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Reçu aujourd’hui — 14 novembre 2025 IGN

Metroid Prime 4: Beyond – The Final Preview

14 novembre 2025 à 15:00

After eight years of waiting, Metroid Prime 4: Beyond is just three weeks away, and honestly, writing that still doesn’t feel real. Maybe that’s partly because Nintendo has kept a pretty tight lid on specifics surrounding Samus Aran’s next adventure – we’ve only seen a small handful of trailers, and much of Prime 4 has remained a total mystery. That’s caused a lot of fans to think that they must be preserving some special surprise, right? Well, while playing over an hour of Metroid Prime 4: Beyond on Nintendo Switch 2, I discovered a seemingly major component that’s been completely absent from any footage we’ve seen so far: an extraordinarily talkative companion who’s constantly spewing unwanted hints, quippy jokes, and cries for help, breaking the isolated, atmospheric themes Metroid is known for.

His name is Myles MacKenzie, a specialist from the Galactic Federation stranded with Samus on the planet Viewros. Myles tagged along for a significant chunk of my play session, and the way Retro Studios has implemented this NPC companion is far and away my biggest concern about Prime 4 after my time with it. But we’ll get to him a bit later.

Because everything else was pretty encouraging: classic Metroid Prime exploration and combat, an intriguing setup, gorgeous art direction, and great technical performance on Switch 2 are coming together to create an adventure that likely won’t redefine Metroid in any meaningful way – or live up to the unrealistic hype built by nearly a decade of waiting – but one that could serve as a great return for a subseries that hasn’t seen a new mainline entry in 18 years, as long as annoying sidekicks don’t keep getting in Samus’ way.

Behind the Visor

Before we get too far, a word about spoilers. Everything I played takes place during the first 90 minutes or so of the adventure, so you really don’t have to worry that you’re going to see too much. It’s also worth pointing out this was all on Switch 2, no one outside of Nintendo knows how Prime 4 will perform on Switch 1 just yet.

But on Switch 2, it’s looking fantastic so far. I started my preview in handheld mode, where I replayed the same introduction sequence we got to play at the Nintendo Switch 2 Premiere event back in April. This was the final build of Prime 4’s opening, and it’s still an explosive introduction that sets the stage for the conflict between Samus and the Metroid-breeding bounty hunter, Sylux, as our hero is warped away to the mysterious planet Viewros. The biggest takeaway here is that Prime 4 looked fantastic on the Switch 2 screen, specifically at 120 fps in Performance Mode.

Once I was set up on the TV – playing in Quality mode at a crisp 4K 60 fps – things got started with a very familiar, nostalgic chain of events: the camera snaps behind Samus’ visor and I’m left alone to explore a lush forest region, so I – almost reflexively – start scanning everything in sight to add it to my logbook. Gameplay-wise, Prime 4 doesn’t seem to be reinventing the Morph Ball: this still looks and plays like Metroid Prime, and I really enjoyed falling back into its investigative flow: examining the local flora and fauna, locking onto floating gaseous spores or roots that leap out of the water and blasting them away with my arm cannon, scanning lore tablets to learn about the ancient race called the Lamorn, seeing Samus’ reflection in the visor as I open the blue and orange wireframe map all Prime fans will recognize… I felt like Retro Studios was picking up right where it left off, retaining the core DNA of the series in this first major area.

This still looks and plays like Metroid Prime, and I really enjoyed falling back into its investigative flow.

The forest is called Fury Green, and after making my way through several linear hallways I was formally introduced to it with a sweeping wideshot that showed how great Retro’s art direction still is. You can tell Prime 4 was built as a Switch 1 game in a couple ways – some background elements look a bit flat – but handing the added power of the Switch 2 to a studio with an artistic track record like Retro has resulted in what’s shaping up to be a really beautiful game.

At least in this self-contained area – my preview didn’t cover the open desert or Samus’ motorcycle we’ve seen in the last couple of trailers. It’s important to note that Nintendo specifically chose not to include that content at this preview event. Make of that what you will, but it leaves those two key components as our biggest unanswered questions that will have to wait for our final review.

But back to what I did actually see: in classic Metroid fashion, I soon ran into the first door I couldn’t pass, so I morph-balled over to a new area and unlocked one of Prime 4’s main new powers: the Psychic Glove. This gives Samus telekinetic control of psychic objects. I returned to the blocked door and used the glove to grab a psychic energy “mote” from a nearby statue and redirect it into the lock, allowing me to proceed. All examples of this were pretty simple so far, but this is the first major area, so it’s probably fair to expect they’ll get more complex as Samus progresses.

I’m hoping the same for the other uses of the Psychic Glove, which involve slowly tracing basic shapes to unlock an energy tank, or painstakingly pulling a lever to open the way to a Save Room. The animations felt sluggish and the actions were completely mindless – another thing I’m expecting to ramp up as we go.

Retro’s art direction is still great, and Prime 4 is shaping up to be a really beautiful game.

My map beeped, alerting me of a distress beacon from the Galactic Federation a few rooms away. On the way there, I passed some hardened tree resin I couldn’t yet destroy, and scanning it indicated that a missile would take the wall down. I appreciate that Prime 4’s blockades aren’t all the same familiar doors, and that in this case, it was naturally woven into the environment. We’d be back here later, but with a friend in tow....

Beyond Chatty

After tiptoeing through an eerie, condensed part of Fury Green, I came across a crash-landed Galactic Federation ship, where I was immediately taken aback by the tonal whiplash. My way here was filled with hauntingly beautiful choral melodies and isolated exploration – it was vintage Metroid Prime. But now, it’s finally time to get to know specialist Myles MacKenzie, who introduced himself with this honestly cringey monologue (and if you don't believe me, watch it in the video version of this preview at the top of the page):

“Oh wow! Wow, wow, wow, wow, wow. What a mess. You’re alone, on a planet, with no hope of survival. But, you’re also not sitting next to Phil anymore in that cubicle… So… Win?”

He didn’t leave a great first impression, but I was still intrigued to see where it went. Samus and Myles got swarmed by some jungle monsters, and it became my job to protect Myles from them. After a close-quarters firefight that concluded with shooting the vines holding up Myles’ ship, he awarded me with the missile upgrade for being his savior. “This is fine,” I thought. I prefer isolation in Metroid, but I don’t mind running into a character here and there to flesh out the story with some voice acting and cutscenes. But then…

“If it's OK with you, I’m gonna tag along. So, where to? It might be a good idea to check the map and get our bearings.”

I started to get a sinking feeling. In one turn, Samus not only gained an unwanted companion, that companion also instantly started chiming in on what I should be doing, like Atreus to Kratos in God of War, or Aloy to… Aloy in Horizon. The next 20 minutes of my demo ranged from mildly annoying to downright infuriating, as Myles constantly bombarded me with either awkward attempts at quippy humor…

“It’s about to get reeeeal nerdy in here!”

Unwelcome hints that directly defy Metroid’s spirit of exploration and discovery:

“Missiles are effective against a creature with a hard shell, you know."

He would scold me for not stopping to save my game:

“Samus, there's something interesting over there. Are you sure we don’t need to use that?”

Comment on everything I scanned:

“Can you read that? Does that say anything about this place? They really don’t want anyone in here. Must be a sacred space.”

State the obvious:

“I can see the door, Samus! Let's get out of here.”

And he’d scream whenever an enemy popped out of the ground suddenly. I promise I’m not cherrypicking here – I was in complete disbelief at how Myles was constantly talking during gameplay, to the point where I dug around the settings menu to see if I could tone it down. The only option I found was to mute voice acting entirely, but I don’t see myself doing that when there are plenty of actual cutscenes I’d still like to see play out normally.

I don’t have a problem with Metroid focusing more on story or introducing important new characters. But that story and those characters still need to be good, and Myles was so annoying and overbearing that I honestly found it hard to focus on what I was doing. Metroid Prime 3: Corruption features other bounty hunters that Samus occasionally crosses paths with, but it’s never been this much of a focus. And, throw in as many cutscenes as you want, but I can’t help but feel a sacred line has been crossed when I’m playing Metroid and an annoying engineer tells me how to open my map, how to defeat an enemy, or reminds me to save without me asking for any of it. There are far smarter, more nuanced ways to onboard new players and push a franchise forward while still respecting the reasons people love it in the first place. And, the way Retro weaved Myles in caused a lot of dissonance that shattered the immaculate vibes the introduction set up. How am I supposed to soak in these gorgeous vistas, and this epic, serious music when this guy is asking me if that “strange smell” is “sweet or stinky?”

I’d had enough, and I tried to ditch Myles during a fight on a (very cool) bridge. I heard Myles yelling to not leave him behind, but before I knew it, he went down and my visor prompted me to use Samus’ psychic powers to revive him. When I failed to do so, Myles died, and I got a game over for letting a federation trooper fall in battle. Of all the things Metroid Prime 4 could’ve been, I never would’ve guessed it would include outdated escort missions with a companion that never stops talking. Samus doesn’t respond at all – which if you’re going to pick between Samus talking a lot or not at all, silence is the right choice in a vacuum, even if I think a few words here and there would work better than awkward silence – but there are three words I really wanted to hear her say: “Please shut up.”

I never would’ve guessed Prime 4 would include outdated escort missions with a companion that never stops talking.

Thankfully, this didn’t last forever. After earning the new Control Beam ability that lets Samus direct her charge shots to hit multiple targets, (to which Myles said: “You found something for your suit, didn’t you?”) we arrived in a Lamorn temple, where Myles decided to stay behind to work on fixing up some tech. Finally, some peace and quiet! I controlled a charge shot to open a blocked door from the other side, which reminded me of using Zelda: Skyward Sword’s Beetle ability – both in its close-up camera angle and use of optional Wii-era motion controls – and pressed forward on my own.

After enjoying the silence while working through a few more simplistic rooms, Samus was face-to-face with Carvex, Fury Green’s plant-based boss. I blasted its tail, opening its belly up for a serving of missiles. It entered its next phase with two tails, and I found that by the time I destroyed the second, the first one had grown back. So, in classic Metroid fashion where your most recent upgrade is often key to beating a boss, I had to use the Control Beam to destroy both its tails with one bullet. This was neat, and really felt like more vintage Metroid Prime game design shining through.

Defeating Carvex netted Samus the Power Bombs, which have received a psychic buff this time around. You can place standard bombs to blow up suspicious spots as usual, but placing one infused with psychic power essentially turns it into a mote Samus can telekinetically move. I grabbed the first of five Master Teleporter Keys Samus is collecting to escape Viewros, and…

“Booyah! Long-reange comms are back online!”

Myles was back, this time in my visor. But he didn’t stick around for long, just asking Samus to return to base camp to talk about what to do next. Once I returned, Myles shared that Viewros isn’t on any known star charts, saying we could be anywhere, or we could be nowhere, setting up an interesting story that – paired with Samus’ other main objective of preserving the history of the Lamorn civilization before it’s lost to time – I can’t wait to see play out.

With that, Myles and Samus agreed to be partners, sharing data with each other now that the comms are working, and Myles stayed behind as Samus returned to the desert area we still know so little about, bringing my time to an end before I could take a single step.

So, how big of a role will chatty companions play in the full adventure? It’s hard to say. The game over screen telling me a “Federation Trooper” was killed in battle rather than that “Myles” was killed in battle, coupled with the fact that the Federation page of the logbook had several blank entries to fill out after I scanned Myles, tells me that each major area of Prime 4 will likely have a companion to find. (Editor's note: the same time previews published at embargo, Nintendo released a Metroid Prime 4: Beyond overview trailer, confirming that Galactic Federation members will "occassionally" fight alongside Samus, confirming our theory.) If that fear turns out to be true, I can only hope that they aren’t all as overbearing as Myles, that his section felt particularly frustrating because it was the opening area, and that Prime 4 won’t be afraid to let me explore and figure things out on my own, which is a strength of all the best Metroid games. Because other than that major exception, I really enjoyed my first big look at Prime 4, and I’m beyond curious to see how it all – finally – comes together on December 4th.

Logan Plant is the host of Nintendo Voice Chat and IGN's Database Manager & Playlist Editor. The Legend of Zelda is his favorite video game franchise of all time, and he is patiently awaiting the day Nintendo announces a brand new F-Zero. You can find him online @LoganJPlant.

OnePlus 15 Review

14 novembre 2025 à 15:00

OnePlus is back for another round in the fight for dominance of the Android smartphone space with the OnePlus 15. The OnePlus 13 before it was a shimmering success, offering extreme performance – even among gaming phones – a stunning and study design, extensive battery life, and excellent cameras. With the OnePlus 15, the brand has changed up the design for something more distinct from its predecessors, but it has also dropped some bigger aspects, like its Hasselblad camera partnership and its three-way Alert Slider. The internals may be on the right path, but how well the other changes shift from the great heights OnePlus previously held is the big question.

OnePlus 15 – Design and Features

The OnePlus 15 redesign makes the device a little less bold and original (not that earlier designs could really be called original, as they borrowed heavily from the Oppo phones they’re based on). At the heart of the redesign is a new camera bump, squared now instead of circular, which comes by way of the OnePlus 13T that never saw release in the US. This bump just has a bit too much in common with every iPhone from the last five years, excepting the iPhone 17, with a little sprinkling of the Pixel line’s flat edges. It’s a little plain, especially next to the shimmery design on the prior model.

Another big shift is the removal of the Alert Slider, which to my recollection has been on OnePlus’s flagship phones forever. In its stead is a single small button much like Apple’s Action button. Here it’s called the Plus Key. You can customize it to do a handful of different things (including adjust alert settings like the Alert Slider) with single, double, and long-presses, though there’s no option to make up actions you want it to perform on your own. By default, it will work with a special AI-powered “Mind Space,” with the ability to take a screen grab and scan it for info with a tap, to record an audio note while holding the button, and to access the Mind Space with a double tap.

The phone itself is only modestly shifted away from the earlier model. The OnePlus 15 is flatter, with flat aluminum sides and a flat glass back – a shimmery black-sand-like look to it on the Infinite Black model, which still manages to look bland compared to the woodgrain of the black OnePlus 13. Though the OnePlus 15 is actually a touch smaller than its predecessor, it ends up feeling slightly larger in the hand due to the flat edges where the OnePlus 13’s edges curved.

