↩ Accueil

Vue normale

Reçu aujourd’hui — 19 novembre 2025 IGN

TMNT: The Last Ronin Box Set Is Up for Preorder and on Sale

19 novembre 2025 à 17:41

Teenage Mutant Ninja Turtle fans have a nice treat releasing soon: Teenage Mutant Ninja Turtles: The Last Ronin is getting a box set with all three volumes in a hardcover format that's now available to preorder at Amazon and Walmart.

It's currently listed for $71.23 at both retailers, which is a nice little discount down from its original list price on each site. Fans won't have to wait too long to get it, either, as this set is expected to be released on November 25.

Preorder TMNT: The Last Ronin Box Set

This set comes with all three series of The Last Ronin saga: The Last Ronin, the prequel series Lost Years, and the follow-up series Last Ronin II: Re-Evolution. Each of them comes in a hardcover format that are stored inside of a cool slipcase. If you're a big TMNT fan, this looks like an excellent set to add to your comic collection.

If you're on the hunt for even more comics to buy, Black Friday is right around the corner and is sure to have plenty of deals for shoppers looking to pick them up. If you're curious when the seasonal sale festivities officially begin this year, you don't have to wait too long. Amazon kicks off its Black Friday sale tomorrow, November 20, as does Best Buy. Other retailers are sure to follow in the days to come.

For more information on exact sale start times for different retailers and what discounts we're expecting to see this year, check out our overall breakdown of Black Friday 2025. We've also gathered up 8 online shopping tips to help you out during Black Friday sales this year so you can scoop up the best discounts that pop up ahead of the holidays.

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

David Fincher's U.S. Version of Squid Game Shows Signs of Life

19 novembre 2025 à 17:25

If you’re anything like us, you’ve been wondering what’s going on with the American spinoff of Squid Game, which was supposed to be directed by David Fincher for Netflix. Well, we’re here to tell you that it appears the new series is still happening — and has set a date to start shooting.

The show, which will be titled Squid Game: America, has been listed on the Film and Television Industry Alliance website with a filming date of February 26, 2026. It is also set to shoot in Los Angeles, according to the site.

The listing includes Fincher as director and original Squid Game director Hwang Dong-hyuk and producer Kim Ji-yeon as producers on the new series, alongside Fincher and Zeus Zamani and Rhett Giles. Dennis Kelly is listed as the screenwriter and Cate Blanchett stands out as the only cast member listed at this point.

The listing also includes a new description of the series, albeit one that doesn’t tell us anything we don’t know yet: "A U.S. version of the Korean hit series, the spinoff is set in the same world but we get to see how the games are handled in America."

That said, it appears this show will take place after the Squid Game finale, which is a choice that illuminates how the original series set up this spinoff.

Warning! Spoilers for Squid Game Season 3 finale follow:

Gi-hun, the series’ main character, sacrifices himself at the end of the game in order for Player 222’s baby to win. After that, Front Man (Lee Byung-hun) takes the baby and escapes, leaving him room to blow up the island locale where contestants are sent to play the games. Several months later, Front Man spots a recruiter (none other than Blanchett) in a Los Angeles alleyway, playing ddakji with someone. They share a look, and then the credits roll — so it’s clear the ambiguous Season 3 ending was always preparing for this new show (and hopefully Front Man shows up in it).

However, we don’t exactly know what to expect from the spinoff other than that there will be games and they’ll be happening in America. It’s very possible it’ll be a big rehash of what we’ve already seen. After all, this is Netflix’s most popular show ever, so it wouldn’t be too weird for the streamer to want to give the people what they already love as they make efforts to expand the franchise. But it would be nice to see Fincher switch things up a bit and try something unexpected.

In July, Gi-hun actor Lee Jung-jae discussed how he prepared for his character's final scenes mentally and physically — including by losing 22 pounds to show the toll being taken.

In an interview with The Hollywood Reporter, Lee Jung-jae said Gi-hun's last scene was "without a doubt, the most challenging" to shoot of the entire series, requiring he mentally prepare for the character's toughest choice, and physically show the stress he had been under.

"To get that scene just right — all of the effort that went into mentally preparing for it and maintaining that psychological state — all of that process was really not easy," Jung-jae said. "Physically, I had gone on a very strict diet for about 14 months, which actually got more strict by the day, up until the day we shot Gi-hun's final scene."

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

Dragon Quest VII Reimagined Goes Much Farther Than the HD-2D Remakes

19 novembre 2025 à 16:00

I like to think of the mainline Dragon Quest series sort of like a donut. A donut may have sprinkles on top, be glazed, or maybe tied in a knot, depending on where you get it, but at its heart, you know what to expect when you bite into one. You know you will get a delightful treat of fried dough, sweet, and usually covered with some sort of other goodies, and in Dragon Quest’s case, you know you can expect a grindy turn-based RPG, the distinctive designs of Akira Toriyama, and the vexation that comes with trying to dispatch smiling metallic blobs. That familiarity is comforting and the differences exciting, all at the same time. Dragon Quest is the same way, and even after nearly 40 years, even the latest entries all these years later, feel like a DQ game. After sinking my teeth into the upcoming Dragoon Quest VII Reimagined, slaying slimes and solving mysteries, this latest looks to retain that same DQ goodness.

Dragon Quest VII Reimagined marks the third iteration of Dragon Quest VII, the best-selling entry in Japan, following the original 2001 PlayStation release just before the PS2, and the mid-2010s 3DS remake.

Running around the dreary village of Wetlock, where my demo took place, I got a good look at the new art style of Dragon Quest VII Reimagined in action. Coming off the sprite-based goodness of the HD-2D Erdrick Trilogy remakes of Dragon Quests I & II, seeing this new handcrafted style was quite a spectacle. The use of real-world materials as textures in the clothing and gear of the main characters, thanks to the highly detailed puppets that were made and scanned in, gives this version of DQVII, and Prince Kiefer’s broad chin, a distinct vibe and feeling all of its own.

The use of real-world materials as textures in the clothing and gear of the main characters, thanks to the highly detailed puppets that were made and scanned in, gives this version of DQVII, and Prince Kiefer’s broad chin, a distinct vibe and feeling all of its own.

Speaking to Reimagined’s producer, Takeshi Ichikawa, he explained that this shift in style was done to better capture the unique proportions and style that the characters in Dragon Quest VII have. “They're drawn shorter than the other mainline Dragon Quest characters. So we kind of wanted to leverage that. We explored a lot of ideas of visual styles that leverage the adorableness and the cuteness of those short characters.”

Taking out my reverence for sprite-based games, the new style of Reimagined is impressive, but at least for me, it took some getting used to, and one that I’m not entirely sold on just yet. As you might expect from a DQ game, the distinctive art of Akira Toriyama is expertly rendered in this new way, but with representations of real-world materials such as the weave that made up the Bag O’ Laughs enemy, or more pronounced scales, felt… odd? It’s hard to describe, but it’s that “off” feeling whenever you see a more realistic version of your favorite cartoon or anime character, like seeing actual hair strands on Goku. Okay, maybe it isn’t that level of odd, but you get my point.

I also noticed that the colors seemed rather muted compared to what I’ve come to expect from these games and Toriyama’s Dragon Quest work. The green of the hero’s little hat and outfit that I am used to being a vibrant spring-time green looked more like the color of a cloak – like what a sneaky elfish ranger may wear when trying to be seen among the brush, for instance. I’m also a bit bummed that we are losing out on party members changing their appearance based on the vocation they have equipped that was featured in the 3DS version, but I imagine making that many outfits for the puppets would have taken a considerable amount of time to do, and then scan in for the game, so I’m willing to forgive that one.

Trimming the Fat

Square previously mentioned that, for Reimagined, the team removed non-critical storylines and other content, including Grondal, El Ciclo, Providence, the Casino, and more, to streamline the experience and make it more approachable. One area that the team has paid special attention to is the opening few hours, which, speaking from experience, really drag on, with your first encounter with a slime not coming until close to three hours in. It was a barrier that caused even Ichikawa-san to give up the game back when he first played it as a child in elementary school. Thankfully, he promises that you will be slaying your first critter within an hour of starting up the game this time.

I realize hearing terms like “streamlining” or “more approachable” – along with the mention of cut content – may be off-putting to hear for some folks, or even causing some to be concerned that Reimagined will be a “diet” version of Dragon Quest VII. Obviously, the small snippet I did get to try out doesn’t give me much insight into how the cut and adjusted narrative content impacts things. At least from a gameplay standpoint, Reimagined feels just like a Dragon Quest game should, with the new mechanics and features feeling right at home.

Get a Second Job

Dragon Quest VII is part of the small and exclusive club of series, alongside the likes of Dragon Quests VI, IX, and III, that features a vocation system that lets you swap around the jobs, and as a result, the abilities of your party members. Reimagined further expands on this with the introduction of Moonlighting, which allows each character to have not just one, but two jobs, with abilities to pick from and level up, giving me flashbacks to Final Fantasy XII: The Zodiac Age. I am a self-admitted job-system sicko, and even though a ton of jobs were still locked and hidden in the snippet I played, I could have easily spent my entire time tinkering around with different combinations of roles and seeing how they played off of each other. I appreciated that Reimagined also clearly shows what the requirements are to unlock new vocations, too, meaning I will be able to really target the ones I want when Reimagined releases!

After fights, I would earn vocation points that act as experience that will level up whatever ones I had equipped. It looks like Reimagined pulls from the 3DS version’s school of vocations, as my characters could only use skills of the jobs they had equipped. Vocations also come with associated “Perks” —special actions they can take when specific criteria are met, essentially a Limit Break of sorts. These can be big attacks, heals, or buffs that will help you turn the tide of particularly nasty boss fights, which Dragon Quest games are never lacking in.

Finding Fragments

The aspect of Reimagined that I was most interested in checking out and seeing how this latest version would handle was the magical fragments, which are, debatably, the most defining mechanic of this seventh installment. These artifacts, which you collect and then stick together like LEGO to reveal new locations to visit, can be a real pain to find. The previous 3DS remake had a special finder on the system’s bottom screen that would alert you when one was nearby, and really eliminated a good bit of the frustration and headache from tracking the suckers down, so I was really curious how this new game would address it.

This time around, fragments simply will show up on your minimap. When you collect them, they will appear greyed out, alongside a support system with the strange Caretaker and adjusted locations for the pesky tablets to make the whole hunt easier. I do hope there is still some challenge in finding fragments in the final release. I don’t need to feel like Indiana Jones uncovering a long-lost and forgotten artifact, but I don’t want to feel like a toddler picking out the square from an assortment of circles and triangles either.

