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Helldivers Movie Lands November 2027 Release Date With Jason Momoa Set to Star

Sony Pictures and PlayStation Productions have picked Aquaman actor Jason Momoa to star in their upcoming Helldivers movie.

As reported by Deadline and confirmed by Sony, the action film regular is now set to lead the adaptation of Arrowhead Game Studios’ popular video game franchise. With the casting update comes news that Sony is charging forward in hopes of dropping into theaters November 10, 2027.

Momoa made a name for himself as Khal Drogo in Season 1 of Game of Thrones and has transitioned to become a leading name since. In addition to playing Aquaman for the DC universe for some years, he also appeared in movies like 2021’s Dune and Fast X, while also serving as the lead for the Apple TV+ show, See. Gaming fans will also recognize him from his part in last year’s A Minecraft Movie. Details about how exactly his character fits into the Helldivers movie, however, are unclear.

Additional casting and plot details remain under lock and key for now, but we do know some of the creative team handling the project. As announced last December, Fast & Furious veteran Justin Lin has been tapped to direct the Helldivers movie. The Hollywood Reporter reported the same month that It and Annabelle writer Gary Dauberman penned the film’s script.

On the production side, we know that Hutch Parker is in the mix, with PlayStation Productions’ Asad Qizilbash also attached. Lin is also involved as a producer via his Perfect Storm Entertainment banner.

Sony announced its plans to deliver a Helldivers movie following the surprise success of Helldivers 2. The sequel, a third-person shooter that sees players group up and fight to defend Super Earth from giant bogs, cyborgs, and more, launched in February 2024 and became PlayStation’s fastest-selling game of all time.

As Sony locks down Momoa as its star and Lin as its director, it seems prep for the Helldivers movie is well underway. While we wait for its November 2027 release date, you can read up on the recent casting update for PlayStation's upcoming God of War show. You can also keep up with the latest Helldivers 2 update, which finally takes players to Cyberstan.

Photo by Earl Gibson III/Deadline via Getty Images.

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).

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The Secretlab Presidents Day Sale Is Your Chance to Score a Great Deal on the Ultimate Gaming Chair

The Secretlab Presidents Sale has officially commenced and with it are a couple of different promotions that are running concurrently (some are stackable). For starters, you can save up to $139 off across Secretlab's lineup of Titan Evo gaming chairs and Magnus gaming desks, including themed editions from One Piece, Jujutsu Kaisen, Star Wars, Demon Slayer, and more. Secretlab's highest-end gaming chair, the Titan Evo Nanogen, has also ben discounted.

In addition to these instant discounts, you can get extra tiered savings by hitting a certain order amount for each category. These should be stackable with the instant discounts, although some themes are excluded.

  • Extra $40 off Chair orders of $850+ with code "SLEV-MINCPRES26"
  • Extra $50 off Desk orders of $1,489+ with code: "SLEV-MINDPRES26"
  • $100 off all orders of $1,999+ with code: "SLEV-MINSWPRES26"

Finally, Secretlab's Genshin Impact themed gaming chairs gets some love of its own. The Ninguang and and Xiao inspired gaming chairs are on sale as well, to coincide with the Lantern Rite event that's going on right now in-game.

Save $50 off Secretlab Titan Evo gaming chairs

The Titan Evo is Secretlab's most iconic and best selling chair. Over 70 different styles are currently on sale, with prices ranging from $529 to $634 after a $50 off instant discount across the entire lineup. It's available in small, medium, and large sizes, which is great for smaller people because most gaming chairs sold here in the United States are huge. Discounted upholstery optioins include Neo Hybrid leatherette and SoftWeave Plus fabric.

Signature features include a solid steel frame with aluminum wheelbase, firm and supportive cold-cure foam upholstery, adjustable four-way lumbar system, full length backrest with 165 degrees of recline, full metal 4D armrests with magnetically attached PU cushions, and a memory foam headrest pillow. Check out our own glowing Titan Evo review.

Genshin Impact themed chairs see their first discount ever

Genshin Impact's annual Lantern Rite in-game event is going on right now, coinciding with the actual Chinese New Year, which lands on February 17. In celebration of the event, Secretlab has discounted two Genshin themed chairs inspired by Liyue characters: Xiao, an anemo adeptus, and Ningguang, the geo-wielding Tianquan of the Liyue Qixing (she's basically a royal). This is the first time a Genshin chair has gone on sale, so if you're a Hoyoverse superfan, don't miss it.

Secretlab's flagship Titan Evo Nanogen is also on sale

The Titan Evo Nanogen Edition is Secretlab's highest end chair and is rarely discounted. It normally sells for $799 at Secretlab direct, but both the white and black colors have been discounted by $50 during the Presidents Day Sale. If your budget can accomodate it, this is the best gaming chair. In our recent Titan Evo Nanogen Edition review, Chris Coke wrote that "the Secretlab Titan Evo Nanogen Edition deserves every bit of the overwhelming praise I’ve given... The Titan Evo Nanogen Edition is class-leading, and is hands-down the most comfortable gaming chair I’ve ever used."

Sadly, Titan Evo Pokemon Edition preorders aren't discounted

Secretlab's recently announced lineup of Pokémon gaming chairs is, not surprisingly, still listed at full price. Even so, these chairs are so cool that they're worth a mention. These chairs showcase one of three iconic Pokémon - Gengar, Pikachu, and Eevee - with ostentatious use of color, patterns, and figures. My personal favorite is the Eevee edition, with its detailed embossing of Eevee's myriad evolutions; it also seems to be the top seller, since it's already on its third wave of preorders.

Unusual for a collab, Secretlab opted to go with its Softweave Plus fabric instead of leatherette, and I for one am happy with that decision. Fabric ages more gracefully, feels softer, and doesn't stick to your sweaty skin on hot days.

Save $30 off the Titan Evo recliner add-on (it's worth it)

Also on sale for the first time, Secretlab's new recliner add-on is $30 off for Christmas. This is a nice upgrade for anyone who already owns the Titan Evo chair. In our recliner add-on review, Chris Coke wrote that "while both comfort and value are subjective things, the recliner is able to take the Titan Evo and transform it from one of the best racing style gaming chairs to standing head and shoulders above the competition at its price point."

Secretlab Magnus deals are also on sale, including Genshin

Not only are the Magnus and Magnus Pro discounted for Presidents Day, you also get the desk mat topper (your choice of style) free of charge. The Magnus is a traditional fixed-frame gaming desk while the Magnus Pro ups the ante with practical electric sit-stand functionality. Both desks feature a metal desktop surface, solid steel frame, and clever cable management, but the Magnus Pro has some unique features including a power cable that runs internally inside one of the telescoping legs and an in-line control panel. Check out our Magnus Pr0 review review for hands-on impressions.

Secretlab has the best "racing-style" gaming chairs

It's no secret that we love our Secretlab gaming chairs. Three of the eight chairs in our best gaming chair roundup are Secretlab models. Of all the gaming chairs we covered in our "Budget to Best" roundup video earlier this year, my colleague Akeem Lawanson considered the Secretlab Titan Evo to be the most comfortable. No good chair comes cheap and Secretlab chairs definitely cost a premium, but we think the craftsmanship, materials, and customizability are worth it.

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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James Van Der Beek of Dawson’s Creek Fame Has Died

Actor James Van Der Beek, best known for his role as the title character on The WB teen drama Dawson's Creek, has died after a battle with cancer. He was 48.

His passing was confirmed by his family on his Instagram page with the following message:

"Our beloved James David Van Der Beek passed peacefully this morning. He met his final days with courage, faith, and grace. There is much to share regarding his wishes, love for humanity and the sacredness of time. Those days will come. For now we ask for peaceful privacy as we grieve our loving husband, father, son, brother, and friend."

The actor had been battling colorectal cancer, which he was diagnosed with in 2023 and made public in 2024. He's survived by his wife Kimberly Van Der Beek and their children Olivia, Joshua, Annabel, Emilia, Gwendolyn and Jeremiah.

Van Der Beek started acting professionally on stage Off-Broadway while he was still in high school, but he achieved fame when series creator Kevin Williamson cast him in Dawson’s Creek in 1997. The show would run for six seasons and also launch the careers of Katie Holmes, Michelle Williams and Joshua Jackson.

He also appeared in films such as Varsity Blues, Texas Rangers, The Rules of Attraction, and Jay & Silent Bob Strike Back, as well as other TV series including One Tree Hill and, more recently, CSI: Cyber, Dancing With the Stars, and The Masked Singer.

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DC K.O. Delivers the First Crossover Between the DC Universe and Absolute Universe

DC K.O. is the latest epic crossover dominating the DC Universe. This storyline brings together dozens of heroes and villains to take part in a martial arts death tournament. The ultimate winner will be crowned King Omega and granted the power to battle the almighty Darkseid. And with the release of DC K.O. #4, we now know the identity of King Omega.

But that's arguably not the biggest development in DC K.O. #4. This issue is also notable for featuring the first real crossover between the regular DC Universe and the Absolute Universe. What happens when Batman fights Absolute Batman? And who is King Omega in the end? Read on to learn more, but beware of full spoilers for DC K.O. #4 ahead!

