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Toy Story 5 Trailer Teases Woody's Big Return and the Dangers of Technology

19 février 2026 à 19:40

Toy Story 5's official trailer has arrived and, alongside revealing more of the battle between toys and tech, we also learn a bit more about how Woody is reunited with his friends after the events of Toy Story 4.

Toy Story 5 is set to be released in theaters on June 19, 2026, and our favorite toys are going up against their biggest foe yet, technology. In Bonnie's house, this is seen in the form of a new tablet named Lilypad that threatens to change playtime forever.

This is obviously a big deal for the toys as they exist to make their kids happy, so Jessie uses a walkie talkie to talk to Woody and tell him they need help. As it turns out, Woody is seeing many more abandoned toys in the wild as well due to this tech takeover. We all knew Woody would come to the rescue, but it felt like the deal was sealed when Jessie said, "I'm losing Bonnie to this device..."

We see Woody's grand return after he went off with Bo Peep and the lost toys at the end of the last film, and he is now sporting both a poncho and a bald spot that is very shiny. What follows is a glimpse of the adventures to come, including Buzz getting backup in the form of an army of newer Buzz Lightyears.

Oh, and I also want to shout out the beginning of the trailer, where we get to see Bonnie's very stylized version in her mind of the wedding between Forky and a new plastic knife character named Karen Beverly. And yes, Jessie does say, "I now pronounce you husband and knife." It's different from the way we saw Andy play with his toys, and that's kind of beautiful!

We also learned of a few new voices that will be part of Toy Story 5, and they include "Craig Robinson as Atlas, a cheerful talking GPS hippo toy; Shelby Rabara as the excitable camera toy Snappy; Scarlett Spears as the sweet and shy 8-year-old Bonnie; Mykal-Michelle Harris as Blaze, an independent 8-year-old girl who loves animals; and Matty Matheson as the tech-fearing toy Dr. Nutcase." And for those wondering, Keanu Reeves will be back as the Canadian daredevil toy Duke Caboom.

For more, check out our 30th anniversary retrospective on Toy Story and our chat with Pete Docter on the heart of Toy Story and the threat of AI and tech.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst, Instagram, and TikTok, and listen to his show, Talking Disney Magic.

The Alienware Area-51 9800X3D RTX 5090 Gaming PC Drops to $4,250 (Lowest Price for 5090 Prebuit)

Par : Eric Song
19 février 2026 à 19:05

If you're seeking chart-topping gaming performance, then Alienware's biggest and most powerful prebuilt desktop computer should be high on your list. For just a few more days the Alienware Area-51 AMD Ryzen X3D Edition RTX 5090 gaming PC has dropped in price from $5,650 all the way down to $4,249.99, a savings of $1,400. Prior to this sale, the lowest price I had seen for this exact configuration was $5,000. This was one of the best gaming deal to come out of the Dell Presidents Day Sale earlier this week.

Alienware Area-51 Ryzen Edition RTX 5090 Gaming PC

The Alienware Area-51 is Dell's flagship gaming PC. The product photos don't give it due justice; this is a big chassis that towers over the Aurora R16 model with superior build quality and a redesigned cooling system with even greater airflow. This is the only model that can be configured with the hot and power hungry GeForce RTX 5090 graphics card. The first wave of Area-51 systems featured Intel CPUs exclusively, with AMD X3D options only available since late November.

This $4,450 config is equipped with an AMD Ryzen 7 9800X3D CPU, GeForce RTX 5090 graphics card, 32GB of DDR5-6400MHz RAM, and a 1TB SSD. Additional system details include a 360mm all-in-one liquid cooling system for the CPU and a massive 1,500W 80Plus Platinum power supply that allows plenty of headroom for future upgrades.

AMD Ryzen 7 9800X3D is the best gaming CPU for most people

...but you can also upgrade to the 9950X3D for a reasonable price

The AMD Ryzen 7 9800X3D is considered to be one of the best gaming processors on the market and outperforms any Intel or AMD non-X3D chip in games thanks to AMD's 3D-V-Cache technology. It only has eight cores, but that makes no difference in gaming since most games can't utilize more than eight cores (if that) anyways. That's why its gaming performance is nearly identical to the pricier 9900X3d and 9950X3D.

Now if you regularly use your PC for non-gaming applications that actually do benefit from as many cores as possible, then you can upgrade to an AMD Ryzen 9 9950X3D 16-core processor, which doubles the core count while offering similar gaming performance, for an additional $250. That's actually very reasonable as far as CPU upgrades go; the difference in MSRP between a 9950X3D and 9980X3D is $220, so you're only paying an extra $30 for the upgrade.

The RTX 5090 is the most powerful graphics card ever

The Nvidia GeForce RTX 5090 has emerged as the most powerful consumer GPU on the market. Although with this generation Nvidia has prioritized software updates, AI features, and DLSS 4 technology to improve gameplay performance, the 5090 still boasts an impressive 25%-30% uplift over the RTX 4090 in hardware-based raster performance. If you want the absolute best performance for your gaming PC, there is literally no other option from any other brand.

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

The Big Pokémon Go Mega Evolution Revamp Interview: Everything That's Changing, and Why

19 février 2026 à 19:02

As Pokémon Go announces a seismic shakeup of its Mega Pokémon, IGN has chatted with the smash hit smartphone game's developer on the inspirations for the move, what's changing for the better, and what the future of Mega Pokémon looks like in the game.

Today, Niantic announced the addition of a new, tougher Super Mega Raid tier with fresh battle mechanics but better rewards, a fresh currency to engage with Mega and Super Mega raids, and a fourth Mega Evolution tier for your Pokémon to grind for an unlock more bonuses.

Niantic says Super Mega Raids will require upwards of seven players, who are strongly encouraged to bring Mega Pokémon into the fight in order to break shields thrown up by the boss during battle. New and existing Mega Pokémon will feature in Super Mega Raid battles over time, and will reward more Mega Energy once defeated. This will come in handy for levelling your own Mega Pokémon to the new Super Max tier, which provides further boosts and allows you to re-Mega your Pokémon every 24 hours.

