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The Alienware Presidents Day Sale Is Live and I've Picked Out the Best Deals on Gaming PCs and Laptops

The Dell Presidents Day Sale has officially kicked off. Traditionally, this has been Dell's best sale during the early part of the year to score a big discount on both Alienware gaming PCs and laptops. Prices on prebuilts have risen in 2026 because of the increased demand for RAM and GPUs, so if you're looking to upgrade now, you don't want to miss this opportunity to get a new system without an egregious markup. All systems ship free and include a one year warranty.

Alienware Aurora R16 RTX 5080 Gaming PC for $2,130

Dell is currently offering an Alienware Aurora R16 RTX 5080 gaming PC for $2,179.99 with free delivery after a $650 instant discount. This customizable system is equipped with an Intel Core Ultra 7 265F CPU, GeForce RTX 5080 GPU, 16GB of DDR5 RAM, and a 1TB SSD. It's cooled by a 240mm all-in-one liquid cooling system. The 1,000W power supply gives you headroom for upgrades down the road. If you're looking for a future-proof system, this RTX 5080 equipped PC should be powerful enough to set you up for 4K gaming for quite a while.

Alienware Area-51 RTX 5090 Gaming PC From $4,300

Alienware's only RTX 5090 equipped gaming PC sees its biggest discount of the year. The Alienware Area-51 Intel Edition RTX 5090 gaming PC starts at just $4,299.99 after an $1,150 discount. Arguably an even better deal is the Alienware Area-51 AMD Ryzen X3D Edition RTX 5090 gaming PC, which drops to $4,449.99.

These are the best deals I've seen for an Area-51 RTX 5090 desktop and beats out 2025 pricing, despite the fact that RAM and GPU prices are on the rise. In fact, as of today, these are the lowest prices for an RTX 5090 prebuilt across all brands and retailers. Once these deals expire, they probably won't resurface for several months.

Alienware 16X Aurora Gaming Laptop From $1,499.99

The Alienware 16X Aurora gaming laptop is on sale at a reasonable price for the first time in 2026. Choose either the Intel Core Ultra 9 / RTX 5060 configuration for $1,499.99 ($470 discount) or the Intel Core Ultra 9 / RTX 5070 configuration for $1,899.99 ($470 discount). The Alienware 16X Aurora is the spiritual successor to the m16 laptop, featuring an all-aluminum build (top lid and chassis), high quality display, and powerful unthrottled discrete graphics.

Get a 24" Monitor for Just $63 With Any PC Purchase

The 24" Dell SE2425HM might not be the premier monitor you'd want to be using for gaming, but it's a good secondary or backup monitor to have on hand, especially for the price you can get it at. Purchase any PC and you can get an extra 30% off its current sale price of $89.99, dropping it to $62.99. Just make sure you add it to the same cart as your PC and you should see the discount automatically applied. The SE2425HM features a 1080p 100Hz IPS panel.

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

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The Simpsons May Eventually End, But Will 'Never' Have a Series Finale, Showrunner Says

The Simpsons showrunner Matt Selman has said the series will "never" air a finale episode, even if it did one day end.

Rather than a big farewell sendoff, Selman said The Simpsons would simply air a regular episode — noting that the show had recently parodied the idea of a big finale in its 36th season premiere (an episode named Bart's Birthday that featured numerous returning guest stars and sent up the finale of numerous other famous series).

"If the show ever did end, there's no finale — it would just be a regular episode that has the family in it," Selman told The Wrap, following the airing of its landmark 800th episode. "Probably a little Easter egg here and there, but no 'I'm going to miss this place'."

Selman continued by again voicing his view that The Simpsons exists outside of continuity or canon — even to the point that character deaths such as that of Marge Simpson don't matter (something that the series itself has demonstrated is not always the case, particularly prior to his tenure, and that was contradicted yet again recently by a fellow Simpsons exec who discussed the permanent death of Alice Glick.)

"The show isn't supposed to change," Selman continued on. "The characters reset every week. It's like Groundhog Day, but they don't know it — and they don't die that much."

The Simpsons' 800th episode includes a crossover with The Pitt, featuring various guest stars including Noah Wyle, plus Kevin Bacon and Boyz II Men. It also marks the occasion with a couch gag that finally pays off the fact that Homer gets hit by Marge's car at the beginning of every episode (since the series' opening credits were remade for HD).

pic.twitter.com/ZbtdvUd2In

— Out of Context Simpsons Couch Gags (@OOCCouchGags) February 16, 2026

How long can The Simpsons continue on for? The show has currently been renewed until its 40th season, which means it will remain on-air through until at least 2029. A second Simpsons movie is also on the way, set to debut on September 3, 2027.

