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PlayStation Plus Game Catalog Leak Reveals March Additions

10 mars 2026 à 17:19

Sony's PlayStation Plus game catalog additions for March 2026 have been leaked, with notable additions from both the Persona and Warhammer franchises.

As ever, Dealabs' reliable billbil-kun has beaten Sony to its own announcement for which titles it is adding to the PlayStation Plus Extra and Premium rosters this month.

From March 17, the Extra catalog is set to include both the highly-acclaimed Persona 5 Royal and chunky shoulder pad shooter Warhammer 40,000: Space Marine 2, plus the latest Madden game, indie sandbox Astroneer, and more.

Looking at this month's list, Persona 5 Royal is the obvious standout. Available through the catalog on PS5, this is the expanded 2022 release of the original Persona 5 which added new missions, music and social elements.

Rounding out the list are sci-fi robot shooter Metal Eden, plus dwarven survival game The Lord of the Rings: Return to Moria. If you're a Premium subscriber, meanwhile, you'll get access to the classic PSP game Tekken Dark Resurrection, which Sony had previously confirmed was on the way at some point.

Check out the full list of leaked additions below:

PlayStation Plus March 2026 Games

Extra:

Premium:

As ever, we'll update again here whenever Sony makes the list official.

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

Magic: The Gathering's Top 12 Most Powerful Commander Precons Of All Time

10 mars 2026 à 17:15

Magic: The Gathering is a fantastic card game, but the Commander format has given it even more legs.

It revolves around a central Commander that helms your deck, giving it a ton of personality as players gravitate towards their favorite legendary creatures to build around.

Wizards of the Coast finally recognized the format in 2011, beginning a deluge of preconstructed decks that are playable right out of the box. We’ve got a full list of them, but for now, we’ve narrowed down our top 12.

These aren’t presented in any real order, but let us know which ones you’ve played!

The Most Powerful Magic: The Gathering Commander Precons

Draconic Domination - Commander 2017

The Ur-Dragon still commands a high fee, and the 10/10 standard-bearer of this five-color precon is a beneficiary of the Eminence keyword. It drops the cost of Dragon spells by 1 mana, and then, when it is on the field, your dragons essentially multiply as they attack.

It’s far and away the most powerful preconstructed Dragon deck, but if you’re looking for cheaper alternatives, my first deck was Draconic Destruction from the Commander starter decks, and Temur Roar is a great three-color dragon deck with upgrade potential, too.

Counter Intelligence/World Shaper - Edge of Eternities

OK, I’m cheating a little here, but both Edge of Eternities decks were great. Counter Intelligence is helmed by Kilo, Apogee Mind, and ramps up counters swiftly by proliferating every time it’s turned sideways.

World Shaper, on the other hand, is a deck I’ve had a lot of fun with. Szarel, Genesis Shepherd lets you play lands from your graveyard, and there are a ton of landfall effects that play into that, too.

Both decks also use the Spacecraft card type, which is highly likely to return in Universes Beyond: Star Trek.

Counter Blitz - Universes Beyond: Final Fantasy

All the Final Fantasy decks were great, but Counter Blitz stands ahead of the others for the counter-switching shenanigans it could lead to.

Tidus, Yuna’s Guardian, lets you move counters around, but the type of counter isn’t specified. There are four Summon creatures in the deck that you could essentially keep around forever with the right counter shuffling.

The deck also contains some great reprints, like Three Visits and Farewell, while Yuna is a great Commander in her own right.

Necron Dynasties - Universes Beyond: Warhammer 40K

This mono-black Warhammer deck costs a pretty penny these days, with its Commander, Szarekh, able to mill cards to put more creatures into your hand.

Personally, I prefer to use Imotekh the Stormlord as my Commander, though, letting you create token creatures as you use recursion and power up a creature during combat.

Out of the Tombs is awesome, too. It lets you risk milling yourself out, but can give you a whole host of board presence in the late game.

Mutant Menace - Universes Beyond: Fallout

I hate this deck. It’s a pain to deal with, causing plenty of mill and life loss for the whole table, but there’s no denying it’s effective.

The Wise Mothman, its Commander, dishes out rad counters and then grows in power as those counters mill cards and wound your opponents.

Strong, the Brutish Thespian, can even add life from radiation, making a great mechanic (at least for you), even more useful.

Endless Punishment - Duskmourn

A deck that’s so effective at dealing damage it can make Commander matches take half as long to complete, Endless Punishment is a great deck that gets even better if you swap out Valgavoth with Master of Pain.

This 5/5 stops opponents from gaining life, has Menace, and turns the mana cost of every first spell of a player’s turn into damage against another player. Given how expensive spells get as the match wears on, that can be a big, big hit.

Reprints of Vial Smasher the Fierce and Witch’s Clinic were welcome, too.

Sliver Swarm - Commander Masters

Sliver Swarm, as the name suggests, is a deck that’s all about Slivers, a creature type that’s relatively minor on its own but buffs every other ally with the same type.

This five-color precon is a problem for everyone at the table, helmed by the Sliver Gravemother that can help bring cards back from the graveyard as attacking tokens. Oh, and it means you can have multiple copies of Legendary creatures, too.

The deck had fewer reprints than some, but it’s powerful - and ripe for upgrades if you can find some extra Slivers.

Eldrazi Unbound - Commander Masters

A colorless Eldrazi deck, this one puts Zhulodok, Void Gorger as your Commander and lets you enjoy double Cacade on spells with mana value 7 or higher - ouch.

Kozilek, the Great Distortion, is another Legendary Creature you can pick as your Commander. It costs a lot, but acts as a 12/12 with Menace and facilitates card draw.

It That Betrays was an awesome reprint, and I recently managed to find one myself to put in my Eldrazi Incursion upgrade (more on that later).

Vampiric Bloodlust - Commander 2017

There’s a reason that Edgar Markov remains the de facto vampire-type Commander in Magic: The Gathering. His Eminence ability, which triggers even if he’s in the Command Zone, means this 4/4 with First Strike and haste can create Vampire tokens as you cast spells of that type, and he empowers them with +1/+1 when he attacks.

Teferi’s Protection is here, too, with this being the kind of deck with no real weaknesses that’s easy to pilot as well.

Food and Fellowship - Universes Beyond: Lord of the Rings

The Lord of the Rings Commander Decks were all solid, but Food and Fellowship wins out for its strength in just about every aspect. Sam generates Food tokens to gain life, then Frodo is tempted by the Ring as you consume them, with each of the Partner cards feeding into a cycle.

It’s not all Shire-friendly, either, with some true wrath coming in the form of Toxic Deluge, spot removal like Path to Exile and Swords to Plowshares, and cards like The Gaffer to turn that lifegain into more card draw. A great, well-constructed deck.

Veloci-Ramp-Tor - Lost Caverns of Ixalan

The kind of deck that steamrolls many of the precons in recent years, Pantlaza, Sun-Favored helms this dinosaur offering and helps you bring more and more creatures into play with the Discover ability.

With cards like Wakening Sun’s Avatar being a non-dino board wipe and comically large beasts like Apex Altisaur, this deck is wild right out of the box.

Party Time - Commander Legends: Battle for Baldur’s Gate

This Baldur’s Gate-flavored deck’s commander, Nalia de-Arnise, is a low-cost 3/3 that lets you case Cleric, Rogue, Warrior, and Wizard spells from the top of your library.

It really doesn’t take long to build up a formidable force in early turns, letting you get a head start while your opponents are scrambling to find blockers. The deck is pretty expensive now, though.

Other Fun Decks To Check Out

The following might not be the most powerful, but I’ve enjoyed playing with them.

Heavenly Inferno - Commander 2011

Heavenly Inferno is one of the first Commander precons, and its strength lies in its flexibility. The Commander, Kaalia of the Vast, helps you bring creatures into play, whether they’re Angels, Demons, or Dragons.

Because of that, you can easily swap out a bunch of Angels and Demons for Dragons, or lean into two of them if you’d prefer. As with some others on this list, it can get out of hand pretty swiftly, and while Wizards would get more ambitious in the years since, it remains a really fun deck (I’ve upgraded mine).

Eldrazi Incursion - Modern Horizons 3

An Eldrazi deck with five colors and a Commander that can copy spells and activated abilities for two generic mana, Eldrazi Incursion is great off the bat, but becomes positively vile with the right upgrades.

It’s probably not a deck for newcomers, though, because the sheer volume of triggers can feel overwhelming.

Tyranid Swarm - Universes Beyond: Warhammer 40K

I’ve had games that have been won because my Haruspex has gained so much power that it deals huge damage to opponents, or converted its power to mana for a big late-game push.

Magus Lucea Kane’s doubling up of X-cost spells, and the Swarmlord turning your creatures with counters into card draw, means there are some really fun strategies here - Tyranid Swarm is a deck that truly does feel like a ‘swarm’, and can give you big creatures to attack with, and plenty of tokens back to defend if you’re smart.

Riders of Rohan - Universes Beyond: Lord of The Rings

It might not be the flashiest deck since it relies on an awful lot of Human Knights in battles between Eldrazi monstrosities, Dragons, and spellcasters, but Riders of Rohan is a precon that’s very well put together.

Aside from a weakness against flying, it’s able to mobilize an army with frightening speed, and it grows with your aggression. I’ve seen it pop off many, many times, and it’s always something to behold.

Explorers of the Deep - Lost Caverns of Ixalan

This Simic (Blue/Green) deck is helmed by Hakbal of the Surging Soul, and uses the Explore mechanic to great effect, either ramping your lands, netting you creatures, or getting card draw.

It’s a Commander with a ton of value (I’m looking to squeeze him into another underwater-themed deck as we speak), but there’s also Kindred Discovery in the deck as well to get even more card draw from your Merfolk.

Jump Scare! - Duskmourn

There’s something about flipping cards face-up to surprise an opponent that feels very Yu-Gi-Oh, and I love Jump Scare (!) for that very reason.

Being able to flip a 15/15 Worldspine Wurm up is a great party trick, but there are other great cards in here like Ashaya, Soul of the Wild, and Aesi, Tyrant of Gyre Strait.

For more on Magic: The Gathering’s Commander format, be sure to check out our rundown the best decks you can buy right now, as well as an early look at the Teenage Mutant Ninja Turtles precon, Turtle Power.

Magic: The Gathering's Spider-Man Gift Bundle Just Hit Its Lowest-Ever Price at Amazon

10 mars 2026 à 17:13

We’re now into the new Teenage Mutant Ninja Turtles set for Magic: The Gathering, but if you prefer your New York City seen from the skies and not the sewers, there’s a great deal on a Spider-Man Gift Bundle right now at Amazon.

The retailer has knocked 32% off the price, netting you an $89.99 boxed product for $59.99. That’s its lowest price since it went on sale, which is notable for the fact that it includes a Collector Booster, which essentially makes up half of the value of the bundle on its own.

Spidey Bundle Hits New Lowest Price

When it comes to the contents of the box, this bundle is similar to the more traditional booster bundles available with each set, except it has an all-important (and highly sought-after) Collector Booster inside.

These are where you’ll find the most valuable cards from the set, with Collector Boosters full of foil and alternative art variants. That’s why they’re harder to find than your standard Play Boosters, and, with this discount, you’re actually saving money on the basic booster bundle price.

Thankfully, this gift bundle includes nine of those, as well as an exclusive alternate-art card and 30 land cards split into 15 foil and 15 non-foil. Ten of those lands are full-art versions, too.

You also get the comic-style gift box to keep your new cards in, and a die to track your life total.

For more on Magic, be sure to check out our list of the most powerful Commander precon decks, as well as what we thought of the Turtle Power precon from the latest set.

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.

Super Mario Party Jamboree Is on Sale for Mario Day on Nintendo Switch

10 mars 2026 à 17:09

Today, March 10, kicks off Mario Day (or MAR10 Day, if you prefer), and already we've been seeing some excellent Mario-related game deals pop up. One of our favorites is on Super Mario Party Jamboree, which has seen discounts on its original copy for Nintendo Switch as well as its Nintendo Switch 2 Edition.

For those looking to grab it for the original handheld, the Switch 1 version has dropped to just $39.88 at Amazon (see it here). On the other hand, the Switch 2 version with Jamboree TV has dropped to $59 at the retailer (see it here). Who knows how long these deals will last beyond Mario Day, so if you've been hoping to pick it up for your Switch, this is your chance to save on it.

Save on Super Mario Party Jamboree

What makes these offers even better is these prices mark the lowest price points so far for both the Switch version and Switch 2 version at Amazon. If you've had your eye on this game but have been waiting for a good opportunity to pick it up, this is your time to shine.

No matter which Switch model you pick it up for, we very much enjoyed Super Mario Party Jamboree in general. Our review from IGN's Logan Plant called it, "an amazing followup to Mario Party Superstars and easily one of the best games in the series. Not only does it faithfully return to the classic formula established in the Nintendo 64 entries, it confidently improves upon it with a fantastic set of boards that introduce unique and memorable mechanics."

Super Mario Party Jamboree is just one of many Mario games to be discounted, though. If you're hoping to stock up your library with more, have a look through our breakdown of Mario Day 2026 to see some of the best deals that have caught our eye so far.

