Sunday, September 20, 2026

Final Fantasy 7 Revelation Will 'Easily Take Over 100 Hours' for Completionists to Beat, Director Teases

Final Fantasy 7 Revelation director Naoki Hamaguchi teased that completionist playthroughs for the remake trilogy's conclusion could "easily take over a hundred hours" to beat.

The developer helping lead the charge on Cloud and the rest of the party's final assault against Sephiroth opened up about the size of the final chapter during an interview with GameSpot. We already suspected there would be a lot to do when Final Fantasy 7 Revelation launches for PC and consoles next year, but it sounds like those looking to see all Square Enix has to offer will be especially busy.

"In a standard playthrough from beginning to end, if I were to review and check every single asset and element in the game, it’ll easily take over a hundred hours," Hamaguchi said of his own playthroughs. "Obviously, I can't do that in each and every single playthrough. As the director, I don’t have enough time for that, so sometimes I would just skip combat and focus on checking the main story."

That's a lot of Final Fantasy 7 Revelation playtime. The two previous entries in the trilogy – Remake and Rebirth – proved to be large games in their own right, but the 2027 RPG finale will no doubt up the ante yet again. As Cloud, Tifa, Barret, Vincent Valentine, and the rest of the crew try to finish the fight against Sephiroth, players will use a giant airship known as the Highwind to travel.

With more mini-games to play, battles to fight, and areas to explore, it's clear Hamaguchi and the rest of the development team at Square Enix have packed the experience with things to do. The director said he is all too aware of the amount of content on offer here, saying that he has already managed to complete a whopping 46 full playthroughs ahead of the impending April 2027 launch.

"I will try to do these playthroughs as much time as time allows," he said. "Yesterday, during a separate round of interviews, when there was downtime, I actually did bring a PS5 controller, so I checked the latest version of the build. Even on business trips, if there’s even a small amount of time that I have available, I’ll try to check the latest version of the game to see if there are any issues."

It's important to remember that not everyone will sink the same amount of time into Final Fantasy 7 Revelation. Some will no doubt turn over every pixel on the planet, while others will surely beeline their way through the story.

How long some of these different playthroughs will take is unclear, and with months to go until launch, Hamaguchi's 100-hour estimate could always change. Either way, the team is anticipating a hefty download, with the director recently telling VGC that the game could eat around 200GB of storage.

Final Fantasy 7 Revelation will launch for PC, Nintendo Switch 2, PlayStation 5, and Xbox Series X/S April 8, 2027. IGN recently went hands-on for a preview, and you can read our biggest takeaways here. You can also check out everything we learned from Hamaguchi in our interview.



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Poppy Playtime Spinoff Escape from Playtime Gets Early Access Release Date

Escape from Playtime, the co-op survival horror extraction spinoff of the popular Poppy's Playtime episodic horror games that was announced at Gamescom last month, will be launching into Steam Early Access on October 21.

In this multiplayer spinoff, you and your friends play as Smiling Critters trapped in the abandoned Playtime Co. factory, trying to escape. You'll work together with your friends, heeding the instructions of a mysterious voice in the factory to build "a promised home for toys who prove their loyalty and usefulness." Puzzle-solving, hiding, sneaking, and careful use of communication – Escape from Playtime uses proximity chat, so if you're too loud, the Playtime Co. rejects roaming the factory will find you and destroy you.

The Poppy Playtime game franchise looks to follow in the footsteps of Five Nights at Freddy's and extend its reach into film, as developer Mob Entertainment signed a deal with Legendary Pictures in 2024 to develop a movie based on the games. There's already a line of action figures courtesy of McFarlane Toys.

You can wishlist Escape from Playtime on Steam if you're interested.



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Hideo Kojima Reveals What Happened With Sony in Exclusive First Interview Since PlayStation Ditched Physint

In June, Sony asked Hideo Kojima to attend a Zoom call. At the time, he was busy working on Xbox game OD and PlayStation game Physint, the latter a spiritual successor to the video game series that made him one of the most celebrated developers on the planet: Metal Gear Solid.