Issue #4 opens with only four combatants left standing - Superman, Lex Luthor, Wonder Woman, and Joker. Their opponents this time are the Absolute Universe versions of Batman, Superman, and Wonder Woman, along with a Darkseid-possessed Booster Gold. Darkseid has brainwashed the Absolute heroes to be his personal fighting force, and they waste no time in bringing the pain.

Joker is so taken aback by Absolute Batman that he immediately defects and offers to become Darkseid's fourth horseman. However, that betrayal is quickly canceled out when the regular Batman returns to the battlefield following his surprise defeat in DC K.O. #1. Thanks to the events of the tie-in series DC K.O.: Knightfight, Batman is granted a second chance to fight. The Dark Knight impales Joker just as the Clown Prince of Crime did to him. That leaves the two versions of the DC Trinity to battle it out, while Luthor bides his time.

The battle doesn't go well for Prime Earth's champions. Between their relative youth, their more unpredictable powers, and their Darkseid-fueled rage, the Absolute heroes quickly dominate the fight. Absolute Batman even manages to gore Superman like a bull by donning a pair of Kryptonite ear tips.

But Superman finally turns the tide when he summons all his might and punches Darkseid right out of Booster Gold. The villain's influence over the Absolute heroes is immediately severed. Darkseid finally emerges in his true, godly form, and the united heroes of the two DC Universes prepare to finish the fight.

Sadly, this new alliance proves painfully short-lived. Darkseid is a mighty opponent on the best of days, and in his new, powered-up form, he makes quick work of the two Trinities. One blast of his Omega Sanction is enough to vaporize Absolute Superman and both versions of Batman and Wonder Woman. Only Superman and Luthor are left standing.

Superman entreats his nemesis to join forces and finally bring an end to Darkseid's reign. But Luthor remembers something Superman has forgotten - only King Omega is strong enough to take on Darkseid, and there can be only one King Omega. He unleashes the final burst of energy from his power armor and kills Superman.

And with that, the DC K.O. tournament has a winner. It's fitting that Luthor would emerge as the king of the hill, given that he previously told Superman that the real source of his hatred for him is that Superman doesn't do enough with his power to help humanity. Now that Luthor has attained ultimate power, he has the chance to prove he can do better. Assuming he can survive his final battle with Darkseid in DC K.O. #5, that is.

Issue #4 ends with an epilogue showing the future of a Darkseid-dominated DC Universe. Darkseid's minion Saturn Girl helps her master kidnap and enslave the Absolute heroes. As a reward, she's given the chance to peer into Darkseid's mind. She's sees a void of nothingness spanning all of eternity, but she's also surprised to glimpse one small pocket of creation amid that endless void. Inside that pocket is none other than the Time Trapper, the evolved, intelligent version of Doomsday who helped orchestrate the tournament before being betrayed by Booster Gold. It seems that character still has a part to play in this conflict. Could the final battle actually be Lex Luthor and Doomsday vs. Darkseid? We'll find out in March when DC K.O. #5 hits the stands.

Absolute Batman Vol. 2: Abomination

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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Super7 Debuts Stylish New Teenage Mutant Ninja Turtles at Toy Fair 2026

Toy Fair 2026 is just around the corner, meaning a lot of companies are gearing up to reveal new toys and figures hitting shelves in 2026 and beyond. IGN can offer an exclusive first look at the newest Teenage Mutant Ninja Turtles offerings from Super7.

Check out the slideshow gallery below for a closer look at Super7's newest TMNT Ultimates and Reaction+ figures:

With the TMNT Ultimates line, Super7 has shifted from releasing figures inspired by the classic '80s TMNT toys to focusing on the 2003 animated series. Fans can expect three new 7-inch-scale figures in the next Ultimates wave - Raphael (Road Gear), April O'Neil, and Hun. All three figures are designed to be compatible with a Shell Cycle vehicle and will come with interchangeable helmeted heads.

The TMNT Ultimates figures are priced at $65 each, while the Shell Cycle is $150.

On the Reaction+ front, this marks the first time Super7 will include the TMNT franchise in that long-running line of retro-style figures. Like all Reaction+ figures, these toys are similar in size and style to classic G.I. Joe: A Real American Hero figures and feature similar O-ring construction. The figures are inspired by the 1987 animated series, with this first wave including Raphael, Donatello, Shredder, and a Foot Ninja.

The TMNT Reaction+ figures are priced at $25 each.

Stay tuned to IGN in the coming days for more Toy Fair 2026 coverage. Until then, check out Mondo's latest X-Men: The Animated Series figure and Hasbro's new Marvel Legends reveals.

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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Crunchyroll Confirms Streaming Release Window for Chainsaw Man - The Movie: Reze Arc

Crunchyroll has revealed that Chainsaw Man - The Movie: Reze Arc will arrive on the anime streaming service this spring. In the announcement, Crunchyroll notes that the streaming release will be accompanied by “a range of subs and subs,” but does not confirm specific languages.

While not exactly a concrete release date, the streaming window is relatively soon, offering a boon to fans who didn’t catch one of last year’s biggest anime movies in theaters.

The Chainsaw Man movie was originally released in Japan last September, where it quickly climbed and proceeded to hold on to the #1 spot at the box office for over a full month. The movie's popularity continued to grow after expanding to North American theaters in mid-October, leading to a global box office haul of over $162 million.

This success is one of many that contributed to a record-breaking year at the Japanese box office; according to The Hollywood Reporter, theaters saw a 32% increase in revenue over the course of the year. Another notable release contributing to the box office excitement was Demon Slayer: Infinity Castle, which, as of early 2026, is the highest grossing Japanese movie of all time (and a Golden Globes nominee).

In the world of anime movies, this is a relatively quick turnaround for a streaming release, likely a product of the film’s theatrical success. The Chainsaw Man movie also ended up being Letterboxd’s highest user-rated film of 2025, with IGN’s own review highlighting plenty of action as well as "a compelling and hauntingly beautiful romance."

For now, Chainsaw Man -The Movie: Reze Arc is only available to purchase digitally through services like Prime Video. Crunchyroll, which recently increased prices and removed free streaming support, asked fans to “stay tuned for more details for an exact release date, time and languages.” No information has been revealed about a physical release, but it would be reasonable to anticipate one under the Crunchyroll banner.

The first and only Chainsaw Man movie so far is a direct sequel to the anime’s first season, which we gave a solid 9/10. Season 2 is currently in development, and is expected to pick up right after the movie's conclusion with the Assassin’s Arc from Tatsuki Fujimoto’s original manga. No release window has been announced.

Blythe (she/her) is an Audience Development Coordinator at IGN who, when she isn't following streaming news, spends way too much time in character customization screens and tracking down collectibles.

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'Why Is AI Helping Me Write a Song or Tell a Story?' Pirates of the Caribbean Director Slams AI Use for What We 'Need to Be Human'

Pirates of the Caribbean director Gore Verbinski has railed against the addition of AI tools into creative processes, as he prepares to launch a new sci-fi comedy featuring a rogue artificial intelligence as its villain.

Good Luck, Have Fun, Don't Die arrives in theaters this Friday, February 13 as Verbinski's first movie in eight years. Sam Rockwell stars as a time traveller who seeks help in the present day from a group of quirky diner customers, in order to stop an AI threat in the future.

Discussing the movie's AI villain character with The Hollywood Reporter, Verbinski said he wanted to create an adversary that wasn't "HAL 9000 or Skynet" but an AI that was worse because "it wants you to like it" — similar to the wave of seemingly-helpful AI bots and tools being injected into everyday apps and software today.

"So much of what AI has initially been focused on is how to keep us engaged. What do we buy? What do we consume? More importantly, what do we hate?" Verbinski said. "We're writing our worst attributes into its source code, and it's generating so much stuff back into the internet that it's starting to drink its own piss."

Verbinski said he'd been in meetings with movie executives where he's been told the future of film-making is using AI to make movies for cheaper, and as a "tool" he should use. "They're very fast," he said of discussions where this topic has come up.

"Why is AI helping me write a song or tell a story?" he continued. "I don't want it to breathe or f*** for me; I want it to solve cancer. Send some shit through a black hole; do something that we can't do. Or dig a ditch; do the shit we don't want to do. Why is it coming after the stuff that we essentially need to do to be human beings?"

Verbinski's comments echo the similar — if rather more succint — verdict on generative AI from Star Wars: The Last Jedi and Knives Out director Rian Johnson. "F*** AI," Johnson said recently. "It's something that's making everything worse in every single way."

In September 2025, the SAG-AFTRA actors' union issued a strongly worded statement in response to the emergence of Tilly Norwood, the AI-generated "actress" that has enraged Hollywood. In December last year, Disney invested $1 billion in OpenAI and agreed to let the algorithm legally create content using 200 of its most beloved characters. Meanwhile, in the background, the $82.7 billion sale of Warner Bros. to Netflix rumbles on, as one recent report suggested that Netflix valued Warner Bros. so highly because it wanted to use the century-old company's intellectual properties within its own generative AI content in future.