The OnePlus 15 still feels nice in the hand, especially with the smooth texture of its back glass. It also feels sturdy, and OnePlus has gone well beyond just a robust feel. The OnePlus 15 offers IP66, IP68, IP69, and IP69K protection, keeping dust out and standing up to close-range, high-pressure, and high-temperature water jets and submersion in up to 2 meters of freshwater for 30 minutes. The OnePlus 13 was already pretty ridiculous in this area, and the OnePlus just nudges those protection levels even further.

The phone’s display is excellent, but it makes some trades from its predecessor. The OnePlus 13 offered a 6.82-inch, 1440x3168, 120Hz display. The OnePlus 15 bumps up to a 165Hz display but drops negligibly to 6.78-inches and lowers the resolution to 1272x2772 (a resolution OnePlus oddly keeps on calling “1.5K” despite the use of K in the resolution naming convention tending to reference horizontal resolution and neither of the dimensions having a 5 in it. In any case, it would seem more appropriate to call it a 2.5K display given it’s a higher resolution than DCI 2K at 2048x1080.) Thankfully, in spite of the resolution downgrade, the display remains very sharp and smooth, even if the speed bump is also hard to notice in day-to-day use.

The screen is a bright and colorful OLED that looks predictably wonderful whether gaming, watching movies, or just scrolling the web. It is also paired with solid speakers that pump out impressive volume. The speakers easily passed my test, letting me clearly hear a podcast while showering, and did so without noticeable distortion.

OnePlus has made its thinnest bezels yet at 1.15mm, though it’s hard to appreciate them with most flagship phones also getting their bezels so thin they go almost unnoticed. OnePlus has fitted the display with a pre-applied screen protector, but it’s perhaps the worst in recent memory, clinging to finger oils and scratching easily. Removing it reveals the Gorilla Glass Victus 2 front, which should handle scratching a lot better (though I’d still recommend a screen protector).

The OnePlus 15 offers an under-display fingerprint scanner that works reliably quickly, though not noticeably faster than the OnePlus 13’s.

While the phone supports 80W wired and 50W wireless charging (and includes that 80W charger in the box), it doesn’t add Qi2 support for magnetic attachments. First-party cases from OnePlus do support magnetic attachments, though.

The OnePlus 15 has a dual-SIM tray, but it can also support eSIM, providing some nice flexibility for network connections. I got good reception in Chicago on T-Mobile’s network and saw some astounding speeds, with one speed test showing a download speed of 853Mbps and a decent 80Mbps upload speed.

The phone also continues to support IR remote control functionality, letting you set it up to serve as something of a universal remote. This time around, the IR blaster is hidden on the back of the phone instead of the top edge.

OnePlus 15 – Software

The OnePlus 15 comes running Android 16 right out of the box, an impressive bit of pace-keeping for a non-Google phone launched so soon after the launch of Android 16. OnePlus is promising four years of software updates and six years of security patches, but after clarification on the OnePlus 13’s update policy, that first year of updates is likely counting the out-of-the-box Android 16, so expect updates through Android 19, but likely not Android 20.

The phone uses the OxygenOS 16 skin of Android, which remains a very flexible option. There’s plenty of customization available to get things like the home screen, app drawer, notification and quick settings shades, navigation, and much more looking and feeling just how you want.

One big addition OnePlus has made on the software front is Mind Space. This seems to work much like Google’s AI screenshots app, letting you create a repository of screenshots and voice recordings that it can use AI to search through and glean information from. With a screenshot of my calendar, I was able to query it about upcoming details, like which airline I had a flight on, and it successfully used the flight number to tell me the details of the flight. However, I also caught it guessing with limited context, as one calendar entry was cropped and it tried to fill in the blanks. The full entry said “Flight to Chicago,” but the cropped version showed just “Flight to Ch.” The AI interpreted this to mean “Flight to Charlotte” and started producing some confused responses to questions as a result. To its credit, it did note the inconsistency in my itinerary, but didn’t use that inconsistency to deduce that I was not, in fact, going to Charlotte.

Despite more and more AI hardware coming to devices in the form of specialized cores and NPUs, Mind Space still processes data remotely. This means it won’t work offline or when you have spotty service, and there is a slight delay to responses, though not a long one. OnePlus says that all data involving cloud processing is encrypted and that even OnePlus cannot access the information. But you should still be mindful of what you’re doing with private or sensitive data. The reliance on remote processing also means this may not be a permanent feature or even a permanently free one.

OnePlus 15 – Gaming and Performance

The OnePlus 15 is one of the first devices on the scene with Qualcomm’s new Snapdragon 8 Elite Gen 5 SoC on deck, and that gives a nice boost on what was already phenomenal performance from the prior generation. In day-to-day use, the phone hasn’t once felt anything other than perfectly fluid. It also has abundant memory for multi-tasking, letting me switch back to apps I hadn’t used for a couple of days almost as seamlessly as if I were switching back to the previously used app.

The OnePlus 15’s full potential is really only unleashed when hammered with a heavy task, like gaming. Even then, it keeps up steady performance. It maintained a steady 110-120fps in Call of Duty Mobile with the graphics maxed. Even after some lengthy gaming, the phone was comfortable to hold, albeit warm. That said, I kind of expected more, as Call of Duty Mobile was listed as one of the games supporting native 165fps. I found it was able to reach a stable 165fps with the graphics dropped to their lowest and second-to-lowest (medium) settings, but the game already looks a bit low-res at even max settings compared to the PC version of the game.

Firing up Wuthering Waves, the phone is happy to run that game at a stable 60fps with everything maxed out, but this also fails to run faster than that, even after OnePlus’s OP Gaming Core badge pops up when the game launches and proudly announced “165 OP FPS MAX,” which would lead me to think maybe it will somehow get past the game’s 60fps limit, perhaps with interpolation at the very least. This also deviates from the “Industry-First Always-On 120fps gameplay" claim OnePlus made of the new phone, which appears to only apply to the game Mobile Legends: Bang Bang. Claims like that are no fun when they come with unclear caveats. Considering the phone doesn’t build up much heat while gaming, it seems that most games simply aren’t taking full advantage of the hardware just yet

Unsurprisingly, the OnePlus 15 benchmarked very well. In GeekBench 6, the phone achieved a single-core score of 3683 points – this highest score we’ve seen from a phone yet, including the iPhone 17 Pro Max. Its multi-core score also proves exceptional at 10,100 to again beat the iPhone. The only device to exceed it is the RedMagic 11 Pro, a phone that runs on the same chip but applies two forms of active cooling: air and liquid.

In 3DMark’s graphical benchmarks, the OnePlus 15 continued to show excellent performance with a nice average uptick over the OnePlus 13 of 9.3% and what would be the best performance results we’ve seen, again save for the RedMagic 11 Pro, which is proving to be something of a showstopper where performance is concerned. Both phones still show a huge lead over the iPhone 17 Pro Max, with the OnePlus 15’s 7,111-point score in Wildlife Extreme creating a huge gap between it and the iPhone 17 Pro Max’s 4,795 points. The OnePlus 15 also boasts a wide performance lead over the Pixel 10 Pro, with 58% better performance in both Geekbench single-core and multi-core tests and a 116% edge in Wildlife Extreme and 182% in Steel Nomad Light. Even the Samsung Galaxy S25 Ultra lags behind by an average of 26.8% in our 3DMark tests.

When the OnePlus 15 is really grinding in these benchmarks, it suffers from thermal throttling. This is a common occurrence for phones, so the more important question is how badly does that throttling come into play. A phone with active cooling like the RedMagic 11 Pro may be able to sustain peak performance largely over a long period, but most devices I’ve tested will lose about 30% of their performance over the course of a 20-run stress test with 3DMark’s Steel Nomad. The OnePlus 15 saw its performance sink by a third, with speeds quickly dropping after the SoC exceeds 30 degrees Celsius. It’s not a bad result, as most phones see similar results, but it does undercut OnePlus’s hype for its “360 Cryo-Velocity Cooling System” some.

Beyond the gobs of performance the phone has to offer, it also has heaps of battery life from its 7300mAh battery. I am generally a light phone user, and can often stretch most phones through one full day with some charge to spare into the second day. For phones with large batteries, I can often even get through that second day without plugging in. With the OnePlus 15 in operation as my primary phone, I made it through four full days without touching a plug. This included plenty of texting, browsing, a ton of podcast listening (both through Bluetooth earbuds and the phone’s own speaker), and even 20 minutes of gaming. The phone was at 2% charge when I finally plugged it in at 2am at the end of the fourth day. And when I have to juice the phone back up, its 80W charger makes the job super quick.

OnePlus 15 – Cameras

When I heard the updates OnePlus had in store for its camera system, I was a bit worried. The company’s Hasselblad partnership bore fruit with some excellent photography, especially on the OnePlus 12 and OnePlus 13, which offered not only crisply detailed shots but lovely color. The OnePlus 15 not only drops that partnership but also swaps out all the cameras on the rear for models with smaller sensors and tighter apertures, a double whammy for light-gathering potential. Here’s a rundown of what the phone includes:

  • 50MP wide, f/1.8, 1.0-micron, 1/1.56”, OIS, EIS, Sony IMX906 sensor
  • 50MP ultrawide, f/2.0, 1/2.88”, 115-degree FOV, OV50D sensor
  • 50MP telephoto, 3.5x optical zoom, f/2.8, 0.64-micron, 1/2.76, OIS, S5KJN5 sensor
  • 32MP Selfie w/AF, f/2.4, Sony IMX709 sensor

To my surprise, the camera system ended up proving solid. While there’s the occasional, obvious difference between a shot taken on the OnePlus 13 and the OnePlus 15 (like the color of the sky), side-by-side shots tend to look nearly identical. The OnePlus 15 can capture excellent detail and color, and it proves consistent across the three sensors.

The triple sensor setup offers a good range of shooting options, going from very wide to a nicely punched in 3.5x. That extra bit of zoom over the OnePlus 13’s 3x telephoto also makes a surprising difference in clarity for distant subjects, especially when stepping up to a 7x zoom level. That said, it still falls short of the 5x telephoto camera on the Pixel 10 Pro.

While it’s great to see the clarity and color hold up on the OnePlus 15 after the strong showing from its predecessor, the change in sensors and apertures does impact low-light performance. It opts for higher-ISOs (more grain) and longer exposures (more risk of blur), and this can make for lower-quality photos in dim settings. It’s a minor setback, but a setback all the same.

All told, the OnePlus 15’s camera system is a great one, but it’s more of a side-grade than an upgrade over the OnePlus 13’s. I wouldn’t consider it a reason to upgrade from the OnePlus 13 or 12 even.

Beloved Baldur's Gate 3 Companion Gets a Happier Canon Ending in New D&D Lore Book

14 novembre 2025 à 14:17

A new Dungeons & Dragons lore book has provided fresh details on the fate of everyone's favorite Baldur's Gate 3 barbarian tiefling — and officially confirmed a happier canon ending than the game itself provides.

Warning! Baldur's Gate 3 spoilers follow...

Within Baldur's Gate 3 itself, a range of possible finales are possible for Karlach, your companion whose mechanical heart always seems on the brink of shutting down.

Indeed, without intervention, players can watch Karlach tragically burn up as her infernal engine finally combusts, or alternatively sacrifice herself and become a Mind Flayer. Another option, meanwhile, sees the player convincing Karlach to depart Faerûn to live in Avernus and hope for a more permanent cure — leaving the character's ultimate survival open to debate.

Now, fans think they finally have an answer for what happens next if Karlach does go back to Avernus, thanks to the canon Astarion's Book of Hungers D&D Expansion. This book confirms that a pair of other D&D installments that feature Karlach are set post-Baldur's Gate 3. Therefore, canonically, Karlach survived for several years after the game's epilogue, and is back in Faerûn.

"Progressing the year to 1501 and having Karlach in the city again implies she gets her engine fixed in canon," social media user RenMasaoAnkoku wrote, as spotted by GamesRadar+.

Them progressing the year to 1501 and having Karlach in the city again implies she gets her engine fixed in canon https://t.co/A8akZTyUzQ

— Ren Masao Ankoku (@RenMasaoAnkoku) November 12, 2025

The post shares an official timeline of fellow companion Astarion's life that places "the events of Baldur's Gate 3" in 1492, by Dalereckoning (DR). Meanwhile, the events of Forgotten Realms: Heroes of Faerûn and Forgotten Realms: Adventures in Faerûn — in which Karlach appears — take place three years later, in 1501 DR.

This fits with what we already know of Karlach's possible future should she be convinced back to Avernus. In the game's epilogue, set six months later, Karlach mentions a recent adventure where she obtained a set of blueprints offering a possible solution for her infernal engine. Seemingly, then, these worked — for another few years, at least — to allow her back to Faerûn and hopefully another reunion with your party.

Baldur's Gate 3 developer Larian may be done with major updates, but it's still releasing occasional hotfixes. The bulk of the studio is meanwhile working on what's next for the company — though it won't be Baldur's Gate 4. Still, it's expected that another studio will eventually make a sequel to the hugely-successful role-playing game. Here's hoping Karlach once again pops up in that.

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

Road-Side Shawarma Codes (November 2025)

14 novembre 2025 à 14:16

Road-Side Shawarma has released its first code, giving you a free revive just in case you ignored the rules for surviving each night.

This horror Roblox experience sees you join the kitchen at a popular shawarma spot, where you'll work through three night shifts. If you follow the rules set by the mysterious stranger on the phone, keep your serving station restocked, and fulfill each customer's order, you should survive until the end. But if you do get tempted to look up when the ceiling starts leaking, then this Road-Side Shawarma code for a free revive will help you out.

Working Road-Side Shawarma Codes

The following codes have been tested and can be redeemed:

  • SHAWARMATHEBEST - 1x Revive

How to Use Road-Side Shawarma Codes

Launch Road-Side Shawarma on Roblox and then follow these steps to redeem codes:

  1. In the waiting lobby, click on the icon that looks like a bird on the left of the screen
  2. Copy the code from this article
  3. Press Redeem and brave your shift!

Expired Road-Side Shawarma Codes

Road-Side Shawarma has just launched codes, so there are currently no expired codes. Make the most of the ones available and redeem them before they disappear.

Why Isn't My Road-Side Shawarma Code Working?

Codes for Roblox experiences are usually case-sensitive, so the best way to ensure you've got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they're working. Just double-check that you haven't copied over an extra space!

