitcher, Kettle, and Venator – have all suffered from reductions to their base damage. The Stitcher and Venator pistols have also had their headshot multipliers reduced. These are targeted nerfs from Embark that will have a noticeable impact on PvP lobbies, while buffs for the Jupiter and Aphelion will likely make them more useful across the board.

PvE players will likely appreciate the update’s improvements for the two energy weapons, but they didn’t make it out of Shrouded Sky without also facing nerfs. Let’s rip the Band-Aid off: the Deadline, Trailblazer, Wolfpack, and Showstopper will now be much more difficult to craft.

As each piece of equipment can be extremely useful when taking down Arc, Embark is asking players to gather at least one more Arc resource to build them. That’s not so bad in the case of the Vita Spray, which only requires an additional Tick Pod. The Wolfpack and its flurry of aerial homing explosives, on the other hand, now asks Raiders for one Rocketeer Driver per craft. The Rocketeer resource is quite rare and notoriously difficult to farm, making this one of the more substantial crafting adjustments and a steep ask for PvE fans.

We knew Shrouded Sky would be one of Embark’s biggest updates so far, but the version 1.17.0 patch notes reveal more highlights following its launch earlier today. For example, players can now interact with topside pianos, adding to the growing list of playable instruments. Raiders will also notice that troublesome feats can now be rerolled three times per day, while PvP feats have been removed entirely. The patch notes also sign off with a message from the team regarding its ongoing anti-cheat initiative, confirming it plans to continue punishing cheaters and exploiters following today’s fixes for a few additional glitches.

The launch of Shrouded Sky now puts Embark halfway through its four-month roadmap for Arc Raiders in 2026. The next update, Flashpoint, is expected to bring more threats and a Scrappy changes in late March, with Riven Tides set to add a new map and a new large Arc in April. We interviewed studio CEO Patrick Söderlund earlier this month and learned all about how the team plans to keep Raiders engaged throughout this year and beyond.

Finally, you can check out all of the nerfs, buffs, and other balance adjustments included today in the full patch notes below.

Arc Raiders Update 1.17.0 Patch Notes

Attention Raiders!

Violent hurricanes are sweeping topside, forcing new strategies for low-visibility combat, powerful gales, and hurtling debris. Scouts have spotted two new ARC types in the Rust Belt; we advise caution while the storm runs its course, but those who know how to read the weather will find opportunity in the chaos.

What’s New?

  • Hurricane Map Condition
  • Two New ARC Enemies
  • The Weather Monitoring System - Seasonal Player Project
  • Free Raider Deck
  • Dam Battlegrounds Map Update
  • Expedition Window
  • Facial Hair Customization

Read more here:

Shrouded Sky update: The hurricane strikes

February 23, 2026

Patch Highlights

  • Weapon balancing for Stitcher, Kettle, Venator, Jupiter and Aphelion.
  • Added a piano as an interactable object in the world.
  • Prevented enabling all NVIDIA Freestyle filters simultaneously to remove an unfair visual advantage.
  • Feats can now be rerolled three times per day for free.
  • Removed PvP Feats, updated a few existing Feats and added a few new ones.
  • Ziplines can no longer be placed on carryable objects.
  • Mines, traps, or remote flares can no longer be placed on other deployables.

Balance Changes

Weapons

In 1.13 we shipped an update that included an optimization fix for our weapons, but as many of you noticed this had the unforeseen consequence of lowering the total fire-rate of semi-automatic weapons. In 1.13.1 we reverted that fix, but something else made it into the update that shouldn't have.

Many of you have reported a "shadow buff" to the weapons, and after investigating it we found that 1.13.1 had inadvertently impacted our weapon input buffers. Where you previously would have to time your inputs to the intended cadence of a weapon to reach its full potential, you could now instead spam-click the button, effectively bypassing any skill requirement to learn the weapon's cadence. We want to keep some of that skill expression, but we also recognize that what we had previously didn't feel very responsive. To address that and land in some sort of middle ground, we have since added more levers for us to control the weapon input buffering window on a gun-to-gun basis, and we've adjusted the semi-automatic weapons accordingly. The weapons should now still be more responsive to fire when spam-clicking, but the players who choose to pace their shots will see better results.