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

'Numbers Don't Lie': Mortal Kombat 2 Actor Lewis Tan Takes Playful Jab at Street Fighter's Andrew Schulz for 'Talking S***'

10 mars 2026 à 17:08

Street Fighter cast member Andrew Schulz took a lighthearted jab at the Mortal Kombat 2 movie crew at The Game Awards 2025, and now, Lewis Tan is keeping the beef going by firing shots of his own.

Schulz, who plays Dan Hibiki in the Street Fighter movie, stoked the flames of a decades-old video game rivalry when he took the stage with Jason Momoa, Noah Centineo, Cody Rhodes, and more of his castmates at the December award show. It was a moment that drew confusion and excitement from fans, as the podcaster and comedian brought Mortal Kombat into the presentation, unprompted.

“We’re not the only game that appreciates your patronage. There’s another game out there. They also flew from around the world to be here because they appreciate you, so give it up for the whole cast of Mortal Kombat 2,” Schulz said at the time, calling the crew to the stage before revealing the moment to be an elaborate bit. “I’m just kidding. They didn’t come. They don’t care about you. They only care about money, OK? We care about money and you.”

“Street Fighter forever!” Schulz finished, throwing his fist in the air.

Now, Tan has appeared on The Brandon Davis Show to talk about his return as Cole Young – and to enter the ring himself. It mostly seems like a friendly rivalry, as he calls attention to names like Rayna Vallandingham (Juli) and Andrew Koji (Ryu) as people he’s already friends with. For Schulz, however, Tan is a bit more direct.

We’ll see what’s up. Numbers don’t lie.

“Andrew Schulz is the last person who should be talking s*** on that stage,” Tan says with a grin. “Obviously not a fighter. Not even really an actor. Well, yeah, we heard it.”

When asked if there is a rivalry between the two video game movies, Tan, chuckling, says, “I mean, yeah. Let’s go, bro,” before later adding, “I love a good rivalry.” Mortal Kombat 2 movie producer Todd Garner took a different approach when responding shortly after Schulz’s stunt, saying, “I don’t climb over others to get ahead.” Garner later added that he hopes “both are huge,” suggesting that things are staying mostly playful for now.

“I saw the trailer. The trailer looked awesome, and I liked the tone that they’re bringing to it,” Tan added. “We’ll see what’s up. Numbers don’t lie. Mortal Kombat fans don’t play around with that. Street Fighter is dope. I played that game, too, but Mortal Kombat fans don’t mess about.”

Mortal Kombat 2 is first to the fight with its May 8, 2026, release date. Street Fighter will then follow a few months later come October 16. For more, you can read up on why we’re excited to see Karl Urban as Johnny Cage. You can also learn more about the Street Fighter movie’s star-studded cast here.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Man on Fire: Exclusive First Look Images and Netflix Series Release Date

10 mars 2026 à 17:00

IGN can exclusively reveal that the new action-thriller series Man on Fire will launch on Netflix on April 30, 2026. We can also share three first-look images from the show, which can be seen in the gallery below.

The images show Yahya Abdul-Mateen II as John Creasy, a former Spec Ops soldier who puts his badass skills to use protecting young Poe Rayburn from nefarious forces out to kill her. The eight-episode series is set in Brazil (filming took place in Brazil and Mexico City).

A. J. Quinnell’s 1980 novel Man on Fire has twice been adapted into a feature film, first in 1987 starring Scott Glenn and more famously in 2004, starring Denzel Washington and directed by Tony Scott. In my exclusive chat with him, Man on Fire showrunner Kyle Killen (Halo) called himself “a gigantic fan” of the 2004 film and said the prospect of adapting Quinnell’s concept and the “iconic” character of Creasy for television was “an incredibly fun property to play with.”

At the heart of any incarnation of Man on Fire is the relationship between Creasy – who struggles with PTSD, suicidal thoughts, and alcoholism as a result of his time in the military and CIA black ops – and the young person he serves to protect. Creasy’s wounded vulnerability appealed to not only showrunner Killen but also to Mateen and Steven Caple Jr., the director of the first two episodes. (Editor’s note: These interviews have been edited for clarity.)

“Throughout the series, (Creasy’s) never fully formed into an action hero. He is, at all times, the guy from Episode 1 who is struggling. And even as he's struggling, he's tossed into this circumstance and he is struggling at all times, all throughout the finish line to find his footing,” Mateen told me over Zoom last week. “To me, that makes him incredibly human, incredibly flawed, but he's got something to fight for. So, he's trying to survive just as much as he's trying to keep those around him safe as well.”

Caple was already attached to Man on Fire when he brought the show to Mateen, who he knew from a different project they’d been working on together. Mateen is also an Executive Producer on Man on Fire.

“He's a phenomenal actor. He has a lot of range. He's usually played off as very stoic or regal in a lot of these characters. He plays Morpheus, et cetera, in these other IPs and franchises and movies,” Caple told me. “We got a chance to tap into his vulnerability a lot. When you meet Yahya, he's like this 6'2" dude, super handsome, et cetera. So now we're like, ‘Hey, no, we find you on the brink of the edge of not knowing how to perceive life anymore and who you are and lost.’ And he's suffering from PTSD and his trauma. And so for us, it was like uncovering that within our first block and seeing and setting up the pieces for where he was going to go on this journey and how Brazil would affect him, how Poe would affect him.”

While the specter of screen legend Denzel Washington looms large over Man on Fire, none of the creatives I spoke with let that dictate how they brought their version of Creasy to life.

"This is an entirely new and exciting property in its own right.

“There's really no time to be intimidated. But yeah, I look at it like a theater role. The role is John Creasy. I'm the third person, to my knowledge, to inhabit that role in a widely broadcast television and film,” said Mateen, who praised both Washington and Glenn’s incarnations.

“This was about what I saw in the character. It's a different set of circumstances. But no, I think I don't worry about what people's expectations are in terms of comparing myself to Denzel. I have confidence in myself, and that's a great company to be named alongside of, but I think my process allows me to focus on what I have to focus on in order to get the job done.”

Caple added, “Yahya wanted to make sure there was a level of confidence behind the work and craft that is very much similar to Denzel, no matter how far he goes, believing his presence on screen and buying into it. If anything, I would say that was definitely the North Star if we're ever to look at Denzel 'cause you do believe him on screen.”

One major element of the Man on Fire narrative that’s been altered for the Netflix series is the age of the young person in Creasy’s protection. Washington’s Creasy bonded with the precocious, wide-eyed child Pita Ramos (played by Dakota Fanning). For the show, Creasy’s protectee has been aged up to be teenager Poe Rayburn (played by 21 year-old Billie Boullet).

“This was a version of the story that spoke to me. And some of that comes from reading the entire series of novels and you see the different ways that the Creasy character interacts with people. They're always in need and he is always the solution to their problems, but it gives you a different perspective from just the one situation we have with Pita in the Man On Fire novel and previous adaptation,” Killen said.

“I think giving him someone who can go the journey with him while also poking at those same sort of emotional cores that previous adaptations have been done, that was consistent. But I think it gets a lot of room to invent an entirely new story and hopefully make people who like ourselves have a tremendous amount of reverence for the films and the movies that came before, still feel like this is an entirely new and exciting property in its own right. It's a great new way to experience the character and those emotional beats without feeling like (what’s been done) before.”

Mateen added: “(Poe) can see through him. He can't rock her to sleep with a fairytale, so to speak,” the actor said. “He's dealing with the truth of the situation right in front of her eyes, and so she's watching him. He is not as impenetrable. … It forces Creasy to be more vulnerable. He can't hide because she's smart and she has worlds. She has eyes that are of the world.”

Look for more of our coverage of Man on Fire in the weeks leading up to its April 30th launch. Meanwhile, be sure to watch the Man on Fire teaser trailer later today at Tudum.

Crimson Desert PS5 and Xbox Specs Finally Confirmed, Following Complaints Developer Was Hiding Console Versions

10 mars 2026 à 16:53

Crimson Desert developer Pearl Abyss has finally detailed how well the game will run on PlayStation 5 and Xbox Series X/S, just over a week before its launch date.

As you'd expect, there's a wide range of performance benchmarks across the console spectrum, from the lesser-powered Xbox Series S right up to the beefy PlayStation 5 Pro.

For each machine, including the base PS5 and Xbox Series X, the developer has also included details for up to three modes (Performance, Balanced and Quality), and there are details of both resolution and "target performance" in terms of frame rate, as well as the quality of raytracing enabled.

But while Pearl Abyss has now confirmed these performance figures for consoles, there's no new footage of the game running on consoles today.

The console versions of Crimson Desert have recently come under scrutiny, with Pearl Abyss accused by some fans online of hiding the game's PlayStation and Xbox versions prior to launch — something that has sparked fears of Cyberpunk 2077-style debacle, where the game's lesser-powered and buggy console versions were not shown at all before release.

Last week, however, a spokesperson for the highly-anticipated open-world action game begged fans to "let us cook" and show the console version when it was ready — even though we are now just days from the game's arrival.

"We're not hiding anything, and I'm sick of having to repeat myself," Pearl Abyss spokesperson Will Powers said at the time. "I've repeated 100s of times that we'll reveal things ahead of launch to give people adequate time to still preorder the game for themselves. We're saying this openly... Let us cook? Please and thank you. /rant"

Check out the PC, console, and Mac specs for #CrimsonDesert ⚔️https://t.co/dbXzZXVHf2 pic.twitter.com/E9OReTmmkQ

— Crimson Desert (@CrimsonDesert_) March 10, 2026

Today also brings a look at the game's various technical specifications for PC (as well as Mac and ROG Ally). Ultra graphics on PC will require an Nvidia GeForce RTX 5070 Ti or AMD Radeon RX 9070 XT, to hit 4K 60fps.

Last month, Powers said the developers at Pearl Abyss were doubling down on the "optimization phase” in a bid to get performance as smooth as possible across all platforms ahead of Crimson Desert's release date. Crimson Desert is due out March 19 priced $69.99. Pearl Abyss recently confirmed it does not contain a cosmetic cash shop nor microtransactions of any kind.

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

Tickets for The Super Mario Galaxy Movie Are Up for Presale on MAR10 Day

10 mars 2026 à 16:52

It's officially Mario Day (otherwise written as MAR10 Day, since it lands on March 10) and that means some fun Mario-related announcements and deals are popping up for fans to enjoy. Included in the celebrations this year is come exciting news for those counting down the days to The Super Mario Galaxy Movie: tickets are now available to preorder for the cinematic sequel.

Below, you can find links to a variety of places where ticket preorders for The Super Mario Galaxy Movie have gone live, from Fandango to AMC. It's set to be released on April 1, so be quick to secure a spot at your favorite local movie theater.

Preorder Tickets for The Super Mario Galaxy Movie

Save on The Super Mario Bros. Movie

For those who enjoyed the first movie and don't own it yet, we have even more good news to share. The Super Mario Bros. Movie in 4K is on sale right now at Amazon. For a limited time, you can scoop it up for just $12.99 at the retailer. The timing couldn't be better so you can watch it ahead of the sequel.

If you've ordered your tickets for The Super Mario Galaxy Movie and are curious what else is in store for Mario Day today, check out our rundown of Mario Day 2026. Here, we've highlighted quite a few game deals that are worth checking out right now, alongside a Switch 2 MicroSD Express memory card deal.

There's also been some fun new announcements for Mario fans today. In particular, LEGO has revealed a brand new Super Mario: Mario Kart Luigi & Mach 8 set, which is gearing up to be released on the same day as The Super Mario Galaxy Movie, April 1. If you already have the Mario Kart: Mario & Standard Kart set, this is a perfect build to pair it with.

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

This Year's Oscars Will Include Two Major 'Moments' Highlighting KPop Demon Hunters and Sinners Beyond Performances of Their Original Songs

10 mars 2026 à 16:09

The 98th annual Academy Awards is going to be an exciting one — namely, because the producers of film’s biggest night have confirmed that the ceremony will include two “moments” highlighting two of last year’s most beloved films, Sinners and KPop Demon Hunters, and that they will include even more than the standard performances of the nominated original songs.

According to The Hollywood Reporter, the section of the ceremony honoring KPop Demon Hunters will of course include a performance of the hit track “Golden,” which is nominated for best original song. The singing voices behind the film’s central girl group HUNTR/X — Rei Ami, Audrey Nuna, and Ejae — will perform the single, with a “fusion of traditional Korean instrumentalists and dance celebrating the folklore and cultural inspiration behind the animated film” rounding out the film’s highlight moment.

As for Sinners, the film’s moment is set to “explore the role that music plays in that film’s story,” after which the movie’s original track “I Lied To You” will be highlighted, which is also nominated for best original song. Star Miles Caton and Raphael Saadiq will lead the performance, but it will also feature a star-studded group of visionaries including blues musicians Buddy Guy and Bobby Rush, rapper Shaboozey, ballet dancer Misty Copeland, actresses Li Jun Li and Jayme Lawson. Additionally, musicians Brittany Howard, Eric Gales, Alice Smith, and Christone “Kingfish” Ingram will also be part of the performance.