Image credit: Rodin Eckenroth/Getty Images

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

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There's a Whole Bunch of Disney Lorcana Cards on Sale at Amazon Today

Amazon has some excellent deals on Disney Lorcana cards today, and in particular, you can currently pick up a Booster Display set of Azurite Sea for just $90.50. That's a significant 37% drop from the list price of $143.99, and one of the best deals we've ever seen on the booster set.

That includes 24 Packs with 12 cards in each, so that's a total of 288 cards, with each pack guaranteeing at least six common and three uncommon cards, alongside two cards of rare, super rare, or legendary rarity, and finally 1 randomly selected foil card amongst these.

But, it's also worth noting that this is a limited-time lightning deal at Amazon, and once it's gone, it's gone. At this price, I wouldn't be surprised if fans snap these up as soon as possible, as there's still plenty of trading potential in Azurite Sea.

Otherwise, there are loads of other great Lorcana deals to check out at Amazon this week as well. That includes the Gateway Board Game down to just $16.30 - 35% off, and it is basically the perfect way to start playing Lorcana, or even teach you and a friend how to start off on one of the most promising new TCGs in recent years.

My other favorite in the sale is on the Azurite Sea Stitch Collector's Gift Set, which includes six collector cards and four Booster packs of 12 additional game cards in each. That's down to just $33.94 right now, and another tidy drop from the $49.99 list price.

In other Disney Lorcana news, there is a brand new Gift Set and Collection Set up for preorder at Amazon today, featuring Scrooge McDuck and Stitch respectively.

Robert Anderson is IGN's Senior Commerce Editor and resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Bluesky.

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Why Do Gamers Invert Their Controls?

In terms of sheer numbers, inverters vs. non-inverters is the biggest schism in the games community. Whenever the subject comes up, it always leads to some petty argument about how you tilt your head when you look around in real life vs. "No, up means up, you loser, your head is not a tiny aeroplane."

Look, maybe my head is a tiny aeroplane, and my brain is the pilot. And that's before we get to the fact that inverters are at a massive disadvantage in these matters because “invert” rhymes with “pervert”.

For one of these groups, it is merely a fact of life: whether nature or nurture, to those of us afflicted with the scourge of invertism – a stigma I have lived with for most of my life – pushing forward on a stick to look down comes just as naturally as walking or breathing.

There’s a lot of misconceptions about inverters, perpetuated by people on either side of the divide. That people who invert are outliers, that it’s some kind of "skill issue", that it doesn’t make sense to invert Y if you aren’t also going to invert X. That it’s easy to switch with a bit of practice. That it all depends on what your first game system was. But, according to researchers Jennifer Corbett and Jaap Munneke, who surveyed a big sample of gamers and subjected them to cognitive 3D spatial awareness testing, whether or not you played flight simulators as a child has absolutely no bearing whatsoever on your Y-axis praxis.

Though this study has gone some way to disproving these commonly held myths, it stops short of providing any real answers about why some people invert, and why others do not. Largely, I suspect, because that’s rather like trying to explain the briefs or boxers divide. There’s an unknowable number of factors to consider re: why someone would have a preference, and it doesn’t matter anyway because… well, it’s just underwear. It only matters to the individual concerned. It’s not like one day they’re going to stop making boxers.

Except, as the study sort of says if you actually read it, it’s not just a personal preference. Well, it is, but it’s one that’s massively dictated by how your brain happens to be wired and how it handles spatial awareness. Although with practice and perseverance, some people have found that they can unlearn their default and switch over - usually this is from inverting to not inverting - it’s kind of half-way between a personal preference and an accessibility issue. It’s a bit of both. And understanding it may well be crucial for important things beyond the realm of gaming, such as telesurgery or drone operation. All kinds of applications where the operator’s spatial awareness is being distorted by a non-standard field of view, the lack of a third dimension, input lag, frame drops, and more besides.