In addition to these changes, we've also been looking into the balance between our low tier and high tier weapons. A lot of you have expressed concerns that some low tier weapons outperform our higher tier weapons at significantly reduced cost, and we're hoping to shift that balance a bit while still keeping some of that flexibility to punch above your weight if you are skilled enough. We're starting by reducing the overall TTK of the Stitcher and Kettle, and increasing the maneuverability of the Aphelion and Jupiter. We're also taking a second stab at the Venator, which still seems to be dominating a lot of our PvP encounters.

Stitcher

Dev Note: The Stitcher has played its role well as a close quarter weapon that rewards thoughtful positioning, but we've found that its fast TTK can sometimes lead to situations where you're ambushed and killed before you have much time to react. As many of you have pointed out, the high headshot damage is a large contributor to this problem. The TTK is often fine when the weapon is aimed at the center of mass, but when you get close enough to land the majority of the shots in your target's head, we see TTK numbers that are much faster than other weapons. These changes aim to bring that headshot TTK a bit closer to the body shot TTK by both reducing the full-spray accuracy of the weapon, and reducing the headshot multiplier.

  • Reduced Headshot Multiplier from 2.5 to 1.75
  • Reduced Base Damage from 7 to 6.5
  • Increased Per Shot Dispersion by around 50% (Making it bloom faster)
Kettle

Dev Note: The Kettle has been in a bit of a weird place. Its high damage output was intended to be used in a more medium range setting at a more deliberate pace, but we see many of you bringing it up in close quarters and effectively turning into an SMG. We want to distinguish it more from the Stitcher, but we also see that you enjoy the versatility of this weapon. So we're reducing the base damage to bring its TTK more in line, but we're keeping the high headshot multiplier to see if we can push players to go for more headshots.

  • Reduced Base Damage from 10 to 8.5
Venator

Dev Note: Since the last nerfs to the Venator in 1.3.0, we've kept an eye on our data to see how it performs. During this time many of you have raised concerns that it's still dominating in PVP, and our data has shown that it is one of the highest performing weapons in the game right now. For a weapon of this tier we want it to perform well, but maybe not this well. We're looking at an overall nerf to its damage to bring down its TTK, and if that doesn't work we might need to look into its ammo consumption and cost efficiency.

  • Reduced Headshot Multiplier from 2.5 to 2
  • Reduced Base Damage from 9 to 8
Jupiter

Dev Note: In PVP, the Jupiter does the most headshot damage in the game, but it's quite difficult to hit headshots with it at longer ranges. You're also quite vulnerable when you use it in closer ranges since missing one shot will make you a sitting target until you either reload or swap weapons. We're increasing how much you zoom when you use ADS to give you a better view of the targets you're trying to hit, and we're reducing its equip and unequip time to make it easier to swap to a secondary weapon to follow up on your shot.

  • Improved ADS Magnification from ~1.9x to ~2.2x
  • Improved Equip Time from 1.2s to 1.05s
  • Improved Unequip Time from 0.9s to 0.75s
Aphelion

Dev Note: We weren't quite happy with the previous balancing of the Aphelion. It was intended to be a more PVP focused legendary weapon, but it couldn't quite keep up with the pacing of many of our other PVP weapons. We've made some changes to make it feel less bulky and a bit more nimble to use, to make it more viable in PVP.

  • Reduced Base Reload Time from 4.5s to 3.5s
  • Reduced Time Between Shots from 0.9s to 0.7s
  • Reduced Vertical Recoil by ca 50%
  • Improved ADS Settle Speed by ca 35%

Item and Crafting

Energy clip
  • Now available by default in the Workbench.
Item Value and Cost Changes

Following item values and costs have been adjusted with appropriate recycle and salvaging adjustments:

  • Deadline
    • Value increased from 5,000 to 6,000.
    • Trader price increased from 15,000 to 18,000.
    • Added a new ARC part as a crafting cost.
  • Trailblazer
    • Value increased from 1,600 to 2,200.
    • Trader price increased from 4,800 to 6,600.
    • Added a new ARC part as a crafting cost.
  • Wolfpack
    • Value increased from 5,000 to 6,000.
    • Added Rocketeer Driver as a crafting cost.
    • Reduced Refined Explosive cost.
  • Vita Spray
    • Value increased from 3,000 to 3,400.
    • Added Tick Pod as a crafting cost.
  • Showstopper
    • Value decreased from 2,200 to 2,100.
    • Added Hornet Driver as a crafting cost.
    • Changed crafting component from Advanced Electrical Components to Electrical Components.
  • ARC Parts sell value has been reduced to better reflect their crafting and progression uses.