“This year, our music performances are inspired by two of the most powerful cultural phenomena in film: Sinners, the most nominated film in Oscars history, and KPop Demon Hunters, a global pop culture sensation,” producers Raj Kapoor and Katy Mullan explained in a statement. “These show moments are more than just performances — they expand into cinematic tributes that celebrate the relationship between music and storytelling and why these films resonated so deeply with audiences around the world.”

Kapoor and Mullan have also revealed that Josh Groban and the Los Angeles Master Chorale will perform during an undisclosed portion of the ceremony. Our guess right now is on the In Memoriam segment, which is sadly going to feature some big names this year, such as Diane Keaton, Robert Redford, and Catherine O’Hara.

Conan O’Brien will host this year’s Oscars, which will be broadcast live on ABC (or streaming live on Hulu, if you’re lacking a coax cable) on Sunday, March 15 beginning at 7pm ET — and we can’t wait to see who takes home statues this year.

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

‘Anything Can Change’ – Battlefield 6 Dev Says It Plans to Listen to Community Feedback for ‘a Very Long Time’

10 mars 2026 à 16:00

Disclaimer: This article contains comments from an interview conducted before EA announced layoffs across Battlefield Studios.

Battlefield Studios says it plans to listen to and work with the Battlefield 6 community for “a very long time” as it continues post-launch support with Season 2: Nightfall while dealing with an unsatisfied fanbase.

IGN caught up with Ripple Effect studio design director Justin Wiebe to learn more about how the team is adapting to feedback in response to mixed opinions from fans. And as it and the rest of the four-studio group that makes up BF Studios prepares to launch Season 2 Phase 2: Nightfall on March 17, there’s one thing Wiebe said he wanted fans to know: “We're listening, and we're reacting, and it's going to continue that way for a very long time.”

“We're getting amazing feedback from the community, and we're constantly trying to strive to make the best game possible,” Wiebe said when talking about BF Studio’s efforts to communicate with fans. “So we appreciate the community's time that they take to share the details of what's working and what's not working for them, and we take it very seriously.”

Reactions to Season 1 and the Season 2 delay left Battlefield 6 in a rough spot, but it didn’t start that way. In fact, the latest installment in the classic EA FPS franchise eventually became the best-selling game of 2025 after launching for PC, PlayStation 5, and Xbox Series X/S last October. We gave its multiplayer an 8/10 at the time, with the entry managing to receive strong reviews from both critics and fans in the weeks following its release. Where it’s run into trouble is everything that’s come after, with fans bombarding social media feeds with calls for bigger maps, progression and gameplay adjustments, grounded cosmetics, and more in the months since.

As concerns and critiques have mounted, we asked Wiebe if BF Studios has felt the need to shift its post-launch strategy to give players’ feedback more weight. Although there’s no doubt the community has played an important role both after and before the launch of Battlefield 6, he says the answer isn’t so simple.

Anything can change based on what is going on with the community, what is going on with the feedback, and what we're seeing from the game.

For him, including testing done with the pre-launch Battlefield Labs program, the project at launch is the dev team’s vision. After that, it becomes something more.

“So, for me, once we've launched the game, it's in the community's hands to give us feedback. It becomes our game now. All feedback is important, and we weigh the community feedback, but also, like I said, we look at the data of what's actually going on in telemetry. Sometimes it can be a perception problem. Sometimes it's actually like, no, both sources of information are saying, 'This is a big problem, and therefore we need to stop the plans we were going to do and redirect and start focusing on the things that we're seeing identified.'”

He continued: “That's the main thing to take away here: It's not like, 'Hey, we crafted this massive plan, and we're going to hold to it.' It's like, no. Anything can change based on what is going on with the community, what is going on with the feedback, and what we're seeing from the game.”

Battlefield 6 and the BF Studios team will continue when the Nightfall update adds night modes, the new Hagental Base map, weapons, and more next week. A third phase for Season 2, Hunter/Prey, will then add more content come April 14. There’s no word yet regarding Season 3 or when it may launch.

For more, you can read our full interview with Wiebe. You can also read up on our other interview with more members of Ripple Effect from shortly after Battlefield 6’s launch. Be sure to also check out how the BF Studios team responded to fan feedback regarding cosmetics like stickers and infantry skins in the past.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Asus ROG Falcata Review: A Daring Ergonomic Gaming Keyboard That Doesn't Quite Justify Its Bonkers Price

Par : Will Judd
10 mars 2026 à 16:00

Split keyboards have been a thing in the enthusiast space for years, but it's only recently that we've seen big name gaming brands take a stab at the idea. Case in point is the Asus ROG Falcata, an ergonomic mechanical keyboard that, when angled apart, forms a similarly curved design to the falcon-shaped Iberian sword it's named after. As well as offering a more comfortable posture for typing, the keyboard can also be used with the left half alone, making it a revival of the classic "gamepad" design: all the keys you need for FPS, and nothing more. Modern magnetic switches lie underneath each key, sound dampening ensures a lovely typing experience, and there's even low-latency 2.4GHz wireless, on top of Bluetooth and wired USB-C, providing a ton of extra flexibility.

Unfortunately, all that functionality comes at a cost. The Falcata is a wince-inducing £335 in the UK, and a similarly outrageous $420 in the US. Discounts to £300 or $350 soften the blow slightly, but we're still talking about a truly premium keyboard that needs to hit on all levels: great typing, performant gaming, significant ergonomic benefits, sensible software and impeccable design.

The ROG Falcata comes close to hitting that high-water mark, but I'm not quite sure it totally delivers. Still, it's a fascinating piece of kit to use, and does at least set a new standard for the nascent ergonomic gaming keyboard category.

Design and Features

The ROG Falcata is a 75% size keyboard of two halves, which are joined together by a short (or slightly longer) USB-C to USB-C cable. Each half has a long integrated palm rest, nearly the size of the keyboard itself, giving the whole assembly a vaguely square aspect ratio, though these are removable if you don't need or want them.

The 75% design is fairly ordinary, with Function row keys along the top, arrow keys in the lower right and a volume wheel in the upper left, though the LED lighting strip along the left side of the board which shows your volume setting and keyboard brightness levels, amongst other metrics, is unique and genuinely useful. Tiny icons illuminate to show you what you're adjusting, and light races up or down the LED strip to signify your current level.

The split space bar also makes good sense here, allowing you to jump or create a gap with either hand, and there are even switches for connectivity and rapid trigger mode tucked behind the Escape key.

The one thing here I simply cannot abide is the Copilot key in the lower right. Its placement borders the arrow keys, and I find myself hitting it constantly when I don't mean to. It's meant to be possible to disable it in software, but for whatever reason this setting doesn't work, so the unwanted Copilot window regularly appears – much to my consternation.

The magnetic switches inside the keyboard allow for some interesting features versus standard mechanical switches, but feel very similar to traditional linear switches. Asus has included four layers of sound dampening here, meaning the tone of each key press is deeper and more pleasant, and the key action is also refined: moderately weighted (49g), relatively quiet and extremely smooth. The backlit PBT keycaps are easily readable in dark environments, and of course RGB can be disabled to save battery life or if you simply prefer the look of a single colour or nothing at all.

The Falcata can be used in wired or 2.4GHz wireless mode at up to 8000Hz, or in Bluetooth mode at up to 250Hz. Battery life is rated at up to 200 hours with 2.4GHz and RGB disabled, which is typical for this category, but expect 2000Hz, 4000Hz and 8000Hz polling rates to cut this longevity to days or mere hours.

Software

The Falcata is supported by Asus' web-based Gear Link software, which allows you to remap keys, change the lighting, set up FPS features like SOCD, and change other keyboard settings. The software is considerably more polished than Cherry Xtrfy's equivalent software I looked at over at Eurogamer recently, with polished English language text, an intuitive layout, and sensible default settings.

There are even some quite rare features here, including the smart ability to swap the left Windows key for a Function key if only the left side of the keyboard is being used, or enable an 8000Hz polling rate for frequently used keys only in so-called 'Zone mode'. It's easy to set the actuation point and dead zones of the keyboard on a per-key or entire board basis, thanks to live readouts of how far each key is being pressed – a bit like Logitech has done with the similar sensors inside its revolutionary X2 Superstrike mouse.

Similarly, rapid trigger is smartly suggested for the WASD movement keys by default, while the counter-strafing aid SOCD (called 'speed tap') is on A and D, another sane choice. At every turn, it's clear that Asus has invested the time in making sure its features are well explained with little tooltips and set up to be of immediate use – a surprising rarity in some keyboard software.

Performance

The ROG Falcata is noticeably rapid in fast-paced games, as you'd hope, and I appreciate the huge amount of extra mousing space that running with just the left half of the keyboard provides. Of course, it's a bit of an annoyance when you remember a critical key is on the right side of the board – such as 'y' for chatting in Counter-Strike – but even with both halves in use, the compact 75% design works well.

The Falcata includes magnetic switches, as is the vogue for FPS-focused gaming keyboards these days, and the rapid trigger, SOCD, and adjustable actuation points are all useful tools in your toolkit for speeding up your inputs. SOCD is particularly vital for counter-strafing in tactical FPS games, but it's worth bearing in mind that it's banned in Counter-Strike 2 and is of limited usefulness outside of the shooter genre. Finally, 8K polling shaves a few microseconds off your inputs, but does have a higher CPU impact than the default 1K polling, so I wouldn't suggest enabling it unless you have a beefy computer and a particular interest in eking out fine margins to attain victory.

The usability of the keyboard outside of gaming is also strong, with the left-mounted scroll wheel proving surprisingly useful for adjusting the volume without needing to lift your hand off your mouse. The more ergonomic positioning that the split design allows isn't too tricky to adjust to – I mainly needed to train myself to press the 'b' key with my left hand instead of my right – and there are screw-in lifts in the box to allow you to angle the keyboard as you see fit. A bit of 'tenting' – having the inside of the keyboard raised slightly – is meant to be a bit more comfortable for your wrists, and this is fully possible here, though you don't get the kind of fine-grained adjustability that the posable legs of an Ergodox EZ provides, for example.

With its integrated palm rest, I found the Falcata a bit too bulky to easily tuck into a bag, especially as you need to pack a cable to connect the two halves even if you're planning to use the Bluetooth or 2.4GHz wireless connectivity options. That makes for a slightly messy setup, though there is an included shorter cable if you want only a slight gap between the two boards (or to use them fully joined up). The magnetic switches here are comfortable and relatively quiet for typing, whether you're writing an article or coding a script, though the PBT keycaps are a little slick for my liking. Still, I can't complain about the overall feeling of the board, which is suitably premium.

Will is former deputy tech editor for IGN, specialising in PC hardware, sim racing and display tech. He has been publishing about games and technology since 2001 (age 12). Will was formerly Deputy Editor at Digital Foundry. He is currently playing BattleTech Advanced Universe.

Battlefield 6 Studio Design Director Talks Night Maps and the Need to Work With Fans as Season 2: Nightfall Looms

10 mars 2026 à 16:00

Disclaimer: The following interview was conducted before EA announced layoffs across Battlefield Studios.

Just two months into 2026, Battlefield 6 has had a rough year.

As players returned from the holidays, hoping to see sweeping changes with the launch of Season 2, publisher EA and the four-studio team that makes up Battlefield Studios – Criterion, DICE, Motive Studios, and Ripple Effect – announced that their second season had been hit with a delay. It's an announcement that only made the sixth mainline Battlefield game's future murkier following a disappointing end to Season 1. Now, following the loss of series lead Vince Zampella, the Battlefield 6 team is pressing forward as it attempts to recapture the audience that had once shown up in droves to see it launch.

Season 2 will keep the ball rolling with Phase 2, Nightfall, next week, March 17, with lights-out game modes set on the new Hagental Base map, the Hayes M1030-M1 and TM/O 450 Dirt Bikes, the CZ3A1 and VZ.61 weapons, and more. We caught up with Ripple Effect studio design director Justin Wiebe to talk about everything Season 2's next chapter has in store and learned more about how Battlefield Studios plans to work with fans to help shape its future.

IGN: Talk to me about Hagental Base. It goes without saying that players have been begging for larger maps, so what can you tell me about this location that makes it a convincing reason for players to jump back into Battlefield 6?

Justin Wiebe: Yeah, I mean, obviously, players have been asking for large maps, and one thing to stress is this was in development before we even had that feedback from the community. Some maps take a while to build. However, we are also extremely excited about this map because it is a subterranean map, and it's going to focus on a lot more close-quarters combat. Think a little closer to an Operation Metro kind of vibe with it, except that it's also going to be featured in the dark. That darkness is going to bring all kinds of different tactics to the foreground that, again, can thematically change it up and make it feel a little bit fresh for players to have something completely different than what they've already been experiencing. There's going to be a variety of different modes that are going to be featured on it. So, for example, Team Deathmatch, Squad Deathmatch, and Domination.

Those are all going to take place inside of this nighttime environment, and with that nighttime environment, it's really going to let players use different strategies or tactics they may not have otherwise used before. Just to give you a few examples: night vision goggles are going to be available for all classes. It's not something where some people are going to have it, and some people don't. Everybody gets night vision goggles to cut through the darkness completely. However, it does have a limited battery life, so you actually have to strategize on when you're going to be able to use it. When's the right time to put it on or take it off?

