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Sony Accused of 'Monopolizing' Sale of Games Through the PlayStation Store in New UK Class-Action Lawsuit

12 mars 2026 à 14:01

A $2.6 billion class-action lawsuit alleges that millions of UK PlayStation users have been subjected to "excessive and unfair" charges by Sony in a new anti-competition court action.

As reported by the BBC, consumer campaigner Alex Neill accuses Sony of implementing a "sustained strategy" of excluding competitors by "monopolizing" the sale of digital games via its "closed eco-system," the PlayStation Store.

"The result is that Sony can and does set the retail prices of all such content itself without facing any retail competition for digital content," said Robert Palmer KC, on behalf of claimant, Neill. "It allows it to obtain monopoly profits from digital distribution, setting retail prices at what it refers to as its target margin of an excessive and unfair 30% above the level of the digital wholesale prices." He also stressed that, as only one of its three consoles contains a disk drive, players are obliged to purchase games via its online store.

If successful, the court case could see an estimated 12.2 million British players compensated for any and all downloads "over a period of about" 10 years, amounting to around $215. Consumers will automatically be included in any judgment on an "opt-out" basis.

Sony told London's Competition Appeal Tribunal that adding third-party stores to its infrastructure could pose a security risk, and claimed that it used game sales to subsidize the costs of its hardware consoles, which are sold with low profit margins. The tribunal is expected to last 10 weeks.

This latest court action follows a similar monopoly claim levied at Steam owner Valve, which is facing a $900 million lawsuit over alleged anti-competitive practices. The lawsuit alleges that Steam unfairly imposes platform parity obligations which prohibit publishers from selling games on rival stores with better terms, causing a restriction of competition. The legal action has also taken aim at the need to continue buying add-ons for games bought through Steam via Valve's own marketplace, leading to a further reduction in competition. It also alleges Valve imposes unnecessarily high commission charges.

Earlier this week, IGN reported Sony is reportedly testing dynamic pricing on the PlayStation Store. Sony is allegedly running an A/B testing system that shows different prices to different users as part of an experiment. The report suggests the test has been running since November 2025, and currently impacts over 150 games in 68 territories.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Star Trek: Starfleet Academy Season 1 Finale Review - The End... and the Beginning

12 mars 2026 à 14:00

Spoilers follow for Star Trek: Starfleet Academy Episode 10, “Rubincon,” which is available on Paramount Plus now.

Starfleet Academy closes out its first season with a decent if not thrilling wrap-up to last week’s big cliffhanger, a tale that accentuates both what’s great about the show and what can also be its biggest weakness.

By the end of the previous episode, “300th Night,” the gang was in a jam, with the entire Federation surrounded by an array of Omega-47 mines that threatened to detonate and thereby damage subspace for potentially millions of years, ensuring a new Burn-like era for the quadrant. With the USS Athena on the wrong side of the mines, it falls to Captain Ake (Holly Hunter) and the cadets to save the day (of course)... and when Ake is abducted by the Venari Ral, it’s up to the kids to get the job done (with an assist from the delightful Tig Notaro’s Jett Reno).

Putting aside the fairly ludicrous science involved in surrounding the whole Federation with mines – like, imagine not just surrounding a planet, or a solar system, but many, many solar systems – the drama onboard the Athena plays pretty well here, as each cadet must take a station on the starship and work a problem. Darem takes the helm, Genesis is at ops (and then the conn!), Jay-Den heads up medical, and so on. Not every character gets the full spotlight this week, of course, but each is at least afforded some fun bit of business.

Not surprisingly, Caleb (Sandro Rosta) receives the most attention this time out, not just in his “learning moment” scene with Reno, but also later with Tarima (Zoë Steiner) as the two reconnect telepathically – and consensually this time – in order to find Caleb’s mom and, along the way, chart the (literal) course to the aforementioned saving of the day. Rosta also gets to participate in the climactic scene of the episode with Hunter, Paul Giamatti’s Nus Braka, and Tatiana Maslany’s Anisha, but more on that in a sec.

As always with this show, the charisma and performances of the actors playing the cadets is really the driving force of the episode. From Caleb/Tarima to Genesis/Sam and even to a quick glimpse of Caleb and Jay-Den having a moment, Starfleet Academy lives or dies thanks to these guys. When something doesn’t make sense plot-wise, or where a scene gets too confusing due to technobabble, it doesn’t matter quite as much because of these guys’ charm.

I’m glad that Alex Kurtzman and his team have used this show as a venue to try new and different things with Star Trek, even if they haven’t always worked.

Unfortunately, not as successful this week is the thread involving The Doctor (Robert Picardo). While this aspect of the story starts off strongly, with The Doctor pulling out his old mobile emitter from his Voyager days and using it to essentially “become” the Athena, and thereby save it from destruction by concealing it holographically, the resulting scrambling of the character for the rest of the episode doesn’t play that well. His gibberish talk feels a bit like, well, gibberish scripting, and it’s also somewhat off-putting how Sam (Kerrice Brooks) is now calling him Dad left and right. Yes, I know that they spent 17 years together from their perspective as he raised her back in “The Life of the Stars,” but since we as the audience only saw that happen in a brief montage, it’s kind of jarring to now just accept this new dynamic between them.

Also just generally jarring is the other half of the episode involving Hunter, Giamatti, and Maslany. Having apprehended and taken the two women back to the Athena’s engineering drive section (the ship separated last week during a crisis moment), Nus Braka is holding a show trial for Captain Ake, her guilt predetermined, but with Maslany’s Anisha serving as his trump card; he knows Caleb’s mom hates and resents Ake enough that she will help sell his case against the Starfleeter. Last week I speculated that Anisha might actually still be working for Braka, and I’m glad that this episode finds a more nuanced approach to that concept. Anisha may hate Braka, but she hates Ake more.

Director Olatunde Osunsanmi and the episode’s writers try something interesting here with the idea of Braka broadcasting the trial for all the galaxy to see, but it ultimately plays more as a gimmick than anything else, particularly with the jokey news tickers. Yes, I get the idea of poking fun at our own 21st century media environment, but it’s too surface-level to really bring much to the story.

