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Early screenshots & gameplay dev clip leaked for Marvel 1943: Rise of Hydra

18 septembre 2025 à 17:19

It appears that some screenshots and a gameplay clip from an early dev build of Marvel 1943: Rise of Hydra have been leaked online. Since these are leaked assets from a dev build, you should temper your expectations. This looks really rough. Still, some Marvel fans may be interested in them, which is why we’ve … Continue reading Early screenshots & gameplay dev clip leaked for Marvel 1943: Rise of Hydra

The post Early screenshots & gameplay dev clip leaked for Marvel 1943: Rise of Hydra appeared first on DSOGaming.

Ninja Gaiden 4 gets a new 13-minute gameplay trailer, showcasing Yakumo’s advanced combat abilities

18 septembre 2025 à 16:52

Team Ninja has released a 13-minute gameplay trailer for Ninja Gaiden 4. This trailer is based on the Gamescom 2025 build and showcases some of Yakumo’s advanced combat abilities. So, if you are looking forward to it, I highly recommend watching it. NINJA GAIDEN 4 will combine Team NINJA’s clever combat with PlatinumGames’ fast and … Continue reading Ninja Gaiden 4 gets a new 13-minute gameplay trailer, showcasing Yakumo’s advanced combat abilities

The post Ninja Gaiden 4 gets a new 13-minute gameplay trailer, showcasing Yakumo’s advanced combat abilities appeared first on DSOGaming.

MrBallen Presents: Where Nightmares Live Offers Up More True Tales of Horror

18 septembre 2025 à 15:00

Last year, popular YouTuber and podcast host John Allen made the jump to comics with MrBallen Presents: Strange, Dark & Mysterious, a graphic novel that adapted some of the many true tales of horror featured on the MrBallen channel. Now Allen and his collaborators are back with a sequel called MrBallen Presents: Where Nightmares Live.

With the second graphic novel set to release in stores later this month, IGN can exclusively debut a new preview of MrBallen Presents: Where Nightmares Live. Check it out in the slideshow gallery below:

As with the original book, MrBallen Presents: Where Nightmares Live adapts several of Allen's stories from his YouTube channels, along with several new stories for good measure. Robert Venditti (X-O Manowar) assisted in the adaptation process. All the stories are illustrated by Andrea Mutti (Haunt You To the End), while Rob Prior provided the cover art. The book is published by Ten Speed Graphic, a division of Penguin Random House. Here's the official description for the book:

In MrBallen Presents: Where Nightmares Live, John Allen, known popularly as “MrBallen,” is back with another heart-stopping collection of strange and mysterious stories exploring terrors that lie just beyond our comprehension. From skin-melting encounters in Brazil to a ghost that stalks the English countryside to a bell ringing deep in the Arizona wilderness, MrBallen’s spine-chilling tales—four of which are exclusive to this graphic novel—span multiple centuries and expose bizarre, terrifying, and utterly unforgettable experiences of the unnatural world.

Compellingly creepy, deeply researched, and based on unsettling real events, MrBallen Presents: Where Nightmares Live proves that sometimes our deepest fears are about the things we cannot see. In collaboration with New York Times bestselling graphic novelist Robert Venditti and acclaimed comic book artist Andrea Mutti, this is Allen’s most frightening collection yet.

Welcome. Your nightmares are waiting.

MrBallen Presents: Where Nightmares Live will be released in both hardcover and paperback on September 30, 2025. You can preorder a copy on Amazon.

In other comics news, Dark Horse is releasing The Art of Star Wars: A New Hope - The Manga, and Absolute Batman #12 provides twisted new origin stories for several iconic DC villains.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.

Sonic Racing: CrossWorlds Review

18 septembre 2025 à 15:00

Live and Learn is more than just one of the best songs in Sonic history; it also feels like a philosophy SEGA has taken to heart with Sonic Racing: CrossWorlds. I've spent over 35 hours drifting, boosting, and gathering rings across an excellent set of tracks that span Sonic's 34-year history. Minutes effortlessly turned into hours, perfecting my drifting technique, customizing my vehicles, finding the optimal race lines in time trials, and frantically competing with friends to be the Grand Prix champion. Sonic Racing: CrossWorlds could have been just another pit stop among a Grand Prix of 2025 kart racers, but instead it put the pedal to the metal and refused to let me take my hands off the wheel.