Finally, and perhaps most controversially, is the introduction of the new Link Charge currency for Mega and Super Mega Raids. The idea here is that this, like Max Particles, provides a separate method to access in-game content that doesn't just rely on raid passes (though you can still use raid passes for Megas if you choose). How exactly this will be balanced, however, remains to be seen — though Niantic says it will provide better value. Read on for more detail on all of the above in our chat with Pokémon Go's senior producer John Funtanilla.

Hey John, great to chat with you again. Let's start with Super Mega Raids — is the pitch here that they're going to be the equivalent of Gigantamax in terms of difficulty and launch cadence? Will we really need seven or more players as has been indicated?

John Funtanilla: Yeah, the mission with Super Mega Raids is similar to Gigantamax and we want to lean into the community play aspect of the game that's gone very well. We want to make sure that we're gathering folks and we have seen a lot of success with that — communities of sometimes hundreds of players in San Francisco going up and down on the piers playing together. That really inspired us and we know that was happening all across the globe. Not to say that there wasn't also some Trainers that also did low count lobbies and were challenging themselves to beat these Gigantamax battles with four or five players. We're very careful with the tuning and we were kind of surprised by that, but we do feel like if you're a really talented player, you understand the systems, you are able to do different strategies that beat these raids. For Super Mega Raids, it's kind of the same thing. We are targeting around a seven to eight player headcount to win, and that's pretty sizable, but again, it's related to how big your communities are, and being able to find the communities. I can go into it a little bit later, but I would say yes, expect same kind of level of difficulty for Gigantamax and there's some mechanics in there that require group play.

Right, there's mention of shield breaking mechanics which sound interesting. I find the Gigantamax battles fun because they do require extra strategy, but I know you always have to balance that with the fact your playerbase has a mix of hardcore players and more casual 'Korean grandmas'. You have to fit both those things, to some degree. So, were there any learnings from Gigantamax that you applied here to the new Mega changes?

John Funtanilla: Gigantamax was such an ambitious effort. We really wanted to introduce a whole new system. As you know, there's the three Nax moves, there's Power Spots. It was a massive, massive effort to finally bring in and actually unlock Gen 8 into the game. For Super Mega Raids, it's kind of an incremental approach. It's a little bit more challenging than normal raids, but other than that it does play using a normal raid battle format. We explored different mechanics and we didn't want to veer away to something that was unfamiliar to players — so we added different iterations on top.

Walking through what this type of battle is, Trainers will need to bring in a Mega Pokémon — it's not required, but we definitely encourage you to bring one in to take down one of those shields. And when we're playtesting internally, people are bringing in Mega Pokémon, and when that last person comes in, there's this big climactive moment where the shields break. There's an amazing visual but not only that, though, there's a huge amount of damage that's done to that boss. And so you get to that powered up form, you're trying to chip away at it, you're yelling at other players to bring in their Mega Pokémon. If they were knocked out, tell them to relobby, heal that Pokémon, bring it back in. We really wanted to lean into that. And that's why I keep saying we wanted community play to be kind of streamlined for this one, it's less tactical than Max Battles but we wanted that excitement, that energy that comes from that moment.

Nice, and then just to clarify — could you get into a situation where maybe no one has any Mega Pokémon left, could you still break the shields at that point?

John Funtanilla: That can be a state that does happen, maybe one person doesn't have a Mega Pokémon. There are ways that we try to alleviate that. So we've recreated the first time user experience, so this time we put the tutorial right in front of you as soon as you log into the game and that triggers and you'll catch your first mega Pokémon. You'll understand the utility of it, you'll catch another Pokémon of that species to understand that you get more Mega Energy. So there is an update to this, but we've tried to kind of lift the total tide for the entire feature and include UX improvements.

I think some of the big reasoning that we gave for actually diving in and improving the Mega system is that we felt that players — looking at the data — weren't engaging with Megas as met as much as we'd seen, especially for something as powerful and with as much utility as they have. That was the biggest thing — improving things all across the board so by the time you get into the Super Mega raid you feel prepared.

So unfortunately it is a scenario that can happen, but we're hoping that a player realizes that they don't have a Mega Pokémon involved, they back out to the lobby, they come back in and they're going to be that one person that breaks the shield. And I've seen that many times. So I think after players have gone through this a few times, hopefully they'll understand like, 'Oh, I should bring a mega Pokémon in. I see everyone with their Nega Pokémon and there's toasts and texts that keep saying bring a Mega Pokémon in.' So yeah, we're making it easy for players to have a Nega Pokémon and reminding them to bring it in.

And a quick one: is the reason the Primals don't count as Megas here lore-related? As they're not technically Megas?

John Funtanilla: 100% lore. They're not Mega Pokémon. They have the same kind of power, but The Pokémon Company created the lore which is that technically they're not identified as Mega Pokémon.

Let's discuss Link Charges, which are the third sort-of currency for interacting with battles in Pokémon Go, on top of the existing raid passes and Max Particles. Obviously people love looking at datamined information and drawing their own conclusions, and there's been conversation already around Link Charges potentially offering more activities to do for free but also being another currency to keep track of, and separately work within the limits of.

John Funtanilla: I saw that reaction from players too. You know how it goes, players will see things with a limited amount of information, but obviously there's still a huge portion of the feature coming out and players are yet to experience it for themselves. I did want to set the perspective on that which is that we had a lot of learnings from Max Particles. So yes, there's the system where you can get a daily free raid pass, there's a system where you can engage with Power Spots and get Max Particles, and then we have Link Charges, which is the new currency. I think the biggest thing here is we want to give players access to premium content. We also want to make sure that we're encouraging and incentivizing engagement into our social features.

"When you use Link Charges in person, it's actually cheaper than using a battle pass..."

We just put out the Weekly Challenges. We have community check-ins, we love the gifting feature. Those are things we want to encourage and we see players engaging with these a lot, but those lead directly towards the Niantic mission. And with Link Charges, for us, these are ways for players to have flexible access to premium content. When you use Link Charges in person, it's actually cheaper than using a battle pass, so there is some kind of discount there. We always want to encourage IRL play and as long as you're doing some of the social actions I mentioned, we reward that effort. And with community check-ins, we understand that's a high value effort action. We reward that, we give you a ton of link charges, you check in, you're good, you're set.