Overall, the trial portion of the episode tends to give in to the side of Starfleet Academy that can be more base – it’s big and loud and not particularly subtle in its storytelling. And unfortunately, while I had been hoping that the rivalry between Ake and Braka would culminate in some choice scenes between the two Oscar-adjacent actors, it just didn’t pan out this season. Ironically enough, Maslany winds up being the most compelling of the three in the climactic scenes, while Giamatti doesn’t seem able to veer away from the mustache-twirling, even after the reveal that all of his character’s hate is the result of a mere misperception he had as a child. It’s too bad and a disappointing outcome for this character, as well as his dynamic with Hunter’s Ake.

Questions and Notes from the Q Continuum:

  • “I think I have to pee.”
  • When did Jett Reno become one of my favorite modern Star Trek characters exactly?
  • Who are those ne’er-do-wells in the gallery watching the trial? And boy, does Starfleet need to head out and do some space-copping.
  • I’m sorry, but I just don’t care for the design approach on the 32nd century starships. I’ve tried to like them! The Athena is cool though.
  • Did you catch the reference to Federation President President Rillak on the news ticker? That’s the character played by Chelah Horsdal on Star Trek: Discovery.
  • The closing credits “yearbook” approach is fun.
  • Will Braka or Anisha be back in the second season? It feels like their stories are basically finished at this point, doesn’t it?

Magic's Lord of the Rings Commander Decks Are Finally Back In Stock Online, and Just Got an Tidy Discount As Well

12 mars 2026 à 13:24

If you’ve been waiting for Magic: The Gathering’s return to Middle-earth with a Hobbit-focused set this year to jump into buying cardboard versions of your Tolkien favorites, we’ve got good news for you - and bad news for your wallet.

The Commander precons from the Lord of the Rings set are not only back in stock at Amazon, but many of them are cheaper than they have been and remain cheaper than market value (as seen on TCGplayer).

Better yet, they’re all pretty great decks for jumping in and playing with friends, and while they’re technically all above market value, you’ll find them selling for much more elsewhere.

Save On Lord of the Rings Commander Decks Again

Elven Council is an interesting Simic (Blue/Green) deck that uses voting to get going, and it’s helmed by Galadriel, Elven-Queen and Eldrond of the Whiter Council. There are great cards for Elf-deck fans, too, and the deck is currently $49.99 - only slightly above its market value of $43 (if you can find it).

Riders of Rohan is an aggressive deck that snuck into our honorable mentions in the best Commander precon list for a cohesive game plan. Commander options include Eowyn, Shieldmaiden, and Aragorn, King of Gondor, and it’s easy to build up an army pretty swiftly. It’s $61.44 now, which is higher than the market price but still a solid deal given these decks are tougher to find nowadays.

Food and Fellowship did get onto our best precon list, and it’s a deck befitting Frodo, Sam, and the Shire. Great reprints like Toxic Deluge are welcome, but you’ll also find a fun lifegain strategy helmed by the dynamic duo. The deck’s market value is $51, but you can snap it up from Amazon for $62.38 if you’re swift.

Finally, the Hosts of Mordor deck represents Sauron, Saruman, et al. It’s seeing a 25% discount, but it’s worth noting that it’s at a much higher price to begin with and isn’t being sold directly by Amazon. It’s now $90, which is higher than the market value according to TCGplayer.

All four decks include a Collector Sample Booster, which includes two cards you’d otherwise need to buy the pricier Collector Boosters to buy - and those are long gone.

In case you missed it, a bundle of all four Scene Boxes from the Lord of the Rings set is reduced by 24% at Amazon. Each includes a trio of Set Boosters, and you’ll also get some pretty great cards.

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.

Video Games With Loot Boxes Will Now Have a 16 Age Rating Across Europe as Part of Huge PEGI Shakeup

12 mars 2026 à 13:12

The Pan-European Game Information age-ratings body — better known as PEGI, the European equivalent of the ESRB — is revising how games are rated in Europe.

From July 2026, four new categories will be added to PEGI's classification options to better inform parents and players about games that include in-app purchases, paid random items, play-by-appointment features such as daily streaks, and online communities, marking a huge pivot in how games and their mechanics are classified in the UK and Europe.

Before this shake-up, PEGI chiefly rated games according to prevalence of drugs, sex, and violence, but did not explicitly rate games according to "interactive risk."

Developing the criteria, PEGI said it worked with its internal committees of experts, as well as the German age rating authority USK, which implemented similar changes in 2023 (which is why these latest changes don't apply to games released in Germany).

Here's how the new ratings will work:

  • Purchases of in-game content: games with time-limited or quantity-limited offers will be classified with a PEGI 12, games with NFTs or blockchain-related mechanisms will be PEGI 18.
  • Paid random items: the default rating will be PEGI 16 if the game contains paid random items (and in some cases they can be a PEGI 18).
  • Play-by-appointment: mechanisms that reward returning to the game (e.g. daily quests) will get a PEGI 7. If these mechanisms punish players for not returning (e.g. by losing content or reducing progress) they will become PEGI 12.
  • Safe online gameplay: if games contain entirely unrestricted communication features (e.g. no blocking or reporting), they will be PEGI 18.

From here on in, publishers will be required to submit additional information to help PEGI assess the appropriate classification for their games, and PEGI expects to the first games "classified under these new criteria will be announced later in summer of this year."

The obvious impact here is on EA's FC series, which currently carries a 3 age rating. FC's Ultimate Team mode famously includes loot boxes in the form of virtual card packs, and they are a significant revenue generator for EA. Following this change, the suggestion is this year's FC 26 will have to have a PEGI 16 rating.

"PEGI and its administrators have been working with a broad group of stakeholders and experts to define the boundaries of these new criteria," the organization said. "Helping parents make informed decisions by providing clear warnings was key in the determination process, as was the existence of other protective measures like parental tools.

"These tools are available on all video game platforms that make use of PEGI ratings, allowing parents to limit or block features like spending in games, online interaction, and the amount of playtime. Some publishers are also providing parents with similar features in individual games, improving the toolset that they can use to ensure a safe gameplay experience."

