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Save 40% Off the Slim Baseus Picogo 10,000mAh Qi2-Certified MagSafe Power Bank

If you're looking for a larger capacity magsafe power bank with the faster Qi2 charging standard, then Amazon's limited time deal today is just what you need. The Baseus Picogo 10,000mAh Qi2-certified power bank is on sale today for $25.99 after an extra 40% off coupon code "748WX3ST". Retail price is $70 but I generally see this power bank sell for about $42-$45. Baseus makes solid power banks and I recommend them as a less expensive alternative to Anker.

Baseus Picogo 10,000mAh Qi2 MagSafe Power Bank for $26

The Baseus Picogo 10,000mAh power bank measures 4" by 2.7". It's about 0.5" thick making it one of the thinner MagSafe chargers. It's a bit hefty at 6 ounces, but that's an unavoidable tradeoff for the increased 10,000mAh battery capacity.

This model has been updated with the newer Qi2/MagSafe standard, which means it can deliver up to 15W of wireless charging, double the rate of the first generation's 7.5W of inductive charging. When you need even faster charging, a USB Type-C port offers up to 27W of Power Delivery.

How many times can you charge your phone?

A 10,000mAh power bank carries an 37Wh capacity. An 80% power efficiency rating (which is about standard for power banks) gives you about 30Whr of available charge. An iPhone 17 has a 14Wh battery and an iPhone 17 Pro has a 20Whr battery, so this battery will give you somewhere between 1.5-2x full charges. Most magsafe batteries have a 5,000mAh capacity, which means you'll barely get a single charger (and probably even less).

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

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Nintendo Switch Developer in Censorship Snafu 'Legally Unable' to Explain Why It Couldn't Release a Separate Uncut Version, Like Cyberpunk 2077

The developer behind Dispatch — the superhero game that's censored on Nintendo Switch — has said it is "legally unable" to explain why it can't launch an unedited version of its game in specific regions — as CD Projekt Red did with Cyberpunk 2077.

Dispatch maker AdHoc Studio previously referenced Cyberpunk 2077 by name when discussing the development of Dispatch's Switch edition, and said it had "initially assumed" its game would also be able to feature similarly "uncensored mature content." Instead, AdHoc continued, "during the porting process it became clear that was not the case."

"This is the key point," AdHoc added. "Nintendo has content guidelines. Our game didn't meet those guidelines, so we made changes that would allow us to release on their platform. That's what happened here. Honestly we thought this would be obvious since we're the devs that released the fully uncensored version of the game on other platforms."

While AdHoc has stated that this explanation was obvious, it has not been able to explain why Cyberpunk 2077 released unedited in most countries around the world, while Dispatch did not. Indeed, many fans have called for Dispatch to get the same treatment, with a censored version released in Japan, where the country's strict rating board has been blamed for not allowing the game to launch unedited.

Now, AdHoc has responded on this point too — if only to say it is prohibited from explaining the situation in more detail.

"AdHoc is legally unable to provide further comment on why separate SKUs were not possible for different regions," the company said in a statement to GoNintendo, adding that there was "no possibility" for an uncensored physical edition either, and that it had no physical edition plans to announce.

Last week, fans were shocked to discover that hit superhero game Dispatch had been censored on Nintendo Switch — where enormous black boxes cover nudity and even a character raising their middle finger. While an option to hide these already existed on other platforms, on Switch it is enforced by default, and cannot be toggled off.

Yesterday, AdHoc apologized to fans and said it that its own disclaimer on the changes should have been more visible, and said fans had a right to be "pissed."

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

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Save 20% Off the Sonos Era 100 Smart Speaker

To celebrate the big football game on February 8, Sonos is kicking off a sitewide sale that takes up to 20% off some its best selling speakers. For a limited time, the Sonos Era 100 smart speaker has dropped from $219 to $179, a savings of 20%. You also get shipping with estimate delivery by February 5.