Tweaked for You

There were other handy little tweaks and additions that aided me in my quest to discover missing townsfolk around Wetlock. I stumbled on special Goddess statues that I could save and heal at, which made them far more attractive spots to do some level and job grinding. Reimagined brings over some of the help options from the HD-2D remakes, like being able to toggle fully healing when a character levels up and adjustable difficulty settings, among others, to help bring this tale into the modern era with modern expectations. One unfortunate feature that Ichikawa-san and the team weren’t able to work out was a good way to use the lizard-gecko creature in this new game, never making it past early discussions on how you could utilize this creature. But at least our favorite little critter has made its triumphant return to the character art for the hero after being completely absent from the 3DS release.

When Dragon Quest VII first came to the West in 2001, a year after the PlayStation 2 was released, its dated sprites on 3D backgrounds were competing with the evolutionary leap of the RPG in Final Fantasy X that same year. The 3DS version suffered a similar though not as troublesome, release window in the States, coming to the aging handheld a mere six months before the Switch would begin its campaign to conquer the world with the likes of Xenoblade Chronicles 2, Super Mario Odyssey, and a little game called The Legend of Zelda: Breath of the Wild, redefining what was possible with a handheld gaming device. Dragon Quest VII Reimagined marks the first time that this story is being told from a standpoint of being already outdated on arrival in the West.

After my 45 minutes were up, I had successfully solved the mystery of the disappearing citizens of Wetlock, climbed to the top of a tower to avoid a devastating flood, and vanquished the monster behind it. All in all, a typical day in the life of a Dragon Quest hero and his friends. While many aspects of Dragon Quest VII Reimagined are still a mystery, all of those special little qualities and personalities that have kept this series going for almost 40 years are still on display. I am eager to see all that this new version has to offer and just how the removal of some story beats and addition of new ones impacts the overall campaign, along with what the new gameplay mechanics bring to the Dragon Quest DNA. 2026 may just be the year that the rest of the world really sees what has made Dragon Quest VII the best-selling entry over in Japan, giving it the stage to finally shine.

Marvel’s Deadpool VR Is Out Now, and You Can Score a Meta Quest 3S on Sale To Play It

19 novembre 2025 à 15:56

Marvel's new Deadpool VR game is officially out for Meta Quest users (and we're very big fans of it). If you're hoping to jump into it but don't have a headset, we have good news: both the 128GB and 256GB Meta Quest 3S headsets have seen some nice discounts lately at Amazon and Best Buy before Black Friday sales officially kick off.

The 128GB model has dropped to $249 while the 256GB is down to $329.99. On top of the deals, Best Buy is throwing in a bonus $50 gift card with your purchase of either headset, while Amazon is offering a $49.01 Amazon credit with a purchase of its 256GB headset. That's a sweet little treat to have alongside these deals, especially while Black Friday shopping.

Amazon: Meta Quest 3S Deals

The 128GB model from Amazon comes as a Gorilla Tag bundle that sets you up with exclusive in-game items. And, similar to Best Buy, the 256GB model comes with Batman: Arkham Shadow alongside a $49.01 Amazon credit with your purchase.

If you're looking to pick up Deadpool VR to have in your library as well, we gave it an 8/10 in our review. Writer Gabriel Moss said its, "kinetic combat and genuinely funny dialogue adds to a growing roster of great licensed superhero games that help prove VR games can be more than shallow tie-ins."

Best Buy: Meta Quest 3S Deals Plus $50 Best Buy Gift Card

What makes these deals even better is the bonus games that come with them. The 128GB headset from Best Buy sets you up with The Walking Dead: Saints & Sinners, while the 256GB headset comes with Batman: Arkham Shadow.

Black Friday is just over a week away, and there's plenty more for gamers to look forward to during the sale event. PlayStation and Nintendo have announced their Black Friday plans, and we've got a breakdown of what to expect from Xbox this year as well. Check out our full write-up of Black Friday 2025 for more details on when retailers will officially kick off their sales this year and what other deals to expect.

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

Mad Men Will Be Streaming in 4K For the Very First Time On HBO Max, So Start Planning Your Holiday Rewatch Now

19 novembre 2025 à 15:48

Get ready to get mad again — and by mad, we mean Madison Avenue, of course. One of the most beloved and critically acclaimed dramas of the 2000s is coming to streaming, and will be available to watch in 4K for the very first time. Have you guessed which one yet? It’s none other than the AMC original Mad Men.

All seven seasons of the iconic series will be available on HBO Max — again, in glorious 4K — from December 1.

"Mad Men continues to show truly remarkable staying power with audiences a full decade after concluding its network run, and we couldn't imagine a better home for it than HBO Max," President of worldwide television distribution at Lionsgate, Jim Packer, explained in a statement.

"HBO sets the bar for premium entertainment, making it the perfect place to celebrate one of television's defining series while introducing Mad Men to new viewers and reintroducing it to longtime fans in 4K."

The legendary drama was created by Matthew Weiner and kicked off in 2007. It ran for seven seasons with Jon Hamm at the helm, alongside a stacked supporting cast that included Elisabeth Moss, Christina Hendricks, January Jones, Vincent Kartheiser, John Slattery, and more. Several of the cast members, Hamm included, were catapulted to superstardom through the success of the series, which followed the employees and executives of an advertising firm on Madison Avenue — get it? Mad Men? — in the 1960s.

The show went on to collect a whopping 116 nominations over the course of seven years, cementing it as one of the most recognized and appreciated shows of all time. And soon, you’ll be able to rewatch — or watch it for the first time, do it! — in glorious 4K and remember, or discover, what made it so great.

Photo by Stephen Osman/Los Angeles Times via Getty Images.

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

Ghost of Yotei New Game Plus Mode Confirmed With Release Date, Free Patch Details, and More

19 novembre 2025 à 15:37

Ghost of Yotei is set for New Game Plus mode on November 24 alongside a free patch, Sony has announced. Expect a harder difficulty, new armor sets and weapon dyes, the ability to replay missions, and new accessibility options.

Sucker Punch’s PlayStation 5 exclusive sequel gets New Game Plus as part of a free patch that includes new cosmetics, new Trophies, and new Photo Mode features.

As detailed in a PlayStation Blog post, New Game Plus will let you replay Atsu’s quest from the beginning with everything you earned throughout the campaign. “Yes, that means it’s time to bring a gun to a sword fight, with all of the armors, abilities, and weapons from your first playthrough available from the start of the game,” Andrew Goldfarb, Senior Communications Manager at Sucker Punch Productions, said.

Ghost of Yotei New Game Plus details:

New Game Plus will unlock after you’ve finished the main story, and will add new harder difficulty options and two new Trophies. There’s also a new currency called Ghost Flowers that you can exchange with a new vendor for more than 30 new cosmetics including new armor sets and weapon dyes, plus 10 new charms. You’ll also be able to earn an additional tier of upgrades for your existing armor sets and weapons.

New features for the base game coming with the new patch include the ability to replay content in the post-game after you’ve completed the main story, including a new stats display. Sucker Punch is also adding new accessibility options including directional button remapping. New Photo Mode features include shutter speed, a composition grid, and new filters.

Last week, Sony announced that Ghost of Yotei had sold 3.3 million copies in its first month on sale (October 2 to November 2). Predecessor Ghost of Tsushima sold 2.4 million copies in its first three days after going on sale exclusively on PlayStation 4 on July 17, 2020, then hit 5 million after 118 days (just shy of four months). It’s now up to 13 million copies sold, including sales of the PC and PS5 Director’s Cut.

So it’s worth remembering that while we don’t have a figure for a comparable period of sales, it looks like Ghost of Yotei is selling about as well as Ghost of Tsushima before it, a suggestion backed up by sales data from the U.S. and across Europe.

As for what’s next from developer Sucker Punch, in an interview with VGC, co-founder and studio head, Brian Fleming, said the studio will decide its next project once multiplayer add-on Ghost of Yotei: Legends comes out. But, he suggested, don’t expect a flurry of games from the relatively lean developer — it’s one project at a time.

While we wait to find out, check out IGN’s Ghost of Yotei review. We’ve also got a cool story about Atsu's sword-drawing technique, which Japanese martial arts experts have said is kind of doable in real life.

Ready to master Ghost of Yotei? Check out our comprehensive guides, which cover everything from things to do first, best skills to unlock, advanced combat tips, getting the best early-game armor set, and uncovering every Altar of Reflection location. Our Walkthrough also provides essential tips and strategies for defeating every boss, and our secrets and easter eggs guide ensures you never miss another hidden reference again.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Pokémon Legends: Z-A Mega Dimension DLC Debuts Mega Zeraora, Though Unlocking It 'Will Be a Little Difficult'

19 novembre 2025 à 15:31

Fan-favorite Pokémon Zeraora will gain a Mega Evolution in the upcoming Pokémon Legends: Z-A Mega Dimension DLC. However, a fresh trailer revealing the creature's design has warned that it may be tough to unlock.

Today's trailer showcases the latest all-new Mega Evolution that owners of Pokémon Legends: Z-A will need to pay another $30 for, meaning a total outlay of $100 for the game and its DLC on Switch 2. The upcoming expansion was first announced alongside two Mega Evolutions for Raichu, though many more are also expected.

Mega Zeraora, which upgrades the black and gold electric cat species with a new and more ferocious blue-tinged look, will apparently require some work to acquire.

⚡ Time to get charged up! ⚡

Watch out for Mega Zeraora, the Mega Evolution of the Thunderclap Pokémon, in #PokemonLegendsZA – Mega Dimension! pic.twitter.com/ZIof29FGev

— Pokémon @ Lumiose City 🥐 (@Pokemon) November 19, 2025

"It looks like getting Mega Zeraora for your team will be a little difficult," reads an accompanying description of the trailer. "Keep your eyes peeled for a way to encounter it as you play through the DLC!"

Pokémon Legends: Z-A's base game already holds back access to some Mega Evolution species by requiring players log on and battle online over time, with several previously-announced creatures still yet to be made available. It's currently unclear if Mega Zeraora will similarly be time-gated, or just unlocked late in the DLC's story.

"The electric energy it stores in its body is equivalent to 10 bolts of lightning," an official blurb for Mega Zeraora reads. "Protrusions on its forehead, chest, back, and the backs of its hands are where the electric energy is particularly concentrated. The protrusions steadily emit a pale blue light. If Zeraora stores up lots of energy and then unleashes attacks, those attacks will pack enough power to take down multiple nearby opponents at once."

A previous trailer for Z-A's Mega Dimension DLC debuted designs for Mega Chimecho and Mega Baxcalibur. Fans peering into the game's files believe around a dozen other species will also be included.