I've played my fair share of kart racers over the past few decades starring Sonic, Mario, Crash, and plenty of other popular characters. While most are amusing enough, only a few reach that upper pantheon of party games that dominate every get together. With 39 tracks, 24 characters, a nice suite of multiplayer options, tons of challenges to complete, and such a long list of unlockable cosmetics that I still can’t see its finish line, CrossWorlds doesn’t just want to be part of the rotation: it has set its sights on taking the top spot for me and my friends.

CrossWorlds’ racing is quick to pick up thanks to its intuitive and straightforward controls, essentially boiling down to four main actions: accelerate, drift, brake, and use an item. Racing feels great whether you're zipping into shortcuts, landing massive trick combos for a big boost, or nailing a complicated drift that asks you to rapidly change direction on a curvy path. I love how the vehicles feel, as every action fluidly transitions from one into the next, allowing me to chain drifts into jumps into tricks into boosts before launching into another drift to repeat the process again… provided my opponents didn’t send any items my way.

Getting hit with items, messing up a turn, or colliding with a wall definitely cost me a few races, but more often than not they felt more like small speed bumps thanks to the generous placement of boost panels and item capsules on most courses. Those hits do reduce your ring count, which in turn lowers your top speed, but it rarely took me more than a few seconds to get back on track – and you can reduce that lag time even further depending on how you tune your vehicle. The type of ride you pick will help you eke out extra advantages: Power vehicles are great at shoving other racers around, Handling vehicles make it easier to nail even the trickiest of sharp turns, and the long-awaited return of Sonic Riders' hover boards enabled me to boost like no other when hitting dash panels or using the boosting Wisp items.

The headlining feature is the fantastic CrossWorlds mechanic that not only keeps every race interesting but also adds a good amount of depth. Outside of Grand Prix Mode, the second lap of each race almost seamlessly transports everyone to a different course, similar to the dimension jumping done in 2021's Ratchet and Clank: Rift Apart. Warping from the naval scenery of Metal Harbor to the prehistoric Dinosaur Jungle or the incredibly curvy Dragon's Road kept me on my toes every race. This was already my favorite part of Sonic Racing: CrossWorlds’ public test demos before my review, but I began to see the true brilliance of it as I put more time into the full game.

The fantastic CrossWorlds mechanic keeps races interesting and adds depth.

Different vehicle types excel on different tracks, so making the second lap random adds depth when customizing your ride since you need to consider variables beyond just the course you’ve chosen. My speed-focused vehicle would sing on tracks with many straightaways or boost panels, but would often give up a few positions to racers who tuned for acceleration or handling on tracks filled with constant curves and sharp turns. Since some tracks have portions where you transform into a boat or plane, I found myself making one loadout that could adapt to whatever course ended up as the second lap while still maximizing my potential for the first and final lap on the main track.

Transforming into Flight and Water Forms is as simple as passing through a gate with the matching plane or boat icons. Some transformations are required, such as the Water Form swap at the start of Kraken Bay, while others are optional, like the short Flight Form path on Coral Town if you take a specific branching path, but I was never unhappy to seize the opportunity to change things up – in fact, I would have loved a few more CrossWorlds that gave me extended periods of time in the sky. Flight Form in always handled like a dream, letting you drift vertically to reach items, rings, and boost gates at different elevations. However, a few of the Water Form sections can feel clunky until you figure out the correct rhythm and timing to accelerate, drift, and trick on each course. Vehicles with better handling seem to perform the best during these transformations, so whenever I was having a hard time with a specific section , I would practice in one of those vehicles before returning to my preferred Speed type options.

No lap during CrossWorlds feels like another, and though the last lap returns to your original track, there are significant changes during it. Paths that were inaccessible open up, improved item boxes appear with better drop rates for stronger options, and more hazards show up on the course. There are even significant structural changes, like a rocket in Metal Harbor finally launching, which removes two paths and forces everyone into a newly formed spine (or two quarter pipes placed back to back, for those who don't skate).

