Monday, May 25, 2026

Destiny 2 Changes Reportedly Kept from Most Bungie Staff Ahead of Public Announcement

The "vast majority" of Bungie staff was reportedly unaware of the plans to discontinue support for Destiny 2 until the announcement was made public last week.

The alleged insight into the goings-on at the former Halo developer came from a Forbes report and followed last week's news that it would publish one final content update next month, June 9. It was an announcement that shook an industry that had watched the studio launch its latest project, Marathon, just months ago, and it apparently came as a surprise to many of the very developers it involved, too.

The site stated that, according to its sources, the "vast majority of Bungie did not know about Destiny 2 support being dropped right up until it was publicly announced." The limited number of teams privy to the information beforehand included some that had already begun working on the final content and others who had already transitioned over to Marathon.

A decision to end support for Destiny is said to have been made "earlier this year," with the rest of the team left to continue working on future updates like the now-canceled The Shattered Cycle content. The exact number of staff who only learned about the shift upon its public announcement is unclear, but Forbes' sources say the few who were aware of the impending changes "begged" leadership to tell more people at the studio.

A Bloomberg report that emerged in the fallout of the Destiny 2 news added that Bungie was "planning a significant number of layoffs" and had no immediate plans to begin work on Destiny 3. The Forbes report added that staff asked leadership about layoffs during a post-announcement town hall but failed to receive a sufficient response.

For now, Bungie seems to be pouring many of its remaining resources into Marathon. The studio has officially confirmed it has plans to launch a PvE mode, alongside a host of other big updates, in the future. Meanwhile, the new extraction shooter was estimated to have sold 1.2 million copies by March 24, according to a report by Alinea Analytics.

Just weeks ago, Sony reported a $765 million impairment loss due to the developer's underperformance during its last financial year. The PlayStation maker acquired Bungie for $3.6 billion in 2022.

As Bungie winds down Destiny 2 and hopes to find stable ground with Marathon, fans are doing what they can to enjoy the developer's work. A petition calling on Sony to greenlight Destiny 3 has already sprouted in the last few days and, at the time of this piece's publication, has amassed more than 200,000 signatures.

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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LittleBigPlanet Developer Media Molecule's Next Game Reportedly Features 'Open-World Content'

Sony's first-party studio, Media Molecule, is reportedly working on a brand-new game with open-world elements.

As reported by MP1st, information about the LittleBigPlanet and Dreams studio's next project comes from the resume of a current Media Molecule employee. The resume notes that the studio is working on an unannounced project, which will feature "open-world content."

Fans have longed for a return to LittleBigPlanet, but it doesn't seem like this new project will be another Sackboy adventure. The resume specifically notes that this is a new IP, meaning fans may not want to expect a direct follow-up to the studio's previous work. That doesn't mean something like LittleBigPlanet will never return, but if the information presented in this resume is accurate, a new entry seems unlikely to arrive soon.

There isn't too much else to latch on to in this resume, but it does indicate Media Molecule is going for a larger sense of scale. The studio is best known for LittleBigPlanet and Dreams, two games that empower the player to create their own experiences with in-game tools.

Dreams, a game IGN gave a 9/10, especially leaned on allowing players to create full-blown games with unique mechanics, art styles, and more. It was like a true game engine, and those who embraced Dreams made some extremely cool stuff with it, but Media Molecule ultimately ended support for the game three years after its release.

Sumo Digital developed LittleBigPlanet 3 and Sackboy: A Big Adventure, so it's possible that the team could produce another entry in the series in the future. However, Sackboy was removed from PlayStation Productions branding, leading some to fear he won't be coming back anytime soon.

Whatever this new game is, past statements from the company suggest it may have been in the works as early as 2023. Media Molecule noted in October of that year that it had spent that year transitioning to a new project. Outside of the highly ambitious Dreams, Media Molecule isn't known for making the kind of AAA game that takes an absurd amount of money and half a decade to produce. Depending on the scope of the game, maybe we will hear about it at the upcoming State of Play in June.