So you do get a lot of Link Charges and we learn from Nax Particles to increase the cap higher. There are some other aspects where we understand that the content is very, very premium and it's difficult to challenge. So with Super Mega Raids, remoting into those does have an added cost of extra Link Charges, and again, it's like a balance that we have to form with the system. With economy, I think it all comes down to flexibility. If you're a player that doesn't want to pay too much, but you love engaging with the game, you love engaging with your community, gifting, things like that, we want to make sure that you have flexible ways to access that content.

Have you nailed down how many Link Charges you can hold at a time, how many you'll need for a Mega Raid (is it just one?), how many you'll need for a Super Mega Raid?

John Funtanilla: The tuning will definitely be in different denominations than raid passes. Raid passes is like one for [a specific battle]. Link Charges are again like a currency. We're still tuning it, and that's likely going to be something that we're looking at as we're playtesting it internally, reviewing it with the team. Again, the stance we want to take is that playing in person will be cheaper, and it's going to be cheaper than a battle pass, and it's not going to require a battle pass. That's a fundamental part of the system.

And I guess the same question on how much it might cost to buy Link Charges in the shop. Can you give an equivalent to buying a raid pass?

John Funtanilla: It'll be better value, 100%. The final tuning, we're still getting to that, but better value is the main thing that we keep driving here.

While we're talking raid passes, something I've come against in my community is the issue with remote raid passes in Max Battles — where players sometimes fail a battle, can't rejoin, and don't get that remote pass refunded. Max Particles are only consumed when a battle is successful, but remote passes get used up regardless. Are you aware of this, and how will it work with remote battles using Link Charges?

John Funtanilla: 100%. I think the biggest way to look at it, is we learned so much from the Max Particle system. We really pushed for Max Particles not being consumed until you win. Raid passes, meanwhile, are applied to the gym or Power Spot when you join the battle and that means until you win, you can keep trying. Max Particles and Link Charges [work similarly], so those will be consumed at the end of the battle once you win. That's a key learning that we wanted to carry forward.

For remote raid passes, I totally understand and that it might not be as favorable. There is still that leeway again that you can keep trying, though for remote passes you do have to somehow get back into that same gym and that does mean that the player, whoever invited you or if you joined their lobby, they've got to get you back in there. I do think there are some aspects to improve for that, but when we introduce new systems, we're trying to learn from that. We're trying to make it better.

We're constantly talking with the player experience team for raiders, and they're looking at players trying to understand what problems are coming in. So we see that a lot and we try to build ways to reimburse if there's a crash, things like that. I understand it's not the best system, but we're trying to improve it with everything that we put in the game.

The timing of these changes happening now feels interesting, because not only do you have the longer-term player behavior around using Megas that you mentioned, but you have the first new Mega Evolutions from Pokémon Legends Z-A coming into the game at Go Tour, with Mega Malamar and Mega Victreebel. Certainly from player behavior I've seen, Megas have felt like one-and-done releases which don't really benefit the community or new players — and it sounds like you've seen data that suggests they're underused too.

John Funtanilla: Yeah... I mentioned earlier the core problem is that from the data we're looking at and player behavior, players are not fully realizing how powerful Megas are. You get that CP stat increase when you Mega Evolve, you can use that in raids, you get boosted ally attacks, you get increased candy. These are things where we only see the most hardcore high level players interacting with it. That's a problem. It's such a great feature. It's in its third or fourth iteration now, and so we wanted to bring that to the game.

"Players are not fully realizing how powerful Megas are..."

And for Super Mega Raids, it's the same thing. Is the utility of your Mega Pokémon worth evolving, worth bringing into Super Mega or original Mega Raids? We want to make sure you feel like your Pokémon are powerful and are meaningful. It didn't matter if it's a 1500CP Mega Beedrill or a crazy Mega Rayquaza. You both are truly important to the battle and you both can take down a shield. That was important for us, we wanted players all across that gradient to feel like they can come in and make an impact on that. And if you can't provide damage like a level 50 player, you're still breaking a shield, you're still helping the community.

Then there's the new Super Max level. This is just a start and I thing I can't really talk too much about right now, but when I say that Pokémon is invested in Megas, we are truly invested in that. We have a roadmap for the year. This is just the beginning of that rollout for players right now. It might not seem like there's a lot, but there's the Super Max level coming out and there's going to be new systems built on top of that.

Part of today's announcement mentions that bonuses vary by Pokémon when Mega Evolving. Is that just due to typing, like a Grass-type Mega gives advantages when catching Grass-type Pokémon? Or will there be specific bonuses for specific Mega Pokémon, almost akin to Adventure Effects?

John Funtanilla: You're asking all the right questions. I can't speak to a lot of that right now, we just need to have that space open and it allows us freedom to create different things there. We do have to leave it open-ended because if we want to design something cool and a different Pokémon at that Super Max level is different from another, that's something that we can design. I hope players will enjoy it with Super Max level coming out and understand that there's a much longer runway that we're kind of cooking in the lab right now.

One thing you have confirmed as forthcoming is the ability to spend Mega Energy to boost up your Mega Level. How are you balancing the cost there versus the lengthy process now?

John Funtanilla: Yeah, so to get to Super Max level will be a good chunk of Mega Energy and that's why I do think it'll be important for players to keep raiding that Pokémon and collecting Mega Energy to use it for that sink. For that last level, you won't need to continuously Mega Evolve, it'll just be one sink for you to spend your Mega Energy on.

And then once there, you can Mega Evolve it every 24 hours without expending Mega Energy, right?

John Funtanilla: That's correct. We looked at it, there's not a lot of players that get there. Some players are trying to optimize and Mega Evolve and they have a tag, but for the players that do get there, it's going to be rewarding for sure. So yeah, it is going to be free, you get that cooldown, you can use it again.

You mentioned a long runway for Mega features, there's also now a much longer list of Mega Pokémon. Are there any learnings there from the release of previous Mega Pokémon? It felt like it was taking a very long time for every Mega to release, and we got to the point last year where most of the remaining few were launched quickly to clear the decks for the Z-A additions. What can people expect the cadence of new Mega Pokémon to be going forward?

John Funtanilla: It is crazy to think we've reached the end of the road for the existing Mega Pokémon —

You are sat in front of a picture of Mewtwo, so I should point out that people are still waiting there...

