The LEGO Willy Wonka & the Chocolate Factory set aspires to capture the detail, color, and eccentricities from the original story. Any question of which Willy Wonka the set is inspired by is answered on the back of the box, which features a picture of Gene Wilder in the original role.
I’ve always been an avid chocoholic, and Willy Wonka was a go-to rewatch when I was growing up. I don’t think I was alone in finding it rather terrifying, but who could resist the appeal of this entirely edible chocolate factory? When LEGO announced this set, I couldn’t help but wonder how it would capture that balance of magic and danger.
The plastic brick version of this factory is part of the LEGO Ideas collection – sets that were originally designed by and then voted on by fans. Get enough votes, and your set may become LEGO official. The final set typically ends up with tweaks and changes from the original design, but keeps its heart and central features. This build actually went through quite a few changes before becoming an official set, but keeps the central feature of a chocolate waterfall feeding into a delicious-looking river.
As we’re seeing more and more often, the set is marked as 18+, with the number of pieces and level of detail geared toward adults. That said, I think anyone who’s old enough to avoid trying to eat the candy-like pieces would enjoy it. I'd just recommend a big table or solid organization system; some of these pieces are tiny.
Willy Wonka’s Chocolate Factory comes in 16 bags that contain a whopping total of 2,025 pieces, including nine minifigures. You get one massive instruction booklet as well as a small sticker sheet. While larger LEGO sets occasionally go for a more “co-op friendly” building experience, this factory is about as chaotic to work through as it is to look at. You’re bouncing between layers, adding details and decorations on the fly as you build up three main areas: the candy gardens, the chocolate waterfall, and the “factory” itself.
Before working on any of those structures, however, the very first step of the build is putting together your Charlie minifigure and handing him a golden ticket. These golden tickets (you get five total) are printed onto small bricks, no stickers required. While it doesn’t make a lot of sense to start here in the build from a structural perspective – you have nowhere to put him yet – it does create a narrative. You begin the story as Charlie, who just got his ticket to go see an eccentric chocolatier's mysterious factory.
You then start building the base of the structure, which I found to be the most arduous part of the set. For several bags (and hours), you work on a base that just keeps getting wider and wider. Per LEGO tradition, there is a mix of colors underneath the green platforms, but the big trend of this build is, naturally, a ridiculous amount of brown.
Eventually you have a chocolate river separated by two green platforms, as well as a pillar to support eventual waterfall. Just when you start to realize what you’ve been working on this whole time, you’re promptly swept away to an entirely new section: the factory.
An element I did not expect in the build based on the original promotional images was the amount of detailing on the back side of the factory. Two small cutouts you can only see from this angle are hints at the “interior” of the factory. This is where most of the sticker sheet comes into play, creating details like the mysterious contract the children are forced to sign, the TV screen Mike gets shrunk into, and the fruit banners you can “taste” in the movie (I did not try the LEGO version).
While you work on these bigger structures, you’ll be placing smaller decorations across the build. This helps break up the monotony of placing big brown blocks on top of each other and also leaves a bit of mystery around what exactly you’re building at any particular time. You discover the factory as Charlie, of course, with little idea of what to expect.
On the factory’s tiered front side, you’re building essentially the setting of the original Oompa Loompa song, complete with a pack of cane sugar and a pipe system you can imagine feeds milk into the river. Interestingly enough, the two Oompa Loompa minifigures are the only ones without leg hinges. This does make them shorter than the rest of the minifigs, but I found myself feeling sad that they couldn’t dance.
Then you begin work on the primary feature of the original build – the chocolate waterfall. You use a sequence of technic pieces to create a railway of sorts, then layer the “chocolate” brown pieces on top. This technic waterfall then connects to itself on top of a small small cog system hidden inside the build, creating a conveyer belt. Spin the gumdrop wheel and the waterfall “turns,” giving the illusion of an endless supply of falling chocolate.
You promptly build a curved cover to hide the top of the mechanism. However, to give the “conveyer” enough room for movement, you unfortunately do have to deal with a slightly annoying amount of space between said cover and the waterfall. This creates an awkward section where you can see the technic pieces LEGO is usually so good at hiding in their builds. The gap doesn’t seem like something LEGO is trying to hide – its apparent on the box itself – but it does lend to “posing” the set at certain angles.
Once the waterfall is complete, you move to the other side of the build to whip up the bridge that connects the gardens to the factory, effectively completing the “background.” Then you can start on another centerpiece of the build entirely unique to LEGO’s final version: the Wonkatania.
This sizable row boat is the cornerstone of one of the trippiest movie scenes I’ve ever seen. The building experience isn’t quite as terrifying; LEGO forgoes its colorful traditions to instead give you the illusion that the boat itself is made of chocolate, building a shell of brown bricks you then cover in blue and white detailing. The rest of your stickers are used to create gold decals and the classic “W” on the ship’s front.
One of the final steps, unsurprisingly, is creating your Willy Wonka minifigure. This is one of the most detailed minifigs I’ve seen, with his patterned purple suit, his off-center top hat, and even a cane you can fit in his hand.
By the end of the set, you’ll have nine minifigures total: Charlie, Grandpa Joe, Augustus Gloop, Veruca Salt, Violet Beauregarde, Mike Teevee, two Oompa Loompas, and Wonka himself. Each minifigure has two expressions, generally one smile and one serious look, but some have unique expressions to their character. Augustus Gloop has one expression where his face is covered in chocolate, alluding to his fate in your glorious waterfall.
From this point on, you essentially become an eccentric decorator, building mushroom flowers, gumdrop bushes, and candy cane trees to fill your gardens. Even the smallest of these decorations is a pointed reference to the original movie, including the teacups you delicately place inside some of your flowers.
Plenty of these decorations are also built on hinges, allowing you to rotate them on a single axis. While building, I couldn’t help but imagine a really cool LEGO stop-motion movie using this set to depict some of the musical sequences from the film.
A set this big also comes with a hefty amount of extra pieces. Each of the 16 bags came with well over a dozen extras, mostly the smaller pieces you might lose track of while building. However, these colorful pieces are also fun to try and find spaces for across the factory’s gardens. Nothing looks out of place in a set this whimsical.
And that is certainly the word I’d use to describe this build as a whole. The looming dangers of the factory are there for those with the knowledge to recognize them, like the image of Mike trapped in the TV screen. However, at a glance, this is a magical place, filled with colorful details and a million things it looks like you could eat.
Nothing looks out of place in a set this whimsical.
LEGO’s takes on movie franchises typically try to capture a specific setting or scene, like our recent build of The Shire from The Lord of the Rings. But the original Roald Dahl story and Willy Wonka movie are all about the setting; it’s in the title! As such, the LEGO adaptation manages to pack what feels like an entire movie into both the building experience and end result.
While it may be a bit of a pain in the butt to build by yourself (I don’t know how you’d split up any of the work), figuring out what you’re building as you go becomes a process of mysteries and reveals that feels like you, yourself, are taking a tour through this wonky place.
LEGO Willy Wonka & The Chocolate Factory, Set #21360, retails for $219.99, and includes 2025 pieces. That’s a hefty price, but stacks up to a relatively standard 10 cents per brick. I spent about 10 hours total on the build, split over the course of several days, and am now very pleased with the burst of color sitting on my shelf.
You can get the set yourself at the LEGO Store. LEGO Insiders can also enter a "Golden Ticket" sweepstakes to win the Willy Wonka set and a $1,000 LEGO gift card.
Blythe (she/her) is an SEO Coordinator at IGN who spends way too much time in character customization screens and tracking down collectibles.
Magic: The Gathering has seen some big leaps in popularity, but this next one across the New York skyline, courtesy of a crossover with Marvel’s Spider-Man, might just be one of the biggest.
The new set (which will be standard legal, by the way), officially debuts on September 26, but you can play it earlier at a prerelease event if you can find a participating location near you.
Here’s all you need to know about what it is, when you can play, and what to expect.
What Is A Prerelease Event in MTG?
Prerelease events are a way in which players can go hands-on with a new set, usually the week before launch.
They use cards from the upcoming set (in this instance, Spider-Man), and allow you to get a bunch of cards, hopefully find some synergies, and maybe even make new friends.
The nuts and bolts may vary depending on where you’re playing (contact your local game store to see if they’re holding an event), but with Magic The Gathering the basics are as follows:
Open a prerelease box
Spend some time building a 40-card deck from the cards in the box
Play against other players in a 1v1 match where each player has 20 life
Winning games can earn you a few bonus packs
What’s In a Prerelease Box?
A prerelease box for Marvel’s Spider-Man contains the following:
6 Play boosters
1 Rare or Mythic rare foil
1 Cardboard Deck Box
1 Spindown Dice
While Wizards of the Coast has a handy page that offers a few deckbuilding strategies for prerelease, I have one extra piece of advice: Bring sleeves.
The included deckbox is handy, sure, but it’s a good idea to carry a few sleeves in case you end up finding a potentially valuable card that you want to add to your collection or sell later.
When Is Magic: The Gathering’s Spider-Man Prerelease?
Prerelease for the Spider-Man set kicks off on Friday, September 19 - one week before the set launches in full.
It runs throughout the week, so be sure to check for events right up until September 25.
Can I Buy Other Magic: The Gathering Spider-Man Products At Prerelease?
I can’t speak for every store, of course, but only WPN (Wizards Play Network) stores can sell Magic products for the new set on prerelease weekend.
Everyone else, including stores like Amazon, will need to wait another week.
Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay.
Sony's official professional grade PlayStation DualSense Edge wireless controller is rarely discounted from its list price of $200. The best price I ever found it for brand new was for $169 during the Days of Play Sale back in July. Fortunately, if you don't mind getting a "like new" one instead, there's a way to get it for way less.
Amazon Resale (Amazon's official used goods store) has "Like New" DualSense Edge controllers for just $145.73 after a 25% off coupon that's automatically applied during checkout. "Like New" items are usually brand new, often with damage to the packaging but not to the contents themselves. You're still covered by Amazon's excellent 30-day return policy, so it's a safer option than buying something off Facebook Marketplace.
PS5 DualSense Edge Controller (Used: Like New) for $145
The DualSense Edge is Sony's high-end controller for the PS5 console. It offers pro-level features like grips, adjustable analog sticks, mappable rear buttons, profiles, and more. You can swap out the standard analog stick tops with convex replacements that come in two different heights. If your analog sticks crap out, you can buy replacements for $19.99. There are also two sets of interchangeable back buttons that can be mapped to any button on the DualSense Edge controller. One of the most important features of any pro controller are the triggers, and they’ve gotten attention in the DualSense Edge as well. Next to each trigger is a stop slider that lets you adjust how far you have to press the trigger down to make it register. You can choose standard, medium, or short travel distances.
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.
Borderlands 4 developer Gearbox has released the first meaningful update for the looter shooter that it said improves stability and “smooths out” progression — but there are no balance changes yet.
“This update improves stability on PC, smooths out progression, and updates the Gilded Glory Pack loot and rewards for a more seamless experience,” Gearbox said in a post on the 2K Borderlands website alongside the patch notes, below. “Please restart your game to ensure that the update goes through and to prevent connection errors in matchmaking.”
Meanwhile, Gearbox said Borderlands 4 will see weekly minor updates. These involve changes to which Weekly Big Encore Boss and Wildcard Mission is live. Maurice’s Black Market Vending Machine is also on the move. The Weekly Big Encore Boss is a tougher variant of an existing boss with an even more rewarding loot pool. Weekly Wildcard Missions add challenging new traits to an existing mission. These missions feature a guaranteed Legendary drop that you can repeatedly earn to get your ideal roll.
And here’s the official blurb on Maurice’s Black Market Vending Machine:
Go in search of where the Black Market Vending Machine has moved to and discover what’s available in your game every week. Remember, while the location is the same, your vending machine items are different from other players, so ask around to see if someone has the item you’re looking for!
In the meantime, Gearbox has posted a Borderlands 4 Nvidia Optimization guide on Steam, advising players how to optimize their graphics settings for “better performance and framerates” on PC with the Nvidia app, although users report mixed results.
While this patch mentions the PC version, there’s no word on improvements to the performance of Borderlands 4 on console. Console players have reported performance getting worse the longer they play, suggesting Borderlands 4 suffers from a memory leak issue. Gearbox development chief Randy Pitchford has said Gearbox is looking into this one on PS5 Pro specifically, but it doesn’t look like a fix is in place just yet.
Borderlands 4 September 18, 2025 update patch notes:
Stability
Addressed crashes tied to animation states, audio, and collision checks
Addressed various GPU-related crashes
Gameplay & Progression
Resolved an issue where the Reward Center could stop working after claiming the Gilded Glory Pack rewards
Addressed a progression blocker in the mission “Talk to Zadra,” where the objective could fail if players exited and relaunched mid-dialogue
Corrected “Doesn’t own DLC” warnings incorrectly showing up on non-DLC gear
This will be fixed on consoles in the coming days.