We'll have to wait and see what happens, but it sounds like whatever this next game is, it will be different from the studio's past games. Meanwhile, Sony is still working on the PlayStation 6. The company said earlier this month that it is still trying to work out when the device will launch.

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.



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Forza Horizon 6 Has Its Own Boogeyman, and Players are Terrified

The myth of a Forza Horizon 6 player known as bowie knife99 is sending shivers down the spines of other players.

When Forza Horizon 6 launched for PC and Xbox Series X | S last week, fans noticed something: an AI driver named bowie knife99 was causing mayhem in their races. The Forza games have a feature known as Drivatars, which allows AI to replicate the behavior of real players. It's a fun feature that creates an added layer of competition by spawning an AI version of your friend, or a recognizable name in the community, instead of a generic bot. However, bowie knife99 goes beyond what fans would expect from the average Drivatar.

The player's AI counterpart is known not only to drive aggressively but also to go out of its way to ram into cars, often driving off-course to nail its next target. Dozens of viral Forza Horizon 6 clips mentioning bowie knife99 have emerged in the last week, making the Drivatar a mythical force that players have yet to fully understand.

Some players have even gone out of their way to specifically target bowie knife99 in their races, attempting to take power back from the legend in whatever way they can. However, even that has backfired in some cases.

No one has stepped forward to claim responsibility for the bowie knife99 Drivatar. The Xbox profile for the username is private, so there's no way to figure out who they are or gain any other tangible details. IGN reached out for comment from the account holder, but didn't receive a response back. It only helps add to the lore and make them seem more mythical.

Whether bowie knife99 will ever reveal their identity remains to be seen, but for now, you can count on their Drivatar to continue tormenting fellow racers.

So far, Forza Horizon 6 seems to be a major win for Xbox Game Studios and Playground Games. The new racing game has already hit more than 6 million players and earned strong reception from critics, including a 10/10 review from IGN itself. As players hop into the driver's seat, some are already using exploits to farm credits and unlock cars.

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.



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Sunday, May 24, 2026

Rocket League to Receive First Game Engine Tune Up in 11 Years as Psyonix Teases Unreal Engine 6 Update

Psyonix has announced Rocket League will finally leave Unreal Engine 3 after 11 years with a first look at some of the changes included in its big Unreal Engine 6 update.

The team behind the long-running free-to-play action sports game revealed that it still has a bright future ahead as part of the Championship Series Paris Major. Its first-look trailer highlights new cars and updated graphics as fans got an early look at how Rocket League will soon change forever.

"To all of our friends here in Paris and those watching all around the world, this is the future," an announcer said during the event.

The minute-long Rocket League Unreal Engine 6 teaser trailer itself is a bit bare-bones in terms of content, with the most noteworthy look at how the update will change the game arriving toward the end as a wave of cars with colorful paint jobs flash by. However, it's the opening look at that new stadium that may offer the best glimpse at the future of Rocket League.

When Psyonix launched its take on rocket-powered soccer sports in 2015, the experience had been built with the then-high-tech Unreal Engine 3. Its first major update to the playing field since then seems to show that everything from the crowd and lights to the blades of grass has been given a facelift for players to enjoy once the transition occurs.

IGN is on the ground, covering the Rocket League Unreal Engine 6 reveal, and caught up with content creators Musty, JamaicanCoconut, and ApparentlyJack to get their reactions to everything Psyonix had to show. Musty said that, "as long as the game feels the same," he's excited about what the big update has in store.

"I think it's going to be the Rocket League we know and love but upgraded," Musty said. "I think we're going to be able to make custom maps. All sorts of things like that. I'm excited for the future. I'm not sure what it entails, but it's going to be great."

JamaicanCoconut shared his excitement, too, saying that today's reveal is a sign that Rocket League is heading "in the right direction" and that the teams at Psyonix and parent company Epic Games "do care about the game." Custom maps are another feature he's hoping to see explored to the fullest extent.

"It goes from people think Fortnite, maybe, is the priority," JamaicanCoconut said. "Maybe they don't care so much about Rocket League. And then you see that they're developing an entirely new engine just for Rocket League. That's a level of care for the game that a lot of people didn't believe in."