Even without the CrossWorlds mechanic, the courses available at launch are all excellent. There are 15 tracks that can only arrive during that second lap, and then 24 main courses for them to show up in, with Coral Town possibly being my favorite. Its looping paths create so many routes that I'm still wrapping my head around which one is the most ideal in time trials – I always found myself changing the route I took depending on my position, character, vehicle, and lap number. Other standouts are classic stages like Market Street, which originated as Rooftop Run in Sonic Unleashed, and Radical Highway from Sonic Adventure 2, the latter of which had me riding the main cables to the top using boost pads to leave my competitors behind.

Every course feels perfectly tuned with risks and rewards; different routes have different advantages, with some having more rings to help you reach your maximum top speed, while others have more boost panels to provide some speed in the short run in the hopes you will either get far enough ahead not to need the extra rings or at least have enough breathing room to pick them up later. One course that proved to be my Achilles heel: Pumpkin Mansion. The final third of the track is full of giant pumpkins that vanish as you approach, but until the first person reaches them, they hide a section full of sharper turns. They always affected the timing of my drifts until I took the time to memorize their positions through time trials and figured out which paths I should take.

Finally, a kart racer would just be a basic racing game without items to inject a little chaos into them. CrossWorlds has 24 different items that can be pulled from boxes placed all over each course, most of which had me shouting with equal amounts of either excitement or bitterness depending on if I was on the giving or receiving end of each. The iconic Wisps from Sonic Colors are here and offer items in the form of a boost, laser, and drill, which are all helpful to either catch up or extend your lead. These were always welcome as they enabled me to cut across off-road sections and dodge certain attacks, like the punishing Slime and Weight items, if used with proper timing. There are plenty of other cool options as well, like a bomb that grows in size the longer you hold it, eventually becoming a giant wrecking ball that flattens enemies it collides with until its detonation.

Customizing Gadget Panels scratched the min-maxing itch I love in games.

The Tornado quickly became my favorite item because of its ability to negate most incoming attacks while also dealing damage to as many opponents that I could bump into. There is also the Monster Truck, which is sure to be a standout for many, as it transforms your vehicle into a massive machine that flattens opponents, renders you immune to all other items, and allows you to drive off-road without any penalties. By default, you can hold two items at a time, but you can also add the option for a third item or swap between your two items by installing specific upgrades in your customizable Gadget Panel if you really want to lean into the chaos, though I typically leaned toward Gadgets that made me faster, not fiercer.

Gadgets offer a wide range of extremely impactful bonuses, with more than 30 different options to place on your Gadget Panel before a race. Now, they won’t suddenly craft you a win out of thin air, as your racing skills still remain the most important factor – but when utilized to their maximum potential, Gadgets can be the difference between getting first and fourth place. There are Gadgets to alter your vehicle's stats, improve drift performance, increase the rings you can carry, and grant unique starting items that can't normally be found in races, like a Warp Ring that teleports you on top of the racer just ahead of you, causing you to squish them. The tricky part is figuring out what combination to use; each Gadget Panel has six slots in a two-by-three pattern, and each Gadget requires between one and three slots. Building my Panel became a tiny puzzle with no wrong answers, and it scratched the min-maxing itch I love in games.

You can prebuild five Gadget Panels and then swap between them before each race, which helps you adjust to specific situations, modifying the base stats of your character and vehicle selection as needed. The roster has nearly all the major characters you’d hope to see from each generation of Sonic: in addition to the usual Team Light and Dark, you’ve got characters from the Sonic Heroes, Riders, Advance, Rush, Colors, and even recent newcomers like Sage from Frontiers. It didn't take long for me to find my favorite in Shadow using a modified Speed-type vehicle, so much so that I used him to clear all eight cups on the Sonic Speed and Super Sonic Speed difficulty (the equivalents of 150cc and 200cc in Mario Kart), only needing minor tweaks outside of regularly adjusting my Gadget Panel. While it was rare for most CPU opponents to give me trouble, a few of the Grands Prix still had the ideal amount of challenge thanks to CrossWorlds’ modular rival system.