Loot & Items
Updated loot pools so Gilded Glory Pack guns no longer appear in standard chests
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Dell Outlet restocked its inventory of Clearance, Like New (Refurbished) and Scratch & Dent Alienware Aurora R16 RTX 5080 gaming PCs. There are several configurations available, but the best deal is the least expensive one: an RTX 5080 system with Intel Core Ultra 7 processor, 16GB of RAM, and 1TB SSD for for just $1,691. That's over $400 less than buying a similar system brand new, and it even comes with the same manufacturer's warranty.
Alienware Aurora R16 RTX 5080 PC Deals from $1,691
The RTX 5080 is the second best Blackwell graphics card, surpassed only by the $2,000 RTX 5090. It's about 5%-10% faster than the previous generation RTX 4080 Super, which is discontinued and no longer available. In games that support DLSS 4 with multi-frame generation exclusive to Blackwell cards, the gap widens. This is an outstanding card for playing even the latest games at 4K resolution with high settings and ray tracing enabled.
Check out more of the best Alienware deals
Check out our Best Alienware Deals article with all of Dell's currently ongoing deals on gaming laptops and desktop PCs. Not everyone is the DIY type. If you're in the market for a prebuilt gaming PC, Dell is one of the best brands we'd recommend. Alienware desktops and laptops feature solid build quality, top-of-the-line gaming performance, excellent cooling (further improved on the newer models), aggressive styling, and pricing that is very competitive with other pre-built options. Best of all, there are plenty of sales that happen throughout the year, so it's not difficult to grab one of these computers at considerably less than their retail price.
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.
When setting out on my fourth journey of leaping across rooftops while slicing zombies in twain via the Dying Light series, I’d wondered if I’d feel any less joy from this violent survival horror-parkour this time. But after another 40+ hours of tucking and rolling I’m pleasantly surprised to say it’s still loads of fun, despite the basics not having changed much at all since 2022’s Dying Light 2: Stay Human. This trip through undead Eurasian cities and countrysides does up the ante somewhat by having you play as a human infused with a monster’s DNA, giving you the ability to rip people’s heads off with your bare hands. That’s as satisfying as it is unsettling, and it’s still absolutely horrifying to get caught out at night and get swarmed by Volatiles you’ve no hope of defeating. The only major disappointment is that The Beast doesn’t add a whole lot aside from its hulking out mechanics, and after a decade of games with few innovations, that hasn’t left room for a ton of surprises. Still, there’s something to be said for a reliably entertaining series, and I happily dug my fingernails through every side quest and climbing puzzle I could find.
This sequel continues the story of the first game’s protagonist, Kyle Crane, who through a series of quite gruesome events he’s been transformed into a half-man, half-beast monstrosity capable of leaping 50 feet in the air and screaming so loud it makes the undead take psychic damage… so, still very weird. There’s not much more than that to the paper-thin plot, which has you squaring off against the world’s most generic Bond villain and mad scientist on a revenge quest that goes down exactly like you think it does, but it’s at least a good enough excuse to hunt down bosses and engage with the side quests that are usually better written and sometimes downright silly. Plus, even though the story is about as minimum effort as it gets, the characters you meet and befriend along the way are at least memorable enough that I didn’t feel like skipping the lengthy conversations where you get to know them.
As you sprint toward your final confrontation (which took my completionist self about 40 hours, but could pretty easily be done in under 20), you power yourself up by hunting dangerous, genetically modified zombies with super powers called Chimeras and injecting yourself with their blood. This is where the main new mechanics of The Beast comes into play, like the ability to shoulder-charge through a crowd of zombies without breaking a sweat and really silly ones like one where you can change directions in mid air by yanking on your grapple hook with obscene force. Turning yourself into a Hulk-like abomination in the pursuit of revenge makes for a neat twist to an already awesome framework, and being able to throw down your machete and punch 20 zombies to death in the span of 10 seconds is quite satisfying.
If you’ve played a Dying Light before, the majority of your time will feel familiar.
That said, even this is a fairly small tweak to the established Dying Light blueprint, as you only get to go full werewolf every so often after you’ve charged up your rage meter from taking and dealing damage. For the rest of the time you’re still swinging lead pipes and running away from Volatiles per usual, so if you’ve played a Dying Light game before the vast majority of your playtime will feel quite familiar. That’s by no means a bad thing since it’s a reminder of some good times, but it does seem like a bit of a run/jump/slide down memory lane.
One other thing that makes The Beast distinct from its predecessors is the boss fights against souped-up infected that unlock your new abilities. The first time you come across each of these encounters it introduces a new type of baddie that then starts showing up in the wild, like a fast-moving skeletal zombie that leaps through the air, dances on top of lesser undead, and tackles you with sharp claws in the blink of an eye; or another where a muscular, brutish ghoul gains the ability to turn invisible, leaving you frantically looking over your shoulder and listening for growls in the dark. They’re cool the first time, but by the end of the campaign it feels a bit like they ran out of steam because they start rolling out variations of the same bosses you fought prior, like a muscular, brutish zombie whose only differentiated by his gas mask and weakness to poison. Still, they’re always at least entertaining highlights along the way – I mean, who doesn’t love a boss fight?
The open-world valley of Castor Woods is the new setting you’ll spend all your time in while seeking your revenge, and it combines time-worn elements we’ve seen in other Dying Light games into a cozy little package. It’s got spacious rural areas reminiscent of the original’s The Following expansion, as well as a city area with plenty of stone structures to scramble up. Castor Woods is fairly small compared to the sprawling maps of Dying Light and its first sequel, and you can definitely see the roots of The Beast being originally conceived as an expansion to Dying Light 2 when you run into the mountains that box you into a circular area that can be crossed by car in a couple minutes, but that’s not such a bad thing since they make good use of the space they’ve got without large expanses of emptiness padding it out.
It also includes what any good Dying Light game needs: When in the major urban area I was reminded of the virtues of sticking to the rooftops and leaping from place to place to avoid the hordes below, and while stepping out into the woods and swamps that make up the majority of the map I tried my best to make use of cars to bash my way to my destination and avoid getting caught out in the open. Like a lot of The Beast, everything about Castor Woods is perfectly acceptable while also not doing a whole lot to stand out, but I still made plenty of new memories while leaving a terrifying path of destruction in my wake.
Finally, I do have to hand it to Techland for making The Beast the most technically sound Dying Light game yet – I was able to get through without major or consistent bugs along the way. I played on my high-end PC, so likely got just about the best experience one could hope for, but it’s notable that aside from one crash and a bit of pop-in here and there, it was a pretty smooth ride throughout – and that’s with me having mostly played before the day-one patch, too. There were a few annoying moments where I got stuck in a vent due to some buggy geometry and couldn’t progress through the area until I’d jiggled my character around for a couple of minutes, and a few times where my character got stuck in the environment at the worst possible time and jeopardized my mission, but these were rare enough situations that they didn’t make me want to hulk out and throw things at the screen.
The ongoing wait for Marvel to finally begin production on its long-announced Blade movie forced the Marvel Zombies creative team to pivot its plans for the character.
Speaking to IGN this week, Brad Winderbaum, head of streaming, television and animation at Marvel Studios, told us that the new animated mini-series had initially been developed "believing that there would be a Blade movie out well before."
Of course, as we now know, that didn't turn out to be the case — despite numerous attempts by Marvel to get the Mahershala Ali-starring Blade project off the ground, sometimes at a relatively late stage. Ultimately, as uncertainty over the live-action movie continued, Winderbaum's animation team were forced to pivot their own plans for the character, and ultimately land on the Fists of Khonshu version of Blade that's featured in Marvel Zombies now.
"We never, in a million years, thought that the Zombies show would proceed a live-action Blade," Winderbaum told IGN. "We developed this show believing there would be a Blade movie out well before Zombies.
"So the fact this is the first Blade in the MCU on screen is really just kind of a surprising privilege to us, and that's one of the reasons why we made him The Fists of Khonshu, was that they were discovering Blade in the live-action side, and we knew that we could end up having to pivot if we tried to hew close to what they were creating in live action.
"So by making him a version of Moon Knight, we were able to kind of create something original and have a little bit more freedom with the character."
While Winderbaum did not explicitly confirm that Marvel Zombies would have once featured Mahershala Ali's Blade, the suggestion here is that the show's creative team reached a point where they were unsure enough about clashing with any live-action version that the decision was made to feature a wildly different take on the character — ultimately, the mash-up between Blade and Moon Knight that's been referred to as Blade Knight. Voiced by Invincible and Starfield veteran Todd Williams, the character stole the show in the first Marvel Zombies trailer, above.
First announced back in 2019 and once set to begin filming in 2022, the Mahershala Ali-starring live-action Blade movie has struggled to get off the ground. To date, all Ali has contributed to the MCU is a post-credits off-screen cameo for The Eternals, where the actor's voice can briefly be heard.
As for when a live-action Blade will finally materialise, Feige was less certain. Noting that the next few years were already looking busy with Spider-Man: Brand New Day, Avengers: Doomsday, and Avengers: Secret Wars (and after that, Black Panther 3 and the X-Men reboot), there was "no sense of urgency" for Blade to launch.
Interview conducted by Jim Vejvoda.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
If you’re a fan of Kirby the adorable pink puff ball, you’re surely looking forward to Kirby Air Riders, which hits Switch 2 on November 20. As Nintendo is wont to do, the company is also releasing a pair of amiibo figures to go along with the new game. There’s a Kirby and Warp Star amiibo and a Bandana Waddle Dee and Winged Star. They both retail for (a somewhat shocking) $49.99, and are set to release the same day as the game itself.
The reason for the extra expense is that these are more elaborate than most amiibo figures. With each of them, you get a character and a vehicle that work together in interesting ways, particularly if you have both figures. Read on for the details.
Kirby and Warp Star amiibo - Kirby Air Riders Series
This amiibo has Bandana Waddle Dee and a Winged Star vehicle you can place him in.
How the Kirby Air Riders amiibo Work
So how do these things work, exactly? When you put Kirby on the Warp Star vehicle and tap it on your Switch 2 controller, it creates an in-game Figure Player (think NPC) that will race around the tracks in your matches. As the FP competes in races, it will level up, and its machine proficiency level will also increase. (Machine proficiency is basically a score for that character-and-vehicle combo).
If you have both of the above amiibo figures, you can swap riders on the vehicles. That way, you can have an FP of Kirby riding on the Winged Star, or Bandana Waddle Dee riding on the Warp Star. When you do this, the FP character maintains its level, but starts from zero in its machine proficiency since it’s a new vehicle. You can watch the video above to see it in action.
Nintendo says more of these Kirby Air Riders amiibo will be released in the future, creating more character/machine combinations for your FPs. Also, Nintendo is planning a second Kirby Air Riders Direct hosted by Sakurai, during which he may offer additional details about these (and upcoming) amiibo.
Preorder Kirby Airy Riders
If you are getting the amiibo, then surely you'll want the game, which can be purchased above. Check out our Kirby Air Riders preorder guide for full details about it. You can also scroll through everything else announced in the most recent Nintendo Direct.
Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN's board game and LEGO coverage. You can follow him on Bluesky.
Over the past decade, video game remakes have become more and more prevalent. Most years see at least one major remake attempt to rekindle the nostalgia of old fans and show new players the achievements of days gone by. And while there’s an argument to be had about games being stuck in the past, we can’t deny what a thrill it is to see our favourites of yesteryear given a modern makeover. Remember when Final Fantasy 7’s Cloud was six purple polygons and a yellow spike? Well, he’s a supermodel these days. (The spikes are still there, thankfully.)
But what are the qualities of a good remake? That’s an increasingly difficult question. Once upon a time it was enough for a remake to simply update something with modern graphics. But as the games industry has evolved, so have tastes and gameplay systems, and thus remakes have changed, too. Now a remake can offer a truly new experience to both long-term and new fans, with fresh new takes on decades-old ideas. The very best remakes are carefully-observed balancing acts that find the sweet spot between faithful recreation and exciting new ideas. In some cases, that’s the game exactly as you thought you remembered it, now unshackled from old hardware limitations. In others, its radical recreations that provide an alternate vision of the original’s core idea.
With all that in mind, let’s explore the very best video game remakes. These are the 15 strongest examples of remakes, judged not by their overall quality as games, but by how each project achieved its new, upgraded ambitions and brought new perspectives to old classics.
15. Pokemon HeartGold and SoulSilver
Pokemon Gold and Silver, though only the second in the long-running Pokemon series, are the only entries that allowed you to travel across two different regions and collect 16 badges instead of the standard eight. That meant two "end-game" challenges to conquer, two sets of Legendary Pokemon to collect, 16 different gym leaders to defeat, and more. The enhanced Nintendo DS remakes bring that sprawling journey into full color and utilizes the superior hardware to seamlessly bring improved music, better UI, and WiFi capabilities. With the addition of new content like the National Dex, increasing the total Pokemon from 251 to 493, the grueling battle frontier, and everyone’s favorite, the Pokeathlon mini-games, there is so much more to explore.