It's the possibility of getting more options to express creativity that has many in the Rocket League community excited about Unreal Engine 6. ApparentlyJack is looking forward to it, too, not just for himself, but fans, too.

"We were wanting Unreal Engine 5; 6 is kind of a new thing," he said. "It's not even out yet at the time we're recording this, so we've got to wait to see what that offers, but we know it's going to offer a lot of creativity with the game. I think that's what the main thing is. All the content creators, all the pros, and the fans are very happy to see that. It's going to add a lot more possibilities to the game."

For now, it's unclear when exactly Psyonix will launch its Rocket League Unreal Engine 6 update. The amount of new, additional content that could come with it has also yet to be revealed.

Rocket League is currently in the midst of Season 22, which launched in March. For more on how Psyonix plans to tune up its free-to-play car game, you can read IGN's interview with the developers. You can also check out our breakdown for the global reveal of Unreal Engine 6.

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).

Michael Peyton is the Senior Editorial Director of Events & Entertainment at IGN, leading entertainment content and coverage of tentpole events including IGN Live, San Diego Comic Con, gamescom, and IGN Fan Fest. He's spent 20 years working in the games and entertainment industry, and his adventures have taken him everywhere from the Oscars to Japan to Buenos Aires, Argentina. Follow him on Bluesky @MichaelPeyton



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Star Citizen Officially Crosses the $1 Billion Funding Raised Barrier as $5,000 Spaceship You Can't Fly In-Game Goes on Sale

Star Citizen has crossed the $1 billion funding raised barrier — a significant milestone for the space sim that came shortly after a new $5,000 virtual spaceship you can't fly in-game went on sale.

Developer Cloud Imperium Games makes funding available to track publicly via its website, which shows revenue made down to the hour. The DefenseCon in-game event, which brings with it the release of new virtual spaceships, pushed funding over the $1 billion mark, with $6,624,741 raised in just one hour today, May 24.

Star Citizen is considered one of the most controversial projects in all video games. Over the 14 years since its crowdfunding drive began, Star Citizen has been called many things, including a scam by those who wonder whether it will ever properly launch. Its virtual space ships, some of which cost thousands of dollars, are often the focus of criticism. Some of the ships players buy aren’t even available to fly in-game.

And today’s financial milestone comes as a new spaceship priced $5,000 goes on sale — a spaceship you cannot currently fly in-game. The hotly anticipated Anvil Odin capital ship went on sale as a “limited vehicle concept pledge.” According to CIG, this means the ship is in development, but it is not yet ready to play in Star Citizen. It will be available as playable content in a later patch, CIG explained in a post on its website. You do get a loaner vehicle for use until the Anvil Odin is in the game, although there’s no release date for it.

“We offer pledge ships to help fund Star Citizen’s development,” CIG said. “These ships will be available for in-game credits and/or will be otherwise earnable through play in the final universe. They are not required to start or succeed at the game.”

This gargantuan Battlecruiser is 752m in length, 222m wide, and 213m in height, and is meant for a crew of 33-65+ players. Remarkably, in order to buy one you had to apply to become a member of the “Odin Founders Club.” This required writing an actual essay explaining why you want an Anvil Odin. Based on player reports, there are plenty who passed the test.

Successful applicants received a message congratulating them for gaining entry into the Odin Founders Club.

“Captaining a ship of this scale is a major undertaking built around leadership, coordination, and community, and we wanted the introduction of the Odin to reflect that spirit from the very beginning,” the message reads. “The Founders Club initiative was created to help recognize the groups, organizers, and players ready to bring those large-scale experiences to life throughout the ‘verse.

“The response to this initiative was genuinely incredible. We’ve received applications from captains all over the world, each sharing their stories, organizations, experiences, and visions for what commanding a battlecruiser in Star Citizen means to them.

“Now, you may complete your Odin Founders Club journey by pledging for this inaugural debut of the Anvil Aerospace Odin battlecruiser during DefenseCon 2956.