20% Off Sonos Era 100 Smart Speaker

The Era 100 is Sonos' most popular and most versatile speaker. It's similar in profile and specs to the Move 2, but without the internal battery (and less expensive by nearly 50%). Despite its compact size, the Era 100 houses two tweeters, a mid-woofer, and three class-D digital amplifiers to produce precise, distortion-free audio even at high volumes. It has a built-in microphone for smart functionality. Because of its flexibility, it's often paired with a sound bar or a second Era speaker.

Up to 20% Off More Sonos Speakers

This deal is part of a larger sale that runs through Super Bowl Sunday and Valentine's Day. After all, a gorgeous new 4K TV upgrade feels incomplete without a great sounding, room filling home theater system. If you're like most people and don't look forward to the task of setting up, positioning, and pairing your speakers, then that's where Sonos comes in. Its products offer excellent sound in a compact package with super easy DIY setup.

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

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The HP OMEN 45L Gaming PC with RTX 5090 GPU and DDR5-6000MHz RAM Drops to $3,460

If you were to purchase a standalone Nvidia GeForce RTX 5090 graphics card today, you'd be paying $3,000 or more. Why not just get a complete RTX 5090 prebuilt gaming PC for a similar price? HP is currently offering its flagship OMEN 45L RTX 5090 gaming PC for as low as $3,460 with free delivery. This is by far the least expensive RTX 5090 prebuilt right now; everything else is closer to $5,000 and up.

HP Omen 45L RTX 5090 Gaming PC for $3,460

Follow the directions below to properly configure this system

Follow the directions below to properly configure this PC:

  1. Add the OMEN 45L RTX 5090 Gaming PC to your cart
  2. Select Graphics Card - NVIDIA GeForce RTX 5090 (+$1,600)
  3. Select Memory - Kingston FURY 32GB (1x32 GB) (-$200)
  4. Select Chassis & Power Supply - 1200W (+$190)
  5. Proceed to shopping cart
  6. Final price will be $3,459.99 (plus taxes)

The RTX 5090 is the most powerful graphics card ever

The Nvidia GeForce RTX 5090 has emerged as the most powerful consumer GPU on the market. Although with this generation Nvidia has prioritized software updates, AI features, and DLSS 4 technology to improve gameplay performance, the 5090 still boasts an impressive 25%-30% uplift over the RTX 4090 in hardware-based raster performance. If you want the absolute best performance for your gaming PC, there is literally no other option from any other brand.

The Omen 45L is HP's Flagship Gaming Chassis

The OMEN 45L is HP's roomiest chassis with plenty of cooling in the form of four 120mm fans for system airflow and an additional 240mm or 360mm all-in-one liquid cooling solution for the CPU enclosed in its own "Cryo Chamber" at the top of the case. This PC is equipped with a generous 1,200W 80Plus Gold power supply and current-gen components like an Intel Z790 motherboard, Kingston FURY DDR5-6000MHz RGB memory modules, and a WD Black M.2 SSD. The chassis itself looks great with its blend of steel and tempered glass and RGB lighting. Although it certainly exudes a very premium feel, it doesn't scream "gamer" like some other PC cases.

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

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Pokémon TCG: Mega Evolution Phantasmal Flames Booster Bundles Just Dropped To Its Lowest Price Ever at Amazon

Amazon has produced yet another brilliant Pokémon TCG deal ready for the weekend, and it's once again on the latest Mega Evolution set, Phantasmal Flames.

While celebrating the launch of Ascended Heroes (albeit being a staggered release), it's a mighty bit of fresh air to finally get some reasonable prices on boosters for the popular Mega Charizard X sporting set from last year.

We've now got the best price ever on Phantasmal Flames' Booster Bundles, which are now just $43.13 at Amazon. These had previously gone out of stock the last time I covered, but are now back at an even lower price.

While stock lasts, at least, as this is such an excellent deal, and below market price, I fully expect these to fly off the digital shelves.

Best Phantasmal Flames Cards Chase Cards

According to marketplaces like TCGPlayer, certain Phantasmal Flames cards have already skyrocketed further in price, and, following up from our Mega Evolution round-up, we’ve ranked the ten most expensive cards so far just above.