For the meeting, he brought along Kojima Productions president Shinji Hirano and head of talent development Aki Saito. Kojima tells IGN in his first interview since last week’s dramatic news that he was so stunned by what Sony told him that his mind went blank. PlayStation was pulling out of the Physint project, and funding for it would end. And that was that.

Kojima initially kept the news from his staff at Kojima Productions as he worried over the future of his company. Would he have to let developers from the Physint team go? Would they leave anyway, given what had happened? What would the bank, whose loans helped Kojima Productions staff up after the release of Death Stranding, think? And what about all the actors he’d already scanned for Physint? Was this a P.T. situation all over again?

As we know, Kojima convinced Microsoft and new Xbox boss Asha Sharma to pick up Physint in one of the most dramatic console switches in history. Now the previous PlayStation exclusive may not release on PlayStation at all.

In our interview, Kojima tells IGN Japan’s Daniel Robson how he feared Kojima Productions might collapse as a result of Sony's decision, and details his game-saving pitch to Xbox, which was quick to snap Physint up.

It’s important to note that the interview was conducted before Bloomberg’s report that Sony ditched Physint due to missed deadlines, budget concerns, and Death Stranding’s alleged commercial failings. Kojima Productions provided a statement to IGN, which appears at the end of this interview, following a request for comment. In it, Kojima Productions insists the studio is "in a healthy, profitable state, development for Physint continues to move forward with Xbox, and our relationship with PlayStation remains strong.​"

Hideo Kojima: We are an independent company, so no funding is behind us as a corporation. We sign contracts according to projects, and that's how we survive one by one as an indie. So I need to find a new project before the previous project ends, and that's how we stay alive. That's our background situation.

So in June, SIE said they wanted to have a Zoom call. I was so busy at that time — I had just gone to New York for a Prada event and then to LA right after. But anyway, I came back and we had this Zoom call.

They said they can no longer fund development for Physint. I was shocked and I said, "What did you say?" I couldn’t quite process what they had said. I wasn’t sure because I was in shock.

Anyway, I know there's a lot of news in the game industry that many studios are closing down, many titles are canceled, and I understand the situation in the industry as a whole. But I thought Physint was okay. That Physint was safe. So I was surprised. But not just surprised. We didn’t understand the reason. I didn't have any anger or sadness; my first thought was, “What am I going to do with my studio?” Because we signed contracts for projects. Of course I had OD, but I only have two projects in my studio: OD and Physint. And I hire according to how many projects we have, and we have two. If we lose one contract, I thought I might have to cut all the people working on Physint, right? Or our studio could end up collapsing because we’ll run out of cashflow.

I’ve borrowed money from the bank for funding as well. At first [when we established the studio] they didn't listen to us at all. After a while when we got a title out, they were like, "We'll lend you money." If they find out that a project has been stopped or canceled, we'd be in big trouble. So my mind went blank when SIE told me. I don't remember so much of that meeting, to be honest with you. And my colleagues probably don't remember as well, so I can't really answer if you ask me what exactly they said.

Nothing could’ve prepared me for their decision to step away from the project. So I thought, "What am I going to do from tomorrow?" But from my side, I love Sony. And I don't have any bad feelings against them because I know that it's a tough time in the game industry.

I've been working with them for like 30 years… Mr. Ken Kutaragi, Mr. Hirai, I was close with them. But it's not like that recently. I realized that, okay, this is the reality. It's the 10th anniversary of my studio. My studio might collapse, right?

But the number one priority is my staff. We have about 200 people, and I expanded because we had Physint. They are talented, of course. And some of them came to my studio from big corporations. I warned them it might not be a good idea to do so… But anyways, I needed to protect these important staff. I’ve also begun scanning actors for the project and also speaking with artists about collaborating for Physint. I can't really tell them the game has been canceled. I didn't want to do the same thing we did for P.T. Of course, I didn't want them to worry.

For me personally, it’s the 10th anniversary of the studio and also my 40th anniversary of creating games, so that's why I put so much on Physint. It’s like a culmination of the two. During the pandemic, I was a little unwell and I thought about how much time I have left. I really thought that I would give my all to Physint at this point in my career. I really wanted to continue this project even after that meeting. I was thinking, "What should I do?"