Content and Bug Fixes

Achievements

  • Fixed an issue where the “Blindsided” achievement sometimes did not trigger as intended on the first attempt.

Animation

  • Fixed various animation issues while vaulting.
  • Fixed an issue where some weapons didn't drop magazines during reloads.
  • Fixed an issue where reattaching to a ladder after jumping could distort the climbing animation.
  • Polished equip animations for pistols and hand cannon to better match timing and reduce visual popping when switching from unarmed.
  • Improved arm and weapon positioning when swapping shoulders to prevent visual popping during the transition.
  • Fixed an issue where fall damage wouldn’t get applied if the player was in a knockback animation.
  • Polished low-health reaction animations for improved clarity.
  • Fixed weapon-shake animation incorrectly triggering indoors during freezing weather; it now only occurs outdoors.

ARC

  • Fixed an issue where Surveyors and Fireballs could open prematurely before stabilizing.
  • Reduced erratic movement of ARC parts when they are stuck to a looted item.
  • Hornets now keep their upper armor after being destroyed, making the lootable piece easier to distinguish from Wasps.
  • Fixed an issue where the Rocketeer sometimes would not shoot despite having a clear view of its target.
  • Reduced cases where the Sentinel's shots could pass through geometry when its weapon clips into walls at very close range.

Audio

  • Limited bullet sound effects per trigger pull on burst weapons to the burst size to prevent extra shots from playing.
  • Reduced audio stuttering on lower-spec PCs for smoother, more consistent sound during gameplay.
  • Lowered non-radio voice volumes: in-game dialogue.
  • Fixed an issue where sliding on stairs or debris could cause audio stutters.
  • Scrappy has received your feedback about being too noisy, he will now try to cluck less frequently.
  • Reduced overall volume and rebalanced the menu SFX and music mix for a more comfortable Speranza experience.
  • Shortened one tube deployment music track that lingered for too long in session.
  • Birds perched on ziplines now screech with correct positional audio when startled.
  • Decreased audio occlusion / obstruction slightly across the board and especially for players .
  • Updated acoustic guitar music tracks.

Cosmetics

  • The Volare Set
  • The Surgeon Set
  • The Devotee Set coming soon.
  • Added a new facial hair customization option.
  • Fixed incorrect visor glass material on the Marco outfit's green color variant.
  • Fixed various instances of clipping on certain outfits.

Gameplay

  • Added a piano as an interactable object in the world.
  • Fixed an issue where interactions could be triggered from too far away, allowing players to open doors, start hatches, or loot items without being nearby.
  • Hold and continuous interactions now cancel when equipping another item or weapon.
  • Fixed an issue where players could become unable to move after being revived with a defib.
  • Prevented players from standing on or being carried by thrown grenades and other non-walkable items.
  • Added missing gamepad aim assist for Sentinels, Turrets, Shredders and Surveyors.
  • Disabled queuing for Practice Range while in a party to prevent matchmaking errors.
  • Fixed an issue where a downed raider’s body could block hatch extraction by triggering a search prompt.
  • Prevented enabling all NVIDIA Freestyle filters simultaneously to remove an unfair visual advantage.
  • You can now make purchases with seeds and free loadout augments even if your stash is overflowing.

General

  • General performance improvements.
  • Fixed some popping issues.
  • Fixed a crash when launching the game with DirectX 11.
  • Fixed a crash that could happen when traversing ziplines.