More importantly, HeartGold and SoulSilver introduced to the Pokewalker, the original Pokemon Go, which allowed you to take your favorite Pokemon outdoors and gain levels by walking around… or cheat by shaking the Pokewalker. Pokemon HeartGold and SoulSilver added new life to the classic adventure, reimagining the original experience with fun and challenging additions to appeal to both new and returning fans.
14. The Legend of Zelda: Link's Awakening
Following the mammoth success of Breath of the Wild, Nintendo did a complete 180 for its next The Legend of Zelda project. Rather than the grand and ambitious open world of Hyrule, it looked back to the compact and twisty overworld of 1993’s Link’s Awakening. The 2019 version of this Game Boy classic is near enough a beat-for-beat remake, just reimagined with a delightfully cute toy town aesthetic. This faithful approach means that the distant memory of one of Link’s earliest adventures is fully restored, now elegantly elevated thanks to its seamless map and more easily-navigated dungeons. A number of quality-of-life improvements are the cherry on top, including the ability to mark important discoveries on the map, and doors that remain open after being unlocked (seriously, you wouldn't believe how frustrating that one was back in the ‘90s.) This Switch remaster does unsuccessfully try something new with the lacklustre build-your-own Chamber Dungeons system, but everything it recreates it does so with an enchanting touch.
13. Live A Live
Plenty of wonderful games are deserving of remakes, but none perhaps needed one as much as Live A Live, the 1994 Square Enix RPG that preceded Chrono Trigger and laid the groundwork for not only that game, but numerous beloved classics that followed. Live A Live’s unique structure, following seven characters from different eras through distinct vignettes, was groundbreaking both back in the day and once again in the 2022 remake, to say nothing of the ways in which it ultimately threads its themes and overarching narrative through its separate parts.
The 2022 remake gave Live A Live a desperately-needed makeover in gorgeous HD2D and reorchestrated its fantastic soundtrack, all while keeping its wonderful story intact with its first-ever localization outside of Japan. In a final flourish, Live A Live’s remake adds a small but massively impactful piece of new content in its final hours that throws its ending into a hopeful new light, and makes its emotional conclusion all the more powerful.
12. Metal Gear Solid Delta: Snake Eater
The philosophy behind many remakes is unlocking ambitions that were once hindered by technological limitations. Metal Gear Solid Delta: Snake Eater makes the interesting decision to embrace those limitations – its sprawling Soviet jungle remains divided by load screens, the scope of its playspaces defined by the limits of the original PlayStation 2 hardware. You’ll see the term “faithful remake” used a lot through this list, but none are as faithful as MGS Delta – this is a PS2 game in PS5 clothing.
But what a PS2 game it is. Arguably the pinnacle of Hideo Kojima’s career, what was once a groundbreaking stealth game is now an enduring classic, thanks to its playful approach to Cold War espionage and its dramatic, cinematic story. Snake Eater has been iterated upon many times across the years, and MGS Delta collects together years of improvements and enhances them all with incredibly glossy modern graphics and an updated control system that finally turns Snake into the nimble operator he was always meant to be. This may not be a revolutionary remake, but it does a solid job of preserving perfection for a brand new generation.
11. Black Mesa
There are a number of remakes on this list that were developed by studios that didn’t create the original game, but there is only one that was developed by fans of the original. Black Mesa is a complete remake of Valve’s Half-Life, created by enthusiasts and officially supported by the original developer. And you can easily see why it won that support: this is a truly phenomenal rebuild of one of the most important first-person shooters of all time. It captures the distinctly creepy atmosphere and excellent combat that made Half-Life such a pioneer, while also augmenting almost every level with something new, be that a reimagined combat encounter or a Half-Life 2-style physics puzzle.
But it's the final missions that really make Black Mesa a vital part of the Half-Life story. The original game’s final arc, set on the world of Xen, is infamously a bit of an under-developed slog. Black Mesa completely redesigns that final stretch, eliminating the tedium and injecting a sense of creative, alien wonder. And while it’s true that Black Mesa took so long to create that, by the time of its release, it already looked dated, that’s only true if you consider it from a purely technical standpoint. Take one look at Xen, or the eerie abandoned corridors of the titular facility itself, and there’s no denying that Black Mesa is an artistic triumph.
10. Final Fantasy 7 Remake
It may literally be in the title, but Final Fantasy 7 Remake is more than just a remake. It’s also a reimagining of the 1997 JRPG classic, a reinterpretation of its achievements, and – somehow – also a sequel to the game it recreates. Oh, and it also only covers around the first 30% of the original story, which has been transformed from a brief journey through the city of Midgar into a massive, 30+ hour adventure. This approach certainly isn’t for everyone, but you can't deny the ambition of this lavish project.
This first chapter of the three-part Final Fantasy 7 remake is a stunningly gorgeous RPG that gives new life to some of gaming’s most memorable characters and settings. With all that extra time, it successfully expands upon the story and weaves in new plot threads, such as robust backstories for members of the Avalanche team, more believable relationships between protagonist Cloud and his new buddies, and a better sense of life in the Sector 7 slums. On top of all that, it also completely revamps the combat system, creating a brand new, action-heavy, real-time system that feels both exhilaratingly new and highly evocative of the original game’s turn-based battles. FF7 Remake’s approach is exemplary, and makes many other games on this list feel more like remasters than remakes.
9. Shadow of the Colossus
Shadow of the Colossus was a landmark achievement when it hit the PS2 in 2005. Developer Team ICO built a lonely, desolate, deeply affecting world using hardware that could barely render its vision. While the game itself undeniably stands the test of time, it's clear to see that technical performance and visual clarity held back the studio’s incredible ambition.
Fast-forward 13 years and Bluepoint Games crafted an incredibly faithful remake, focused on overcoming those technical limitations so that the soul of the project could achieve its true ambitions. With a much steadier framerate, gorgeous graphics, and a commitment to keeping the events, systems, and mechanics of the original intact, Bluepoint absolutely hit it out of the park. It was such an achievement, in fact, that it won the studio the chance to remake Demon’s Souls, as well as laid the groundwork for its acquisition by PlayStation.
8. Demon's Souls
After reaching the heights of Dark Souls 3 and Bloodborne, it was hard not to see 2009’s Demon’s Souls as the ageing, hollowed precursor to FromSoftware’s mighty success story. But it was undeniable that a fantastic, paradigm-shifting game remained, and Bluepoint Games’ 2020 remake of Demon’s Souls was a project dedicated to making those qualities shine again. It completely stripped away the technical shortcomings that held the PS3 version back, while adding several subtle quality of life upgrades that succeeded in modernizing the game to the point where if you’d never played the original, you could very likely be fooled into thinking that this was the latest entry in the Souls series as opposed to the very first one.
While Bluepoint managed to stay completely respectful to the original vision in many ways (it is, for the most part, the exact same game just with modern, photo-realistic graphics and refreshed animations,) the alterations made to the art style and design of some locations wasn’t fully embraced by some fans of the original. Nevertheless, Demon’s Souls helped elevate what was already one of the best games of the PS3 era and bring it to a whole new, post-Dark Souls audience.
7. Metroid: Zero Mission
The original Metroid was a groundbreaking NES game back in 1986, but when looked at through a modern lens, it’s hard to argue that it holds up. Fortunately, Metroid: Zero Mission exists. Developed 18 years later, rather than opting for a 100% faithful remake with a couple of modernization tweaks, Metroid: Zero Mission is instead a game rebuilt from the ground up using the original Metroid as a blueprint for its story and level design. By allowing itself to explore beyond the boundaries of the source material, Nintendo was able to draw new inspirations from the more modern 2D Metroids, like Super Metroid and Metroid Fusion.
Zero Mission is now over 20 years old, and so the idea that it’s a “modern” version of Metroid is something of a bygone era. However, it remains an expertly crafted reinterpretation of one of Nintendo’s best ever games, and is both young and strong enough that it still holds up to this day – not only as one of the best Metroid games, but also one of the best remakes.
6. Resident Evil 4
Capcom has become somewhat synonymous with the idea of remakes, having now rebuilt no less than four of its Resident Evil games. Among them is the legendary Resident Evil 4 – Leon S. Kennedy’s action-packed descent into the Las Plagas-infected Spanish countryside. Of all the games Capcom has reinvented, Resi 4 was the one least in need of a refresh, but despite that, the RE4 remake is an astonishing feat that helps elevate an all-time classic.
Purist fans may have been annoyed by the erasure of the original’s more eccentric ideas, but they have been replaced by an altogether darker, more horrifying tone that syncs Resident Evil 4 with Capcom’s other recent remakes. It also benefits from snappier, more energetic combat, complete with an excellent knife parry that makes fighting both the Armadura enemies and the Krauser boss battle much more intense. Perhaps most importantly, it vastly improves Ashley, both in terms of her depiction and the mechanics around protecting her, eliminating any sense that Resident Evil 4 is an annoying, multi-hour escort quest. Combine all that with an incredibly handsome graphical makeover and you’ve made a masterpiece feel even more essential.
5. Persona 3 Reload
Fans of the Persona series are no strangers to new versions of the beloved Atlus RPGs arriving soon after their initial release – Persona 4 Golden and Persona 5 Royal both added significant social link, story, and dungeon additions, for example. But in terms of a full-on remake, Persona 3 Reload is the first to have undergone a complete overhaul. Reload took the game’s foundational bullets and rechambered them into a much more stylish weapon — one that borrowed the best-in-class UI and menu systems of Persona 5 and rebuilt its colorful high-school surroundings and spooky shadow realm from the ground up.
Perhaps its most exciting addition is the way Reload tweaks Persona 3’s battle system. Informed by the series entries that came after it, combat is a much more enticing prospect, thanks to the introduction of new skills, the ability to directly control each party member and shift between them baton pass-style, and the brand-new Theurgy system that allows for Personas to perform devastating Ultimate attacks. All of these changes, among others, breathed new, exciting life into an already treasured RPG, meaning Reload is now the definitive way to Persona 3.
4. Silent Hill 2
Team Silent’s original Silent Hill 2 is rightfully considered one of the most affecting survival horror games of all time, and Bloober Team’s 2024 remake does nothing to diminish that. While the PS2 original has an incomparable, unsettling atmosphere thanks to its technological limitations, the remake uses modern graphical and sound techniques to generate a complimentary oppressive tone. As you explore the strange, abandoned town of Silent Hill, you can't help but let the dread creep in.
Bloober’s creation is incredibly faithful to the original game, following the same plot beats and exploring the same environments, but its new over-the-shoulder camera both pulls you deeper into its terrifying world and makes combatting the town’s grotesque inhabitants more intuitive. Those combat enhancements can really be felt in the boss battles, which are now reinvented as terrifying engagements rather than repeating the attritional slogs they once were. But really it’s the modern presentation of this bleak story that really makes Silent Hill 2 a vital remake: actor Luke Roberts breathes fresh new life into protagonist James Sunderland, providing a deeply troubled, nuanced performance that anchors this tale in inescapable grief and guilt.
3. Resident Evil
When it comes to faithful remakes that largely stick to the core design established in the original and focus instead on bringing everything else up to modern standards, there aren’t many games better than the original Resident Evil remake. The “REmake” adheres to everything that was intrinsic to the original, from the pre-rendered backgrounds, to the tank controls, to the limited inventory that forces you to make tough decisions on what to keep and what to toss. All these may be incredibly familiar for those who were there back in 1996, but they’re polished up to beautiful new standards. It may have old ideas, but it plays fantastically… which is impressive, considering this remake is already much older than the original game was when it was made.
But Resident Evil isn’t just a shinier version of its source material. It also adds several entirely new features that change up the experience and give it its own identity. Whether it's the terrifying addition of dead enemies resurrecting as powerful Crimson Heads (unless you have the foresight and resources to burn the corpses) or the brand-new plot thread involving the horrifying Lisa Trevor, Resident Evil’s remake shines because not only is it a faithful remake that brings a PSOne classic into a modern light, but also because of the ways that it separates itself from that classic to become something even better.
2. Final Fantasy 7 Rebirth
After having successfully pulled off a radical re-imagining with the first game in the trilogy, Square Enix faced a more daunting challenge with the second chapter of its Final Fantasy 7 remake project. It needed to recreate the most expansive section of the original game, redesign a huge variety of locations (including a whole theme park), add a number of new characters, and re-stage one of the most important emotional beats in RPG history. As with its predecessor, not all of these ambitions are met equally, but Final Fantasy 7 Rebirth is nonetheless an incredible, transformative achievement.