Another big thing I thought about is that, I became independent and made my own studio, and a lot of people have done the same. But, no one has been super successful, no matter where they are in the world. But I believe that the trend of this era should be one in which creators can do their own independent projects and become big. But if Kojima Productions collapses, that doesn’t follow this trend at all. It’s a step backwards for indies. So I needed to stand firm and continue this project. My mind went blank, but I decided to think, “Okay, understood,” and became determined to continue Physint in some way.

True story: after the meeting, the first thing I did was, I came back to my desk, and I started to write and add a little bit more to the concept for Physint. What had just happened was a big thing, a big incident. And so I decided to just keep it between the three of us [Hideo Kojima, Shinji Hirano and Aki Saito] for now, and we didn’t tell the staff, because we needed to figure out a direction before telling anyone. So in the next couple of days, we were always thinking about teaming up with first-parties, but I thought maybe we could change directions. Maybe we could team up with third-party or other partners.

I thought just bringing a pitch of a game title and saying, "Can you fund this?” is a very old-fashioned way of doing things… Instead, I thought that the way to go was to say, “I'm making this new IP, and I want to consider everything like movies, dramas, anime, TV, comics, music. Let's create a new IP with all of this included." I was thinking about who to pitch to, and I was thinking of not just the game industry, but the movie industry, movie studios, and also streaming companies and things like that. Because in the end, I think because we're all digital, these industries are all coming together with games in some form.

So I started approaching people and everyone had positive reactions, so I had a good feeling about it. But I also thought, it's not just the money we needed. We also needed technical support, marketing support, holding playtests and things like that. And we can't do this all internally. So I was thinking, who could support all this?

I approached Xbox and they were great. They could support us technically. And also we've been working on OD with them, so we already had a connection. I made a proper pitch of Physint to them. And then their first reaction was like, "This pitch was fantastic. Never seen a pitch like this!" And that's how it started with Xbox.

I couldn't tell my staff until we decided on a new partner. But three days after the meeting with SIE, I called the leaders of the Physint team, and I explained the situation to them. But I also said, "I'm going to go find a new partner, so don't worry." But at the same time, because of the cancellation of the project, I had to make the Physint team smaller and move some people to the OD team.

And then the following week, I was very worried. I thought people would leave. But I had told them to create material for a pitch for Physint. And when I went into work the following week, very worried they might not be motivated, I went to go see the team, and they were happily creating this pitch for me and having a great time. So I thought, wow, I have really tough people here. So I was really happy about that. I was surprised.

And then we've been just negotiating with Xbox. And the Physint team still exists and we're continuing to experiment with the game. And before the announcement yesterday, we disclosed internally to all staff, and it was quite calm. Everyone received it very well. So that was a happy surprise too. So it's calm internally. They were like, "Oh, we can still work on it, so that's great! Okay."

IGN: When you moved staff to OD, did they come back later? Did you lose any staff?

Hideo Kojima: No. I predicted that people might leave, but no one did. For example, the OD team could’ve said, "Oh, we don't want the Physint team!” because the Physint team is made up of old veterans. That's a joke, of course! But anyway, we're actually doing very well internally.

IGN: Did production stop at any point?

Hideo Kojima: So the work didn’t stop. I'm still doing the concept. How I create the game is a little unique. The world, the game system, scenario, the visuals, the design, modeling, I'm still doing that. I'm still casting and also doing scans for the actors. But the game system for the new technology, like enemy AI and stuff, I'm still experimenting on all of this. I have to change the story depending on how the game experiment works. So it's not like we're ready to go, or like it's like a big team already. It's more like a very small team that remained for the crucial parts, and all the others moved to OD.

There wasn’t much of a delay or anything because it was a very minor change. Of course, if I had a full team on the Physint project, it would be faster. But the animation team is mainly on OD. But the animation, the motion, and things like that will of course change later to the actor’s movements, once we start doing performance capture. So right now, it's in there for the sake of experimenting. I'm working on it every day still.

IGN: Did you have to change the engine or anything like that (is it Decima?)?