Before starting each Grand Prix, a random character appears as your rival, and they then act as a supercharged CPU to race against with a challenge level from one to 10, similar to raising the heat level in the Super Smash Bros. Ultimate campaign. Your rival isn't just a CPU racer with better stats, they interject with snarky comments of frustration and glee throughout the races, adding a bit of character to what could have just been a slightly more competent CPU racer. While I haven’t tested every combination of racer and rival, the 20 or so I’ve seen so far all had unique voice lines, which really helped breathe even more life into them. Rivals also behave more intelligently, holding onto defensive items until they need them, taking better racing lines as they drift around corners, and even moving to ensure they take items they expect those behind them to go for. I had to use a not-insignificant amount of retries when racing rivals that were level eight or higher, which is just the right amount of pushback.

Thankfully, CrossWorlds does something I wish every other racing game would do with its in-game currency, Donpa tickets. I would usually net anywhere between 10 and 40 tickets per race, depending on my performance and if I achieved certain feats. That includes things like using the most items, choosing which course is selected for lap two by being in first when reaching the travel ring at the end of lap one, or picking up the series’ iconic red rings. Tickets have a variety of uses, including unlocking various car parts or customization options, increasing your friendship with a character for rewards unique to them, and – my favorite use – retrying a race for better placement.

Now, I know what you're thinking: retrying a race is hardly new, but CrossWorlds differs in that you can spend a measly 20 tickets to retry in the middle of a Grand Prix without entirely starting over. So if you get hit with three items on the final turn of the final lap of the final race only to watch your rival and six other racers pass you in the homestretch, you can rewind and try again as many times as you can afford, which cuts down on pointless repetition a lot. Grands Prix also get an exciting and welcome shakeup: instead of racing on a fourth course to end things, the final race is a combination of one lap from the previous three, which tests how well you can adapt to each. That said, I do miss the mission-based Story Mode from Team Sonic Racing, which gave you interesting bonus challenges to accomplish during each stage.

Earning tickets feels a bit stingy compared to the cost of unlocking some cosmetics. 

I also have to dig into the friendship system more, as it will take thousands of races to complete if your goal is to maximize your ranking with each character. Instead of funneling tickets into car parts, you can give them to your favorite characters to receive cosmetics like titles, decals, and alternate costumes in return. These specific unlockables get really expensive really fast: it took me 3000 tickets to earn the first four rewards for Shadow, including one alternate costume, and there is still more for me to unlock. It's clear that SEGA is hoping this will be a system that keeps you drawn in, as with 24 characters, that's a ludicrous number of tickets to unlock everything. I have mixed feelings on this because it gives the most dedicated fans something to chase, but the rate for earning tickets currently feels a bit too stingy when compared to the cost of unlocking some cosmetics.

That sticker shock gets even worse when you consider the fact that new characters are already on the horizon, including Hatsune Miku, Joker from Persona 5, and Ichiban from the Like a Dragon franchise, all of which have been announced as upcoming free additions. There will also be characters and tracks for SpongeBob, TMNT, and Avatar: The Last Airbender coming as part of the paid season pass. While I don't necessarily need them since I already have more favorites on the Sonic roster than I do fingers, it is exciting to think of what other characters and tracks could be joining even later down the road. In fact, during my interview with Takashi Iizuka of SEGA at Gamescom, they said they plan to support CrossWorlds with new content like this each month for at least the first year after launch, which is an impressive pace given there’s already plenty of unlockables and alternate modes to keep those who blaze through the cups busy at launch.

One of those distractions is the Race Park, which consists of six different rule sets, but also allows you to create custom matches to fit whatever you and up to three others want to play locally. These are all available online as well by joining the Friend Match option, though they are limited to one player per console, but it at least allows you to race with groups of up to 12 friends. Currently, every mode boils down to a race for points, but the modified rules change how they play out. In addition to the regular 12-player free-for-all race style, there are also special team modes with rules that grant bonuses for grabbing the most rings, colliding with teammates, using the most dash panels, or landing the most item hits on opponents. These modes were a blast with friends, as they didn't fully rely on who knew the courses the best. It's also something worth playing for a bit, as there are eight different rival CPU teams to take down that unlock special vehicles you can then customize with other parts. The custom rule set is a standout feature here for local multiplayer, too, giving you control over how many races you do back to back, which courses can appear as the Crossworld second lap, what items appear in item boxes, and the speed and difficulty level while racing.