Pokémon Legends: Z-A's Mega Dimension DLC is set to launch on December 10. If you're jumping into Pokémon Legends Z-A, choose your Starter Pokémon, then check out our complete Pokémon Legends: Z-A Walkthrough, plus our Side Missions List to make sure you don't miss anything. We've also got a Pokémon Legends: Z-A Pokedex, and most importantly, a guide to All Clothing Stores and Clothing in Pokémon Legends: Z-A so you can catch 'em all in style.

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

DBrand Killswitch 2 Grip and Case Combo for Switch 2 Review

19 novembre 2025 à 15:00

I trust DBrand with some of my most important devices. Its screen protectors (and applicators) have been top-notch, and its cases have wrapped a few of my phones, including my Samsung Galaxy S25. This time, I trusted them with my Nintendo Switch 2 in the process of reviewing the inventive Killswitch 2 grip and case combo – its premium build quality and sleek design complement the ergonomic advantage it provides. If you can contend with an awkward solution to docking your Switch 2 while keeping the grips and back protector on, this is an excellent case that covers several bases all at once. It's easy to recommend to any Switch 2 owner looking to protect their handheld in style.

The Killswitch 2 case is difficult to wrap your mind around at first. Instead of the standard grip and a separate case with a zipper, padded innards, and elastic game slots that wear out, the Killswitch 2 marries multiple ideas into a unified thing. It’s one part rubberized grips and protective shell that attach to the Joy-Con and back of the console, respectively. The second part is a hard plastic cover that goes over the front to provide full protection, and a strong elastic cord wraps around the console and slots into hooks on the cover to keep everything tightly secured. This semi-translucent screen cover doubles as a game holder for up to 10 physical game cartridges on the inside of it as well.

It's a sturdier solution to protecting your screen than the average case, with much less give than even most hard-shelled cases. DBrand claims this screen cover can tank as much as 100lbs of pressure, though I haven't had a chance to put that to the test (and, frankly, I don’t think I will). One frustration is that you can’t charge your Switch 2 with the screen cover attached.

Aside from the cord’s hooks and anchors, this screen cover adds very little profile to the Switch 2, offering extra protection without taking up too much space. But what this screen cover boasts in protection and efficiency, it lacks in space. I think the designers at DBrand made the bet that nobody's just carrying a Switch case by itself, but I do wish there was room for carrying stuff like Joy-Con 2 straps in their grand design. I have room in my backpack for stuff like that, but rifling around between extra pockets kind of defeats the purpose of a bespoke carrying case.

This reinforces the primary design ethos of the Killswitch 2: It feels designed for a standard handheld like a Steam Deck, not something that's meant to connect to a TV, and certainly not a device with as many use cases as the Switch 2. That’s not to say it’s wholly dysfunctional; it’s much nicer than your average grip case, but we’re still early enough into the Switch 2 lifecycle that I want to have easy access to its full range of gimmicks, mouse mode and all.

But you know what isn’t a gimmick? Docking the console. Half of the Switch 2’s appeal is playing it on a TV to enjoy Nintendo’s first 4K console. Unfortunately, the Killswitch 2 case doesn’t fit inside the standard Switch 2 dock. Instead of redesigning the case, DBrand offers an awkward fix to a problem it created. Each Killswitch 2 case ships with an extra dock-like cradle, which has a USB-C input on a rail that gets slotted into the Switch 2 dock and has a USB-C plug in the front that functions as an adapter.

In theory, this should allow you to dock your Switch 2 without taking any extra precautions, but I had some trouble getting my unit to work at first. Maybe it was the fit, maybe it was just that I kept missing the adjustable USB-C plug when slotting the console into place, but it took me multiple tries before the console was properly docked and connected to my TV. It’s a minor inconvenience, sure, but when other high-quality grip cases like Genki’s are comparable while still dockable, this gets annoying quickly.

That’s not to mention the inconvenience of needing to carry an extra accessory just to dock your Switch 2. I left it at home for a recent trip, so I couldn’t dock my Switch 2 without completely removing the case from my console. This extra cradle may be cool for displaying your Switch 2 in your entertainment console, but it’s not the most portable or convenient.

Should you forget your adapter, you’ll run into another of the Killswitch 2’s biggest issues: adhesives. The Killswitch 2 ships with a case for the tablet itself, alongside a cover for the kickstand for a uniform feel in handheld mode. Both have adhesives on them, which ensure the console doesn’t move or wiggle around in the case or potentially even slide out altogether. It’s a great idea in theory, but if you’re taking the case off for any reason, it can complicate things. Especially that kickstand cover.

The Killswitch 2 also comes with thumbstick covers that add extra grip and profile to the Joy-Con 2’s analog sticks. This might secretly be the best part of the whole bundle. These grip covers worked together with the ergonomic hand grips on each Joy-Con to make a long cross-country flight much more comfortable. Even after moving on to test out other cases and grips, these covers have stayed on thanks to their textured, comfortable feel.

Disney Dreamlight Valley: Wishblossom Ranch Review

19 novembre 2025 à 15:00

Hot off of dozens of hours reviewing the sweatiest kind of game imaginable in ARC Raiders, wading into the cozy waters of Disney Dreamlight Valley once again was like stepping into a warm bath at the end of a hard day’s work. I’ve managed to mostly keep up with this charming, Disney-infused life simulator for the past three years, which has been content with adding a handful of new areas and characters here and there rather than innovating in that time. But with its latest expansion, Wishblossom Ranch, developer Gameloft Montreal promised a massive new region to explore atop the back of various recognizable steeds that seemed like a perfect reason to return for an extended stay. It’s without question the most ambitious update yet, with some interesting mechanical tweaks, like the focus on riding and building bonds with horses to unlock new abilities – but that ambition comes at the cost of this being the most buggy version of Disney Dreamlight Valley so far. Similarly, the new map has some of the most creative and unique regions I’ve seen in any cozy game, but that’s offset by new characters that I had a hard time connecting with and the usual, completely unnecessary grind to get through its main quests. All-in-all, I’m still glad to be back in the comforting embrace of this incredibly zen game, but the admirable risks Wishblossom Ranch takes only pay off some of the time.

If you’ve yet to visit Dreamlight Valley’s colorful, cartoonish world, this is a life simulator that’s centered around reconnecting with Disney characters from your childhood and the hopeful, optimistic sense of wonder you presumably had beaten out of you in the years since. You’ll run around performing low stress activities like gardening, cooking, and fishing while hanging out with the likes of Simba from the Lion King, Elsa from Frozen, and Goofy from… well, y’know, it’s Goofy. Wishblossom Ranch is the latest made up compound word followed by a location noun to be added to the mix, and it asks you to solve a mystery surrounding a place where one’s wishes are granted that seems to have run out of magic. While hot on the case, you’ll meet a handful of new Disney characters to befriend, explore and settle the biggest regions Dreamlight Valley has seen so far, and, most importantly, unlock a roster of iconic mounts to ride around on. When all of that is working, it’s some of the best-spent hours this chill adventure has offered me yet.

As the name Wishblossom Ranch implies, the main attraction this time around are the four-legged creatures you’ll tame, each with their own special ability to help you navigate the world and solve simple puzzles. The brave and bold Maximus from Tangled will let you leap across large gaps, while the mighty and battle-tested Khan from Mulan can kick apart physical barriers, and the goofy looking Pegasus from Hercules lets you fly to the highest heights of the mountainous area. You’ll also get to customize and name your own horse (mine was called Neighthan), which has the ability to push around heavy objects with its head like a big ol’ dummy. The puzzles you’ll solve using this suite of ponies are extremely basic, mostly serving as reminders that you can and should switch between mounts instantaneously and use their unique skills to push heavy blocks onto weighted pressure plates or kick obstructions to pieces, but they do a good job at giving you a reason to toggle between each of the loyal stallions and a good reason to level up your bonds with them.

This is definitely the most unstable version of Dreamlight Valley so far.

The best part of these new companions, though, is the fact that they solve one of my least favorite things about Disney Dreamlight Valley since the very beginning: how insanely slow you move. I’ve had a bone to pick with this game for many years now on how painfully sluggish it feels to move around, even when aided by fast travel from zone-to-zone, but hopping atop a mount makes travel times so much faster it’s completely resolved that issue. And since you can also train your mount to help with things like stomping on ore deposits to mine for gems or dig holes in the ground for gardening, you can do lots of activities without ever having to dismount, which is a great touch. Really the only issue is that now the old areas feel so claustrophobic and small because you can sprint across them so quickly, and they could already be fairly tough to navigate on foot. Thankfully, the new areas have been designed with mounted travel in mind and are properly expansive, and getting caught in small environments in the old regions is still a lot less annoying than spending minutes on end slowly crawling through them.

Unfortunately, the process for actually improving your relationships with each of these guys can be a bit of a slog, and represents the biggest timegate you’ll find in Wishblossom Ranch, which otherwise does a pretty good job of getting rid of annoying grinds like the one found in A Rift in Time. Every time you unlock a new mount, you’ll have to spend an increasingly long amount of time leveling up your relationship with them until you unlock their unique ability that’s needed to get through the next step in the main story, and the primary way to do that is by waiting for real-life days to go by so that you can feed, pet, and brush them for large XP boosts… or do what I did and spend hours riding around aimlessly, jumping over random objects in the world to brute-force your way through it. I’m sure it would’ve been far less annoying if I would have just played more casually over the course of a few days or weeks as is likely recommended, but I’m really not a fan of arbitrary obstacles to progression that have no point beyond padding out how long it takes to finish the story, and this one is particularly silly. I’m okay with having to earn my social links with each of these quadrupedal friends, but it shouldn’t prevent me from unlocking the next area until I do, especially if the only way to speed it up is by doing meaningless busywork.

The good news is that once I did get through the grind and proceeded to the next region, I was rewarded with some of the most interesting places that Dreamlight Valley has featured to date. For example, the Pixie Acres is a magically-infused garden area with golden honey waterfalls in the distance and waterballoon fish swimming in the rivers, while my personal favorite area, Glamour Gulch, is entirely fashion-themed, and has pincushion fruit growing on trees, flowers that are made out of needles and thread, and mushrooms on the ground that are actually little buttons. The flavor and themes of these places are easily the most clever and compelling yet, and would probably even top the list of some of my favorite locales in any cozy game. It’s especially cool when you start gardening with seeds found in these areas to grow things like a vegetable made out of silk thread or cooking recipes out of those ingredients to whip up an entree called button stew. This is exactly the type of over-the-top goofiness Dreamlight Valley really needed, as opposed to the quite grounded options in the first area where you were harvesting regular ol’ tomatoes to cook tomato soup.