But it's not complete dark all the time; there are other light sources that can give you a reprieve, or maybe it's a safe space where you want to turn it off and just let it recharge a little bit before throwing it on. Then there's the aspect of counterplay, so if you know that other players are using night vision goggles, you can also use other abilities to take advantage of that. For example, you could shine flashlights at them. A lot of people have been using [Incendiary Grenades], and it's been sort of a resurgence of [Incendiary Grenades] being used tactically to force people to take that split second to turn it off, while you can then gain the upper hand on them.

The thermal optic attachment – it's given a new lease on life for thermal vision and how it can be a little more effective in the darkness. Then, of course, you can look at flashlights. We've got dynamic flashlights, so you can actually use lights to try to find enemies if you don't want to use your night vision goggles or if you want to interplay between them, so you feel like you're always creating an advantage. Then there are laser attachments, which are really great for ADS but can also really easily give away your location when you're in the darkness. So, again, a variety of new tactics that are going to come just with the addition of that Nightfall experience using this map.

So, it's not just about shaking up gameplay with something new. You're also giving another opportunity for attachments like flashlights to shine.

Wiebe: Especially if there are certain attachments, maybe, that didn't make as much sense when most of the maps are quite well lit, and it's like, 'Well, do I really need a laser? Do I really need a flashlight other than slightly annoying somebody with a little bit of a bloom effect?' It's like, now it actually is incredibly important and can make you rethink how you're setting up some of your weapons. You might have a few weapons that are set up specifically for this Nightfall experience, and then a couple for when you switch back to the other map, so that you can interplay and start using things maybe you hadn't used before.

I think that's a good description of how Nightfall shakes up Hagental Base, but what can you tell me about how standard Hagental Base matches play out compared to Nightfall?

Wiebe: The map is designed again with a lot of darkness in mind, but it also has the core staples of Battlefield destruction. There are going to be walls that you're going to be able to take down. There are certain ceilings that are going to be vulnerable that you can use. We don't just want visual spectacle. We really always focus on tactical destruction. How do you use it to gain an upper hand on another squad?

Night maps are obviously something that players have wanted to see for a long time, and Nightfall gives them that, but it's limited to a limited-time mode. It's just Hagental Base. Why did the team choose to explore a night mode in this way, and why now?

Wiebe: I think this is the first test of getting players into a night mode to see how they are reacting to it. Are they enjoying the experience? If it's a situation where the community wants more, it's really popular, they don't want a limited time, they want it back all the time... These are things that we can explore based on community feedback. I would say this represents a test in the water to see if this is something that's interesting for the community. Would they like us to explore more, or would they rather focus again on larger maps in the day and say, 'For us, that's the preference'? We're going to learn a lot from this. We're working with the community and listening to the feedback that we get, and that will help inform future decisions.

I guess it'd be hard to say, but if something like Nightfall or night versions of maps were to return, would that be limited to Portal, or really, is the door just open for now?

Wiebe: It's too early to say right now. I mean, again, we have got to look at the feedback and try to figure it out. The thing I do love about Portal is… If the community's like, 'We really want to play more of this. We wish we could do our own things,' Portal is the place to go then to say, 'Well, while you guys are going to work on exploring other night maps, if it's something that's popular, we want to build our own version, use that map, but we want to do it with these rules or these mechanics,' so that they can do it in the immediacy rather than waiting to see what the dev team's going to do in the future.

Now, the one thing I do want to stress, I know that it's going to be a smaller map, and I want to make sure the community knows that they have been heard. We do have large maps – for example, in Battlefield Labs right now, we do have [Golmud Railway] being tested, which is one of the largest Battlefield maps. So, there are exciting things coming down the pipes as well that are being tested right now.

I do want to get back to the night gameplay, but since you brought up Golmud, I know you're doing testing every day. Should players expect that to be a scaled-down version of the original map, like we saw with Operation Firestorm, in terms of size?

Wiebe: What I would stress right now is that we've heard the community that big maps are important. Right now, we have Golmud in Battlefield Labs testing, and look forward to more conversations about that in the future.

How does the Defense Testing Complex POI compare to other locations in Fort Lydon? Could you give us a tease of how it transforms that experience, and how much space it takes up on the map?

Wiebe: Yeah, we're pretty excited about this addition. For me, Fort Lyndon has always been like a top-secret military base, and we want to have secrets. We want it to tell a story. It's like peeling off that next layer of the onion, right? It's like, OK, you played the surface, but now there's more to it than what you saw. For us, it's making sure that we expose these secret areas to players so that they know where to go. It's a fairly significant POI, and it's almost connecting, in a way, three different POIs.

Running right between those three POIs, there are different entrances. We're going to mark a few of those entrances for players to find initially because we don't want it to be such a good secret that nobody ever knows where to go and can't find it. So, we're going to help players identify a few of the different entrances. Then, there are many more exits and entrances that they're going to discover over time. To make sure that players are incentivized for exploring, we're going to put some of the best loot and most valuable loot inside of that POI at the launch of this POI. There are going to be rewards, but there's also risk.

Of course, when you're going in, it's going to be, not as dark as I would say the Nightfall dark map, but I would call it moody, where it's going to be a little bit lower light, and you can gain an advantage through your attachments and things like that to try to counterbalance it. This is where you're going to have the best chance to find a lot of airstrikes, strike packages, legendary weapons, things like that. Where it's worth the risk, but also if you're zip-lining down into this bunker, there are going to be choke points that players are going to fight for control over.

So, it'll definitely be a hotspot for players.

Wiebe: Exactly. Then, the other thing featured in REDSEC is that there's also going to be a Gauntlet Nightfall event as well. That's going to be a variation of Gauntlet that's also going to take place in the Hagental Base, and it's going to be built for trios for the first time in Gauntlet, and that's going to feature three different mission types.

We're going to have Vendetta, which is protecting your squad's high-value target. We're going to have Contract, which is where you need to wipe out an enemy squad, but if your squad gets wiped, you get eliminated. Then Heist, where you compete to get objectives and return it to your base, sort of like a capture the flag kind of thing. Of course, the emphasis is going to be on night vision goggles, balancing battery life, but it'll be much longer battery life in Gauntlet, so it'll feel really balanced.

Backtracking to Nightfall, in a blog post, Battlefield Studios talked about how it almost brings a stealth experience to Battlefield. Can you talk about what stealth looks like in a Battlefield multiplayer experience for Gauntlet and for the standard limited-time mode?

Wiebe: I think stealth can take many forms depending on who you ask. I think, really, it's just about audio. It's more magnified when you're underground. When you can't see as much, it's about trusting what you hear. I know the audio team has been really working hard on improving the spatial audio, so being able to tell with a little more clarity what direction things are coming from.

Then, of course, it's playing with the transitions between the light and the darkness. Where there's a sweet spot, where you can try to sneak around. Where you're just enough in the dark. Where you're going to wait for people to go in the light and try to get an advantage on them when they're transitioning, or taking off their night vision goggles, in order to try to capture that one moment to gain and press your advantage.

I've seen other games introduce night versions of maps. Does it make the experience scarier in any way, if that makes sense?

Wiebe: That's a great question. I think that's down to the individual, right?

Oh, sure. The playstyle.

Wiebe: Yeah. It's like, for me, I'm reckless when I play – night vision or not. I'm just going for it. I'm the one that's running, and my squad's like, 'Shhh! Slow it down. We'll take the advantage!' And I'm Leroy Jenkins. I'm going to run in, guns-a-blazing [laughs]. It really comes down to the playstyle, but I think, for me, it really is about learning the tactics and learning all the different grenade types and things that will create new advantages between your squad and your opponents to try to get the upper hand, especially when there's competitive modes like Gauntlet where it's elimination-based, and you need to press all of your advantages. Every elimination you get is a point for your team, and so you could win or lose by a single death depending on how you play. I think that for me is where the tactics really start to get refined.

So, the dark really is a tool for players to experiment with and use to their advantage on both sides.

Wiebe: Yeah, I think so.

Looking at gameplay across Battlefield 6, Battlefield Studios is always communicating with the community, putting out blog posts, and talking in detail about what's coming. Can you give us a teaser regarding how the fundamentals of Battlefield 6 have been tweaked with the launch of Nightfall, how things are going to change, how movement's going to feel, and details like that?

Wiebe: Unfortunately, I'm not the right person to get into that level of specificity with you. There are far more experienced specialists that can go into it. I know that there have been some blog posts shared very recently about some of the work that they're doing on looking at the [time to kill]. All of it is being balanced both with community feedback and what we're gaining from what the telemetry is telling us about the modes and the experiences, to try to make sure that we're hitting that sweet spot.

The thing I want to reiterate is, we're listening, and we're reacting, and it's going to continue that way for a very long time. We're getting amazing feedback from the community, and we're constantly trying to strive to make the best game possible. So we appreciate the community's time that they take to share the details of what's working and what's not working for them, and we take it very seriously.

Obviously, there was a break with the delay. How is the team feeling after the launch of Season 2, and is the response from fans the one you were hoping for?

Wiebe: I think we're very pleased with the launch of Season 2. I think the Contaminated map is doing really well. I think the reaction to the VL-7 experience has been pretty good, but we have a lot of work to do ahead of us, and I think, for me, it's like, OK, Season 2, we're happy with the way it launched, but we have a lot of stuff that we're going to continue to work on and we're far from done.

Some pockets of the community have been more vocal than others when it comes to what they want to see changed when it comes to Battlefield 6 post-launch content. Obviously, some plans have been in place for months and months and months. Has the team felt the need to cater more to player desires as post-launch support has continued?

Wiebe: I am not going to speak for everybody. My personal philosophy is that we launch the game that we want players to play, and it's kind of our game, and we're developing it over years. We're testing it. The big addition for us was Battlefield Labs. Traditionally, you fire it out, and you hope you got everything right, and that everybody's going to be happy. Battlefield Labs gave us an opportunity through development to really start to test with the community, to get early eyes to figure out what's working, what's not working. It's really effective at looking at things like gameplay for map content, for mode content, and things like that. Where we haven't had as much success are things like challenges and progression. Things that are harder in a way to test in a Labs environment because you need a longer cycle on that.

So, for me, once we've launched the game, it's in the community's hands to give us feedback. It becomes our game now. All feedback is important, and we weigh the community feedback, but also, like I said, we look at the data of what's actually going on in telemetry. Sometimes it can be a perception problem. Sometimes it's actually like, no, both sources of information are saying, 'This is a big problem, and therefore we need to stop the plans we were going to do and redirect and start focusing on the things that we're seeing identified.' That's the main thing to take away here: It's not like, 'Hey, we crafted this massive plan, and we're going to hold to it.' It's like, no. Anything can change based on what is going on with the community, what is going on with the feedback, and what we're seeing from the game.

You brought up Battlefield Labs. How did Battlefield Labs and that testing help shape Nightfall into what it is today, versus what it started with?

Wiebe: [Laughs]

It's a long list, I'm sure.

Wiebe: Yeah. The earlier tests were very telling. It was things like the night vision goggles would take way too long in the transition, where it's like, 'Oh, man, I'm dying all the time, and I have no ability to react.' Or people were using certain attachments to almost exploit the nature of darkness to the point where we had to readjust either the lighting or the time or the impact that you may feel when somebody, for example, throws a [Incendiary Grenade] at you, or you're trying to transition from light to dark and how long it takes for your eyes to adjust.

We got a lot of good information on that, so that helps us refine the map layout, where there were a few too many choke points. We added alternative paths that could allow people to circumvent a choke point and now attack the enemy from a new angle, or find a wall to destroy, where they can now create their own advantage. I believe it plays a massively critical role in getting an early read on some things that could be a large misstep if you hadn't otherwise validated it. I would express a huge thanks to all the players that do put their time into Battlefield Labs to provide the feedback that helps give us the data that we need to try to make the strongest seasonal releases we can.

So, it's about refining that launch path, really, and that's what you've seen with Nightfall?

Wiebe: To date, and I am personally excited to see how many more earlier, in-concept things we could put in Labs over time so that we can, in fact, get more early eyes on it. One of the things that we'll be running is, with battle royale, we want to test a few different things with that. We want to get the community's read. Again, things that can inform future seasons.

Is there anything else you'd like to add regarding Battlefield 6 and Nightfall, but also specifically why this entire Phase 2 update is worth jumping back in for?

Wiebe: I mean, I play almost every day. Obviously, I'm both a developer and a player, so when I'm not developing, I go home, and I play, and I'm personally excited just because it's a bit of a change in atmosphere. Much like the VL-7 smoke that was introduced – which changed up how the game felt with the smoke and how it reacts to the map, how it changes your tactics, how it changes the way you perceive the game – it's the same feeling I get from Nightfall. It's something fresh that I can maybe break up my normal pattern of playing through Breakthrough, Conquest, and then Battle Royale. Now, I'm going to go, and I get to play Nightfall for a little bit, and then I'll go back to my usual, right? We all do. We love going right back to Conquest and Breakthrough. Those are the mainstays, but it's nice to have those pallet cleansers once in a while, just to get a chance to do something a little bit different for a bit.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Hours After Announcing Donald Glover as Yoshi in the Super Mario Galaxy Movie, Nintendo Has Now Revealed Its New Yoshi Game Release Date

10 mars 2026 à 15:20

It's been a busy 24 hours for Yoshi fans. Yesterday, Nintendo confirmed Community and Star Wars actor Donald Glover would provide the voice for its elastic-tongued dinosaur in the upcoming Super Mario Galaxy Movie. Now, we know when Yoshi's next game will release.

