Sunday, July 5, 2026

The Mario 64 Bounty That Took 30 Years to Settle

If you were gaming back in 1996, there’s a good chance you heard a rumour. Maybe you saw it in a magazine, or it was whispered to you in the schoolyard, but either way the gossip was consistent: Luigi was in Mario 64.

The rumour was relentless, and the appetite for Mario’s brother grew by the day. IGN, however, struggled to believe it was true. In an effort to dispel the myth once and for all, in 1996 we posted a bounty. The message was simple: Prove Luigi is in the game and we will pay you $100.

Countless tried, none succeeded. And after 24 years people moved on, forgetting they’d ever cared about the missing plumber being in the iconic 3D platformer.

But then, seemingly out of nowhere, Nintendo's source code was exposed to the world, and buried in there was a lead. Luigi, it appeared, was there, hidden in a place where nobody could look. But now, thanks to a data breach dubbed the “Gigaleak” and some clever sleuthing, he was finally exposed to the world.

So now, 30 years later, it’s time to finish this. Let’s settle this bounty once and for all.

“I would love for Luigi to truly be in the game, but that doesn't mean that he's there...”

L is Real 2401

Before Super Mario 64 arrived in 1996, it was inconceivable that Mario’s first jump to three dimensions would happen without his brother. Together, they formed the titular Mario Bros we’d seen together since 1985. But the inconceivable happened – Mario 64 was a solo adventure for Nintendo’s original jumping man. That wasn’t the original plan, though. In an interview for the game’s official Japanese strategy guide, creator Shigeru Miyamoto explained that the team had been forced to omit Luigi, stating that “ultimately, due to memory issues, we had to take him out.”
So, Luigi was never in Mario 64. Open and shut case, you’d assume. But that didn’t stop the rumours spreading like wildfire.

“Everyone thought that Luigi was somewhere hidden in Mario 64,” explains IGN’s news editor, Tom Phillips, a lifelong Nintendo fan who was working as a reporter for Eurogamer during the events of the 2020 Nintendo Gigaleak. “It was the era of secrets that you couldn't just look up on the internet. It was the era of myths about video game easter eggs that you would whisper to each other as you were playing, or you would talk about them in the playground. Everybody had a theory about where Luigi was in Super Mario 64.”

This hearsay about Luigi wasn’t completely unfounded. Its origins all stemmed from a simple, practically unreadable sign in the courtyard of Peach’s castle.

“The text on the sign, I'm pretty sure, was just nonsense,” says Phillips. “But people thought it said: L is real 2401."

“People from that took that, yes, Luigi is in the game, and you had to do something to find him, whether that was collect 2,401 stars or jump 2,401 times in a specific spot. But [fans assumed] it was a message from Shigeru Miyamoto himself, saying that Luigi was waiting somewhere for you to go find.”

Super Mario 64 was like nothing else on the market in 1996, defining not only the rules for all 3D platformers but also quickly establishing itself as one of the greatest video games of all time. But perhaps where it stood out the most, at least to a legion of Luigi obsessives, was the sheer volume of secrets you could find.
“It's a remarkable game. I was in awe,” shares IGN co-founder Douglass C. Perry. “There were so many little hidden things throughout the game that made it so much fun to explore. The sense of discovery was one of the things that made it so remarkable and long-lasting. There are so many secrets that it made you feel like Luigi could be in there. “

But despite the community's best efforts, Luigi was nowhere to be found. After collecting all 120 stars, players were rewarded with a secret Yoshi hidden right at the start of the game. But no matter how hard they looked, there was no trace of the moustachioed brother. He would eventually arrive in the Nintendo DS port of the game, but many fans were still convinced he was in the original.

“I would love for Luigi to truly be in the game,” says Perry. I think that would be amazing, but that doesn't mean that he's there.”