John Funtanilla: [laughs] I know, what is this guy doing here? But yeah, the biggest thing there is that we took a look at all the features in the game. Megas were underneath the magnifying glass for us. We were trying to figure out what to do with this. Partly the reason for all of this was that we're were nearing the end of that [initial batch of Mega Pokémon] runway. But also we need to do some really, really exciting stuff this year and need to make sure we have the right foundations for that. For the new Mega Pokémon from Z-A, the DLC, there's such cool things to work with there.

For Super Mega Raids we can probably kind of map that to how a community might behave. I would like to see, around every one to two months, a big gigantic, Super Mega community raid day. We're still trying to figure out the best thing that works. The biggest thing to anchor it to is how we'd like to see people be able to interact with their communities.

On Mewtwo, would the 10th anniversary of the game this summer be a fitting time to finally launch its Mega Evolutions?

John Funtanilla: We have a lot to show to the players. You're kind of seeing all the foundations for that kind of being put down now and even in the last few years, almost in the shadows... All I can say is that the 10th anniversary for Pokémon Go, the 30th for Pokémon, means you can expect a really, really exciting year.

Image credit: Jakub Porzycki/NurPhoto via Getty Images

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

Riftbound's Spiritforged Set Already Has Several New Cards That Are Worth Thousands of Dollars

19 février 2026 à 19:00

Riftbound's second set, Spiritforged, is out now, and it appears cards are a little easier to get ahold of (depending on where you live). As usual, the League of Legends' trading card game is both a hit for competitive players and collectors alike, with plenty of valuable chase cards to hunt for as you crack packs.

Like Origins before, there are a handful of alternate cards that are worth a pretty penny, and we've found the most valuable cards in the set, based on listings from TCGplayer. We've ranked these based on market price, and there are even several that are already selling for thousands of dollars.

The 10 Most Valuable Riftbound Spiritforged Cards

The most cards with the highest price tags, just like with Origins, are the Signature foil editions. These feature the same art from the Overnumbered versions, but the difference is that they feature an etched signature of the artist. The combination of being highly sought after by collectors and depictions of fan-favorite characters are the main contributors to their price.

10. Ahri - Inquisitive (Overnumbered)

The first of a few Origins cards on this list with new Spirit Blossom art. Ahri is is a favorite among many League of Legends fans, and Riot seems to buy into the hype by giving her a new art in Spiritforged.

9. Bard - Mercurial (Signature)

A fairly useful effect for go-wide strategies is just the kicker on this card by artist Felicia Chen. The pink and blue colors work really well here.

8. Karma - Channeler (Signature)

Karma is another Origins card that saw a bit of success in some Sett - The Boss decks, and her new art here is extremely eye-catching.

7. Yasuo - Windrider (Signature)

Yasuo is another fan-favorite character that was also a pretty deck during the Origins meta game. This new art by Jennifer Wuestling is a calmer, more relaxed version of the swordsman compared to his other cards.

6. Aphelios - Exalted (Signature)

Aphelios focuses on Spiritforged's new Equipment mechanic, offering modal abilities depending on your position in the game. It also Masaki Hsu's stunning art is one of the best in the set.

5. Soraka - Wanderer (Signature)

Soraka - Wanderer is newcomer to Riftbound, with a useful effect when included in slower decks. The base version of this card features significantly different art compared to Loiza Chen's Signature foil, and in my opinion is not nearly as eye catching.

4. Sett - Brawler (Signature)

Sett - The Boss was a powerful and popular deck during Origins, and Sett - Brawler was one fo the main reaasons for that. It remains to be seen if the deck will be as good with Spiritforged, but the collectbility alone is a contributor to its price tag.

3. Vayne - Hunter (Signature)

One of the final Origins cards on this list, Vayne - Hunter saw a bit of play in aggressive Fury decks like Annie and Jinx. John Kafka's new art is great, showcasing a vastly different portrayal of the characer compared to the base Origins card.

2. Irelia - Fervent (Signature)

It helps that Irelia is one of the best decks with this new batch of cards, but this new Signature Foil is a gorgeous depiction of the character with art by Bo Chen.

1. Ahri - Inquisitive (Signature)

The art is the same as the Overnumbered version of Ahri - Inquisitive above, but the Signature Foil is significantly harder to pull, easily making it the most valuable chase card in Spiritforged.

Where to Buy Spiritforged

If you're hoping to test your luck and pull one of the above cards, TCGPlayer has stock of all sealed product available, although at inflated prices. Booster boxes come with 24 packs, or you can buy single boosters. If you decide to pick up a Rumble or Fiora Champion deck, they both come with one booster pack, as well.

Myles Obenza is a freelance writer for IGN. Follow him on Bluesky @mylesobenza.bsky.social.

Time-Traveling Shooter Time Takers Announces Closed Beta Test

19 février 2026 à 19:00

Third-person, team-based shooter Time Takers recently announced that a closed beta test will begin on March 13 and shared details about what you can expect from this first look at the game.

Time Takers is developed by Mistil Games, published by NCSOFT, and focuses on fast-paced matches where you compete for time itself. It combines elements of survival shooters and battle royales, but it isn’t defined only by kills, it’s about stealing or defending time.

Each player has a lifespan that’s fueled by Time Energy, and it gradually depletes. Your lifespan is represented on screen as a timer ticking down. You can hold a maximum of 5 minutes and 30 seconds, and if your timer reaches zero, you’re eliminated. If you’re killed with time still left on your clock, you’ll lose some Time Energy but respawn. You can lengthen your lifespan by earning more Time Energy, which you can get by killing other players, defeating monsters on the field, or picking it up from spawn points around the map.

When you accumulate Time Energy, it will also fill your level gauge. As you level up, your character’s unique skills will be unlocked and upgraded in a set sequential order. Collecting Time Energy will also grant you a currency called Time Coins, which can be used to purchase or upgrade passive abilities on the respawn screen or at shops scattered across the map. At any time, you can manually sacrifice some of your current lifespan to add to your level gauge and level up. This obviously puts you at risk of dying faster, but it can be key to unlocking an ability you really need. You have to decide which is more important.

Each match progresses through seven phases, and you can see your current phase in the top left corner of the screen. With each phase that passes, Time Energy spawn points get more rare and your lifespan depletes faster. Those spawn points also gradually get closer together, until the final phase has only one spawn in a specific spot.