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Hit Manga Chainsaw Man Will End Soon, Viz Media Confirms

12 mars 2026 à 12:55

The hit manga Chainsaw Man from creator Tatsuki Fujimoto will soon end, according to VIZ Media in a quote provided to io9.

The 231st chapter of the series confused fans on release, given an abrupt and unexplained change to the final panel. The page initially concluded with a “Final chapter coming 3/24” stinger, but was later updated in the Shonen Jump app to read: “To be continued.”

VIZ Media, which publishes the series in print outside of Japan, responded to the inquiry by confirming: “Chainsaw Man is ending but details are yet to be confirmed.”

Say it ain’t so, Pochita… 😭

Read Chainsaw Man, Ch. 231 in Shonen Jump for free! https://t.co/6wkiFrCSgz pic.twitter.com/N4WG1z6JaX

— Shonen Jump (@shonenjump) March 10, 2026

There’s every possibility that this ending might be overblown, given that the series has previously continued after an 18-month hiatus, but for now it seems that the story will be ending with the conclusion of its second part.

The anime adaptation from Studio MAPPA is unaffected by this announcement. The most recent entry, Chainsaw Man – The Movie: Reze Arc performed consistently well at the Japanese Box Office. IGN's Chainsaw Man – The Movie: Reze Arc review returned a 7/10. We said: "Chainsaw Man – The Movie: Reze Arc has some issues and it sacrifices some of the first season's experimental approach, but it compensates with a compelling romance and one of the best soundtracks of the year."

A second season that intends to cover the “International Assassins” arc has been announced, but no release date has been given. Chainsaw Man’s influence also extends to other comics, with a recent issue of Absolute Batman paying homage to the series with its wraparound cover.

Art by Tatsuki Fujimoto. Image Credit: Viz Media.

Mat Jones is IGN's UK Social Coordinator, and will turn back into a pumpkin at midnight.

'This Is An Xbox' Announcement Looks to Have Been Pulled Offline, After New Gaming Boss Asha Sharma Takes Charge

12 mars 2026 à 12:50

The official announcement of Microsoft's "This Is An Xbox" marketing campaign is no longer accessible online, and appears to have been removed at some point in the last two weeks.

The promotional campaign, begun in November 2024, was meant to highlight the ability to play Xbox games across a range of devices such as Smart TVs, tablets and PC handhelds. But the idea was not well received by fans, or reportedly by even by some Xbox employees internally.

Instead, the campaign seemed to suggest, fans no longer needed to buy an Xbox console at all — something Microsoft was already struggling to sell when compared with its console rivals. Recent years have seen Xbox sales in notable decline, with 2025 hardware figures particularly poor.

Now, Microsoft's blog post announcing "This Is An Xbox" to the world is no more, something initially spotted by Game Developer. Analysis of archived snapshots of the page by IGN shows that it had been online as of March 1, but is no longer accessible today. Accessing it now simply shows an "Oops! That page cannot be found" message.

Another major page, where players could answer quiz questions to find out "What Is An Xbox" is also now gone, and simply redirects to Xbox.com.

The timing of the pages' disappearance is interesting, coming shortly after the recent management upheaval that saw Phil Spencer retire, Sarah Bond resign, and Asha Sharma named as Microsoft's new gaming boss. Reports detailing what had led to the reshuffle, and in particular the sudden exit of Sarah Bond, suggested that the "This Is An Xbox" campaign had been launched under her watch, and had been unpopular among other Xbox staff members.

At the same time, the campaign's promotional videos are still accessible via YouTube, including its glossy campaign ad helmed by Eternal Sunshine of the Spotless Mind director Michel Gondry. IGN has contacted Microsoft for comment.

Of course, Microsoft is also now attempting to reassert its place in the console wars with early talk about its next console, codenamed Project Helix. It's hard to image the company wanting to continue telling consumers they can just play Halo on a smartphone when it is also now actively promoting the promise of a new, and quite likely very premium, next-gen machine.

Yesterday, during a session at the Game Developer's Conference 2026 attended by IGN, Microsoft revealed early features of Project Helix and confirmed plans to send alpha versions of the hardware to developers in 2027.

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

Oscars on High Alert as FBI Warns Police Departments in California That Iran Could Retaliate for U.S. Attacks by Launching Drones at the West Coast

12 mars 2026 à 12:42

The Oscars is on high alert amid an FBI warning of a potential Iran drone attack on California in retaliation for the war.

According to ABC News, the FBI warned police departments in California that Iran could retaliate for American attacks by launching drones at the West Coast.

"We recently acquired information that as of early February 2026, Iran allegedly aspired to conduct a surprise attack using unmanned aerial vehicles from an unidentified vessel off the coast of the United State Homeland, specifically against unspecified targets in California, in the event that the U.S. conducted strikes against Iran," the alert read. "We have no additional information on the timing, method, target, or perpetrators of this alleged attack."

According to ABC News, this information came before the U.S. and Israel began their strikes against Iran, and it is “believed” the sustained bombardment “has severely degraded Iran's capabilities to carry out such an attack.”

California Governor Gavin Newsom said he was not aware of any imminent threats. “I am in constant coordination with security and intelligence officials, including at @Cal_OES, to monitor potential threats to California — including those tied to the conflict in the Middle East,” he tweeted. “While we are not aware of any imminent threats at this time, we remain prepared for any emergency in our state.”

Still, security is set to be increased at this Sunday’s Oscars. Oscars telecast producer Raj Kapoor told The Hollywood Reporter: "We have the support of the FBI and the LAPD, and it’s a close collaboration. This show has to run like clockwork. But we want everybody that is coming to this show, that is witnessing the show, that is even a fan of the show when they’re standing outside the barricades, we want everybody to feel safe and protected and welcome, so it’s our job as a producing team to make sure that that translates.”

The Los Angeles County Sheriff's Department told THR it was continuing to operate at an “elevated level of readiness and is maintaining increased vigilance.”