I dunno. I’m guessing. I’m not trying to get a research grant, so I’m not that invested in whether or not that’s a convincing pitch for how serious this issue is. What’s incredible about the study’s findings is that, and I’m quoting the researchers from an article in The Guardian here, “None of the reasons people gave us [for inverting controls] had anything to do with whether they actually inverted”. So, all of us are barking down the wrong tree, and it actually has more to do with how you process 3D space at a deep cognitive level.

This absolutely tracks with my own, limited, tiny sample size research. I took a poll of IGN Entertainment staff recently and found that, firstly, of the 35 people who responded to my survey, only seven of us are inverters. And of those seven, beyond the inverting, there wasn’t a single unifying factor apart from the fact that we’re all over 30. But most people at the company are over 30, so that hardly feels like a significant marker.

The one thing that seems to make you more likely to invert is whether or not you’re old enough to have been an active gamer in the late '90s or early 2000s.

I asked people to check which control scheme or device they first used, and it was a mix of control pad and joystick. Interestingly, no inverters mentioned mouse and keyboard, which may be significant: very few people seem to invert when using mouse look, which makes sense. I don’t, despite being a hard-wired inverter when it comes to anything with a stick. Essentially your crosshair just becomes a mouse pointer when you’re in the middle of a gunfight.

Some non-inverters did say that they sometimes invert for vehicle controls. But Eurogamer’s Alex Donaldson said anyone who inverts in FPS games is a pervert. It’s just a big mixture of anecdotes and scant few unifying factors in either group. The one thing that seems to make you more likely to invert is age – whether or not you’re old enough to have been an active gamer in the late '90s or early 2000s, and that certainly makes a lot of sense because that would roughly cover the heyday of the PS2 and Nintendo 64 which, as noted by some of my colleagues, had a lot of popular games where the camera was inverted by default. As IGN’s deputy guides editor Casey DeFreitas writes:

"I played way too many hours of both The Legend of Zelda: Ocarina of Time and Pokemon Snap on the Nintendo 64, and both of those games REQUIRED inverted vertical controls! You couldn't change it. I got used to it and then when I tried games that were default non-inverted, my aim was awful. I refuse to publish gameplay of mine if I can't invert the controls and have to aim, it looks like a baby grabbed the controller."

Lots of really big games from that time – huge, genre-defining games – shipped with inverted look. Goldeneye 007, another N64 classic and a pioneering first person shooter on consoles, had an inverted camera. GTA 3, the original PS2 release, notoriously came configured for inverted look without any way to change it. And people just had to deal with it because otherwise there’d be no GTA for them.

Many would count Timesplitters on the PS2 as their first encounter with modern twin stick controls, and this shipped with inverted Y by default without any way to change it, forcing a lot of people to just get on with it. Now, I think that’s an important part of the story here: the fact that back in the day, configuration options in console games, being able to tailor an experience to your own preferences and brain wiring, simply wasn’t a thing you could rely on. Most of the time you just had to accept whatever the developers shipped it with.

There was also no general consensus as to how 3D controls should work on a gamepad. It was the wild West. Conventions we take for granted now – left stick for movement and strafing, right stick for looking and turning – simply hadn’t been established, and it’s a bit difficult to pin down exactly when they were because these things tend to change slowly, like an abandoned chocolate bar melting on a dashboard.

Timesplitters certainly didn’t invent the modern control scheme – other console FPSes had it as an option years before it. Even Goldeneye 007 had a twin stick mode utilising two of the N64’s ridiculous controllers. Alien Resurrection on the PS1 had it, and interestingly copped a lot of flak from critics at the time who considered it unwieldy and unplayably difficult.

See, like all major technological and cultural innovations, it turns out a lot of people were stumbling around in the ball park of what became the accepted solution. Many people credit Halo: Combat Evolved with popularising the very concept of First Person Shooters on console (not inventing, but perfecting it), with its innovative sticky aiming that made the twin stick controls we still use today feel good and natural in the hands. And also pioneering the ingenious, diegetic method of determining the player’s inversion preference via the use of a tutorial that instructs you to look at specific lights and then simply asking you if the way the camera moved felt right or not, automatically inverting the controls if it didn't. It meant that both types of gamers were catered for in the most natural way possible. The rest is history.

Halo eliminating any configuration friction and simply working in whichever way was natural for the individual player probably went a long way toward establishing non-inverted camera controls as society’s default. Instinctively, for the majority of people, many playing these games for the first time in their formative years, up means up. This intuitive piece of Halo’s tutorial wasn’t just a cute way of bypassing menus, it was solving an accessibility problem that was widespread at the time because there were no standards, no hard conventions, about how these things were expected to work... largely because gaming is an industry where a bunch of nerds and computer science poindexters are making entertainment products for normal people who own Sony Bravia TVs and sleep in a big bed with their partner.