The audience, armed with a hidden message, was undeterred. Luigi had to be in the game, and ‘L is Real 2401’ was the clue they needed. At the same time, a burgeoning website called N64.com launched and was quickly inundated with questions about the missing plumber. In an effort to dispel the myth once and for all, Douglass C. Perry, who was a young editor at the site, decided to put his money where his mouth was and offer a $100 bounty to anyone who could solve this mystery. It was a call to arms that he’d very quickly regret…

“I said, ’If you can find Luigi in the game we'll reward you.’ Well, that was just the biggest mistake I think I'd ever made…”

The Search For Luigi

The staff of N64.com, which would later change its name to IGN64 and then just IGN, thought nothing of their bounty story. It was just one article towards a daily quota, and the assumption was it would be forgotten in less time than it took to post it…

"Hey, Doug, can you write five stories a day?" recalls Perry. “I was like, ’Yeah, I can do it,’ blindly accepting the challenge. And so we were constantly looking for things to write. And of course, these emails started coming in about Luigi, and we were like, ‘He's not in the game, we would've found him by now,’ but the emails were relentless. Finally, I was like, well, fine, let's just put the challenge out there for players to find Luigi. Because if he's in there, someone's going to find it.

“I said, ’If you can find Luigi in the game, show us the steps and pictures, and we'll reward you.’ Well, that was just the biggest mistake I think I'd ever made…”

In 1996, the internet was in its infancy, so the idea of the answer being a quick Google search away was a distant, warp-pipe dream. In the late ‘90s, rumours such as the ability to revive Aerith in Final Fantasy 7, or a secret code to reduce Lara Croft to her bare pixels, were prevalent in schoolyards. Fans laboured over these urban myths, waiting months at a time for them to be either solved or dispelled by magazines.

The internet, though, had begun to speed up this process, and with $100 on the line, the audience wasn’t going to wait patiently for their answers.

“We had mountains of emails coming in, just relentless,” shares Perry. “I hadn't really thought past the challenge part. I was like, ‘Oh, I have to follow all these emails, instructions and go through every single one of these challenges to find out if he's actually in there.’

“It was an enormous amount of work, and I didn’t think he was in there. None of them worked!”

The staff at N64.com were confident Luigi wasn’t in the game, but others still desperately sought confirmation. Two years later, in response to an ardent fan, Nintendo of America sent a letter confirming that ‘L is Real’ was simply a joke placed by developers, although evidence of that letter wouldn’t make its way onto gaming forums until many years later, and that’s assuming it was even legitimate. So, for most, true confirmation was still decades away.

“I was reading Nintendo Power and all the magazines, and there was nothing,” says Perry. “ I literally tried a hundred different ways to unlock Luigi, and none of them worked, but it didn't stop the emails from coming.”

What started out as a fun article had spiralled out of control with no end in sight. Miyamoto had confirmed he wasn’t there, Nintendo of America confirmed he wasn’t there, and not a single person could confirm to IGN they’d ever had a whiff of Luigi. All they had was ‘L is Real 2401’.

That was until 24 years and 01 month later…

“I don't want to toot my own horn, but it is probably true that I was the first person [to find it].”

The Gigaleak

In July 2020, details of secret Nintendo development data began to surface. What started off as a trickle of information quickly spiralled into one of the biggest video game leaks in history.

“I was working at Eurogamer at the time, and my job was to write the news,’ explains Phillips.” And I remember seeing this pop up online, and it just spread like wildfire across social media, Reddit, Resetera, and all the video game forums.

“I thought it was a fake at first, but seemingly it was legit.”

Enormous amounts of development information began pouring out as eager fans mined the hacked data, desperate to learn more about Nintendo. Fans were quick to dub this enormous data breach the “Gigaleak” as they sifted through mountains of designs, prototypes and source material that Nintendo never intended to see the light of day.

One person whose curiosity was piqued by the news was an anonymous software engineer/visual artist (and passionate Super Mario 64 fan) known only as GlitchyPSI. With potentially massive Mario revelations ready for the taking, they were keen to dive into the Gigaleak to see what they could discover.

“It was like finding some kind of treasure, even though there was questionable legality over it,” explains Glitchy. “It was kind of like, ’Damn, this is kind of scary.’”