When Is the Next Road-Side Shawarma Update?

Road-Side Shawarma has just extended their previous update, which was the Halloween event. This will run until November 9th, 2025, and has introduced new monsters you can encounter while serving up shawarma. You've got until November 9th to participate and earn yourself a special badge.

Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.

Arco Review

14 novembre 2025 à 14:00

Arco will be released in select theaters on November 14, with a wide release coming in early 2026.

What if we didn’t have to save ourselves from the future, but instead needed to protect the future from ourselves? It’s an interesting change in perspective, one that’s usually presented the other way around in time travel movies. Instead of a doomed future the protagonists have to prevent, the implication is that the present is the biggest problem facing a more utopian future. Arco, the gorgeously animated sci-fi film from French writer/director Ugo Bienvenu and producer Natalie Portman, uses that premise to become not just one of the best animated films of the year, but one of the most engaging, heart-warming and bittersweet movies, period.

Arco follows the story of a young boy from some 900 years in the future, where humanity lives in the clouds (in a not-unlike-The-Jetsons sort of way) and have unlocked time travel through the manipulation of light and moisture and the resulting rainbows. When Arco, too young to “fly” with his family through time, takes an impatient first trip on his own, he accidentally winds up in the year 2075 where he meets a kindred spirit in Iris. The pair have an instant connection, giving each other hope in each other's dark hours that highlights a hopeful undercurrent that runs through the whole movie.

While the film will immediately bring to mind Hayao Miyazaki, as it seemingly has for nearly everybody who’s seen it since it premiered at Cannes, Arco turns into something decidedly Spielbergian as well, as an E.T.-like adventure to get Arco home wraps around the adolescent friendship developing between the pair of lonely pre-teens, all against a backdrop of dramatic climate change events.

But as heartbreaking as the emotional core of this story is, the real brilliance of the movie lies in the two futures that it portrays. One, so far-flung that it’s more fantasy than sci-fi, the other just far enough in front of us to be populated with robots and holograms and everybody in AR headsets, but close enough to still be recognizably us. Iris’ parents are away at work, leaving an android nanny-bot behind to co-parent with her folks dialing in via hologram to share a meal and tuck Iris in at night. It’s a future that doesn't seem too distant or even unlikely at this point.

And though it is not a future that Iris is happy or thriving in, it’s not a completely unpleasant one. This is not Wall-E where humanity has become dependent on automation to the point where we’ve lost self-sustainability, or The Terminator where we’ve given our decision-making over to AI. The 2075 of Arco is simply one where we just haven’t changed that much. In one striking image early in the film, we see glass domes over every house in the suburbs and, while a storm rages outside, families are barbecuing in their backyards, blissfully ignoring the obvious dangers just outside their bubbles. It’s the kind of effective and efficient visual storytelling that gets me writing crazy things like “maybe the best movie of the year, period.”

As for the distant future, while humanity is living in the clouds, it’s clearly the result of environmental catastrophe, even if it’s a beautiful and idyllic place. Arco’s family is supportive, if not a little stern, leaving only a youthful determination to grow up too fast to send him on his journey, which is another thing I really loved about the film. There’s an argument to be made that Arco’s motivations are a little underdeveloped, but this is where the Miyazaki comparison really enters the chat for me.

Often a movie will use a sort of language-of-cinema shorthand, assuming the audience is familiar with how tropes work so they don’t spend a lot of screentime explaining every little thing. Sometimes it works, sometimes it doesn’t, but when a film uses an emotional shorthand, like how it feels to be a little kid in a big world where you just want to find your place, it nearly always works. Arco, like Spirited Away or Kiki’s Delivery Service, excels at this sort of universal understanding. By the end of the movie, when a happy ending is looming on the horizon but there’s a heavy price to be paid for it, emotional nuance like that is crucial and Bienvenu nails it.

Elsewhere in the movie, the English language cast is great, packing in resonant performances from Natalie Portman, Mark Ruffalo and Will Ferrell – even Red Hot Chili Peppers bassist Flea and Andy Samberg bring humor and a surprising amount of pathos to their comic relief. The music composed by Arnaud Toulon is lovely as well, soaring and gorgeous in moments that give way to more contemplative and dramatic beats. But in the year of KPop Demon Hunters, it’s just nice to also be gifted some hand-drawn, 2D animation with original science fiction design like Arco. The style is increasingly rare (and always refreshing), but the real strength of this film is the change of perspective it asks of the audience. It might just make you a little more hopeful the next time you see a rainbow.

Nintendo Has Quietly Blocked Third-Party Switch 2 Docks, Owners Say

14 novembre 2025 à 13:21

Switch 2 owners report being unable to reliably reconnect third-party console docks following the release of Nintendo's version 21.0.0 console update earlier this week.

Officially, Nintendo has made no mention of any change to the Switch 2's compatibility with third-party dock hardware, and there's nothing referring to the move in the company's official patch notes for the firmware update.

Now, there's confusion among fans over why the third-party hardware they've bought has seemingly, and suddenly, been blocked from working without warning. And there's also fear, too, that Nintendo could block support for more third-party accessories without notice. IGN has contacted Nintendo for comment.

Kotaku has reported on the numerous threads on reddit and social media posts from fans complaining that third-party Switch 2 docks are now unreliable, or totally broken. At least one manufacturer has already updated the firmware for their dock to fight back against Nintendo's apparent move, though it's unclear if this will be possible for other third-party alternatives.

Some of these devices are created to provide extra design flexibility that Nintendo does not, such as squeezing the dock's hardware into a simple cable, or making it into a smaller, folding unit. And many are sold for far cheaper than Nintendo's own official Switch 2 dock (which retails separately for $124.99).

"I finally got around to ordering a dock cable for travel, it arrived today," wrote reddit user eschatonik, who bought an unofficial Switch 2 JEMDO 4k/60hz cable dock (which Amazon sells for around $20). "Plugged it in, happy it worked right out of the box. Launched a game, update alert, update, cable's borked."

Nintendo has never officially supported third-party Switch docks, but such a move — if deliberate — has once again sparked discussion among fans of what knobs and levers the company is quietly able to pull when looking to shut off access to things it may disapprove of.

Earlier this year, Nintendo was seen to be deliberately bricking the consoles of players it detected as having inserted the piracy-enabling MIG Switch device. While there's no suggestion that Nintendo will do similar here for simply using a third-party dock, there are calls once again for greater transparency from Nintendo — especially on the usage of simple third-party alternatives.

Earlier this month, Nintendo raised its profit forecast for the year after announcing that Switch 2 had already sold an astonishing 10.36 million units, up until September 30. It's a record-breaking amount that sees Switch 2 continue its run as the fastest-selling console ever.

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

Call of Duty: Black Ops 7 Campaign is Online-Only With No Checkpoints or Pausing, And Will Kick You If You're Idle For Too Long

14 novembre 2025 à 12:37

The story campaign in Call of Duty: Black Ops 7 has numerous restrictions tied to its always-online nature, with no method of pausing levels. You'll also be booted from your game if you're idle for too long.

As detailed in IGN's just-published Call of Duty: Black Ops 7 campaign review (which rates the offering as a 6/10), the story experience — traditionally offered as a solo affair — is really more geared to being played via online co-op, which it supports for up to four people.

The downsides of that, however, are that the game offers no AI companions to fill in if you have missing spots on your four-person squad, no checkpoints, no difficulty options, and the need to repeat tasks clearly designed for completion by multiple players if you are playing solo.

"Playing solo is borderline tedious due to having to repeat multiple objectives, such as placing C4 on a building yourself four times rather than splitting them up as is intended," our review notes as one example of this.

Set in 2035, Black Ops 7's campaign features a starry cast that includes Gilmore Girls and This is Us star Milo Ventimiglia as the returning David Mason, alongside Guardians of the Galaxy hero Michael Rooker and Sabrina the Teenage Witch actress Kiernan Shipka.

Long-term Call of Duty fans may raise their eyebrows at some of the more fantastical sequences presented in the mode, with trippy visuals and towering bosses more often seen in something like Activision's former stablemate Destiny. But it's here that the offering also provides some variety.

"Dodging giant falling machetes like you’ve stumbled into a Looney Tunes cartoon is a one-off joy, as is taking control of a lavish luxury boat and ramming into the side of a building," our review continues. "Moments like this feel pinched right out of Christopher Nolan's back pocket and sit perfectly in the Call of Duty mold."

Call of Duty: Black Ops 7 arrives just 12 months on from last year's Black Ops 6 — the first time that the veteran shooter franchise has gone back to the same well of one of its sub-brands for a second year running. The tight turnaround comes just as EA's rival Battlefield franchise makes its own big return, amping up the pressure on Activision's new shooter installment.

IGN's Call of Duty: Black Ops 7 multiplayer review so far is still in-progress though, initially at least, sounds more positive.

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

Plants Vs Brainrots Codes (November 2025)

14 novembre 2025 à 11:59

Plants Vs Brainrots is a Roblox experience that combines elements of Tower Defence with mechanics from Roblox's two most visited and played games – Grow a Garden and Steal a Brainrot. You'll buy seeds, place them in your garden, and then wait for your plants to attack brainrots as they make their way down the catwalk.

As well as combining gameplay elements from both experiences, Plants Vs Brainrots also has codes. So, if you're getting ready to plant crops, earn brainrots, and fuse them, here are some codes to give you a little boost.

Working Plants Vs Brainrots Codes (November 2025)

These are the currently working codes for Plants Vs Brainrots:

  • STACKS - 1x Lucky Potion
  • frozen - 1x Frost Grenade
  • based - $5,000

Expired Plants Vs Brainrots Codes (November 2025)

There are currently no expired Plants Vs Brainrots codes.

How to Redeem Plants Vs Brainrots Codes

When you launch into the Plants Vs Brainrots experience, these are the steps you need to follow to redeem codes:

  1. Complete the tutorial of buying a seed and placing a brainrot
  2. This will unlock the Shop icon on the left of the screen. It's red and looks like a shopping basket.
  3. Scroll down to the bottom of the shop and click "Codes" under rewards
  4. Enter the code and press Claim!

Why Isn't My Plants Vs Brainrots Code Working?

Codes for Roblox experiences are usually case-sensitive, so the best way to ensure you've got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they're working. Just double check that you haven't copied over an extra space!

When is the Next Plants Vs Brainrots Update?

The next update scheduled for Plants Vs Brainrots is on Saturday November 15, which is an unknown update. The previous update was Merge Madness, which introduced a new fusion machine alongside other content like new weather, brainrots, story missions, an dmore.

Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.

The 2015 Fantastic Four Movie Failed Because of 'One Really Important Person Who Kind of F***ed It All Up', Miles Teller Says

14 novembre 2025 à 11:54

Miles Teller has said the notorious failure of his 2015 Fantastic Four film was the result of "one really important person who kind of f***ed it all up."

Widely panned upon release, the movie was mauled by critics and flopped commercially, earning just $168 million on a $120 million production budget. Now, lead actor Miles Teller has placed the project's failure squarely on a particular individual — and it doesn't take much to guess who he's referring to.

"When I first saw the movie, I remember talking to one of the studio heads and said, 'I think we're in trouble,'" Teller said in an interview on Andy Cohen's SiriusXM talk show, per Variety, while praising his on-screen co-stars. "It's unfortunate for that, because so many people worked so hard on that movie," Teller concluded. "And honestly, maybe there was one really important person who kind of f***ed it all up."

"As a young actor at that time, it's like, 'Alright, if you want to be taken seriously as a leading man, you got to get on this superhero train. That was our chance," Teller said. "And the casting, I thought, was spectacular. I love all those actors."

Fantastic Four starred Whiplash and Top Gun: Maverick actor Teller as Reed Richards, with House of Cards' Kate Mara as Sue Storm, Black Panther's Michael B. Jordan as Johnny Storm and Billy Elliot's Jamie Bell as The Thing. The project was directed by Josh Trank, who won a Razzie Award for his work.

"Flame on? More like a flameout for this dreary reboot of the Fantastic Four," IGN wrote in its 5/10 Fantastic Four review at the time.

Past reports have suggested that Trank repeatedly clashed with scriptwriter Jeremy Slater over their differing visions for the project, and that the film's cast were not confident of the movie's prospects even during production. 20th Century Fox later demanded reshoots, after being unsatisfied with an early cut.

In more recent years, Trank himself has admitted his shortcomings on the project, and suggested he had still been too green for so big a movie. "What I tried to do with Fantastic Four was so arrogant for somebody who hadn't really gotten the handle of his own skill set as a filmmaker to do that kind of stuff with it," he said in 2020.

Following the movie's failure, a planned sequel featuring Daredevil and Deadpool was canned and the superhero team was left on ice for a decade — until this year's MCU reboot of the characters arrived to a warmer response.

Image credit: Gary Gershoff/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

Raise Animals Codes (November 2025)

14 novembre 2025 à 07:30

If you've ever wanted to run your own zoo, then Raise Animals is the Roblox experience for you. Though you'll start with just a single animal, you can race along an obstacle course, taming new animals with your lasso to bring them back to your farm. Feed your animals, level them up, and unlock new mutations that will increase the value of your zoo, so visitors will pay more to see your collection. Want a head start? Here are all the codes that are currently active for Raise Animals.

Working Raise Animals Codes

These codes are currently active and can be redeemed in Raise Animals:

  • 200KFavs - 500 Rubies, 1x Dinosaur Egg (NEW)
  • Primordial - 2,500 Rubies
  • Jurassic - 5x Daily Spin Wheel
  • Ancient - 1x Dinosaur Egg
  • TRADING!!! - 2,500 Rubies, 5,000 Candy, 5 Daily Spin Wheel spins
  • 150MVisitsTysm - 1,000 Rubies
  • HALLOWEEN2025! - 500 Rubies, 500 Candy
  • FreeCorals - 1,000 Coral and 150 Rubies

How to Use Raise Animals Codes

When you're ready to redeem your Raise Animals codes, launch the Roblox experience. You'll then need to join the Raise Animals Studio group before you can redeem codes. Once you've done that, follow these steps to get your freebies:

  1. Click the gear icon in the top right corner to open settings
  2. Scroll down to "Redeem Code"
  3. Copy the code from this article and paste it into the box
  4. Click redeem!