Image credit: Eric Charbonneau/Briarcliff Entertainment via 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 Upcoming Mummy Sequel Starring Brendan Fraser and Rachel Weisz Gets an Official Release Date

Mummy fans, you’ve got a lot going for you right now. Lee Cronin’s take is dropping trailers and visuals left and right, and the film is set to be released in just over two months. On top of that, Brendan Fraser and Rachel Weisz are returning for a sequel to the beloved 1999 adventure film — and we now have a release date for that project.

According to the official release calendar for Universal Pictures, the fourth installment in The Mummy franchise — which currently has no official title just yet — will hit theaters on May 19, 2028. It’s a ways away, for sure, but at least there’s a date on the books!

Matt Bettinelli-Olpin and Tyler Gillett, two of the members of the directorial collective and production company Radio Silence, will serve as directors on the project. By now, you know these guys well; they’ve directed two of the three most recent Scream sequels, both 5 and 6, and both Ready or Not and its sequel film, which is hitting theaters at the end of next month. They also made one of the best V/H/S segments to date, the finale segment of the original film titled “10/31/98.”

David Coggeshall, the writer behind Orphan: First Kill, will write the script for the upcoming Mummy sequel film — and it seems as though the plot of the next movie will be fulfilling a dream for Fraser himself.

"The one I wanted to make is forthcoming," he explained to The Associated Press back in November. "And I've been waiting 20 years for this call. Sometimes it was loud, sometimes it was a faint telegraph. Now? It's time to give the fans what they want."

"The one I wanted to make was never made," he also noted, revealing of the third installment, Tomb of the Dragon Emperor: "the third one was a model of… how can I say this to the AP reporter? NBC had the rights to broadcast the Olympics that year. So they put two together and we went to China."

After The Mummy was released in 1999, the first sequel titled The Mummy Returns debuted two years later in 2001. The third film premiered in 2008, though Weisz did not return for it and was replaced by Maria Bello. Thankfully, though, she’s back and it's hoped she and Fraser will bring the heart and charm of the original right back to this beloved franchise… in 2028, that is.

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

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Crime 101 Review

Crime 101 opens in theaters on Feb. 13.

A few minutes in to Crime 101, with the streets of Los Angeles whipping by, a tense, thudding soundtrack gnawing at you while carefully laid plans are set up with unassuming close-ups only to be paid off in full-circle moments, you might start to think that you’ve seen this movie before. If you find yourself enjoying the cross-cut montage of the main characters crossing paths on the 101 and the evocative LA-at-night atmosphere, you wouldn’t be entirely wrong in feeling a little deja vu.

Like an entry level college course from which the film takes its name, Crime 101 is proficient in all the right elements of a heist movie. Director Bart Layton and the stacked cast led by Chris Hemsworth, Mark Ruffalo and Halle Berry do what they can to take some chances around the periphery, veering from the formula in a few interesting ways. But like a high-end thief who strays from his MO, the movie ultimately pays for it in the end.

Crime 101 doesn’t actively do anything bad. In fact, the film tries to do a handful of interesting things, but only does each of them half as well as it could have with a little more focus. The pull of familiar heist movie tropes, the cat and mouse of Heat or the “one last score and I’m out” of… well, Heat again, proves too strong and too thoroughly reproduced in Crime 101 for the variations to comfortably fold in. It all adds up to a pretty standard heist flick featuring some flourishes to the formula that feel more out of place than like a creative riff on the genre.

For example, Chris Hemsworth’s Mike Davis is an awkward, almost cripplingly shy man who, at times, seems to be neurodivergent. It’s definitely a departure from Thor or any number of the comedic supporting roles he’s shone in over the years. He’s a charismatic presence on screen no matter who he’s playing and his performance here works in the moments where he struggles to connect with a would-be love interest or when he scrubs himself down before a job to avoid leaving DNA evidence behind. However, the characterization gets a little lost when he shows no compunction about car chases or shaking down insurance executives.

Mark Ruffalo’s Detective Lubesnick and Halle Berry’s broker Sharon, even Hemsworth’s thief, all suffer under the unjust treatment of awful bosses and the same dead-end sense of futility. Both Sharon and Detective Lubesnick wear the bitterness well, but are dismissed by their superiors in ways that are equally frustrating and formulaic. The trio also share a clarity as to who the real villains are in their world, leading to no small amount of Robin Hood style class warfare, with the film dipping a toe into a thread of wealthy white people buying and hoarding Black and Native American art while stopping short of a proper eat-the-rich kind of theme.

There are interesting ideas at play throughout the film that get swapped out like one getaway car for another in service of a plot that’s less compelling than any one of them. 

The real problem is none of this is allowed to be what the movie is “about” because Crime 101 is so determined to fall in line with the crime thriller genre that the flourishes feel more like bugs than features.

On the upside however, Barry Keoghan is an energetic little blast of a character. His version of the dangerous wild card thrown into the mix brings a rabid energy to the proceedings. He’s desperate to prove himself, bouncing back and forth between a skilled criminal and a clear psychopath.

Nick Nolte (now with 100% more gravelly-voice) does his thing as the elderly fence / father figure to Mike, but doesn’t get much else to play with outside of what the elderly fence / father figures usually get to do in movies like this.

Frankly, one of the real highlights is a one-and-a-half scene cameo. Jennifer Jason Leigh, in her screentime with Mark Ruffalo, helps make a tragic scene grounded and hilarious as an argument erupts about how much of a “beach guy” Lubesnick may or may not be. As far as scene partners go, they’re a pair I’d love to see more of.

By the end of the movie, though, the scales are tipped toward familiar crime movie tropes as opposed to the variations on the pattern. There are interesting ideas at play throughout the film that get swapped out like one getaway car for another in service of a plot that’s less compelling than any one of them.

Ultimately, there really isn’t anything wrong with Crime 101. That might be its biggest problem, though.

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TIME Magazine Is Celebrating Pokémon's 30th Anniversary With Three Exclusive Covers

February 27 is Pokémon's big 30th anniversary of its original launch in Japan, and while details are slowly trickling in on how Nintendo and Game Freak plan to celebrate, TIME Magazine is already getting into the spirit.

The 96-page special edition issue of the magazine is coming out with three different covers, each featuring iconic pocket monsters from over the year - one cover depicts Mega Charizard X, one has Lugia and Ho-Oh, while the third shows off Rayquaza. You can purchase any of the three covers for $14.99 each on Amazon now.

The special oversized issue of TIME Magazine takes readers on a deep dive through Pokémon's history, analyzing its rise to iconic status, how it's garnered such staying power, and even gives a few tricks and tips on how to get better at playing Pokémon GO.

It doesn't just focus on the video games, either; you'll get a detailed retrospective of the Pokémon anime and its many spin-offs, as well as education on the Pokémon trading card game and how to navigate the secondary market.

With Pokémon celebrating its 30th anniversary this year, fans are expecting big things. We got a special video during Super Bowl LX, with celebrities like Lady Gaga gushing about their favorite Pokémon.

With Pokémon Legends: Z-A being as big of a hit as it was on the Nintendo Switch and Switch 2 and Pokémon Pokopia launching in just a few short weeks, fans still have plenty to do until the inevitable Pokémon Presents comes out, detailing what we can expect for the rest of the year and beyond.

Personally, I'd love to see the original Game Boy games onto the Nintendo Switch Online subscription service. Those games desperately need better accessibility.

Myles Obenza is a freelance writer for IGN. Follow him on Bluesky @mylesobenza.bsky.social.

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Brad Pitt's F1 Movie Will Get a Sequel, Jerry Bruckheimer Confirms

Oscar-nominated racing blockbuster F1 is getting a sequel, producer Jerry Bruckheimer has now confirmed.

Speaking to BBC News today, Bruckheimer confirmed he was "working on a sequel," though did not share further detail on a filming schedule or plans for a release. It's unknown, too, whether F1 star Brad Pitt will return for the second film.

The quick confirmation comes as something of a surprise, just days after executives from both F1 and Apple TV hinted at the possibility of a F1 follow-up while simultaneously suggesting that any public confirmation was still a year away.

"Stay tuned," said Formula 1 boss Stefano Domenicali at an Apple TV press event last week. "We're going to tell you something more in the future. Never say never. But we need to digest more the success of this movie because it was something unique. And if you want to think of a new one, it has to be really, very, very good. Therefore, if this will happen, it will not be for next year. But maybe next year we're going to be here, and hopefully we have something more to announce."

Bruckheimer, who apparently didn't get that memo, today said he planned to be involved again — including in casting decisions. "I never worked with Brad Pitt before and it's really a thrill to work with Brad," he added, without confirming whether the Fight Club, Ocean's 11 and Troy star had yet been tempted back on board for the sequel.

Work on F1 2, or whatever it gets called, seems to still be in its early stages — and that's not surprising, considering the fact that the first F1 is still to see out its award season. Released last summer, the movie earned $630 million at the global box office and garnered four Academy Award nominations for Best Picture, Best Film Editing, Best Sound and Best Visual Effects.

"F1: The Movie follows the sports movie playbook almost perfectly," IGN wrote in its F1 movie review, "finding ways to be just that much better at nearly every stage of its 156-minute runtime – creating a super fun racecar flick in the process that eventually finds its way to victory lane."