On the other hand, I personally was less enthused about the new characters than the environments themselves. Snow White, Cruella de Vil from 101 Dalmatians, Tigger from Winnie the Pooh, and Tinker Bell are the four new besties to befriend, only one of which didn’t completely annoy me over the course of the story. Snow White’s creepy cheeriness and impossibly high-pitched voice gave me the willies, Cruella de Vil was just straight up mean to me for several hours while I was forced run errands for her when I would have rather just told her to take a hike, and Tigger’s stretch of the story is so untethered from reality that I was just confused about what the heck I was doing the whole time, like one part where I had to reunite a family of balloons with faces drawn on them for some reason. Tinker Bell was genuinely the only one who was consistently helpful while also not boring into me with unnerving, wild eyes. I think this is probably the cast of added characters I connected with the least so far, even though Cruella de Vil did make me laugh by being such an irredeemable monster (as she should be). Don’t get me wrong: I’m sure lots of folks will enjoy adding these icons to Dreamlight Valley’s already impressive roster, and you can always just bring along an existing character you prefer, but man, Snow White is just not for me.

The main thing holding Wishblossom Ranch back, however, is the fact that it’s definitely the most unstable version of Dreamlight Valley so far, and that’s coming from someone who started playing during a preview period slightly before its Early Access debut back in 2022. I encountered all sorts of issues: I phased through an elevator that broke my ability to progress until I quit to the dashboard, my horses regularly hopped inside objects in the world in a super awkward and noticeable way, menus would randomly stop responding to me until I closed them and tried again, and quite a few other bizarre problems. And of particular annoyance, the absolutely atrocious camera problems Dreamlight Valley has always suffered from are amplified by the existence of bulky horses you spend a lot of time trotting upon, whose unwieldy nature cause the camera to clip through all sorts of pieces of the environment and cause a ton of issues. I appreciate that Wishblossom Ranch takes some really neat risks to make these maps bigger and add cool horse mechanics, but that seems to have come at the cost of everything feeling really janky at launch.

At one point I even found myself locked out of a critical quest line that would have resulted in me not being able to see the ending were it not for a developer-provided debug option that let me skip past the blockage. Were it not for the fact that I was working on this review, my journey would have come to a disappointing end right there. There were a few moments during the course of my adventure where it felt like I was walking on eggshells around the expansion’s bugs, and if I did a part of a quest too early or too late, I’d hold my breath hoping it wouldn’t result in a catastrophic error like the one I ultimately fell prey to. The devs at least know about this particular bug now, so hopefully they can fix it at some point, but I would recommend waiting for a round of polish or two before diving in yourself.

Fatekeeper, a First-Person Sword-and-Sorcery RPG, Drops 8-Minute First Gameplay Trailer

19 novembre 2025 à 15:00

Fans of grounded, gritty fantasy RPGs might want to keep an eye on Fatekeeper, an upcoming first-person role-playing game fueled primarily by melee combat and spells. Its reveal clearly caught the eye of plenty of you, because the announcement trailer did a million views on IGN's YouTube channel (and you can watch it below if you missed it). But today's new video – which you can watch above – is the star of the day, as it's not only Fatekeeper's first official gameplay trailer, but it doesn't skimp on substance, serving up eight minutes of action.

We talked to the team at developer Paraglacial about their promising new title to learn a bit more in the wake of this gameplay reveal, including their inspirations, plans for a console release, whether or not they consider it a soulslike, and more!

Q: What are your inspirations for Fatekeeper? Are there any Hexen fans on the team? I definitely get some vibes from that classic, both tonally and in terms of the first-person melee combat.

Paraglacial: We have a lot of respect for Hexen and the way it blended spellcasting with first-person action. That said, Fatekeeper is a different experience, it’s a full-fledged first-person RPG. While we also put players in a first-person perspective with magic and combat, our focus is on character progression, tactical choices, and exploration rather than a pure action-first shooter approach.

Q: Would you consider Fatekeeper to be a soulslike? The enemy encounters definitely seem that way. I'm not sure I've seen a first-person soulslike, so it'd be pretty cool if that's what you're going for!

Paraglacial: Some players might see hints of a Soulslike in Fatekeeper’s combat — for example, the importance of timing and reading your enemies. While this serves as a base for our engagements, the combat as a whole is very different. It is designed to feel impactful, responsive, and flexible, letting players experiment with builds and approaches. The combat is generally designed to be challenging and meaningful while not overly punishing in regard to timing and patterns.

Q: Are you ready to talk more about your story yet? You mention on your Steam page that Fatekeeper "follows a focused narrative path," so I'd love to hear more about the story.
Paraglacial:
Of course! Here is a brief summary of the game’s setting, without going too much into detail when it comes to the overall, deeper lore: Eons ago, a faction of a culture rebelled against their tyrannical overlord and vanished into the planet’s deep crust, building a thriving technocratic society in isolation. Millennia later, natural tunnels reopened to the surface, and the clash between pragmatic progress and newly embraced faiths erupted into open conflict. When their ancient kin returned with vengeance, war consumed the lands, claiming the life of the Druid who once watched over the region.

You are their successor, sent to oversee the boreal archipelago of Solace. As a Druid — part of an ancient order forged to enforce balance across civilizations through decisive, often ruthless intervention — your mission is to navigate the war-torn lands, uncover the truth behind the conflict, and restore order to a world left fractured by rebellion and war.

Q: Fatekeeper is looking gorgeous, visually speaking. Is it Unreal Engine 5? Or what tech are you using?
Paraglacial:
We are using the latest iteration of Unreal Engine 5. We started the project back in 2021, when Unreal 5 was still in a Preview/Early Access phase, and our goal was to fully utilize its capabilities.

Q: The gameplay reveal video shows that there's a skill tree. Can players lean more heavily into spells if they prefer to have a bit more range than what melee combat allows?
Paraglacial:
Player progression in Fatekeeper is defined by a deep, flexible skill tree that supports wildly different playstyles. While every character begins with access to both magic and melee combat, the paths you choose can transform you into anything from a hulking, hammer-wielding brute to a cunning alchemist, a raging pyromancer, or something entirely your own.

"While every character begins with access to both magic and melee combat, the paths you choose can transform you into anything from a hulking, hammer-wielding brute to a cunning alchemist, a raging pyromancer, or something entirely your own."

The system is built to reward creativity and discovery — letting players mix disciplines, bend rules, expand their available combat moves, and craft unique identities that feel powerful and personal.

Q: Who's the rat at the beginning of the gameplay video?

Paraglacial: This will remain a secret for now! :D Some reveals will have to be saved for later.

Q: The endcard only mentions Steam. Any plans for a console release?

Paraglacial: Yep! Consoles are definitely part of the plan. As we’ve mentioned before, we’re aiming to launch Fatekeeper in Steam Early Access in 2026 — and once the EA run is wrapped up and the full game is ready, we’ll be bringing it to consoles too.

Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.

'Maybe the Third Version in 2045 Will Stick the Landing' — Writer of Arnold Schwarzenegger's The Running Man Responds to Glen Powell's Box Office Flop

19 novembre 2025 à 14:52

The writer of Arnold Schwarzenegger’s The Running Man adaptation has offered his take on the new version’s box office struggles.

According to Deadline, Paramount‘s $110 million reboot The Running Man, headlined by Top Gun: Maverick, Anyone But You, and Twisters star Glen Powell, endured an opening weekend that brought in just $28.2 million globally. Directed by Edgar Wright, The Running Man is a modern adaptation of Stephen King’s 1982 novel of the same name that comes nearly 40 years after Schwarzenegger’s iconic 1987 effort.

Speaking to The Hollywood Reporter, Steven E. de Souza, writer of the 1987 movie, responded to 2025's The Running Man’s box office stumble, saying complaints about its ending rekindle memories of similar complaints about the ending of his version.

“I read it and [felt that] on paper, they got the ending working,” de Souza insisted, having read the script of the new movie. “Even the reviews that love it say it stumbles at the end. It seems to me that this time around, something went wrong between the page and the stage again.”

Warning! Spoilers for The Running Man follow:

Both 1987's The Running Man and 2025's The The Running Man make a similar but significant change to Stephen King’s ending so that it is far less bleak.

As IGN discusses in our The Running Man ending explained article, in King’s ending, protagonist Ben Richards flies a plane straight into the Network building, which presumably kills everyone inside. 1987's The Running Man does away with this in favor of Arnold infiltrating the Network building alongside an army of rebels to kill demented showrunner Killian and secure his revenge.

In the 2025 version, Powell gets a plane scene, but Killian engineers a deepfake video showing Richards threatening to crash into the Network building. The video shows a missile taking out the plane, saving the studio audience from certain death and, it seems, killing Richards. But in reality, Richards survives, and Powell ends up doing his best Arnie impression and infiltrating the Network building for a showdown with Killian.

In THR interview, de Souza said adaptations of King’s book had to change the ending because it was so depressing.

“The book’s ending is a downer, so you need a new ending. I would say that both the '87 version and this version tweak the ending in pretty much the same way, except that in our version, we had less money, so it’s a little simpler.”

“Maybe the third version in 2045 will stick the landing.”

de Souza also agreed that The Running Man failed to appeal to women ahead of its launch, saying the pre-release marketing skewed male. “There definitely is some validity to that,” he said. “Science-fiction always skews male.”

While there’s still a chance for The Running Man to recover at the box office, it is now unlikely to make its money back during its theatrical run. The finish line, it seems, has already been crossed. IGN's The Running Man review returned a 7/10. We said: "The Running Man survives but Edgar Wright and Glen Powell get caught between the bleak sci-fi of Stephen King’s novel and the campy satire of the Arnold Schwarzenegger version."

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Here's What's Leaving the PS Plus Library in December 2025

19 novembre 2025 à 14:24

It's once again time for Sony's PS Plus library to get an update, which means if you've been thinking of giving games like Sonic Frontiers, Forspoken, or Battlefield 2042 a go but haven't gotten around to it yet, you better make it quick — they'll disappear on December 16.

While all PS Plus subscribers get access to free monthly games, online multiplayer, and discounts, subcribers of the Extra and Premium tiers also get to access a digital game catalog. These are the titles we'll be waving goodbye to in December:

Games leaving PS Plus Extra and Premium on December 16:

It's not all bad news though, of course — removing games makes way for new additions, which this month include Grand Theft Auto V, Red Dead Redemption, Pacific Drive, and Still Wales the Deep. Check out the full PS Plus November 2025 lineup here.

PlayStation Plus November 2025 Games:

PlayStation Plus Extra:

PlayStation Plus Premium:

For more on PS Plus — including what games are currently available in the no-extra-cost digital libraries — IGN's got you covered.