“The Odin represents a meaningful milestone for us internally, as its introduction closes out the final remaining vehicle stretch goals established at the very beginning of the project’s journey more than a decade ago.

“From the earliest crowdfunding days to today, the vision for Star Citizen has always been built around massive player-driven experiences, large-scale multicrew gameplay, and the communities that form around them. The Odin stands as a reflection of that vision continuing to take shape.”

The Odin is currently being sold in waves to “those that have passed the first phase of Odin Founders Club access.” This “limited stock” is priced at $5,000 for the Warbond, or $5,900 in store credit. In Star Citizen, a Warbond “pledge” is a discounted ship or item that can only be purchased using "new cash" (real-world money), rather than with store credits acquired from melting/exchanging previously owned ships.

Players are reporting successfully buying the Odin, and are taking to the game’s community to confirm their purchase. “I just bought a $5,000 ODIN Jpeg, AMA,” said one customer on the Star Citizen subreddit. "My condolences," reads one reply.

While Star Citizen is still without a release date, the single-player spinoff, Squadron 42, is due out this year. It’s from CIG chief Chris Roberts, who is known for creating the Wing Commander series. Like Wing Commander, Squadron 42 stars Mark Hamill, alongside other Hollywood heavy hitters such as Gillian Anderson, Henry Cavill, Gary Oldman, and Mark Strong.

In a new interview with Variety, Roberts suggested Squadron 42 was very close to launch, saying CIG was “in the closing stages” of development. He also compared it to James Cameron’s work on the Avatar franchise, expressing thanks at the time he’s had to work on the game.

“It feels pretty epic,” Roberts said. “I’m actually very excited for when people — because we’re right at the end now, we’re in the closing stages and it’s coming together really well. I’ve been very lucky as a creative because I’ve had the ability to take the time and have the funding to really do it. James Cameron had that when he was doing his Avatars. This is sort of like my version of it in games where I’ve had the time; I’ve been able to spend the time to get the tech. And so the vision that’s being delivered is really my imagination, my vision from the beginning, and that’s not something you always get the chance to do. So I’m pretty grateful for that, and I’m also very excited for people on the outside to experience it.”

Star Citizen is reportedly set for a full release sometime in 2027 or 2028, or as Roberts has put it, one or two years after the release of Squadron 42.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.



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007 First Light Leaks Prompt IO Interactive to Publish Gameplay Early

IO Interactive has published a portion of the opening mission from 007 First Light after copies of the game leaked to the public days before launch.

James Bond fans gathered over the weekend when (now-removed) video from the new game snuck its way onto the internet. With its early access launch not slated to arrive until May 26 and its full launch set later at May 27, it appeared at least a few players had nabbed their copies early and wasted no time uploading their gameplay footage.

IOI took to social media to comment on the leaks. It told its most excited fans to wait until the official launch if they want to avoid spoilers, but for those who may have already seen an unofficial upload, the Hitman studio published a cleaner look at the first 13 minutes of 007 First Light.

"Since a few users got hold of the disc early," IOI said, "watch the first 13 minutes of the opening mission in 007 First Light, as intended on day 1."

The gameplay drops Bond into the ocean after his helicopter is shot down. As some have pointed out, much of the footage looks very Metal Gear, showing the soon-to-be agent as he sneaks around armed guards by crouching behind rainy rocks and climbing his way to safety.

This isn't the suave 007 we've seen in some of the other pre-release footage, but that's to be expected considering this opening segment of First Light seems to take place earlier in his life. It looks like this introductory mission goes on longer than the 13-minute clip shows, but it's all IOI was willing to share after leaks spoiled some of the excitement.

007 First Light launches for PC, PlayStation 5, and Xbox Series X | S this week. A Nintendo Switch 2 version is also in development but won't arrive until later. While you wait, be sure to check out our breakdown of the history of James Bond video games. You can also read our latest preview.