From aggressive Mega attackers to powerful evolution support, Phantasmal Flames brings a fiery mix of competitive threats and high-demand pulls.

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.

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Mouse: P.I. for Hire: 12 Minutes of Exclusive Gameplay | IGN First

Our February IGN First "cover story" kicks off right now with Mouse: P.I. for Hire! Enjoy 12 minutes of exclusive gameplay from the upcoming rubberhose-animated first-person shooter starring Troy Baker as the titular rodent detective Jack Pepper. This gameplay is from Vaudeville, the second mission of the campaign and the first case Jack gets assigned. We'll have more exclusive coverage all February long as part of IGN First!

Mouse: P.I. for Hire casts you as the aforementioned private investigator Jack Pepper, moving through its 1930s-era, hand-drawn, black-and-white cartoon world with an array of appropriately cartoony guns in hand to get the job done when talking just won't cut it. Watch the exclusive gameplay below, and check out the original reveal trailer and our first preview if you haven't seen them already.

Mouse: P.I. for Hire will be released on March 19 for PC, PlayStation platforms, Xbox platforms, and Nintendo Switch platforms. Wishlist it on Steam if you're interested.

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

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Save $600 Off the New Alienware Area-51 Ryzen X3D RTX 5090 Gaming PC

If you're seeking the absolute best of the best in PC gaming performance, look no further than Alienware's flagship Area-51 prebuilts. Following CES 2026, Dell has discounted an Alienware Area-51 AMD Ryzen X3D Edition RTX 5090 gaming PC to $5,049.99 after a $600 discount. The Ryzen X3D Edition is essentially the second generation version of the Area-51 with a more powerful CPU replacement from AMD instead of Intel.

Alienware Area-51 Ryzen Edition RTX 5090 Gaming PC

The Alienware Area-51 is Dell's flagship gaming PC. Unveiled during last year's CES, the Area-51 is a super-sized upgrade to the mainstream Aurora R16 system. The significantly larger chassis features more premium build quality and a redesigned cooling system with greater net airflow. In fact, this is the only model that Dell feels comfortable enough to equip with the hot and power hungry GeForce RTX 5090 graphics card. The first wave of Area-51 systems featured Intel CPUs exclusively, with AMD X3D options only available since late November.

This particular configuration is equipped with an AMD Ryzen 7 9800X3D CPU, GeForce RTX 5090 graphics card, 32GB or DDR5-6400MHz RAM, and a 1TB SSD. Additional system details include a 360mm all-in-one liquid cooling system for the CPU and a massive 1,500W 80Plus Platinum power supply that allows plenty of headroom for future upgrades.

AMD Ryzen 7 9800X3D is the best gaming CPU for most people

The AMD Ryzen 7 9800X3D is considered to be one of the best gaming processors on the market and outperforms any Intel or AMD non-X3D chip in games thanks to AMD's 3D-V-Cache technology.

Although the 9800X3D is an absolute speed demon for gaming, it only has eight cores. If you regularly use your PC for non-gaming applications that benefit from as many cores as possible, then you can upgrade to an AMD Ryzen 9 9950X3D 16-core processor, which doubles the core count while offering similar gaming performance, for an additional $300.

The RTX 5090 is the most powerful graphics card ever

The Nvidia GeForce RTX 5090 has emerged as the most powerful consumer GPU on the market. Although with this generation Nvidia has prioritized software updates, AI features, and DLSS 4 technology to improve gameplay performance, the 5090 still boasts an impressive 25%-30% uplift over the RTX 4090 in hardware-based raster performance. If you want the absolute best performance for your gaming PC, there is literally no other option from any other brand.

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

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The Excellent Co-Op Game Split Fiction for PS5 and Switch 2 Is on Sale for Under $40 at Walmart

Valentine's Day is just a couple of weeks away, and if you're looking for a fun gift idea that you can experience with your favorite person, a co-op game is always a great pick. Split Fiction is one worth considering - we called it an "expertly crafted co-op adventure" in our review, after all - but what's even better is the PS5 and Nintendo Switch 2 versions are currently on sale for $37.49 at Walmart. This deal saves you just over $10 compared to their list price.