Yoshi and the Mysterious Book, a sidescrolling platformer exclusive to Switch 2, will arrive on Thursday, May 21.

Nintendo made the announcement today initially via its Nintendo Today app and then across social media, in celebration of this being Mario Day (because March 10 looks a bit like Mar10). There's also a new trailer to watch, which offers our best look yet at gameplay.

🔍 Discover all sorts of curious creatures when #Yoshi and the Mysterious Book launches on May 21st, only on #NintendoSwitch2! #MAR10Day pic.twitter.com/aKaArqhYSk

— Nintendo UK (@NintendoUK) March 10, 2026

Today's trailer introduces us to Mr. E, a talking encyclopedia, whose pages are full of odd creatures. Diving into the pages from the book will see an adorable inky Yoshi leap in and observe the animals for himself. And by observe, of course, we mean swallow.

Thankfully for the frog found in today's trailer, Yoshi soon decides the animal isn't particularly tasty. After spitting it out, the frog will gamely blow bubbles for Yoshi to hop into and ride, allowing for some quick platforming. By feeding the frogs different foods, you can create different kinds of bubbles, and unlock further discoveries about the species. You can also name the species yourself (which we're sure players will be completely normal with).

As you progress further through the game, new environments and many more creatures will be unlocked for Yoshi to research. And at the end of the trailer... there's a reveal that Bowser Jr. will somehow be involved in the proceedings too.

Yesterday's Super Mario Galaxy Movie-focused Nintendo Direct confirmed Glover as Yoshi, plus Wednesday star Luis Guzmán as Wart, and Issa Rae as Honey Hive Galaxy’s Honey Queen. We also got to see a good chunk of new footage from the film, as Bowser Jr. begins his own diminuitive reign of terror. For more, check out our roundup of everything announced in the Super Mario Galaxy Movie Nintendo Direct.

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

Every Pokémon Game on the Nintendo Switch and Switch 2 in 2026

10 mars 2026 à 15:03

Often cited as one of the world's most valuable media franchises, Pokémon is a household name that's been a Nintendo staple since the Game Boy. The beloved series is home to hundreds of amazing creatures you can catch in-game or collect as trading cards, with each new generation bringing loads more to discover. Every console released by Nintendo has had plenty of Pokémon games released for it, and the Nintendo Switch is no exception.

Pokémon Day brought tons of new announcements about what's next for the franchise. Below, we've compiled every Pokémon game that has been released on Nintendo Switch and the information we have on a number of upcoming Pokémon games releasing on the Switch 2.

How Many Pokémon Games Are There on Nintendo Switch?

In total, 15 Pokémon games have been released for the Nintendo Switch. This includes the mainline games for the 8th and 9th Pokémon generations as well as plenty of spinoffs. For the sake of this list, we've counted mainline entries with two versions as a single release. We also don't include the Pokémon games offered through Nintendo Switch Online, but you can check out that list below.

All Pokémon Games on Nintendo Switch (in Release Order)

Pokkén Tournament DX (2017)

Pokkén Tournament was originally released for the Wii U in 2016. A year later, Nintendo and Bandai Namco prepared a deluxe version of the game for Nintendo Switch, adding new characters and updated visuals to take advantage of better hardware. This three-on-three battle system is a blast to play with friends both in person and online.

Pokémon Quest (2018)

Pokémon Quest turns all your favorite Pokémon into miniature cube form. This free-to-play Switch game features a fun and simple combat system where you send Pokémon on expeditions. Equip different abilities to your Pokémon to handle all types of encounters.

Pokémon: Let's Go, Pikachu! & Let's Go, Eevee! (2018)

Pokémon: Let's Go, Pikachu! & Pokémon: Let's Go, Eevee! are remakes of the beloved 1998 Pokémon Yellow. These titles were the first mainline Pokémon games ever to release on a home console, since none made it to the Wii U. Set in the Kanto region, all 151 original Pokémon appear with varying forms from previous mainline installments. With heavy accessibility features, these remakes were a great first step for the series on Nintendo Switch for newcomers and veterans of the series.

Pokémon Sword & Shield (2019)

Pokémon Sword & Shield marked the first installment in the series to feature aspects of an open world. Dubbed the Wild Areas, these regions allowed for free traversal and battles with wild Pokémon. Gyms also made a return for the first time since X & Y. Additionally, Sword & Shield introduced the eigth generation of Pokémon, which included Dynamax and Gigantamax forms of previous Pokémon.

Pokémon Mystery Dungeon: Rescue Team DX (2020)

Pokémon Mystery Dungeon: Rescue Team DX is a remake of the 2005 titles Pokémon Mystery Dungeon: Red Rescue Team & Blue Rescue Team. Surprisingly, this is the first Pokémon spinoff remake ever, with development handled by Spike Chunsoft. The gameplay consists of completing jobs in different dungeons and unlocking new Pokémon along the way.

Pokémon Café ReMix (2020)

The other Pokémon release of 2020 was Pokémon Café ReMix featuring similar gameplay to other puzzle games like Disney Tsum Tsum, which requires you to connect Pokémon together to solve puzzles. In Pokémon Café ReMix, you and Eevee own a café and must serve the Pokémon who come for food or a little drink. This charming service game is free-to-play via the Nintendo eShop.

New Pokémon Snap (2021)

After more than 20 years, the Nintendo Switch is the console that finally received a sequel to Pokémon Snap. Developed by Bandai Namco, you traverse around different biomes and areas with an on-rails camera to capture pictures Pokémon in the wild. You can unlock new courses by taking good pictures in New Pokémon Snap, leaving for a sizeable amount of content to unlock and discover. You never know what you might find during each session!

Pokémon Unite (2021)

This free-to-play game marked Pokémon's first entry into the MOBA genre. You command and control a team of five Pokémon in head-to-head battles against other players online. There's a solid amount of Pokémon to choose from, so you can adjust your team to best fit your needs. Pokémon Unite went on to be featured in different esports tournaments, with multiple championships held for the game.

Pokémon Brilliant Diamond & Shining Pearl (2021)

Pokémon Brilliant Diamond & Pokémon Shining Pearl are remakes of Pokémon Diamond & Pearl, which originally released in 2006 for the Nintendo DS. As the fourth generation of Pokémon, Diamond & Pearl feature a wide variety of Pokémon to battle against and discover. The remakes feature a new chibi art style that was created to stay faithful to the original titles while still remaining fresh.

Pokémon Legends: Arceus (2022)

Pokémon Legends: Arceus is often praised as one of the best Pokémon games available on the Switch. This original title takes place far in the past, somewhere in the Hisui region. With a focus on exploration, you can freely walk all around the map to capture Pokémon, explore different environments, and so much more. Pokémon can be spotted wandering around all over the map, which requires you to be strategic if you're looking to avoid battle.

Pokémon Scarlet & Violet (2022)

The latest mainline Pokémon games officially kicked off Generation 9, bringing along an entire new approach to gameplay and world design. In Pokémon Scarlet & Violet, an open world awaits with freedom to explore wherever your heart takes you. The DLC pass, titled The Hidden Treasure of Area Zero, is now wrapped up, making it a perfect time to check out Scarlet & Violet.

Detective Pikachu Returns (2023)

One game and one movie later, the sequel to Detective Pikachu is finally available on Nintendo Switch. Tim's father is missing, and it's up to Detective Pikachu to solve the case! This sequel features new puzzles and investigations, where you can investigate scenes and use your notebook to get to the bottom of the mystery. If you're a fan of both Pokémon and mystery games, this is a great game to consider.

Pokemon Legends: Z-A (2025)

Pokémon Legends: Z-A is the most recent release in the series, launching on both Switch systems on October 16. Rebekah Valentine's review for IGN marks a significant shift from the downfalls of the previous generation, describing that "what elevates Lumiose City far above the much larger overworld of Scarlet and Violet is that it’s dense with interesting landmarks, items, obstacle courses, stores, Wild Zones, shops, and people."

The game takes place in the French-inspired Lumiose City, with familiar starters in Tepig, Chikorita, and Totodile, all of which get new Mega Evolutions. A big change in this game is the combat system, which introduces more real-time action.

Pokémon FireRed and LeafGreen (2026)

This is where timelines can be a bit confusing. Pokemon FireRed and LeafGreen are technically remakes of Pokemon Red and Blue that released for the Game Boy Advance in 2004. In 2026, the remakes were released once again for Switch platforms, making this one of the best ways for Switch users to dive into the glory of Gen 1 and the Kanto region.

Pokémon Pokopia (2026)*

While we may not be getting a new Animal Crossing game (yet), Nintendo released a new Pokémon spin-off game that should definitely scratch any cozy gaming itch. Pokémon Pokopia makes you a Ditto with a human appearance, who must work and learn from local Pokémon to build new habitats across a massive spread of areas. Build homes for your Pokemon, decorate new areas, and help figure out why all of the humans disappeared. You can learn more about this one, which happens to currently be the highest rated Pokemon game of all time, in our 9/10 review.

Available Pokémon Games With Nintendo Switch Online + Expansion Pack

The Nintendo Switch Online subscription service has even more options if you're looking for more. Here are the Pokémon games you can play with a Nintendo Switch Online + Expansion Pack membership:

  • Pokémon Trading Card Game (GameBoy Color)
  • Pokémon Mystery Dungeon - Red Rescue Team (GameBoy Advance)
  • Pokémon Snap (N64)
  • Pokémon Puzzle League (N64)
  • Pokémon Stadium (N64)
  • Pokémon Stadium 2 (N64)
  • Pokémon Coloseum (GameCube)
  • Pokémon XD: Gale of Darkness (GameCube)

Upcoming Pokémon Games on Nintendo Switch

Pokémon Day 2026 as well as Pokémon's 30th anniversary have brought tons of new game announcements. Here's what upcoming games are confirmed for Nintendo Switch and Switch 2:

Gen 10: Pokémon Winds and Waves

While there may have been some leaks ahead of time, The Pokémon Company officially confirmed the existence of the next mainline Pokémon games, Winds and Waves, on Pokémon Day 2026. Our first teaser certainly seems to indicate a long-hoped for graphical update, and went right on ahead to reveal the Gen 10 starters: Pombon, Gecqua, and Browt.

The teaser also clarified that the next mainline Pokémon games will be releasing for Switch 2 in 2027, marking a full five years since Gen 9.

Pokémon Champions

Yep, there's more. Game Freak and The Pokémon Company have also announced Pokémon Champions, a new battle game in the spirit of Pokemon Showdown. Coming to Switch in April 2026, you'll be able to battle with Pokémon you've trained in other games through the Pokémon Home app.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.

King Sorrow, the Thrilling 900-Page Horror Novel by Joe Hill, Is on Sale for $1.99

10 mars 2026 à 15:14

In print, King Sorrow is a doorstopper of a novel. It’s a behemoth, ringing in at just shy of 900 pages. But those pages go fast. This is an easily digestible book that tells the story of a group of stoned college kids who make a deal with dark forces they don’t understand. It’s written by Joe Hill, his first novel in nine years. It’s an excellent read, and right now the Kindle edition is on sale for $1.99. If my math is correct, that’s roughly $0.002 per page. That’s a lot of bang for your two bucks.

King Sorrow (Kindle Edition) for $1.99

Joe Hill, for those unfamiliar, is the author of acclaimed novels like NOS4A2 and The Fireman, as well as the short story “The Black Phone,” which was the basis for the excellent horror movie. He also happens to be Stephen King’s son, and King Sorrow features a number of Easter eggs nodding toward the horror master’s works.

In the King Sorrow, a group of six college friends get wasted one night and semi-accidentally summon the titular dragon from an alternate dimension called the Long Dark, asking for its protection. Their goal is to rid themselves a dangerous criminal element that has recently started plaguing them. But as sometimes happens to the best of us, the cure ends up being worse than the disease.

The deal they make with King Sorrow brings this malevolent creature into our world on a recurring basis and alters the trajectory of their lives for decades to come. Each of the friends gets their own long section of the book while they deal with King Sorrow as the years go by. Because the story is told in such an episodic way, it’s no surprise that the TV series adaptation rights have been optioned.

We deemed King Sorrow one of the best new books of the month when it came out in October. I listened to the audiobook version (which rings in at 26 hours long), but I might pick this up for two bucks for a future re-read. It really is a thrilling story from start to finish, with plenty of twists and surprising detours throughout. If you grab this ebook for $1.99, or even pick up a hardcover copy for $20 (which is 50% off), you probably won’t be disappointed.

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN's board game and LEGO coverage. You can follow him on Bluesky.

Forza Horizon 6’s Open World Supports Time Attacks, Drag Races, and…Vibe Driving – IGN First

10 mars 2026 à 15:00

They say every day is a school day. Today I learned a new term; one I’ve never heard in 23 years of writing about racing games, and nearly 40 years of playing them.

The term? Vibe driving. The meaning? Well, for Playground it describes the actions of players who just hop in a car, plant their foot on the pedal, and cruise through the open world.

