Sunday, May 10, 2026

Rebuilding Sanctuary: The Making of Diablo IV: Lord of Hatred with Blizzard

“An expansion is not about fixing; it's about evolving,” Diablo IV: Lord of Hatred’s Associate Game Director Zaven Haroutunian tells me. “And if we do our job, they are expanding and evolving toward solving existing problems. That’s a win-win. I look at our teams as being heavy hitters when it comes to this stuff. They're operating at such a high level, and they've got enough experience under their belt where they can do just that.”

Diablo IV debuted three years ago, and like previous entries in the groundbreaking action-RPG series, it has been evolving and expanding ever since. From regular seasonal updates and overhauls of existing systems to new activities and a story-driven campaign in the form of Vessel of Hatred, there’s been a lot.

With that, Diablo IV’s second major expansion, Lord of Hatred, on paper might sound like more of the same, albeit supercharged. Instead of one new class, there are two, with the return of the fan-favourite sword-and-board-wielding Paladin and the new demonology-and-apocalyptic-fire-obsessed Warlock. And with the action shifting to the Mediterranean-inspired and ancient Amazon homeland of Skovos, you’ve got the ideal setting and all of the pieces in place to take on the titular Hatred head-honcho, Mephisto.

However, even with a well-received expansion already under its belt, and several game-changing seasons adding to and expanding the core experience, Diablo IV: Lord of Hatred still stands tall as the single most important update to the game since its initial debut.

"If we do our job, they are expanding and evolving toward solving existing problems. That’s a win-win."

It not only delivers an engaging, action-packed conclusion to the story but also changes, updates, evolves, and touches just about every part of the game. There’s a confidence here that is immediately noticeable, a sense that the Diablo IV development team was firing on all cylinders with a clear understanding of what works and what needed work. Again, not about fixing, but evolving.

“Here’s an example,” Zaven Haroutunian continues. “When we’re adding the Horadric Cube, which is this thing that’s going to evolve and expand our crafting beyond anyone's wildest imagination, in the process of doing so, it’s also significantly upgrading our itemisation systems. Without the Horadric Cube and without an expansion like Lord of Hatred, you don’t get that. And this is true of every single feature, from the new Skill Trees to War Plans and, well, everything.”

Redefining the Endgame, One Town at a Time

You could say that the Diablo series, especially when it comes to the more recent titles, has always been a game of two halves. There’s the fun pick-up-and-play action-RPG that puts you in the middle of a cinematic story-driven battle between the Angels of the High Heavens and the Demons of the Burning Hells. Then there’s the other half, which in modern gaming vernacular is referred to as the endgame. The loot chase. That idea of putting together an incredibly powerful build that makes even the most challenging parts of the game feel trivial. Not in a bad way, either. In Diablo IV, it’s the feeling of becoming more powerful than any being or creature, no matter the size or how many horns and spiky bits they have on their carapace.

When it came to developing Lord of Hatred, which began development before the base game's launch, the team knew early on that, for it to deliver, it would need to bring these two halves together and ensure that one informed the other, and vice versa. Now, this might be a strange concept because these two halves are still very much distinct. That said, the best way to describe this approach is to take a closer look at how the team at Blizzard approached and designed the new Skovos region’s main town, or player hub, called Temis. For endgame players, it’s the ultimate hub.

“Towns are always annoying to make in Diablo games, and that's just been true as far back as my experiences on Diablo III,” Zaven Haroutunian explains. “Traditionally, you make them, and they generally end up serving the story. And then they tend to be awful deep into the endgame.”

“By the time we were making Temis, the game was mature,” Zevan continues. “We all knew what made a good town, but we also knew what the campaign needed from its town. The campaign doesn’t care about the exact positioning of a Blacksmith. We made a very early decision: the campaign can define the layout of Temis, but it doesn't need to. For us, that meant building parts of the city in instanced spaces for the campaign, which made sense because Temis is on a mountaintop, so that can be the action-RPG hub.”

“On day one, we knew endgame was going to be a major focus,” Zaven says. “When we think about endgame, it’s not just a pillar for the systems and the action-RPG side for the ‘blasters’; it's also an endgame for the narrative. So, having that be this unifying thread between these two parts of the game and these two audiences, everyone's going into this with the same sense of finality and resolution.”