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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What to Expect from This Week's PlayStation State of Play

A lengthy, 60-plus minutes Sony State of Play is heading our way this Thursday, February 12, and promises new looks at “third-party and indie games headed to PS5, along with the latest from teams at PlayStation Studios.” So, what upcoming games can we expect to see fresh reveals for and gameplay of? Well, here’s what we think is likely to show up, as well as a few out-there guesses.

Exclusives

Seeing as it's shaping up to be PlayStation’s biggest game of 2026, you’d perhaps have expected Wolverine to show up in Thursday’s stream. Well, a late spanner has been thrown into the works via Insomniac’s official X account, which claims that we won’t be seeing any more of its latest Marvel game until “Spring 2026”. Last time I checked, February was in Winter, so maybe we’ll have to wait a little longer.

Spring 2026.

— Insomniac Games (@insomniacgames) February 10, 2026

At the last State of Play, back in September 2025, Insomniac Games gave us a first look at Marvel’s Wolverine in action. As one of Sony’s tentpole releases for this year, it certainly wouldn’t be a shock to see some more X-Men gameplay, as well as perhaps a release date for Logan’s latest adventure. Could we also catch a glimpse of Daredevil, who has been teased to be making an appearance, too?

PlayStation Studio’s first big exclusive of the year comes in the shape of Marathon, Bungie’s extraction shooter, which will be looking to emulate the success of last year’s Arc Raiders. It’s been a bumpy road for the Destiny developer, such as a plagiarism scandal and poor reception to its alpha, but this week’s State of Play will be one of the last chances for it to convince players to hop into its world on March 5.

Later in Spring, we have Saros, Housemarque’s follow-up to Returnal, which will be dropping on April 30. We’ve seen it pop up regularly on recent State of Play streams, and it would make perfect sense to see it here, too, seeing as we’re only 10 weeks away from launch.

Another PS5 console exclusive is Marvel Tokon: Fighting Souls, the upcoming superhero fighting game from Guilty Gear Strive developer Arc System Works. Due for release this year, the flashy-looking fighter suffered from an unfortunate leak earlier this week that revealed a few key details about the game, such as the size of its roster. It would not be a shock to see some of this information officially confirmed as fact on Thursday.

PS5 console exclusive Phantom Blade Zero is a hotly anticipated wuxia action RPG coming from Chinese developer S-Game. The lead character is called Soul, so you can probably guess what genre this project borrows heavily from, too. It’s all looking very impressive, and maybe we’ll get yet another look at it in action this week ahead of its September 9 launch.

Then there’s the freshly revealed Horizon Hunters Gathering, yet another spin-off of the mechanical monster-hunting series created by Guerrilla Games. A 3-player live-service co-op action game, it's getting its first playtest at the end of this month, so, again, it wouldn’t be a surprise if we were to get a further look at some gameplay in this State of Play.

Unveiled at The Game Awards, 4:Loop is a PS5 and PC exclusive that appears to infuse some roguelike elements with the co-op shooting of games like Helldivers and Left 4 Dead. That makes more sense when you consider that Left 4 Dead creator Mike Booth is behind the project, working with Bad Robot Games, the video game wing of film director J.J. Abrams' production company. No release date has been given yet, but playtesting will start soon, with maybe a timing for that revealed at this State of Play.

One exclusive that we don’t think is coming this year, but would certainly love to see more of, is Naughty Dog’s Intergalactic: The Heretic Prophet. The Last of Us and Uncharted studio’s upcoming sci-fi action-adventure has gone very quiet since its initial reveal back at the 2024 Game Awards. So, is it time for a deeper look into what this new world has to offer? Let’s hope so.

As for what the other PlayStation Studios are up to, your guess is as good as mine, but that doesn’t mean we shouldn’t expect one or two surprise reveals or updates. This State of Play stream is over an hour long, after all, so surely there’s something brand-new in there? Perhaps a look at the next project from God of War developer Sony Santa Monica, or a look into the world of Ghost of Yotei: Legends from Sucker Punch? Maybe the time is right for a first sighting of Gran Turismo 8, or an update on the development of Haven Studios’ Fairgames — if we don’t see this one soon, we’ll really start to get worried about it. Then there are two of Sony’s most creative studios, Media Molecule and Team Asobi. We’ve certainly been waiting a lot longer for a follow-up to Dreams than we have Astro Bot, but you never know what’s been going on behind those doors...

Multiplatform

Will we see GTA 6 at this Sony State of Play? No. I will eat my whole fist if we do.

There are a fair few other exciting games that we wouldn’t put body parts on the line for in terms of their likelihood, though. Resident Evil Requiem is imminent, so now seems like as good a time as any to show us one last slice of Leon Kennedy action before the big day on February 27. Sticking with survival horror, Konami has curiously announced a Silent Hill stream will be taking place just two hours after the State of Play. Is this a signal that a more in-depth look at a new Silent Hill game will be at that show, following its reveal just minutes prior as part of PlayStation’s stream? Perhaps this week is when we’ll see Bloober Team’s remake of the original in the series, or – more likely – our first proper look at the Annapurna-published Silent Hill: Townfall, which was first announced in 2022 and has been MIA since.

Back at Capcom briefly, and you can likely expect to see something from one of, if not both, Pragmata and Onimusha: Way of the Sword. Final Fantasy 7 remake director, Naoki Hamaguchi, recently teased that Square Enix will “share more updates than ever before” about the project this year. Does that mean a potential reveal of the third part in the modernised RPG trilogy will happen at this State of Play? Or could we get an Intergrade-style bridging chapter as DLC for Final Fantasy 7 Rebirth?

But, before we get too sidetracked, let’s stick with games closer on the horizon, such as Hitman developer IO Interactive's 007 First Light, and Lego Batman: Legacy of the Dark Knight from Warner Bros. Games. Both are coming this May, and their respective developers could share further info on Thursday. Before those, though, March will bring with it Crimson Desert, Pearl Abyss’ ambitious open-world action-adventure that looks set to push the PS5 to its limits. No stranger to a trailer, we can likely expect it to turn up here, too.

As for later in the year, Marvel 1943: Rise of Hydra recently shifted out of its original window of early 2026 to “beyond early 2026”, so your guess is as good as mine as to when we’ll be playing Amy Hennig’s Captain America and Black Panther in World War 2 story. Legendary PlayStation hero Lara Croft will be returning in a “reimagining” of her original game, titled Tomb Raider: Legacy of Atlantis, and Finnish developer Remedy is back with another entry in its connected universe, Control: Resonant. Also announced at The Game Awards was the pleasantly surprising Star Wars: Galactic Racer from the makers of Burnout and Need For Speed that is scheduled to drop in 2026. All of these are possibilities.

As for indies, outside of the announcement of a PS5 version of Hades 2, there are a few destined for PlayStation that I’d personally love to see more of on Thursday. Namely, Beethoven & Dinosaur’s coming of age story Mixtape, old-school cartoon-inspired shooter Mouse P.I. For Hire, and Japanese convenience store sim inKONBINI: One Store. Many Stories.

What game are you most looking forward to seeing more of at this week’s Sony State of Play? Let us know in the comments!

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

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Battlefield 6 for PS5 and Xbox Series X Has Dropped Below $40 at Amazon

Amazon's been a great place to find discounts on video games lately. Hidden among the retailer's selection of PS5 deals at the moment is Battlefield 6, which has dropped to $39.88 (see it here). It's not just the PlayStation version that's seen a price drop, though. Xbox fans can also scoop up it up on Series X for the same price (see it here).

Overall, this is a 43% discount for each platform, which is some great savings to make a move on. According to price tracker camelcamelcamel, it's also just a few dollars away from both PS5 and Xbox Series X's lowest price at the retailer of $35, so why not grab it now if you've been itching to drop in?

Battlefield 6 (PS5/Xbox Series X) for $39.88

While Battlefield 6's single-player campaign wasn't what we hoped, its multiplayer really shines. Writer Justin Koreis said in his multiplayer review that its, "action is expertly crafted, wrapped in a wonderful layer of destructibility that both looks great and materially affects the flow of combat." He also noted that, "The gunplay is excellent, with weapons that are accurate enough to reward skilled shooting, but have just enough sway to promote a bit of careful thought while you take aim."

On top of all that, it ended 2025 as the best-selling game in the U.S. If you've been waiting for a good price drop to add it to your library, this is your chance before the deal disappears.

Alongside Battlefield 6, Amazon is stacked with exciting video game deals at the moment. Mainly, we've found quite a few PS5 deals worth a look, including discounts on Metal Gear Solid Delta: Snake Eater, Silent Hill f, and more. There are even a few Sonic games discounted right now, so there's a nice variety to check out.

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

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‘F*** Me, This Thing That We Created, It’s Going to Live’ — Peter Molyneux Cried Watching Xbox's New Fable Gameplay Reveal

Playground Games gave us a first look at gameplay from its Fable reboot earlier this year in January’s Xbox Developer Direct, and among its viewers was the series’ original creator, Peter Molyneux.