“We are working closely with our federal and local law enforcement partners to share intelligence and monitor the ongoing conflict in the Middle East and assess any potential impacts in our communities,” it continued. “The safety of the public remains our highest priority. As part of our preparedness efforts, we remain attentive to all potential threats, including lone-actor attacks, sleeper cells, and advanced technological or cyber-related threats.”

The 98th Oscars is set for March 15, 2026, from the Dolby Theater in Los Angeles at the new time of 7pm ET / 4pm PT / 11pm GMT. The broadcast is expected to run for three hours, but it will no doubt go on long. Sinners leads the way with a record-breaking 16 nominations. One Battle After Another has 13 nominations. Conan O'Brien – who also starred in If I Had Legs I'd Kick You alongside Best Actress nominee Rose Byrne – is hosting the Oscars for the second year in a row. As IGN has reported, the ceremony will include two “moments” highlighting two of last year’s most beloved films, Sinners and KPop Demon Hunters, and that they will include even more than the standard performances of the nominated original songs.

Variety said a planned red-carpet walkthrough with talent publicists and studio representatives is scheduled for Thursday.

Photo by Monica Schipper/Getty Images.

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.

Life Is Strange: Reunion’s Entire Premise Goes Against the Original Game’s Message

12 mars 2026 à 12:30

The upcoming Life is Strange: Reunion is an attempt, as superficially befits the supernatural franchise, to rewind time. It follows the lead of 2024's Double Exposure, which brought back the original game’s protagonist, Max Caulfield, for the first time since 2015, evolving her from nervous high school student to intrepid university lecturer. There's a sense with this new release, though, that the series is eating its own tail for fan service and sales, and that strangeness is being replaced with comfy morality and memories. Reunion sees not just the return of Max but also her former best friend / girlfriend Chloe, a balm to players who have fixated on this relationship for an entire decade. And with the pair’s reunion, perhaps the most important lesson of the original game has been ignored: the uncomfortable – and very anti-shareholder reality – that we cannot, and often should not try to, ever go home again.

The original game, released episodically across 2015, is undoubtedly one of the best-known “modern” adventure games. Treading the same ground as Telltale’s 2012 The Walking Dead, it used an episodic, “interactive television” approach to bring adventure games back into mainstream awareness. Adopting the narrative-branching choices that had become hugely popular in contemporary RPGs like Dragon Age, Life is Strange asked you to make decisions that could have deeply shocking repercussions. Max's adventure begins as she saves her friend, Chloe, from death using a newly discovered power to rewind time, and from that moment on you’re never made to feel like a bystander. It hands over as much timeline-twisting control as possible at the earliest opportunity.

Despite its supernatural leanings, Life is Strange's key appeal perhaps came from being something altogether different from the wider market: a rare video game that explores the ritual of coming-of-age while navigating cliques and classes. The high school drama is something well explored in cinema and for good reason, as most people alive have experienced the chaos of being a teenager. It might seem like niche material for a medium that is typically action-driven, but Life is Strange’s approach found fans from a multitude of backgrounds and has been enjoyed by many millions of players.

What is so compelling about that foundational story of Max and Chloe is how explosive it is. The two characters appear as chalk and cheese, the former reserved and the latter destructively rebellious. The use of Max's ability to rewind time brings destruction, too, with her interventions harming as much as they help. By the end of the game it's clear that loss is an unavoidable part of her power, reflected in the final decision: will you save her home, Arcadia Bay, or save Chloe from the incoming storm? An objective appraisal seems to suggest that the only really positive choice you can make is to allow Max to save the town, unlocking a path to becoming a photographer and move forward with her life. Of course, many people have been happy to use Max's powers to save Chloe regardless of the consequences – it's not a realistic situation, but it nevertheless reflects the muddy, sometimes unsatisfying nature of emotional and moral realities as we age.

As it has evolved, the Life is Strange series has lost its ability to tell compelling, thorny human stories through a supernatural lens. 2019’s Life is Strange 2 was divisive but presented a story with vast reach: a road trip following two brothers trying to escape the ramifications of racism and police brutality. 2021’s True Colors marked a turning point for the series, moving away from such nuance and embracing a direction that’s excessively sedate. At least some of that shifting direction can be attributed to publisher Square Enix passing the franchise’s torch to Deck Nine, creators of prequel Before the Storm and the current custodians of Life is Strange. There are well-meaning messages, ones hard fought for amidst toxic studio culture across True Colors’ development. Sadly, that doesn’t make up for the lack of real bite and narrative risk, and the sense of a game steered towards the broadest audience possible.

True Colors is, on the surface, very similar to the original Life is Strange games developed by Don’t Nod, but it’s undeniable that it leans into the cosy games movement. It's set in a picture-perfect rural town, and your arrival there is accompanied by the beautiful-but-saccharine tones of Gabrielle Aplin's "Home". The log cabins and flower-laden frontages are joined by an extremely close-knit group of characters, with even the gruff older bar owner not curmudgeonly enough to avoid partaking in a wholesome LARP. There is, as per the wider series, a central mystery, supernatural elements, and some betrayal. The limited number of locations and general warm-heartedness, however, makes this feel like a soap opera for teens – with all the emotional catharsis that implies.

If Reunion intends to retread the same ground as the original, its characters are in no position to successfully echo what made them so compelling in the first place.

True Colors was the first Life is Strange game to release as a complete story, rather than delivered episodically. While it is divided into chapters, there’s a clear difference between its narrative structure and those of the games that preceded it. The original’s TV season-like approach delivers frequent, striking cliffhangers and distinctive differences between episodes, whether parallel timelines or unexpected deaths. It’s a design that, while perhaps crafted to encourage players to return for the next episode drop, creates a particularly incident-laden narrative.

True Colors and Double Exposure, meanwhile, are more focused on the relationships between characters, creating tales that aspire to be more mature rather than focused on maintaining a propulsive, season-selling narrative. The trade of incident-laden tales for closer-told realism, however, means sacrificing the emotional texture that should be central to the series. A coming of age tale, which all Life is Strange games are meant to be, should be as much about big ideas and even bigger emotions as the utter inter-personal whirlwind that change brings.