Maps

General
  • Fixed broken interactions near the top of certain ladders.
  • Fixed missing collision on several environment props to reduce clipping and unintended traversal.
  • General lighting fixes across different maps.
Buried City
  • The chance of finding rare loot in chimneys has been lowered slightly during Bird City map condition.
Stella Montis
  • Fixed multiple collision issues on Stella Montis (Lobby, Atrium, Loading Bay, Train Station tunnels, Seed Vault) to prevent players from reaching out-of-bounds areas using the ‘Unstuck’ function and to address shots coming from the Lobby ceiling.
  • Adjusted night lighting on Stella Montis to improve visibility in darker areas.
  • Improved night-time visibility at the Seed Vault extraction by adding local lighting.
  • Fixed an issue where lowered Spillway bridges still displayed an interaction prompt, interaction is now correctly disabled when the bridge is down.
  • Fixed an issue that allowed players to get on top of metro trains.
Blue Gate
  • Improved thunderstorm lighting for better visual clarity.
  • Fixed an issue where players could go out of bounds in the Blue Gate tunnels.

Movement

  • Adjusted ladder jump-off to match vault jump-off behavior, smoothing movement and preventing unintended momentum from rapid inputs.
  • Fixed an issue where sliding could clip through stairs and escalators.

Progression

  • You can now reroll Feats three times per day for free.
  • Removed PvP Feats, updated a few existing Feats and added a few new ones.
  • Added an Expedition catch-up system to earn missed Skill Points from previous runs, with an updated UI to track your progress.
  • Fixed an issue where players occasionally did not receive a skill point as indicated in the result screen.
  • Candleberries in Blue Gate now count toward the Harvest Plants trial.

Quests

  • Added clearer ping labels for quest-related world objects to improve readability.
  • Fixed an issue where the next objective pop-up in multi-step quests could be missing or show a completed step. It now consistently displays the correct upcoming objective.
  • Fixed an issue where a quest item could appear as world loot without the related quest being active.

Social

  • When playing in a party, map selection now shows all locations unlocked by the member with the most rounds played.
  • Fixed an issue where previous teammates could appear in the Social tab’s In Proximity list after starting a new session.
  • Added clearer error messages when friend requests fail due to too many outgoing requests or rate limiting.
  • Fixed friends appearing offline when they have more than one platform linked.
  • Added the ability to hide friend requests.

UI

  • Item pings for items in containers now appear above the container's interaction point and no longer appear at the wrong location in certain containers.
  • Added a ready-up warning when deploying with Raider Hatch keys into a map with no active hatches.
  • Added icons to inventory tooltips to show recycle/salvage outputs.
  • Fixed an issue where squad colors could display incorrectly after squad changes.
  • Fixed a bug where adding a secondary keybind would overwrite the primary keybind in the next round.
  • Updated localization for unique loot from new enemy variants to improve in-game naming and clarity.
  • Improved matchmaking messaging when some party members are still topside.
  • Fixed an issue where end-of-round health was not correctly shown for all players.
  • It is now clearer when you join a party which party member is topside while you're in Speranza.
  • You can now use the mouse scroll wheel to switch between pages in the Raider Deck.
  • Polished UI text and updated translations across supported languages.
  • Added additional ping labels for various quest objects to improve clarity.
  • Fixed an issue where mouse smoothing could remain enabled despite being turned off, ensuring the setting is correctly applied at round start.
  • Improved the red zipline preview when the zipline cannot be placed.
  • Updated login message to clearly explain when access is restricted because the shared account owner has been banned.
  • Fixed an issue in Expeditions where the timer could go negative after the departure countdown and the Sign Up button stayed active; the screen now updates correctly and the button is disabled.
  • Fix an issue where the repair preview wasn't displayed correctly when repairing items.
  • Crafting and recycling screens now display item costs and rewards in a consistent order for easier reading.
  • The VoIP icon in the HUD will now better visually represent if the microphone is going to transmit or not if you're using Push To Talk or Toggle To Talk.