“There were a lot of comments by people, I believe, who actually work on this stuff. I believe a Starfox developer said something about disrespecting people's work by doing this. There was a lot of fear, but in my circles, there was also a lot of excitement because people wanted to see the assets themselves.”

“I sort of adhere to the argument that this stuff is just so interesting and important for fans of Nintendo games and for fans of video games as a medium,” says Phillips. “It's a part of our culture. And I think the more we know about it, the better, whether Nintendo agrees with that or not.”

“The files were 'encrypted’,” explains Glitchy. “So you had to run a tool to get to the contents of the actual files as they were laid out in the file system, but you can imagine what else I found in there.”

What was discovered was a treasure trove of unreleased Nintendo content. There were prototypes for games like Yoshi’s Island, Super Mario Kart, and Star Fox 2. Mini-games that never saw the light of day, unused art assets, and location and character beta designs.

“I was refreshing that page, trying to see the latest stuff pieced together from it,” shares Phillips. “You never ever see how the product is made. And so that was what was so exciting about the Gigleak: to see the work-in-progress versions, the things that were left on the cutting room floor. This is stuff that you, as a Nintendo fan myself, just never get to see.”

The Gigleak was a goldmine for any Nintendo fan. But once word got out that there was source code for an early build of Super Mario 64, Glitchy and co immediately got to work. So I checked the source file. There were no raw images, but I noticed something.”

Glitchy immediately recognised the code language they’d used in modding tools for fan-made Nintendo 64 projects. The file structure was similar, so it made sense that they could find a way to dive deeper.

“Maybe with the tools, people can recreate stuff,” thought Glitchy. “I already had experience with textures.

“I made a little program to take the raw data that was in textures, defined byte by byte. It would take that and convert it to a PNG. I showed this to people in Discord, and they were like, ‘Oh damn, maybe we can find more texture this way.'”

Not only did they discover more textures in the source code, but Glitchy found something that would change the history of the L is Real movement forever. A texture of a white circle, with a green L.

“I don't want to toot my own horn, but it is probably true that I was the first person [to find it],” he says.

The proof, although obtained by nefarious means, had finally arrived. Modders immediately got to work finding other elements and eventually pieced Luigi together in Super Mario 64. Now, although it was never released by Nintendo, there was evidence of a version of the classic game featuring Luigi.

Even though the sign in Peach’s courtyard never actually said "L Is Real 2401," the message serendipitously came true. Luigi’s textures were discovered on July 25, 2020, 24 years and 1 month after Mario 64’s original Japanese release.

"The Gigaleak was such a rare opportunity to get some of this detail and just see this amazing process."

Bounty Settled

30 years ago, IGN posted a $100 bounty for anyone who could prove Luigi was in Super Mario 64. It took over 24 years and the crowd-sourced data mining of illegally obtained assets to solve, but we finally had our answer. So, once and for all, 30 years later, it’s time to settle our debt.

Given the nature of the solution and the wholesome determination of the L is Real community, we’ve made a $100 donation to AbleGamers, a charity that combats social isolation, fosters inclusive communities, and improves the quality of life for people with disabilities.

In 2026, it’s hard to imagine gaming mysteries lasting more than a week. Before you know it, dedicated fans are sifting through code, breaking boundaries with free cams and searching every nook and cranny for evidence of a game’s previous iterations. So there’s something still quite magical about Nintendo and its ability to keep its secrets so closely guarded.

“There are so many projects in Nintendo's vaults that the Gigaleak did not even touch,” explains Phillips. “I feel like the world will never know all the things Nintendo came extremely close to releasing, only to pull back at the last minute. The Gigaleak was such a rare window, a rare opportunity to get some of this detail and just see this amazing process."

But Nintendo’s special skill isn’t just its ability to hold its cards close to its chest. Since the birth of its console business, Nintendo has crafted worlds full of wonder. The fact that players want to get lost in those locations and comb them for clues, and their overwhelming desire to discover more, is perhaps the biggest compliment you can pay a creator like Shigeru Miyamoto.