IGN recently spoke to the former Lionhead Studios developer in anticipation of his new God game, Masters of Albion, and took the opportunity to ask for his thoughts on what he saw from this new incarnation of Fable.

“When I was watching the Fable trailer, I just felt myself tearing up”, reveals Molyneux. “I know that I could probably be slaughtered for saying that, but I am someone who cries frequently, and I felt incredibly emotional, and the reason I felt emotional was: F*** me. This thing that we created, it's going to live, it’s going to carry on. This world, which we loved creating so much, and other people loved, has a life.”

“And for me, the saddest thing would be to see it diminish, which is one of the reasons I'm really going back to God games. So that was the overall emotion. I thought it was really smart of them to retell Fable 1 rather than have the burden of continuing the Fable story. I loved seeing some of those references. I thought it was super smart to have the kid’s family turn to stone. I thought that was really smart. And so those were all the plus points.”

But… there’s always a but. Although there was plenty that the series’ original creator enjoyed in Playground’s grand unveiling, it didn’t completely hit the nail on the head for Molyneux — with the game's tone and visual design not quite to his tastes.

“I mean, if I was critical, which I think you want me to be, there was a slight antiseptic feel about it," Molyneux states. “But I mean, they've got months and months to build in that character and almost that dirtiness that you want in the world. I never thought Fable as being clean and all the angles being sharp and defined. It's more chaotic. It's more what Old England probably used to be, which was not straight lines, the place, it's more crinkling, and all the buckle belts on people are ridiculously large, and the boots and the hands ridiculously large because that is part of the character. So there’s a little bit more of that character, which I would probably foolishly and ridiculously ask for.”

But these minor quibbles with the current aesthetic certainly aren’t getting in the way of Peter looking forward to getting his hands on it when it arrives later this year. When asked if he plans to play Fable, he replied: “Absolutely. For sure. Not as someone looking for the flaws and faults, but as someone who truly loves and adores that universe.”

I, too, cannot wait to jump back into the fairy tale world of Fable. You can check out all of the latest updates on Playground’s upcoming fantasy RPG here, including how it plans to utlilise a surprising storytelling technique from The Office, and how you’ll be able to marry each and every one of its 1,000 NPCs.

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

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Masters of Albion, Peter Molyneux’s ‘Culmination of His Work to Date’, Will Launch in Early Access as Actually the First Chapter in a Planned Trilogy

Masters of Albion, the new God game from 22cans, may well be “the culmination” of legendary developer Peter Molyneux’s career to date, but we may not see its end for many years to come — due to it being the first part of a planned trilogy.

“So this is an epic,” Molyneux tells IGN. “We are thinking about three epic chapters, I suppose you'd call them. Then what we'll be releasing into early access will be chapter one, and it's going to take us quite a few years to get to chapter three.”

“But this chapter one, it has a story. It starts as a classic story of a hero coming and finding his power. There was an adversary who was doing something awful. There was a confrontation. It's a classic. This first chapter is a classic beat of that narrative story. There's going to be love, loss, hate, and betrayal in that first episode of the story. So it is a complete game. We are just thinking bigger rather than, right, this is the game. That's it. We've always been thinking about this bigger story.”

It’s ambitious, a word that has followed Molyneux around for much of his career, whether that be the technologically driven Project Milo, or the experimental Curiosity – What's Inside the Cube? While some of these projects may not have fulfilled their initial promise, many of the British developer’s games have become favourites over the decades. Not least, Fable, of which Molyneux compares in narrative structure to Masters of Albion.

“If you think of Fable, there was Fable 1,” says Molyneux. “We were always thinking when we were thinking of Fable; right, we want time to move on a lot, and so the next issue of Fable is hundreds of years in the future. We thought of that before we even finished Fable 1.

“Whereas something like Black & White, we didn't really think beyond Black & White 2. So when we came to Black and White 2, that felt a little bit clumsy because there wasn't a continuation. So Masters of Albion will finish on a huge… well, I can't say anything. There is a hint in the gameplay trailer at the very end.”

The best laid plans are all well and good, but Molyneux is also fully aware that for two more chapters of the Masters of Albion series to be made, there needs to be both hunger from its audience, and the financial heft to do so.

“My overall desire is that Masters of Albion just brings joy to people,” Molyneux continues. “And if it brings joy to people and there are enough people, we'll definitely be going forward with Master Albion 2 and 3. But you need money to do this.”

Masters of Albion will be released on Steam on April 22, 2026. Do you plan on playing it? Let us know in the comments below. For more, you can check out more details on the god game, or read about what made watching the new Fable’s gameplay reveal so emotional for Peter Molyneux.

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

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Middle Fingers, Sausage Armour, and Housing Inspectors — Masters of Albion is Definitely a Peter Molyneux Game

“It's all allowing players that freedom,” says Peter Molyneux. “And that's what we've been exploring with Masters of Albion.”

The god game thrives on freedom, and, arguably, is nothing without it. No one knows that better than Peter Molyneux. The lead developer of landmark god games such as Dungeon Keeper, Populous, and Black & White, he’s returning to those roots after years away with Masters of Albion, a self-declared “culmination” of all his work to date that blends those god game greats with other milestones from a long career that also birthed Fable.

Freedom very much is the word I heard most often when speaking with Molyneux recently. His upcoming project, developed at his studio 22Cans, is not only inspired by his own vaunted library, but also by modern masterpieces that have reframed our understanding of player freedom.

“I look at the true greats, things like Breath of the Wild and Tears of the Kingdom”, Molyneux reveals. “I wouldn't dare to say that our games are anywhere close to as good as those games, but I'm inspired by the fluidity, the seamlessness of those experiences. You're not going through level-up screens. It is just seamless. I'm really inspired by that.”

The latest two Zelda games are heralded for how reactive their versions of Hyrule are, and how their systems beg to be experimented with. You can see a similar ambition in the latest gameplay trailer for Masters of Albion, which showcases the numerous ways you can interact with the world of Albion. You can approach from many different perspectives, from the more traditional city building and infrastructure management layer, to RPG-esque missions full of sword and shield combat, to running the rule over its open world via a massive hand that floats over your townspeople as if The Addams Family’s Thing has risen to deity status.

“The hand really is the star of the show”, says Molyneux. “Giving players the ability to reach into a world, to manipulate things, to move things around, to combine things in ways that we may have never thought of is incredibly alluring for me and really fascinating to experiment with. And the interesting thing is, the more we develop this idea and the more we create it, the more other ideas come around the hand. There are some real surprises in that thing.”

The hand, of course, has played a starring role in Molyneux’s Black & White games, but revisiting the concept has allowed 22cans to add a number of new surprises. Among them, I’m teased, is the ability to contort its four fingers, thumb, and palm into whichever shape you choose, and each and every occupant of Albion will react expressively to that. I’m not saying that you might want to raise only your middle digit up when confronting a tiny person who refuses to behave the way you’d like them to, but you do really want to, don’t you?

There are other, more playful ways to annoy your devoted townsfolk. Want to make a laughing stock of one of your villagers? Then have him parade around the streets dressed in armour made of sausages, created through the detailed factory system that allows you to substitute chainlink for chains of pork. This playfulness and sense of humour are things we’ve come to expect from Molyneux’s games, but crucially, all of these quirks play into Masters of Albion’s world systems, too.

Not only a flicking off device, the hand also plays into the surprisingly deep city-building side of things. This isn’t your standard “drop a mine near a valuable source of ore” situation, but one that lets you express yourself in the architectural design and colour of your buildings. While a snap-together block building system allows you to create towers and factories and housing complexes of your own design, be aware that your arrangements have consequences, including shifting your moral alignment — something familiar to any fan of the Black & White series. But there will also be other, more surprising consequences that evoke the odd systems of Lionhead’s Fable days, such as the rather ominous-sounding arrival of a housing inspector…

Molyneux explains that choices like colour and shape can cause a property inspection, and while he’s careful not to spoil the consequences of a failing grade, it sounds like something worth avoiding.

”You want to be careful that you don't trigger the housing inspector, because when [he] comes and he doesn't like that you've created a slum where everyone's packed together… he does not like that sort of stuff,” he teases.

While things like the housing inspector will take time to occur in-world, Molyneux also wants to ensure that there’s instantaneous fun to be found in designing towns and individual buildings. He’s doing away with the genre staple construction timers, instead getting straight into the buffs and nerfs each new block might bring.

I really want it to feel more like Lego than anything else, that immediacy of what you are building.

“I love playing city-building games, but I always get frustrated that I have to build a mine here and that's it,” Molyneux states, clearly frustrated by the time spent waiting for resources to start flowing. “[In Masters of Albion] you can build anything you want, anywhere you want, and it works immediately. There are no wait timers. If you've got a farm and you've got a mill and you've got a factory, you can say, ‘I'm just going to put them all into one building’ and you can make this thing that looks like Howl's Moving Castle with all these workstations for your workers, and it will work as you are building it. You don't have to wait for bricks to come to build it. I really want it to feel more like Lego than anything else, that immediacy of what you are building.