In the years since, platform holders have mandated the option of inverting Y alongside other toggles, and it’s basically not an issue any more unless you enjoy arguing about stupid shit with strangers on the internet. I can’t remember being negatively affected by my invertism since Beyond Good and Evil HD came out about 400,000 years ago. In fact, with every new generation, it becomes more of a standard practice to cater for as many preferences, impairments, or even disabilities as possible, with many huge mainstream games now including extensive options for fine-tuning everything from camera controls to high-contrast overlays for the severely colourblind.

I suspect it’s more or less impossible to determine exactly why some people invert and some people don’t. What I do know is that inverting is wildly misunderstood by non inverters, while the reverse isn’t the case at all. I’m not remotely confused as to why Up means Up. On paper, that’s perfectly intuitive. Up means down, patently, is not. And in microcosm, it’s a perfect, low-key example of why diversity matters in game development: you can’t just cater to what is considered “normal”, otherwise you risk alienating huge swathes of your potential audience. And that’s a hard, dispassionate business case for just having some consideration for people who aren’t necessarily the default character in life.

In the business, we call that subtext.

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Is Henry Cavill Joining A Knight of the Seven Kingdoms? Dunk Actor Dunks on Fan Speculation Following Egg Tease

A Knight of the Seven Kingdoms actor Peter Claffey, who plays Dunk, has been forced to clarify comments made by his young co-star which fans took as confirmation that The Witcher and Superman star Henry Cavill had secretly joined the series' cast.

Writing on Instagram, Claffey said that the apparent tease by Egg actor Dex Sol Ansell "had nothing to do with Henry Cavill coming into the show or the GOT universe (I wish!)" and that the whole thing had been a "complete misunderstanding."

The alleged slip-up happened during a filmed interview with the pair in which Claffey can be seen asking permission to discuss comparisons between the show and The Witcher, before his co-star then asks if he can mention something specific about Henry Cavill.

Peter Claffey (Dunk) clarifies that Henry Cavill will not be joining the Game of Thrones universe after online speculation:

“Just to clarify, the thing Dex was referring to in the interview had nothing to do with Henry Cavill coming into the show or the GOT universe (I wish!)… pic.twitter.com/RLWzfPlRVW

— westerosies (@westerosies) February 15, 2026

It takes a moment before Claffey seems to understand exactly what Sol Ansell is referring to, before he hurriedly replies: "No, no no no, god, no no no, don't say that," before he turns to the interviewer and says: "Sorry, you didn't hear that." You can watch the moment via the embed just above.

A Song of Ice and Fire fans had spent the weekend discussing the seemingly-confirmed fact that Cavill was joining the show, with many pointing to him playing the role of Daemon Blackfyre. Alas, that is seemingly not the case — unless is this deflection from Claffey. You would think, however, that Cavill was too busy right now to join, with work on Highlander ongoing and his plans to make Warhammer movies still in the offing.

Of course, all of this comes just days after Sol Ansell dropped an even bigger Knight of the Seven Kingdoms spoiler — for real this time. In a separate interview, he discussed story detail told to him by Game of Thrones star George R.R. Martin regarding the ultimate fate of the series' stars — and potentially the finale of the whole show. As he revealed this information, Claffey can be seen making frantic gestures, before he tries to play down what has just been said.

For more on A Knight of the Seven Kingdoms, check out IGN’s review of Season 1.

Image credit: Daniele Venturelli/Getty Images

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

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The Weird Tales Graphic Novel Revives a Legendary Horror Magazine

Dating all the way back to 1923, Weird Tales is easily one of the most iconic pulp magazines ever published. That venerable series is returning in a new form in 2026, as Monstrous Books aims to revive Weird Tales as an anthology graphic novel with some major creators attached.