Expired Raise Animals Codes

The following codes have now expired:

  • Sorry4Bugs
  • HappyHalloween!
  • 1MGroupMembers
  • SorryForAllTheBugs
  • Update1
  • 50MVisitsTysm
  • Ocean
  • SryForTheGamepassIssue
  • 10MVisitsTysms
  • 10KActiveTysm
  • Release!
  • FREE RANDOM ANIMALS
  • 5MVisitsTysm
  • 1MVisitsTysm
  • 5KActiveTysm
  • 3KActiveTysm
  • SorryForBugs

Why Isn't My Raise Animals Code Working?

Codes for Roblox experiences are usually case-sensitive, so the best way to ensure you've got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they're working. Just double-check that you haven't copied over an extra space!

Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.

Cabin Crew Simulator Codes (November 2025)

14 novembre 2025 à 04:30

Looking for additional SkyBux to customize and upgrade your airline? This article has you covered! Here you can find a list of all currently active Cabin Crew Simulator codes. Redeem them to boost your SkyBux and spend them on in-flight meals, travel to different destinations, and new aircraft in Roblox.

Working Cabin Crew Simulator Codes (November 2025)

Here are the currently active Cabin Crew Simulator codes for November 2025 and the rewards you'll get for redeeming them:

  • dreamliner - 3,000 Skybux (NEW)
  • spider - 2,000 Skybux (NEW)
  • migrate - 2,000 Skybux
  • avro - 3,000 Skybux
  • lounge - 3,000 Skybux
  • 1m - 5,000 Skybux
  • dubai - 2,500 Skybux
  • amenity - 2,500 Skybux
  • candycane - 1,800 Skybux
  • trees - 1,500 Skybux
  • spooky - 2,000 SkyBux
  • london - 1,500 SkyBux
  • 200m - 2,000 SkyBux
  • myles - 2,000 SkyBux

All Expired Cabin Crew Simulator Codes

The following codes can no longer be redeemed as of November 2025:

  • ally
  • gear
  • easter2025
  • airport
  • star
  • customize
  • decoration
  • 100m
  • airstairs
  • service
  • galley
  • boba
  • jetway
  • badge
  • snow
  • pilot
  • landing
  • cruising
  • captain
  • evacuate
  • airliner
  • mission
  • wheelsup

How to Redeem Cabin Crew Simulator Codes

To redeem Cabin Crew Simulator codes, you'll need to follow these steps:

  1. Load up Cabin Crew Simulator on Roblox
  2. Press Play
  3. Look for the giftbox icon on the left-hand side of the screen
  4. Paste the code into the box then press enter or the Claim button

Why Isn't My Cabin Crew Simulator Code Working?

When a Cabin Crew Simulator isn't working, it's usually for two reasons. Either the code has expired of it's a typo. When it's a typo, it will say "Invalid Code" when you press enter. To avoid typos being an issue, we'd recommend copying the codes directly from this article, then pasting them into the codes box in Cabin Crew Simulator. If a code is no longer redeemable, it will say "Expired" when you hit enter.

How to Get More Cabin Crew Simulator Codes

We'll keep this article updated each day, but if you want to get Cabin Crew Simulator codes as soon as they drop, you'll want to follow @CabinCrewRBLX on X. There is also a Discord channel for Cruising Studios, where codes are posted in the Announcements channel.

What is Cabin Crew Simulator in Roblox?

The aim of Cabin Crew Simulator is to create your own successful airline and aircraft. You'll be thrown into the role of Cabin Crew, who is responsible for making sure passengers enjoy their flights and arrive safely at their destinations.

You'll need to perform various tasks during flights, from boarding passengers to serving them drinks and snacks, all of which will reward you with SkyBux. The in-game currency will allow you to purchase bigger airplanes, unlock new destinations, upgrade your uniform, and more.

Lauren Harper is a freelance writer and editor who has covered news, reviews, and features for over a decade in various industries. She has contributed to guides at IGN for games including Elden Ring, The Legend of Zelda: Tears of the Kingdom, Starfield, Pikmin 4, and more. With an MA in Victorian Gothic History and Culture, she loves anything that falls under that category. She's also a huge fan of point-and-click adventures, horror games and films. You can talk to her about your favourites over at @prettyheartache.bsky.social.

Superman and Lex Luthor Will Team Up to Fight Brainiac in Man of Tomorrow, Report Claims

14 novembre 2025 à 10:57

As many fans had expected, Superman and Lex Luthor will reportedly form an uneasy alliance to defeat Braniac in James Gunn's upcoming Man of Tomorrow.

Speculation that classic Superman villain Brainiac would be the movie's big bad has been rife among fans ever since Gunn teased a script image back in September showing an anatomical illustration of a brain.

Now, The Wrap states that it has confirmed Brainiac is indeed Man of Tomorrow's main focus, and the reason that David Corenswet's Superman and Nicholas Hoult's Lex Luthor are forced to team up together.

Aside from Gunn's prior tease, Brainiac's appearance in the Superman sequel simply makes a lot of sense. The list of classic villains big enough to spark a Superman/Lex alliance was never a long one, and the appearance of Brainiac will likely benefit from the character not having appeared in a big Superman movie before.

Frequently depicted as a green-skinned cyborg, Brainiac could easily be seen as a threat to both Superman and Lex, as his alien hunger to dominate the universe is only outmatched by his galaxy-brained intellect.

"It is a story about Lex Luthor and Superman having to work together, to a certain degree, against a much, much bigger threat," Gunn teased previously. "And it's more complicated than that. It's as much a Lex movie as it is a Superman movie. I relate to the character of Lex Luthor, sadly."

At the time, fans pointed to Brainiac as the perfect foil for the smart but jealous Luthor, who would likely be unhappy getting usurped again.

"That's the center of Lex for me," Gunn continued, discussing Luthor's out of control jealousy. "Three years ago, before Superman came along, he was considered the greatest guy in the world, even with other metahumans and superheroes in the world. And then in one fell swoop, this guy comes in wearing a silly costume, with dimples, and a charming smile, and a great chin, and he's forgotten."

Full production on Man of Tomorrow is expected to begin in April 2026, ahead of the movie's release in theaters on July 9, 2027. While we wait for more from Gunn and the rest of the DC team, you can check out everything else we know about Man of Tomorrow. You can also read about its connections to Peacemaker Season 2.

Image credit: DC Comics

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

GTA 6 Has Been Delayed Again: How Does This Impact the Rest of the Industry?

14 novembre 2025 à 10:04

Grand Theft Auto VI has been delayed again, this time to November 19, 2026, and while the fan community is reeling in its own way, the impacts are not limited to just GTA’s eager audience. Grand Theft Auto is a juggernaut, with GTA V having sold 220 million copies to date, GTA Online still a wildly popular space month after month, and anticipation for the sequel breaking trailer viewership records. With a game’s release as hot as this one, what does moving it to a year away mean for everyone else? How will GTA VI’s delay impact the wider games industry?

As usual, we consulted our favorite panel of industry analysts to get their takes.

Delay-shaped ripples

It probably goes without saying, but GTA VI’s delay into November of 2026 also means that behind the scenes, dozens of publishers are now reevaluating their own planned release dates.

At the moment, analysts point out, there aren’t that many games with public release dates specifically set for the final three months of 2026. But companies of course have their own internal plans, and those plans have been actively shifting around both GTA VI delays, out of sight, this entire time. That could mean a much, much thinner slate of game releases at a time that’s normally bursting with games, says Rhys Elliott, head of market analysis at Alinea Analytics.

“Publishers historically avoid launching anything major within several weeks of a Rockstar title. Sadly, GTA now again lands squarely in what is usually a packed holiday window. I can see the typical Q4 blockbuster season looking considerably thinner in 2026, especially when it comes to the single-player titles.”

Manu Rosier, director of market intelligence at Newzoo agrees,pointing out that major publishers have probably already modeled multiple scenarios that include a GTA VI delay, and have plans for where to move their own games instead – plans that may benefit them in the long run.

“Newzoo’s title-level data shows that nearly 45% of major single-player launches since 2021 have landed between August and November, and those late-year releases underperform by roughly 25–35% compared to February–May launches in their first three months of playtime,” Rosier says. “That means a shift out of that congested window could benefit GTA VI and other game launches nearby.”

Even without release dates set already, there are some games we can genuinely count on coming out late in the year, such as a Call of Duty game, EA Sports FC, and Madden. Analysts told me that it’s possible this GTA VI delay causes at least some of them to move out of their usual corner late in the year to another date either earlier or later than usual.

“GTA will also steal engagement and revenues from the current live-service juggernauts like Fortnite and Roblox, which are always having an engagement tug of war, anyway,” Elliott continues. “All these games – and indeed the entertainment industry at large – will be competing with GTA VI for time and attention. Both money and time are finite, so GTA is going to eat up revenue and engagement across the market.”

Rosier disagrees, saying live-service games will be largely unaffected by GTA VI regardless of where it lands.

“Newzoo’s engagement data shows that average monthly playtime across the top 20 console titles has remained up year-over-year, with live-service games accounting for more than half of total console playtime. Those ecosystems will keep momentum regardless of whether GTA VI arrives in spring or later in 2026.”

It’s not just AAA games that will be impacted, too. George Jijiashvili, senior principal analyst at Omdia suggests that major publishers will be cautious about making big changes to their own dates after two GTA VI delays and with a whole year to go. “The real impact will fall on indies and AA games, which are most sensitive to major launches and likely to feel a much bigger ripple effect.”

Upgrades for the Holidays

But while there may be fewer brand new games coming out around the 2026 holiday season, analysts are optimistic for sales of hardware.

“This is the big question that I've been talking with retailers and publishers about for, well, years now,” says Mat Piscatella, senior director at Circana. “When GTA V launched, there was a positive impact to sales of console hardware and accessories in the launch month, but that incremental boost was short lived before sales returned more or less to previous baseline. But that did not happen in a holiday window, so I'd expect the positive impact here to potentially be more profound. Let's call it somewhere between 250k-800k incremental units of console hardware sold in the holiday quarter worldwide above what would otherwise be expected because of Grand Theft Auto VI (yes, that's a big range). It's very difficult to say with any confidence.

Piscatella adds that if a PC version were released around the same time, that would boost PC hardware and accessory sales in the same way. But, he caveats everything by noting that he’s making future predictions based on what happened over ten years ago at the launch of GTA V. Things could always be different now.

But Elliott does agree with him, pointing to College Football 25’s launch last year boosting PS5 and Xbox Series sales in the US last year. GTA VI is much bigger.

“While most are on PS5, a huge share of PlayStation’s monthly active users are still on PS4, and GTA VI will not ship on last-gen consoles,” he says. “Many of the holdout players have been waiting specifically for GTA to justify purchasing a PS5 (or Series X/S). That wave of new console owners – and their spending – has now been pushed deeper into 2027.”

Piers Harding-Rolls, research director at Ampere analysis, also noted that "console sales will be even more back loaded in 2026 than is normal," and told me he thinks this move was one the hardware manufacturers would celebrate: "Generally, in terms of launch timing to generate the most console sales, I think a Q4 release is better than Q2."

Will this delay impact GTA VI’s sales?

No.

Literally every analyst I asked said no, GTA VI’s delay won’t impact its sales. Interest and anticipation for GTA VI are off the charts, historically unprecedented, according to Piscatella and Rosier. Piscatella added that GTA VI’s November release would likely make Q4 2026 the biggest in video game history in terms of U.S. game spending.

“Grand Theft Auto is such an outlier franchise when it comes to this stuff that the sky really is the limit, and because it is an outlier in so many ways there aren't benchmarks from which a reliable forecast can really be generated.”

Other Impacts

The analysts I spoke to also mentioned other possible impacts of the delay that I hadn’t considered. One big one, which turned out to be controversial, was whether or not GTA VI’s delay could also end up delaying the release of next-gen consoles.

Other impacts were a bit more…psychological. Elliott pointed out that GTA VI was likely to be a cultural moment where entertainment, internet, and social identity all collided in a very public way. While it would be impossible to ever say exactly how the delay impacted that, the timing of GTA VI’s release will inevitably fall into a very specific cultural time and moment in politics and online culture, and will both influence and be influenced by what’s going on around it.

“Each major GTA release has shaped how people joke, what music goes viral, how cities are portrayed in art and media, and even how players relate to the idea of rebellion in their daily lives,” he said. “A launch in holiday 2025 or early to mid-2026 would have placed that cultural shift inside a very specific online environment, one defined by the competition between TikTok, Reels, YouTube Shorts, and livestreaming for social dominance. That timing would have made GTA the loudest voice in a conversation driven by rapid content remixing and constant viral cycles. In other words, the memes that could have defined 2026 will instead take shape in 2027!”

Rosier also posed the question of psychological impact, but from a different angle. His view is that the delay itself, regardless of when the game releases, signals something much bigger going on in the AAA gaming industry that other major publishers are watching close:

“A GTA VI delay reinforces the growing tension between creative ambition and production realities in AAA development. It’s another signal that even the most established studios are struggling to balance scale, technology, and timelines.

“Newzoo’s historical engagement data shows that single-player titles typically retain 40% of their active players by week 5 and stabilize between weeks 6–12, declining only ~1% per week thereafter. That means publishers can fill gaps between major launches with live-service content, updates, or early-access beats to sustain engagement.

“From a market view, the broader PC & console segment is forecast to reach $85.8 billion in 2025 and continue growing through 2028, supported by rising engagement rather than an expanding release slate. Publishers are learning that the industry’s biggest risk isn’t fewer releases, it’s announcing too early.”

Joost van Dreunen, NYU Stern professor and author of the SuperJoost Playlist newsletter, was thinking along similar lines. As he points out, the industry has been going through a rough patch the last few years, with mass layoffs, game cancelations, studio closures, price increases, and general economic uncertainty. While there’s a sense from a number of sectors that GTA VI could swoop in and be the industry savior, van Dreunen cautions against putting too many hopes on one game – even one as big as GTA VI:

There’s even a somewhat naive expectation that this one release will reverse the industry’s current direction. It won’t.

“After the high comes the hangover,” he said. “I realize that many in the industry are looking forward to this undoubtedly pivotal moment. There’s even a somewhat naive expectation that this one release will reverse the industry’s current direction. It won’t. Once Take-Two releases the game, and both players and investors each enjoy their respective highs, I expect a period of sobriety to follow. In the absence of any similar releases in the near future especially investors are likely to redeploy their capital elsewhere, thereby lowering the industry’s overall valuation.”