Many other aspects of the original experience have been muted. Music was always a key part of Life is Strange but, with the disappearing drama, it's faded into the background. There aren't moments like Max popping in her headphones for a listen of "To All Of You", the ode to Americana which perfectly fits the first moments of the game's high school experience. And the watercolour visuals of Life is Strange, which made its opening imagery of a towering tornado unforgettable, have been brushed aside in favour of the smooth and realistic. Double Exposure has industry-leading facial animations, but they can't make up for a world that is devoid of wonder. It's telling that one of True Colors’ most memorable moments, its characters watching lanterns rise into the sky, is simply a mirror of a sequence in Life is Strange 2.

The return of Chloe after so many years looks very likely to tread familiar ground. With another natural disaster threatening Max and her friends, it seems poised to once again ask what we should sacrifice for love. However, Double Exposure already indicates that these themes won't be satisfyingly revived. Max's return in 2024 didn't bring the original spirit of the series back with her. The young, uncertain student was replaced by an adult fully capable of facing new challenges. Grief and doubt thread their way through the narrative but Max feels too emotionally equipped to deal with them, always with Gen Z quips – or measured reassurances – to hand no matter the situation. It's alienating to be in the shoes of a protagonist who isn't in much need of an emotional education, and for her to exist in a world where every character feels poisoned by ironic internet language. And if Reunion intends to simply retread the same ground as the original, its characters – now changed by life and experience, their arcs long since completed – are surely unable to successfully echo what made them so compelling and enduring in the first place.

There was the potential for a bolder approach than what's coming. Double Exposure introduced the power to switch between timelines, which was an interesting concept but brought about simple, almost immediately explained puzzles. A marriage of that idea and the original rewind power might have allowed for some innovative, layered adventuring that could lend some frisson to the now overly-smooth Life is Strange formula. Instead, there doesn't seem to be much justification for Reunion's existence. Comic books have already looked at the possibility of Max and Chloe reuniting, and even those great reads are hard to recall in the long run. The further adventures of that doomed duo seems best left to the imagination or less time-consuming side stories.

Despite the success of the arguably already anodyne True Colors, Square Enix appears to have balked at anything that might make Life is Strange unprofitable. The return of Max Caulfield alone was reported as not enough to bring financial success to the franchise’s publisher, and as a factor in an end-of-year downturn. The return of so many elements from the first game - Chloe, the rewind power, and seemingly even narrative and themes - feels like a crass attempt to profit from uninspired fan service. Repetitive doom and chaste romance are especially likely to be the default given Square Enix is well reported as having wanted to avoid the series being known as a “gay game”. It’s a series that seems intent on keeping its queer fans held at arms length, having refused to definitively determine its characters' sexualities despite the direction of its story.

It’s reasonable that fans do want to see more Max and Chloe. There are always those who want more of any story, of course, but particularly so when the characters’ story originally lacked much in the way of an overt relationship. The problem is that there seems to be no indication of authentic artistic drive behind the series’ current direction. There can be no foundation to a meaningful story in the mixture of a troubled developer, ambivalent publisher, and weak vision for what the franchise means. Any impact of this title, other than being another product in a franchise, doesn’t look to last beyond Square Enix’s financial year.

It feels altogether like the series has reached a dead end with its trend-chasing and, more recently, profit-seeking, which now appear to be Life is Strange’s guiding principles. A brighter picture of what could have been can be found in Don't Nod's successor series, Lost Records, which launched with Bloom & Rage last year. Some maudlin melodrama can be found there, yes, but there’s also a level of emotional unpredictability that has been stripped out of Life is Strange's DNA. This isn't to say that Reunion is totally star-crossed, and no doubt fans will be clamouring to see the review scores. This is to say, however, that the risk-taking heart of the series feels long gone. Life is Strange: Reunion looks likely to have little to say about life or its strangeness, but damning things about intellectual property.

Ceridwen Millington is a journalist, gamer, and reader who is almost always ready to dive into science fiction.

Valve Breaks Silence Over NY Attorney General Lawsuit, Says Loot Boxes Are Like Baseball Cards, Pokémon, Magic the Gathering, and Labubu

12 mars 2026 à 11:50

Valve has responded to the New York Attorney General's lawsuit, stating it has "serious concerns with the alterations the NYAG claims are necessary to make to our games."

The attorney general of New York, Letitia James, announced her office was suing Valve at the end of February, alleging the platform illegally promotes gambling to children. Following an investigation, the office of the attorney general "found that Valve’s video games, including Counter-Strike 2, Team Fortress 2, and Dota 2, enable gambling by enticing users to pay for the chance to win a rare virtual item of significant monetary value."

"In Valve’s most popular game [Counter-Strike 2], the process resembles a slot machine, with an animated spinning wheel that eventually rests on a selected item. The randomly selected virtual items have no in-game functionality but can be sold online for money, with one item reportedly being sold for more than $1 million. The lawsuit alleges that Valve has made billions of dollars luring its users, many of whom are teenagers or younger, to engage in gambling in the hopes of winning expensive virtual items that they can cash in on. With this lawsuit, Attorney General James seeks to permanently stop Valve from continuing to promote illegal gambling in its games and to pay disgorgement and fines."

Unusually for Valve, the company has shared its response publicly, claiming it has been working with the AG since early 2023 to "educate" them on how virtual items are won and shared in its games.

"We shared with the NYAG that these types of boxes in our games are widely used, not just in video games but in the tangible world as well, where generations have grown up opening baseball card packs and blind boxes and bags, and then trading and selling the items they receive," Valve wrote. "On the physical side, popular products used in this way include baseball cards, Pokémon, Magic the Gathering, and Labubu. In the game space, digital packs similar to our boxes date back to 2004 and are in widespread use. Players don't have to open mystery boxes to play Valve games. In fact, most of you don't open any boxes at all and just play the games — because the items in the boxes are purely cosmetic, there is no disadvantage to a player not spending money."

Valve added that it has shared its efforts to shut down accounts found to be using its game items on gambling sites in violation of the Steam Subscriber Agreement, its efforts to combat fraud and theft of users’ items, and "our extraordinary measures to stop gambling sites from taking advantage of Steam accounts and Valve game items."