Hideo Kojima: Well, I haven't really decided yet. I'm still experimenting.

After we decided to team up with Xbox, they said they will give us a lot of technological support. When I went to visit them during the Don Mattrick days, they had so many labs and everything, and they were experimenting on so many things, like state of the art, new, really new, cutting-edge technology. I was really surprised. I was thinking, “There are so many Doc Browns from Back to the Future here!” So I want to use all this new technology. Anything that I can use, I want to use, and I'm looking forward to teaming up with Xbox, but I really haven't decided about the engine.

IGN: You wrote on X that you found a “common vision” with Xbox — what was that vision?

Hideo Kojima: The biggest thing was, they're not thinking of just funding a game. They're thinking about movies and anime. It's more about the IP. Let's create a new IP. And that's bigger in scale, so to speak. And not many other game publishers or game developers have that kind of vision.

I haven't talked to them specifically, but Nintendo is doing something similar for Mario and Zelda with movies, attractions, and things like that. But I think that's how Xbox sees it as well. Because it's not the era of just game consoles. You create an IP, and it can be a game or a movie or music, and everything comes together. You can expand it to merchandising, too. And probably the next thing will be AR and stuff, and that would really affect our everyday lives in the future. And Nintendo has found great success with Super Mario at Universal Studios, with live attractions. So I think they were thinking of all this, probably. And I thought that really matches my vision of the future.

IGN: OD was commissioned under Phil Spencer, but how were the discussions with Asha Sharma and her team this time?

Hideo Kojima: Well Phil, I had a long relationship with him. He’s like a buddy, right? Just like Mr. Ken Kutaragi. I was sad when Phil retired, and at that time, I didn't know Asha very well yet. I went to Redmond back in April, and I talked with her. She is quite young, but we kind of clicked, and I felt that she was going to be a promising CEO. So that's the feeling I got. That was back in April. And then I felt like it was going to be a new Xbox. It's not just a changing of the CEOs, it was more like the structure. And I think that they're looking and envisioning the future, probably.

IGN: Xbox first-party games are sometimes also multiplatform. Will Physint still come out on PlayStation?

Hideo Kojima: I don’t know the answer to that – that would be a question for Xbox. But I don't know for sure. In previous updates from Xbox, I thought that they have this kind of stance where they want to deliver to as many gamers as possible, no matter what the platform is. I think all of that will be announced at a later time. I'm not sure yet, and I can't really say.

IGN: You said Sony gave no reason for cancelling the game, but did they clarify this later? What was the reason?

Hideo Kojima: No, not at all. They haven't contacted me ever since. But I'm not fighting with Sony. We're not in a dispute. But what I want to say is that we've been together for 30 years and we have this relationship. So if this was the conclusion, I would've wanted to hear it a little earlier. But that meeting in June, they just gave us the final notice.

As I said, my mind went blank, so I didn't really ask a lot of questions. It was more like, what should I do with my company? So that was what was on my mind at the time. I've always been a big Sony fan. I've been using a Walkman. All my cameras are Sony. So I have no bad feelings towards them.

IGN: Who from Sony told you they were pulling funding? Was it Hermen Hulst?

Hideo Kojima: I can’t say. You would have to ask them.

IGN: Was there ever a time when you lost confidence in Physint? What was your lowest ebb?

Hideo Kojima: No, never for Physint. It’s a new game, but...I have to say this very carefully: anything espionage is going to be fun, period, no matter what game it is. Death Stranding is a delivery game. People were like, "What? Delivery? What kind of a game is that?"

When I was working on DS2, and after OD was decided, I needed to think of the next project for after DS2. As I explained before, in order to keep the studio alive, I have to plan ahead and pitch for the next title, although that also means I can't direct a live action movie still. OD was going to be an edgy game, so for the next one, I was thinking of going even more extreme.

And then I was looking on the internet, and I get so many messages from people saying, "Please make another Metal Gear!" I wasn't really interested, because Metal Gear is the past. I want to do something new. But I saw so many people requesting it. And I was thinking, maybe I only have 10 years left. Of course, I can't make Metal Gear — that’s Konami’s IP. But I was thinking, "Okay, maybe I should create a new action espionage game." And I started to think about this new concept.