The most immediately impressive factor of Rebirth is its scope. While it doesn’t totally leave Remake’s linear structure behind, much of Rebirth takes place in sizable open hub worlds. While there is a touch of the Ubisoft box-ticking about them, they’re elevated by a smart approach to exploration that introduces a brand new gimmick with every zone, from buggies to planes to Chocobos that can climb walls and glide across chasms. It’s a smart reinvention of the original game’s freely-explored-but-ultimately-empty overworld. But it’s the continuation of Remake’s story and emotional core that makes Rebirth so strong – these modern interpretations of the core trio of Cloud, Tifa, and Aerith are among Square’s strongest-ever characters, and their journey here – which feels more authentic to the original than Remake’s more expansive efforts – is unforgettable. Oh, and that overhauled combat system? It’s even better here – perhaps the best Final Fantasy has ever had.
1. Resident Evil 2
Resident Evil 2's remake took what the original did so well - its labyrinthian level design, its disgusting enemies, its omnipresent sense of dread - and molded it into a horror game designed for modern audiences. The Raccoon City police station is cleverly reworked and expanded upon, enemies are faster, deadlier, and more unpredictable, and gorgeous lighting casts shadows over nasties waiting to grab you unawares. And, of course, the static camera angles and tank controls are traded in for third-person, over-the-shoulder shooting, which truly transports the PS1 classic into the modern era.
Perhaps Resident Evil 2’s biggest achievement, though, is the way Capcom has played with the original’s most iconic encounters. When you think you’ve got a terrifying moment figured out, Capcom twists it ever so slightly, removing any certainty as you slowly make your way through its carefully curated collection of memories. This is a remake designed to both terrify you in today’s horror landscape and scratch that nostalgic itch, and miraculously achieves both right until its breathless end. And even though multiple other Resident Evil remakes have arrived since, this remains the ultimate gold standard for video game remakes.
And that’s our pick of the 15 best video game remakes. Did your favourite make our list? Did we rank your best pick a little too low? Let us know in the comments.
Marvel has greenlit a third season of Daredevil: Born Again, which will begin shooting in 2026.
Brad Winderbaum, head of streaming, television and animation at Marvel Studios, told IGN of the series' renewal in an interview this week, following earlier confusion over whether the project would wrap up after its sophomore run.
"In terms of Daredevil, yeah, we are greenlit for Season 3 and we start shooting next year," Winderbaum said.
Before its release, Daredevil: Born Again had been one of Marvel's most anticipated TV projects. A revival of the beloved Daredevil series on Netflix, Marvel's Disney+ series once again stars Charlie Cox as lawyer vigilante Matt Murdock and Vincent D'Onofrio as his archrival Wilson Fisk, aka Kingpin.
Response to the series' first season was mostly positive, though Born Again's first run of episodes still show the joins from Marvel's mid-development story pivot. Initially the show had been planned as something of a full reboot, but those plans changed after execs saw early versions of episodes. Amid a filming hiatus, Marvel incorporated feedback from both the series' actors and fans calling for a more direct continuation of the Netflix series, prompting a new pilot and finale episode to be written and shot.
Confirmation that Daredevil: Born Again will now continue on for a third season will likely come as a relief to fans left confused by a recent comment by Cox incorrectly referring to the show's upcoming second year as the "final season," before D'Onofrio subsequently suggested there was still a "good chance" of more.
Daredevil's upcoming second run, set to air in early 2026, will offer the show's first full season written with Born Again's new identity in mind — something that fans hope will provide for something of a more coherant feel, and more frequent appearances for past regular characters such as Deborah Ann Woll's Karen Page and Wilson Bethel's Bullseye.
For now, full details of season two remain under wraps, though we know that Krysten Ritter's Jessica Jones will appear — opening the door to other members of the Netflix Defenders returning also. Additionally, Winderbaum has said that Elden Henson, who was given a brief cameo as Foggy Nelson in Born Again's reshot pilot episode, will also appear in some capacity — and there's a popular fan theory over how he may return.
Interview conducted by Jim Vejvoda.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
The ship was on fire. My crewmates were off-ship capturing the nearby defense cannons to aid our fleet, and I was fighting half a dozen Legion vessels. I wasn’t sure how long I could last solo, but if they didn’t get me, the fire would. I pointed the bow of our C-3 Catamaran away from the fighting, locked in the ship’s cruise control, and got up from the pilot’s seat, and turned to find most of the top level covered in flames. The lower decks weren’t much better.
I grabbed the closest extinguisher and sprinted across the ship, putting out the inferno as fast as I could. Fortunately, the Legion ships gave me a few moments to breathe. When the fire was smothered, I turned us around. The cruise control had taken the Catamaran much farther away from the action than I anticipated, and the rest of my crew needed help. Our core integrity still wasn’t great; a few good hits, and we’d be just one more of the floating hulks we’d passed to get to this sector. But I didn’t have the materials for repairs. Not a great hand, but you play the cards you’re dealt. I angled the Catamaran’s nose toward the cannons – and the Legion ships surrounding them – kicked on the boosters, and prayed.
Jump Space excels in the moments when you and your crew are surviving by the skin of your teeth, putting out fires, repairing damaged thrusters, making ammo as fast as your weapons can fire it, and fighting attackers that have just jumped in to ruin your day. The successes are exhilarating; the failures, usually at least memorable. But like a run that ends early and leaves you wondering what might have been, the limits of the early access version become apparent on just about every mission. There’s no doubt that the potential for an epic game is here; it’s just a matter of whether or not it will be reached, and how long it’ll be until then. For now, though, Jump Space is definitely worth at least a short trip through the stars.
There are technically characters in Jump Space, but aside from your ship’s AI Iris and Buddy (an adorable robot that accompanies you on missions if your crew is shorthanded), I couldn’t tell you their names without looking them up. They’re there to give you quests and rewards and provide some flavor about the backstory of a robot uprising that drove humanity into exile between missions, but once you select a mission from the galaxy map and head out, they quickly disappear from memory.
Jump Space excels in the moments when you and your crew are surviving by the skin of your teeth.
Each mission consists of a roguelike-style run of several jumps, each chosen from a few paths on your route from your base to where you need to go. Each choice closes some options and opens others, and each individual jump offers different rewards including components for your ship, fragments of maps that open up new parts of the galaxy, or artifacts that provide upgrades for that run, such as restoring health when your crew is close together or dealing damage absorbed by your ships’ shields back to attackers. Choosing the right route is crucial to maximize the stuff you’ll need for that run, but also what you’re looking to bring back to the hanger as a permanent get, so it’s usually a decision you’ll want to take a moment to think about.
Every jump also brings its own trials, whether you’re navigating the wrecks of other ships and avoiding a solar flare from a nearby star, fighting off a fleet of Legion ships patrolling the sector, or simply exploring an uninhabited sector and scavenging the floating hulks around you for supplies before moving on. The joy here is in the act of playing, of launching out of your ship into the unknown, flying through space under your suit’s power, using your grapple to pull yourself to a nearby buoy or boarding a ship after you disable it. Mastery allows you to flow from on-foot combat to zero-G flight to piloting your ship or manning its guns smoothly, but there’s also something relaxing about scouring a floating wreck blessedly free of evil robots, too, or simply sharing a pizza you made in the ship’s food processor with your crew. In many ways, Jump Space is an interactive chat room, an excuse to hang out with friends while enjoying a fun little space-themed co-op game.
That is, until the Legion shows up. Most Legion ships, aside from the missile-barragging Corvettes or “What just hit me?” Snipers, are easy to deal with individually, but the challenge comes from (as their name suggests) their numbers. On foot, things are harder, whether you’re dodging the small spider-bots that scurry up to you before unleashing their flamethrowers or the floating bots that pepper you from range, and everything from bipedal walkers to spider-tanks. Despite how much more difficult the on-foot missions can be, though, they’re not necessarily more engaging. Movement options aside (which aren’t always available because you need either a point to grapple to or a place where you can engage your suit’s jet drive boosters) Jump Space is a pretty standard shooter with pretty standard weapons like shotguns, rifles, and machine guns. If it were just these on-foot fights, it wouldn’t be a notable game at all.
But of course, that’s just one aspect of many, and the best moments combine everything: battling other ships, repelling boarders or leaving half your crew to activate an objective while the others defend your ship from assault, coordinating repairs and who is manning what, spending your limited resources to craft the right thing at the right time, and deciding whether to save scrap for permanent resources when you get back to your hanger or to disassemble it to build what you need right now.
The biggest issue that will hopefully be resolved in future content updates is repetition.
It leads to some fun improvization. In the mission I described in the opening, things got so hectic that I wasn’t even landing the ship to pick up my crewmates when they needed to move between the cannons we were trying to capture and hold; I was just getting close enough that they could grapple to the ship, and then I’d get them close enough to launch themselves to the objective. We didn’t have time for anything else.
The biggest issue that will hopefully be resolved in future content updates, whether it’s on-foot or aboard ship, is repetition. Moving a bunch of batteries, or finding and installing nuclear fuses to power a door is fun the first time, but it gets less fun when you’ve played just a few hours and you can already enter an area and know exactly what the objective will be because it’s what always takes place in that space. The big, run-ending finales which can involve defending a capital ship, activating those cannons, grabbing and ferrying cargo from a downed ship before Legion forces jump into the system, or doing something as simple as playing King of the Hill to establish communications hold their novelty longer because you know what you’re going to get from the mission select screen, and you can avoid one if you’re tired of it. Unfortunately, that’s not always the case for the stuff you’ll have to do on the en-route jumps because your choices can lock you into certain objectives.
And then there’s the early access of it all. Some of it is cute, like placeholder text that says “Not Made :(“ when an asset isn’t there. Others are less charming, like when Legion ships and bots defy the bounds of Euclidian space and travel unencumbered through walls or asteroids. Now, maybe I missed something in the lore that allows them to do that, but my first thought was, “Man, I wish I could do that!” right up until one of my buddies actually did but got stuck in the ceiling during an on-foot segment, which isn’t as funny as it sounds. Combine that with frequent disconnects and crashes, which often cost my friends progress, and it’s hard to say that Jump Space’s airlocks are fully sealed.
It’s also a little short on features you might expect from a game like this, like being able to buy artifacts for your runs before that run starts (those are teased but not available yet) and the limited number of pilotable ships and customization options. I love being able to slap another railgun on the Catamaran, too, but in about 15 hours it was the only other thing we found that seemed useful. And yeah, more reactors are neat (and playing Tetris with your components to find the right way to power everything is fun), but I still haven’t found one that matches the Split Reactor you start with.
The way Buddy trash-talks the Legion bots after he takes them down with his tiny pistol? Perfection.
Even the second ship you get, the smaller, faster DT-4 Dart, feels lesser than the Catamaran. I understand the appeal for teams of two or solo players, but as far as we could tell it was lacking basic things like an ammo-refill station, and walking around the outside of the ship was so difficult it was essentially impossible, which is a problem when you need to go outside and fix something. My crewmates hated it so much that we got halfway through a run before abandoning ship and swapping back to our beloved C-3.
But there are plenty of smart decisions, too. The missions scale to player count nicely, and you seem significantly less likely to have major ship malfunctions with a crew of two than a crew of three, when it’s easier to deal with. I also love Buddy, who will not only help out on the ship when there’s just two humans playing, but will actually leave the ship when you’re flying solo to help you out in an on-foot fight. And when he revives you and then gives you a little fistbump, or you hear him trash-talking the Legion bots after he takes them down with his tiny pistol? Perfection. That’s my boy right there. Ride or die. I thought playing solo would be a slog but it was anything but, and that’s all due to Buddy. You can even play soccer in the hangar between missions, complete with dialogue for when you score – or accidentally punt the ball into the nearby canyon.
It’s also just a funny game, even when you’re downed because you held an irradiated fuse too long and are begging your friends to save you, or are unable to get off of an exploding ship in time and floating in space, waiting to be revived. And being able to survive a jump, which requires you to be seated, while sitting on the toilet? Talk about boldly going.
If I have one major complaint beyond the technical stuff and the early access growing pains, it’s how long some missions are. While there are 20-minute missions, many of them start at 40 minutes and you’ll regularly see ones that are an hour plus. That’s a long commitment, especially if you fail and lose most of what you would have gained. I mean, I’m not saying the starting pistol is bad, per se, but when you lose all the other, fancier weapons you had and have to either craft or find them again, you notice. The same is true of a quest you might have to do again. I’m not saying there shouldn’t be friction and failure; I’d just like to see more bite-sized missions when I’m not ready to devote my whole evening to a single run.
Nioh 3, the Warring States Period Soulslike, allows players to switch instantly between two different battle styles with the press of a button. Use Samurai Style if you want to fight with a solid, grounded approach; or use Ninja Style for swift and stylish combat.