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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Rocket League Devs Explain How Unreal Engine Powers the Paris Major

IGN is on the ground in Paris all weekend, capturing all of the breaking news at the Rocket League Championship Series Paris Major. Catch the Semifinals and Finals on IGN’s YouTube channel.

When Rocket League first came out 11 years ago, it appeared on the surface to be a relatively simple proposition: players face off in a soccer-like arena and battle to get a giant ball into a net. But, more than a decade later, the game has amassed a huge following and a distinct spot in the world of competitive Esports.

That growth culminates this weekend in the Rocket League Championship Series Paris Major - the game’s biggest-ever in-person tournament where 25 thousand fans are gathering to see which one of 16 teams takes home the biggest share of a $350 thousand prize pot.

I spoke to the team behind Rocket League about how the game is still growing, why they consider it to have an “infinite” skill ceiling, and the massive tech behind next-generation broadcast.

“The vast majority of everything you will see in broadcast, even in-arena triggering of lights, the light panels on the floor, [the in-game and arena cameras],is all being used by Unreal Engine,” says Cliff Shoemaker, Competitive Programming Director at Epic Games. “I think the real-time rendering of everything opens up a lot of doors. It’s even in the hype chamber. We have so many options that we can use in that space, [to] create stuff that maybe we can't create in-game in UE3.”

Beyond Unreal Engine, the team at Epic brings their own server team to the Paris Major to make sure the competition remains fair by guaranteeing zero lag. The system feeds the production team real-time data every two seconds to ensure that each team experiences the exact same ping.

Mauricio Longoni, Senior Director of Game Publishing for Rocket League, says events like the Paris Major underscore why Rocket League is growing event after being out for so long.

“We call [Rocket League] its own sport,” Longoni says. “It's not a simulation of soccer. It's not a simulation of volleyball. It's its own thing. So as a sport, that fan base keeps growing and more people play and they start training and getting better. RLCS is a big component of that.

"The competitiveness of Rocket League is one of the strongest pillars and we keep investing in that. RLCS is certainly a big part of that. Having these big celebration moments, having a place for players to grow and get better [is] a big component."

Globally, RLCS registrations are growing at an average of over 24% per year. Longoni says the game’s low barrier to entry (it’s free to play) and relatively simple mechanics are a big reason why.

“It's simple, but not simplistic,” Logoni says. You get into a car, you run around, you hit the ball and try to hit a goal. The ceiling is infinite because it's physics-based and it's player ability-based. Speaking a little bit about the future, I think there's always an opportunity for us to provide better ways for players to improve their skills. You can keep playing online [to] get better, but can we help players get better [by] giving them more ways to train. That’s on our mind.”

Beyond the large-scale competitions like the Paris Major, the team at Epic is looking at ways to bring Rocket League into the future. I asked them if they’d be up for big IP collaborations like the recently announced Star Wars Fortnite islands. Shoemaker said they are open to those ideas, as long as they served the Rocket League player base.

“I think there's excitement [on the competitive] level to emulate a lot of what they've created [in Fortnite],” Shoemaker says. “I think it's possible because of the platform they have built and the user-generated content that's so accessible on that platform. Rocket League does not have that at the moment. But yes, 100% it's something the Rocket League audience deserves to have.”

“Rocket League has a history of partnerships,” Logoni says. “We’ve had Fast and Furious cars in the game. We have real brand cars in the game. In terms of looking forward, 100% we want to keep depending on our partnerships and bring in new partners to really bring what the players in the community want to see in the game. We are always on the lookout for that.”

Michael Peyton is the Senior Editorial Director of Events & Entertainment at IGN, leading entertainment content and coverage of tentpole events including IGN Live, San Diego Comic Con, gamescom, and IGN Fan Fest. He's spent 20 years working in the games and entertainment industry, and his adventures have taken him everywhere from the Oscars to Japan to Buenos Aires, Argentina. Follow him on Bluesky @MichaelPeyton



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Destiny 2 Changes Reportedly Kept from Most Bungie Staff Ahead of Public Announcement

The "vast majority" of Bungie staff was reportedly unaware of the plans to discontinue support for Destiny 2 until the announceme...