During that time, coincidentally, I was meeting with Jim Ryan, the former CEO of SIE. It was right before his retirement, I guess. I was talking to him, and he said, "Oh, that's a great idea. Let's create a new action espionage game." And we shook hands and that's how the partnership started.

The corporate structure of SIE is different from the Jim Ryan days. But this was a project that we were both excited about and mutually agreed on. So because of that, the shock was even bigger in June.

If I only have 10 years left, I have so many things I still want to do, so I want to prioritize and decide what I can do.

IGN: How do you feel about the project now and the future of Physint?

Hideo Kojima: I need to really finish Physint. I'm determined to do that. And also maybe a movie, live-action film for Physint. Usually it's like, a game comes out and then it turns into a movie, but I want to make that timeline even shorter. Same with Death Stranding. We released the game and then we began development on the anime and a live-action film. These days of digital production, we could actually kind of use the same assets for a movie and a game. But anyway, this has been reset to a new partner. But that's the feeling I have. I want to kind of expand the IP. Of course, I'll release the game first probably! I've been doing all the casting for the game and it's progressing well.

IGN: Bloomberg’s latest report around the cancellation of Physint suggests there were concerns around the success of Death Stranding, as well as Physint’s development timeline, budget and platform strategy. Did you have a response to any of that, and how you would characterize your relationship with PlayStation today?

Official Studio Statement:​

You may have seen a recent article that mentions Kojima Productions, speculating on the reasons for the change in publishing partners for Physint. ​
Normally, we would not comment on unsubstantiated speculation on the internet, but these aspersions around our relationship with PlayStation, the commercial performance of the Death Stranding franchise, and the broader production planning and investment for Physint, have reached beyond the studio and have touched our fans, our creative partners, and colleagues we have worked alongside with for three decades.​
None of the claims written came from any official or on-the-record source and as such we encourage you to take them with a dose of scepticism.​
Make no mistake, this was a serious situation for the studio with a range of potentially significant implications. While we recognise that the article may have caused alarm, we want to reassure you all, for the record: that the studio is in a healthy, profitable state, development for Physint continues to move forward with Xbox, and our relationship with PlayStation remains strong.​
Thank you for your continued support,​
Kojima Productions​

Photo by Rosdiana Ciaravolo/Getty Images.



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Saturday, September 19, 2026

We Ranked The 10 Best Eevee Pokémon Cards of All Time

If you know one thing about me, it’s that I love Eevee.

Between a shelf overflowing with a collection of over 100 Eevee plushies and my ongoing quest to complete an ultimate Eevee Master Set binder (collecting every single variant, promo, and English card ever printed for our favorite fluffball), this Pokémon is my number one.

Call me basic, but it’s true.

So with the 30th Celebration expansion release and Eeveelution chase cards dominating the market, what better time to settle this once and for all: which is the best Eevee card of all time? And I mean Eevee - pure, unevolved, Normal-type Eevee.

No disrespect to the Eeveelutions, but if we let them on this list, we all know Moonbreon would shoot to number one quicker than we can shuffle a deck.

Before we jump in, for those after 30th Celebration boosters, our best suggestion right now is to request an invite from Amazon for the ETB at least, priced much more reasonably compared to other retailers. Invites will be sent out soon!

10. Eevee — Pokémon TCG: 30th Celebration 2-Pack Blister Promo

​Kicking off our list at number ten is the brand-new promo dropping as part of the 30th Anniversary celebration, illustrated by Haru Akasaka.

This compact blister pack bundles two 30th Celebration booster packs, a plastic commemorative coin, and a guaranteed, absolutely adorable foil Eevee promo for $9.99.

It’s a very cute card, and an accessible pickup for anyone looking to join the anniversary hype while adding a fresh Eevee promo to their collection.