Like Howl’s Moving Castle, there’s nothing rooting you to the spot. “You could go back to your original town, which is Oakridge, and you could say, ‘Do you know what? I'm going to move the whole of Oakridge to Wyrmscar, so I'm going to have everyone live in Wyrmscar.’ So this all comes back to god games being about freedom.”

But that freedom also needs direction, and that’s where Masters of Albion’s story comes into play. Launching into early access on April 22 will be chapter one of a planned trilogy, for which a full “epic” story is planned. While tales will play out in the world as you (literally) build it by hand, it appears the main thrust of its narrative structure can be found when Masters of Albion morphs more into a Fable-like shape, as you possess its heroes and venture out on RPG-like quests, slashing enemies down with a sword or turning them to dust with magic.

“One of the things that we haven't done a good job of explaining is that there is a narrative story”, admits Molyneux. “It’s a huge epic story that winds through the entirety of the game. You saw a couple of times in the gameplay trailer that when the gold scroll was clicked on, that's a quest. If it's a gold scroll, it's on the golden line. It's a story quest. If it's a silver scroll, it's an optional quest.

We've been inspired by the open-world nature of Fable 2 and Fable 3.

“And all those quests, they give you more stuff”, he continues. “They may give you one of the currencies in the game, they may give you more blocks that you can build with, they may give you more parts that you can design things with.

“You'd be travelling through a land in Fable, and you'd see a chest, and you go and open that chest,” Molyneux explains. “We've got that in here. You can go and open a chest just like in Fable, you can stumble upon a scene that is playing out, and you can get involved in that scene. And so we've been inspired by the open-world nature of Fable 2 and Fable 3.”

Masters of Albion does sound ambitious, but ambition is something we’ve learned to take as a given from Molyneux’s work over the years. Whether these many complex, intertwining systems all come together and work in harmony is, of course, yet to be seen. I’m hopeful, though, because without big swings like Masters of Albion, genres such as the god game would be left to stagnate. That’s something Molyneux is highly aware of, due to the complex nature of their conception.

“It's very hard, in my experience, to sit down and say, ‘Right, I'm going to design a god game.’ Because so much of it is the visceral feeling of connecting these gameplay systems together. It is a very frightening design process that you'd think, ‘Oh, I wish I could just make a first-person shooter. I know what a first-person shooter is.’ It's a terrifying development process to make a god game.”

Masters of Albion will be released into early access on April 22, 2026, and is available to wishlist now on Steam. For more, check out how 22Cans plans for Masters of Albion to be a trilogy, and Molyneux’s emotional reaction to watching the gameplay reveal of Playground Games’ upcoming Fable.

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

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The Hedge Knight, A Knight of the Seven Kingdoms' Comic Adaptation, Now Features at the Top of Amazon's Best Seller Charts

HBO's Game of Thrones prequel, A Knight of the Seven Kingdoms, has quickly become one of this year's best shows. Thanks to its heavier focus on levity and wholesome moments (it's not without its predecessor's violent moments, though), interest in the show's source material has skyrocketed since it premiered in January.

The Hedge Knight graphic novel adaptation, the first of George R.R. Martin's three Dunk and Egg short stories, is currently sitting at #3 on Amazon's Comics and Graphic Novels charts, even outselling Absolute Batman Vol. 1. The second book, The Sworn Sword, is at #7, while The Mystery Knight has yet to break the top 100.

The comic version of The Hedge Knight has been adapted by Ben Avery with illustrations by Mike S. Miller, and is a great way to experience the original story that found our two unlikely allies meeting for the first time. HBO's adaptation follows the source material very faithfully, while adding some of its own detail and character moments not present in the original text that still work well.

Set 90 years before the events of A Song of Ice and Fire/ Game of Thrones, A Knight of the Seven Kingdoms follows Ser Duncan the Tall and his young squire Egg as they try to make a name for themselves at a jousting tournament. As the name implies, Dunk is a hedge knight and is on a focused mission to gain the respect of his fellow knights and live up to his mentor's legacy.

IGN's Jim Vejvoda gave season one of A Knight of the Seven Kingdoms an 8 out of 10 overall in his review, saying that it "has plenty of heart, charm and humor -- and two endearing lead performances -- that make this a more than worthy watch".

Myles Obenza is a freelance writer for IGN. Follow him on Bluesky @mylesobenza.bsky.social.

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The Wolverine S.H.Figuarts Gamerverse Action Figure Is Now Available To Preorder

Following the Spider-Man and Cyclops action figures, a new Marvel character is making its way into the S.H.Figuarts and TAMASHII NATIONS Gamerverse line-up: Wolverine. For those who can't wait to add Logan into their collectible collection, this figure is now available to preorder for $99.99 with a release date of September 25 this year.

That's still quite a ways away before it's officially released, but don't wait too long to get a preorder in if it's caught your eye. Figures like these can sell out fast, so it's always worth getting an order in ahead of time.

Preorder S.H.Figuarts Gamerverse Wolverine Action Figure

Similar to the other figures in this lineup, the Wolverine action figure is close to six inches tall. He comes with some great interchangeable parts as well, including different faces that show gritted-teeth or him shouting. Alongside that, claw parts are included for both of his fists, of course, and he comes with a backdrop sheet that shows off his Fatal Claw move from Marvel vs. Capcom, which you can see below.

Honestly, there's truly no better time to pick up this action figure, what with the new Wolverine game from Insomniac coming out later this year. Again, if it's caught your eye, now is the time to get a preorder in before it sells out.

If you're on the hunt for even more action figures to grab right now, both Hasbro and Mattel have some exciting releases lined up. To keep up with the Marvel fun, Hasbro has revived its classic Marvel Super Heroes Secret Wars toy line, and for those who have Masters of the Universe on their mind this year thanks to the upcoming film, Mattel has revealed a new lineup of Masters of the Universe movie toys for fans to check out.

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

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Spider-Man Developer Suggests Wolverine Will Skip Tomorrow's Big State of Play

Marvel's Spider-Man developer Insomniac Games has set expectations ahead of tomorrow's big State of Play broadcast from PlayStation, as anticipation mounts for a fresh look at its upcoming Wolverine game.

Sony's State of Play show is due to air tomorrow, February 12 at 2pm Pacific / 5pm Eastern / 10pm UK time, and run for at least 60 minutes — suggesting PlayStation has plenty up its sleeves.

But will we get a new flash of adamantium during the showcase? Perhaps not. Overnight, Insomniac Games has posted on social media to lay out when we'll next see more of Marvel's Wolverine — seemingly ruling out any big reveal this week.

When asked "when more info" by a fan, Insomniac Games' official account has now responded: "spring 2026."

With spring not due to start for another month, that answer seems decisive. Still the news is perhaps surprising, considering the fact that Insomniac appeared to drop a pretty obvious hint at Daredevil being in the game only last week, and the fact that this month's leaked PlayStation Plus games apparently will include Insomniac's Spider-Man 2 (which would have been a nice chaser to a new Wolverine trailer). But perhaps Sony is instead planning a dedicated Marvel's Wolverine State of Play to show the game in the months to come?

Sony's last major State of Play broadcast, held back in September 2025, finally treated fans to a proper reveal of Wolverine gameplay, at least. The game is likely PlayStation's biggest first-party launch of the year — and, of course, we're already tracking all of its Marvel Easter eggs. As a reminder, Wolverine currently sits with a vague-ish launch window for the second half of 2026 — though when this will be narrowed down further, we'll just have to wait and see.

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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Logitech X2 Superstrike Clone Mice Are Already Available on AliExpress

It was just yesterday that I published a 10/10 review for Logitech's new X2 Superstrike mouse, which earned our top gaming mouse recommendation for its responsive inductive clicks and unique haptic feedback, layered on top of the same shape and fundamental components as the already-excellent Superlight 2. Today, I woke to see Redditors had already spotted Chinese brand Ausdom has replicated the mouse with a new variant of the G03 V2 Ultra, which costs around £60 – £100 less than the new Logitech flagship.

While the aesthetics are nigh-identical, with the same two-tone design, calibration marks in the button corners and wordmarks along both sides, the actual shape and internals are still quite different.

The always-useful Eloshapes reference shows that the G03 Ultra has a distinctly taller profile, despite similarities elsewhere, and the internals are far more ordinary. There's a PixArt PAW 3950 sensor, rather than Logitech's higher-rated Hero 2 sensor, and traditional mechanical microswitches under the left and right mouse buttons.

I expect it to take some time for other brands to copy the haptic inductive trigger system (HITS) pioneered by Logitech that makes the X2 Superstrike worth buying in the first place. That timeline could be accelerated for companies that aren't as concerned with avoiding the infringement of Logitech patents, as major brands are obliged to, but coming out on the same day would still be a bit of a surprise.

And Logitech does expect other brands to copy its inductive sensor and haptic feedback combo. Representatives of the brand at its Swiss offices told me they see HITS as a game-changing feature for competitive gamers on the same magnitude as wireless, which was used by just a single Counter-Strike pro in a 2019 tournament – and every finalist in the same tournament five years later.

That's a huge claim, but it's certainly backed up by my first-hand impressions – and Logitech's account that they accelerated development of the mouse when pro players using early prototypes started to win tournaments.