Mario 64 is now 30 years old, but the passion and love it’s garnered has never wavered. People never forgot about Luigi because they never wanted to forget about Super Mario 64, and even though it was the birth of the modern 3D platformer, its greatest legacy is that people are still excited about what else they’re yet to discover in its groundbreaking Mushroom Kingdom.

“There's a certain kind of genius to Shigeru Miyamoto's playfulness and his design and his curiosity, his wonder about games,” says Perry. “That's the beauty he instils in all his games, making people feel as if they're about to discover something. It makes people feel like it could be there; you just have to dig a little deeper. I think that's kind of an amazing once-in-a-lifetime genius that we may never see again.”

Dale Driver is an Associate Director of Video Programming at IGN, and once skipped revising for his exams so he could dedicate all his time to getting 120 stars in Mario 64. Be thoroughly bored by following him on Bluesky at @daledriver.bsky.social



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Saturday, July 4, 2026

The Best Deals Today: Cyberpunk 2077, Criterion Collection Sale, Nintendo Switch 2 Camera, and More

A new weekend has arrived, and today, you can save on Cyberpunk 2077, Final Fantasy VII Remake Intergrade, Dragon Quest I & II HD-2D Remake, the Criterion Collection Blu-ray Sale, and more. Check out our top picks for Saturday, July 4, below.

Cyberpunk 2077: Ultimate Edition for $57.99

In the wake of recent news about physical games, this weekend is a great time to grow your collection with physical games like Cyberpunk 2077 on Nintendo Switch 2! This Ultimate Edition includes both the base game and the Phantom Liberty expansion all on the cartridge. Today, you can save $13 off the MSRP, with copies available for $57.99 at Target.

Save on Final Fantasy VII Remake Intergrade

Final Fantasy VII Remake Intergrade is the ultimate version of the first chapter in the Final Fantasy VII remake series, following Cloud Strife and the party from the very beginning through the escape from Midgar. You can score Final Fantasy VII Remake Intergrade for $29.99 on the Nintendo Switch 2 and $19.99 on the PlayStation 5. If you want to prepare for Final Fantasy VII Revelation next year, this is where to start your journey.

50% Off Criterion Collection Sale

Barnes & Noble is having its 50% Criterion Collection sale right now, so this weekend is one of the best times of the year to pick up some new 4K Blu-rays. Oftentimes, these 4K transfers are overseen by the original Director, and there's always plenty of great extras included. I personally picked up The Princess Bride and Barry Lyndon, saving 50% off each!

Nintendo Switch 2 Camera for $29.99

GameChat is one of the best features on Nintendo Switch 2, allowing you to jump in and connect with friends from anywhere with voice chat or video chat. Today, you can save almost 50% off the official Nintendo Switch 2 camera, which plugs into the top USB-C port and makes video chat a breeze. With Star Fox essentially debuting VTuber filters, this may be the time to check out GameChat if you've yet to.

Dragon Quest I & II HD-2D Remake for $39.99

Dragon Quest I & II HD-2D Remake is a very ambitious pair of remakes, breathing new life into these classics. Dragon Quest II especially saw huge additions to its story, making this the definitive version of the game. Amazon has discounted copies of Dragon Quest I & II HD-2D Remake down to $39.99, which is one of the best prices we've seen since release. In our 9/10 review, we wrote, "Dragon Quest I & II HD-2D Remake beautifully concludes this trilogy, recapturing the retro magic of the originals while giving them a modern facelift."

Nioh 3 for $47.49

Nioh 3 released in early February, and you can save $20 off a PS5 copy today at Amazon. In our 9/10 review, we wrote, "Nioh 3 delivers best-in-class combat that revitalizes the established formula with a fantastic split between Samurai and Ninja styles, as well as a triumphant move to an open-world structure."

LEGO Ideas Vincent Van Gogh The Starry Night for $136

Right now, Amazon has the Lego Ideas Vincent Van Gogh The Starry Night set on sale for $136. You can recreate the iconic painting in Lego form, and there's even a Van Gogh minifigure! This 2316 piece set is an excellent way to add some art to any setup or room.