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

Hytale Co-Founder Fights to Bring Canceled Game Back to Life and 'Break the Curse Once and for All,' Releases 16 Minutes of New Gameplay Footage

19 novembre 2025 à 13:47

Months after Riot Games pulled the plug on Hypixel's Minecraft-esque sandbox game, Hytale, a new 16-minute trailer is showcasing how the game currently plays as the original co-founder fights to keep it alive, starting with an early access release.

This week, League of Legends developer Riot Games confirmed it had sold the rights to Hytale back to one of the original co-founders after it acquired the game back in 2020. Riot said that after considering "a range of options," it decided to sell the IP rights back to Simon Collins-Laflamme as this "gives players the best chance to one day experience a revised version of the game they've been waiting for."

Development on the game had been stagnating despite its sale to Riot, but Collins-Laflamme is set on resurrecting the dying IP, confirming he has "rehired more than 30 developers who know this game inside and out, with additional returns expected in the coming days."

As part of the revival efforts, Collins-Laflamme also shared a chunk of "raw and broken" gameplay taken on the "original legacy engine," which he then shared on YouTube.

fuck it 16 minutes of new hytale gameplay on the timeline pic.twitter.com/KTqrk8n5Ie

— Myne (@not_mynes) November 19, 2025

"This Hytale footage reflects the latest chapter in the game’s revival," the video description said. "Recorded in a single morning and put together by Simon. No bells or whistles. Just the game as it is. Raw and broken, but still beautiful. There’s a long road ahead, but early access is coming soon."

Collins-Laflamme left a personal note to would-be players, too, writing: "I promised players videos, screenshots, and blog posts. One day after the acquisition, I’m keeping that promise. Now that you’ve seen the first gameplay footage in a long time, I’m heading back to work on the early access launch. The team will share more clips and screenshots as we go.

"It mattered to me to release raw footage today so we break the curse once and for all."

In a blog post celebrating that Hytale had been "saved," Collins-Laflamme wrote: "Transactions like this are rare in the games industry. Thank you to everyone for keeping hope alive."

Hytale was announced in December 2018 with a trailer that has an incredible 61 million views on YouTube. Here’s the official blurb, as it was back then:

Hytale combines the scope of a sandbox with the depth of a roleplaying game, immersing players in a procedurally generated world where teetering towers and deep dungeons promise rich rewards throughout their adventures. Hytale supports everything from block-by-block construction to scripting and minigame creation, delivered using easy to use and powerful tools.

Excitement around Hytale was fueled by the experience of the developers themselves, who co-founded Hypixel, one of the most influential Minecraft servers in the world. Riot invested in the project and eventually bought the studio.

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

Daniel Radcliffe Reveals The Letter He Sent to New Harry Potter TV Series Star

19 novembre 2025 à 13:37

Harry Potter actor Daniel Radcliffe has revealed the words of encouragement he's passed down given to Dominic McLaughlin, the young star of HBO's upcoming TV series adaptation.

Radcliffe, now 36, was the same age as 11-year-old McLaughlin when he began filming the original Harry Potter film series 25 years ago. Now, the Wizarding World veteran has said he contacted his successor to wish him well.

"I know a few people that are working on the [TV series] production," Radcliffe revealed during an appearance on Good Morning America. "So I wrote to Dominic — and I sent him a letter and he sent me a very sweet note back."

"I just want to say, I do not want to be a specter in the lives of these children at all," Radcliffe acknowledged. "But I just wanted to say, 'I hope you have the best time, and an even better time than I did. I had a great time, but I hope you have an even better one.'"

"And I do," he continued. "I just see those pictures of him and all the other kids and I just want to hug them. They just seem so young. I do look at them and I go, 'Oh, it's crazy that I was doing that at that age.' But it's also incredibly sweet, and I hope they're having a great time."

As part of the same interview, Radcliffe expressed admiration and support for his fellow Potter movie co-star Tom Felton, who has just reprised his role as Draco Malfoy in the Broadway production of Harry Potter sequel play The Cursed Child. "I'm so happy," Radcliffe said. "I'm super excited he's in this, he's on Broadway and in this show."

Earlier this year, Sophie Turner, who began playing Sansa Stark on HBO's Game of Thrones aged just 13, offered some words of warning for McLaughlin — as well as Alastair Stout and Arabella Stanton, who will play Ron Weasley and Hermione Granger, respectively — after saying that growing up in the spotlight "almost destroyed" her.

Other previously-confirmed cast members include John Lithgow as Albus Dumbledore, Paapa Essidu as Severus Snape and Katherine Parkinson as Molly Weasley. Sherlock actress Louise Brealey has now been spotted as Quidditch teacher Madam Rolanda Hooch, while Game of Thrones' Anton Lesser portrays legendary wandmaker Garrick Ollivander. Alongside all the new faces, one familiar actor will return: Star Wars and Willow actor Warwick Davies is back as Professor Flitwick.

Filming is now well underway, with various glimpses spotted by fans including work on fresh scenes not from the prior movies or books. The Harry Potter TV series is expected to debut on HBO in early 2027, with an eight-episode first season.

Image credit: John Lamparski/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

Dispatch's 'Sexy Demon Lady' Malevola Was Inspired by an Iconic '90s Pepsi Ad

19 novembre 2025 à 13:05

If you've been spending time with Dispatch and feeling that Malevola's practically humming with early 1990s supermodel energy, it turns out you're absolutely right.

Talking to IGN, Adhoc art director Derek Stratton explained how a '90s Pepsi advert starring supermodel Cindy Crawford was the inspiration for the "sexy demon lady" voiced by former IGN host, Alanah Pearce.

The iconic 1992 Pepsi commercial features Cindy Crawford in a white tank top and denim shorts, popping open a can of Pepsi by her red Lamborghini at a gas station as two awestruck young boys look on. It was a huge hit for Pepsi, and went on to cement its place in pop culture history.

"Malevola, so she represents 'sexy demon lady,'" Stratton said in the video interview, below. "There was a commercial — it was a Pepsi commercial. Out comes Cindy Crawford in a white bodysuit and cut-off jean shorts, and high heels — everybody lost their mind. And that's what Malevola was based off of."

That's not all, though. While Crawford inspired Malevola's signature look, inspiration for her ripped body came from someone else: influencer LeanBeefPatty.

"She is Cindy Crawford from that commercial meets that sort of, like, hot rod demon lady, and the body type of LeanBeefPatty, who is an influencer who's ripped," Stratton explained.

As one fan lamented, responding to the story on YouTube: "Bro combined Karlach, Patty and Cindy Crawford, and didn’t give us an option to romance her?" They then appended a crying face emoji.

Dispatch — hailing from AdHoc Studio, which was founded by several former Telltale Games devs — is a superhero workplace comedy where choices matter. You manage a dysfunctional team of misfit heroes and strategize who to send to emergencies around the city, all while balancing office politics, personal relationships, and your own quest to become a hero.

It stars a solid mix of traditional Hollywood actors and video game- and streaming-adjacent talent including Aaron Paul and Laura Bailey, as well as Jeffrey Wright, Erin Yvette, Jacksepticeye, Moistcr1tikal, Alanah Pearce, Travis Willingham, Joel Haver, Lance Cantstopolis, Matthew Mercer, and Thot Squad.

IGN's Dispatch review returned a 9/10. We said: "Dispatch is a sharp-witted workplace comedy that charms with its smart dialogue choices, great writing, and lovably aggravating cast."

And we're not the only ones who had a good time with Dispatch — it's been nominated for Best Debut Indie Game at next month's The Game Awards.

Photo by Pepsi/Getty Images.

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

'Dead As a Doornail': The Simpsons Has Killed Off A Veteran Springfield Character — And This Time, The Death is Reportedly Permanent

19 novembre 2025 à 12:47

The Simpsons has abruptly killed a veteran Springfield character, and said the death will not be reversed.

The series' latest episode, Sashes to Sashes, sees elderly Springfield resident Alice Glick collapse at the church organ she was often seen playing.

Glick has made dozens of minor appearances within The Simpsons over the years, beginning in the show's second season which aired back in 1991. Alas, after 34 years, the organist has played her last — and according to the show's co-executive producer Tim Long, the death is final.

"In a sense, Alice the organist will live forever, through the beautiful music she made," Long told EW, in a report that states the development was permanent. "But in another, more important sense, yep, she's dead as a doornail."

The death comes just months after The Simpsons aired the high-profile demise of Marge Simpson (albeit in an episode set in the future), something which kickstarted a war of words over what exactly in the series is now treated as canon.

As fans pointed to instances where characters have been killed off for good (including Maude Flanders, Edna Krabappel and Larry the barfly), the series' co-showrunner Matt Selman railed against the idea that The Simpsons had a set canon.

"It's a f***ing paradox," Selman told EW previously. "People suck it up anyway. Our show is still very popular in both America and internationally. I am not worried about messing with the timeline."

In the case of organist Alice Glick, the matter is not helped by the fact that she had been seen dying previously — back in 2011 episode Replaceable You, where she was killed by a robot pet and is later seen in heaven. The fan-run Simpsons wiki now considers that episode non-canonical, with the reason being that Glick appears in numerous episodes afterwards.

Now in its 37th season, the show has also just added a fresh member to the Simpsons family clan. In the same episode, Marge reveals her previously-secret aunt Beatrice Bouvier, played by Carrie Coon.

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

MTG x Avatar: The Last Airbender Is Out This Week, and Preorders Are Back in Stock

19 novembre 2025 à 12:33

Magic has been on a crossover bender this year, and it is not slowing down.

After the Final Fantasy set broke every record going and the controversial Spider-Man set followed things up, Avatar: The Last Airbender is next in line, and its November 21 launch is creeping up fast.

After months of scarcity, thankfully, preorders for the Avatar set have just seen a major restock across multiple retailers, giving anyone who missed the first wave a clean shot at sealed product before launch day. That includes the elusive Scene Boxes, Collector Boosters, Commander's Bundle, and more.

Boxes disappeared quickly last time, so this is the moment to lock something in if you are planning to dive into the set on day one. Here's where you can pick everything up just in time for launch.

Collector Boosters

Magic's Avatar: The Last Airbender Collector Booster Box is finally back in stock and available to preorder at Amazon, priced at $455.88.

This was $550 only yesterday, so a massive reduction, all things considered. This is much cheaper compared to the market price, as seen at TCGplayer, which has it listed at around $528.

These collector boosters have been incredibly hard to come by, hence the high pricing. You can also pick up individual boosters for $37.99, if you're feeling flush.

Scene Box

Following on from the Spider-Man Scene Box, Avatar: The Last Airbender’s version will come in two options: The Black Sun Invasion, and Tea Time At The Jasmine Dragon.

Each includes a series of cards to be displayed together to make a scene, but also a trio of Play Boosters to help kickstart your collection. Amazon has them for $41.99 each, both recently restocked after months of being unavailable, so snap these up ASAP.