“We know from multiple games now that there are so many players who just vibe drive; they just go from place to place in their car experiencing the world,” explains design director Torben Ellert. “So making a world that was both authentic to what Japan feels like, but was also rewarding for players to drive around in, was something we really wanted to do this time.

We know from multiple games now that there are so many players who just vibe drive; they just go from place to place in their car experiencing the world.

“Part of that comes from the fact that telemetry tells us that we’ve got this huge cohort of players who just drive but, as you know, the campaigns in the previous games were quite hooked to specific things. And the players who were just driving, they didn’t have a lot of cars [and] they didn’t have a lot of credits, because they weren’t engaging with the game’s structured campaign of progression.”

Playground Games has previously discussed its tweaked approach to the core campaign of Forza Horizon 6, which discards the concept of arriving at the Horizon Festival as an established superstar. In Forza Horizon 6 you will find yourself in Japan as a tourist, with no initial association with the Horizon Festival. It’ll only be as you successfully complete the qualifying events that you’ll earn a wristband to enter the big show as an accredited festival racer.

What’s set to follow will be a much more curated racing experience, graduating through the Horizon Festival’s coloured wristband tiers through the car classes – which have been inspired by the very first Forza Horizon game. As a result, Forza Horizon 6’s highest car classes will be off-limits within the confines of the festival’s event structure until much later in the game. The idea here, it seems, is a more overt (and potentially more rewarding) sense of progression.

What appears to have made these changes to the campaign flow possible – without compromising the freedom the Forza Horizon series regards as a core pillar of its identity – are the ways in which Forza Horizon 6 will go about rewarding play elsewhere.

“While we do have a festival campaign that is a bit more structured than we’ve done in the past, we really wanted to just have things to do as you drove around in Japan,” says Ellert. “That brought us to this language of ‘Discover Japan’, that really serendipitously turns out to be the Japanese tourist agency’s tagline, ‘Japan: Endless Discovery.’ That was neat.”

While we do have a festival campaign that is a bit more structured than we’ve done in the past, we really wanted to just have things to do as you drove around in Japan.

Ellert recalls feedback from players in the wake of the release of Forza Horizon 4, confused about the lack of things to do on the map.

“Hearing back from players who people knew, like, ‘Oh, I started the game and I drove to Edinburgh, and there was nothing on the map,’” he says. “Uh-oh. Well, it’s because quite literally you didn’t do Tarn Hows. If you don’t do Tarn Hows the game doesn’t click over and give you the next thing.”

However, instead of twisting arms to get players to engage with a single method of proceeding, Ellert explains it felt better to design Forza Horizon 6 in a way “that would lift people” who chose to play it their way.

“On the one hand I think it comes down to this desire to have things that are just organically in the world as you drive around,” he says. “Those obviously can be vistas that you can see, or cool bits of road that you can encounter, but connecting them to gameplay systems was really important because that creates more engaging experiences.

“So I think one answer for it is from that point of view: make things that you discover that are playable, just in the world. You reduce the friction; you make it easier to do something together with other people.”

The “something” that I’m demonstrated today is Forza Horizon 6’s new time attack driving.

“Time attack is a brand new feature for Forza Horizon 6,” explains lead game designer Dave Orton. “It’s a shared-world feature where it’s all about getting the fastest lap time possible on these incredible grassroots circuits across our map.

“They’re quite varied. You might have an off-road one, you might have a track-focused one. And really, at its core, you are setting a lap time and then trying to beat that every time. And we have splits that show you getting faster or slower, and every time you do a lap you get credits and XP as well. That’s the solo experience, and there’s kind of a loop where you can just hot lap for as long as you want.”

However, time attack takes on a new dimension when playing with or around others.

“Really it’s a place where we’ve seen other players gather,” Orton continues. “It’s a place of activity. I go back to that shared-world energy that you get from real players. This is a hotspot where you’ll find other players who are also hot lapping.

“We also have these in-world leaderboards that track the best times across the community, and that is filtered to your PI class. These are actually grounded, in-world leaderboards. You’ll see the top three times across the community at your PI, and you’ll see your time – so you’ll always see your name; you’ll always see your car with your livery, and where you rank on that leaderboard.

“You can also see your rival as well, and the way that that rival system works is it will always prioritise your friends. So you might be driving past, and then you can see that one of your friends has actually topped your score. All within the world; you just see, ‘My friend’s there and they’re ahead of me,’ and you can go in and try and beat them. It’s a system that, when we put it in the game, we’ve just continually built upon it and got it to where it is now. The moment we put time attack in and had something tracking your lap time, we knew we were onto something. Then we started adding deltas of your lap time, then we started adding splits, then we started adding the combos. And we’ve developed this feature to be something that we’re really, really excited to play.”

The moment we put time attack in and had something tracking your lap time, we knew we were onto something.

Engaging with time attacks in Forza Horizon 6 is a completely seamless experience. You don’t need to drive to a marker in the world, activate it, and get loaded into a lobby. You just drive out to one of the map’s permanent race circuits, drive into the precinct itself, and then drive onto the track. At that point, you’re racing.

“We’ve also got a time attack circuit on Legend Island, and it’s incredible,” says Orton. “So as you work your way through the campaign and become a Horizon Legend, you have access to this brand new area, and there is a fantastic time attack circuit on there. So I’m really excited to see what people do on that.”

Finding organic ways to reward players for things they were already doing was a key driver behind the addition of time attack.

“Horizon is a game that means a lot to many people, and it means different things to different people,” says Ellert. “There are people to whom really clean, technical racing is everything. And you have people who just want to drive around. You have people who want to build, or people who want to take photos. There are many people and many different ways to play a Horizon game.

“In previous games we’ve moved to a broader kind of campaign that says, ‘Whatever you do will progress you.’ And for this game, we wanted to be able to lean into that in a way that was very much driven by where you drove. If you could find it, it was a thing, you could do it. If you can find a street race somewhere in Tokyo City, you can do that street race immediately. There’s no gating to it. And because we had that freedom – because you could just drive off and take some photos or drive off and do one of the Horizon Stories – that meant that we had a full progression system that afforded those players a way to play the game.

“It meant that we could then say, ‘Okay, what if Horizon Festival races actually were gated by progression? What if you had to use C-class cars and B-class cars and then A-class, before you could get a chance to use your S1s, your S2s or your Rs? You had to move up through the ranks. Because we had the ability to say, ‘Look, if all you want to do is vibe drive, the game will absolutely let you do that, and reward you for doing that, and give you progression for doing that. It meant that we could apply more structure to the festival's fantasy in the world.”

If all you want to do is vibe drive, the game will absolutely let you do that, and reward you for doing that, and give you progression for doing that.

“Let’s say you're at the B-class wristband,” says Orton. “If you’ve got an S1, you can still take that round in the free-roam world. You can still take that to the shared-world experiences. You take it to your street races, time attack. But when you go into the Horizon Festival wristband campaign, that’s when the restrictions come in.”

“I think the really nice thing about it is that it speaks to something that players do anyway,” says Ellert. “Much like the drag meets feature, we know players love synchronised drag lights. They love to see whose car is fastest.

“And by finding ways to just lightly roll in systems that can make that a more rewarding thing to do, it feels like, instead of saying to players, ‘No, come little friend; we must go and do this now,’ it’s more like, hey, keep doing the things that you’re already doing, and there are these systems that come into place to make that a more rewarding experience. Horizon is better together, right?”

We’re not shown a demo of the Forza Horizon 6’s open-world drag racing in action, but the team reports it will function in the same way as the time attacks.

“Like time attack, it’s all in the shared world,” says Orton. “So you’re not loading out, you’re not matchmaking. We have three drag strips in our world, and all of them have a grid at the start and it’s got synchronised lights for every player across the community.”

“You can rock up to a grid, you can ready up, and say, ‘I want to drag race.’ That will put you in your grid, and then you just wait for the green light. So, at that point, you can hold the e-brake and get your throttle up. And then as soon as that light goes green, if you pull off, you get thrown into a drag meeting. It tracks your time. Similar to time attack, you’ll get credits and XP every time. You make your way back, and you go again.

“They also have the same in-world leaderboard tech as well. So you’ll see the best drag racers in the community, you’ll see your time, you’ll see your rivals. And the great thing about those in-world leaderboards for time attack and drag meets is they reset each week. So there’s a new routine that players can have where, every time the season changes, you can go and put your name up on the board again.”

With time attack and drag racing checked, the next logical step would be drifting, would it not?

“Yeah, we’re very excited about that as well,” grins Orton. “That’s all I’ll say.”

“For what it’s worth, now we’ve got events that can occur in free roam, it’s just changed the way we think about our experiences going forward in Horizon. There’s a neuron in all our brains going, ‘Right, we’ve got something here.’ So, yeah, watch this space.”

For what it’s worth, now we’ve got events that can occur in free roam, it’s just changed the way we think about our experiences going forward in Horizon.

There’s another layer to the open-world experiences of Forza Horizon 6, and that’s the game’s new link skill system. Forza Horizon fans are no doubt very familiar with the skill point system, and how it’s tied into earning and unlocking car perks, multipliers, bonuses, and even exclusive cars. This time around, however, you’ll get a buff on skill points by earning the same skills as other nearby players at the same time.

“So our skill system touches everything you do,” explains Orton. “If you smash through a gate, you get a wreckage skill. It’s a really compelling loop as you just vibe drive and drive around in our game. And we wanted to create multiplayer experiences from our skill system.

“So with link skills, if you perform the same skill with someone else, you get rewarded with a link version of that. So if I’m tandem drifting with Torbin, we get a link drift. If we’re going down the freeway as fast as we can, we get a link speed. And it’s such a frictionless way to connect with other players. You’re just playing the game near someone else and, just by doing that, you’re getting rewarded for it.

“As you are around other players and just playing the game you’ll have these soft attractors that reward you for sticking together. And our link skill system is just that, all the way up to if you do a 12-player barrel roll, you’ll get a version of that. And I want to see people do that!”

“It’s fully systemic,” adds Ellert. “So, yes, there are places where it’s more likely to happen, which is why we looked at the time attack. You’re much more likely to see speed and drift there but, at a danger sign; you go off that danger sign together, you’re going to get link air.”

“And drag meets: link burnout skills,” says Orton. “It’s just a really nice way of just rewarding you for being around other people without you really thinking about it.”

Forza Horizon 6’s aftermarket cars are an adjacent concept sprinkled into the open world. They’re cars that you’ll come across, parked up and available for purchase from within the open world itself. As part of today’s demo, a customised Honda S2000 is sitting near the entry of one of the time attack circuits. As players, we’ll be able to roll up to these and purchase them – and either send them to our garages or hop behind the wheel immediately.

“Because that system always looks at the kinds of cars that you could afford, the state of your campaign, you are almost always going to see a car that is relevant to the thing you’re about to do, and it’s cheaper than buying it at the Auto Show,” says Ellert. “So it’s the optimal way to expand your car collection. And you get this benefit of, you see the thing in the world. It’s better than just a piece of UI.”

“Yeah, there’s something about seeing the car in the world,” agrees Orton. “There’s kind of an allure to it.”

For his part, Orton regards the addition of things like seamless time attack and drag racing in the open world, plus the link skill system, as an evolution on the shared-world Horizon Life feature of Forza Horizon 4.

“That completely changed the way you experience Horizon,” he says. “With real players and real people, you get this unexpected fun, and the slight randomness of real people that you can’t recreate anywhere else. That’s an energy that we wanted to just capture and continue to improve on. So, with things like time attack and our link skill system, it’s really creating systems that draw players together so that we have more of those fun encounters with other players.

With things like time attack and our link skill system, it’s really creating systems that draw players together so that we have more of those fun encounters with other players.

“And we know that a load of players spend their time in this state, in this free roam space of other players. So we knew there are players there we can get features for. And really it was kind of a synergy of, we know there are players in the space, and we know we want to draw players together with more systems that encourage you for just driving around and exploring.

“And I guess a final point as well; the players who are in this space, we want to give them more ways for them to earn credits and XP. Previously, the best way to do that was to go into an event and load out and whatnot. But really now, if you just stay in that space and you’re hot lapping on time attack, or at drag meets, you’re earning credits and XP just from doing that. And that was another reason. Because then suddenly you have more credits. You can buy more cars, you can buy more aftermarket cars. So your garage gets bigger. And then you start to see the breadth of our driving experiences, all within the same space.”

IGN will have plenty more on Forza Horizon 6 throughout March, including a deep dive on its Japan-based map, a look at the game’s new customisation, and more.

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

From: Season 4 Exclusive Trailer and New Key Art Revealed

10 mars 2026 à 15:00

IGN can exclusively reveal the new trailer and key art for the upcoming fourth season of the MGM+ mystery series From.

The trailer can be viewed via the player above or the embed below.

“In Season Four, the closer the residents of town get to the answers they seek, the more terrifying their search becomes. Who is the Man in Yellow, and what does he want?,” according to the official plot synopsis.

“Will Jade and Tabitha’s revelation be the key to finally going home? How much longer can Boyd hold the town together, even as his body and mind are falling apart? And what role will the town’s most recent arrival play in the events to come? Season Four will open doors that some in town will end up wishing had remained closed.”