War Plans bring Balance, Focus, and Context to the Endgame

As Diablo IV: Lord of Hatred’s development began, the continual evolution of the live game informed Lord of Hatred’s design in unexpected ways. For example, the game’s Infernal Hordes activity, a rogue-lite-style horde mode that added player choice and agency to the idea of fending off waves of enemies, was originally going to be a part of the expansion.

“Throughout the entire development of Lord of Hatred, the number of activities varied, is the right way to put it,” Zaven Haroutunian tells me. “Part of this was because we had such a long start on this project; we've been developing it in some way since before the base game launched, so it's been cooking for a while. And along the way, some things that were in prototype or development ended up being deployed early. It was like, a horde mode would be cool, but what would be even cooler is if we ship that earlier.”

"So what we were left with...was this idea that we'd have a brand-new capital ‘A’ activity, and something a little smaller, and that eventually became Echoing Hatred. "

And so with the release of Lord of Hatred on the horizon, not only was the horde mode deployed early for players, but when you added up all of the endgame activities, the list was now long and varied. Nightmare Dungeons, Helltides, The Pitt, The Tower, The Undercity, Lair Bosses, and more. The initial plan for Lord of Hatred was to introduce something similar in size and scope to The Undercity, the major new activity introduced in Vessel of Hatred.

“There has been this constant, almost skunkworks approach where we'd be thinking about stuff that could be really good for the game and generally made sense,” Zevan adds. “So what we were left with near the end was this idea that we'd have one activity, a brand-new capital ‘A’ activity, and something a little smaller, and that eventually became Echoing Hatred. We had the idea that this new big activity would have a customisation angle. And then, as we took stock of where the game stood, we realised we had seven activities. Do we really need an eighth?”

And when that realisation hit, that the game didn’t need more activities; the focus shifted. “The game needed depth way more than breadth,” Zevan confirms. “The game was already big, so let's make it as deep as we can.”

Before this revelation, the team knew that with so many existing endgame activities, Lord of Hatred would address the issue of structure. That is, a way to bring everything together, and reinforce the idea that its “endgame” design was for both narrative and hardcore players. With the credits rolling, the big battle with Mephisto over, and Sanctuary saved from complete destruction, what happens next? Well, that would be giving players agency and control, for the first time, with the survivors rallying together to take the fight directly to the remnants of the demonic threat.

This is where War Plans come in, a war table where players and Tyrael map out a strategy and battle plan by leaning into Diablo IV’s many activities. How it works is simple, and you could even describe it as Diablo IV’s Spotify Playlist. Players choose which activities they want to tackle, creating an endgame flow with narrative context and structure that had been missing.

“At that point, when it came to the playlist part [of War Plans], we were already sold, we’re going to do that,” Zevan explains. “But also, that wasn’t enough. I think there is a rightful critique of the game, that we had all these activities, but they were mostly pretty static. Very easy to approach and understand, but not much depth. It wasn't like they were bad, but if we added activity progression, we could preserve the approachability of our endgame, where it’s easy to get into Helltides or a Nightmare Dungeon. And the trees mean that our core audience, hardcore players, and blasters, know that the endgame is also for them.”

“The modifiers we put in, it was really important that they weren’t numerical,” Zevan continues. “There can't be a 5% chance of this happening. No, this one changes the way this activity can be played. This one adds The Butcher to The Pitt. Most people haven't caught onto this, but there’s one node on the Nightmare Dungeon tree that says it affects all Treasure Goblins. And it means what it says: all Goblins in the game. Not all Goblins in Nightmare Dungeons. All Goblins in the game, everywhere, no matter where they show up, are modified by that node.”

Again, it’s expanding the game while addressing pain points. And for War Plans, it also lives up to Blizzard’s long-standing design philosophy or mantra, ‘easy to learn, difficult to master.’ “There are seven activities; set your playlist and go play them,” Zevan adds. “But, as you get deeper into it, you start learning the systems, you get to the depth, you add to the difficulty, and you play around with modifiers. I can't wait to see all the crazy stuff players come up with.”