We also recently got an exclusive look at a handful of cards that make up a single scene set after the end of the TV show (as well as a couple cards from the bonus sheet of the main set).

Titled "Tea Time at the Jasmine Dragon," the six cards that make up this panomaric art scene are not technically part of the main set, instead available together in a standalone Scene Box and limited to use in Magic's Eternal formats like Commander.

That's a big part of the reason why four of the cards are multicolored legendary creatures with abilities that are meant to be built around – though the somewhat novel twist of this particular scene is that most of them feature couples from the end of the show, making it a peaceful epiloque of sorts.

Flip through the gallery above to see all eight cards.

Commander's Bundle

Commander’s Bundle Explained

As with Marvel’s Spider-Man, there are no Avatar Commander Decks, but a new product type, the Commander’s Bundle, aims to fill the gap somewhat.

This bundle costs $109.99, contains 9 Play Boosters and one Collector Booster, and also includes classic Commander staples like Sol Ring, Arcane Signet, Swiftfoot Boots, and more.

But, it's already sold out at Amazon. We're expecting preorders to go live at Best Buy soon, which will be your best bet at securing the Commander Bundle over the coming days.

Play Boosters and Bundles

Play Boosters return, but things are a little up in the air(bender) at the moment because individual packs aren’t available just yet, at least in the US, who can only preorder a box of 30 packs for $209.70 at Amazon for now.

Still, we're expecting this to be one of the most popular picks for those preordering MTG x Avatar cards, so snap it up ASAP to avoid missing out.

Once that's sorted, you're guaranteed 30 boosters to open, eaching containing at least 1 shiny Traditional Foil card and 1–4 cards of rarity Rare or higher, alongside the heart-racing possibility of finding special cards featuring beautiful borderless alternate art.

As is the case with Spider-Man (and most Magic sets), there’s a new Bundle coming, too. This $72.99 set includes nine Play Boosters, 15 foil and 15 non-foil lands, 1 spindown life counter, and a Foil promo card.

Beginner Box

For the first time since Foundations, a Beginner Box will offer an entry-level product for Avatar fans who want to check out Magic: The Gathering.

It will offer Jumpstart decks that can be mixed and matched to allow players to learn to play as Aang or Zuko. It costs $34.99, and can be preordered at Amazon right now.

IGN's Tom Marks has also previewed the Beginner Box, awarding some high praise to the latest introductory MTG box, saying: "...if you’re an Avatar fan who is curious about what this crossover entails but is intimidated by the three-decade old reputation Magic carries around with it, it’s hard to think of a better place to start than this."

Jumpstart Boosters

Jumpstart Boosters return for Avatar: The Last Airbender, costing $167.76 to preorder from Amazon.

The idea is simple: Players take two packs of cards, put them together, and make an instantly-playable deck. It’ll be available in Booster Boxes or as individual packs.

Card reveals for the set are in full swing through next week, with prerelease events kicking off at local stores on November 14.

It then launches digitally on MTG Arena November 18 before becoming available in paper on November 21.

Check out the full MTG release schedule to see what expansions are coming next year.

MTG x Avatar: Best Chase Cards

MTG's Avatar doesn't drop until November 21, but we're already seeing top chase cards in the wild, which are ridiculously hard to pull. Feel free to try your hand at the Collectors Booster Box, but you'll likely save money just buying the cards you need outright.

Here's the top five chase cards right now, including where to buy and up-to-date market pricing information. But, also note that these prices will rapidly change come release on November 21, so it could be worth holding out until then as well.

  1. Fire Lord Zuko (Borderless) (Neon Ink Foil) Near Mint Holofoil: $1,775
    Market price: $2,500
    Most recent sale: $2,500
  2. Aang, Swift Savior (Borderless) (Neon Ink Foil) Near Mint Holofoil: $2,049
    Market price: $2,112.81
    Most recent sale: $1,601.25
  3. Toph, the First Metalbender (Borderless) (Neon Ink Foil) Near Mint Holofoil: $1,995
    Market price: $1,789
    Most recent sale: $1,789
  4. Fierce Guardianship (Showcase) Near Mint Holofoil: $200
    Market price: $98.80
    Most recent sale: $199.99
  5. Deflecting Swat (Showcase) Near Mint Holofoil: $90
    Market price: $96.73
    Most recent sale: $179.98

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

This article contains contributions from Robert Anderson.

'I Can't Believe We've Reached a Point Where I Have to Clarify This' — Director of Marathon Cinematic Short Expresses Disbelief He Has to Defend It as 'Not AI'

19 novembre 2025 à 12:17

The director of the Marathon reveal cinematic short has expressed his disbelief that he feels forced to come out and defend the work as “not AI.”

The Marathon cinematic short, below, is over eight minutes long and sets the scene for Bungie’s upcoming extraction shooter with a voice cast that includes the likes of Elias Toufexis and Ben Starr. It was written and directed by Alberto Mielgo, who created The Witness for Netflix’s Love, Death & Robots, and won an Oscar for The Windshield Wiper in 2022.

In an Instagram post, Mielgo hit out at those who accused the Marathon cinematic of being built using generative AI, insisting it took 155 staff months to put together.

“I can’t believe we’ve reached a point where I have to clarify this, but here it goes: this is not AI,” Mielgo said. “HELLO. Everything you see in this film: paintings, animations, 2D and 3D work, compositing, and renders done with huge team — 155 incredible people and hell of hours, days, months… Yes, our Achilles’ heel: time.”

He continued: “Many of you ask me what my opinion on AI is… Honestly, I have no idea. But one thing is certain: AI will never take away my (your) urge or joy for making art and painting. That part will never be replaced.”

As technology improves, it is becoming increasingly difficult to tell the difference between videos created via generative AI prompts and traditional animation efforts. And with a lack of legislation forcing generative AI disclaimers onto output, audiences are left to try to work it out themselves.

The issue over what is generative AI and what isn’t has spilled over into the realm of deepfakes, too, with a number of celebrities hitting out at the technology. In July, it was reported that John Wick star Keanu Reeves pays a company a few thousand dollars a month to get the likes of TikTok and Meta to take down imitators.

Meanwhile, Mielgo appears to have also addressed the Marathon plagiarism controversy that rocked Bungie earlier this year. The Game Post reported that Mielgo replied to one Instagram comment to say the incident was overblown, but those comments are now deleted.

Marathon has certainly endured a troubled development. After having a September 2025 release date set (the cinematic was released when this release date was still planned), Bungie delayed the game into 2026 to make adjustments based on feedback from playtests.

The pressure is indeed on Marathon to succeed amid Destiny 2’s high-profile struggles. Earlier this month, parent company Sony said the studio had failed to meet its sales and user engagement targets, resulting in a $200 million impairment charge.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Who's Playing Dorothy in Wicked: For Good? Mystery Actress Revealed, as Report States She Was Stopped From Attending Major Premieres

19 novembre 2025 à 12:16

The mystery of who plays Dorothy in Wicked: For Good has now been revealed — even though you won't see the character's face on-screen.

It's now been confirmed that British theater actress and pilates teacher Bethany Weaver portrays the iconic character within the Wicked sequel — which goes to great lengths to keep the character as anonymous as possible.

The Sun reports that Dorothy only appears on-screen for 69 seconds of the movie's 2 hour 17 minute runtime, and says just six words. Behind the scenes, too, there's been an effort to keep Weaver out of the spotlight, with the actress reportedly stopped from attending major premieres. Other cast and crew were also banned from publicly interacting with Weaver on social media.

Weaver's Instagram is empty of any suggestion she is starring in one of the year's biggest movies, presumably by design.

Speaking about the deliberate move to keep Dorothy as anonymous as possible, Wicked director Jon M Chu said it had been a conscious effort to not distract audiences with the Wizard of Oz star, or replace other instances of the character's portrayal — such as the legendary 1939 performance of Judy Garland.

"I didn't want to step on who you think Dorothy is in whatever story that you came into this with," Chu previously told People. "She is a pawn in the middle of all of it."

The choice makes sense — after all, Wicked is Elphaba and Glinda's story, which happens concurrently with The Wizard of Oz. Elphaba and Glinda's portrayal by Cynthia Erivo and Ariana Grande has been a focal point of the movie's marketing campaign, and introducing Dorothy as another major role could prove a distraction. And, of course, the second act of Wicked's stage musical also handles the character of Dorothy similarly, with audiences only getting a glimpse of the character.

Prior to this confirmation — which has only come after the movie's review embargo lifted — there had been intense speculation on who would play Dorothy, with Matilda star Alisha Weir and even Taylor Swift suggested.

"Wicked: For Good has all of the great parts of the first movie — opulent sets, heart-wrenching songs, the perfect lead cast — and all of its problems, too," we wrote in IGN's Wicked: For Good review, awarding the film a 6/10 score.

As the movie's promotional tour continues, a YouTuber has been charged with public nuisance after star Ariana Grande was grabbed by a man who rushed onto the red carpet during the film's Singapore premiere. Jurassic Park star Jeff Goldblum, meanwhile, has revealed why Wicked has made him give up eating meat.

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

Transformers X NFL Helmets Figures Are Shipping Out Now

19 novembre 2025 à 12:10

Update 11/19: These Transformers X NFL figures went up for preorder way back April, but they're finally shipping out now. They're also still available to order, meaning they haven't sold out. So if you or someone on your holiday gift list would like a transforming football helmet based on the Packers, Chiefs, Cowboys, or Steelers, you can order one now and it'll arrive in the next week or so.

Tranformers are ready to roll out and hit the field with a brand new line of NFL-inspired figures that are now available to preorder. There are four figures available to preorder right now - the Green Bay Packers Tundra Prime, Kansas City Chiefs KC-59, Dallas Cowboys Starblitz, and Pittsburgh Steelers Steelsmash - and each one can tranform from a robot into their respective team's helmet. They're a pretty cool addition to a collectible collection if you're a football fan.

At the moment they're each listed for $24.99 and all have the same release date of December 15. If they've caught your eye, head to the links below to get your preorders in today.

Preorder Transformers X NFL Helmets Figures

When in their usual robot form, each of these figures stands 5.5-inches tall. It takes 23 steps to transform them from this form into their chosen football helmet. On top of that, they also come with some fun little accessories, including a tiny football and helmet for the robot to wear. No matter which form you choose to have them in, they're sure to look great among a football fan's collectibles.

If you're on the hunt for more collectibles to bring home, there are plenty more that are worth keeping on your radar right now. Some of our favorites at the moment came out of the recent Star Wars Celebration, where Hasbro revealed some exciting new releases from The Mandalorian, Jedi: Survivor, and more. And if you're looking for some good deals, it's worth it to keep an eye on our breakdown of the best deals of the day. In it we feature a variety of discounts that are worth checking out, including some toys and collectible deals on occasion that are worth picking up while the deals are still live.