Harold Perrineau leads the ensemble cast which includes Catalina Sandino Moreno, Eion Bailey, Hannah Cheramy, Simon Webster, Ricky He, Chloe Van Landschoot, Corteon Moore, Pegah Ghafoori, David Alpay, Elizabeth Saunders, Avery Konrad, Scott McCord, Nathan D. Simmons, Kaelen Ohm, Angela Moore, A.J. Simmons, Julia Doyle, Robert Joy and Samantha Brown.

From is created by John Griffin and executive produced by Griffin, showrunner Jeff Pinkner (Lost, Alias, Fringe) and director Jack Bender (Lost, Game of Thrones, The Institute).

From: Season 4 premieres on MGM+ on Sunday, April 19th.

Herman Miller x Logitech Gaming Chair Review: Five Years Later, I Still Love It

Par : Will Judd
10 mars 2026 à 15:00

The Herman Miller x Logitech Embody is the chair that supported me through lockdown in 2020, and almost six years later it still feels nearly brand-new. That's a rarity for the gaming chairs I've used in the past, which have all shown visible signs of wear – or even genuine functional misfortune – after similar timeframes. While the design has remained the same ever after, Herman Miller and partners Logitech have produced new colorways over the years, including an eye-catching navy/purple "Nova" combo plus the white/orange "Ignite" shade that recently arrived at my doorstep.

That makes it a great time to mull over exactly why the Embody has remained my go-to option, despite testing a half-dozen other great gaming chairs in as many years – many of which come with much longer feature lists, greater adjustability and more attractive price tags.

Design

The Embody Gaming Chair is a striking chair to look at, especially in some of the wilder colorways available. Each two-tone design highlights the almost skeletal structure at the back of the chair, with segmented soft and stretchy plastic supported by thin plastic ribs that gradually link up into larger assemblies and finally join onto the aluminum frame. Underneath the seat, a denser mesh of similar construction supports your weight.

Meanwhile, arms curve up from the base of the chair, again with a more organic shape compared to the default racing-style bucket seat used by most gaming chair manufacturers. This structure gives the Embody more flexibility than those other designs; as you change position naturally, the chair stretches, supports and realigns.

The front of the chair, aka the bit that will potentially appear in Zoom meetings, is much more anonymous. Black or white polyester fabric covers the back rest and seat, with an extremely subtle color-matched Logitech logo and a few textural ridges being the only design elements of note beyond the overall gently curving shape. The top of the arm rests are made of squidgy foam, and the five-star base holds double-wheel casters of a modest (2.5-inch) size.

All told, the seat measures 29 inches wide, 41 to 52 inches high and 38 to 46 inches deep, while the total height of the chair is 42 to 45 inches. With these dimensions and a maximum weight capacity of 300 pounds, the Embody Gaming Chair is robustly constructed and should suit even the big and/or tall, including my 6'2", 190 pound frame.

Assembly and Adjustability

I normally need to spend a lot of time detailing the assembly process in chair reviews, but thankfully I don't have to do that here. That's because the Embody is shipped fully constructed, so you simply open one face of the massive cardboard cube that arrives, and the chair rolls out, ready to go. You're left with a huge amount of cardboard to cut down into small enough pieces that it'll fit into your recycling situation, or you can leave it in place if you want a king-sized box for your kids/cats/enemies to chill in. Still, versus other chairs that come packed in all manner of non-recyclable foam, polystyrene or other assorted guff, the Embody is mercifully easy to clean up after. Not having to spend an hour (or three) on assembly is also a massive plus.

Once you've lugged the chair into position, you're free to set it up, which is again quite straightforward as the Embody's feature list isn't miles long. A pull control on the front right side controls the hydraulics, letting you raise or lower the chair, while a dial in the same spot controls the tension of reclining. On the back right, you can adjust the strength of the lumbar support, with the chair moving from being straight-backed to being more s-shaped. A paddle on the left locks or unlocks the recline mechanism, and handles on either side of the front of the seat let you extend the seat depth. Finally, the arm rests have small buttons hidden underneath; pushing them in allows the arms to be raised or lowered. You can also exert a little force to pull the arm rests out wide, or move them closer to your body.

It's all very straightforward stuff, and yet there's plenty here that is unique in its execution. The arms, for example, can drop so low that you can move fully underneath most desks; normally, I'd have to completely unbolt the arms and take them off to adopt my favored forearms-on-desk typing position. Likewise, moving the arms in makes me feel more cozy in cold weather, especially if I have a hoodie on, while pushing them wider gives me more room to wriggle in warmer weather. The backrest adjustments seem better suited than most in pushing me into an upright position that's actually comfortable for hours on end, and being able to extend the seat depth is brilliant for when I've got my foot up on the desk's cross-brace.

There's also plenty that's not here compared to most gaming chairs. The arm-rests aren't "4D", so they don't move forward or backwards or rotate side to side. The back of the seat ends at my shoulders, and there's no head rest. Similarly, there's no ability to recline at nearly 180 degrees.

I miss absolutely none of these features. In fact, I'm actively glad that they haven't been included, as their omission makes the Embody a shorter, more mobile chair that's easier to push from one room to another, or fit under a standing desk in its upright position. The lack of a neck rest means that you actually need to sit upright rather than doing a full-body slouch, and no deep recline means that you must lie down on a bed or something, all of which feel like they're much better for you. Indeed, I had fairly bad back pain off and on for years before getting the Embody, and it's been much rarer since.

Still, some of this will come down to personal preference. I know some people that love to rest their arms on their chairs, and the Embody doesn't offer much adjustability here. Likewise, if you are the sort of person that likes to tilt way back and stare at the ceiling while thinking, the Embody doesn't allow for it. That doesn't make it a bad chair by any means, but as with many peripherals, it's as much a case of individual need as it is of objective measurement of quality.

Comfort and Performance

The Embody, like other adjustable gaming or office chairs, will take some time to get dialed in. While height and arm rest position is likely something you'll set once and not touch too often again, adjusting the strength of the lumbar support and how the chair reclines may require some experimentation. There are no discrete notches to signify where in a given settings' adjustment you are, and changing one setting can impact another, so you may have to keep tweaking things for a period of days or weeks before you're truly happy.

Still, what you're actually changing is at least easy to understand, and most people that have tried the Embody – including my wife and friends that have stayed with us for a few days or weeks – ended up being quite happy with overall comfort levels after spending a day or two making adjustments.

Once set up, the Embody is a stalwart companion for both working and gaming. I try to mix standing and sitting when working, and having a chair that provides a good amount of lumbar support while also fitting easily under a standing desk makes things a lot easier. Similarly, having arms that drop down low enough to let me slide under a desk and put my face really close to the screen is ideal for Counter-Strike and other games that reward being able to spot changes to just a handful of pixels.

On days where I'm being naughty and not standing up at all, the Embody is supportive and comfortable enough that I can sit down for four hours, type up a bunch of reviews, and get up without feeling in pain. It's still obviously better to take breaks, stand up, go look at nature and so on, but for days where you need to lock in for whatever reason, the Embody has been excellent.

Best of all, that comfort has persisted. I'm now nearly half-way through the chair's 12-year warranty period, and my old chair looks and feels nearly identical to one delivered just a few weeks ago. (Having said that, I really do need to vacuum some of the fluff out of the back of the seat.) That experience gives me a unique opportunity to recommend a product based on real long-term use, rather than a necessarily brief initial testing period, and do so with a real measure of confidence.

Will is former deputy tech editor for IGN, specialising in PC hardware, sim racing and display tech. He has been publishing about games and technology since 2001 (age 12). Will was formerly Deputy Editor at Digital Foundry. He is currently playing BattleTech Advanced Universe.

'The Cost of Running Fortnite Has Gone Up a Lot and We're Raising Prices to Help Pay the Bills,' Epic Games Says, Announcing V-Bucks Changes and More

10 mars 2026 à 14:55

Epic Games has announced a major change to the prices and distribution of Fortnite's in-game V-Bucks currency, and blamed the cost increases on the need to "help pay the bills."

Fortnite's billion dollar-grossing battle royale mode launched back in 2017, and has frequently found itself as part of the cultural zeitgeist. But while recent years have seen ever-bigger collaborations with movies and pop stars, its player numbers have been dwarfed by third-party game platform Roblox.

Earlier this year, Fortnite began allowing its own third-party game creators to begin selling microtransaction items (while Epic Games took a cut), a move that Epic itself previously said it wouldn't entertain. The wider company has also been busy spending big on free games to attract users to its PC storefront, battling Apple and Google in the courtroom, and building an in-game mode backed by a $1.5 billion investment by Disney.

All of that said, however, you'll soon be paying more for V-Bucks. You'll also get fewer free V-Bucks from the game's battle pass, and fewer from the game's Fortnite Crew subscription.

At the same time, Epic Games has reduced the V-Bucks cost of the battle pass (and the OG, Music and LEGO Passes) slightly in a move that makes this seem a little more palatable. But in a world where all of the game's big collaborations land in the Fortnite shop, it's the rise in V-Bucks prices that will likely see fans ultimately forking over more money than before.

Another major change will see the Fortnite battle pass only include the exact number of V-Bucks necessary to buy the next one, rather than providing half its value again as a bonus.

$8.99 will now get you 800 V-Bucks, down from 1000, which is also the new cost of the game's main battle pass and OG Pass. (The Music and LEGO passes will cost 1,200 V-Bucks going forward, instead of 1,400.)

$22.99 will get you 2,400 V-Bucks (previously 2,800), $36.99 is now worth 4,500 (down from 5,000), while $89.99 will get you 12,500 V-Bucks (instead of 13,500). If you're topping up your account with an exact amount of V-Bucks to buy a specific item, meanwhile, it now costs $0.99 per 50 V-Bucks rather than $0.50, effectively doubling the price.

Other than stating that it needs help paying the bills, Epic Games has not made any further comment on the reasoning for the price rises. The changes will go into effect on March 19, at the beginning of the next battle royale season — a trailer for which dropped to fan acclaim just yesterday. (Surely Dwayne Johnson doesn't cost that much? Maybe he does.)

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

Undertone Review

10 mars 2026 à 14:30

Undertone is in theaters on March 13.

Sound is a criminally under-respected aspect of film production, and there’s a school of thought that most audiences are more likely to be taken out of the experience of watching a movie by bad sound than bad picture. With its “haunted podcast” hook, Undertone has no shortage of respect for the aural arts and does emphasize them consistently, using sound to ratchet up the intensity and sustain a threatening mood. But with little in the way of interesting visual ideas or compelling drama to support that mood, Undertone is far more muted than its interesting central conceit provides for.

Undertone follows podcaster Evy (Nina Kiri), who’s largely homebound taking care of her comatose, dying Mama (Michelle Duquet). The auditory experience of Undertone has been billed as critical to the film, and director Ian Tuason gets Undertone off to a good start by quickly establishing Evy’s difficult circumstances in a montage that establishes not just the look of the house they share, but the sound. Tuason captures the stillness of the home, Mama’s labored breathing, hints at the happier life Evy and her Mama shared before she fell ill; they’re all reminders of how sidelined Evy has become in her own life.

That all slides away when Evy sits at her table and puts her headphones on to record The Undertone Podcast, a show in which she skeptically debates her believer co-host Justin (Adam DiMarco) about paranormal phenomena and conspiracy theories. Undertone’s sound mix focuses on Evy and Justin’s voices at the expense of all other background noise during their recording sessions. It’s a great technical hook for the movie that succeeds at not just demonstrating how the podcast is Evy’s escape from her dire circumstances, but providing a clean sensory stage for the auditory horror. As a device for driving dread in horror, restricting a character’s senses and channeling that into the filmmaking is a savvy move to create a base level of tension, and it’s a stylistic choice that does help Undertone maintain momentum, even through a mystery that winds up feeling like a broken record.

Evy and Justin receive an anonymous email containing 10 audio recordings from an unknown sender which document the plight of Jessa and Mike, an expectant young couple who seem to have been plagued by a supernatural entity as they prepare to welcome their baby. From there, Undertone falls into a predictable rhythm: Evy and Justin listen to more of the recordings which reveal more of the Jessa and Mike thread, something causes the two to stop the podcast taping, and Evy experiences something spooky in the time before the next session, suggesting that maybe whatever’s happening on the tapes is starting up in her own home.

Undertone’s visual and aural approaches to horror seldom feel like they’re working in concert...

Opening email attachments from unknown senders is, of course, the “reading Sumerian out of a book bound in human flesh” of 21st century horror, and that’s emblematic of where Undertone fails to consistently deliver on its premise: it’s quite old-fashioned. Secret messages in lullabies played in reverse, creepy crying babies, passages that trigger events around the person listening, elements of speech hidden in the spectrogram of the files, long stretches of silence punctuated by spikes in volume for an easy jump scare… these are tricks we’ve specifically seen/heard before in audio-forward horror like Session 9 or Pontypool and, really, across countless other horror movies too. There’s nothing inherently wrong with reaching into a well-worn trick bag to put your own spin on the classics, but Undertone’s horror seldom takes advantage of the modern trappings of podcasting to any specific degree. The recording of the Undertone Podcast episode in question winds up just functioning as a structural home base for the plot, which feels like a missed opportunity for Undertone to create more of a unique identity for itself.