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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Friday, July 3, 2026

Danganronpa 2x2 Delayed to Early 2027

Spike Chunsoft has announced that Danganronpa 2x2 has been delayed to early 2027.

The studio behind the Danganronpa 2: Goodbye Despair remaster confirmed it will no longer make its previously planned 2026 release schedule, with a statement published by producer Shohei Sakakibara. Spike Chunsoft did not confirm exactly why it decided to delay Danganronpa 2x2 but did attempt to cushion the blow with first details about a new story remix feature called Slayhem Mode.

"While development has been progressing toward a 2026 release, we have decided to move the launch to early 2027," Sakakibara said. "We will share a more specific release date at a later time.

"We are continuing to work to bring you the best possible experience. We sincerely appreciate your patience as development continues, and we look forward to sharing further updates with you soon."

As for Danganronpa 2x2's Slayhem Mode, players were told to expect it to feature a new version of the original 2012 experience that tells a "completely different storyline." All we know about the mode for now is that it follows a new chain of events with " different victims, culprits, and tricks" and features about 20% more content than Danganronpa 2x2's Original mode. Both story options will be available from the beginning of the game.

Spike Chunsoft also took its delay announcement as an opportunity to confirm that Danganronpa 2x2 comes with 3D world map instead of a side-scrolling map. Character portraits have also been updated. You can see in-development screenshots below.

Danganronpa 2: Goodbye Despair fans were told they'd be able to revisit the story of Monokuma and Hope's Peak Academy when Danganronpa 2x2 was announced during a Nintendo Direct later last year. Although it's not expected to launch for a few months later than fans may have expected, it is still on track to release for PC, Nintendo Switch, Switch 2, PlayStation 5, and Xbox Series X | S.

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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Marvel Rivals Fans Think the New Captain America Skin Is a Mod, But It's Actually Just His Rod

NetEase Games is celebrating the 4th of July with a Marvel Rivals swimsuit skin that comes bundled with Captain America's big package.

It's been hard to avoid the comic book hero shooter for the last few days as fans flock to react to the First Avenger's new cosmetic. This latest in a line of revealing swimsuit outfits for Marvel Rivals' ever-expanding roster of heroes and villains includes beachwear for Loki and White Fox, too, but the Captain America skin really lays it on thick.

Called Seaside Sentinel, the outfit gives Captain America a USA summer makeover just in time for the holiday. Those who purchase the cosmetic will allow Steve Rogers to ditch his usual battle-ready attire in favor of little more than an inflatable ducky shield and, of course, a very, very tight mankini. The jiggle physics are the icing on the cake.

"The beach crew voted Captain America should man the grill," an official description for the swimsuit skin says, "just like the red, white, and blue-blooded specimen of American masculinity people believe he is. Unfortunately, his skills on the grill were not nearly as calculated as his shield throws."

Captain America is so bulky here that it looks almost like an accurate recreation of that infamous Rob Liefeld drawing, and it's got many wondering if the images and videos circulating around the internet are from a fan-made mod. There's no need to fear, though, as IGN can confirm that the outfit and all of its contents are indeed very real and available to purchase through the Marvel Rivals store.

Regardless of whether you're on a friendly or enemy team, there's a good chance you'll be distracted if another player waltzes out in Seaside Sentinel. As if you needed any proof of that, look no further than social media reactions across the internet.

Comment
by u/Used-Earth8767 from discussion
in marvelrivals

"Bro Steve stole Thor's hammer," one Reddit user reacted.

"Literally America's ass," another said, "that's my goat."

"F**king finally," an X/Twitter user added.

Despite NetEase's insistence that it doesn't intentionally create "gooner content" for its heroes and villains, Marvel Rivals fans have long called attention to its reliance on revealing outfits. At least as more swimwear joins the collection, players can rest easy knowing Captain America gets a slice of that cake.