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

Kirby Air Riders Review

Par :Kenny
19 novembre 2025 à 12:00

Kirby Air Riders is totally bizarre, and I love it for that. This unexpected sequel to a niche, single-button GameCube racer makes a significant leap forward. In fact, the improvement from Air Ride on GameCube to Air Riders on Switch 2 is so huge, it feels like jumping straight from Smash 64 to Ultimate with no sequels in between. It has an enormous amount of varied content, meaningful unlockables, in-depth customization, and an unrivaled attention to detail that make it hard to imagine a better realization of this formula. The thing is, that formula simply isn’t as strong as Super Smash Bros. or Mario Kart. There’s only so far you can push a control scheme that’s sometimes too simplistic for its own good, and Air Riders occasionally crashes into roadblocks caused by its own self-imposed limitations. But if you meet this surprise revival on its own terms and accept its unconventional handling and off-the-rails physics, you’ll find a fun, frantic action racing game with an almost unreal amount of stuff to do.

Air Riders includes more than 20 machines that each handle pretty differently, and a similar number of playable riders who come with their own stats and Final Smash-like special move. It’s a great roster filled with characters from every era of Kirby history. My main is the hilarious Chef Kawasaki, who serves spicy curry that damages rivals. At first, there are only a few riders and machines available, but you’ll instantly start unlocking more by playing any mode you like.

Machines accelerate automatically, creating a constant feeling of on-rails forward momentum. It’s your job to steer, glide off ramps to fly in the air, drift-boost around sharp turns, and attack enemies and fellow riders. You do all this with the left stick and just one button that hits the brakes while charging your boost. (Air Riders did add a second button compared to the original, but its main use is launching your special attack.) This takes a lot of getting used to. Skidding around corners on a floaty machine doesn’t feel natural at first, and the unique quirks of many vehicles ask even more of you, like the Swerve Star’s limitation of only being able to turn while braking.

But I love how strikingly original these mechanics and minimalist controls are, as there’s really nothing else like the two Air Ride games, and mastering each machine’s intricacies is genuinely a ton of fun. Some machines feel a little overpowered – the high-speed Chariots that turn corners with ease will likely be a very popular pick online – but they all still seem viable in some way. The Jet Star, for instance, is slow on the ground but gets huge bursts of speed whenever it lifts off, causing you to make mental bookmarks of the best spots to catch some air. This really feels nothing like Mario Kart – but in that same vein, Mario Kart is far easier for new folks to pick up and play. Air Riders includes in-depth lessons that explain everything in great detail, but if you’re inviting friends over to try it out for the first time, expect a similar amount of onboarding as teaching someone a new board game – unless they're happy careening down the course like it's a bowling lane with bumpers.

I got used to the controls very quickly – thanks to a surprising amount of legacy skill from playing lots of the first one when I was a kid – and really fell in love with how this sequel has totally fleshed out the promise of the original. This improvement is specifically noticeable in Air Ride, the traditional racing mode that features tense six-player races (the smaller number keeps the chaos somewhat in check) on a fantastic lineup of 18 courses: nine new, and nine returning. A common complaint of the first game (which I share) is that the racing often felt like it was playing itself without much input. While it’s still true that your machine can stumble to the end without you doing anything, there are a lot more things to consider in Air Riders that raise its skill ceiling to a satisfactory level.

There are more things to consider while racing that raise the skill ceiling to a satisfactory level.

Opponents in front of you leave behind a trail of stars, and you’ll want to stick to their racing line as closely as possible to increase your top speed. It’s very important to defeat enemies by inhaling them, using copy ability attacks, or rapidly spinning your machine as well, because every kill grants a small speed boost and charges your special meter. You’ll want to keep the little things in mind too, like landing perfectly parallel to the ground to gain a speed boost on each jump. Some of these mechanics were in the first Air Ride, but they’ve been buffed here, and with an increased speed overall, I felt really locked in while keeping track of the fast-paced action and rhythmically hitting A at the right moments to attack and boost.

This is all made even better by some incredible track design. Each new course feels like a rollercoaster ride, with awesome visual effects, high-energy music, and tons of branching paths that play into different machine’s strengths, like a roadway up high that can only be reached by a machine with great gliding capabilities. My favorite course is Mount Amberfalls, a downhill sprint filled with switchback turns through a gorgeous forest bright with fall colors, but there’s really not a weak entry in the lineup. The returning courses are a lot simpler, but it’s still fun that they’re here for longtime fans.

Elsewhere, Top Ride takes the action to a bird’s eye view, with top-down, bite-sized races on miniature courses inspired by the main tracks. This simple mode wears very thin very fast, and honestly only feels like it’s here out of obligation to the original. To be fair, it is more fleshed out than it used to be as you can bring in any machine you want, but it still plays like a watered-down, zoomed out version of the standard races that I’d rather be doing instead. It’s not bad, and if you enjoyed it in the original you’ll probably like it even more here, but it’s the weakest part of Air Riders, and only really works as a quick distraction from the more enticing modes.

The last main feature is City Trial, the fan-favorite battle mode where up to 16 riders drop into an open city map and work for five minutes to build the strongest machines they can. Once time is up, everyone competes to win a minigame with that custom machine. If you played Super Smash Bros. for 3DS, it’s just like Smash Run, which was heavily inspired by Air Ride’s City Trial. (Time is a flat circle.)

Over 20 years later, City Trial is still the highlight of this package. Riding around the new map called Skyah, hunting for stat boosts and a better machine, attacking any rivals you come across, and dealing with the random events that take place is a blast, and it’s so easy to play just one more round with friends.

It keeps things fresh by spicing up each run with dozens of potential field events, from surprise boss encounters with longtime Kirby enemies like Kracko and Dyna Blade, to energy tanks running at full blast for a limited time, to a thick blanket of fog covering the whole city. There are slight variations to Skyah’s geography, too: its forest area rotates between seasons, warp gates appear at different spots, and if you’re lucky, far-off islands littered with powerups will appear, giving you a huge advantage if you can build a glider good enough to reach them. Just like the courses, intimately learning every corner of the city is rewarding, and you’ll start to figure out your favorite things to do, like diving into the volcano to collect all the goodies that have spawned inside, or gathering three parts to assemble an overpowered legendary machine, which happens so rarely that it feels special every time.

Sometimes City Trial is too hectic to the point where it borders on overwhelming.

Sometimes City Trial gets too hectic, though, to the point where it borders on overwhelming. It's not uncommon to feel like you’re completely out of control if you gather too many powerups. You might think that means you should be careful to not pick up everything in sight, but given the slippery turning and constant acceleration, it’s not really realistic to pick and choose what you pick up and what you don’t beyond a certain extent. Because of that, the machine you end up with often ends up being more about what happened to you rather than what you chose to build. That’s still entertaining, but don’t expect City Trial to be some highly competitive, skill-based mode. There’s definitely skill and strategy involved – like deciding if you’re going to attack a boss directly or attack other riders who are fighting the boss to steal their stat boosts – but it’s more about being a frantic, fun party mode first and foremost.

This ideology extends to the Stadiums that wrap up each City Trial, as the way the final challenge is selected is very strange. When playing online with 16 riders, everyone is given four choices for which minigame event to compete in based on the strengths and weaknesses of their personal machines. Do you have a really high top speed? You’ll want to pick Drag Race. Does your machine rip opponents to shreds? Pick Kirby Melee or Dustup Derby for a combat-focused challenge. I loved the Winged Star machine in 2003 and I love it now, so I’ll always hop on it when I see it, and I usually end up in a glider-based challenge like Target Flight or Air Glider as a result.

It’s nice that you’re given a choice online so you’re not at risk of ending up in an event you have literally no shot at winning. Bikes, for example, can’t glide at all. But thics also means there’s a high chance you don’t end up in the same Stadium as your friends when everyone splits off into their own challenge, meaning you just competed for five minutes only to battle CPUs or strangers. When playing locally, it’s the opposite problem, as you’ll all vote between four choices, and everyone ends up in the same one selected by a roulette, which means you will end up in a Stadium you have no shot in from time to time.

There’s a workaround by selecting the Random option before the match and then turning off all but one event in the Random Stadium Select options, and you'll occasionally see hints to clue you in on which Stadium might be coming. But for a game so customizable in many other ways, I wish there was an easier, dedicated way to select a specific Stadium at the start of City Trial and announce it to all players so everyone knows what type of machine they should go for. As it stands, It’s a choice that, again, feels like it’s sticking a little too closely to the original’s blueprint.

But it’s still so much fun in a group despite all that. Destroying your friend’s machine and laughing as they embarrassingly scramble on foot to find another ride before time runs out never gets old, and it’s just a great hangout game. Plus, Air Riders has great technical performance amidst all that chaos, running at a solid 60 fps in single-player, and maintaining that target even with four players on screen at once, with only a few occasional hiccups.

Air Riders even boasts an impressive suite of online options, including nifty 32-player lobbies, casual and ranked matchmaking, and an actually competent invite system for friends, none of which is a guarantee in a Nintendo game. Online play was very smooth during my test sessions ahead of launch, and I plan to play plenty more once the full game is out.

If you just want to play alone, Air Riders has so much to offer.

If you just want to play alone, Air Riders still has so much to offer. There are 750 achievements divided across checklists dedicated to each mode, and completing them earns you meaningful unlockables like characters, machines, tracks, music, alternate colors, hats, and other cosmetics. You’re constantly unlocking achievements you didn’t know existed, and it’s really satisfying to enter a race with a few specific side objectives in mind, like remembering you need to kill a Scarfy without angering it while also focusing on winning the race. These goals add so much replayability that recontextualize all of Air Riders’ content in clever ways, and after more than 25 hours, I still have over one hundred left to unlock. Even better, you can attempt an achievement straight from the checklist board, setting up all the necessary requirements for you with the press of a button, which is a really smart evolution of this concept.

Everything you do earns you money, which you can spend on additional paint options, stickers, and accessories to fully customize your machines and take them for a spin in any mode. It’s surprisingly in-depth, and I loved designing personalized versions of my favorite vehicles, and spending in-game gold (no real money microtransactions here) on other players’ creations in the online market, like an incredible Wagon Star modeled after a GameCube, complete with the iconic black handle and four controller ports.