"Valve does not cooperate with gambling sites. To date, we've locked over one million Steam accounts that were being misused by third parties in connection with gambling, fraud, and theft. We’ve also shipped features (like trade reversal and trade cooldown) to discourage gambling sites’ ability to operate and protect Steam users from fraud. And we forbid any gambling-related business to participate in or sponsor tournaments for our games," the company stressed.

Valve also shared candid observations about the lawsuit, writing: "We have serious concerns with many of the alterations the NYAG claims are necessary to make to our games.

"First, the NYAG seems to believe boxes and their contents should not be transferable. They appear to assume digital mystery boxes and items in our games are different from tangible items like baseball card packs (which contain random cards), and to take issue with the fact that users have the ability to transfer the items they receive through Steam Trading or user-to-user sales on the Community Market. We think the transferability of a digital game item is good for consumers — it gives a user the ability to sell or trade an old or unwanted item for something else, in the same way an owner can sell or trade a tangible item like a Pokemon or baseball card. NYAG proposes to take away users’ ability to transfer their digital items from Valve games. Transferability is a right we believe should not be taken away, and we refuse to do that."

It also claims that the NYAG wants to gather further personal data from Valve's players — "beyond what we normally collect in the course of processing payments" — including "evasive technologies for every user worldwide." The office is also demanding additional age verification, even though Valve stresses that most payment methods used by Steam users in New York already have age verification built-in. "Valve knows our users care about the security of their personal information, and we believe it’s in our and their interest to only collect the information necessary to operate the business and comply with law," it added.

It also took issue with NYAG's comments about the link between games and real-world violence, which Valve dismisses as "a distraction and a mischaracterization we've all heard before."

Valve closed by writing: "We respect New York's right to determine the laws governing behavior in the state. We will of course comply if the New York legislature passes laws governing mystery boxes — something it has not done despite considering the issue a few times. Such laws would be the result of a public process, presumably with input from the industry and New York gamers." However, it claims the commitments demanded by the "went far beyond what existing New York law requires and even beyond New York itself," and while it "may have been easier and cheaper for Valve to make a deal with the NYAG, we believed the type of deal that would satisfy the NYAG would have been bad for users and other game developers, and impacted our ability to innovate in game design.

"Ultimately, a court will decide whose position — ours or NYAG's — is correct. In the meantime, we wanted to make sure you were aware of the potential impact to users in New York and elsewhere."

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

'That Was the Biggest F*** You Moment I Had in My Career' — Jeff Kaplan, Former Boss of the Overwatch Team, Finally Reveals Why He Left Blizzard

12 mars 2026 à 11:49

Jeff Kaplan, the former boss of the Overwatch team, has finally revealed why he left Blizzard after nearly 20 years with the company, pinning the blame on extreme financial pressures on the game to deliver for Activision Blizzard.

Kaplan announced his departure from Blizzard in August 2021, with the controversial Overwatch 2 still in development. Kaplan joined Blizzard in 2002 where he started as a designer on World of Warcraft, developing quests for the then upcoming MMORPG. He eventually was credited as a game director on WoW. In 2009, Kaplan spearheaded an unannounced project at Blizzard called Titan, an ambitious new MMO that was eventually canceled in 2014 after tens of millions of dollars was spent on its development.

Kaplan and members of the Titan team took ideas from the game and redesigned them into the team-based hero shooter now known as Overwatch, which went on to become incredibly successful. Now, five years after he left, Kaplan has returned to the public eye to announce his new game, The Legend of California, and to tell his side of the story. In a sweeping interview with Lex Fridman, Kaplan discussed his career so far, and as part of that opened up on why he left Blizzard.

Here's my conversation with Jeff Kaplan, a legendary Blizzard game designer of World of Warcraft and Overwatch, which are two of the biggest, most influential games ever made. Jeff is one of the most genuine & awesome human beings I've ever met: kind, thoughtful, hilarious, and… pic.twitter.com/kw14nET8SQ

— Lex Fridman (@lexfridman) March 11, 2026

He pointed to the Overwatch League, Overwatch’s dedicated esports series that revolved around city-based teams mirroring traditional sports leagues, as being “the major derail.” According to Kaplan, who believed in Overwatch League and helped pitch it, it was oversold to partners who then applied an increased pressure on the Overwatch team to deliver not just in-game support for the League in terms of team skins, esports spectator camera control, and Twitch integration, but pressure to generate more revenue.

"Where it got away from us was, there was a lot of excitement about Overwatch League, like too much so," Kaplan said. "And then it got overmarketed to the people buying the teams. They went on this roadshow where they had a deck — and you can put anything in a deck and sell anything — and they were pretty much selling the Brooklyn Bridge, that Overwatch League was going to be more popular than the NFL. We got a bunch of billionaire investors in these teams.”

Commitments made for Overwatch League pulled resources away from what Kaplan actually wanted to do with Overwatch, which was to build on the game itself with new events and heroes.

"And so all of your plans at that point kinda go out the window," Kaplan explained. "You're not going to work on new world events, you're not really even focused on Overwatch 2, you're just treading water. There was a lot of talk of like, ‘Oh god, the deal didn’t go well and we’ve got to do ‘make goods’ to make the deal better for them.’ I’m like, ‘Just give them some money back.’ If the deal isn’t what people wanted, putting it on us, the Overwatch team, to support this beast…

“It was a great idea that the wrong instincts and… I don't know how to phrase this in a way that's not damning, but there was too much focus on, 'Let's make lots of money really fast.' And a lot of people got dragged into it.”

The financial reality then kicked in, Kaplan said. “Now we didn’t just have executives at Activision and Blizzard who cared about the bottom line of Overwatch. We had all these people who basically invested in the game, and then they started to express their opinions.”

After it became clear Overwatch League wasn’t going to deliver NFL money, “Everybody quickly defaulted back to, ‘Hey, didn’t Overwatch make like $500 million just in the live game last year? What can we sell and what can you give us?’ That pressure comes onto the team. And then the pressure to ship Overwatch 2, and all care and love that we had for the live game, let’s just make events and new heroes and new maps, we’re losing all these resources.”