The New Talisman Was About Items First, Set Bonuses Came Later

Perhaps the biggest and most notable addition to Diablo IV: Lord of Hatred for players putting together a build is the Talisman system, which includes equipping Charms and Seals. It deepens the itemisation, while also introducing Set Bonuses to the core experience. That feature alone, which defined Diablo 3, has always been a lingering question for the team and players. Does Diablo IV need Set Items? And would that even be possible, considering the game’s existing and expansive itemisation that includes Legendary, Unique, and Mythic Items? Well, as it turns out, Charms weren’t created to address this question.

"We knew going in that you can't just keep slamming more things onto the ‘paper doll’."

“The starting point was quite simply: can we expand the surface area that players have to be able to optimise their gear, their stats, and their build?” Zaven Haroutunian recalls. “A very high-level problem, and that’s where we start with these things. It wasn’t, ‘Oh, I want a Whirlwind Set.’ We have a general idea. In Diablo IV, different classes have different pressure points when it comes to optimising stats or gear. We knew going in that you can't just keep slamming more things onto the ‘paper doll.’ That's what we call your equipment, your Helm and Armor pieces.”

Adding a new layer was something the Diablo IV team and hardcore players felt was needed, and they also agreed that it shouldn’t override or be tacked onto existing systems in the game. The ‘paper doll’. So the first step was giving Charms their own custom inventory, with the Talisman serving as the storage system. And that really was all the team had going in, as it still needed to figure out what they actually did or added to the game.

“So, you have the Talisman, the storage system, and you put Charms into it,” Zevan explains. “But then, for us, it was figuring out what Charms do and how they can be interesting. From there, we got the Seals and eventually the Sets, and the interaction among those three was a very late addition. We were struggling to figure it out, all these pieces in place, interacting without being convoluted. Once Sets entered the picture, everything was clarified and anchored. I can equip Sets, and they come in different counts. I have a Set of Charms, this amount of slots, and the Seals modulate all this stuff.”

“It also solved a bunch of problems that have prevented Sets from ever making it into Diablo IV,” Zevan adds. “I look at the Talisman as our developers just being really experienced, good at their craft, and good at expanding things, as expansions ought to do. We’re also solving problems along the way. Long-standing problems, deep problems.” And in keeping with the idea of the endgame being this holistic thing, the Talisman is introduced in the opening of Lord of Hatred’s campaign, a rare Horadric item from a fallen ally that you carry into the final battle with Mephisto.

Revamping the Skill Trees Breathes New Life into the Growing Roster of Classes

Going all the way back to Diablo IV’s initial reveal, where the visual tone of its iconic cinematic reveal signalled a return to the dark fantasy of Diablo II, there was a sense that the core experience would blend the depth of that groundbreaking second instalment with the arcade-like, fast-paced combat of Diablo 3. And this could be seen with the game’s Skill Tree system for its playable classes, where power and customisation came together.

“One of the things that we realised with the Skill Tree, was that it was serving multiple masters,” Zaven Haroutunian tells me. “It was trying to offer customisation and experimentation with the two choices, the little twigs as our players called them. But it was also trying to be a source of power. And you can see both of these things in Diablo II and Diablo III. I would characterise the Diablo II Skill Tree as giving me power. I put points in the ranks, they go up, synergies form, it’s a source of power.”

“When I think about Diablo III, the whole Rune system was a source of customisation and expression,” Zevan continues. “We were trying to marry these two things but it wasn’t clicking and one of the things that we eventually realised was, it can't be a primary source of power. So as we were trying to abide by Diablo II rules, we had early respec costs that were fighting against the idea of the Skill Tree being a place for customisation and expression.”

That respec cost was something the team addressed pretty early on with seasonal updates, but Diablo IV: Lord of Hatred's revamped Skill Tree represents a complete overhaul for the game’s eight playable classes, including the new Paladin and Warlock. It removes passive abilities, those little sources of power, for a good reason. Power, in Diablo IV, derives from itemisation, your gear, Charms, Runes, and more. Having passives in the Skill Tree, especially with the new Talisman system, meant that item numbers needed to be artificially inflated, which in turn made those passive choices on your Skill Tree relatively weak or minor.