It’s clear that GTA VI’s delay to November 19, 2026 has already made massive waves industry-wide, and will continue to do so over the next year as the impacts of both its absence in the spring, and its presence in the fall, are more keenly felt. Elsewhere, we’ve covered who wins and who loses from the delay, the internet’s reaction to the news, and what Take-Two CEO Strauss Zelnick had to say about it.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Call of Duty: Black Ops 7 Multiplayer Review in Progress

14 novembre 2025 à 06:00

Note: This review specifically covers the multiplayer in Call of Duty: Black Ops 7. For our thoughts on the other modes, see our campaign review, and our Zombies mode review is still on its way.

After a very promising multiplayer beta at the start of October, Call of Duty: Black Ops 7 is here and I'm already back on my bullshit. After a brief hiatus, I've been playing every year since the multiplayer-only Black Ops IIII (yes, that was the title), and I always have a good time. I mean, functionally and mechanically, it's consistently solid – but it's the stuff in and around that core which makes or breaks Call of Duty’s multiplayer. For Black Ops 7, they've refined last year’s already razor sharp Black Ops 6 with the addition of wall running and jumping mechanics, as well as smoothed off some of the rough edges in the user interface and weapons tracking. I've only played around four hours so far, so I have a lot more to see on the live servers before my final review, but this might end up being my favorite CoD multiplayer since Black Ops Cold War.

Probably the biggest change to BLOPS7 is also its most subtle: skill-based matchmaking (or SBMM) is no longer the default in multiplayer, and the vocal online community that has been crying for this couldn't be happier. Is the wider, more casual Call of Duty audience going to be just as excited? I'm guessing no once they feel the effects of this decision for themselves. This might be a controversial take, but I really think SBMM is what keeps the vast majority of people playing, even if they don't realize it or actually know what that is in the first place.

The default playlists in BLOPS7 now only minimally consider the skill of the people it puts into a match together while filling a lobby. That means you're getting thrown in with players who run the gamut, from complete newbs to the most hardcore of the hardcore. If you're used to the old SBMM system, the result here is that you're probably going to think you really suck at Call of Duty all of a sudden.

I never held any sort of delusions about my own skills, and I didn’t need to be a pro to have fun, but stripping away the veneer of only facing players at a similar level as myself has been pretty humbling – almost shockingly so. I'm seeing replays from players who are unlike anything I've faced in the past. "Is this guy cheating– oh, nope, he's just insanely good, hell yeah."

It’s nice that both those who like SBMM and those who don't can be satisfied.

The obvious upside to this (other than satisfying the frequent cries for it in recent years) is it's going to force a lot of people to get better. But the downside is that it can be very frustrating until you do, especially if you’ve only ever been used to a level playing field. That’s why I think it's awesome BLOPS7 does still have SBMM matches available if you want them. It's not obvious, but there is a classic matchmaking lobby that pairs you with people near your current skill level. My personal prediction is that they'll shift the default back to SBMM once the Christmas CoD crowd starts logging on for the first time, but it’s still nice that both camps can be satisfied.

(Protip: use the SBMM lobbies to grind out your levels and weapons, and then dive into the default matchmaking when you feel confident. It's the best of both worlds. You can do all the level and camo grinding against people near your own skill level, and then jump back into the Wild West to hone your actual skills. Have some cake. Eat it, too.)

Smoothing the Already Smooth Edges

None of this takes away from the fact BLOPS7 multiplayer is super fun, and it's done away with a lot of the things I found annoying in previous years. As I mention nearly every time I review CoD multiplayer, I love going hard trying to unlock all the skins for all the weapons for the first three or four months at least. This year, there's a new, wonderful tracker you can instantly access from the lobby between matches. It's right there with your Dailies, showing you stuff like how many more headshots you need with the AK-27 to unlock the next camo.

This is so awesome for collectors like me. Previously, the move was to jump into the weapon menu and check your customizations, then open up the camo menu and check your progress. It was cumbersome and annoying and ate up time between matches you could otherwise be using to make adjustments to your loadout, if you wanted. Now, with the press of a button, boom!

Another feature I'm loving is the ability to reroll your daily challenges. Let's say one of them requires you to get three kills with a melee weapon, but you'd rather not. Give it a reroll, my friend, and now you can try out something new. Of course, you run the risk of getting something crappier, but that's gambling for you. You can reroll one challenge once a day, and if you end up with something worse, well, it's no different than the old system.

One very small gripe I do have with the interface is the weapons menu will tell me I have new unlocks but not which ones, so then I have to go through and manually hunt them down. I'm the kind of person who'll do "select all – mark as read" on my personal emails rather than have that notification number above the icon, so not being able to easily clear this gives my brain some mild discomfort. I'd love an option to immediately show you only the unlocks you haven't checked out yet.

20v20 Skirmish

New this year is the 20v20 Skirmish mode. Set on very large maps, it feels quite Battlefield-y so far. I much preferred the Ground War 100-player mode from 2019's Modern Warfare and still want that to come back, as Skirmish just doesn't hit the same notes.

You spawn with your team and move in to capture and control various points across the map. It's basically a giant version of Hardpoint, but with vehicles and certain high-value designations that help you accumulate points. When you die, you have a 10-second respawn and then you wingsuit back onto the map. I've only played Skirmish for a couple rounds so far, and I dunno, man – it just hasn’t felt like it comes together in a cohesive way yet. The maps are giant, but not Warzone huge, and I'm having a hard time feeling out a playstyle that works for me.

Sniping fools from the rooftops while they try and hold the point is fun, but you're also completely wide open to getting blasted since everyone respawns from the air. And those reentries are not like the slow parachutes in Warzone, either. The wingsuit lets you travel fast and gives you a lot of mobility. You can land basically anywhere on the map, so if a pesky sniper has you pinned down, well, just respawn, land near their sniper nest, and let them have it. You're almost incentivized to die just to get a better position on the field.

When a point spawns inside a structure, it's not really fun to protect from the outside for the aforementioned reasons, but it's also not really that fun to try and hold from the inside. It's very chaotic, but not in an exciting way. I'm going to see if I can figure out a playstyle that satisfies my particular tastes, but right now I don't see myself playing Skirmish much after I finish up this review.

Moving, Grooving

As I mentioned in my beta impressions (which you can read in full down below), the addition of wall jumps has made movement around the map that much more fun. That said, the tactical sprint is no longer available as a default option, but instead is a Perk now. I still find myself double-tapping the Shift key to try and get that extra boost of speed, but it’s not a huge loss when sprinting off walls and flying through the air is way more fun, anyway.

I really love bouncing off walls to get the literal drop on opponents, and when someone gets me by jumping from around a corner, guns blazing, all I can do is nod and give them a mental thumbs up. Somehow being able to run and jump off walls makes the overall gameplay feel faster, even without Tac Sprint. Definitely my favorite update to the Omnimove system. Last year it really felt like Omnimove was designed with controller-players in mind, and while that's still the case, the wall jump mechanic works just like any regular movement and is great for mouse and keyboard purists like myself.

I'm very excited to jump back into the multiplayer for Call of Duty: Black Ops 7. I haven't played it enough to declare a favorite map, although I will say Den and Retrieval are already my favorites in terms of looks. I still have to figure out my strategies for all the launch maps, and I still have to get good enough to get that sweet Play of the Game I've been chasing since the servers went live. But I’m having a lot of fun so far, and should have a final, scored review in the next week or so.

Original beta impressions - October 3, 2025

I look forward to the Call of Duty multiplayer beta each fall in the same way I look forward to the return of pumpkin spice lattes: I know exactly what I'm in for, and I always savor that first warm, familiar sip. This year's closed beta is the blast of violent, nutmeg-infused flavor I've been looking for since that first northerly chill swept across the land, and while it definitely feels like the CoD I’ve come to expect, there are a few new features I'm already really enjoying and a few more I'm really looking forward to unlocking.

I installed the beta Thursday afternoon and had planned to play it well into the night, rallying my dedicated group of Call of Duty friends (the Beef Lords) to join in on the fun. In fact, playing with the boys is absolutely my favorite thing about CoD, and even a given year’s iteration is only so-so, we still have a good time together.

Sadly, and I can't really fault it since this is a closed beta, every time I tried to squad up with my friends, I had a hard crash. In fact, it felt like I spent more time waiting for BLOPS7 to restart than I did in matches. That's a huge bummer, because I just want to run around shooting strangers in the face with my bros. Eventually I was able to get into a few matches with one friends, and good old Call of Duty fun was had by all. It still crashed, but only after a few matches this time. I had initially planned to hit the level 20 cap last night, but with all the time I wasted rebooting not only the BLOPS7 beta but also my PC, I was only able to make it to level 14. I know. I'm not proud.

Crashing aside, and no surprise here, but I’ve had a blast with what I’ve been able to play so far. I mean, it's Call of Duty, where the whole point is either to rack up as many kills as possible, or hold an objective… while also racking up as many kills as possible. I truly believe no one does it better than CoD, at least when it comes to gunplay. It's razor-sharp every damn year. It works exactly how I want it to work, it feels exactly how I want it to feel. It's as dependable as the sun rising in the east each morning.

Omnimovement, Omnimprovement

The biggest and most immediate changes this year are updates to the Omnimove system first introduced in last year's Black Ops 6. If you're not familiar, Omnimovement is a control mechanic that lets you perform John Woo-esque flights of gun-firing fancy, while also allowing you to move around more naturally when you're on the ground. Previously, dropping prone would reduce your target size but would render your movement slow and cumbersome. Omnimovement lets you slide to prone and do sick dolphin dives, mantle walls, and look like an action movie star in everyone else's clips, firing your weapon with 360-degrees of aiming movement while on your back.

This year's Omnimovement system adds wall running and wall jumping to your arsenal. It basically lets you hop around the map like Jiminy Cricket, as you can chain up to three wall jumps together. It's really fun, though I haven't really used it tactically so far. Mostly I'm flying off walls just because it feels awesome, and if I happen to get the literal drop on an enemy, all the better.

It also makes moving around the map faster and gives you an advantage over mantling. When you mantle a ledge, your arms can't be used to shooting, on account of them being used to pull you up and onto that ledge. On top of that, it's kind of slow, and an opponent can use this to their advantage. You're basically a sitting duck until you get your feet all the way up, and those few moments can be the difference between life and death… well, usually death and a different kind of death.

Wall jumps change that, because rather than mantle over a ledge in the traditional way, you can just bounce off the wall and make your way to the top without using your arms. You never have to put away your weapon – heck, you don't even need to stop firing your weapon. It takes away that moment of complete vulnerability, and as long as there's a wall nearby and the next level up is reachable within three jumps, you can parkour your way to victory.

Wall jumping might be my favorite addition to BLOPS7 so far.

It's easier said than done, mind you, and I'm not yet skilled enough to consistently hit shots when I'm going up or down from a wall jump. But it's still fun as hell, and might be my favorite addition to BLOPS7 so far.

BLOPS7 Beta Maps

There are three maps in the closed beta: Cortex, The Forge, and Exposure. They're fine. They're not bad maps by any means, and I do like playing on them, but nothing about them really stands out to me in the way some of the maps from BLOPS6 did, either. Last year's Rewind map, with its super long corridors and building interiors, was one of my favorites, as was Skyline, with its secret passageway, various hiding spots, and multiple levels.

Then again, the maps in last year's beta were even worse (I’m looking at you, Babylon), so the middling nature of these is probably not an indication of overall quality.

Cortex is probably my favorite of the three this year just because it has everything I like in a map: outside lanes with the possibility of falling to your death, tight interiors to come face-to-face with opps, as well as medium-length interiors and exteriors that work well with LMGs, SMGs, and assault rifles. It lends itself really well to deathmatch and objective-based modes. Plus it has some sweet sci-fi incubator tanks where I presume the super soldiers of tomorrow are being grown from the cells of past heroes.

Exposure is a larger map, and has a lot of cool opportunities to really feel out the wall jumping and running. There's a dangling shipping container on the map that might as well have a Wile E. Coyote-esque sign on it saying "WALL JUMP HERE." Meanwhile, The Forge is pretty big, but it doesn't really have any super long, open lanes for snipers to trade lead back and forth. That's not to say there aren't some great opportunities to do just that, but it doesn't have the same feel as last year's Rewind, with its back alley and strip mall-front.

The Forge might not be my favorite map of the three, but it does have one of my favorite environmental features so far: a spinning, four-piece circular wall in the center of the map. During modes like hardpoint, the hardpoint will spawn in that area and people take turns either hiding behind or popping out from those spinning walls. It adds an extra layer of unpredictability when you're trying to hold an objective that I really like. You can't just lay prone with a sniper and peek around a corner, because the corner moves. That being said, there are a pair of lookouts on either side, so you can keep watch of the objective or just pick people off as they try to bumrush it. It's great. Even in deathmatch or Kill Confirmed it's fun, but it's really cool for Hardpoint and Domination.

The Forge has one of my favorite environmental features.

According to the official BLOPS7 blog, there's a fourth map, Imprint. Either I've just had terrible RNG luck or they haven't actually turned that one on yet, because I haven’t seen it so far. I'm going to play the hell out of BLOPS7 over the weekend, so that could change.

Guns and Guns

Once you unlock all the level requirements, there are a total of 16 available guns. Right now, and I hope Treyarch is reading this, the M10 Breacher, the default shotgun, is stupidly overpowered. You can nail enemies from way farther away than the laws of physics should allow right out of the gate, and they'll fall down dead when you do so. You barely need to aim it to get a kill across a large room. That sort of shotgun behavior is fine, even expected, at close range, or when you've leveled up and thrown a bunch of attachments on it. But as a default gun, it's just too powerful.

On the flip side, and this is something I never expected I'd say, but the XR-3 ION sniper rifle is exactly where it should be, power wise. Usually I feel like sniper rifles lean toward being way too OP. Don't get me wrong, I still hate snipers, and I still think people who use snipers on small maps are weak and their bloodlines are weak. But when you get a kill with the XR-3 it feels earned. There's a level of finesse here I'm not accustomed to with previous sniper rifle iterations, and I've actually used it without feeling like a dirty sniperboy.