Save on Split Fiction (PS5 and Switch 2)

I'm a big fan of Split Fiction, but I'm certainly not alone. To continue on from our review, IGN's Luke Reilly said it's "a rollercoaster of gameplay ideas and styles that are usually discarded as quickly as they’re introduced. This keeps it fabulously fresh for its full, 14-hour duration."

He continued on to say that, "With no idea sticking around long enough to get stale before making way for the next, it’s a victory of imagination and restraint in equal measure. Hazelight may have been rewriting the co-op rule book for a decade now, but Split Fiction is a new chapter that you (and a partner) cannot miss."

On top of all that praise from the review, it also earned runner-up spots in our awards lists of the best action-adventure game of 2025 and best Xbox game of 2025. It's even included in our list of the best Nintendo Switch 2 games. As you can see, we're very big fans in general. So why not scoop it up now while it's enjoying this nice discount?

If you're curious what other co-op games are worth playing over Valentine's Day, check out our rundown of the 10 best co-op games for even more ideas. This list also features Hazelight's previous release, It Takes Two, which is an equally delightful addition to your library.

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

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Obsidian's The Outer Worlds 2 Underperformed, and There Won't Be a Third

Veteran role-playing game maker Obsidian Entertainment has no plans to continue The Outer Worlds with a third game, the studio has confirmed.

As part of a Bloomberg interview, Obsidian revealed that last year's The Outer Worlds 2 had underperformed, and a sequel is not in development. Avowed, the company's other blockbuster RPG released last year, also missed its targets — but Obsidian reportedly still has plans for more from its world of Eora, the same setting as Pillars of Eternity.

On a more positive note, Grounded 2 — yet another 2025 launch — was a hit. But of the three, it had the shortest (and almost certainly the cheapest) development period by far. Grounded 2 took just over two years to meet its early access launch, compared to the more than six years required for both Avowed and The Outer Worlds 2.

In 2025, Xbox trumpeted the fact that Obsidian was about to launch three games in just eight months, with Avowed hitting in February, Grounded 2 launching in early access in July, and The Outer Worlds 2 arriving in October. But the effort was "the result of things going wrong," studio design director Josh Sawyer has now said — and something that is unlikely to be repeated.

"Spacing those releases helps the company manage its resources and not burn everybody out," Sawyer told Bloomberg. "It's not good to release three games in the same year. It's the result of things going wrong."

Famously, Avowed began life as a multiplayer game with ambitions to be a cross between The Elder Scrolls and Destiny, before its online co-op was stripped out and the project was rebooted. It then took a while to steady the ship, though the arrival of Carrie Patel as its director saw the game on a smoother path — albeit some three years into the project.

As for The Outer Worlds 2's prolonged development, Bloomberg's report simply states that the project was made more difficult by the pandemic and technical challenges. Now, Obsidian's focus is reportedly fixed on ensuring games can be made on shorter development timelines, with releases more spaced out, and with as generous a profit margin from Microsoft as they can get away withmuster.

"I don't think anybody really likes five-, six-, seven-year dev cycles," noted Brandon Adler, who served as director on The Outer Worlds 2. "We've kind of grown into that."

Referencing Microsoft's eye-opening 30% profit-margin target for some Xbox studios, Obsidian boss Feargus Urquhart said he hoped the company still continued to fund riskier projects and accepted that "maybe where we are going to be from a profitability standpoint isn't going to be 30%."

Obsidian is yet to announce its next project, following 2025's exhaustive release schedule. Work on Grounded 2 continues, of course, and it sounds like Eora will be returned to. (Avowed will also launch for PlayStation 5 later this month.) As for what else might be in the pipeline, time will tell.

"I know everyone on the internet, on every game we ever announce, will constantly reference back to, 'When's the next New Vegas?'" Obsidian's VP of operations Marcus Morgan said last year, referencing the studio's beloved Fallout game that's served as the inspiration for the hit Amazon TV series' second season setting. Well, it's a good question.