IGN can exclusively debut a new cover image from The Goon creator Eric Powell. Check it out below:

You can also see this cover alongside all the previously revealed preview art for Weird Tales Vol. 1 in the slideshow gallery below:

Weird Tales Vol. 1 is a hardcover graphic novel that features a mix of adaptations of classic Weird Tales stories and new stories. The adapted stories include:

  • Michael Avallone’s “The Man Who Walked on Air” — adapted by Robert Hack and David Avallone
  • Ray Bradbury’s “The Scythe” — adapted by J.K. Woodward and Jonathan Maberry.
  • Allison V. Harding’s “The Damp Man” — adapted by Marco Finnegan and Nancy A. Collins
  • Robert E. Howard’s “Skulls in the Stars” — adapted by Steve Niles
  • An original Lovecraft Mythos Story by Rodney Barnes with art by Lukas Ketner
  • C.L. Moore’s “Shambleau” — adapted by George Quadros and Blake Northcott
  • Anthony M. Rud’s “Ooze” — reimagined by Weird Tales president, director, and producer John Harlacher and Zac Atkinson

The original stories in this book include:

  • “Doctor Satan vs. Jules de Grandin” by James Aquilone and Dave Swartz
  • “The Cthulhu Project” by Richard Krepit and EV Cantada

“For the first time, the weird, the dark, and the wondrous stories that launched the careers of genre legends leap from the pages of the magazine into a stunning graphic novel experience,” said Aquilone in a statement. “Editor Jonathan Maberry and President John Harlacher have been doing exciting things since they resurrected Weird Tales in 2019. When it came time to assemble the contributors for the historic first graphic novel, we went big and bold. These stories are worthy of the great, pulp legacy of Weird Tales."

“When I was a young teen I got to know and be mentored by Ray Bradbury,” said Weird Tales Editor Jonathan Maberry. “His extraordinary kindness was matched by deep insights into the art and science of storytelling, and that has influenced every part of life and career. He would be delighted that I’m now the editor of Weird Tales Magazine, which he both loved and was published in early in his career. Adapting his powerful and empathetic story, 'Scythe' (Weird Tales, July 1943) is a joyful honor and I can’t help but think Ray would be delighted.”

The Kickstarter campaign for Weird Tales Vol. 1 is live now. The campaign includes various bonus tiers that include exclusive cover art, a Weird Tales challenge coin, T-shirts, and more.

In other comic book news, find out which series was selected as IGN's best comic book of 2025, and see which comics we're most excited for in 2026.

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

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Star Wars: Galactic Racer Includes 'A Good Mix of Familiar Faces and New Characters,' Developer Says, Following Sebulba and Ben Quadinaros Reveals

Star Wars: Galactic Racer developer Fuse Games has said its racing adventure will feature a "good mix" of new faces and classic characters from a galaxy far, far away, following the reveal of Phantom Menace returnee Ben Quadinaros.

Speaking to IGN as part of a wide-ranging interview on Star Wars: Galactic Racer's track-based design, story mode and innovative boost gameplay, creative director Kieran Crimmins teased that fans will be able to look forward to more characters from previous Star Wars movies and games joining the fray.

"There's going to be a good mix of familiar faces and new characters," Crimmins said. "Obviously we want to get that mix right, so no matter what kind of Star Wars media you've engaged with, whether it be a movie or game, there's a bunch of familiarity in there when it comes to the space. Otherwise it wouldn't feel like an authentic Star Wars experience.

"So there's both familiar faces and new characters," Crimmins continued, acknowledging Sebulba and Quadinaros. "We can't talk about who exactly they are just yet though, sorry."

Who else might appear? While less well known, it's possible that other participants seen in Episode 1's podrace might appear, alongside Sebulba and Quadinaros. The Boonta Eve Classic had 18 participants, though poor Ratts Tyerell died during the race, while Anakin Skywalker... well, we all know what happened to him.

"We've seen racing as an activity and as a sport in Star Wars has been around in many forms, right?" Fuse Games founder and CEO Matt Webster said at another point, going on to potentially hint at racers from other parts of Star Wars being included. "Episode 1's podracing we all know and love, Bad Batch's riot racing in Season 2 was just awesome. Star Wars Resistance has got the Aces and low-altitude starfighter racing."

Galactic Racer is set sometime after Return of the Jedi, so anyone could potentially put in an appearance. It seems unlikely we'll see Luke Skywalker, who was quite busy doing other things during this period, but who knows? He sure knows how to race a speeder bike across Endor.

Last week brought our best look yet at Star Wars: Galactic Racer, though we delve much deeper into its clever two-tier boost system, environmental effects, and how the game will let you nuture rivalries and interact with characters on foot in our big Star Wars: Galactic Racer interview that you can go read right now.

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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