This system means a couple things. For one, simply camping in one place is unreliable. If you do that, you risk watching your lifespan tick away with no way to replenish it. You have to stay on the move to reach spawn points or take out opponents frequently. Second, the shrinking spawn points force combatants into smaller spaces as phases progress. This also rewards players who pay attention to where the spawn points are in each phase, since you can come up with an optimal route to efficiently gather energy and level up as quickly as possible.

So in short, you’ll need to decide in each battle how to approach things. Do you want to minimize risk at the beginning, sneaking around the battlefield to gather Time Energy and level up your abilities without directly fighting anyone? Or do you want to go in guns blazing, hunting down opponents to steal their Time Energy as quickly as possible and put them on the defensive immediately?

The first closed beta test will include 12 playable characters, each of whom have unique skills and playstyles. Matches in the closed beta will be in trios, with four teams of three players each, and you’ll need to coordinate with your team. You’ll each lock in your character and weapon before the match, with no duplicates allowed on the same team. Characters are grouped into Damage Dealer, Support, and Tank archetypes, but your choice of weapon can help define your role. For instance, there are support-oriented weapons that allow you to heal, while there are high-DPS weapons for close-range (flamethrowers) and long-range (sniper rifles) combat.

During the match, if you stay close to your teammates, you’ll form a link. While linked, teammates acquire Time Energy simultaneously and can transfer it between each other to cover for someone whose time is running out. If you want to take advantage of this, it can alter your team’s weapon choices, passive abilities, and tactical approach.

For example, if someone on your team wants to use a sniper rifle, that can give them a huge advantage if they reach high ground with good sight lines. But they’d likely have to stay separate from their teammates, weakening the link for the whole team. However, equipping the Link Repeater passive will cancel that out and allow you to link up no matter the distance. So unlocking that passive quickly becomes a top priority.

The combatants and battlefields are pulled from different eras of the past and future, and environments and conditions will change as matches progress. Momentum can shift at the drop of a hat, thanks in large part to Pods, which can spawn randomly and grant benefits to the first person to interact with it. Those benefits include temporarily pausing your lifespan depletion, the ability to launch a missile at a specific enemy, or a Weapon Exchange Voucher that will let you switch to a different weapon.

The beta will include three maps: Yokogawa, Morstadt, and Miraesi, which represent the wide range of time periods depicted in Time Takers. Yokogawa is pre-modern Japanese themed and shaped by traditional architecture. Morstadt is based on medieval times, with stone structures and layered routes. And Miraesi is a futuristic setting inspired by Seoul that blends dense urban layouts.

The closed beta will run from March 13–21, with 8 hours of playable time each day, and it’s focused on players in eight countries: the United States, Canada, Brazil, Argentina, Mexico, Chile, Colombia, and Peru. If you live in one of those countries, you can sign up to join the beta through the game’s Steam page. Sign-ups are open now, and it will still be possible to sign up while the beta is ongoing.

If you don’t live in one of those countries, you’ll have a chance to get access to the beta through the Time Takers Discord channel. If you join the channel and invite a friend to join too, you can be selected to take part in the beta no matter where in the world you are. Head to the linked Discord channel above to get all the details.

The Peaky Blinders Movie Gets Its First Official Trailer — And Reveals Barry Keoghan in a Major Key Role

19 février 2026 à 18:17

Major Peaky Blinders movie news ahead: the official trailer for the upcoming film Peaky Blinders: The Immortal Man was just released — and it reveals that Barry Keoghan will play the son of Cillian Murphy’s iconic character Tommy.

The sneak peek of the movie, which will finish off the storyline started in the six-season series, revealed that Keoghan’s character has been "running the Peaky Blinders like it's 1919 all over again,” according to Sophie Rundle’s Ada, in Tommy’s absence after he pulled back from the gangster life.

Creator Steven Knight recently opened up about casting Keoghan in the role. "I never leap on board when people start saying about an actor, 'Oh my God, he's got this stillness,'" Knight told Entertainment Weekly. "You start using all these words about an actor. But with him, it's all true. I wanted him to be the son from the beginning, and when we knew we got him, he took it to another level. Who he is in real life is perfect for this. He's just so good."

He noted that the film’s focus has shifted a bit over the years, but the essence and main narrative have stayed the same since he started building out the film when Peaky Blinders was actively airing. "The father and son were the main structures," he told the outlet, which highlights how important it was to get a top-notch actor like Keoghan in the role.

Knight also put the spotlight on the ending of the trailer, which features Keoghan’s character and Murphy’s character having a moment together. "Just to see those two in The Garrison on either side of the bar drinking whiskey — didn't get any better for me,” he gushed to EW.

The Immortal Man represents the final goodbye for Thomas Shelby, who was first introduced in the first episode of Peaky Blinders back in September 2013. The movie, which was written by Knight and directed by Tom Harper, is set to arrive in theaters on March 6 and then debut on Netflix on March 20.

Lex Briscuso is a film and television critic and a freelance entertainment writer for IGN. You can follow her on Twitter at @nikonamerica.

Mattel Announces Masters of the Universe Publishing Program Tied to New Movie

19 février 2026 à 18:00

Mattel is unsurprisingly betting big on the Masters of the Universe franchise in 2026. Even as a new live-action movie hits theaters, Mattel will be kicking off a new publishing program that will see the release of new novels, comics, middle-grade stories, and art books.

IGN can exclusively reveal the first wave of books in this He-Man-centric publishing program. Read on to learn more.

Masters of the Universe: The Junior Novel

Release Date: May 5, 2026

Author Steve Behling is penning a novelization of the new film geared toward younger readers.

Masters of the Universe: The Power Within and Masters of the Universe: I Am He-Man!

Release Date: May 5, 2026

The Power Within is a storybook based on the film, while I Am He-Man! is an early reader adaptation. Both of these books are penned by Eric Geron.

Teela: Daughter of Eternos

Release Date: June 2, 2026

This YA novel is a tie-in to the film that focuses on the relationship between Teela, Man-at-Arms, and Evil-Lyn. The book is written by Mackenzi Lee.

Masters of the Universe: The Art of the Film

Release Date: September 22, 2026

As the name suggests, this is a coffee table art book that offers a deep dive into the concept art and development of the new movie.