I've always loved SMGs in Call of Duty, but none of the three available this year are doing it for me as of yet. They feel a tad too weak, which is usually the case, but it's generally made up for by a high rate of fire and lighting-fast speed of handling. I'm going to have to wait and see on the SMGs until progress is fully unlocked, but for right now, they don't feel quite like they should, as if it takes one or two bullets more than I’d expect to down an opponent. I also don't love the LMG, the Mk. 78. Similarly to the SMGs, it feels like it takes a millisecond or two too long to effectively down an enemy. I'm going to need more time with that one as well to see how it ends up running when it's fully kitted out, but for right now I'm not feeling it at all.

The Assault Rifles this year are, much like last year, where it's at.

The Assault Rifles this year are, much like last year, where it's at. While in previous years I ran with SMGs or LMGs, in BLOPS6 I fell madly in love with my XM4 assault rifle. This year I've been grinding on the M15 MOD 0, but I'm a level away from unlocking the Peacekeeper Mk.1 in the beta, which might be the best weapon in multiplayer, hands down. At Call of Duty Next, it felt like everyone was using it, so I’m excited to try it out again from the comfort of my own desk.

I've got an entire weekend with the closed beta, and I plan to hit that level cap and unlock as much as it will let me. The open beta next week will let you grind to level 30, and the best part is all your progress will carry over to the final game. I'm hoping CoD keeps to its promises, because the new features sound pretty sick: trading loadouts with friends and even copying them from enemies who killed you, XP carrying across all modes instead of on a per-mode basis, and the ability to re-roll the daily challenges, which I love. Also, the final game promises some of the sweetest gun camos yet, and I'm really excited to spend hours and hours of time I'll never get back just so I can have a gun that's all shiny. Until then, I'm really enjoying BLOPS7, and I’ll be back with a full review around launch.

Call of Duty: Black Ops 7 Campaign Review

14 novembre 2025 à 06:00

Note: This review specifically covers the campaign mode in Call of Duty: Black Ops 7. For our thoughts on the other modes, see our multiplayer review in progress, and our Zombies mode review is still on its way.

Bucking the usual trend of breaks between numbered sequels, Call of Duty: Black Ops 7 is following just 12 months on from Black Ops 6, and you’d perhaps assume that meant only small tweaks to what was one of the series’ high points last year. But the teams at Raven and Treyarch evidently don’t see it that way, and have instead built one of the most unconventional CoD campaigns to date. In many ways, it doesn’t even feel like a CoD single-player mode. It’s more like a multiplayer experiment squeezed into a campaign shell, playing best when you’re accompanied by squadmates, echoing Zombies or the now-defunct DMZ at times. I recently criticised Battlefield 6’s single-player for playing it safe and not taking any risks, and to Black Ops 7’s credit, the same can’t be said here. The problem, however, is that not many of its big swings hit, resulting in one of Call of Duty’s most intriguing, yet flawed campaigns.

Its varied string of missions walks the tightrope between traditional military shooter and schlocky sci-fi nonsense, darting between worlds beyond our technological fingertips and deep within our most haunted of dreams. That spectacle is supported by sharp gunplay and a whole host of gadgetry and abilities that make moving around those worlds incredibly satisfying. But it all culminates in a brand-new endgame portion that stitches together aspects of CoD’s past open-world successes and failures in an attempt to become something new. In reality, that post-credits content is a repetitive shooting gallery that adds little to the excitement that leads up to it.

Much of Black Ops 7’s intrigue emanates from one fundamental design choice: for the first time in many years, a Call of Duty campaign is fully playable in four-player co-op, and it really does feel like it has been made with that in mind as the preferred method of play. This comes with both positives and negatives. Teaming up with friends is good fun, with fighting big bosses that have multiple weak points to fire upon simultaneously or stealthily working through an enemy area tactically, both coming with a good deal of satisfaction. But it also detrimentally affects the solo experience, from not having AI companions fill in for you if no buddies are online, or kicking you for inactivity if you’re idle for too long, to not even being able to pause due to its online-only nature. Its open areas and endgame portion seem catered toward a group experience as well, and can end up just a little lonely when zipping around by yourself. To an extent, it feels like Activision is finally admitting that most people come to its hallmark shooter for multiplayer fun, rather than the single-player story modes the series was founded on.

In fact, having played several missions in both co-op and single-player, I can confirm that playing solo is borderline tedious due to having to repeat multiple objectives, such as placing C4 on a building yourself four times rather than splitting them up as is intended. There are also no difficulty options this time around, meaning that, in theory, it should scale the threat depending on how many players are in your squad. In my experience, though, the number of enemies in a level remains the same, leaving me feeling overwhelmed by foes even in its earliest levels. By comparison, playing in a full squad makes these encounters a breeze, with not enough targets to go around sometimes. In fact, enemy numbers are uneven across the campaign as a whole, sometimes swarming you with dozens of rabid rushers, but at others, presenting you with a couple of soldiers wandering through a door when you’re expecting an onslaught. It’s, admittedly, a difficult balance to get right, but one that has not been achieved here.

It really does seem like it was made to be played in four-player co-op.

As for the structure of the campaign, Black Ops 7’s story is delivered at breakneck speed, taking me just about five hours to reach the endgame. Its 11 missions threw me from one exotic location to the next, from one time period to another, and deep into nightmare realms full of otherworldly horrors and delights. The year is 2035, and new threats are here to instigate a global collapse once again. The re-emergence of Black Ops 2 villain Raul Menendez thrusts the playable unit, Spectre One, into action and soon has them facing off against evil tech company The Guild. What follows is a set of missions that throws you in and out of reality thanks to a fear toxin being weaponised by The Guild, led by Kiernan Shipka’s Emma Kagan, who is trading in Mad Men for mad mechs here.

A combination of cliched evil sci-fi tech corp and Batman Arkham scarecrow-esque antics leads each level to interesting places from a visual perspective, as long-buried memories of our protagonists are dredged up and morphed into horror-filled mazes. It makes for a more varied campaign when it comes to art design, with an impressive number of locations and creatures thematically filling them to gun down. I do wish there was a little more in terms of mission variety when it comes to actual level and objective design, though, with corridor shooting taking the lead in most of these excursions. There’s nothing to rival the creeping intrigue of last year’s Emergence conceptually and its branching objectives and playful enemy design, for example, nor the spy-like cool of infiltrating an embassy fundraiser or high-roller casino.

If last year’s Black Ops 6 leaned more into grounded espionage and subterfuge, 7 is a much louder proposition, choosing to demolish the lobby of a complex to gain access to it rather than sweet-talking the security guard standing in front of it. As a result, there is no shortage of big moments justifying its blockbuster label. Dodging giant falling machetes like you’ve stumbled into a Looney Tunes cartoon is a one-off joy, as is taking control of a lavish luxury boat and ramming into the side of a building. Moments like this feel pinched right out of Christopher Nolan’s back pocket and sit perfectly in the Call of Duty mold.

And that’s just the opening section of one of the standout missions, which takes place in Tokyo and has you dipping into its subway systems and leaping across rooftops. There’s a great sense of forward momentum to levels like these, and I’m a massive fan of them. I just wish more of the campaign were like this Japanese chapter, as I’m not so keen on the ones taking place in the more open-zone areas of the fictional French city-state of Avalon (itself a huge battle royale-sized hub), which struggle to bottle the same exciting energy. These typically have you moving across wider rural patches of its map in order to chase the next cluster of enemies to take down, and essentially serve as tutorials for its endgame. They’re a little less authored than others and fail to capture the same thrills as a result.

Much of the time, it doesn’t really feel like a ‘Call of Duty’ campaign at all.

In fact, much of the time, it doesn’t really feel like a ‘Call of Duty’ campaign at all. Yes, it has the militaristic hallmarks, but borrows just as much from horde shooters like Left 4 Dead and its own in-house zombie modes. It makes for an uneven set of missions, some of which really don’t work for me, but with others that do manage to hit the spot when they capture some of the CoD cinematic legacy. They’re a rarity, though, and for every one of these, there is also a bizarrely dull sequence, such as the time you’re asked to play Frogger on a twisted, upside-down LA highway.

As you might expect, the gunplay is snappy and satisfying, with SMGs delightfully ripping through armoured enemies and sniper rifles really coming into their own and popping out bits of brain in some of the campaign’s open areas. Each weapon has a good weight to it and is super-responsive when pulling the trigger. It’s Call of Duty, they’ve been doing this for a long time now, and how good its guns feel shouldn’t come as a shock as you rip through enemy healthbars and armor chunks. These extra layers to their vitality do present a slightly more drawn-out cadence to gunfights, though, with a few extra bursts of the trigger needed to take down each. The firearms are supported by a fantastic selection of skills and gadgets, too, with killstreaks making their way into single-player, such as the joyously destructive war machine, allowing for quick mob clean-ups.

I’ll admit, I was initially sceptical of the near-future setting and Call of Duty’s return to tinkering with near-future tech when it comes to movement, but on the whole, the experiment is largely a success. Wall jumping can be a little clunky, but the kinetic super jump is very fun to use as a quick flanking tool, as is my favourite of the bunch, the grapple hook. Swinging up to roofs to find a better vantage point before swooping down on a wingsuit to get back up close opens up each level’s architecture in interesting ways. It may never reach that Titanfall 2 gold standard when it comes to FPS mobility, but there are flashes of it here, which is always welcome.

This desire to experiment also carries into its approach to boss design, which is by no means revolutionary when it comes to FPS campaigns, but a relatively new thing for Call of Duty. I appreciate the efforts made in order to make each have its own gimmick, even if they all ultimately come down to draining an oversized health bar while dodging projectiles. They certainly aren’t complex, but hitting the glowing weak points of a giant, bile-spewing plant in a cave of nightmares is certainly a step up from just pumping bullets into a Juggernaut for the hundredth time, especially when multiple targets are offered up at once and really make the whole co-op nature of the campaign feel worthwhile.

Movement may never reach that Titanfall 2 gold standard, but there are flashes of it.

In fact, enemy variety is quite impressive this time around, with human, mechanical, and hallucinatory foes offering different threats that challenge you at all distances. Guild forces include a robot army, as well as traditional militia types such as the machine-gun-wielding Raider, colossal armor-plated Titan, and other NFL team-name adjacent units. Yes, most can be handled with some well-aimed assault rifle fire to the head, but there are more effective ways to deal with them if you choose to explore your arsenal.

I particularly enjoyed one incursion into a robotics lab, which equipped me with a Black Hat hacking device. I liked how it switched up the cadence of the unrelenting bullets a little, and meant I could disrupt and destroy these Terminator wannabes from cover. It even made a miniboss of this zone — an admittedly unexciting rotating turret — easier to take down. I appreciate that, in a game of such ferocious speed as this, you’re occasionally rewarded for taking a breath and using your brain to overcome objectives rather than solely relying on pure firepower.

It’s kind of a shame, then, that once the campaign’s set of linear missions is over, the endgame borrows little of this philosophy. After the main story’s credits have rolled, you’re offered a chance to experience its epilogue, which takes place in the open region of Avalon that’s teased throughout. If you played Call of Duty’s DMZ mode, then you’ll have a rough idea of what to expect here: it’s an extraction shooter, except it's not. You and up to three friends can team up and drop into this battle royale-sized map and complete the activities that litter it with eye-soreing regularity. On every street corner are Guild checkpoints or zombie-infested buildings to clear out as you progress through its difficulty-tiered regions in order to reach its final boss, located at the epicentre of the island’s toxic smog. The catch? If your squad goes down, you lose all of your progress. That progress is mainly tied to your combat rating, a number that goes up the more killing and map icon clearing you do, and it's therefore up to you to know when to call it quits on a certain run and extract from the map within a time limit.

For each level you go up, you’ll get a skill point to plug into any of two given options. These can range from armor plates automatically regenerating when you get kills to overall movement speed or rate of fire increases. The idea is to keep building up your character until you’ve reached the minimum recommended level of 55 and shut down the toxic threat sweeping across Avalon. The progression feels genuine, too, with my character resembling a super soldier at higher ranks, thanks to the sheer amount of speed I harnessed and the damage I could absorb.

The bones of an exciting endgame are here, but it gets tired a little too soon.

In theory, I like this idea and think there are the bones of an exciting mode here — something that could capture the magic the likes of Helldivers 2 has done in recent times — but as is, it unfortunately gets a little tired a little too soon. Objectives are almost all exclusively “go to this place and clear out the enemies there,” which I understand is part of the fundamentals when it comes to shooters, but I would’ve appreciated a little more variety and something that mirrored the minor puzzle-solving sections of the main campaign, or at least clever uses of the gadgetry it introduces. The enemy AI that walks Avalon’s streets is also dumb as bricks and pops out of cover freely, making each encounter a simple affair when you put enough distance between you and them.

Yes, zooming around on grapple hooks and transitioning into wing suit gliding mid-fall is still incredibly satisfying, as is plotting out methods of attack in a four-player squad, but all semblance of interesting level or mission design is traded in upon entry here for a few hours of relatively mindless shooting in order to watch some numbers tick up. In some ways, it sits somewhere between the campaign missions and Zombies in its design, but frustratingly borrows the least interesting aspects of both, neglecting the mission structure and mystery-solving that each mode thrives on. It results in a reasonably enjoyable, but not essential, second serving to the campaign. And don’t worry, if the endgame doesn’t sound like your cup of tea, or even sounds a little daunting (the ferocity of its bullet sponge hordes can get overwhelming in its latter stages, especially when heading in solo), the story does wrap up satisfyingly enough beforehand for it not to feel like you’re missing out on an ending completely.

It’s a story nowhere near as accomplished as last year’s effort, though. Effectively a direct sequel to Black Ops 2 that also ties into the events of Black Ops 6, presumed knowledge and the speed at which its setup is told can be a little disorientating, especially if you aren’t familiar with its 2012 predecessor. The themes are personal this time around, with David “Section” Mason, recast here as Heroes’ Milo Ventimiglia, placed centre stage as he battles with his past – namely the loss of his father, Alex. There are some fun revelations along the way, as well as treats for long-term fans of the Black Ops series, but as someone who has never held those characters in as high regard as their Modern Warfare counterparts, the pulling of the heartstrings didn’t quite work for me.