The Race Park's one drawback is that, while not necessary, the Gadget Panels can be overly influential to the outcome of races, so it was a let-down that there were no pre-built ones for newcomers. They did have access to everything I had unlocked, but that meant spending time for them to decipher what each one did and figuring out which ones they wanted to set into their Panels. I hope Sega alleviates this with a patch that adds some default Gadget Panels optimized for different vehicle types and playstyles.

In addition to the Race Park, there is also a Time Trial mode that challenges you to race for the best time on both the Sonic and Super Sonic Speed settings. I initially went into Time Trial mode expecting to run through a few tracks just to see what it offered, but it ended up being where I spent more time than anywhere else. After clearing some courses with an A rank (the minimum rank necessary to earn progress towards rewards), I was suddenly hungry for more. Each race, I found myself tinkering with the various car parts and Gadgets, and rewatching my own ghost to see what I could change or where I could improve. What if I save my boost for this turn vs that turn, or what if I sacrifice a bit of my speed to improve my handling stat to nail that hairpin? Before CrossWorlds, I was never a huge Time Trial person, but these hooked me by putting the most enticing thing they could behind them as a reward: my favorite Sonic music to listen to while racing.

A Sonic game would be incomplete without a banger of a soundtrack, and CrossWorlds rarely fails to impress with its nearly 100 unique tracks. The primary songs are excellent, with popular tracks like Radical Highway, Market Street, Ocean View, and plenty of others all getting the CrossWorlds treatment. And for you Sonic Adventure 2 fans, don't worry, because Escape From the City is here, but you will need to clear all 79 time trials with at least an A ranking to unlock it. All the great artists that have created music for Sonic games here are: Tee Lopes, Tomoya Ohtani, Takahiro Kai, and plenty more. Similar to Sonic x Shadow Generations from last year, unlocking this music does more than just let you listen to them in a jukebox; you can also gather your favorites and slot that playlist (or any of the other six premade albums) as the music for each of the three laps of every race. Possibly the most impressive part of that is how seamlessly they all transition into each other, with each song starting at a different point depending on what lap it plays on. I only wish I could create multiple favorites playlists to have even more control.

Online functionality is simple but effective, and worked well pre-launch.

The last and potentially one of the most critical elements that could decide whether CrossWorlds takes the podium is how online play functions. Ahead of launch, we had a few days to test it and see what it offered. To my enjoyment, it worked as well as I'd hoped, with the caveat that my not-quite-full lobbies were regularly supplemented with CPUs to fill out all 12 spots. Online does have a drawback compared to this year's Mario Kart World since it's limited to just one player per console, but the inclusion of crossplay is a decent trade off, and I saw virtually no lag with my wired connection.

Online functionality is simple but effective – you can see other players on your specific console’s friend list, your CrossWorlds in-game friend list, a history of others you’ve raced against, and your fair play points, which is a 100-point gauge that decreases anytime you abandon an online race. This appears to be CrossWorlds’ method for ensuring players who are behind don’t just up and leave the race entirely, which is an appreciated inclusion even if I can’t yet say how effective it will be. Another incentive is that I unlocked even more Gadget options to alter my driving style as I rose through the ranks from E- to an eventual C- during the short prelaunch review window. And while it's too soon to tell how the difference in ranks will affect queue times, I usually found a match in less than a minute during the review period, which has a much smaller pool of players than will be there on launch.

Also, it’s great that my custom soundtracks and everything I had earned in offline mode carried over, making me all the more prepared for facing real opponents. The good news is that even fans that want to join online races on day one will still be able to earn all the Gadgets I got offline simply by racing, meaning that each online race will not only move you closer to the Gadgets from higher ranks but also the ones that unlock based on total number of races. However, those players will be at a disadvantage compared to others like myself who spent time earning them before going online, which could also be mitigated with preset Gadget Plates.

Metroid Prime 4 Fans Are Excited About a 10-Year Old Time Travel Tease Finally Coming True

18 septembre 2025 à 14:22

10 years ago, Metroid Prime series producer Kensuke Tanabe sat down with me at E3 2015 and said he'd like to make a new game in the franchise with a time travel mechanic.