While the standard approach will likely be to select the style that best matches the enemy you're facing, the developers say that you can still beat the entire game while sticking to just one. According to them, their philosophy while creating the game was to not force a certain playstyle onto players.
In our previous article, the developers explained that Ninja Style was added as "A new kind of action that would act as a major centerpiece, making players feel that the game has taken a step forward." In this article, General Producer Fumihiko Yasuda and Producer Kohei Shibata explain in even further detail about the differences between Samurai Style and Ninja Style.
No enemies require a specific style
Please explain the two styles to players who will be experiencing Nioh 3 for the first time. When is it best to switch between them?
Fumihiko Yasuda: We've been creating samurai action throughout our time with the Nioh series, and what we've valued the most in that action is creating a sense of contrast between stillness and motion. Nioh was the first Team Ninja title with a stamina (Ki) system, and through Samurai Style we're careful to create a sense of switching between stillness and motion, or defense and offense. In Ninja Style, we had an image of ninja in motion. They fight while constantly attacking and moving, and we hope that players will consider that as they decide when to use which style.
Kohei Shibata: As far as when to switch between them, Samurai Style has powerful guards and attacks, so it should be used when going at an opponent head-on. Ninja Style is very mobile, so it should be used when quickly avoiding attacks or circling behind an enemy.
"We never arbitrarily force the player to use a specific style in order to progress."
What's interesting is that even if we as developers feel that there's a certain moment when it'd be better to fight using Samurai Style, for example, players actually testing the game out might do the opposite. And there are times when you can fight perfectly well by doing that, so I think it ultimately comes down to personal preference. That's why I'd say to switch between them whenever you want to make use of a given style's characteristics because you think it'd best suit you at that moment in battle. If you take a strong liking to a specific style, you can even go all-in on it. There's a high degree of freedom there, so I think it'd be best to pick for yourself as you play.
Yasuda: We never arbitrarily force the player to use a specific style in order to progress. In the Nioh series so far, you've been able to use ninja or onmyo techniques even though you're a samurai, giving players a wide selection of tools as they progress through the game. They're very tough games, and we wanted players to be able to overcome their challenge in whatever way they wanted. That applies to this game as well, so we've done away with any enemies that require a specific style to beat.
That said, there are times when your ninja gauges will be building as you fight as a samurai, allowing you to use a ninja technique by switching at the right moment. You can then switch back to Samurai Style if you want, but there are these sorts of systems that promote switching styles. Of course, the game is beatable using Samurai or Ninja Style alone, so you're free to play through it however you want.
There are even times when devoting your skills or resources to just one style will make it even more powerful. As the game's developers, we of course want players to use both styles, but we aren't preventing players from using only one.
So you don't intend for the game to force certain playstyles onto players?
Yasuda: Ninja Style is of course more nimble when jumping and such, so I do think it'd be better to run around as a ninja when exploring the map. But players are still free to run around as a samurai if they want. The two styles also have completely different equipment, so you can specialize within each one. For example, you can experience more mobile action even as a samurai by using the low stance, or you can use heavy weapons in Ninja Style for more samurai-like action. We saw players creating lots of different builds during the alpha demo. We think that having these two styles resulted in this greater diversity, highlighting the variety of available builds.
When you looked at the results of the alpha demo, did you feel like you’d succeeded at allowing players to progress using whatever method they want?
Yasuda: The players were even more skilled than we imagined, so we were surprised at how well they could use Ninja Style. Watching people play made me feel like things were going as we hoped.
There were both samurai and ninja skills in previous games as well. Why did you decide to fully split the skill tree into two different styles?
Shibata: While there are differences in abilities and performance between Samurai and Ninja Style, we wanted to make it clear that you're able to build two types of characters. Once you grow accustomed to each, you'll start to understand what makes them unique, and we think that players will begin to see the sorts of samurai and ninja builds they want. We split the skill tree in two to create a clear distinction between builds for each style.
Did you feel like adding the ability to switch between styles mid-battle opened up new possibilities in gameplay?
Shibata: We first added the Style system out of a desire to create a new feeling of gameplay and combat. When we watched players in the alpha demo, we saw some who frequently switched between the two as they fought. Seeing that made me feel like we’d made something that looks and feels different from combat in the previous games. For example, you can move in and strike as a samurai before becoming a ninja and pulling back, or attack from afar as a ninja before finishing off an opponent as a samurai. There are lots of different patterns. We felt that we'd created combat that essentially allows you to roleplay, truly becoming a samurai or a ninja. We made it so that players can switch between styles with the press of a button, and it seems that it really does feel good to do so. Allowing for this instant switching appears to have opened up so many possibilities in this regard.
Yasuda: There was actually a cooldown when we first implemented switching between styles, so you couldn't just do it whenever you wanted. But we made it so that you can do it at any time as the development team looked into the game's action.
Did you feel any need to change the style-switching system from how it was in the alpha demo?
Shibata: We had users give us their opinions on the demo, and while we do think small tweaks and system improvements are necessary, we believe that our big-picture approach is fine as it is. I found it interesting that in the alpha demo survey, the two questions "Did you enjoy Samurai/Ninja Style?" received about the same percentage of positive responses. That was our goal, and it seems like we were able to hit it. We'll continue to make improvements based on the feedback we received from the alpha demo up until release.
What did you find difficult when balancing the two styles? Did you ever worry that one style was stronger than the other?
Shibata: To be honest, balancing them was difficult. It was like playing whack-a-mole at the start of development. We added Ninja Style, and people said that it was too strong. Then when we tried to change Samurai Style, they'd say that was too strong. If you go too overboard with those adjustments, the game will end up seeming like it's suggesting that you play just one of the styles.
"Our decision in the end was to make sure that each style had its own clear identity."
Our decision in the end was to make sure that each style had its own clear identity. Samurai Style has powerful, samurai-like attacks and defense, while Ninja Style makes use of its mobility to dodge and use Mist [a system where you press a button after attacking to create a clone of yourself while you move] to move behind an enemy. By focusing on making these characteristics of each properly powerful, we ended up with a solid balance in the end. Tweaking the balance wasn't easy, but I think we're getting close to how we ultimately want it to look.
As far as my experience with the game, I never felt like there was a single approach that was the only thing I needed. I'd say you succeeded.
Shibata: As you play the game, you might start to feel your thoughts changing. For example, you may think Samurai Style is strong as you're starting, but then Ninja might seem strong if you were able to learn a specific technique. We think players will enjoy it if they explore their own ways to build and play their characters.
Different weapons are usable between the two styles. How did you decide what samurai could use versus what ninja could use?
Yasuda: While the Nioh series has been about samurai, you have had unusual weapons like tonfa at your disposal. Now that we have the ninja concept in this game, we've split those weapons into Samurai Style and Ninja Style. It's easier to imagine how the action will go when you have weapons that match a style's characteristics, and it's allowed us to design them in a way that makes sense to players.
Dual-wield weapons are available for both the Samurai and Ninja Style, but the action is very different between the two. How did you go about distinguishing these dual-wielding combat styles?
Shibata: For those weapons, we made them so that it would make sense for either style to use them. The game is designed so that Samurai Style fights head-on, so we focused on samurai-like action that's weighty and grounded. Ninja Style uses a reverse grip for its weapons, and so you move around in the way you'd expect a ninja to when dual-wielding.
Also, Ninja Style looks clearly different from Samurai Style at first glance, even down to its neutral animation. The game would be difficult to play if you didn't know which style you've switched to, so we've been looking into ways to depict ninja-like swiftness in combat movement.
The last few years of The Amazing Spider-Man comics have been a real wild ride for Norman Osborn. Ever since Norman had his sins erased and his sanity restored, he’s been doing his best to walk the straight and narrow path. Even Peter Parker has been forced to accept that Norman truly wants redemption.
The strange saga of a post-Green Goblin Norman Osborn has taken an even weirder turn of late. With Peter himself trapped in deep space, Norman has taken it upon himself to carry on the mantle of Spider-Man. Can a man with this much blood on his hands truly live up to Spidey’s example? That’s one of the main questions fueling Joe Kelly, Pepe Larraz, and John Romita, Jr. 's run going forward.
IGN was able to chat with Kelly via email to learn more about the future of the series as it divides its focus between Peter’s cosmic misadventures and Norman’s fight back in New York. Check out the slideshow gallery below for an exclusive first look at October's The Amazing Spider-Man #13 and the cover art for December’s The Amazing Spider-Man #17 and #18, and then read on to learn more.
The Amazing Spider-Man #11 dropped the big reveal that Norman has taken on the mantle of Spider-Man for himself. No one seems ready to trust Norman with his newfound responsibility, least of all Ben Reilly, who has an agenda of his own as he impersonates his clone brother. As Kelly explains, the possibilities of exploring Norman in this new role were too good to ignore.
“On shock value alone it's a fun beat, but the post-sins version of Norman is fascinating. He's not suddenly a ‘good person’ - everything that he ever did wrong still happened, but he has an opportunity to move forward as a sane person for the first time, maybe ever,” Kelly tells IGN. “What does a person like that do with a second chance, especially when they are still prone to ego, anger, and the rest? Norman has been letting himself get close to Peter, becoming someone Pete truly relies on. When Peter disappears, how does Norman fill that vacuum? Is it the best idea to put on a Spider-Man suit? Why would he think he could take on that mantle? What's he trying to prove? All great stuff to explore.”
Needless to say, it’s going to be an uphill battle for Norman, especially as he’s dragged into a conflict involving fellow Goblins like Queen Goblin and Hobgoblin. Some mysterious foe is hunting Goblins, and that includes the former Green Goblin himself.
“I can't say what it is exactly, but I will say that we will find out who tried to kill Norman and see their plan expand…” Kelly teases. “Someone is hunting goblins. There will be a bunch of folks popping out of the woodwork, but maybe not as we've seen them in the past. It's gonna get ugly.”
As for Peter Parker, the “real” Spider-Man is currently many light-years away from home and well out of his comfort zone. Peter’s deep-space exile comes in the wake of his brutal defeat at the hands of his new nemesis, Hellgate. Hellgate’s last words to Spidey were “Get stronger,” and Peter is doing his best to carry out that mission. He’s even got a spiffy new costume. And Kelly confirms that this order will be motivating Peter as he deals with his new surroundings.
“It absolutely is driving many of his choices,” Kelly says. “We used Pepe's first arc to establish that Peter has a deep fear of losing his loved ones - a childhood trauma. Then we used JR's arc to have that nightmare come true - though the audience didn't know it at first. So Hellgate's command is a seed planted in the very fertile ground of Peter's deepest fears. It will definitely bear fruit, whether or not it's top of Peter's mind.”
At the same time, Peter’s field trip has taken an unexpected turn thanks to issue #11. There, Peter rescues a group of captive alien test subjects, including the one and only Rocket Raccoon. For a man burdened by his sense of responsibility, these test subjects will force him to play the role of guardian, whether he likes it or not.
“Peter's never ever going to turn his back on someone in need, whether he's in New York or an alien planet,” Kelly says. “So discovering a ship full of aliens held against their will is going to press his buttons. But he's not feeling like much of a "guardian" post-Hellgate, so that interaction should kick up some interesting stuff for him.”
These twin storylines will carry the book through this next phase, and also dictate how Larraz and Romita share art duties. Whereas Larraz drew the series' opening arc and Romita the second, now each will trade off issues, with Larraz handling those focused on the space storyline and Romita those set in New York.
“Early on, I wanted to do something big that threw Spider-Man out of his element,” Kelly explains of this shake-up. "’Punching him into space’ became my quick pitch - but then it stuck. As I was working this out, the realities of how Amazing Spider-Man is a bi-weekly book started to set in. I knew that there would be two initial arcs, but I wondered if splitting a few months between Pepe and JR would work - one artist every two weeks to tell two parallel stories. We thought it would be a cool challenge, and then developed the Space/New York storylines. It's been a blast to write, and I hope folks dig it.”
It’s also worth noting that Marvel is inching closer and closer to publishing the 1000th issue of The Amazing Spider-Man (with the recent #11 being #975 in legacy numbering). Kelly confirms that he has big plans in mind for when the series reaches that point in 2026, even if the prospect is more than a little daunting.
“So big! The BIGGEST! No pressure at all! Why would you think that there's any pressure? No pressure... None. Zero,” Kelly says. “In all seriousness, it's a monumental milestone book, and I am so excited to be a part of it. It's going to be something special... no pressure.”
The Amazing Spider-Man #17 will be released on December 10, followed by issue #18 on December 24. You can preorder both issues at your local comic shop.
That doesn't mean you can't buy a Switch 2 elsewhere, however, as retailers like Walmart still have the console fairly well stocked online. But if you've got some Amazon credit burning a hole in your pocket and are looking for the savviest way to play the new Pokémon game on the best console possible, or even just the perfect Christmas gift, this bundle could be the move.