9. Eevee — Jungle #51/64

I have a soft spot for this card - this is the classic card that started my personal Eevee master collection after a friend picked it up for me at Christmas. Illustrated by legendary artist Kagemaru Himeno, this original 1999 Jungle common was one of the first cards I collected as a kid, and I know I’m not the only one. While a raw Jungle copy will only set you back a few bucks today, it served as the original artwork base for the famous 2002 Legendary Collection Reverse Holo Fireworks variant (#74/110)—a pristine PSA 10 copy of which recently made history by selling for a staggering $66,000 at auction!

​8. Eevee — Skyridge #054/144

Hailing from the beloved 2003 Skyridge expansion—the final e-Reader set printed by Wizards of the Coast—this card features artist Sumiyoshi Kizuki's signature patch-style of art. I love the 3D fabric effect of this card, it really stands out. Its low print run and iconic e-Series frame make raw copies command around $51.45 on the secondary market.

​7. Eevee (Holo Promo) — 2000 Japanese Pokémon Fan Club Promo

This is one of the most prestigious trophy cards in the entire Eevee TCG history. Its rarity bumps it up a few spots in this list, but it’s mainly made it thanks to its cheeky wink. Originally awarded to members of the Japanese Pokémon Fan Club who accumulated 500 total GET Points through magazine activities and events in 2000, this holy grail card features a gorgeous rainbow foil finish and unique expansion stamp. Because of its extreme rarity, copies of this card can fetch between $2,200.00 – $2,800.00 on major auction sites.

​6. Eevee (Illustration Rare) — SV: Scarlet & Violet Promo #173

​Illustrated by Atsushi Furusawa, this promo card captures Eevee lounging lazily on a comfy looking cushion. I love this card because it’s the spitting image of when my cats are comfy as heck, with their whole tummy out. With the sun streaming through the window, it makes me wish I could live the life of a spoiled Eevee. Sitting right around $13 on TCGplayer, it is an absolute steal for any Eevee fan.

5. Eevee & Snorlax-GX — Sun & Moon: Team Up #120/181

This is the legendary tag team from Sun & Moon: Team Up. Illustrated by the iconic Mitsuhiro Arita, this card shows a tiny Eevee happily perched on top of a massive, sleeping Snorlax's belly. A hallmark of TCG history, it comfortably goes for around $91 on TCGplayer.

4. Eevee-GX — SM Black Star Promos #SM233

Affectionately called Eevee Chungus in fan communities, this card cracks me up every time I see it. The only card illustrated by popular Japanese manga artist and animator Q-rais, this SM Black Star Promo features a delightfully chunky, wide-eyed Eevee drawn in Q-rais’s signature quirky, webcomic art style. Released as part of the Eevee-GX Box, its unique aesthetic has made it a massive cult favorite among collectors, pushing its price to over $134 on TCGplayer.

​3. Eevee ex (Special Illustration Rare) — SV: Prismatic Evolutions #167/131

The cover star of the incredibly popular Prismatic Evolutions, this Eevee, illustrated by Sowsow, is one of the top chase cards in the Prismatic Evolutions expansion. this Special Illustration Rare shows Eevee ex surrounded by colorful, glowing elemental crystals that subtly hint at all eight of its possible evolution paths. It’s a breathtaking card, along with its breathtaking price - sitting near $181.

​2. Eevee V - SWSH: Crown Zenith

Big stepper - this Eevee card, illustrated by You Iribi, is a steal at $8.35 on TCGplayer. If you place this Eevee V card side-by-side with the Pikachu V (#SWSH285) promo card (released in the Crown Zenith Special Collections), the background graphics and vibrant rainbow artwork align to form a single, continuous connecting panorama.

1. Eevee (Illustration Rare) — SV06: Twilight Masquerade #188/167

What’s better than one Eevee? Eight Eevees! Narumi Sato’s beloved Twilight Masquerade hit is a masterpiece in domestic chaos. If I lived in the mysterious world of Pokémon, I feel like this is an insight into my life. This mischievous pack of Eevee completely taking over a living room—knocking over pillows, climbing furniture, and causing adorable mayhem. It quickly became one of the most sought-after chase cards in the Scarlet & Violet block, steadily holding a $93 market value.