This was, obviously, a long time ago — so long ago that the Nintendo Switch was still only known by its codename NX — but the chat remains one of Tanabe's most forthcoming interviews on the Metroid Prime series' future, discussing the stories of Dark Samus and Phazon, bounty hunter Sylux, and an idea for a new Metroid Prime game that focused on a single planet across multiple points in its timeline.

"Instead of broadening it to more planets I would have one and would focus on the timeline, and being able to change that," Tanabe said to me, at Eurogamer at the time. "That's one interesting idea I have in mind... but I understand many people thought that [Echoes] was too difficult."

By evoking Metroid Prime 2: Echoes, Tanabe is referring to its dual-world gameplay that saw players shift between light and dark versions of the same space — a concept that prompted a mix of reactions from players. Still, the idea of time travel appears to have stuck with Tanabe, who has once again returned as the producer of Metroid Prime 4: Beyond — a game which contains other similarities to the concept he discussed back then.

Take the bounty hunter Sylux, for example, a character that even fans of the Metroid Prime trilogy might struggle to remember. A rival of Samus, Sylux was introduced in the Nintendo DS spin-off game Metroid Prime Hunters (for which Tanabe was also a producer). As part of the same interview a decade ago, Tanabe confirmed the spaceship seen during the cliffhanger tease at the end of Metroid Prime 3 belonged to Sylux, potentially setting up a rivalry in a future game.

"It was Sylux, another hunter from Metroid Prime Hunters at the end of Metroid Prime 3," Tanabe said to me at the time. "Personally I'd like to create a story centring around Sylux and Samus."

Well, roll forward a decade and Sylux is indeed a major presence in Metroid Prime 4 — and last week the character was even announced as getting an amiibo figurine, too.

As for the idea of a game featuring time travel, fans have long held onto Tanabe's suggestion — and even pointed to the black hole shape seen in Metroid Prime 4: Beyond's logo in the hope that it might mean Samus can create some kind of time-dilating space hole to travel into the past or future.

Now, supposedly leaked box art for the game posted on reddit appears to mention Samus as being stuck on the game's planet of Viewros after being transported across space and time — prompting more chatter that time travel, just like Sylux, has remained part of Tanabe's plans.

"I'm assuming it'll work exactly like how Dark Aether works in Prime 2," wrote Metroid fan Spinjitsuninja on reddit, before the supposed box art leaked. "We see several portals in the recent trailer anyways, so unless those are awkward warp points, I think it shows similar world design. They could always have the game take you to different eras, with more than two 'worlds' to go between? But that might be ambitious."

"Calling it now: you have to hit a certain speed on the bike to time travel, back to the future style," added another fan, Gleethor on ResetEra. "Could even see it near instantly changing the landscape around you when you time travel, which could certainly explain why it's relatively sparse."

Last week's Metroid Prime 4: Beyond trailer finally revealed the game's release date and also showcased a new open-world motorbike for Samus, though the video felt something of a low-key showing within the wider Nintendo Direct. Here's hoping we get to see more of the game before its December 7, 2025 release date — if only we could time travel to that.

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

Some of Our Favorite LEGO Sets Of All Time Are Discounted Today, But Selling Out Fast

18 septembre 2025 à 13:54

We love LEGO (who doesn’t?) and we’re always looking for deals on our favorite brick-filled kits across all shapes, sizes, and budgets.

Thankfully, Amazon outlet Woot has deals on plenty of our favorite sets across all aspects of pop culture, although it does appear many are starting to sell out quickly, so you’ll want to move quickly!

Save On LEGO Sets From Harry Potter, Star Wars, and More

Over at Woot, there are some hefty savings to be had, with the first one to catch our eye being the 4,210-piece LEGO Gotham City display set.

It looks just like the skyline from the iconic animated series starring the late Kevin Conroy, and has subtle easter eggs hidden behind a series of panels. There’s even an adorable little Batmobile and four classic minifigures of Batman, Joker, Harley Quinn, and Catwoman.

It’s down to $249.99 from $296.99, a 16% discount off of the MSRP.