Kaplan said he believed in Overwatch 2, saying the Overwatch 2 out now is not the PvE version that Blizzard had announced (Blizzard has since reverted the Overwatch 2 name to, simply, Overwatch). Overwatch 2 and Overwatch League eventually became an “albatross,” Kaplan said, ruining what he felt was very much a good thing. “It felt like we were running Overwatch and we were very, very successful and doing a good job, and I think the fans were happy," he said.

Kaplan then revealed a meeting with Activision’s then Chief Financial Officer which, as he described it, “was the biggest f*** you moment I had in my career.”

(The dollar amounts are redacted to prevent Kaplan from breaking a non-disclosure agreement, according to the interview tape.)

"What ultimately broke me and my Blizzard career was I got called into the CFO's office, and he sits me down and he says… he gives me a date, which at the time was 2020 and was going to slip to 2021, but at the time it was 2020, and he said: 'Overwatch has to make [redacted] in 2020, and then every year after that it needs a recurring revenue of [redacted].' And then he says to me, 'If it doesn't do [redacted] dollars, we're going to lay off 1,000 people, and that's going to be on you.' And that was just the biggest f*** you moment I had in my career. It felt surreal to be in that condition."

Kaplan went on to say he thought he’d retire at Blizzard. But that meeting was the straw that broke the camel’s back, and he left the company a year later.

"As someone who's worked on a lot of games, made a lot of games, you get in these meetings where they're like, 'Fortnite has 1,400 people working on it, if you just hire 1,400 people and make it free-to-play, we'll make that money, right?' I had believed I would never work any place but Blizzard. I loved it. It was a part of who I was. And I thought I was a part of it. And I literally thought I would retire from the place. I never thought the day would come. But that was it. We’re done here. Luckily for Blizzard, that CFO is no longer there."

Activision Blizzard’s then CFO was Dennis Durkin, who left in May 2021. IGN has asked Activision for comment.

Photo by James Sheppard/Edge Magazine/Future via Getty Images.

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.

Resident Evil Requiem Hides a Secret Website Address — But the Domain Has Now Been Snatched Up By a Gabe Newell Fan

12 mars 2026 à 11:48

A secret website address hidden within Resident Evil Requiem looks to have been snatched up first by a fan of Valve founder Gabe Newell.

Peer closely into the screens of Leon's Bioterrorism Security Assessment Alliance computers and you'll see the following URL listed amid a string of code: NEWDAWN-capcom.com. But rather than an official website owned by Resident Evil's publisher, the website now redirects to a holding page owned by Gabe Follower, a content creator and fan of Valve.

According to domain ownership data seen by IGN, the website address was only claimed and registered this week, on March 9. Ownership has been secured for one year, meaning that any plans Capcom had for the site may need to wait, or be changed.

Among the gibberish words on the BSAA's computer in RE9, there's a domain called “NEWDAWN-capcom . com” i tried searching it, but nothing came up. The only relation to “NEWDAWN” i could think of are “Through the Darkness” lyrics & Wesker's quotes in RE4R/RE5. #REBHFun pic.twitter.com/SRdn9rKZZn

— Resident Leo. (@RacconSurvivor) March 9, 2026

Interestingly, March 9 is the same date that the website address was spotted and shared on social media by RacconSurvivor, a fan who cleverly used a weapon scope to peer closer at the BSAA computer screen and sift through its gibberish code.

Did Gabe Follower see this tweet and promptly snap up the domain? We've asked what happened here — and contacted Capcom to see what its own plans are now.

Of course, the existence of a website address with "Capcom" in the name appears to be a deliberate tease within Requiem for something promotional (or, alternatively, Capcom is now canon within the Resident Evil universe). Was the publisher planning to use it for its upcoming Resident Evil Requiem DLC? We may now never know. Capcom could now choose to edit the website address in-game, or ultimately pretend the whole thing never existed.

In the meantime, fans are trying to work out what "New Dawn" might refer to. As Automaton notes, the initials "ND" are featured on Leon's car, which features the licence plate "ND=9642." And yes, those are the numbers for the Resident Evil games that Leon S. Kennedy has appeared in — Resident Evil 9 (Requiem), 6 (as one of a few playable protagonists), 4 and 2. Mysterious.

For now, if you're still playing, IGN's Resident Evil: Requiem guide will help you every step of the way through RE9. Take note of these key tips and tricks before you get started, and focus on finding these important items early. Plus, our comprehensive walkthrough will make sure you don't miss a single Bobblehead or file as you try to survive from the Rhodes Hill Chronic Care Center all the way to Raccoon City.

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

Magic’s TMNT Collector Boosters Just Got Another Price Cut at Amazon, and It's the Best One Yet

12 mars 2026 à 10:53

Magic: The Gathering’s second set of the year gives us cardboard versions of the Teenage Mutant Ninja Turtles, their allies, and their foes, and the Collector Boosters are still in stock at Amazon - and at a discount no less.

After dropping to just over $400 a week or two ago, they're now down to $394. That's a 14% drop from the MSRP of $455, and it's by far the best way to try your arm at picking up some of the set's most desirable (and valuable) cards.

It is a hefty buy-in, no question, but this is the product designed for people chasing the flashiest pulls in the set. If you are new to Magic, Collector Boosters are where the premium treatments live. Extended art, textured foils, alternate frames, the kind of cards that turn heads and, in many cases, hold stronger resale value.

They do not guarantee more powerful gameplay staples, but they dramatically increase your odds of pulling the most desirable versions of those cards. That is why they sit at a $37.99 MSRP per pack.

If cracking packs for play value is the goal, Play Boosters remain the smarter option. They are built for drafting, deckbuilding, and actually using the cards. But if the aim is to open something rare, shiny, and potentially valuable the moment the set drops, Collector Boosters are still the top-tier route.

The newest Commander Deck, ‘Turtle Power’, is down to just $52.98 saving you $15 off the MSRP, while the Bundle of nine Play Boosters is $65.71, down from $69.99. It also includes a promo card and 30 lands from the set.