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

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Faces of Death Is Getting the Steelbook Collector’s Edition Treatment

Is Faces of Death a cult classic? It definitely fits the “cult” part, but I’m not sure if this seedy “horror movie” ever graduated to classic status. In any case, Faces of Death is getting a collector’s edition in the form of a Blu-ray steelbook. It’s up for preorder now (see it at Amazon) for $39.98 and is set to release March 5.

Faces of Death - Collector's Edition

This collector’s edition is a new release of the original 1978 film, directed by John Alan Schwartz. The movie is presented as a documentary hosted by the fictional Dr. Francis B. Gröss, who shares videos of death and destruction with the audience. Some of the human and animal deaths depicted are real, while others are fake.

According to Wikipedia, “Approximately 60% of the film was real footage bought from news stations, medical researchers, witnesses of the Flight 182 crash, graphic war footage, deleted footage from other documentaries, and/or filmed by the actual crew in morgues or on a beach.” The rest is fake, including one scene in which the director himself plays the leader of a flesh-eating cult.

Bonus Features

  • New: “Many Faces of Death”
  • Commentary with Director Conan Le Cilaire
  • “Choice Cuts” featurette with Editor Glenn Turner
  • “The Death Makers” featurette with FX creators Allan A. Apone and Douglas J. White
  • Deleted Scenes
  • Trailer
  • Outtakes

I was a teenager in the 1990s – a simpler time. This was before cameras were recording everything, and also before a curious person could navigate to the dark underbelly of the internet to see gross videos. In other words, many people had never seen anyone die.

For my friends and me, Faces of Death was a series of VHS tapes that offered just that. Each installment was a collection of otherwise unrelated videos of people and/or animals meeting their doom in a variety of ways. The footage was often grainy, the camera work unstable. Even if it wasn't all real, it definitely felt real, and it was ugly. Watching Faces of Death made you feel bad.

But you were also sort of intrigued. You definitely watched it with friends, and it was like a game of chicken: you didn’t want to be the first to lose your nerve and turn it off. The movie had a cultish, morbid, grotesque air to it. The marketing boasted that it was "banned in 46 countries." Even though I now know some of it is fake, it's still wild to me to see it getting a steelbook collector's edition.

Does the movie still hold its awful power in 2026? I don't know, but I suspect it does. Death is always a shocking and horrific thing. In any case, I have no intention of finding out – I'm never going to watch this movie again.

Faces of Death is very much a product of its pre-internet time. But pop culture is cyclical, and so it’s no surprise that a 2026 remake is in the works. It stars Barbie Ferreira and Charli XCX. We'll see if the sordid brand can still pull an audience to a movie that will surely be a much different beast than the original.

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.

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Josh D'Amaro Officially Named The Walt Disney Company's Next CEO, Will Replace Bob Iger in March 2026

Disney Experiences Chairman Josh D'Amaro will officially succeed Bob Iger to become The Walt Disney Company's next Chief Executive Officer on March 18, 2026.

The Walt Disney Company Board of Directors and its chairman, James Gorman, shared the news, saying D'Amaro will step into this new role at the upcoming Annual Meeting on March 18. D'Amaro will also be appointed as a director of the board immediately following the meeting.

“Josh D’Amaro is an exceptional leader and the right person to become our next CEO,” said Robert A. Iger, CEO, The Walt Disney Company. “He has an instinctive appreciation of the Disney brand, and a deep understanding of what resonates with our audiences, paired with the rigor and attention to detail required to deliver some of our most ambitious projects. His ability to combine creativity with operational excellence is exemplary and I am thrilled for Josh and the company.”

D'Amaro, who has been with the company for 28 years, is the "architect of the largest expansion in Disney Experiences' history, and has led the segment to new heights financially, creatively, and in guest satisfaction." As Disney Experiences Chairman, he oversaw 185,000 cast members and the largest business segment at The Walt Disney Company with annual revenue of $36 billion in FY2025.

D'Amaro has served as Chairman of the Disney Experiences segment since 2020, and he previously held the roles of President of Disneyland Resort and President of Walt Disney World Resort. He was also a key figure in the development of Star Wars: Galaxy's Edge, Avengers Campus, Mickey & Minnie's Runaway Railway, and World of Frozen.