It'll be fascinating to see if Logitech's predictions turns out to be true, but for now the message is clear: don't be fooled by a mouse that looks like the new hot ticket item but doesn't come with any of the same tricks. It might still be a great mouse, but that secret sauce is still tightly bottled up.

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Zero Parades and Disco Elysium Developer ZA/UM on AI: ‘We Don’t Use It’

It’s pretty safe to say that generative artificial intelligence has become a divisive issue within the games industry and wider player community. As the technology becomes more prevalent, companies and studios are being pushed to offer clarity on their use of it. Within the past few months alone, Baldur’s Gate 3 developer Larian has faced significant backlash against its use of generative AI, and RuneScape studio Jagex has promised no AI will be used for any assets a player can “touch, hear or feel.”

ZA/UM, the developer behind Disco Elysium and the upcoming Zero Parades: For Dead Spies, has offered its view on the issue, and it’s a pretty simple one: “No AI.”

Talking to IGN, ZA/UM’s head of studio, Allen Murray, offered his perspective on the situation: “I think about the world right now, where everybody's dealing with AI in a creative space, and what I see is there'll be a hunger for this singer-songwriter in a cafe. I want a really human experience, right? I don't want a computer-driven creation.”

“I think we'll see more of that,” he continued. “There's always this desire for storytelling and something created by humans that has meaning, that you can relate to. And so I think there'll be a resurgence in that.”

When pushed to clarify the studio’s stance on the technology, Murray gave a simple statement. “No AI,” he said. “As a stance, we don't use it.”

Jim Ashilevi, writer and VO director at ZA/UM, added, “It's all just us being messy and human all the way through. And if it's embarrassing, and if it's not as polished as it would be if you went and used AI or whatever, that's fine. Because all we really care about is just being ourselves, basically.”

“You can feel it when you play our games,” continued Ashilevi. “You can see and feel the fingerprints of real human beings when you exist in those worlds and when you read the stories that we like to tell. I think there's a certain rugged and kind of unpolished quality to the kinds of stories and worlds we like to create.”

Artificial intelligence and large language models (LLMs) were not particularly prevalent during the development of Disco Elysium, but during the creation of Zero Parades they have risen to become a major force in the world of tech. Google’s new “Project Genie” AI tech has demonstrated a (very limited) ability to create playable worlds based on simple prompts, while Sony has patented AI systems that create podcasts hosted by PlayStation characters and an assist function that can help players overcome challenges in video games. Not every creative is convinced though, with Rockstar’s co-founder Dan Houser suggesting that AI is akin to “when we fed cows with cows and got mad cow disease.”

ZA/UM’s vision for its new RPG is rooted in traditional development processes, through which it hopes to create a story about “what it means to lose everything and then keep going regardless.”

Matt Purslow is IGN's Executive Editor of Features.

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Nirvanna the Band the Show the Movie Review

Nirvanna the Band the Show the Movie is in select theaters now.

Half the fun of watching guerrilla productions like Jackass or Borat is the thrill of a flimsy artifice couching publicity stunts as if they’ve been pulled off “for real.” The camera, visible or otherwise, follows eager protagonists who ensnare an unsuspecting public into infantile shenanigans – a tradition dating back to the 1948 debut of TV prank show, Candid Camera. In the most technical sense, Nirvanna the Band the Show the Movie exists in that same vein, making it a delight to watch with an audience. However, it’s also a time-travel movie incorporating footage from earlier versions of the concept, forcing the story to twist around itself with head-spinning proficiency, leading to one of the most absurd, laugh-out-loud comedy films in years.

How exactly do you employ a sci-fi conceit while blurring the lines between real and unreal in a mockumentary where messing with actual people is the point? If you’re Canadian comedians Matt Johnson and Jay McCaroll, who play fictional avatars of themselves and enact hare-brained plans to get hired at a music venue, well…you just do. The result, born from the duo’s against-all-odds creative ethos, is a jaw-dropping blast that constantly raises the same core question as Alfonso Cuarón’s 3D space scorcher, Gravity: “How the hell did they make this?”

For the uninitiated: The legacy sequel, directed by BlackBerry director (and Matt and Mara actor) Johnson, follows his and McCaroll’s short-lived Viceland TV show from 2017-2018, Nirvanna the Band the Show, itself a sequel to their independent web series Nirvanna the Band, which ran from 2007 to 2009. You don’t need to have seen either one to watch the new movie, since it opens with footage they shot on cheap handycams in 2008, introducing us to the duo’s core dynamic: A hyperactive, fedora-sporting Johnson ropes the more laid-back McCaroll into trying to score a music gig at Toronto bar & restaurant the Rivoli under the copyright-skirting moniker, “Nirvanna the Band.” This is despite them never having actually written a song, or even contacted the venue’s management. After a mini-episode’s worth of buffoonery, the film skips forward to 2025 and finds the makeshift musicians in a state of arrested development. Johnson – who behaves largely the same, but has put on some weight – is still trying to convince a now-haggard McCaroll that his next plan will actually work, at the risk of a potential creative schism.

The scenes combining old and new footage shot nearly two decades apart and skillfully spliced together are a fist-pumping triumph.

This (re)introduction to the characters also serves to convince new viewers to stick around for the ride. It’s hard not to, when Johnson’s latest ploy involves the publicity stunt of parachuting off Toronto’s iconic, nearly 2,000-foot-tall CN Tower, a scheme whose absurd logistics are funny enough until, shockingly, we actually see Johnson and McCaroll con their way up to the top of the structure for real. This dizzying feat – shot by off-screen comrades with hidden HD cameras – doesn’t go exactly as planned (in reality or in the fiction), but it’s pulled off with enough panache that any computer-generated seams are completely invisible, buying loads of goodwill from anyone who might still need convincing.

Nearly 20 years into trying and failing to play at the Rivoli, McCaroll is at the end of his rope. However, Johnson’s ultimate, galaxy-brained ploy is yet to come – traveling to the year 2008 by turning the pair’s RV into a Back to the Future-style time machine fueled by a long-defunct Canadian novelty drink. Before they know it, the duo finds themselves in an earlier version of downtown Toronto populated by Goth fashion, billboards for The Dark Knight, and – most impressively of all – younger, wide-eyed versions of themselves, accomplished through a combination of body doubles, ingeniously-edited archival footage, and meticulously recreated sets. The scenes where the older and younger pairings almost come into contact, combining old and new footage shot nearly two decades apart and skillfully spliced together, are a fist-pumping triumph.

The movie’s mischievous plot involves not only fetch quests to try to return to 2025, but the hilarious horrors of alternate timelines and even stranger publicity ploys whose staging blurs the lines between fiction and reality. All the while, the story’s emotional core pivots around the now forty-something Johnson and McCaroll coming within inches of their past selves, and in the process, reflecting on this timeline’s Obama-era, iPhone 3G optimism – not to mention the limitless promise of being able to self-distribute video content for the first time. This is in sharp contrast to their many regrets and failures during the intervening years. Much like the recent Jackass Forever, it’s a prank film about the passage of time, told with the same scrappy DIY sensibility as the original web series, albeit with Johnson employing more crash zooms and rapid movements to emphasize both comedic and dramatic moments.

Will this peek into the past finally convince McCaroll that he’s better off without his over-enthusiastic, man-child bestie? In Nirvanna the Band the Show the Movie, quite literally anything is possible, including the production improvising entire plot developments around a real shooting outside the home of Toronto rapper Drake. It’s ambitious and audacious, to say the least.

Each roguish set piece remains grounded in the emotional dynamic of its leads, who – despite their jejune conduct and sensibilities – imbue these broad, middle-aged-loser versions of themselves with genuine pathos. The movie’s mockumentary style, whose aesthetics are hilariously adjusted for each era, harbors both the daring realism of an elaborate hoax as well as the gooey “aw, shucks” melodrama of two men realizing how much they need each other. It’s a pitch-perfect medley of styles and a nonstop hoot with a crowd.

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No Man's Sky's Remnant Update Is Here, and We're Finally Getting a Gravity Gun

No Man's Sky's next big update, Remnant, is here, introducing something developer Hello Games has "been wanting to give players since the very beginning": a gravity gun.

Called the Gravitino Coil, the powerful anti-gravity module for your multi-tool will turn the sci-fi game into "a physics playground," allowing you to "grab large objects and fling, toss, or carefully carry them around the world." It can also be used as a ballistic weapon, allowing you to grab sentinels or heavy objects, turning them into projectiles.

We'll now also be able to collect and recycle the salvage and debris found on planets, turning them into "highly prized" resources, and construct new trucks, tipping flatbeds, and haulers to transport resources back. By carefully sorting and depositing the materials you find — being careful not to accidentally blow yourself up with the "highly volatile" stuff, of course — you'll reap "great rewards."

"You can work alone or join a salvage crew with friends," Hello Games explained. "It creates this really fun and tactile new loop of searching for wrecks, loading trucks full of cargo and hauling across the alien landscape to industrial yards to gain new loot and rewards."

There's also other rewards up for grabs, as well as vehicle parts, a steampunk armor set, and vehicle customization to "create bespoke tracks and haulers for your needs."