It also means that the rest of the Spectre One squad doesn’t really get plot points of their own aside from flashes of resurfacing trauma, relegating them very much to support characters in David’s world, as Michael Rooker’s Harper in particular is given some truly dumb lines to scream as loud as he can. That being said, if you are someone who has always preferred the adventures of Woods, Mason, Adler, and co, I’m sure you’ll have a great time here. It does mean, though, that this revisiting of the past, combined with a thick layer of exposition, can make the early hours of the story relatively impenetrable to newcomers, so I’d bear that in mind if you’re coming in fresh. I’d really recommend a thorough recap of the Black Ops timeline to all if you wish to get the most out of it.

AliExpress Has the Best Black Friday Power Station Deals So Far From Ecoflow, Bluetti, and Allpowers

14 novembre 2025 à 02:10

With the winter season approaching, you should seriously consider picking up a power station in case of emergencies. Fortunately for you, the best time to score a great deal on a power station is during Black Friday. AliExpress has already come out of the gate early with the lowest prices I've seen all year on several power stations from trusted brand names like Ecoflow and Bluetti. The deals I've listed below are sold by the manufacturers' official seller accounts, so you're sure to receive a genuine product with full warranty. These power stations also ship free from a local US warehouse, which means you don't need to worry about tariffs or obnoxiously long shipping times.

Allpowers Power Station Black Friday Deals

Allpowers is the most popular power station on brand on AliExpress for good reason: it's generally less expensive than other brands while offering the same features. Even the least expensive power station - the compact R600 - boasts a LiFePO4 battery that lasts at least 10 years before you even need to start worrying about battery degradation. Other features include both AC outlets and USB ports, solar panel hookups, and smart app functionaliy. All of the power stations listed include a 5 year warranty and have plenty of reviews commenting on the responsiveness of their customer service. If you're looking to get the highest capacity at the lowest price possible, Allpowers is legit.

Bluetti Power Station Black Friday Deals

Bluetti is a more well known brand in the US and is a popular model that's sold outside of AliExpress, including Amazon, Costco, and eBay. Build quality is better than Allpowers and comparable to Ecoflow but at a lower price point. All the models are equipped with long lasting LiFePO4 batteries and have plenty of connectivity options for off-grid use in home or outdoors, as well as optional solar hookups. Bluetti offers a 5 year warranty on the three AC power station listed above and a 2 year warranty on the EB3A power station.

Ecoflow Power Station Black Friday Deals

Of the three brands listed, Ecoflow is probably the most well known here stateside. Their power stations are solidly built with a lot of practical features at a still-affordable price point. Ecoflow does an excellent job of rolling out new firmware for their power stations and software updates for their smart app, with a lot of extra features added in based on community feedback. The River 3 comes with a 2 year wraranty and the River 2 Pro and Delta 2 include a 5 year warranty.

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 Baseus BP1 Pro True Wireless Noise Canceling Earbuds Drop to Just $19.99 Ahead of Black Friday

14 novembre 2025 à 01:10

The brand new Apple AirPods Pro 3 might be one of the best noise canceling earbuds, but $250 is a steep price to pay and no Black Friday deal is going to make it "cheap". If you're better off spending your money elsewhere, then why not consider a pair Baseus Bass BP1 Pro earbuds. They only $19.59 for Amazon Prime members when you apply $20 off coupon code "X6F6U5M6". I own these earbuds myself and I have to say they are definitely worth the price.

Baseus BP1 Pro Wireless Noise Canceling Earbuds for $19.59

First of all, the AirPods Pro is great. My wife still uses the first generation Lightning model. Unsurprisingly, it is a superior earbud to the Baseus BP1 Pro. It sounds better, it has more effective noise canceling performance, and perhaps most importantly, it pairs seamlessly with her iPhone. However, the BP1 Pro is not that far off. It's certainly not 12x worse.

Like the AirPods Pro, this is a truly wireless earbud with built-in active noise cancelation. It's designed to sit in your ear and seal it off passively. There are five eartips included for different sized ears (I am a small person but I have a big head and big ears). This design alone makes it, in my opinion, better than the non-pro version of the AirPods 3, which doesn't provide a seal at all. Sound quality is quite good and, true to its name, it does a pretty decent job of simulating real bass. The noise cancelation works, but don't expect top-of-the-line performance. For example, even though ambient sounds were more muffled, I could still hold a conversation even with ANC turned on. To be fair, I get the same experience with the AirPods Pro and only experience really effective noise cancelation with a good pair of over-ear headphones. The BP1 Pro does have a transparency mode option, if instead you actually do want to listen to your surroundings.

Because the Baseus BP1 Pro is a recent release (it came out earlier this year), it features the latest Bluetooth 6.0 protocol. For non-Apple users, it supports Bluetooth Multipoint, which allows you to pair to two devices simultaneously. It's IP55 rated, which means it resists "water jets" and dust intrusion. The rating is better than the AirPods Pro 2 (IP54) but not as good as the AirPods Pro 3 (IP57). The earbuds last up to 12 hours with ANC off (7 hours with ANC on) but the charging case extends it to 55 hours (and 36 hours).

For a low, low price of $20 (the cost of a burrito in my neck of the woods), you're not risking very much to try these out, especially considering the fact that Amazon offers a hassle-free 30-day return policy. In fact, if you were eying the AirPods Pro 3 but ended up perfectly content with these earbuds, then pat yourself on the back because you just saved $230.

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.

Netflix's Jay Kelly Review

14 novembre 2025 à 00:27

Jay Kelly will be released in select theaters on November 14, and will debut on Netflix on December 5.

The cacophony of noises on the set of a major motion picture is enough to drive any person crazy. There’s yelling from all over, person after person after person trying to get someone’s attention, equipment moving and shifting under your (and everyone else’s) feet. But in director Noah Baumbach’s latest feature Jay Kelly, the title character couldn’t be more at home in the chaos. It’s what he, a generational superstar actor beloved for his work over the course of about 40 years, knows best. But what he finds as he approaches the twilight years of his storied career is that he maybe should’ve gotten to know other things better, namely his two daughters, who seem to be slipping through his fingers like grains of sand as they embark on their own lives.

This is, of course, the heart of this entertaining and poignant examination of the life of great artists – and Baumbach’s emotional resonance as a filmmaker and writer (a duty he shares this time with actress Emily Mortimer) allows him to explore it gently and graciously with nuance, frank comedy, and stark sentimentality in a way that feels truthful and human despite the larger-than-life nature of the film’s subject. Oh, and on that note I should mention: Kelly is played by none other than George Clooney.

Clooney is the heart and soul of this film, not only because he’s an excellent actor who’s proven himself as such over the years, but because he innately understands what Jay Kelly is going through as a person. He’s lived that life, the life of someone who knows a thing or two about the personal sacrifices necessary in the face of great art. Jay Kelly is, ultimately, an obvious stand-in for Clooney himself, but that’s why the character, and the film overall, works. It’s a necessary element of Baumbach’s picture, especially considering the narrative is somewhat less personal to the director than many of his other works. Clooney’s personal connection to the narrative acts as somewhat of a surrogate for the connection Baumbach (Kicking and Screaming, The Squid and the Whale, Marriage Story) always has to his stories, imbuing it with the same kind of life his other somewhat autobiographical projects have had in the past. It’s key, because without that kind of smart casting, this film probably would fall way more flat than it does. Kelly, as a product of Baumbach’s direction and writing and Clooney’s choices and instincts, is a beautiful disaster of a man, one who is noble in his trying and human in his errors. He is, ultimately, just like any of us who try and try and try: We’re bound to make mistakes along the way.

Kelly, as a product of Baumbach’s direction and writing and Clooney’s choices and instincts, is a beautiful disaster of a man, one who is noble in his trying and human in his errors.

Kelly is, of course, nothing without the people who helped him throughout his career, the ones who ended up being a surrogate for the family he neglected. That’s where Adam Sandler comes in with an excellent turn as Kelly’s manager Ron, who has been with him for his entire 40-year career. Sandler is of course known for his comedic chops, but has played straight dramatic roles over the years as well, including in 2019’s Uncut Gems. Here his Ron is touching, drenched in charm and sadness in equal measure.

The supporting cast in general – namely Kelly’s team, made up of Sandler and Laura Dern as his publicist, as well as Greta Gerwig as Ron’s wife, Grace Edwards and Riley Keough as Kelly’s somewhat estranged daughters, and an exciting Billy Crudup as an old friend who resurfaces in a movie-stealing scene — brings the entire picture together in the same way an artist's team brings together all the challenging elements of their extravagant and hectic lives so they can just be who the world wants them to be. Dern is hilarious as she lays out some heartfelt truths worth examining about who your friends are in this business. Gerwig also adds a great bit of comedic relief to the project alongside Sandler’s real-life daughters and the young actor who splits sides as Ron’s son.

Edwards and Keough are playing very different women with different goals and ideals, but they each bring a sense of independence and self-preservation to the roles that makes the crucial nature of their characters stand out. They’re both a joy to watch, though their ultimate paths are somewhat tragic for Kelly because he’s missed his opportunity to ride alongside them. Both performers embody that tragedy in their own ways, with Edwards’ quirky, free-spirited, and headstrong soul bare throughout her time in the narrative and Keough’s resentment and anger bubbling over with just the right amount of tension and consideration. As for Crudup, he’s the one-two punch (no pun intended – if you know you know) of the film and his turn, though short, is revelatory for the same reasons Kelly praises him in the film: his ability to perform in every sense of the concept, and to breathe life and truth into every word, biting or tender. These performances are the bedrock of Clooney’s ability to build a full life around Kelly.

Visually, Baumbach is also doing quite a bit of exploring. His surreal approach to embodying Kelly’s mind, and by extension his regrets, is fun and compelling to see. It truly feels as though he is walking through his own mind as he makes his way through every day, unable to help but remember the moments that have defined him and his life over the years. Baumbach has Kelly do this in the literal sense, as one doorway in one locale in the present leads to landscapes of haunting memory in the past. It’s an effective way for Kelly to explore his emotional life, his mortality, and his accomplishments and failures professional and personal – and how they have ultimately affected who he was, who he is, and who he will be throughout the remainder of his career and life.

The Running Man Post-Credits Check-In (No Spoilers)

13 novembre 2025 à 22:57

Let's make this simple. You want to know if there are any mid- or post-credits scenes in The Running Man. The answer is no, though the entirety of the closing credits are accompanied by some in-universe imagery that does add a bit to the world of the film and where things go after the conclusion.

Be sure to check back on this page Friday for a full spoiler breakdown of the film!

Those who are only familiar with The Running Man thanks to the 1987 movie starring Arnold Schwarzenegger may be surprised by how different the specifics of the story are in director Edgar Wright’s new version, which is much more rooted in the original 1982 Stephen King novel vs. that earlier adaptation. This version of Ben Richards (Glen Powell) isn’t captured and forced to play the diabolical game show, The Running Man, but instead volunteers for it in his desperation to help his sick baby daughter, Cathy. Even if he is killed within the 30 days he has to try to avoid the game’s five dreaded Hunters – led by the always-masked McCone (Lee Pace) – he’ll at least likely earn a lot of money along the way that his wife, Sheila (Jayme Lawson), can use to buy Cathy the medicine they can’t currently afford.

And so that's the set-up for this new take on The Running Man, which we'll be delving into fully starting on Friday with an ending explained (do people still bookmark pages? Because you should do that right here). But in the meantime, you may be sitting in the theater wondering if there are any post-credits scenes or not...

Is There a Running Man Post-Credits Scene?

No, there’s no actual scenes once we cut to the credits. However, for the entire duration of the closing credits, we see what look like pages from a fanzine in the background, though they’re filled with information written after the events of the film.

Be sure to come back tomorrow for a full spoilery discussion of the movie, and check out some of our other coverage of The Running Man below!

Alienware's Flagship 18" Area-51 RTX 5080 Gaming Laptop Drops to $2,300 for Black Friday

13 novembre 2025 à 22:45

Dell just kicked off the best deal I've seen so far on its flagship Alienware Area-51 laptop. Ahead of Black Friday, Dell Outlet has "Like New" Aienware 18 Area-51 18" RTX 5080 gaming laptops in stock starting at $3,520. For a limited time, there's an additional 18% discount (automatically applied in your shopping cart) that drops the price to just $2,328.80 with free shipping. That is a huge price drop from the current price of $3,000 new from Dell (Alienware). Note that "Like New" models are certified refurbished and include the same 1 year warranty as buying new.

Alienware 18 Area-51 RTX 5080 Laptop for $2,328.80

Like new (refurbished) with 1 year Dell warranty

This particular configuration comes well-equipped with a 18" 2560x1600 300Hz G-Sync display, Intel Core Ultra 9 275HX CPU, RTX 5080 16GB GPU, 32GB of DDR5-6400MHz memory, and a 1TB SSD. If you think the amount of memory and storage are insufficient for your needs, rest assured that both are easily user upgradeable.

There aren't very many 18" gaming laptops around, and even fewer that are equipped with the RTX 5080 mobile GPU. Of the ones that are available for purchase at the moment, this is far and away the least expensive deal. In fact, it's one of the only laptops I've found with a price tag under $3,000. Take a look at its competition (and note these are sale prices):

The Area-51: new color, curvy design, metal construction, and upgraded cooling

The Alienware Area-51 is a considerable upgrade compared to the previous generation's Alienware m16. For starters, it's clad in anodized aluminum for both the lid and bottom chassis and features a unique iridescent finish that sparkles in direct lighting. The frame is made of a durable and lightweight magnesium alloy. Cooling has been upgraded with generous amounts of copper and a new thermal interface. Dell claims that it can handle up to 240W TDP without raising acoustics.

Design-wise, the Area 51 has a sleeker, more contoured shape compared to previous models, with rounded edges and soft corners replacing the traditional squared off design. The hinges are internally positioned so that they're near invisible. There's a transparent window on the undercarriage to show off the internal components. There's also plenty of RGB illumination, although most of it can be turned off if you don't like that sort of thing.

The GeForce RTX 5080 mobile GPU is better than the RTX 4090 mobile

The Alienware Area-51's aggressive cooling allows it to accomodate the RTX 5080 mobile GPU without throttling it. The RTX 5080 is roughly 15%-20% more powerful than the RTX 4080 that it replaces. In fact, it's even more powerful than the RTX 4090, which was the previous generation's flagship card. You'll be able to play any game at frame rates of 60fps or higher on the 1600p display. You could even enable ray tracing in most games, something that was unheard of in laptops just a few years ago. The general consensus is that upgrading from an RTX 5080 (mobile) to RTX 5090 won't yield significant performance gains relative to the huge price difference.