Comment
by u/BirdMastery from discussion
in marvelrivals

Marvel Rivals is available now for PC, Nintendo Switch 2, PlayStation 4, PlayStation 5, and Xbox Series X | S. Other heroes who received swimsuit skins include Daredevil and Black Widow.

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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Thursday, July 2, 2026

Silent Hill: Townfall Continues To Revitalize the Series in New, Horrifying Ways | IGN Preview

Silent Hill has been going through a sort of revitalization in recent years. After leaving it dormant for far too long, Konami is finally doing what I'd like to see with more legacy series – letting talented external studios take a shot with their vision of what the series could be while having creative freedom. While Bloober Team did a faithful (and fantastic) remake of Silent Hill 2, NeoBards and writer Ryukishi07 made something truly special with Silent Hill f, which was an original story that was true to the series' core tenets. Sure, there have been absolute misses like the laughably bad movie adaption and a spinoff game in The Short Message, but hey, at least ideas are being thrown out there. However, I'm happy to report we might just have another banger on our hands with the latest example of the franchise’s revival: Silent Hill: Townfall. I only saw a hands-off gameplay walkthrough this time, but now I know that it's tapping into the style of horror we know to be Silent Hill with the tension of a slow-paced first-person thriller.

Townfall takes place in a port town called St. Amelia in Scotland, which is the home country of developer Screen Burn. The team was formerly known as No Code and made a splash with the eerie space adventure game Observation, and it seems that it's taking its horror-tinged strengths, applying them to Silent Hill, and also drawing from its own real-world inspirations. As expected, Townfall drops you in without much explanation and asks you to piece it together as you go along. You play as Simon Ordell, who I'm not even sure what he's doing in the St. Amelia cobblestone streets, covered in a fog denser than what Scotland's coastal community of St. Monans would normally face.

One of the games Silent Hill: Townfall's director Jon McKellan previously worked on was Alien Isolation, and it shows. Yes, there is combat in Townfall, but it is a very dangerous endeavor and a last ditch effort if you're caught by the town's deranged, grotesquely transformed humans. From what I saw, he only has a small complement of melee weapons, one of which is just a wooden plank wrapped in barbed wire. Townfall heavily emphasizes stealth, and it appears better for it – especially if it's drawing from Alien Isolation.

One of the games Silent Hill: Townfall's director Jon McKellan previously worked on was Alien Isolation, and it shows.

The key here is Simon has what's called a CRTV, a handheld radio with a screen that also visualizes incoming signals. A big part of what you'll be doing gameplay-wise is tuning the CRTV to figure out where to go, find solutions for puzzles, and track enemy movement through walls. It's not as easy as hitting a button to scan your surroundings; rather, the CRTV must be directed toward them and you have to pay attention to the little screen on it as it works like an ultrasound. I watched the demoist follow the enemy patrol pattern around the corner of a building to then time their movement to dash safely in order to progress.

It's a neat and clever way to make the core gameplay diegetic, giving you a more intimate way of engaging with the world itself while fitting into a story that takes place in 1996. For example, tuning the signal will feed you images of where you're supposed to go and you have to really pay attention to the environment. Are you looking at the right building, going through the right alleyway, or banging on the right door? All that is shown in static images on the CRTV as seen in the live demo. I think it adds to the tension and atmosphere when you have to rely on an in-game tool's function instead of having a HUD or markers; it’s a sensible approach for Silent Hill's brand of horror.

Stealthing your way through terrifying situations and piecing together clues about where to go is only part of the deal. As with other Silent Hill games, there's a deeper mystery that deals in subtleties, and all we really know so far is that Simon’s investigating the past to figure why St. Amelia has been completely abandoned. The hints lead him to the house of a nurse named Zoe Ellis, who initially contacts Simon through the CRTV, and here is where Townfall goes into more of an exploration/adventure style of game where you're carefully inspecting your surroundings – reading notes left behind, digging through cabinets and drawers, going through files on a DOS-based PC, listening to old phone messages, etc. And if you're stuck, instead of being shown what you need to do directly or having Simon talk to himself to give hints to the player, he'll have thought bubbles off to the side to both show what he's thinking and perhaps give you the nudge you'd otherwise need.