Undertone’s nondescript visual sensibility further hampers those identity issues. Tuason favors languid takes with the camera drifting around the naturalistically-lit recording space, creating a sense that something terrifying is lurking just out of view. Undertone’s narrative rhythm seldom allows for that dread to pay off during the sessions though, as it’s usually after those that Evy sees hints that the entity from the tapes may be encroaching on her. So, as the movie goes, the recording sessions actually start to feel like a safer space for Evy. As for when she’s checking to see what’s going bump in the night, Evy plays out a familiar pattern of slowly walking to the source of the noise, and either finding nothing or, at most, there may be something creepy that activates in soft focus just out of her field of view. Undertone’s visual and aural approaches to horror seldom feel like they’re working in concert, and neither is consistently effective enough to make up for the shortcomings of the other. The mix of the movie’s unsettling tone and the mystery of just what’s causing the chaos on the tapes (and how that chaos is bleeding into Evy’s life) are each compelling enough to keep Undertone afloat as it goes, but don’t expect it to echo with you too long after its 94 minutes are up.

As Evy, Nina Kiri’s got a hell of a job in selling the horror of what’s on those tapes all by herself onscreen. Dramatizing the act of active listening is a tall order, but Kiri does well with matching the pitch of Evy’s reactions to what’s going on in the recordings without ever selling anything too hard. That composure carries into moments where she’s struggling with her relationship to alcohol or investigating the increasingly strange occurrences around her house, like the appearances of strange tokens or her mom somehow appearing out of bed, despite being effectively brain dead. But in the moments where Evy speaks to her unresponsive “Mama”, Kiri adopts a childlike tone that feels incongruous to the more assertive Evy we see during the podcast tapings, even if she’s not “in character” in front of the mic. The choice to infantilize Evy in that way, especially as she considers having a child of her own, feels aimed at propping up Undertone’s motherhood theme which, with Mama’s failing health and Jessa’s harrowing circumstances at front of mind, seems like it should be a far more prominent part of Undertone’s full picture than it winds up being.

Evy’s at a fascinating point in her life, debating whether to go right from being a full-time caregiver to her mom to a full-time caregiver to a child of her own, so it’s increasingly aggravating for that idea to get more and more backgrounded to the surface-level supernatural spookies that are pulling her mind in different directions. Not helping any of this is Justin, Evy’s grating London-based co-host. As the true believer, Justin’s the one more concerned with the theater of the podcast, but even when he’s not amping up the showmanship when “in character,” DiMarco is less successful than Kiri at matching his emotional tenor to what’s going on in Evy’s house. Most of Justin’s dialogue is nakedly designed to keep the plot moving or to prompt Evy to reveal a little more about how she’s feeling, but as the only other real character in the movie, especially because he’s off-camera the whole time, Justin could’ve used a lot more fleshing out for as much airtime as his voice gets.

The Internet Is Discussing Pickmon, a New Pokémon, Zelda and Palworld Rip-Off That Doesn't Hide Its Obvious Influences

10 mars 2026 à 14:14

Featuring a character dressed like Link and a creature that looks like Pikachu, upcoming Steam game Pickmon isn't afraid to hide the games it's clearly, er, inspired by.

A initial trailer for Pickmon, below, begins with Link, or whoever the main character is supposed to be, leaping from a clifftop that's clearly a riff on Breath of the Wild's Great Plateau, while familiar-sounding piano notes tinkle away in the background.

Not-Link deploys his glider, and is shown to have a not-Pikachu clinging onto his shoulder. A dragon-like creature definitely not based on Rayquaza then also drifts past — and this is all in the trailer's first two seconds.

PickMon | Summer Game Fest 2026 Trailer | Pockegame
This is the official account of PickMon. #PickMon is a brand new multiplayer monster-collecting game with open-world survival elements! 🧭Open world survival crafting game for up to 32 players! 🔫Gather your weapons and go on… pic.twitter.com/IdR6byINRk

— PickMon /ピックモン (@PickMon_EN) March 6, 2026

The next few minutes of Pickmon footage offer much more of the same, with creatures familiar to both Pokémon and the gun-toting Pals of Palworld (the previous Pokémon-like game to land on Steam, which is also still the subject of a Pokémon Company lawsuit), as well as some rudimentary base-building and farming mechanics.

The trailer concludes with a prompt to go wishlist Pickmon on Steam now, and to look out for a future release that's rather ambitiously "planned for Nintendo Switch and PlayStation."

Let's be honest here, everything about this trailer looks set to spark obvious comparisons to Nintendo properties. Even the name of the game's developer, Pokegame, seems part of the bit. For an indie developer looking to launch its first game, it's a safe way to grab attention — and if Nintendo was to start legal action, well, that's even more publicity guaranteed. And already, a Pokémon player has claimed Pickman copied one of their designs for a Pokémon fan design, too.

Of course, it remains to be seen whether Nintendo will bother getting involved. While the comparisons between Pickmon and Pokémon are far from subtle, Nintendo currently seems to have gotten bogged down in its previous Palworld lawsuit, which has dragged on for over a year while Palworld itself remains on sale, albeit with a few minor gameplay tweaks.

Perhaps notably, Pickmon does not seem to include the same catch mechanic as Pokémon, which Palworld initially contained at launch, before tweaking. Instead of creatures being caught and unleashed from a ball, Pickmon seems to have them being summoned forth from magic cards.

"What if we take Palworld, and take its designs EVEN CLOSER to the original Pokémon designs were inspired and even dare promising a release on Switch?" wrote one fan after seeing Pickmon in action. "This is the smash bros 'everyone is here' trailer of plagerism [sic]," said another. "We have Pikachu at home ass trailer," said a third.

But despite the criticism, it's hard to imagine Pickmon's developer is upset about all the attention. Whether it will now also gain the attention of Nintendo, however, remains to be seen.

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

LEGO Reveals the Luigi Mario Kart Mach 8 Set, Releasing on April 1

10 mars 2026 à 14:00

It’s Mario Day (MAR10), and LEGO is celebrating by announcing a new Mario Kart LEGO set. It’s Luigi & Mach 8, a set that ought to look great on a shelf sitting next to Mario & Standard Kart. This new Luigi set is available for preorder at the LEGO Store for $179.99, with a release date of April 1. No foolin’.

Luigi & Mach 8 LEGO Set

LEGO Super Mario: Mario Kart - Luigi & Mach 8 is the second set of its size and ambition in the Mario Kart sub-series under the wider LEGO Mario framework. The first was the aforementioned Mario & Standard Kart (which we built and you can see it here at Amazon if you’re interested). These are big, colorful, statement-making sets. This one rings in at 2,234 pieces, so it’s a sizable build.

Our reviewer of the Mario set wrote that this is “a build that everyone can love. Casual builders will appreciate its bright primary colors and its big, chunky parts, which make for a surefire crowd-pleaser. Experienced LEGO builders will appreciate the intricacy of the Kart's construction and the absence of stickers; every piece of visual flair is printed directly onto the bricks themselves.”

The Luigi & Mach 8 set features the speedy Mach 8 race car, with a happy Luigi in the driver’s seat. It features bright green, blue, and yellow, with red stars on each of the wheels. The whole thing sits on a buildable stand, which it can actually roll off if you want to play with it (though it’s aimed at the 18+ age group, making it officially one of the many LEGO sets for adults).

For more Mario Day buys, you can check out a host of Switch and Switch 2 Mario games that are on sale for as low as $29.99, about as cheap as first-party Nintendo games ever get. Or you can check out our favorite LEGO Nintendo sets, including sets that are on sale, like Mario & Yoshi for 20% off and Piranha Plant for 30% off.

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN's board game and LEGO coverage. You can follow him on Bluesky.

Marathon’s Fiddly Quests Need To Stop Getting in the Way of the Fun

10 mars 2026 à 13:30

Boring filler quests, often of the "fetch" variety, used to be derided – but in extraction shooters nobody seems to mind that they're rampant. Go here, scan this terminal, collect ten wotsits, find five doodads, spin around three times and return to base.

Of course, extraction shooters don't stand on the strength of their quests, and these objectives are welcome excuses to explore the map. I don't mind trekking to reach a quest marker if I find something surprising on the way, or an enemy team to fight when I arrive. But these quests cannot get in the way of the looting and shooting.

In Marathon, sadly, they sometimes do.

Not only are Bungie's quests, called "contracts", boring and fiddly, but they're at the heart of the game. Completing contracts is your progress. You cannot mostly ignore them and do your own thing, as I have for my 250 hours in Arc Raiders – you need to finish them to unlock new skills and better gear.

Let me be a bit more specific about their failures.

First, some of these contracts have multiple fiddly steps. An early quest on Perimeter, the starting map, commands you to visit North Relay, South Relay, and Overflow, scanning objects in the first two and downloading an "agricultural report" – try not to explode with excitement – at the third. You could not pick three locations more spread out if you tried.

Remember, every player in a squad will have their own contracts, likely in entirely different areas. Before you know it you've got six target locations: even if you meet friendly players who want to help, that's an impossible task.

These contracts are the only thing that could stop me loading in for run after run after run

At least for that particular quest, you can finish it across multiple runs. Some contracts demand completion in one round. A single distraction – a boss fight, running into a squad of runners, a teammate leading your squad to a different location – can spoil the run. I've died before because I couldn't convince my teammates to accompany me to the final step of a contract that would've reset if I'd extracted.

Marathon's UI doesn't help. On the Perimeter quest I mentioned above, I wasted five minutes searching for two Sparkleaf Bioprinters in North Relay and by the time I found one, it was time to extract. I know now, of course, that you can open your map and hover over a contract objective for more detailed instructions, such as the specific building to search. But why make players menu dive? Why not just put the exact locations front and centre on your map, or simply flag it on your screen as you enter a point of interest?

The tip about hovering over an objective does, apparently, appear in early hints but it's clearly eluded many players by (I've had multiple teammates asking for help finding those damn bioprinters).

The UI issues extend into understanding Marathon's basic systems. For example, the message displayed when you attempt to leave a match early after dying is ambiguous. I, like others, interpreted its message as meaning that leaving while a teammate is alive would incur strict penalties – including losing any progress towards quests. However, as commenters on this very article have pointed out, you actually just lose the reputation rewards issued for your teammates completing their contracts. That's a decent enough system - but the confusion the UI initially inflicted highlights a lack of clarity in the in-game message.

I know this sounds like a big moan. Let me be clear: I'm still loving Marathon and its quirky heroes that set it apart from other extraction shooters. My annoyance with contracts isn't enough to put me off yet, and the fact Bungie plans to make objective markers clearer on your HUD in a future patch is promising.

But more invasive surgery is required. These contracts, which are the heart of Marathon, are the only thing that could stop me loading in for run after run after run.

If you’re just starting out on Tau Ceti IV, our Marathon Beginner’s Guide and Things to Do First should help you navigate your first few runs. Beyond that, we’ve got interactive maps and tips for Perimeter, Dire Marsh, and Outpost, plus expert early game builds for Destroyer, Recon, and Triage runner shells.

Editor's note: this article has been updated to correct an error regarding the way contracts are handled following quitting a match.

Resident Evil Requiem Story Expansion and Additional 'Mini Game' in Development, Director Confirms

10 mars 2026 à 12:42

Resident Evil Requiem director Koshi Nakanishi has confirmed plans to launch a major story expansion for the game, following other additions planned over the coming months.

In a video message to fans posted on social media this morning, Nakanishi once again thanked players for Requiem's huge success so far, which has resulted in 5 million copies already sold as of last week and stock issues for physical copies.

But Capcom now has much more in store for the game, too — including that story expansion, the addition of a "mini game" in May, and the upcoming arrival of a photo mode.

A message from Koshi Nakanishi, director of Resident Evil Requiem. pic.twitter.com/54aKw80h8K

— Resident Evil (@RE_Games) March 10, 2026

"[We're] planning to add more add-on content," Nakanishi said in today's video. "First, the much-awaited photo mode. On top of that, there's another surprise coming around May. We're planning to add a mini game. We hope to continue providing support on Resident Evil Requiem to live up to its positive reception.

"Oh... one more thing," Nakanishi continued, sorting through a pile of (clearly humorous) Resident Evil Requiem add-on ideas, including what looked to be a Leon S. Kennedy romance game spin-off, and a version of the game starring Leon and Grace Kennedy as cats. "We are planning to make extra story content!" he eventually declared.

"In this story," he continued, referencing the upcoming expansion, "we will delve deeper into the world of Requiem. We're hard at work on it now. It will take some time, so we ask for your patience and hope you'll look forward to it. Thank you again for all your support!"

No further details were confirmed today about the expansion's focus, setting or playable character — though fans will certainly have some ideas. Could we see other characters linked to Leon make an appearance, such as Ada or Claire? Will we get the answer to who Leon is now romantically involved with, following intense fan speculation (and an apparent declaration by Nakanishi that he's now staying out of it)? And will Requiem's finale, which name-dropped another classic Resident Evil hero, ultimately serve to set up their return also?

Capcom gave no more information on Requiem's upcoming "mini game" set to arrive around May, either, though fans will no doubt expect this to be the series' latest incarnation of its popular Mercenaries mode, where players get to take on waves of enemies in familiar environments, while playing as wider members of each game's cast. Here's hoping we get to play as the chef.

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

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

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