It costs $499.99, and you're already technically getting a handy little discount with that. Since Pokémon Legends: Z-A costs $69.99 to preorder standalone, pairing that with a Switch 2 (not bundled), at $449.99, would cost you $20 extra versus the handy bundle. It's a similar offering to the Mario Kart World bundle that launched in tandem with the Switch successor, with the only obvious downside being that neither is a special edition console, and the only thing remotely unique being the box it arrives in.
Speaking of discounts, it's also worth mentioning that Amazon is currently giving away up to $150 worth of gift card credit to everyone who signs up for its Amazon Prime Visa Card. This is part of an ongoing Prime benefit that's being highlighted in the build to October Prime Day, and could also be worth considering if you're looking for some kind of saving on what is frankly a mighty expensive purchase. But, while I love a good deal, I'm no financial advisor, so consider this suggestion carefully, and with your head screwed on.
Still, if you're already an Amazon Prime member, there's an obvious saving opportunity here. If we do the math (I know you probably don't need the help, sweet angel), you could pick up that Pokémon Legends: Z-A bundle for $332.50 if you use the $150 gift card, and even pay with your new Prime Visa Card to utilize that 5% cashback for purchases at Amazon.
Play your cards right, and all in you could be saving $167.49 compared to buying elsewhere, and $187.49 if you compare it to the price of buying the console and game standalone as well.
I must say you don't need a Switch 2 to play Pokémon Legends: Z-A as it will also be playable on the OG Switch. But, if you want the best performance and gameplay experience possible, it'll likely be night and day on the new console.
Should You Just Wait for Black Friday?
I'm going to say no on this one. With the Switch 2 only just coming out earlier this year, causing a storm and becoming one of the best-selling console launches of all time, I'm finding it hard to see anykind of discount for Switch 2 games, consoles, accessories, or bundles.
Considering the Nintendo's fairly stingy past when it comes to genuine discounts, such as putting out the same Black Friday Mario Kart 8 Switch bundle for years on the bounce, alongside ongoing economic factors like tariffs, save yourself the headache and just buy or preorder that Switch 2 now. You never know when stock shortages, or even more price hikes, will rear their ugly heads again.
At most, and I must stress how unlikely even this is, the gaming giant could potentially throw us a bone and give away say... three months of Nintendo Switch Online to new buyers or something. But, I really don't think it's worth the stress of holding out.
Robert Anderson is Senior Commerce Editor and IGN's resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.
Last year, popular YouTuber and podcast host John Allen made the jump to comics with MrBallen Presents: Strange, Dark & Mysterious, a graphic novel that adapted some of the many true tales of horror featured on the MrBallen channel. Now Allen and his collaborators are back with a sequel called MrBallen Presents: Where Nightmares Live.
With the second graphic novel set to release in stores later this month, IGN can exclusively debut a new preview of MrBallen Presents: Where Nightmares Live. Check it out in the slideshow gallery below:
As with the original book, MrBallen Presents: Where Nightmares Live adapts several of Allen's stories from his YouTube channels, along with several new stories for good measure. Robert Venditti (X-O Manowar) assisted in the adaptation process. All the stories are illustrated by Andrea Mutti (Haunt You To the End), while Rob Prior provided the cover art. The book is published by Ten Speed Graphic, a division of Penguin Random House. Here's the official description for the book:
In MrBallen Presents: Where Nightmares Live, John Allen, known popularly as “MrBallen,” is back with another heart-stopping collection of strange and mysterious stories exploring terrors that lie just beyond our comprehension. From skin-melting encounters in Brazil to a ghost that stalks the English countryside to a bell ringing deep in the Arizona wilderness, MrBallen’s spine-chilling tales—four of which are exclusive to this graphic novel—span multiple centuries and expose bizarre, terrifying, and utterly unforgettable experiences of the unnatural world.
Compellingly creepy, deeply researched, and based on unsettling real events, MrBallen Presents: Where Nightmares Live proves that sometimes our deepest fears are about the things we cannot see. In collaboration with New York Times bestselling graphic novelist Robert Venditti and acclaimed comic book artist Andrea Mutti, this is Allen’s most frightening collection yet.
Welcome. Your nightmares are waiting.
MrBallen Presents: Where Nightmares Live will be released in both hardcover and paperback on September 30, 2025. You can preorder a copy on Amazon.
Live and Learn is more than just one of the best songs in Sonic history; it also feels like a philosophy SEGA has taken to heart with Sonic Racing: CrossWorlds. I've spent over 35 hours drifting, boosting, and gathering rings across an excellent set of tracks that span Sonic's 34-year history. Minutes effortlessly turned into hours, perfecting my drifting technique, customizing my vehicles, finding the optimal race lines in time trials, and frantically competing with friends to be the Grand Prix champion. Sonic Racing: CrossWorlds could have been just another pit stop among a Grand Prix of 2025 kart racers, but instead it put the pedal to the metal and refused to let me take my hands off the wheel.
I've played my fair share of kart racers over the past few decades starring Sonic, Mario, Crash, and plenty of other popular characters. While most are amusing enough, only a few reach that upper pantheon of party games that dominate every get together. With 39 tracks, 24 characters, a nice suite of multiplayer options, tons of challenges to complete, and such a long list of unlockable cosmetics that I still can’t see its finish line, CrossWorlds doesn’t just want to be part of the rotation: it has set its sights on taking the top spot for me and my friends.
CrossWorlds’ racing is quick to pick up thanks to its intuitive and straightforward controls, essentially boiling down to four main actions: accelerate, drift, brake, and use an item. Racing feels great whether you're zipping into shortcuts, landing massive trick combos for a big boost, or nailing a complicated drift that asks you to rapidly change direction on a curvy path. I love how the vehicles feel, as every action fluidly transitions from one into the next, allowing me to chain drifts into jumps into tricks into boosts before launching into another drift to repeat the process again… provided my opponents didn’t send any items my way.
Getting hit with items, messing up a turn, or colliding with a wall definitely cost me a few races, but more often than not they felt more like small speed bumps thanks to the generous placement of boost panels and item capsules on most courses. Those hits do reduce your ring count, which in turn lowers your top speed, but it rarely took me more than a few seconds to get back on track – and you can reduce that lag time even further depending on how you tune your vehicle. The type of ride you pick will help you eke out extra advantages: Power vehicles are great at shoving other racers around, Handling vehicles make it easier to nail even the trickiest of sharp turns, and the long-awaited return of Sonic Riders' hover boards enabled me to boost like no other when hitting dash panels or using the boosting Wisp items.
The headlining feature is the fantastic CrossWorlds mechanic that not only keeps every race interesting but also adds a good amount of depth. Outside of Grand Prix Mode, the second lap of each race almost seamlessly transports everyone to a different course, similar to the dimension jumping done in 2021's Ratchet and Clank: Rift Apart. Warping from the naval scenery of Metal Harbor to the prehistoric Dinosaur Jungle or the incredibly curvy Dragon's Road kept me on my toes every race. This was already my favorite part of Sonic Racing: CrossWorlds’ public test demos before my review, but I began to see the true brilliance of it as I put more time into the full game.
The fantastic CrossWorlds mechanic keeps races interesting and adds depth.
Different vehicle types excel on different tracks, so making the second lap random adds depth when customizing your ride since you need to consider variables beyond just the course you’ve chosen. My speed-focused vehicle would sing on tracks with many straightaways or boost panels, but would often give up a few positions to racers who tuned for acceleration or handling on tracks filled with constant curves and sharp turns. Since some tracks have portions where you transform into a boat or plane, I found myself making one loadout that could adapt to whatever course ended up as the second lap while still maximizing my potential for the first and final lap on the main track.
Transforming into Flight and Water Forms is as simple as passing through a gate with the matching plane or boat icons. Some transformations are required, such as the Water Form swap at the start of Kraken Bay, while others are optional, like the short Flight Form path on Coral Town if you take a specific branching path, but I was never unhappy to seize the opportunity to change things up – in fact, I would have loved a few more CrossWorlds that gave me extended periods of time in the sky. Flight Form in always handled like a dream, letting you drift vertically to reach items, rings, and boost gates at different elevations. However, a few of the Water Form sections can feel clunky until you figure out the correct rhythm and timing to accelerate, drift, and trick on each course. Vehicles with better handling seem to perform the best during these transformations, so whenever I was having a hard time with a specific section , I would practice in one of those vehicles before returning to my preferred Speed type options.
No lap during CrossWorlds feels like another, and though the last lap returns to your original track, there are significant changes during it. Paths that were inaccessible open up, improved item boxes appear with better drop rates for stronger options, and more hazards show up on the course. There are even significant structural changes, like a rocket in Metal Harbor finally launching, which removes two paths and forces everyone into a newly formed spine (or two quarter pipes placed back to back, for those who don't skate).
Even without the CrossWorlds mechanic, the courses available at launch are all excellent. There are 15 tracks that can only arrive during that second lap, and then 24 main courses for them to show up in, with Coral Town possibly being my favorite. Its looping paths create so many routes that I'm still wrapping my head around which one is the most ideal in time trials – I always found myself changing the route I took depending on my position, character, vehicle, and lap number. Other standouts are classic stages like Market Street, which originated as Rooftop Run in Sonic Unleashed, and Radical Highway from Sonic Adventure 2, the latter of which had me riding the main cables to the top using boost pads to leave my competitors behind.
Every course feels perfectly tuned with risks and rewards; different routes have different advantages, with some having more rings to help you reach your maximum top speed, while others have more boost panels to provide some speed in the short run in the hopes you will either get far enough ahead not to need the extra rings or at least have enough breathing room to pick them up later. One course that proved to be my Achilles heel: Pumpkin Mansion. The final third of the track is full of giant pumpkins that vanish as you approach, but until the first person reaches them, they hide a section full of sharper turns. They always affected the timing of my drifts until I took the time to memorize their positions through time trials and figured out which paths I should take.
Finally, a kart racer would just be a basic racing game without items to inject a little chaos into them. CrossWorlds has 24 different items that can be pulled from boxes placed all over each course, most of which had me shouting with equal amounts of either excitement or bitterness depending on if I was on the giving or receiving end of each. The iconic Wisps from Sonic Colors are here and offer items in the form of a boost, laser, and drill, which are all helpful to either catch up or extend your lead. These were always welcome as they enabled me to cut across off-road sections and dodge certain attacks, like the punishing Slime and Weight items, if used with proper timing. There are plenty of other cool options as well, like a bomb that grows in size the longer you hold it, eventually becoming a giant wrecking ball that flattens enemies it collides with until its detonation.
Customizing Gadget Panels scratched the min-maxing itch I love in games.
The Tornado quickly became my favorite item because of its ability to negate most incoming attacks while also dealing damage to as many opponents that I could bump into. There is also the Monster Truck, which is sure to be a standout for many, as it transforms your vehicle into a massive machine that flattens opponents, renders you immune to all other items, and allows you to drive off-road without any penalties. By default, you can hold two items at a time, but you can also add the option for a third item or swap between your two items by installing specific upgrades in your customizable Gadget Panel if you really want to lean into the chaos, though I typically leaned toward Gadgets that made me faster, not fiercer.
Gadgets offer a wide range of extremely impactful bonuses, with more than 30 different options to place on your Gadget Panel before a race. Now, they won’t suddenly craft you a win out of thin air, as your racing skills still remain the most important factor – but when utilized to their maximum potential, Gadgets can be the difference between getting first and fourth place. There are Gadgets to alter your vehicle's stats, improve drift performance, increase the rings you can carry, and grant unique starting items that can't normally be found in races, like a Warp Ring that teleports you on top of the racer just ahead of you, causing you to squish them. The tricky part is figuring out what combination to use; each Gadget Panel has six slots in a two-by-three pattern, and each Gadget requires between one and three slots. Building my Panel became a tiny puzzle with no wrong answers, and it scratched the min-maxing itch I love in games.
You can prebuild five Gadget Panels and then swap between them before each race, which helps you adjust to specific situations, modifying the base stats of your character and vehicle selection as needed. The roster has nearly all the major characters you’d hope to see from each generation of Sonic: in addition to the usual Team Light and Dark, you’ve got characters from the Sonic Heroes, Riders, Advance, Rush, Colors, and even recent newcomers like Sage from Frontiers. It didn't take long for me to find my favorite in Shadow using a modified Speed-type vehicle, so much so that I used him to clear all eight cups on the Sonic Speed and Super Sonic Speed difficulty (the equivalents of 150cc and 200cc in Mario Kart), only needing minor tweaks outside of regularly adjusting my Gadget Panel. While it was rare for most CPU opponents to give me trouble, a few of the Grands Prix still had the ideal amount of challenge thanks to CrossWorlds’ modular rival system.