“We were inflating the numbers on gear because it felt like our Skill Tree system was undermining the loot chase, to put it bluntly,” Zevan explains. “So then the discussion became, what do we need from the Skill Tree? Well, it doesn't need to be a source of power; that's what items are chiefly for. What’s more fun? Playing a build you don't want, hoping to find items that let you play the build you do want, or being able to create a build using the skill tree that you like to play, and then making it better as you find items. We believe the second one is more fun.”

"We don't always have the ideal solution in front of us. In fact, there's often no ideal solution."

Even a casual glance at Diablo IV’s new Skill Tree is enough to showcase that it offers more choice and freedom to support various playstyles, transforming abilities and skills for every class in the game. This means that, in addition to the two new classes, every single legacy class has been reworked, refined, and expanded.

“A lot of it is just repositioning,” Zevan adds. “Making sure everything is in the right place to have the right impact. Customisation in the Skill Tree. Power with the items. Crafting in the Horadric Cube. The Talisman bringing depth. Every skill has options, and every class will reap the benefit of the work we've done. It solves a problem while refreshing every class in the game.”

“In the course of development, we're often faced with solving real problems,” Zaven concludes. “And we don't always have the ideal solution in front of us. In fact, there's often no ideal solution. Often, we just have to pick a thing. It's only after you step back from the stuff you've made that your perspective changes and you understand the impact of your decisions, both positive and negative. Really, that’s only when you can get a clear picture of what you've actually made.”

Sanctuary is Still Infested with Demons, and the Future is Bright

In Season 11 of Diablo IV, the team presented a complete overhaul of enemy behavior and the strategies needed to overcome them, making each encounter feel just that little bit more engaging and different. Diablo IV: Lord of Hatred’s foundational changes not only build on top of this but also expand on this already well-received update. And that’s just one example that highlights what a foundational or game-changing update can bring to a Diablo game.

It makes the familiar feel new, recontextualises existing systems, and expands player choice and the freedom to create their very own hero, right down to how their Gauntlets should look and what colour works best with that particular weapon.

And with Blizzard completing the story that it set out to tell with Diablo IV, where interestingly enough, Mephisto in wolf-form is the first character you see and hear from in the base game, this new foundation and “endgame” could also point to an endpoint for the game’s story-based, major expansions. As Blizzard isn’t quite ready to talk about the game's future, short- or long-term, the big question of where to go from here will obviously become a talking point among players in the months ahead.

However, with the initial consensus being that the team has accomplished what it set out to do, the exciting thing is that fans are too busy playing and enjoying Lord of Hatred to stop and even think about Sanctuary’s future. One that will no doubt be brighter thanks to the evolution we’ve seen here. Because, as Zevan summarised, right now, “everything is in the right place.”



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'His Voice and Delivery Was Human' — Darkest Dungeon Dev Says Red Hook Will Never Use AI to Replicate the Voice of Late Narrator Wayne June

Darkest Dungeon 2 developer Red Hook Studios has said it won't use AI to replicate the voice of deceased voice actor Wayne June.

Studio co-founder Chris Bourassa spoke about how the passing of the iconic narrator will affect the series going forward in a reply to a post on the Darkest Dungeon subreddit (via Kotaku). He told fans to rest assured that Red Hook will "never, ever erode" June's legacy by using AI to attempt to copy his performance.

"In one of his last emails to me, Wayne gave us permission to train an AI on his voice, something he'd staunchly opposed prior to the end," Bourassa said. "We'd never asked to do it. I think he was trying to put the game/team/fans first - offer us a 'way forward.' I declined, and we donated to his family anyway."

Red Hook confirmed that June had passed away in January 2025. Bourassa shared a message at the time, saying that it was "one of my life's greatest honors to have written for him" for the 10 years the actor contributed his voice to Darkest Dungeon. He added, "Though I never got to shake his hand, I knew him to be a friend."

June's work on Darkest Dungeon helped bring its dim-lit world to life with the launch of the original in 2016 and again with the sequel in 2023. Bourassa is all too aware of the important role the narration played in the franchise, which is exactly why you won't hear a hollow imitation made by artificial intelligence in any future installments.