Utility

  • Pop Triggers and Spotter Relays can now be used in quick slots.
    • The Spotter Relay can now be deployed as a trap that lures nearby ARC.
    • The Pop Trigger can now be deployed to roll forward briefly before exploding.
  • Added a new Field craft item: Shaker instrument.
  • Adjusted Vita Spray so healing applies continuously while in use to prevent exploit cases.
  • Fixed an unintended behaviour with the Snaphook causing it to pull players after it had been cancelled.
  • Ziplines can no longer be placed on carryable objects.
  • Fixed Zipline placement on ARC remnants that could consume the item or leave it partially placed.
  • Mines, traps, and remote flares can no longer be placed on ziplines, or on other small deployables.
  • The T3 Tactical (Healing) Augment now correctly states that healing is applied instantly.

VFX

  • Fixed an issue where Jupiter’s windup visual could face sideways, making the beam appear misaligned.
  • Fixed an issue where Trailblazer’s gas effect could persist indefinitely if interrupted by the Matriarch’s shield.

Known Issues

  • ‘Purchase Raider Tokens’ page may appear in front of the inbox and profile page when switching between them.
  • Player animations may appear broken when interrupting a search of the Baron Husk.
  • Certain containers may be unavailable to be interacted with.
  • Ziplines placed onto destroyed ARC parts will not appear correctly.
  • Scrappy ‘Batting Helmet’ and the ‘Slugger’ outfit might not appear correctly in the event preview.
  • ‘Comparative Study’ achievement sometimes does not progress correctly after damaging the hanging drone dummies.
  • The 'Unyielding' achievement/trophy fails to progress on console when knocking out raiders using the associated prompt.
  • Some unintended VFX can appear occasionally.
  • One of the new ARC enemies has an unusable interaction occasionally when destroyed.
  • Flying ARC may sometimes appear stuck in idle.
  • Sometimes the Embark ID Discriminator fails to show.
  • Pressing LMB outside of the item select area closes the item select window in the Expeditions menu.

Anti-Cheat

When we shared our last update about tackling unfair play, we didn’t fully convey the complexity and scale of what goes into cheat detection. Our defenses operate on multiple levels: some checks are simple and definitive, while others are behavioral and data-driven and evolve over time. We also leverage broad gameplay telemetry and machine learning techniques to spot patterns that aren’t obvious at first glance. These methods take longer to develop, must adapt as game systems change, and don’t always offer instant certainty the way blunt software detections can.

We’ve recently taken action against different exploits and we are further tightening our rules and stepping up enforcement. Serious infractions now carry stricter consequences. Strong detections will receive permanent bans right off the bat, while others will receive a temporary suspension and a single chance to correct the behavior. Recent updates to Family Sharing have strengthened our ability to curb misconduct and streamlined the removal of bad actors from the game. We are preparing to launch a systematic manual review of ban appeals. The game is young and the volume of telemetry is enormous, but this process ensures every case is handled with care as we continue to learn quickly and invest heavily in the precision of our enforcement tools.

Our dedicated anti-cheat team works tirelessly to keep the game fair. It’s an ongoing fight, and we’re committed to it.

//Ossen
And the ARC Raiders Team

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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Monday, February 23, 2026

Hunty Zombie Codes (February 2026)

Hunty Zombie is a Roblox experience that sees you go up against hordes of... well, zombies. You can play solo or in a group of up to 6 people, but for each zombie you take down, you'll be closer to leveling up and gaining mastery of special weapons, perks, and more. Complete quests, roll spins for perks, and customize your character to be the ultimate zombie-slaying machine. So, whether you're jumping into specific maps like the school or sewer, taking on a raid, or completing campaign mode, here are codes for Hunty Zombie that will give you a boost when tackling the undead.

Working Hunty Zombie Codes (February 2026)

You need to be Level 5 before you can use codes. But once you've hit that level, here are the codes you can redeem:

  • There aren't currently any active codes, but we'll update this section as soon as there are.

How to Use Hunty Zombie Codes

Before you can redeem codes in Hunty Zombie, you'll need to reach level 5. If you have already, here's what you need to know: launch the Hunty Zombie Roblox experience. When you're in the main lobby, follow these steps to get your goodies:

  1. Locate the codes menu on the right side of the screen. It's the icon of the open book at the top of the submenus.
  2. Copy the code from this article and then paste it into the bar that says "enter code here..."
  3. Click confirm and receive your rewards!