Before starting each Grand Prix, a random character appears as your rival, and they then act as a supercharged CPU to race against with a challenge level from one to 10, similar to raising the heat level in the Super Smash Bros. Ultimate campaign. Your rival isn't just a CPU racer with better stats, they interject with snarky comments of frustration and glee throughout the races, adding a bit of character to what could have just been a slightly more competent CPU racer. While I haven’t tested every combination of racer and rival, the 20 or so I’ve seen so far all had unique voice lines, which really helped breathe even more life into them. Rivals also behave more intelligently, holding onto defensive items until they need them, taking better racing lines as they drift around corners, and even moving to ensure they take items they expect those behind them to go for. I had to use a not-insignificant amount of retries when racing rivals that were level eight or higher, which is just the right amount of pushback.
Thankfully, CrossWorlds does something I wish every other racing game would do with its in-game currency, Donpa tickets. I would usually net anywhere between 10 and 40 tickets per race, depending on my performance and if I achieved certain feats. That includes things like using the most items, choosing which course is selected for lap two by being in first when reaching the travel ring at the end of lap one, or picking up the series’ iconic red rings. Tickets have a variety of uses, including unlocking various car parts or customization options, increasing your friendship with a character for rewards unique to them, and – my favorite use – retrying a race for better placement.
Now, I know what you're thinking: retrying a race is hardly new, but CrossWorlds differs in that you can spend a measly 20 tickets to retry in the middle of a Grand Prix without entirely starting over. So if you get hit with three items on the final turn of the final lap of the final race only to watch your rival and six other racers pass you in the homestretch, you can rewind and try again as many times as you can afford, which cuts down on pointless repetition a lot. Grands Prix also get an exciting and welcome shakeup: instead of racing on a fourth course to end things, the final race is a combination of one lap from the previous three, which tests how well you can adapt to each. That said, I do miss the mission-based Story Mode from Team Sonic Racing, which gave you interesting bonus challenges to accomplish during each stage.
Earning tickets feels a bit stingy compared to the cost of unlocking some cosmetics.
I also have to dig into the friendship system more, as it will take thousands of races to complete if your goal is to maximize your ranking with each character. Instead of funneling tickets into car parts, you can give them to your favorite characters to receive cosmetics like titles, decals, and alternate costumes in return. These specific unlockables get really expensive really fast: it took me 3000 tickets to earn the first four rewards for Shadow, including one alternate costume, and there is still more for me to unlock. It's clear that SEGA is hoping this will be a system that keeps you drawn in, as with 24 characters, that's a ludicrous number of tickets to unlock everything. I have mixed feelings on this because it gives the most dedicated fans something to chase, but the rate for earning tickets currently feels a bit too stingy when compared to the cost of unlocking some cosmetics.
That sticker shock gets even worse when you consider the fact that new characters are already on the horizon, including Hatsune Miku, Joker from Persona 5, and Ichiban from the Like a Dragon franchise, all of which have been announced as upcoming free additions. There will also be characters and tracks for SpongeBob, TMNT, and Avatar: The Last Airbender coming as part of the paid season pass. While I don't necessarily need them since I already have more favorites on the Sonic roster than I do fingers, it is exciting to think of what other characters and tracks could be joining even later down the road. In fact, during my interview with Takashi Iizuka of SEGA at Gamescom, they said they plan to support CrossWorlds with new content like this each month for at least the first year after launch, which is an impressive pace given there’s already plenty of unlockables and alternate modes to keep those who blaze through the cups busy at launch.
One of those distractions is the Race Park, which consists of six different rule sets, but also allows you to create custom matches to fit whatever you and up to three others want to play locally. These are all available online as well by joining the Friend Match option, though they are limited to one player per console, but it at least allows you to race with groups of up to 12 friends. Currently, every mode boils down to a race for points, but the modified rules change how they play out. In addition to the regular 12-player free-for-all race style, there are also special team modes with rules that grant bonuses for grabbing the most rings, colliding with teammates, using the most dash panels, or landing the most item hits on opponents. These modes were a blast with friends, as they didn't fully rely on who knew the courses the best. It's also something worth playing for a bit, as there are eight different rival CPU teams to take down that unlock special vehicles you can then customize with other parts. The custom rule set is a standout feature here for local multiplayer, too, giving you control over how many races you do back to back, which courses can appear as the Crossworld second lap, what items appear in item boxes, and the speed and difficulty level while racing.
The Race Park's one drawback is that, while not necessary, the Gadget Panels can be overly influential to the outcome of races, so it was a let-down that there were no pre-built ones for newcomers. They did have access to everything I had unlocked, but that meant spending time for them to decipher what each one did and figuring out which ones they wanted to set into their Panels. I hope Sega alleviates this with a patch that adds some default Gadget Panels optimized for different vehicle types and playstyles.
In addition to the Race Park, there is also a Time Trial mode that challenges you to race for the best time on both the Sonic and Super Sonic Speed settings. I initially went into Time Trial mode expecting to run through a few tracks just to see what it offered, but it ended up being where I spent more time than anywhere else. After clearing some courses with an A rank (the minimum rank necessary to earn progress towards rewards), I was suddenly hungry for more. Each race, I found myself tinkering with the various car parts and Gadgets, and rewatching my own ghost to see what I could change or where I could improve. What if I save my boost for this turn vs that turn, or what if I sacrifice a bit of my speed to improve my handling stat to nail that hairpin? Before CrossWorlds, I was never a huge Time Trial person, but these hooked me by putting the most enticing thing they could behind them as a reward: my favorite Sonic music to listen to while racing.
A Sonic game would be incomplete without a banger of a soundtrack, and CrossWorlds rarely fails to impress with its nearly 100 unique tracks. The primary songs are excellent, with popular tracks like Radical Highway, Market Street, Ocean View, and plenty of others all getting the CrossWorlds treatment. And for you Sonic Adventure 2 fans, don't worry, because Escape From the City is here, but you will need to clear all 79 time trials with at least an A ranking to unlock it. All the great artists that have created music for Sonic games here are: Tee Lopes, Tomoya Ohtani, Takahiro Kai, and plenty more. Similar to Sonic x Shadow Generations from last year, unlocking this music does more than just let you listen to them in a jukebox; you can also gather your favorites and slot that playlist (or any of the other six premade albums) as the music for each of the three laps of every race. Possibly the most impressive part of that is how seamlessly they all transition into each other, with each song starting at a different point depending on what lap it plays on. I only wish I could create multiple favorites playlists to have even more control.
Online functionality is simple but effective, and worked well pre-launch.
The last and potentially one of the most critical elements that could decide whether CrossWorlds takes the podium is how online play functions. Ahead of launch, we had a few days to test it and see what it offered. To my enjoyment, it worked as well as I'd hoped, with the caveat that my not-quite-full lobbies were regularly supplemented with CPUs to fill out all 12 spots. Online does have a drawback compared to this year's Mario Kart World since it's limited to just one player per console, but the inclusion of crossplay is a decent trade off, and I saw virtually no lag with my wired connection.
Online functionality is simple but effective – you can see other players on your specific console’s friend list, your CrossWorlds in-game friend list, a history of others you’ve raced against, and your fair play points, which is a 100-point gauge that decreases anytime you abandon an online race. This appears to be CrossWorlds’ method for ensuring players who are behind don’t just up and leave the race entirely, which is an appreciated inclusion even if I can’t yet say how effective it will be. Another incentive is that I unlocked even more Gadget options to alter my driving style as I rose through the ranks from E- to an eventual C- during the short prelaunch review window. And while it's too soon to tell how the difference in ranks will affect queue times, I usually found a match in less than a minute during the review period, which has a much smaller pool of players than will be there on launch.
Also, it’s great that my custom soundtracks and everything I had earned in offline mode carried over, making me all the more prepared for facing real opponents. The good news is that even fans that want to join online races on day one will still be able to earn all the Gadgets I got offline simply by racing, meaning that each online race will not only move you closer to the Gadgets from higher ranks but also the ones that unlock based on total number of races. However, those players will be at a disadvantage compared to others like myself who spent time earning them before going online, which could also be mitigated with preset Gadget Plates.
10 years ago, Metroid Prime series producer Kensuke Tanabe sat down with me at E3 2015 and said he'd like to make a new game in the franchise with a time travel mechanic.
This was, obviously, a long time ago — so long ago that the Nintendo Switch was still only known by its codename NX — but the chat remains one of Tanabe's most forthcoming interviews on the Metroid Prime series' future, discussing the stories of Dark Samus and Phazon, bounty hunter Sylux, and an idea for a new Metroid Prime game that focused on a single planet across multiple points in its timeline.
"Instead of broadening it to more planets I would have one and would focus on the timeline, and being able to change that," Tanabe said to me, at Eurogamer at the time. "That's one interesting idea I have in mind... but I understand many people thought that [Echoes] was too difficult."
By evoking Metroid Prime 2: Echoes, Tanabe is referring to its dual-world gameplay that saw players shift between light and dark versions of the same space — a concept that prompted a mix of reactions from players. Still, the idea of time travel appears to have stuck with Tanabe, who has once again returned as the producer of Metroid Prime 4: Beyond — a game which contains other similarities to the concept he discussed back then.
Take the bounty hunter Sylux, for example, a character that even fans of the Metroid Prime trilogy might struggle to remember. A rival of Samus, Sylux was introduced in the Nintendo DS spin-off game Metroid Prime Hunters (for which Tanabe was also a producer). As part of the same interview a decade ago, Tanabe confirmed the spaceship seen during the cliffhanger tease at the end of Metroid Prime 3 belonged to Sylux, potentially setting up a rivalry in a future game.
"It was Sylux, another hunter from Metroid Prime Hunters at the end of Metroid Prime 3," Tanabe said to me at the time. "Personally I'd like to create a story centring around Sylux and Samus."
Well, roll forward a decade and Sylux is indeed a major presence in Metroid Prime 4 — and last week the character was even announced as getting an amiibo figurine, too.
As for the idea of a game featuring time travel, fans have long held onto Tanabe's suggestion — and even pointed to the black hole shape seen in Metroid Prime 4: Beyond's logo in the hope that it might mean Samus can create some kind of time-dilating space hole to travel into the past or future.
Now, supposedly leaked box art for the game posted on reddit appears to mention Samus as being stuck on the game's planet of Viewros after being transported across space and time — prompting more chatter that time travel, just like Sylux, has remained part of Tanabe's plans.
"I'm assuming it'll work exactly like how Dark Aether works in Prime 2," wrote Metroid fan Spinjitsuninja on reddit, before the supposed box art leaked. "We see several portals in the recent trailer anyways, so unless those are awkward warp points, I think it shows similar world design. They could always have the game take you to different eras, with more than two 'worlds' to go between? But that might be ambitious."
"Calling it now: you have to hit a certain speed on the bike to time travel, back to the future style," added another fan, Gleethor on ResetEra. "Could even see it near instantly changing the landscape around you when you time travel, which could certainly explain why it's relatively sparse."
We love LEGO (who doesn’t?) and we’re always looking for deals on our favorite brick-filled kits across all shapes, sizes, and budgets.
Thankfully, Amazon outlet Woot has deals on plenty of our favorite sets across all aspects of pop culture, although it does appear many are starting to sell out quickly, so you’ll want to move quickly!
Save On LEGO Sets From Harry Potter, Star Wars, and More
Over at Woot, there are some hefty savings to be had, with the first one to catch our eye being the 4,210-piece LEGO Gotham City display set.
It looks just like the skyline from the iconic animated series starring the late Kevin Conroy, and has subtle easter eggs hidden behind a series of panels. There’s even an adorable little Batmobile and four classic minifigures of Batman, Joker, Harley Quinn, and Catwoman.
It’s down to $249.99 from $296.99, a 16% discount off of the MSRP.
From Gotham to Gringotts, the Harry Potter Wizarding Bank set is reduced by $100. It’s still $399.99, but it’s an awesome build with the bank above and the dragon-guarded passages below, as well as minifigs for Harry, Ron, Hagrid, Griphook, Bellatrix and more.
Sticking with fantasy, the Lord of the Rings Barad-Dur set has an 18% discount, bringing it down to $369.99. It’s a 5,471-piece set with ten minifigs and that all-important Eye of Sauron to watch over your home.
There’s 17% off the Legend of Zelda Deku tree, too, but it appears it’s sold out. Still, if you want to pick one up for $249.99, it’s worth bookmarking in case fresh stock arrives.
Finally, it’s not discounted, but as a big X-Men fan, I just love this 3,093-piece X-Mansion set. It has the mansion (including Danger Room), a Sentinel figure, and ten minifigs including the likes of Wolverine, Professor X, Gambit, Storm, Cyclops, and Magneto, among others.
It’s $269.99 at Woot right now.
Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay.