He was also spearheading such future projects as the Monsters Inc.-themed land at Hollywood Studios, the new Avatar destination at Disneyland, Magic Kingdom's Cars-themed Piston Peak National Park area and the upcoming Villains-themed land.

“I am immensely grateful to the Board for entrusting me with leading a company that means so much to me and millions around the world,” said Josh D’Amaro. “Disney’s strength has always come from our people and the creative excellence that defines our stories and experiences. There is no limit to what Disney can achieve, and I am excited to work with our teams across the company and brilliant creative partners to honor Disney’s remarkable legacy while continuing to innovate, grow, and deliver exceptional value for our consumers and shareholders. I also want to express my gratitude to Bob Iger for his generous mentorship, his friendship, and the profound impact of his leadership.”

Alongside D'Amaro's appointment, the board announced that Dana Walden, Co-Chairman of Disney Entertainment, will become The Walt Disney Company's President and Chief Creative Officer. As Co-Chairman, Walden "led Disney’s world-renowned, award-winning entertainment media, news, and content businesses globally, including Disney’s streaming businesses."

This appointment is also a historic one, as Walden will be the first female president of The Walt Disney Company. She will report to D'Amaro and "ensure that storytelling and creative expression across every audience touchpoint consistently reflect the brand, engage audiences at scale, and advance core business objectives, while driving enterprise-wide initiatives and translating vision into action."

“Dana Walden is an excellent leader who commands tremendous respect from the creative community,” Iger said. “Given that creativity is at the heart of everything Disney does, she is a wonderful choice to serve in this new leadership role. In the years since Dana joined Disney, she has accumulated great knowledge about the many facets of our businesses and brands, and is very well prepared to be President and Chief Creative Officer.”

As for Iger, he has mentored these candidates and will continue on as a Senior Advisor and a member of the Disney Board until his retirement from The Walt Disney Company on December 31, 2026.

Iger served as The Walt Disney Company's CEO from 2005 - 2020, but he was reinstated in 2022 after the board dismissed then-CEO Bob Chapek.

“I am incredibly proud to step away at a moment when Disney’s future has never been brighter,” continued Iger. “I’m confident Disney will continue to innovate and put the spirit of Walt at the heart of everything it does – from its new park in Abu Dhabi to the groundbreaking partnerships just announced with OpenAI and the NFL, to the countless upcoming creative projects that will enthrall audiences around the world. Disney has shaped who I am as a leader, and I will always be grateful to this extraordinary company and for the opportunity to lead it over all these years.”

For more on what D'Amaro will be in charge of, check out what's on the way in the world of Star Wars, Marvel, Walt Disney World, and Disneyland.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst, Instagram, and TikTok, and listen to his show, Talking Disney Magic.

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The LEGO Star Trek U.S.S. Enterprise Is Now Available at Amazon

After months of being either sold out or on backorder through the LEGO Store, the U.S.S. Enterprise LEGO set is boldly going into stock over at Amazon (see it here). The incredibly cool set for Star Trek fans is now available to buy from the retailer for $399.99, but what's even better is, unlike the LEGO Store right now, there's no need to worry about a 60 day wait. Amazon states it'll arrive before Valentine's Day on its store page, so you can have it delivered and get to work on it within a few days.

LEGO U.S.S. Enterprise at Amazon

This is quite a big set to undertake, with 3,600 pieces required to build the ship. Those pieces create a display piece filled with quite a lot of details, though, including a secondary hull, two mini shuttlepods, and warp nacelles with red and blue detailing. The shuttlebay also opens and the command saucer is detachable, so there's plenty to admire while putting it all together.

No LEGO set is complete without some minifigures, of course. This set comes with nine in total to set up alongside the Enterprise: Captain Jean-Luc Picard, Commander William Riker, Lieutenant Worf, Lieutenant Commander Data, Dr. Beverly Crusher, Lieutenant Commander La Forge, Counselor Deanna Troi, Bartender Guinan, and Wesley Crusher.