This was a brief demo, so the more horrifying elements and headier puzzles are still under wraps – and I can only imagine how terrifying it'll be to explore the town when the skies turn a blinding red, as shown in previous trailers. I'm still curious about what all the dropped protest signs in the town square imply about St. Amelia's demise; it's easy to theorize that either a corporation or governing body overran the townsfolk for an initiative that had a grave impact on their environment. Maybe the IV stuck in Simon's arm the entire time, and the fact that Zoe's a nurse, foreshadows where this seemingly sad story is headed.

This is the kind of storytelling Silent Hill has historically done extremely well, and seeing it played as a more tempered first-person horror-adventure has me as intrigued as when I first saw Silent Hill f before its release. We won't have to wait long, since Silent Hill: Townfall is set to launch on September 24 for PlayStation 5 and PC.

Michael Higham is an editor at IGN who regularly contributes with reviews, previews, features, and news in written and video form. He's usually entrusted with covering long RPGs and tech products, but he's got range when it comes to games. You'll also catch him at events and hosting video content, including IGN's weekly podcast Unlocked.



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Hellraiser: Revival Is a Horror-Action Game That Borrows from Resident Evil and P.T. | IGN Preview

I don't remember much about Hellraiser, being much too young to watch the original even if the image of Pinhead superseded any affinity for the movie series. But I had been assigned to get hands-on with the upcoming horror-action game Clive Barker's Hellraiser: Revival, and I came away with two prevailing thoughts experiencing it on its own terms. One, holy hell I got acquainted with its brand of body horror, and two, it makes a hell of an impression from the 30-minute demo I played. It's borrowing from several other games – think modern Resident Evil with a little P.T. – and fusing them together into what feels like a solid, cohesive survival horror-action game that seems, in part, to align with the Hellraiser series.

I had to quickly get up to speed on the main character Aidan (voiced by renowned indie game developer Xalavier Nelson Jr.) whose girlfriend Sunny had her soul snatched by the Cenobites, and at times he's going through literal Hell to find her. Through that, you see flashes of a tumultuous relationship between the two of them, who are basically crashouts; it's passionate and intense, laden in BDSM accompanied by the horrifying image of what the Cenobites have done to her. As someone who didn't really know what to expect, I was like, "Oh…okay." I'm not a prude, so I carried on knowing that stories that are violent and/or sexual in nature can have a place in games, too, when told with purpose and not with direct malice.

This demo was a slice of what's roughly in the middle of Hellraiser: Revival, and the first section thrust me into a Resident Evil-style section in a theater venue (or museum?) that's been outfitted as an HQ for a violent sex cult. There are guns, combat, and environmental puzzles to progress along with some good old-fashioned inventory management – even with my limited understanding of Hellraiser, guns and shootouts aren't exactly part of its identity, but hey, it's a video game and I suppose it needs combat. While it's not as polished or tight as a Resident Evil at this stage, controlling Aiden in first-person and scavenging for any weapon or number of bullets felt familiar and sensible for what it's going for. These cultists seem to be chasing after you and they'll pop out at surprising moments that jump-scared me during my demo (I could feel the gaze of everyone in that room).

The Genesis Configuration is the magic puzzle box object that Aidan holds in his off-hand and it effectively lets you do telekinesis, BioShock-style.

I'm not sure how this fits narratively, but I got a feel for the slower-paced gunplay after I burned through all the ammo I could find (including a submachine gun that was left behind reception, hmm). It wasn't enough for the encounter, so after frantically running through the backrooms of this theater, I remembered to use the thing that Hellraiser: Revival revolves around: the Genesis Configuration. It's the magic puzzle box object that Aidan holds in his off-hand and it effectively lets you do telekinesis, BioShock-style. I could then get a little more creative, pulling fans from the ceiling or wooden planks from shelves, or wielding fire from a burning torch, to then blast enemies with. Again, these are elements we've seen before, but they're fluid, and when done well, it complements the exploration and environmental inspection that comes along with finding the right key for the right door or deciphering a code from a note left behind.