From Gotham to Gringotts, the Harry Potter Wizarding Bank set is reduced by $100. It’s still $399.99, but it’s an awesome build with the bank above and the dragon-guarded passages below, as well as minifigs for Harry, Ron, Hagrid, Griphook, Bellatrix and more.

Sticking with fantasy, the Lord of the Rings Barad-Dur set has an 18% discount, bringing it down to $369.99. It’s a 5,471-piece set with ten minifigs and that all-important Eye of Sauron to watch over your home.

Star Wars fans will also be pleased to know that there’s 20% off the ridiculously impressive 7,500-piece Millennium Falcon. It’s now $679.99 and remains one of the best LEGO sets around.

There’s 17% off the Legend of Zelda Deku tree, too, but it appears it’s sold out. Still, if you want to pick one up for $249.99, it’s worth bookmarking in case fresh stock arrives.

Finally, it’s not discounted, but as a big X-Men fan, I just love this 3,093-piece X-Mansion set. It has the mansion (including Danger Room), a Sentinel figure, and ten minifigs including the likes of Wolverine, Professor X, Gambit, Storm, Cyclops, and Magneto, among others.

It’s $269.99 at Woot right now.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay.

'Even the Base Level Enemy Had to Be More Complicated, More Intelligent' — Team Cherry Explains Why Silksong Is Harder Than Hollow Knight

18 septembre 2025 à 13:53

Hollow Knight: Silksong’s storefront-crashing launch may be behind us, but the debate about its difficulty rages on.

Silksong is one of the biggest games of the year, hitting huge player concurrent numbers on Steam alongside a positive reception from critics. But amid the excitement over Team Cherry’s long awaited sequel is a debate within the community about whether the game is too hard — perhaps even unfairly so. It comes as no surprise to see Silksong’s early days mods dominated by those which make the game easier.

IGN has already reported on how some Silksong players had expressed criticism across social media, subreddits, Discords, and Steam reviews about the game’s difficulty scaling and brutal runbacks. There’s one very early miniboss causing a lot of players a whole heap of trouble, too.

“Is it just me, or are some of the things that make Silksong ‘difficult’ just cruel?” wondered redditor Machi-Ato. “The game has artificially inflated difficulty and playtime due to overtuned numbers and menial tasks/runback,” reads a post on Steam.

Now, speaking at the launch of a new gaming-focused exhibition at Australia’s national museum of screen culture, ACMI, attended and reported on by Dexerto, Team Cherry’s Ari Gibson and William Pellen addressed Silksong’ difficulty for the first time since the game came out.

Gibson said that because new playable character Hornet is “inherently faster and more skillful” than the Knight from the first game, Team Cherry had to make enemies tougher.

“Hornet is inherently faster and more skillful than the Knight, so even the base level enemy had to be more complicated, more intelligent,” Gibson said.

Pellen revealed: “The basic ant warrior is built from the same move-set as the original Hornet boss.

“[There's] the same core set of dashing, jumping, and dashing down at you, plus we added the ability to evade and check you. In contrast to the Knight’s enemies, Hornet’s enemies had to have more ways of catching her as she tries to move away.”

Team Cherry thus made enemies more powerful to present Hornet with a challenge, or as they put it, they had to “bring everyone else up to match [her] level.”

Team Cherry also talked generally about its design philosophy for Silksong, insisting that by presenting the player with the choice to constantly divert from the main path, they are able to dance around Silksong’s now infamous steep difficulty curve.

“Silksong has some moments of steep difficulty,” Gibson admitted, “but part of allowing a higher level of freedom within the world means that you have choices all the time about where you’re going and what you’re doing.”

Gibson also reminded players who are struggling against a particular boss for hours on end that “they have ways to mitigate the difficulty via exploration, or learning, or even circumventing the challenge entirely, rather than getting stonewalled.”

Still, Silksong’s first post-launch patch made the early game easier, so clearly Team Cherry has acknowledged the game was at least in partly tuned a little too hard at release. A second patch is out soon.

Playing Silksong? Here are some essential guides for your journey upwards: the Silksong Interactive Map, how to grind for Rosary Beads, our ever-expanding Walkthrough with boss videos and guides, how to get your first life bar upgrade (first four mask shards), and a great guide to the Simple Keys and the doors they open.

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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