"I would never, ever erode his incredible and timeless performances by teaching a machine to sound like him," Bourassa added in the Reddit reply. "His voice and delivery was *human, and I'm forever grateful I got to write for him."

Fears of AI replacing both the living and the dead have only heightened in recent years. Master Chief actor Steve Downes spoke out against AI versions of his voice in January of this year. In 2024, Iron Man star Robert Downey Jr. threatened to sue any executive who recreated his likeness using artificial intelligence, whether he is alive to see it happen or not.

As Deep as the Grave came under fire from movie fans just this year after the team behind it announced that it would feature an AI recreation of actor Val Kilmer, who died last year. The Academy of Motion Pictures Arts and Sciences, meanwhile, announced rule updates earlier this month that will bar AI performances from being nominated for Oscars in 2027.

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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The Best Deals Today: DJI Mini 3, Sonic Racing: CrossWorlds, Super Mario RPG, and More

A new weekend has arrived, and today, you can save big on Sonic Racing: CrossWorlds, Super Mario RPG, Star Fox for Switch 2, Neon Genesis Evangelion, Yakuza Kiwami 3 & Dark Ties, Dragon Quest VII Reimagined, and more. Check out our top picks for Sunday, May 10, below.

DJI Mini 3 Drone for $379

DJI drones are well-known for being high-quality and expensive. Today, you can score a DJI Mini 3 (DJI RC) drone for $379.99, saving you 31% off MSRP. This drone packs in a 4K HDR camera, a 10km range, and up to 51 minutes of flight time. No registration is needed for this drone, meaning you can fly without any paperwork or remote ID.

Save $20 Off Sonic Racing: CrossWorlds for Switch 2

Sonic Racing: CrossWorlds launched late for Nintendo Switch 2, but SEGA delivered with a proper physical that's on the game card. Right now, you can save $20 off a physical copy of CrossWorlds for Switch 2 at Best Buy. If you haven't checked out SEGA's wild, collab-filled racer, now is a great time.

Super Mario RPG for $34.73

Super Mario RPG is one of the best Mario games on Nintendo Switch, bringing back the beloved SNES classic in brilliant fashion. This adventure is a collaboration between Square Enix and Nintendo, following Mario, Bowser, Peach, and new friends on a journey to find the seven star pieces. In our 8/10 review, we wrote, "Super Mario RPG is considered a classic for a reason, and this faithful remake makes it easy for anyone who missed it in the SNES era to see why.

Neon Genesis Evangelion Blu-ray for $30

Amazon has the amazing Neon Genesis Evangelion Blu-ray set on sale for $30 this weekend. This complete set contains all 26 episodes of the original anime series, plus both Evangelion:Death (True)2 and The End of Evangelion. If you've never had the chance to watch one of anime's best, this is the perfect opportunity to jump into the robot.

Save $10 Off Star Fox for Switch 2

Nintendo finally revealed the long-rumored Star Fox game for Nintendo Switch 2, and Fox and crew are finally back for a new (remade) adventure. While physical copies are normally priced $10 higher than digital, you can score a physical copy of Star Fox for $49.94 from Amazon right now. It's the perfect time to lock in your pre-order and prepare for the skies.

Yakuza Kiwami 3 & Dark Ties

Yakuza Kiwami 3 is on sale today for $39.99, marking the lowest we've seen this one yet. After years of fan demand for a remake, SEGA and RGG Studio delivered earlier this year with Yakuza Kiwami 3 & Dark Ties. In our review, we wrote, "Yakuza Kiwami 3 & Dark Ties is a largely successful makeover of Yakuza 3. It finds fun new ways for Kiryu to engage with the orphans in his care, which both livens up the original game’s most boring bits and also made me more deeply invested in the sharper end of its story. Combat has been transformed from a street-fighting struggle to a dynamic delight, and this slice of Okinawa presents a welcome seachange from the series’ more overused city settings."