Expired Hunty Zombie Codes

These codes are no longer valid:

  • DUNGEONDAGGER - 50x Traits
  • MOREWEAPONSPINS - 50x Lucky Weapon Spins
  • SOMEPETCOINS - 75x PetCoins
  • COYOTE - 50x Lucky Weapon Spins
  • HAPPYSUNDAY - 50x Traits
  • COYOTE2 - 50x Lucky Perk Spins
  • DUNGEON - 80x Lucky Weapon Spins
  • ONTIME - 80x Traits
  • LETSGOOO - 80x Lucky Perk Spins
  • BALD - 70x Lucky Weapon Spins
  • BUGFIXES - 70x Lucky Perk Spins
  • NEWTRAIT - 100x Traits
  • NEWPERK - 60x Lucky Perk Spins
  • FLOWUPDATE - 50x Traits
  • FLOWUPDATE2 - 750x Payload Credits
  • ALMOSTCHRISTMASEVE - 60x Weapon Lucky Spins
  • ALMOSTCHRISTMASEVE2 - 60x Trait Rerolls
  • ALMOSTCHRISTMASEVE3 - 60x Lucky Perk Spins
  • ALMOSTCHRISTMASEVE4 - 1,000x Payload Credits
  • WEAREBACK - 60x Weapon Lucky Spins
  • WEAREBACK2 - 50x Traits
  • WEAREBACK3 - 300x Pet Coins
  • WEAREBACK4 - 1,000x Payload Credits
  • JINGLEBELLS - 40x Traits
  • KRAMPUS - 40x Weapon Lucky Spins
  • 400KWOAH - 300x Pet Coins
  • 500KWOAHHH - 200x Skill Points
  • SRYFORDELAY3 - 150x Traits
  • SRYFORDELAY2 - 200x Pet Coins
  • SRYFORDELAY1 - 1,500x Payload Credits
  • 100KTHANKS - 750 Payload Credits
  • 150KTHANKS - 80x Traits
  • 250KTHANKS - 3,000x Payload Credits
  • OPCODE1 - 25x Weapon Lucky Spins
  • OPCODE2 - 25x Perk Lucky Spins
  • OPCODE3 - 25x Traits
  • OPCODE4 - 300x Payload Credits
  • Jester - 10x Weapon Lucky Spins
  • 700KLIKES - 700,000 Coins
  • TheClown1 - 10x Traits
  • NewClownboss - 10x Traits
  • HAHAHAHA - 200,000 Coins
  • JKR5 - 10x Perk Lucky Spins
  • BLINDFOLD - 5x Weapon Lucky Spins
  • SORRYFORDELAY2 - 50x Traits
  • SORRYFORDELAY - 20x Traits
  • DELAYAGAINSORRY - 1500x Payload Credits
  • NEWUPDATE - 30x Weapon Lucky Spins
  • SOMECASH - 3,000,000 Coins
  • YOUGUYSROCK - 200 Pet Coins
  • 200KTHANKS - 35x Weapon Lucky Spins
  • Wizzard - 10x Lucky Weapon Spins
  • Petupgrade - 10x Traits
  • NewBuild - 10x Traits
  • SupanewDivine - 200,000 Coins
  • JKR - 10x Perk Lucky Spin
  • SHAMMER - 10x Lucky Weapon Spins
  • BATTLEPASSRESET - 100,000 Coin
  • NEWPAYLOAD - 200,000 Coin
  • TRYNEWGAMEMODE - 10x Lucky Perk Spins
  • NewZombie1 - 10x Traits
  • NewZombie2 - 10x Traits
  • ChainsawWP - 10x Lucky Weapon Spins
  • LOYKRATHONGDAY - 15x Traits
  • REDUCEDMGPERK - 10x Lucky Perk Spins
  • REBIRTH! - 200,000 Coins
  • DIVINEPET - 200,000 Coins
  • Handfan - 15x Lucky Weapon Spins
  • NewCamp - 200,000 Coins
  • Beach - 15x Traits
  • Pirate - 10x Lucky Perk Spins
  • ChasingDollars - 200,000 Coins
  • Reaper - 15x Lucky Weapon Spins
  • RIP67 - 200,000 Coins
  • ScytheRP - 10x Traits
  • NEWBOSSRAID123 - 15x Lucky Perk Spins
  • HZ4EVER - 300,000 Coins
  • Halloween - 300,000 Coins
  • SpinalBlade - 10x Lucky Weapon Spins
  • NewSwordHW - 10x Traits
  • SIRJACKY - 10x Lucky Perk Spins
  • SpookyPet - 150,000 Coin
  • hwticket - 5x Halloween Tickets

Why Isn't My Hunty Zombie Code Working?