Draft Night, which includes a series of boosters to play a draft match and a Collector Booster to use as a prize, is down to just over $83.99 from $119.99.

For more on Magic: The Gatthering, check out a saving on the Spider-Man Gift bundle (which includes a Collector Booster of its own), as well as the return of Lord of the Rings Scene Boxes at a discount.

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.

Pokémon Pokopia Launch Sales Announced, Confirming It's Off to a Strong Start

12 mars 2026 à 10:35

Pokémon Pokopia has launched big on Nintendo Switch 2, and sold 2.2 million copies over its release weekend.

Across four days, the new Pokémon life simulation game shifted 1 million copies in Japan alone, despite supply constraints for its physical version being reported in several countries.

Indeed, such has been the game's popularity that Amazon recently raised the price of its boxed copy by $10, up to $80. Nintendo shareholders have also reacted positively to the game's performance, sending the company's stock price shooting upwards.

While 2.2 million copies is less than the 5 million already sold by Resident Evil Requiem, it's important to remember that this game is an exclusive for Switch 2 — a console which still has a relatively modest userbase.

Just over 17 million Switch 2 consoles have been sold so far, meaning just shy of one in every eight owners also now has a copy of Pokémon Pokopia. The game has already beaten the sales to date of Kirby Air Riders (1.76 million) and Metroid Prime 4: Beyond (less than 1 million on Switch 2).

The sales even compare quite favourably with those for Pokémon Legends: Z-A, the highly-anticipated franchise title which introduced a new menagerie of Mega Pokémon. That has sold 3.89 million copies to date on Switch 2 since its launch last year (though was also available on Switch)

With a big launch and a very positive reception from both players and critics alike, Pokopia looks like a new evergreen hit for Nintendo as more players take the leap to Switch 2. Could it eventually become the best-selling Pokémon spinoff of all time? It seems possible. N64 classic Pokémon Stadium currently holds that title with 5.4 million sales, though the combined sales of Pokémon Mystery Dungeon Red and Blue are slightly higher, at 5.8 million.

Looking to join in the fun for yourself? IGN's Pokémon Pokopia review returned a 9/10 score, and dubbed the game as "an enjoyable building and town simulator that capitalizes on the charming personalities of its monsters in a way that appeals to both the creative and collector alike."

If you're already playing, be sure to check out our list of all the Pokémon in Pokopia, and take a look at our Things to Do First in Pokopia guide to make the most of your first few days. To help you get started, we've also got a list of 17 things that Pokopia doesn't tell you, plus How to Raise the Environment Level and How to Raise Pokémon Comfort Level.

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

Australia’s National Film and Sound Archive Acquires World’s First Licensed Star Wars Pinball Machine

12 mars 2026 à 09:16

The National Film and Sound Archive (NFSA) of Australia has today announced it has acquired five rare, Australian-designed pinball machines, one of which is the first licensed Star Wars pinball machine in the world.

The machines were produced by Newcastle, New South Wales-based amusement company A. Hankin & Company between 1978 and 1980, and are reportedly the only Australian-designed machines from the golden age of pinball.

While the majority of the machines are inspired by distinctly Australian topics (ranging from the FJ Holden, cricketing icon Dennis Lillee, and surfing through a shiver of great white sharks), Hankin’s The Empire Strikes Back is notable for its status as the world’s first licensed Star Wars machine.

“The concept of making a pinball machine like The Empire Strikes Back was not common at that stage,” explained A. Hankin & Company manager David Hankin in the NFSA’s mini-documentary outlining the story behind the addition of these pinball machines to its collection.

The company approached George Lucas, asking if he would be interested in allowing the company to build a Star Wars-themed machine.

“And the answer, surprisingly, was yes,” continued Hankin.

“We were flabbergasted. Here we are – this pint-sized pinball manufacturer in Australia – competing with manufacturers that were making so many more pinball machines than we were, but he was happy to do it.”

And George Lucas’ payment for the rights to build a Star Wars-themed machine? Simply a personal machine for himself.

The NFSA plans to have the machines available for future public display in Canberra.

The NFSA also has a rapidly growing collection of video games that it is preserving, noting the high percentage classic video games that are risk of being lost forever.

Image: Hankin pinball machine designer David Hankin with the five Australian-designed pinball machines. Photo by Robb Shaw-Velzen.

Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff.

The EasySMX S10 Gamepad Has All the Features of the Nintendo Switch 2 Pro for Less Than Half the Price

Par : Eric Song
11 mars 2026 à 23:10

Looking for a Nintendo Switch 2 gamepad that has the same functionality as the Switch 2 Pro controller but at a more palatable price? Then you'll want to check out the EasySMX S10 Switch 2 wireless controller, which is on sale for just $40.40 after you apply $4 off coupon code "4USAFFS" at the official EasySMX store on AliExpress. You may need to be logged into your account to see this discounted price. The S10 features TMR Hall Effect joysticks, supports HD rumble, reads amiibo, and can even wake the Switch 2 remotely.

Your order ships free locally from the United States, which means you do not have to worry about tariffs or egregiously long shipping times. Alternatively, you can pick one up on Amazon for $5 more.

EasySMX S10 Switch 2 Controller for $40.40

Note: Make sure you log into your AliExpress account to see this price

There are plenty of third party Switch 2 controllers out there, but the vast majority of them lack at least one of the features available on the official Switch 2 Pro controller. The EasySMX S10, however, has everything the Pro controller has and piles on a few more welcome extras. Here's a list of everything this affordable controller has to offer:

  • TMR Hall Effect joysticks eliminate the most common causes of stick drift
  • Buttons feature fully mechanical key switches
  • HD rumble support using ALPS linear motoros
  • One-key Switch 2 console wake-up (missing on most 3rd party controllers)
  • Integrated NFC sensor with amiibo compatibility
  • 1,200mAh battery with up to 26 hours of battery life and USB-C recharging
  • Dedicated C-button for in-game chat
  • Two additional mappable rear buttons (L3/R3)
  • Turbo and macro customization
  • RGB LED lighting

For the price, no other controller matches the S10's feature set. Check out our review for our hands-on impressions.

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.

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