Save Big on a Crunchyroll Subscription

Crunchyroll raised subscription prices not that long ago, and for a limited time, new and returning subscribers can score three months of the service for $2 a month. Crunchyroll is home to hundreds of popular anime, inlcuding Demon Slayer, Jujutsu Kaisen, and more. My favorite anime of the year, Fate/strange Fake, is also available on the service.

Dragon Quest VII Reimagined for $49.99

Dragon Quest VII Reimagined is one of the biggest RPG releases of the year so far, and this weekend you can score a copy on any platform for $49.99! This is a great entry point if you've never played a Dragon Quest adventure before, or if you're keen to explore more of the series after the HD-2D Erdrick Trilogy Remakes!

Yoshi and the Mysterious Book for $59.99

We're just a few weeks away from Yoshi and the Mysterious Book, and right now, you can save $10 off a physical copy at Walmart or Amazon. Nintendo recently announced that moving forward, physical games will be $10 more than digital games, so this deal sets you back to where physicals previously were.

Suzume for $13.49

Suzume is the latest film from Makoto Shinkai, and it is certainly one to remember. This film follows Suzume on a journey across Japan who attempts to close doors that bring disasters to the land. If you're a fan of Your Name or Weathering With You, Suzume is an easy recommendation.

Final Fantasy VII Remake Intergrade (Switch 2) for $29.99

Final Fantasy VII Remake Intergrade dropped on Switch 2 earlier this year, and today, you can score a copy for $29.99 from Walmart. This is the definitive version of the game, featuring Final Fantasy VII Remake Intergrade with all its enhancements from PS5 and Episode INTERmission, starring Yuffie Kisaragi. Final Fantasy VII Rebirth is set to launch on Switch 2 in early June, so now is the time to catch up.

Splatoon Raiders Up for Pre-Order

Splatoon Raiders is officially due out this July, and pre-orders have now opened for the series' first single-player-focused game! In addition to physical Nintendo Switch 2 copies, three new Splatoon Raiders amiibo of Frye, Shiver, and Big Man are also set to release on July 23.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.



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Lego Batman: Legacy of the Dark Knight Quietly Adds Denuvo DRM Weeks Before Launch

Developer TT Games and publisher Warner Bros. Games have quietly added controversial DRM software Denuvo to Lego Batman: Legacy of the Dark Knight ahead of its launch later this month.

PC players were quick to raise the alarms after Reddit user luffy_3155 shared that the Lego Batman game's Steam page now features a 3rd-party DRM tag. The last-minute addition sees the anti-piracy measure baked into the game just weeks ahead of its launch for PC, PlayStation 5, and Xbox Series X | S May 22, 2026.

Game developers often include Denuvo to fight back against piracy, but the tech has faced backlash from PC players due, more than anything, to its negative effects on each individual game's performance. Now that Lego Batman: Legacy of the Dark Knight is confirmed to use it, too, some players are saying they're ready to write off buying a PC copy altogether.

"Oh well if they ever fix performance and remove Denuvo, I'll buy it on a steep sale," one player said.

"Bruh, the game already has INSANE system requirements," another added. "Now, Denuvo is gonna TANK performance even more."

Adding insult to injury are the recently revealed PC requirements for Lego Batman: Legacy of the Dark Knight. The Unreal Engine 5 title demands 16 GB of RAM and requires frame generation to be turned on just to achieve 30 fps. With Denuvo thrown into the mix, the fear is that most hardware will struggle to run at all, much less run well.

Batman doesn't have the best history on PC, with many Lego Batman fans worried they could be facing another disaster similar to the launch of Batman: Arkham Knight in 2015. It's hard to say what state Legacy of the Dark Knight will arrive in until its release date arrives in a few weeks.

"Performance was already an issue with this game. This will surely help," someone else commented.

Reddit user voices38 became the first to crack Denuvo DRM in 2026 when they reported finding a workaround for Resident Evil Requiem last month. It seems players were able to bypass the technology for all single-player, non-VR Denuvo games only a few weeks later.

Lego Batman: Legacy of the Dark Knight launches for PC and consoles later this month. TT and Warner Bros. published a launch trailer for the tongue-in-cheek spinoff featuring Seal's Kiss from a Rose just a few days ago. You can check out our final preview for the Arkham-like Lego game here.

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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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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