Then there’s Road Trip, Air Riders’ single-player campaign that features a surprisingly epic story. Similar to Smash Ultimate’s World of Light or Classic Mode, Road Trip repackages all of Air Riders’ modes into bite-sized challenges as you work to level up your machine. It only takes about 90 minutes for one run as you ride through hub worlds, select challenges based on their rewards, and run into other references from Kirby history. It’s a fun distraction and a great way to unlock more stuff, but I prefer the main modes to this remix. Especially when so many of Road Trip’s challenges focus on one-on-one combat where you need to destroy a specific rival to win, which is easily this control scheme’s biggest weakness. It’s just not precise enough to support it. Combat works in the context of City Trial’s group battles where your attacks are sure to hit someone, but when you’re given a specific machine to attack while frantically racing around a course, it’s frustrating, and a key example of Air Riders stretching this control scheme past its limitations.

Beyond that, there are so many little details that elevate the whole package. Sakurai’s distinct flair is fully intact here: a character select screen with an announcer who shouts the name of your machine and rider; deeply customizable rulesets that let you play almost however you want; a music player where you can set how often you’d like each track to play during certain modes, and plenty more. Air Riders is undeniably well-made, with a high baseline of quality that’s always present.

Capcom Says Dragon's Dogma 2 Has Now Sold 4 Million Copies, Loyal Fans Call for Dark Arisen-Style Expansion

19 novembre 2025 à 11:20

Dragon’s Dogma 2 has sold 4 million copies, Capcom has confirmed — and now fans want news on DLC.

Capcom’s action RPG came out in March 2024 and was well-received with reviewers, but well-documented technical issues hampered its launch. Indeed, Steam user reviews remain ‘mixed’ now, over a year-and-a-half later.

Still, loyal fans who have stuck with the game are desperately hoping that Capcom hasn’t abandoned Dragon’s Dogma 2 (the last meaningful title update came out in January) and indeed the franchise. And while it seems too early for a sequel announcement, fans are hoping for a significant DLC reveal.

Indeed, some are pointing to the successful release of Dragon's Dogma: Dark Arisen, an expanded version of the original Dragon’s Dogma that included new content, as the template Capcom should use for a Dragon’s Dogma 2 re-release of sorts.

PLEASE BRO, GIVE US AN UPDATE, A DLC EXPANSION A LA DARK ARISEN, ANYTHING pic.twitter.com/ZkHPYXJMTD

— ケツ専門家 (@CharlieDezia) November 19, 2025

Others are less hopeful. With Hideaki Itsuno, director of Dragon’s Dogma and Dragon’s Dogma 2, having left Capcom after working at the company for over 30 years, the franchise now lacks a public-facing leader. Some are hoping Kento Kinoshita, who directed Dark Arisen, will spearhead Dragon's Dogma 2 Dark Arisen, but there’s no indication yet from Capcom that such a project exists.

In an interview with VGC in August, Itsuno said he wasn’t surprised that Dragon’s Dogma 2 failed to have universal appeal because he designed it that way.

“I made the game not like a Nintendo one to be liked by all the people, but for a certain type of audience, so it’s normal if some people outside that target audience don’t like the game,” he said. “However, people who enjoyed the game really loved it, appreciated the details and work. I’m very proud of it.”

Upcoming Capcom games include Resident Evil Requiem, Pragmata, Onimusha: Way of the Sword, and Monster Hunter Stories 3: Twisted Reflection.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

BioShock Narrative Lead Joins CD Projekt Following Recent Layoffs and Development 'Rework'

19 novembre 2025 à 11:02

Liz Albl, the new BioShock game's narrative lead, has now joined Cyberpunk 2077 and The Witcher studio CD Projekt Red.

The move follows 2K's recent decision to "rework" development of its long-gestating BioShock 4 project, which has been in development now since at least 2018.

Albl joined Cloud Chamber, 2K's secretive studio tasked with building a fresh BioShock chapter, back in 2022. Now, an update on LinkedIn makes clear that the former narrative boss departed the company back in August — at the time 2K indicated it was unhappy with progress and announced layoffs.

"Work on the next BioShock game has been underway for several years," noted an email to Cloud Chamber staff sent at the time by 2K president David Ismailer, and obtained by IGN. "While we’re excited about the foundational gameplay elements of the project, we’ve made the decision with studio leadership to rework certain aspects that are core to a BioShock game, and in doing so are reducing the size of the development team to focus on this work and give the game more time in development."

A Bloomberg report confirmed that Cloud Chamber Games studio head Kelley Gilmore had been removed, amid other layoffs, while creative director Hogarth de la Plante had been shuffled into a publishing role.

The timing of Albl's departure from the studio in August also makes sense, then, and it was reported at the time that 2K Games had been particularly critical of issues with the game's narrative. BioShock 4's story is now expected to be overhauled, and development will be overseen by former Gears of War head and Diablo franchise lead Rod Fergusson, who 2K has installed as the new overall boss of both Cloud Chamber and the BioShock franchise.

Prior to Cloud Chamber, Albl had served two years at Middle-earth: Shadow of Mordor studio Monolith Productions working on Warner Bros.' now-cancelled Wonder Woman game. Prior to that, Albl had worked for several years at PlayStation's Sucker Punch studio writing Ghost of Tsushima, and at Ubisoft working on the Far Cry and Watch Dogs franchises.

Little is known about the next BioShock game, though sporadic hints from job descriptions and other possible leaks have suggested it will be set in a brand new location, and feature open world elements. When IGN last asked Take-Two CEO Strauss Zelnick about the game's progress, he reassured that BioShock 4 was "going to come out" for certain, but could not say when.

As for BioShock's original creator Ken Levine, there's little new word on his own long-awaited next project — the BioShock-esque Judas. Despite previously being expected by March 2025, we've not had a fresh update now in a little while.

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

Japanese Business Media Believe Sony Created the Cheaper Japan-Only PS5 to Regain Market Share in Its Home Country, Where Nintendo Now Dominates

19 novembre 2025 à 10:42

On November 21, Sony will release a cheaper, Japan-exclusive digital edition of the PS5 console. The CFI-2200B01 model is Japanese-language only, offers 896GB storage instead of 1TB, and retails for 55,000 yen (approx. $354) from the official Sony store (compared to 72,980 yen or roughly $470 for the regular PS5 Digital Edition). But why is Sony doing this now in Japan, five years after the console’s launch?

Last Friday, TV Tokyo broadcast a discussion between its journalists that dived into the reasons behind Sony releasing this new PS5 variant. They determined that a key motivation is the playerbase in Japan — TV Tokyo reports that the PS5 has been losing more and more of its share of the Japanese console market to Nintendo. The reporters note that Nintendo’s Switch 1 and 2 consoles seem to be more popular with children and young people in Japan, citing the Switch’s versatility as a handheld or TV-connected console as a key part of its appeal (the high popularity of Nintendo characters like Mario, Link and Kirby also help).

The console sales figures seem to back this up with this year’s launch of the Switch 2 outpacing the PS5 and even Nintendo’s own expectations for demand. Japanese game magazine Famitsu’s estimated lifetime sales for PS5 and the Switch 2 show that the Switch 2 has shifted around 2.6 million units in Japan since its June 2025 launch, whereas lifetime sales for all PS5 models (including the PS5 Pro), sit at a combined total of 7.1 million units since 2020. TV Tokyo also suggests that Sony reacted to Nintendo's success in releasing a cheaper, Japanese-only Switch 2 by releasing a Japan-exclusive PS5 at a reduced price just four months later.

With the first Switch console, some ports ran poorly or looked visibly worse on the Switch than the PS5. This was especially the case for high performance games, giving people more reasons to pick the PS5 or PS4 version of third-party AAA titles. However, the more powerful Switch 2 seems to be moving these goalposts. Nintendo’s latest console is getting ports of former PS5-exclusives Final Fantasy 7 Remake Intergrade and Final Fantasy 7 Rebirth. Although these ports probably won’t match the graphical fidelity of the PS5 versions, they wouldn't run on the less powerful original Switch.

Speaking about the Switch 2's success in the Nikkan Kogyo Shimbun on November 18, Nintendo resident Shuntaro Furukawa pointed out that the console builds upon its predecessor and is "a powerful console with processor performance that can handle what game developers want to make."

Another reason behind Sony’s new Japanese-only model was to create a PS5 that will more reliably end up in the hands of domestic players. With the weak yen, there has been a trend for resellers to buy Japanese PS5s for the purpose of exporting them (the program reports that this is especially the case in China, as the Japanese PS5 is in demand because it does not block certain games like mainland models do). However, the new Japan-exclusive PS5 model will only have Japanese language support and can only be used with a PlayStation Network account set to Japan (according to Sony’s official site). Like the standard Digital Edition, users can still upgrade it with the separately-sold disc drive if they want to play physical games.

Observing Sony’s tendency to focus on the overseas market more in recent years, TV Tokyo’s economic correspondent Kinji Abe suggests that Sony Interactive Entertainment’s new CEO Hideaki Nishino may be responsible for this pivot back towards the Japanese market. After a brief stint as joint CEO with Hermen Holst, Nishino became SIE’s sole CEO in April 2025.

Although issues like PS5 price hikes and the 2020 chip shortage have impacted the console in other regions, in its home country of Japan the weak yen has also contributed to the rising price of Sony’s hardware. Back in November 2020, the PS5 Digital Edition started out with a 43,980 yen launch price, however this climbed steadily over the next few years. In September 2024, the price was bumped up to 72,980 yen, prompting online criticism of Sony. With Monster Hunter being such a popular franchise in Japan, a lot of this discourse around Sony’s 2024 PS5 price hike centered on the highly-anticipated Monster Hunter Wilds, with users debating about picking up a gaming PC or an Xbox to play the game on instead. This discussion was so widespread that online stores started running campaigns to sell gaming PC setups to Monster Hunter Wilds hopefuls, and Xbox Series X and S consoles experienced a surge in sales (as reported by Automaton).

Worldwide, the PS5 has run into several issues since its launch. The console’s scarcity post-release, coupled with supply chain issues, meant that it was hard for many customers to get hold of a PS5 during the pandemic when many people had more time to play games. Also many games have continued to be released on PS4 as well as PS5, which means that compared to previous console generations, players still have surprisingly few exclusives to motivate them to pick up Sony’s newer console.

In addition, Sony’s push towards live service games was not as successful as it had hoped. Although Helldivers 2 was a hit, prior to that Sony cancelled a whole host of in-development live service titles (including those from major Sony developers, like Naughty Dog’s The Last of Us multiplayer game). Then there’s the costly failure of Concord (and subsequent closure of Firewalk Studios), arguably the biggest disaster in PlayStation history.

It remains to be seen how far this cheaper, Japan-only PS5 will go in helping Sony gain back the market in its home country. Looking towards the future, there are rumors that the upcoming PS6 will be a dockable handheld, suggesting that it will mimic the Switch in this regard.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

❌