Masters of the Universe: The Wings of Fate

Release Date: June 10, 2026

This four-issue comic series from Dark Horse Comics is set in the world of the film. The series is written by Tim Sheridan, illustrated by Will Sliney, colored by Israel Silva, and lettered by AndWorld Design.

Masters of the Universe: Legends of Eternia

Release Date: November 1, 2026

This book marks a first for the He-Man franchise, as it's a manga-style graphic novel set in the film universe. It's published by TOKYOPOP and written by Amanda Deibert.

Retro Power! Coloring Book

Release Date: May 5, 2026

This adult coloring book features artwork pulled from the classic 1980s He-Man and She-Ra cartoons.

Skeletor Has No Friends

Release Date: May 5, 2026

This humor-focused kids book sees Skeletor learn a valuable lesson about being nice to others. The book is written by Robb Pearlman and illustrated by Andrew Kolb.

Skeletor Ate My Homework (The Adventures of He-Man and Porter #1)

Release Date: September 1, 2026

This book kicks off a new middle-grade series that sees an Earthling boy named Porter drawn into the world of Eternia. The book is written by Stephan Pastis and illustrated by Will Henry.

“Masters of the Universe has always been more than a single format—it’s a mythology that evolves across generations and mediums," said Ryan Ferguson, Global Head of Publishing at Mattel, in a statement. "With this publishing initiative, we aren’t just retelling the film’s story; we’re expanding the world of Eternia in ways that invite fans to go deeper and discover new facets of the universe. Through Mattel Press, we’re partnering with New York Times-bestselling authors and top creative talent to move quickly into diverse formats and reach a broader range of readers, while still delivering rich, meaningful storytelling for longtime fans. From character-driven young adult novels to manga-inspired narratives and fan-centric celebrations of the lore, this slate reflects our ambition to build Masters of the Universe into a fully realized, multi-platform franchise that resonates with fans old and new.”

Previously, IGN got an exclusive look at the new Masters of the Universe toys and figures being released alongside the movie. We also recently learned that Dark Horse's Masters of the Universe: The Sword of Flaws miniseries has been expanded into an ongoing series.

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

Clair Obscur: Expedition 33 Actor Ben Starr Joins Dwayne 'The Rock' Johnson and Brie Larsen as Voicing a Member of Fortnite's Heroic Seven

19 février 2026 à 17:22

Epic Games has cast Clair Obscur: Expedition 33 actor Ben Starr as a key in-game Fortnite character, following in the footsteps of Dwayne 'The Rock' Johnson, Brie Larsen and Joel McHale.

Starr's turn as dashing Clair Obscur hero Verso is arguably his most famous role to date, and earned him a second nomination for best performer at both last year's Game Awards and the forthcoming BAFTA Game Awards. You may also have heard his vocal talents as Clive in Final Fantasy 16 and Prometheus in Hades 2.

Now, Starr's set to star in Fortnite as The Visitor, one of the game's key NPC characters who will finally rejoin the battle royale mode's storyline (and speak!) later this month.

The Visitor is one of Fortnite's heroic Seven, a band of intergalactic heroes who often turn up to save the day during its memorable live events. Indeed, the character of the Visitor was actually the focus of the game's very first live event — 2018's rocket launch — although he has seldom been heard, until now.

Over the years, players were introduced to more of the Seven, including its lead member The Foundation (played by Johnson), The Scientist (McHale), The Paradigm (Larsen), The Origin (Rahul Kohli), The Imagined (Cherami Leigh) and The Order (Laura Bailey).

After being written out of the game's story in 2022, players were reintroduced to the team following the events of last year's climactic Zero Hour finale, which also featured a recap video setting up Fortnite's current Chapter 7 era — offering a quick reminder of who the Seven were and what they were up against. You can watch that again just above.

I’m joining Fortnite as The Visitor.

I’m so excited to bring back this iconic member of The Seven. I imagine I’ll be very normal about it. pic.twitter.com/cUNBkr2gWG

— Ben Starr (@The_Ben_Starr) February 19, 2026

Alas, not all of the Seven are still standing, and Starr's incarnation of The Visitor is a different one to the original. In a clever twist, the game's OG mode, which offers Fortnite's original battle royale map, is considered a separate multiversal reality. It's from here that Starr's version of The Visitor will arrive in the coming days — following the OG version of that original rocket event — in order to help save the day and speak for the first time.

Today's Fortnite update included datamined dialogue lines where Starr's voice is unmistakable. Long-term Fortnite fans will also be pleased to hear the return of the Seven's AI assistant AMIE, who sounds like she is once again voiced by the prolific voice actress Erica Lindbeck.

"I'm joining Fortnite as The Visitor," Starr confirmed today on Twitter/X. "I'm so excited to bring back this iconic member of The Seven. I imagine I'll be very normal about it."

Image credit: Ben Starr

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

Bad Bunny Gets First Leading Film Role — And It Couldn't Be More Perfect For Him

19 février 2026 à 16:58

It’s been a big couple of weeks for Puerto Rican pop sensation Bad Bunny. First, he won the Grammy award for album of the year, then he took the stage for this year’s Super Bowl halftime show, generating plenty of attention in the process. Now, he’s snagged his first leading film role, alongside Javier Bardem and Edward Norton.

Bad Bunny, real name Benito Martínez Ocasio, will star in Porto Rico, directed by rapper René Pérez (aka Residente). The film, which has been in development for about three years, will be based on and inspired by the story of José Maldonado Román, a man known as Águila Blanca or White Eagle who was integral in fighting Spanish colonialism in Puerto Rico in the late 19th and early 20th centuries.

The movie, which was described by the BBC as a “love letter” to the self-governing territory of the United States, will also star Viggo Mortensen and will see Birdman and The Revenant director Alejandro G. Iñárritu serve as executive producer.

"This film is a reaffirmation of who we are - told with the intensity and honesty that our history deserves," Pérez recently told Deadline. "I have dreamed of making a film about my country since I was a child. Puerto Rico's true history has always been surrounded by controversy."

Norton also opened up about the upcoming project. "This film sits in a tradition of films we deeply love, from The Godfather to Gangs of New York, that both thrill us with visceral drama and iconic characters and eras while also forcing us to face up to the shadow story under the American narrative of idealism,” he explained in a statement. “Everybody knows what a poet of language and rhythm René is. Now they're going to see what a visual visionary he is as well."