Check out more of the best Alienware gaming laptop deals.

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.

Lenovo Legion Tower 7i Gen 10 Review

13 novembre 2025 à 22:22

The Legion Tower 7i is a clean and neatly packed gaming PC with a powerful Nvidia GeForce RTX 5080 and Intel Core Ultra 9 285K tamed by a 360mm AIO cooler – which makes it a solid high-end prebuilt gaming rig, even if it is quite expensive. It’ll give you that powerful performance you want in a premium gaming PC, but if you’re into shiny RGB components, you may want to opt for RAM that doesn’t look like a naked piece of circuit board.

However, if all you’re interested in is graphics performance, there are certainly cheaper gaming PCs out there. And while I do like the RGB lighting, the case screams budget more than anything else. That may be a dealbreaker for some, but the Legion Tower 7i still offers everything you need in a gaming PC to take on modern AAA games at high settings.

Design and Features

The Legion Tower 7i slimmed down from last year’s model, which is great because it was quite chunky. It now measures 18.8 inches tall (previously 19.37 inches) and 16.34 inches wide (previously 18.27 inches). It’s still kind of chunky, but it’s an improvement.

But the Lenovo Legion Tower 7i is still your average 35-pound mid-tower blasted in a stormy gray paint that will make you mistake it for any other nondescript gaming PC until you turn the lights on. Then, you’ll get blasted with the bold RGB, highlighting the tower’s caged honeycomb aesthetic alongside its bright Legion logo. Meanwhile, the rounded edges and fans on top add to the mechanical aesthetic. If you’re looking at the tempered glass panel when the lights kick on, white LEDs glow and highlight the components in the chassis, while the liquid cooler, GPU, and rear fans alight in RGB. However, the RAM remains to be naked in the motherboard.

Popping open the glass panel was easy; I just removed two thumbscrews in the back and slid it off (getting it back on required similar minimal effort). While the RTX 5080 is a relatively average size, it does take up the size of two PCIe slots. Below that, there’s one PCIe 4.0 x16 and PCIe 3.0 slot, but if you want to plug anything into those ports, they’ll need to be relatively thin cards. But even with the tight packing, this is an extremely clean build, with the cables neatly packed.

Getting the back panel off was a bit harder. The thumbscrews were tight as heck (I had to pull out a screwdriver), and I had to put way more pressure than I should have to slide it off (and back on). The cables in the back were zip tied and shoved in the empty space in front of the PSU slot. It looks neat, but if you wanted to replace anything, you’ll need some scissors and some dexterity to avoid knocking a cable out of the PSU.

The front panel connectors are located at the top instead of the front, near the power button. There’s a headphone jack, one USB 3.2 Gen 1 Type-A, two USB 2 Type-A, and one USB 3.2 Gen 2 Type-C slot. It’s great to see a Type-C port on the front since it was missing last year, and gaming PCs need more than one Type-C slot in 2025.

You can find the other Type-C port on the back, which supports Thunderbolt 4. You also get four USB 3.2 Gen 1 Type-A, two USB 2.0 Type-A, an RJ-45 Ethernet, and six audio ports. The number of audio ports is confusing, for sure, but its the same amount as on the previous model. There’s also a DisplayPort on the motherboard, which most people shouldn't use, but can be useful for troubleshooting.

The Legion Tower 7i also comes with a generic keyboard and mouse. If you’re buying an expensive gaming PC like this, you probably shouldn’t play games with a keyboard and mouse you could find in a lost and found bin. That seems brutal, but after playing a few matches of Marvel Rivals, the mouse could not keep up with my movements to defend myself before I got ganked. The keyboard is less offensive, but it’s still at the bottom of the barrel. Its membrane keys are mushy and don’t offer the satisfying feedback you need from a gaming keyboard, and the kickstand on the underside barely lifts it up, providing nearly no support for my wrists.

Software

Unfortunately, the Lenovo Legion Tower 7i does have some bloatware, like the Lenovo Vantage app, which keeps track of your warranty, system information, and can maintain hardware health with scans and driver updates. That is useful, especially if you don’t want to deal with Windows 11’s built in hardware management. Lenovo also pre-installed the ‘Lenovo Now’ app, which is essentially a link to the Lenovo Subscription Marketplace, which will try to sell you stuff you probably don’t need – you should probably uninstall that.

However, one tool you should actually keep on the machine is LegionSpace. This is where you can monitor your CPU, GPU, and RAM, change the lighting profile of your PC and adjust performance profiles between Quiet, Balance, and Performance. You can also use this app to overclock your GPU, which I wouldn’t do unless you’re comfortable doing the necessary tinkering.

Performance

That chunky card you see in the Legion Tower 7i is an Nvidia GeForce RTX 5080 GPU with 16GB of VRAM – that's as premium as you can get if you want to stay around $3,000. It's paired with an Intel Core Ultra 9 285K and 64GB of RAM. You won't be getting triple-digit frames in every game you play, but you won't need DLSS 4’s frame generation for 4K, 60 fps gaming.

Jumping into Cyberpunk 2077 at 4K with the Ray Tracing Ultra preset and DLSS set to Performance, the Legion Tower 7i hits a strong 76 fps. If you want to take advantage of that high refresh rate display you got for your birthday, throw on Frame Generation (x2) to get 124 fps. Jumping to Multi-Frame Generation (x4) will net you 198 fps.

Similarly, the Legion Tower 7i managed a strong 62 fps in Assassin’s Creed Shadows, while frame generation took it up to 94 fps. The Legion struggled the most with the Metro Exodus benchmark, hitting 59 fps, but that tracks since it’s a heavy workload without all the upscaling. A competitive game like Black Ops 6 runs smooth, at 121 fps, which is enough to catch the enemy slipping.

I hopped into a few matches of Marvel Rivals (trying to do those weeklies) at 4K, with the Ultra preset and DLAA, 4x Multi-Frame Generation. I averaged about 167 fps with 44 milliseconds of latency as I scorched a Jeff from across the arena with Phoenix’s cosmic flame. You won't be able to fill out a 4K, 240Hz display on max settings, but the Legion Tower 7i offers more than enough for the average gamer, even a competitive one. If you turn down a few settings, or play less demanding games, you’ll definitely be able to saturate a 240Hz refresh rate

If you don’t want to compromise, you can just get the Legion Tower 7i with an RTX 5090, but then you start getting to prices that make the Origin Millenium or the Maingear Apex Artist Series look a little more reasonable – and that’s saying something.

Rami Tabari is a contributing writer at IGN with over 9 years of experience in the tech and gaming industry. You can find his bylines at Laptop Mag and Tom's Guide (and on a random Predator review at Space.com). When Rami isn't wading through a sea of the latest gaming tech, he's agonizing over the worldbuilding in his upcoming novella.

The Fourth Wing Special Edition Books Are Buy 2, Get 1 Free Ahead of Black Friday

13 novembre 2025 à 22:10

The Empyrean series has been my guilty pleasure since I first read Fourth Wing. Rebecca Yarros's approach to weaving together fantasy, romance, and character development makes it one of the best romantasy reads out there. The series has been extremely popular at Amazon's Kindle store all year long with the release of the third book, Onyx Storm, but it's also sold extremely well in terms of physical book sales.

If you're like me and chose to devour these novels via reading tablet, you'll be happy to know that the special edition hardcover versions are currently part of the 'Buy 2, Get 1 Free' sale at Amazon ahead of Black Friday. The Wing and Claw collection includes beautiful stenciled edges that bring a striking visual element to each book.

Fourth Wing Books Sale at Amazon Today

If you aren't familiar with how Amazon's "3 for 2" sale actually works, it's fairly simple to explain. All you need to do is add all three of these books to your cart and Amazon will automatically discount the price of the cheapest one when you go to check out. So in this case if you were to buy all three of the Wing and Claw editions in the Empyrean series, you'd save an additional $21.39 on top of the already discounted prices. This means you can get the full hardcover collection for only $49.06 while this sale lasts.

There is some weirdness with how the Wing and Claw collection was released. Onyx Storm was released back in January 2025 (alongside the special edition), but the rest of the series hadn't received the Wing and Claw treatment yet. It wasn't until September that both Fourth Wing and Iron Flame received a Wing and Claw edition. So for those of you who purchased Onyx Storm at launch and are looking to complete your set, this sale is a great opportunity. You'll just need to buy a third book from the sale to take advantage of this promotion.

What is the Empyrean Series about?

The story follows Violet Sorrengail, a seemingly fragile young girl who has been forced by her powerful mother to enter the very dangerous academy of dragon riders. As she finds ways to overcome her weaknesses and survive, Violet must also battle her own complex emotions about her mother, her old friend, and a boy she thinks wants nothing more than to see her dead. All the while, there's more going on with the dragons and her world than meets the eye, and she finds herself at the center of it all whilst in the heat of an epic romance.

Amazon is planning on bringing Fourth Wing to the screen after the success of the books and a TV series is already in the works for Prime Video.

Should you wait for Black Friday to buy?

We're only halfway through November, so there are still plenty of Black Friday sales on the horizon. And those sales are arriving quickly. Amazon recently announced that its own Black Friday sale will be kicking off on Thursday, November 20 this year and will include book deals up to 65% off. As for what book deals will be included in that sale, we are still in the dark. So with that in mind, this early book promotion is absolutely worth taking advantage of before Black Friday truly begins.

While it's certainly possible that retailers will reduce the prices of the Fourth Wing books individually, it's unlikely that those discounts will be as steep as getting an entire book for free. If you only want to buy one of these books, It's probably worth waiting, but if you're going to buy the full collection then right now is the best time to do so.

The Alienware 18 Area-51 RTX 5090 Gaming Laptop Drops Below $2,900 for Black Friday

13 novembre 2025 à 21:55

The biggest and most powerful gaming laptop that anyone can get is an 18" laptop equipped with a GeForce RTX 5090 mobile GPU. Normally such a system would cost you over $4,000, but there's a pretty outrageous deal going on right now. Dell Outlet currently has "Like New" Alienware 18 Area-51 RTX 5090 gaming laptops in stock starting at $2,840. Even better, there's an additional 18% discount (automatically applied in your shopping cart) that drops the price to just $2,886.40 with free shipping. That is a huge price drop from the current price of $4,550 new from Dell (Alienware). Note that "Like New" models are certified refurbished and include the same 1 year warranty as buying new.

Alienware 18 Area-51 RTX 5090 Laptop for $2,886.40

Like new (refurbished) with 1 year Dell warranty

This particular configuration comes very well equipped with a gorgeous 18" 2560x1600 300Hz G-Sync display, Intel Core Ultra 9 275HX CPU, RTX 5090 24GB mobile GPU, 64GB of DDR5-6400MHz memory, and a 2TB SSD.

There aren't very many 18" gaming laptops around, and even fewer that are equipped with the RTX 5090 mobile GPU. Of the ones that are available for purchase at the moment, this is far and away the least expensive deal. In fact, it's one of the only laptops I've found with a price tag under $4,000. Take a look at its competition (and note these are sale prices):

The Area-51: new color, curvy design, metal construction, and upgraded cooling

The Alienware Area-51 is a considerable upgrade compared to the previous generation's Alienware m16. For starters, it's clad in anodized aluminum for both the lid and bottom chassis and features a unique iridescent finish that sparkles in direct lighting. The frame is made of a durable and lightweight magnesium alloy. Cooling has been upgraded with generous amounts of copper and a new thermal interface. Dell claims that it can handle up to 240W TDP without raising acoustics.

Design-wise, the Area 51 has a sleeker, more contoured shape compared to previous models, with rounded edges and soft corners replacing the traditional squared off design. The hinges are internally positioned so that they're near invisible. There's a transparent window on the undercarriage to show off the internal components. There's also plenty of RGB illumination, although most of it can be turned off if you don't like that sort of thing.

The RTX 5090 mobile is undisputedly the best GPU for gamers and creators

The RTX 5090 is the most powerful mobile gaming CPU available and performs about 15% better than the RTX 5080. Currently you can get an Alienware Area-51 RTX 5090 gaming laptop for as low as $3,299.99. It's about $400 more expensive than the RTX 5080 model, which is a fair price premium for a more powerful graphics card that also has a lot more VRAM (24GB vs 16GB). The extra memory is useful for 4K gaming as well as generative AI.

Check out our best Alienware deals.

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.

Reçu hier — 13 novembre 2025 IGN

The LEGO Technic Ford GT Drops to Its Lowest Price Ever on Amazon Ahead of Black Friday

13 novembre 2025 à 21:15

Amazon is kicking off a few great LEGO deals ahead of Black Friday, including the lowest price ever on one of my favorite vehicle builds. The popular LEGO Technic Ford Mustang 10265 has dropped to just $83.99 shipped after a hefty 30% off discount. This is the lowest price I've ever seen for this particular model. It's also one of the most affordable expert-level Technic kits that LEGO sells, and it doesn't hurt that the finished build looks fantastic to boot.

30% off LEGO Technic 2022 Ford GT 42154

This set is a 1:12 replica of the real-life 2022 Ford GT, measuring 15" long, 7" wide, and 3.5" tall and comprised of 1,466 brick pieces. Authentic features include a V6 engine with moving pistons (the hood can be opened so you can admire this well after the build is completed), independent suspension on all wheels, front-axle steering, and a rear-wheel drive with differential. It's all decked out in a dark blue "paintjob" with white racing stripes, For you brick collectors, the dark blue brick pieces are rather uncommon, so extra points here for getting a unique and pleasing color instead of the more boring and ubiquitous gray, brown, and black bricks or the questionably aesthetic lime green ones.

At this price you're paying only about 5.7 cents per brick with plenty of shape variety. That's a great value, especially since this is a themed kit with a licensed real-world car model. Also, the current crop of LEGO Technic values is heavily tilted towards Formula 1 race cars, so if the traditonal car body is more your style, there aren't too many options to choose from. Here are other similarly sized Technic cars and their current prices. The 2022 Ford GT is a phenomenally better value!

Looking for more sets? Check out our top 10 favorite LEGO Technic sets for 2025.

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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