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Friday, September 18, 2026

Call of Duty Maker Activision Says the Video Game Cheat Market Generates $8.5 Billion a Year

Ahead of Call of Duty: Modern Warfare 4’s release, Activision has spoken about the “multi-billion-dollar market” behind video game cheats.

Cheating is a fact of life in pretty much all online games, but Call of Duty has a reputation for it, exacerbated by the free-to-download battle royale, Warzone. Activision, like other video game companies, faces an uphill battle against cheaters and those who make and profit from them, and generative AI has made that battle even more complex.

Now, to hammer home the point about how big a deal video game cheating is, Activision's Team Ricochet has posted a blog that breaks down the business behind it.

“Cheat sellers have built a sprawling, multi-billion-dollar marketplace of resellers, subscription services, cheat reskins, illicit accounts, spoofing tools, and organized distribution networks,” Activision said, pointing to recent analysis that suggests cheat subscriptions across just 15 games generates roughly $3.5 billion annually. Activision estimates that when you include adjacent industries such as account sales, boosting, spoofing, and other services, the broader cheating economy generates about $8.5 billion each year.

You might have seen Activision post bodycam footage of a Call of Duty cheat maker being served a cease and desist order — that’s part of the legal action the company takes here. But it’s also using “technical detection” to try to clamp down on cheat makers.

Activision said it’s “disrupted” more than 375 reseller operations, issued more than 80 cease-and-desist demands, and helped shut down 31 primary cheat vendors. “Cheat sellers often use marketing tactics and social posts to make their operations look stable, even when they are under significant pressure,” Activision said. “We’ve seen cheat developers use social platforms to explain months of downtime with excuses like ‘the flu,’ ‘surgery,’ or a ‘car accident’ rather than acknowledge their products were detected and no longer reliable. Those messages are part of the playbook they use to reassure customers while our systems continue disrupting their networks.”

Activision also pointed out that cheating is getting more expensive off the back of pressure it’s applying to the ecosystem. But still, some of the figures it’s released are eye-watering. It said cheaters could spend more than $1,000 a year just to cheat, when you consider some subscription cheats can cost upwards of $100 on the higher end, and spoofers add another recurring fee. DMA-related hardware and services drive the cost even more.

“Over the course of one year, some players spend hundreds of dollars — if not thousands — trying to maintain access to cheats, evasion tools, and replacement accounts,” Activision said. “Ultimately, cheating is a losing investment. Every time we identify and remove a bad actor, the money they spent cheating goes with them — all for a temporary ego boost.”

As always, the proof of the pudding is in the eating. Most accept Activision will never stamp cheating out of Call of Duty entirely, but the hope is that it will be less prevalent in Modern Warfare 4 than it has been in previous years.

Earlier this month, IGN interviewed David Andrews, Senior Director of Game Security for Call of Duty, to dispel some myths about Call of Duty cheating — and the work Activision does to prevent it.

Modern Warfare 4 launches October 22.



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Thursday, September 17, 2026

Twitch Boss Says Game Companies Are Right to Avoid Competing With GTA 6 for Attention — Expects GTA Online 2 Next Year

Twitch boss Dan Clancy has said he expects an enormous launch for GTA 6 this November, one video game companies are right to avoid like the plague. But he also expects GTA 6 to continue to hoover up the internet’s attention when GTA Online 2 — or whatever GTA 6’s multiplayer mode is called — launches next year.

Speaking to Bloomberg, Clancy said he’d spoken with Rockstar Games about what the developer has up its sleeve.

“We spent a lot of time talking with Rockstar about their plans, and also helping them think about how they can engage our creators,” Clancy said. “You are going to see this big bump with GTA 6, but then an even bigger one next year when they launch multiplayer.”

Rockstar is yet to say when the multiplayer portion of GTA 6 will come out, or even confirm it plans to release a GTA Online 2, even though everyone knows it’s in the works. There is intense speculation about when it will release, or, more specifically, how long Rockstar will wait to deploy it after GTA 6’s November release date. Early 2027? Mid 2027? Late 2027? Either way, next year looks nailed on.