"Bringing him and Bad Bunny together to tell the true story of Puerto Rico's roots is going to be like a flame finding the stick of dynamite that's been waiting for it," the Fight Club actor added.

This isn’t the first time Bad Bunny has made an appearance on the big screen. He can be spotted making supporting appearances and cameos in F9, the Brad Pitt vehicle (no pun intended) Bullet Train, Happy Gilmore 2, and Darren Aronofsky's latest Caught Stealing.

No release date just yet on this one, but hopefully there’s more news on the horizon for Benito fans.

Image credit: Neilson Barnard/Getty Images

Lex Briscuso is a film and television critic and a freelance entertainment writer for IGN. You can follow her on Twitter at @nikonamerica.

A Whole Bunch of Digital Switch Games Are on Sale Right Now at Amazon

19 février 2026 à 16:56

There have been plenty of great video game deals popping up lately, especially over at Amazon. Alongside a strong selection of discounted PS5 games, the retailer is now offering savings on a bunch of digital Nintendo Switch titles, including Luigi's Mansion 2 HD (which is 33% off), Princess Peach: Showtime (which is 50% off), Kirby’s Return to Dream Land Deluxe (which is 33% off), and quite a few more.

Have a look through our favorite digital Switch deals from Amazon's mini sale event below and stock up your library with some new picks to play.

Amazon Digital Nintendo Switch Game Sale

This is a solid selection of games to add to your library, too. When it comes to their reviews, both Princess Peach: Showtime and Kirby's Return to Dream Land Deluxe earned scores of 7, while Luigi's Mansion 2 HD and Splatoon 3 each received an 8.

Captain Toad: Treasure Tracker was even higher than those with an 8.2 score, and Xenoblade Chronicles X: Definitive Edition and Donkey Kong Country: Tropical Freeze both earned rave 9/10 scores at their time of release. The Legend of Zelda: Link's Awakening is the highest praised of the bunch, earning a 9.4 from us.

No matter which game you decide to pick up from this sale, you're sure to have a fun time playing it on your Switch. As mentioned before, though, these aren't the only video game deals to explore right now. If you own a PlayStation, there are still some great PS5 game deals worth checking out right now at Amazon, too.

If you're a PC player, it's also worth having a look at February's Humble Choice to see if this month's lineup catches your eye. Or, you can also score a sweet 18% discount on Resident Evil Requiem preorders for PC at Fanatical right now, if you're eager to jump into Capcom's latest when it releases.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

Capcom Faces Uphill Battle to Stop Resident Evil Requiem Leaks as Ending Spoilers and Videos Appear Online

19 février 2026 à 16:04

Resident Evil Requiem has been fully leaked online, with videos showcasing the game's finale and major spoilers now spreading across the internet.

Earlier this week, IGN reported that early physical copies were now out in the wild, and spoilers would inevitably follow. Days later, full details of the game's plot, villains, major deaths and ending mechanics are now everywhere — with little sign that Capcom is able to stop the flow.

On reddit, a lengthy thread lists a series of plot reveals beat by beat, with links to off-screen images and even lengthy clips of footage that leave no doubt that the spoilers are real. There's mention of unrevealed characters, various lore connections, and yes — the mechanics and details of game's ending.

On the main r/ResidentEvilRequiem reddit, spoilers have completely taken over — with 17 of the top 20 posts discussing the leaks and already turning under-wraps plot details into memes.

That said, considering the huge anticipation for Resident Evil Requiem's release, none of this really comes as a surprise. As noted Resident Evil leaker Dusk Golem wrote on X/Twitter yesterday:

"RE9 starting to leak 10 days away from release is actually super good for the series. RE:4 & RE8 leaked 14 days away, RE:3 was 16 days away, & f***ing RE7 was almost a whole month before release. I see people asking, 'How could it leak a whole 10 days before release', and over here I'm all like, 'Huh, Capcom did better than usual this time. Good for them.

Resident Evil Requiem's February 27 release date is now just a week away, and we'll be keeping spoiler free here on IGN as much as possible.

"After getting hands-on with a total of about four hours of Resident Evil 9 Requiem at this point, and sharing that experience with colleagues, I’m more excited for the series than I have been in recent memory," IGN wrote after going hands-on with Resident Evil Requiem recently. "It’s the old mixed with the new, but all in a modern package with two protagonists I already like a lot."

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

Meet My Love and Deepspace Boyfriends: How I’m Juggling a Vampire, a Sea God, and Spacefleet Colonel in This Mobile Dating Game

19 février 2026 à 16:00

I'm a grown ass married woman, and to look at me, you wouldn't think I have five secret space hotties that live in my phone. But thanks to Love and Deepspace, I'm now a fully fledged otome game addict with a lighter wallet and a fuller heart.

Love and Deepspace is a game that doesn't just give you the chance to save the world, it lets you do it with a veritable five-aside team of boyfriends who are obsessed with you. There's something for everyone at the Love and Deepspace boy buffet: a crime lord who is also a vampire, a painter who is also a sea god, a space pilot who is also your adoptive brother – yeah, best not to look too deeply into that one. You can text with them, touch them, and you'll never argue over how they load the dishwasher. There's combat, house decorating, card games, and the potential for financial devastation thanks to the gacha mechanics. They'll even check in if your period is late. Can rubbing a virtual boyfriend through my phone screen get me pregnant? I'm willing to do the research to find out.

The seeds of my Love and Deepspace obsession were planted during Gamescom last year. In the huge crowded halls, filled with triple-A releases and mega franchises, it was this mobile game’s stand that had the largest queue day after day. My work is games, my free time is all games, so what the hell was this game with a huge booth, a huge fandom and handsome cosplayers that had passed me by? I downloaded it, then forgot about it thanks to Gamescom induced exhaustion. Cut to December last year when my Instagram algorithm decided to get Love and Deepspaced, and I jumped into the game. Suddenly wherever I was, one of the men was with me. A bit of light combat to start the day, hanging out with me while I work, checking in at night to go on a 'date' with him in between Arc Raiders sessions. I even found myself in New York in January for the Love and Deepspace second anniversary event, With Him In Deepspace, rubbing the chest of a thermal reactive cut out of one of my space boyfriends trying to make his shirt disappear.