What's more interesting is that past this section, Aidan goes into a sort of psychosis and is taken back to nightmare scenarios in his house. This is where the P.T. influence is abundantly clear. You walk down a dark hallway, turn the corner, walk upstairs and go through a door in his house at night. The cycle will continually repeat until you do certain things in sequence, however, such as looking through text messages on an old Nokia cellphone left on the table, hitting your printer that spits out a disturbing image of Sunny, or opening a closet door that leads to a room with chains hung from the ceiling. It's creepy as hell, and plays into the sort of supernatural horror that aligns with the touchstones of Hellraiser.

When all things are done correctly, the door at the end of the upstairs hallway turns into a gate into the Labyrinth, which in Hellraiser is this extradimensional maze-like hellscape where the Cenobites come from. Here, I saw another wrinkle in its gameplay – manipulating the physical space of the Labyrinth with the Genesis Configuration. It plays out like a sequential pathing puzzle where the walls and ground move like gears and you need to lock them into place to create a path forward. Like its other gameplay aspects, these sequences aren't necessarily groundbreaking, but they break up the pace and ask you to engage with its grimey, disturbing world in different ways.

Hellraiser's brand of horror isn't ordinarily my jam, but I can at least tell from getting hands-on with the demo that the development team have a strong grasp of what makes modern horror-action games click. Drawing bits and pieces from other games and melding them together seems to be a smart move judging from my short time with it. And if Hellraiser sickos don't know yet, the original actor Doug Bradley is voicing Pinhead here in Hellraiser: Revival, and Clive Barker isn't just slapping his name on the box – the team confirmed that he consulted on the project.

I can see all of that fitting nicely into what's said to be an 8- to 10-hour campaign, which we'll be able to play on October 8 this year when Clive Barker's Hellraiser: Revival launches for PlayStation, Xbox, and PC.

Michael Higham is an editor at IGN who regularly contributes with reviews, previews, features, and news in written and video form. He's usually entrusted with covering long RPGs and tech products, but he's got range when it comes to games. You'll also catch him at events and hosting video content, including IGN's weekly podcast Unlocked.



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Wednesday, July 1, 2026

Love and Deepspace Fans Tearfully Hold 'Funeral' for Valko at Infold HQ After Company Suddenly Drops Character

Love and Deepspace fans are holding memorial services for Valko after Infold, the game’s developer, pulled the plug on the wolfy love interest mere days before his debut.

Chinese LADS players are showing up to Infold's Shanghai HQ in droves, bringing with them flowers, candles, and tears as they mourn the loss of a character they were excited to romance come July 9.

Videos of sobbing fans at the office building are taking social media by storm, but this isn’t the only way players are showing their disapproval of Infold’s choices — they’ve also signed a petition demanding the developer reverse their decision and bring Valko back.

At the time of writing, the petition boasts over 78,000 verified signatures and over three thousand comments from players desperately pleading with Infold to release the game’s sixth love interest.

“This is devastating,” one fan wrote. “Removing Valko from the game is NOT an acceptable solution. I am deeply disappointed to see Infold choose to erase a long-awaited LOVED character.”

“Many players spent money believing the game would continue expanding its romantic routes. Canceling Valko feels like a bait-and-switch and a material change to the game after monetization,” another explained.

Thus far, Infold has not given a public response to the backlash surrounding this decision.

Valko was initially slated to launch in Love and Deepspace on July 9 as the game’s newest romanceable character, but on June 30, Infold made an announcement revealing they were not moving forward with him as previously planned.

“After reflecting on recent events, we recognize that we moved forward with the introduction of Valko before we were truly ready," the company said.

"In doing so, we let down the players who have supported us from the start, and we also fell short of delivering the experience that players anticipating Valko deserved."

For both hardcore fans and those new to Love and Deepspace, check out IGN's Love And Deepspace guides.

Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.



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The Mario 64 Bounty That Took 30 Years to Settle

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