Will GTA Online 2 make the existing GTA Online redundant? Not necessarily. Last year, Strauss Zelnick, boss of Rockstar parent company Take-Two, said Take-Two has form when it came to NBA 2K Online, a free-to-play online-focused version of 2K Sports’ hugely successful basketball franchise aimed at the Asian market. NBA 2K Online launched all the way back in 2012, and then 2K Sports released NBA 2K Online 2 in 2017. Both games were maintained simultaneously, so fans of the first version could continue to play and invest their time and money safe in the knowledge they wouldn’t be left behind.

“I'm going to speak theoretically only because I'm not going to talk about a particular project when an announcement hasn't been made,” Zelnick told IGN. “But generally speaking, we support our properties when the consumers are involved with those titles. As an example, we launched NBA 2K Online in China, I think originally in 2012 if I'm not mistaken. And then we launched NBA 2K Online 2 in China in 2017. If I'm not mistaken. We did not sunset Online 1. They both are still in the market and they serve consumers and they're alive and we have this massive audience.

“So we've shown a willingness to support legacy titles when a community wants to be engaged with them.”

That last line is of particular importance. It suggests — but doesn’t confirm at this stage — that if there is a GTA Online 2, it won’t come at the cost of GTA Online falling by the wayside. If people keep playing GTA Online, Zelnick is suggesting here, then Rockstar will continue to support it. And let's remember, GTA 6 launches on PlayStation 5 and Xbox Series X and S only. PC players' only option is to join the console party, or stick with GTA 5 and GTA Online on PC.

With November fast approaching, Rockstar has begun to reveal more about GTA 6 and how it will play. Just this week a number of artists teased their appearance on the GTA 6 soundtrack, and Stephen Root, who voices Bill Dauterive and Buck Strickland on the animated series King of the Hill, confirmed his role in the GTA 6 cast.

Remarkably, Rockstar has yet to confirm any GTA 6 actors, leading fans to try to work out the cast for themselves. We don’t even know who plays Jason and Lucia, the game’s dual protagonists. Perhaps we won’t until the game is out in November and the credits roll.

While you wait to find out, check out IGN’s extensive GTA 6 coverage, including our interview with Rockstar’s Rob Nelson on what to expect.



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Wednesday, September 16, 2026

The MSI Codex Z2C RTX 5070 Prebuilt Gaming PC Drops to $1399 and Includes an Upcoming PC Game

B&H Photo is offering a solid deal on a prebuilt desktop computer that excels at 1080p and 1440p gaming. For a limited time you can pick up a brand new MSI Codex Z2C RTX 5070 gaming PC for just $1,399 with free shipping. The system comes with a download voucher for the upcoming Control: Resonant game, which comes out on September 22. Redemption instructions are found on Nvidia's website.

The MSI Codex Z2C RTX 5070 Gaming PC Drops to $1399

The MSI Codex Z2C gaming PC is equipped with an AMD Ryzen 7 8700F CPU, GeForce RTX 5070 12GB GPU, 16GB of DDR5 RAM, and a 1TB M.2 SSD. The Ryzen 7 8700F is an 8-core, 16-thread processor with a max boost clock of 5.1GHz. It's not the fastest or newest AMD CPU, but it's still a solid gaming CPU that won't bottleneck the GPU, especially at the higher resolutions you should be playing at if you own a 5070 Ti. A 750W PSU powers the system.

The GeForce RTX 5070 GPU is an excellent choice for 1080p or 1440p gaming

The GeForce RTX 5070 is the best Nvidia card for 1080p and 1440p gaming and by itself this card retails for $600 (although generally it's higher these days). It's also powerful enough to run most games at 4K, although at that point you'll see noticeable gains jumping up to a 5070 Ti. Compared to the previous generation GPUs, the RTX 5070 offers a slight performance improvement over the RTX 4070 Super, which was and still is an excellent GPU. The fps gain is greater in games that support DLSS 4.5 with multi-frame generation. Check out our RTX 5070 review.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.



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Final Fantasy 7 Revelation Will 'Easily Take Over 100 Hours' for Completionists to Beat, Director Teases

Final Fantasy 7 Revelation director Naoki Hamaguchi teased that completionist playthroughs for the remake trilogy's conclusion could ...