Codes for Roblox experiences are usually case-sensitive, so the best way to ensure you've got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they're working. Just double-check that you haven't copied over an extra space!

When Is the Next Hunty Zombie Update?

Hunty Zombie's latest update is the Valentines Part 2 update on Saturday, February 21. The next one is currently unknown.

Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.



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God of War Ragnarok Drops to Just $20 in PlayStation's Brand New Sale on PS5 Games

PlayStation’s Direct store is holding a huge sale on PS5 games, accessories, and more, helping you fill out the gaps in your collection, and one of the big beneficiaries of this is Kratos himself.

God of War’s latest mainline entry, God of War Ragnarok, has been discounted by a whopping 71% at PlayStation Direct, dropping to just $19.99, while Best Buy is matching the price as well.

That's $50 in savings, and well worth picking up over playing via PlayStation Plus (at least in my opinion), especially if you want to take your sweet time with what is a genuine masterpiece.

The game picks up after the events of the 2018 reboot of the series, which took Kratos from Greek mythology to his new life, where he’s raising his son, Atreus. After revelations about the place of both in the wider pantheon, Ragnarok is packed with unforgettable moments.

In our review, Simon Cardy awarded the game a 10/10, calling it an “enthralling spectacle to behold”.

“Impeccable writing, pitch-perfect performances, knockout action – it’s a complete work of art from top to bottom. Reflecting its core themes, it's everything a sequel should be: respectful of its legendary lineage, but not afraid to take it to exciting new places.”

Couldn’t have put it better ourselves, and now’s a great time to jump on board ahead of the remake of the Ghost of Sparta’s earliest adventures, which were recently confirmed to be in development (but are likely some ways off yet).

Kratos isn’t alone, either. Other discounts include almost 30% off of 2025’s Ghost of Yotei, essentially marking its first sizeable discount, as well as deals on the likes of Helldivers 2, Stellar Blade, Spider-Man 2, and many more.

There are even controllers on sale, including the limited Death Stranding 2 pad - but you'll likely want to move fast for that one.

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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Resident Evil Requiem Leakers Deserve 'A Thousand Deaths,' Hideki Kamiya Says

Resident Evil 2's director and famed developer, Hideki Kamiya, has opened up on his thoughts about leaks and spoilers, suggesting those who revel in ruining surprises for others "deserve a thousand deaths" and "be cursed to never be able to play games again."

His thoughts come as Resident Evil Requiem spoilers flood the internet, even though Capcom has promised "firm action" against those responsible. The developer said it believed the "large number of gameplay videos" now floating around the internet — some of which contain huge spoilers and clips of the game's finale, which IGN verified as legitimate — originated from copies obtained "through illegal means."

Now, in a message posted to Twitter/X and translated by machine (which means there may be some inaccuracies or missing nuance), Kamiya reflected on how spoilers also impacted the release of Resident Evil 2.

"I'm sure the final developments of [Resident Evil 2] were also exposed in a weekly photo magazine…" he wrote. "For your own selfish satisfaction, you trample on the feelings of the users who were looking forward to the game, as well as the feelings of the creators who put all their effort into making it.

"It's a despicable act that destroys the happiness of everyone, and deserves a thousand deaths... May you be cursed to never be able to play games again..."

Capcom stressed the posting of these videos constitutes copyright infringement, as well as generally being "an act that offends other customers." However, the publisher seems somewhat limited in what it can actually do in response, suggesting it will simply delete the videos or issue "warnings."