We consider the U.S.S. Enterprise LEGO set to be among the best LEGO sets for adults, so if you've had your eye on it, now is your chance to grab it from Amazon without a wait. And if you're curious what's to come this month in terms of new releases, our breakdown of every new LEGO set releasing in February can help you out. Whether you're interested in the new Pokémon sets or the adorable LEGO Golden Retriever Puppy, there are quite a few worth keeping on your radar right now.

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

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Microsoft Announces Xbox Game Pass February 2026 Wave 1 Lineup

Microsoft has announced the Xbox Game Pass February 2026 Wave 1 lineup, which includes big hitters such as High on Life 2, Madden NFL 26, and Avatar: Frontiers of Pandora.

As detailed in a post on Xbox Wire, available today, February 3, are Final Fantasy II (Cloud, Xbox Series X|S, and PC) and Like A Dragon: Pirate Yakuza in Hawaii (Cloud, Console, Handheld, and PC), both across Game Pass Ultimate, Premium, and PC Game Pass.

February 5 sees Madden NFL 26 (Cloud, Console, and PC) join Game Pass Ultimate and PC Game Pass, and — something totally different — Paw Patrol Rescue Wheels: Championship (Cloud, Console, Handheld, and PC) on Game Pass Ultimate, Premium, and PC Game Pass.

Moving on to February 10 and Relooted (Cloud, Xbox Series X|S, and PC) hits Game Pass Ultimate and PC Game Pass. February 12 is a solid day for Game Pass with BlazBlue Entropy Effect X (Cloud, Xbox Series X|S, and PC), Roadside Research (Game Preview) (Cloud, Xbox Series X|S, and PC), and Starsand Island (Cloud, Xbox Series X|S, and PC) all hitting Game Pass Ultimate and PC Game Pass.

A day later, on February 13, we have two big hitters: High on Life 2 (Cloud, Xbox Series X|S, and PC), which launches day one on Game Pass Ultimate and PC Game Pass, and open-world RPG Kingdom Come Deliverance (Cloud, Console, and PC) on Game Pass Ultimate, Premium, and PC Game Pass.

Rounding out the list, on February 17 we have Ubisoft’s Avatar: Frontiers of Pandora (Cloud, Xbox Series X|S, Handheld, and PC) on Game Pass Ultimate and PC Game Pass, and Obsidian’s fantasy RPG Avowed (Cloud, Xbox Series X|S, and PC) hitting Game Pass Premium, which should open its doors to more players.

Xbox Game Pass February 2026 Wave 1 lineup:

  • Madden NFL 26 (Cloud, Console, and PC) – February 5 Game Pass Ultimate, PC Game Pass
  • Paw Patrol Rescue Wheels: Championship (Cloud, Console, Handheld, and PC) – February 5 Game Pass Ultimate, Premium, PC Game Pass
  • Relooted (Cloud, Xbox Series X|S, and PC) – February 10 Game Pass Ultimate, PC Game Pass
  • BlazBlue Entropy Effect X (Cloud, Xbox Series X|S, and PC) – February 12 Game Pass Ultimate, PC Game Pass
  • Roadside Research (Game Preview) (Cloud, Xbox Series X|S, and PC) – February 12 Game Pass Ultimate, PC Game Pass
  • Starsand Island (Cloud, Xbox Series X|S, and PC) – February 12 Game Pass Ultimate, PC Game Pass
  • High on Life 2 (Cloud, Xbox Series X|S, and PC) – February 13 Game Pass Ultimate, PC Game Pass
  • Kingdom Come Deliverance (Cloud, Console, and PC) – February 13 Game Pass Ultimate, Premium, PC Game Pass
  • Avatar: Frontiers of Pandora (Cloud, Xbox Series X|S, Handheld, and PC) – February 17 Game Pass Ultimate, PC Game Pass
  • Avowed (Cloud, Xbox Series X|S, and PC) – February 17 Now with Game Pass Premium

Only one game leaves Game Pass this month: Madden NFL 24 (Cloud, Console, and PC), on February 15, which makes sense since last year’s game is replacing it.