Silksong is one of the biggest games of the year, hitting huge player concurrent numbers on Steam alongside a positive reception from critics. But amid the excitement over Team Cherry’s long awaited sequel is a debate within the community about whether the game is too hard — perhaps even unfairly so. It comes as no surprise to see Silksong’s early days mods dominated by those which make the game easier.
“Is it just me, or are some of the things that make Silksong ‘difficult’ just cruel?” wondered redditor Machi-Ato. “The game has artificially inflated difficulty and playtime due to overtuned numbers and menial tasks/runback,” reads a post on Steam.
Gibson said that because new playable character Hornet is “inherently faster and more skillful” than the Knight from the first game, Team Cherry had to make enemies tougher.
“Hornet is inherently faster and more skillful than the Knight, so even the base level enemy had to be more complicated, more intelligent,” Gibson said.
Pellen revealed: “The basic ant warrior is built from the same move-set as the original Hornet boss.
“[There's] the same core set of dashing, jumping, and dashing down at you, plus we added the ability to evade and check you. In contrast to the Knight’s enemies, Hornet’s enemies had to have more ways of catching her as she tries to move away.”
Team Cherry thus made enemies more powerful to present Hornet with a challenge, or as they put it, they had to “bring everyone else up to match [her] level.”
Team Cherry also talked generally about its design philosophy for Silksong, insisting that by presenting the player with the choice to constantly divert from the main path, they are able to dance around Silksong’s now infamous steep difficulty curve.
“Silksong has some moments of steep difficulty,” Gibson admitted, “but part of allowing a higher level of freedom within the world means that you have choices all the time about where you’re going and what you’re doing.”
Gibson also reminded players who are struggling against a particular boss for hours on end that “they have ways to mitigate the difficulty via exploration, or learning, or even circumventing the challenge entirely, rather than getting stonewalled.”
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
With the build-up to the next big Amazon Prime exclusive sale (Prime Big Deal Days, or October Prime Day, as it's better known) well underway, we're already starting to see some notable early discounts that you should absolutely consider snapping up ASAP.
That now includes a handful of new Nintendo Switch 2 games down to record low prices at Amazon, including Donkey Kong Bananza, down to $53.54 (previously $69.99). Other discounted games include Cyberpunk 2077, Mario Kart World, The Legend of Zelda: Tears of the Kingdom, and Breath of the Wild, with the additional discount automatically applied during checkout.
So what's the catch? These are technically sold under Amazon Resale. Now hold your eye rolls, as we've seen deals like this before, and these discounts are some of the IGN Deals team's most anticipated offers going into the biggest sale period of the year.
Most of what I'm recommending in the sale is classified as "Used - Like New," essentially what Amazon deems almost brand new, never used, with small damage to the packaging, but not to the contents themselves. So you're not losing anything, or buying a game that looks like it's been recently run over repeatedly.
We've also already noted some PlayStation deals at Amazon Resale, with the PS Portal dropping to around $140 (but now sold out), and the DualSense Edge controller, also down to around $140 right now (also likely to sell out soon). In case you hadn't already realised, the main with kind of deals is stock tends to be extremely limited, so be fast to the trigger if you don't want the disappointment of missing out.
This is one of the best ways to buy into some of the most expensive new games available, and find rare discounts where you normally wouldn't (I'm looking at you, Nintendo). Plus, you still get the 30-day Amazon return policy, so it's still a much safer option than just buying a used game off some random on Facebook Marketplace.
If you're looking for more Switch 2 game deals, we also recently covered discounts on other games sold by Amazon this week (not resale either), including Split Fiction, Sonic x Shadow Generations, Madden NFL 26, and more.
Robert Anderson is Senior Commerce Editor and IGN's resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.
Borderlands 4 developer Gearbox has said improving the performance of the game on PC is its “top priority,” with a patch due out today, September 18.
In a statement issued on social media, the developer said it was aware of the feedback from players on Borderlands 4 across PC and console, with patches coming to improve matters.
Meanwhile, Gearbox said a field of view (FOV) slider for consoles is in testing.
All eyes are on Gearbox right now to see how it deals with an internet backlash to the performance of Borderlands 4 — which has come despite huge player numbers on Steam. The studio released an update for the game on PC over the weekend — without patch notes — that didn’t seem to fix much of anything, so hopefully this new patch is meaningful.
Gearbox has posted a Borderlands 4 Nvidia Optimization guide on Steam, advising players how to optimize their graphics settings for “better performance and framerates” on PC with the Nvidia app, although users report mixed results.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Tencent has hit back at Sony's lawsuit that claimed upcoming game Light of Motiram was nothing more than a "slavish clone" of Horizon Zero Dawn — and highlighted concerns within the PlayStation maker that its own game was too similar to Enslaved: Odyssey to the West.
In a fresh response to Sony's legal action, Chinese tech giant Tencent branded the lawsuit as an "impermissible" attempt to claim ownership of "well-trodden" tropes — such as a red-headed heroine fighting robot dinosaurs — and a bid by Sony to gain a monopoly over an entire genre.
In addition, Tencent highlighted past comments made by Horizon Zero Dawn developer Jan-Bart Van Beek, where the art director admitted concerns within Guerrilla that its concept was too similar to Ninja Theory's 2013 game Enslaved: Odyssey to the West — another example of a red-headed heroine fighting robot beasts.
In a legal filing reported by The Game Post, Tencent described Sony's move as an overreach, and highlighted other game franchises with similar elements to Horizon Zero Dawn such as The Legend of Zelda and Far Cry. It was "startling," Tencent said, that Sony was now attempting to claim Horizon's concept was original, rather than an idea based on "ubiquitous genre ingredients."
"By suing over an unreleased project that merely employs the same time-honored tropes embraced by scores of other games released both before and after Horizon — like Enslaved, The Legend of Zelda: Breath of the Wild, Far Cry: Primal, Far Cry: New Dawn, Outer Wilds, Biomutant, and many more — Sony seeks an impermissible monopoly on genre conventions," Tencent wrote.
Sony's claim that Horizon was an original PlayStation concept was also "flatly contradicted" by remarks made in a behind-the-scenes documentary by Van Beek, Tencent stated, claiming that Guerrilla had briefly shelved work on Horizon Zero Dawn due to internal concerns it shared too many similarities with Enslaved.
"Long before this lawsuit was filed, the developers of Horizon Zero Dawn publicly acknowledged that the very same game elements that, today, Sony claims to own exclusively, were in fact borrowed from an earlier game," Tencent argued.
"Mr. Van Beek warned, 'I don’t think we should do this; it touches too much of these other points,' referring to prominent elements of Enslaved. Sony shelved the project — only to revive it later with full awareness that the idea was far from novel. When Horizon Zero Dawn finally launched in 2017, the gaming community noted its striking resemblance to Enslaved and other genre staples."
Tencent's rebuttal attempts to dismiss other elements of Sony's lawsuit, too, by stating that its work on Light of Motiram was unconnected to a failed pitch meeting with Sony for a Horizon spin-off. Tencent has also claimed that Sony's entire lawsuit is invalid because the company had named the wrong parts of Tencent in its initial complaint.
Still, while attempting to defend itself from Sony's legal action, it is notable that Tencent has also seemingly made adjustments to the work-in-progress Light of Motiram itself. A glance at the game's Steam page shows it has been scrubbed of screenshots and logos that depicted its redheaded star and those robot dinosaurs. The suggestion here is that Tencent plans to ultimately release Light of Motiram without the elements Sony has deemed most similar to Horizon. It'll be interesting to see how Sony responds to these apparent alterations when it issues its rebuttal.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Matt Reeves has explained his thinking behind which villain to go with for the hotly anticipated The Batman 2, teasing it’s “never really been done in a movie before.”
The Batman 2, which starts filming early next year, currently has a release date of October 1, 2027. If it makes that date, the sequel will arrive five-and-a-half years after The Batman. We know Robert Pattinson will reprise his role as the moody Caped Crusader, and Colin Farrell will once again play crime boss Penguin, although it sounds like it's a minor role.
But who will play the main villain this time around, and which character from Batman’s rogues' gallery has Reeves plucked from the comics to bring to live action?
In an interview with Josh Horowitz, Reeves kept his cards close to his chest, but did explain his thinking on the new villain, and issued a tease that has sparked all sorts of speculation among the fandom.
“I had a lot of ideas, and then Mattson Tomlin, who's my writing partner, we began the process of this by doing another deep dive into the comics, exploring the ideas that I had had,” Reeves began.
“He gave me some ideas that he had had. And we sat together and we watched a lot of movies, honestly, and not all movies that are from the realm of Gotham, just to explore where this story… because I knew that the way the movie ended it was leaving us on the precipice, and also the way events sort of happen within the show [The Penguin], that there is an exploration to be had. And one of the explorations for me was to do something that pushes even further into the character of Bruce Wayne, because the first story is so much about the Batman.
“Let’s say we get to make 3 — I have no idea — but if we get to make 3, I always wanted the movies to be focused on his character. Once you get past the origin tale, which we didn't quite do but we did something that referred to his origins, then you start telling the rogues' gallery story and that character's arc. And I never wanted to lose Rob at the center of these stories. And so that is really what we set our aim on.
“And so picking the right villain that digs into what that does, that goes into his past and his life, that was what drove that discussion. I won't tell you where we ended up, but we're super excited about it. And I will say it's never really been done in a movie before. So we're excited.”
Fans are coming up with all sorts of obscure Batman villains in response to Reeves’ comments, but it’s worth pointing out that he isn’t necessarily saying it’s a villain we’ve not seen in live-action form before, rather he may be making the point that we’ve never seen them realized in this way before. So, perhaps we’ll see a different take on Mr. Freeze, or Bane, or Poison Ivy, or Hugo Strange, or Scarecrow, or Two-Face. Will Barry Keoghan return as Joker in The Batman 2, after his cameo at the end of the first film? It really is hard to say at this stage.
Here’s what we do know: Cristin Milioti, who won an Emmy for her role as Sofia Falcone in The Penguin, is not in The Batman 2. “We were so far along in the story, it might upset the apple cart given where the story goes and what we’re exploring,” Reeves explained.
Reeves also spoke about where the HBO spinoff series The Penguin stands in terms of Season 2. “We’re in discussions. [Showrunner] Lauren [Lefranc] is thinking hard and we’re talking, so we’ll see,” he told Variety. “We love the show, and we think our cast is so incredible. The work that Lauren and the writers did was incredible. Our passion was in it, but never in our wildest dreams could we imagine it would have been received in the way that it was.”
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
A U.S. House committee has called on the CEOs of a number of online platforms to testify at Congress following the assassination of Charlie Kirk.
House Oversight and Government Reform Committee Chairman James Comer asked the bosses of Discord, Steam, Twitch, and Reddit to testify at a hearing scheduled for October 8, citing the "radicalization of online forum users."
Kirk, an ally of President Trump, was fatally shot at a Utah university on Wednesday, September 10. His alleged killer, Tyler Robinson, 22, appeared to take responsibility for the shooting on Discord, a company spokesperson confirmed to the BBC.
According to the spokesperson, Robinson messaged friends in a chat on Discord hours before he was arrested last week in connection with Kirk's shooting. "It was me at UVU yesterday. im sorry for all of this," reads a message from an account that allegedly belongs to Robinson, the BBC reported. Robinson has since appeared in court charged with aggravated murder.
The House Oversight and Government Reform Committee said the hearing “will examine the radicalization of online forum users, including instances of open incitement to commit politically motivated acts.”
“The politically motivated assassination of Charlie Kirk claimed the life of a husband, father, and American patriot,” commented Chairman Comer.
“In the wake of this tragedy, and amid other acts of politically motivated violence, Congress has a duty to oversee the online platforms that radicals have used to advance political violence. To prevent future radicalization and violence, the CEOs of Discord, Steam, Twitch, and Reddit must appear before the Oversight Committee and explain what actions they will take to ensure their platforms are not exploited for nefarious purposes.”
Individual letters were sent to Humam Sakhnini, CEO of Discord, Gabe Newell, President of Steam owner Valve, Dan Clancy, CEO of Amazon-owned Twitch, and Steve Huffman, CEO of Reddit.
Newell and co will provide their written testimony at least two business days prior to the hearing, and will have the chance to provide a five-minute opening statement prior to answering questions posed by Members.
Discord told Reuters it welcomed the opportunity to testify. "We continuously engage with policymakers on these critical issues and look forward to continuing this important dialogue next month," it said. Reddit insisted it has not yet found evidence that Robinson was active on its platform, adding it "has strong policies against hateful content and content that incites, encourages, glorifies or calls for violence."
Warner alleged that Steam was home to tens of thousands of groups that “share and amplify antisemitic, Nazi, sexuality or gender-based hate, and white supremacist content,” and called on Valve “to bring its content moderation standards in line with industry standards and crack down on the rampant proliferation of hate-based content.”
Photo by Olly Curtis/Future Publishing via Getty Images.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.