Thankfully, we don't have long to wait now, as Resident Evil Requiem's February 27 release date is but a few short days away. "After getting hands-on with a total of about four hours of Resident Evil 9 Requiem at this point, and sharing that experience with colleagues, I’m more excited for the series than I have been in recent memory," IGN wrote after going hands-on with Resident Evil Requiem recently. "It’s the old mixed with the new, but all in a modern package with two protagonists I already like a lot."

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.



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The Forge Codes (February 2026)

Codes for The Forge will grant you additional rerolls if RNG isn't on your side and you don't get one of the best classes on your initial rerolls. In this RPG Roblox experience, you'll be able to play as a human, goblin, dragonborn, and more. Each race has its unique perks, influencing stats such as health, damage, attack power, and more.

It's no surprise that The Forge focuses heavily on mining. The core gameplay centers around mining for ores, in the hopes of finding rare ores to forge powerful weapons and armor. You'll then throw those ores into a forge, where the blend of resources you use allows you to make items with special traits and designs.

What is the Latest Code for The Forge?

The latest active code for The Forge is DELAYCOMPENSATION which gives 20 Race Rerolls and 1 XP Totem. It was added on Thursday, February 12.

Working The Forge Codes (February 2026)

Want to know how to get rerolls for The Forge? Use these currently active codes:

  • DELAYCOMPENSATION - 20x Race Rerolls, 1x XP Totem (NEW)

Expired The Forge Codes (February 2026)

These codes have now expired and can no longer be used:

  • DELAYCOMPENSATION
  • FORGEWEEKEND5!
  • FORGEWEEKEND4!
  • FORGEWEEKEND3!
  • FORGEWEEKEND2!
  • QOL!
  • MAZE
  • FORGWEEKEND!
  • RAVEN
  • HAPPYNEWYEAR
  • FORGE2M
  • SORRYFORBUGS
  • XMAS!
  • SORRYFORDELAY
  • HEART
  • FORG!
  • FREESPINS
  • PEAK!
  • 400K!
  • SORRYFORSHUTDOWN
  • 100KLIKES
  • 300K!
  • 200K!
  • 100K!
  • 40KLIKES
  • 20KLIKES
  • 15KLIKES
  • 10KLIKES
  • 5KLIKES
  • BETARELEASE!
  • POSTRELEASEQNA
  • RELEASE

How to Use The Forge Codes

Ready to redeem the codes above? Here's what you need to do:

  1. Load up The Forge on Roblox
  2. Open the Settings menu in the top left corner of the screen.
  3. Scroll down to the bottom of Settings to find the Codes bar
  4. Copy the code from this article
  5. Enter the code into the "Type Here" bar
  6. Press claim

FAQs for The Forge

Have a particular question about The Forge and codes? See our answers to frequently asked questions below.

Why Isn't My Code for The Forge Working?

When a code doesn't work for The Forge, it's usually because of two reasons:

  • The code for The Forge has expired
  • There's a spelling mistake or an additional space in the code

Codes for Roblox experiences are typically case-sensitive, so the best way to ensure you've got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they're working. Just double-check that you haven't copied over an extra space!

How Do I Get More Codes for The Forge?

We regularly check and test new codes for popular Roblox experiences, so the best way to get more codes for The Forge is to visit this article. But if you want to mine for codes yourself, then the Discord server for The Forge is the best place to go.

How Often Do Codes Release for The Forge?

Since the Beta release, we've found that the creators of The Forge frequently release codes, giving you Totems that can only be used once or rerolls for new races. There is no set schedule for code releases, but they tend to come out when a new like milestone has been reached (e.g. 100K likes) or an update takes place. Keep an eye out for weekend luck boost events that also usually come with a code.

When Is the Next Update or Event for The Forge?

The next update for The Forge is planned for Sunday, February 22. It's the Crimson Sakura Expansion, which will add a fourth island, new boss, balancing, and more. Otherwise, the developers do run a mini-event each weekend where they give global boosts. These can increase your mining damage or luck.

Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.



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As Zelda Turns 40, Voice Actress Patricia Summersett Reveals Hopes for the Future, And Clarifies Her Thoughts on Link and Zelda's 'Gorgeous' Relationship

The Legend of Zelda turned 40 years old this week — though Nintendo has sadly done little to mark the occaison. There are no new Zelda gam...