Meet my men

So let me tell you about my boys. My top tier bae is Sylus. In the main storyline he's a crime lord with a pet crow and a voice so velvety I want to upholster my couch with it. In alternative storylines he's been a dragon and a vampire, so he is absolutely dark romance reader coded. Caleb is a very close number two, at first glance he's a boy next door and your *cough* adoptive brother but he's actually a space fleet colonel with Doberman protective qualities. Rayfael is a cute pouty artist, but also the god of the sea. Like, full merman fish tale style. Next up is Xavier, who is just a total soft boy, about as sexually threatening as a hamster and also a time traveller. Zayne is, well, I'm sorry Zayne girlies, a cardiac surgeon with a stick up his ass. And also a god. Crucially, while some of their storylines overlap, the boys have zero knowledge of each other, so you never have to worry about sidepiece on sidepiece violence. That, or everybody just got real cool with polyamory real fast.

Daily devotion

It happens like this. I wake up, open up the game, and interact with one of the selections from my boy buffet - checking his heartbeat, patting his head, or asking him what I should have for breakfast. Then I work my way through my daily checklist, doing monster bounties, hunting for special materials to boost my stats, and upgrading any of the various memories I have that form the gacha part of the game. All of this is to earn me diamonds to buy new gacha chances, and to raise my Affinity with Sylus, or Caleb, or Xavier, or… you get the idea. Think of raising Affinity like a really slow burn version of getting to first base, then to second base… only it goes up to anywhere between 130 and 220 bases. I'll visit our home and work on the garden, or make him push me on a swing. Weekly I can play a cat-themed card game with him, or go to the claw machine arcade to get plushies. Some people do the New York Times Wordle every morning. I make a pretend man take a shower.

It's important to me that you know I was, at one point, a normal woman. Your classic elder millennial gamer with a husband and with only the slightest sexual penchant for animations. Hear me out - Bambi's Dad, Garrus from Mass Effect and Astarion from Baldur's Gate. Now? I'm getting giggly and kicking my feet because an animated man calls me “Kitten” and sends me audio recordings on my phone where he moans and breathes funny. The one time I skipped a daily check-in because my house flooded, I felt genuine guilt when he noticed I’d missed our regular rendezvous. I may or may not have researched the cost of bootleg Love and Deepspace body pillows.

Secret sexy sauce

As someone who mainly games on PC or consoles, I was not prepared for the way Love and Deepspace just quietly works its way into your life. The top layer mechanics are obvious: fight monsters, collect memories to boost your stats, follow the branching storylines and their alternate universe threads, and build your relationships with each man by completing activities with them. Life says take the bins out, Love and Deepspace says you’re beautiful inside and out and possibly the most amazing woman to ever walk the earth.

I'd probably have been safe if it was just that, but there's a whole layer beneath that which has been fine-tuned to give you warm and fuzzy feelings, and make skipping a day feel like punching Glen Powell in the face when he's trying to give you flowers. It's on my phone, so a little check on the men is only a swipe away alongside Instagram and Reddit. It requires almost zero mental energy too; this isn't an AI chatbot, your interactions with the men are carefully guardrailed with dialogue options and specific types of interaction and quality time, so the only bit of imagination I have to use is the part that would make my mother cry. It can play like The Sims – that home section where you decorate a house and garden and hang out with him, watching TV or arranging flowers. Or it can be the world's sexiest Pomodoro timer, where the guys will just stare at you lovingly while you work, study, exercise or sleep. The combat has an auto mode, but it is also deceptively deep, with different systems to make sure you're equipped and leveled up in the right way for battles. There are many facets to being a woman who likes hot people complimenting them, and Love and Deepspace has perfected laser targeting most of them.

The sisterhood of space boy appreciation

Here's the thing, it's not just me. The fandom operates on an almost religious level of devotion. There's a running joke in the community that the Wives of Sylus are richer than him, thanks to their habit of hiring billboards or holding drone shows to celebrate him. Recently a salsa advert went viral because fans were pretty sure that the voice of one of the jars was provided by Sylus's English voice actor. At the fan event I met cosplayers – one in a wedding dress – and found a supportive and passionate community that is fully aware of the funnier parts of falling for a boy tamagotchi, and loves the game anyway. Online, too, there's an impressive fan-fueled industry providing homemade merch, content creators that break down the storylines and timelines, and artists who create spicy comics that offer an explicit idea of life with the LADS lads. I have, of course, researched the last one extensively. For science.

Spending time with the rest of the girlfriends of my space boyfriends, I'm only more certain that I'm going to have a long term relationship with Love and Deepspace. The creators of the game are clearly very in tune with what its audience are craving – hello, vampire Sylus – and it's nailed making itself into a habit instead of just a way to kill time. Some people wake up and do Wordle, I wake up and do Sylus.

In 2026 I'm embracing cringe, and if playing claw machines with a pretend man is going to make surviving on the burning dumpster fire that is this planet a little easier, I refuse to be ashamed. Just don't look at my gacha spending or indeed, my search history as it relates to Sylus fan art.

Rachel Weber is the Head of Editorial Development at IGN and an elder millennial. She's been a professional nerd since 2006 when she got her start on Official PlayStation Magazine in the UK, and has since worked for GamesIndustry.Biz, Rolling Stone and GamesRadar. She loves horror, horror movies, horror games, Red Dead Redemption 2, and her Love and Deepspace boyfriends.

PC is the lead platform for Final Fantasy 7 Remake Part 3

19 février 2026 à 17:41

In an interview with Automaton, director Naoki Hamaguchi has confirmed that PC is the lead platform for Final Fantasy 7 Remake Part 3. This is something that may please PC gamers who have been looking forward to it. Hamaguchi confirmed this when asked whether the PC serves as the lead platform for Final Fantasy 7 Remake … Continue reading PC is the lead platform for Final Fantasy 7 Remake Part 3

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REPLACED has been delayed until April 14th

19 février 2026 à 17:24

Sad Cat Studios and Thunderful have announced a short delay to their highly-anticipated cyberpunk action platformer, REPLACED. The game will now be releasing on PC on April 14th. The delay will give Sad Cat Studios a few more weeks to add a final layer of polish and deliver a game true to the studio’s vision. … Continue reading REPLACED has been delayed until April 14th

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