Last but not least, there's a new limited-time community expedition on the way, where players can band together to clean up and salvage materials like a space-age trash collection crew.

"Last year was a big year for No Man’s Sky. Even we struggle to know how we pulled off so many large updates last year — Worlds Part II, a Switch 2 release, and Voyagers in the same year, interspersed with smaller but significant updates in Relics, Beacon and Breach," said Hello Games boss, Sean Murray. "As we head into our 10th year post release, our small team is excited for our first update of the year.

"2026 represents 10 years since we launched, and I couldn’t be prouder. For any game to reach such a milestone is a privilege. It wouldn’t be possible without your continued support and we genuinely appreciate it."

Despite being almost a decade on from launch, however, No Man's Sky recently celebrated its best-ever player numbers, following the launch of its Breach and Voyagers updates last year. The Breach update lets players salvage wrecks, unlocking new ship-building parts along the way, while Voyagers added multiplayer ship crew capabilities and skydiving, among many other features.

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

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Pokémon Pokopia - The Final Preview

To me, and I’m sure many others, the Pokémon franchise as a whole has always been “cozy.” Set in a (mostly) idyllic world with cute best friends who are always by your side, how could it not give you warm fuzzy feelings at least occasionally? We’ve had some relaxing Pokémon games over the years, but we’ve never quite had a game that embraced this secondary cozy aesthetic fully into its gameplay–until now, with Pokémon Pokopia. I played the first hour of Pokémon’s first life-sim, and the sheer amount of discovery to be made hooked me. I also played Pokémon Pokopia in multiplayer mode in a more developed world, plus, I learned more straight from the developers.

Pokémon Pokopia begins with a Ditto waking up after a long, undefined slumber. It remembers its trainer in its hometown, with the nameless narrator commenting, “You look so happy with your trainer petting you!”

Aw, that is so sweet, and so sad–Ditto’s trainer is nowhere to be found, and that’s Ditto’s–(you, the protagonist’s)–motivator. In a bid to try to find its trainer, Ditto transforms into a human that looks like its trainer the best they can. Enter the character creator, in which you get to choose between seven hairstyles, 28 haircolors, hats, clothes, and bags. No, you can’t just be purple, that wouldn’t be very human-like!

“I wanted to create something where you can directly communicate with Pokémon,” Ohmori said.

Shigeru Ohmori, the primary director of Pokémon games since 2014 and Pokémon Pokopia’s Concept and Senior Director, explained the thought behind making a Pokémon the main character and why it transforms into a human. “I wanted to create something where you can directly communicate with Pokémon,” Ohmori said.

Ohmori worried if they had a trainer as the playable character, as in the other mainline titles, it becomes the trainer giving orders to Pokémon, which they wanted to avoid. By keeping it all Pokémon, an atmosphere of friendship and teamwork is created.

There are two reasons Ohmori decided to make specifically Ditto the main character, too: one to benefit the gameplay, and another to benefit the story. Because Ditto can transform into other Pokémon and use their moves, it was the best option (I argue Mew could fit that bill too, but of course Mew wouldn’t have those adorable “simple eyes and slack mouth,” as Professor Tangrowth puts it.)

The other reason feeds the narrative motivations of Pokémon Pokopia. No one else knows what Ditto’s trainer looks like, so Ditto transforming into the trainer it misses is essentially asking the other Pokémon, “Do you know this human being?” Again, so cute, so melancholic, and I love it.

An Unobtrusive Tutorial

The tutorial, fortunately, is nicely integrated into what would be the regular flow of gameplay, and lets you start doing stuff outside its confines very quickly.

After meeting Professor Tangrowth, I found the Pokedex, and then found my first–then second–then third–Pokémon friend, expanding my abilities and how I could affect the world with each one, further enhancing my ability to create a wider variety of habitats to attract a wider variety of Pokémon.

Bulbasaur taught me the move Leafage, allowing me to create tall grass at will. Squirtle taught me the move Water Gun, so I could revitalize the dry ground and grass in the aptly named Withered Wasteland, the environment you start in. Charmander didn’t teach me a move, but instead taught me that you can ask Pokémon to follow you somewhere so they can perform an action based on their Specialty. In Charmander’s case, they lit a fire for me. As for other Specialty examples, Tiburr’s Build helps you build structures, and Bulbasaur’s Grow, makes plants grow faster.

Of course, to find more Pokémon, you need to make a variety of Habitats. The most basic habitat is four squares of tall grass, easily made by Leafage. You can also move objects around with Ditto’s ability to store and then spit-up materials, like, a Punching Bag. This is, canonically, the move Stockpile. Holding the collect button down actually makes Ditto continuously suck up anything around it, causing its face to hilariously and disturbingly resemble The Scream painting.

Other habitats include ones like the self-described “Boulder-shaded tall grass,” which attracts Fighting-type Pokémon like Timburr and Machop, and “Hydrated flower bed,” made of four flower beds placed beside–you guessed it–water. After a bit of time passes, a square in your new habitat may shake, indicating there’s a Pokémon there to meet.

Like the Pokedex for tracking Pokémon, there’s a Habitat dex for tracking habitats, and there are quite a number to discover!

Though I loved just experimenting, it isn’t all completely guess work. Occasionally, you’ll find a sparkle on the ground that’s a “trace of Pokémon” which gives you a hint about a yet-to-be-found Pokémon’s preferred habitat you haven’t discovered yet.

The Core Loop - All Pokemon All the Time

This cycle of attracting new Pokémon, learning new skills oivr discovering new specialties from them, then making more new habitats to attract even more new Pokémon, is the corest-of-core loops in Pokémon Pokopia, and is already incredibly engaging and fun without even considering the crafting and world customization you can do. This isn’t an accident.

“When thinking about development of the game, [the team] started thinking about the cycles of the user's motivation,” said Takuto Edagawa of KOEITECMO GAMES, Pokémon Pokopia Chief Director. “What the user wants to do, what they would want to start to do within the cycle. So, for example, filling up the Pokedex or creating more habitats, then that would create meeting more Pokémon.”

“Every single step in the game,” Edagawa continued, “The core of it is to be with the Pokémon, communicating with Pokémon. So wherever you go, there is always Pokémon… that is the largest difference compared to other [life sim] games.”

This core cycle that focuses on the Pokémon first and foremost is ingrained into the “main objectives” that propel the story as well. Just after meeting the Kanto Starters, you discover a decrepit Pokémon Center nearby. The PC there automatically launches the Poke Life Environment Improvement App, which dishes out both important tasks tied to progression, like increasing an area’s Environment Level or rebuilding the Pokemon Center; and smaller daily objectives, like collecting a certain number of sturdy sticks.

Bulbasaur specifically asked for a bed, so I crafted a Straw Bed from leaves for them. 

The stick collecting is self-explanatory, but to increase the Environment Level of the area, you must attract more Pokémon and improve their Comfort Levels. Again, another touch point with Pokémon.

Placing furniture a Pokémon wants within the bounds of its habitat–which you can see by pressing in on the R-stick–will increase its Comfort Level. Bulbasaur, for example, specifically asked for a bed, so I crafted a Straw Bed from leaves for them.

The Poke Life app rewarded me for my efforts with new unlocks and Life Coins. These can be used to buy a variety of things at the PC, like furniture, seeds, Pokémon hints, building recipes, and more. After increasing the Environment Level, Professor Tangrowth had more for me, too.

Multiplayer and More

There seems to be a lot more to Pokopia than everything I already talked about. I haven’t even touched on building buildings or what looks to be a huge number of collectibles–like Human Records, which included things like a diary that gave a glimpse of what Professor Tangrowth’s life was like with their human, and a document on Pokémon Greetings that taught me an emote!

The four-player multiplayer session gave me a look at a developed world, where Pokémon’s Habitat’s were developed so thoroughly they lived inside houses! The inside of the houses had furniture and decorations, like plushies, and the little town was manicured with sidewalks, fences, lamp posts, and even a stage.

My time with multiplayer was short, and I’m restricted from what exactly I can reveal, so I can’t say much more about it besides that it was fun. I can see friends ushering each other to stay on task, because it is just so easy to get distracted in Pokémon Pokopia, and that sounds like the best kind of hectic. (I was that friend in my group. I’m sorry!)

Edagawa said that, on average, depending on how you play Pokémon Pokopia, it will take between 20 and 40 hours to reach the “end” credits. But, that’s not really the main motivation to play Pokémon Pokopia–it’s to make a world to live with Pokémon. As for the post game, “There’s more things to experience after the end credits… I believe that players are encouraged to and will be motivated to continue to play the game,” Edagawa said.

There will also be motivation for players to log in intermittently. Pokémon Pokopia Producer Kanako Murata of The Pokemon Company said “When you play day-by-day, there may be something that, on a specific day, something special that might happen in the game.”

Considering how many hours some friends of mine have put into Animal Crossing: New Horizons, I think they’re right, especially for those whose motivations are to create a unique place to live with Pokémon. For me, I hope Ditto and the crew learn what happened to create this apocalyptic, empty world, but regardless, I’m excited to restore it with my best Pokémon friends.

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