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.

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I’m Already Tired of ‘Nintendo Switch 2 Editions’, and Even New Mario Wonder Content Can’t Change That

There have been many storylines to follow in the Switch 2’s first year, but there’s one specific thread that's bugged me since Nintendo unveiled its plans last April – and it’s only grown more bothersome over the last several months: the Nintendo Switch 2 Edition. This series of enhanced Switch 1 ports have been wildly inconsistent across their price points, amount of new content, and quality of enhancements, and I’m frankly tired of Nintendo filling out its release calendar with slightly updated versions of games millions of Switch owners already played several years ago. These feelings were solidified when I attended a preview event to play Super Mario Bros. Wonder - Nintendo Switch 2 Edition + Meetup in Bellabel Park (yes, that’s the full title, and it’s one of the most hilariously unwieldy names in Nintendo history), which is already the eighth first-party Nintendo Switch 2 Edition since the console launched last June.

That’s not to say what I played was bad, it just wasn’t particularly inspiring, and complete indifference has been an unfortunate theme across these releases. I sat down with three other journalists to try out a handful of cooperative and competitive minigames found in Bellabel Park, Wonder’s new hub area that contains more than a dozen multiplayer challenges. After selecting our characters from the Nintendo Switch 2 Edition’s slightly expanded roster that now includes Rosalina, we dove into our first co-op level. This one had two of us use the Joy-Con 2’s mouse controls to place platforms for the other two characters to leap across. It felt like something you’d have seen the GamePad used for back in the Wii U era, and it did lead to some clever puzzles for the mouse users where we had to guide a rolling ball along to break a barrier that was blocking the way for our partners.

The other co-op mission we tried was essentially hot potato with a Bob-omb, where the four of us had to work our way through a level while also passing an explosive back and forth. A timer would tick down whenever the incorrect player was holding the Bob-omb, leading to a frantic rush to both get to the end as fast as possible while making sure the right person was in control. On the competitive side, one game had us battling to feed our personal baby Yoshi the most fruit, while the other ones we tried were pretty standard races that had us bouncing to the goal or flying on a flower propeller. Before the match begins, each player picks from a small selection of Wonder’s badges to try to get a leg up, which is a smart way to remix the lineup of special abilities that felt somewhat underutilized in the main adventure.

There's fun to be found, but Mario Wonder's new content is awkwardly straddling the line between 2D Mario and Mario Party.

Each game certainly had some fun to offer, but afterwards I couldn’t help but feel like this concept is awkwardly straddling the line: if I wanted multiplayer mayhem with Mario characters, there are so many other, better options like Mario Kart, Party, or 3D World, just to name a few. And, if I wanted 2D Mario, I’d much rather play the traditional Super Mario Bros. Wonder campaign, which I adore. To be completely fair, there is more traditional content on the way in Wonder’s Nintendo Switch 2 Edition in the form of Wonder Effect boss fights against the returning Koopalings and extra challenges that take place in pre-existing levels, but I didn’t get to try any of that at this preview event. Even so, none of this Edition’s additions currently feel as exciting as a couple of extra brand-new worlds likely would have.

The Problems with Nintendo Switch 2 Editions

And nothing here comes close to justifying the $80 price tag attached to Mario Wonder’s Nintendo Switch 2 Edition. Yes, there’s a $20 upgrade pack for folks who already own Wonder, but for new buyers, a visually upgraded version of a 2023 Switch 1 game with a few new Bellabells and whistles costs more than 2025’s Switch 2-exclusive Donkey Kong Bananza, which just feels completely out of whack.

Pricing has been a big problem across the lineup of Nintendo Switch 2 Editions. On paper, I understand the math Nintendo is doing. First-party Switch games notoriously almost never see permanent price drops, so the Nintendo equation is a $60 game plus a $20 content expansion equals an $80 product. But it’s hard not to look at that and just think that it feels kind of greedy. A new generation is the perfect time to discount the prices of your last-gen games, and if Nintendo knocked the Switch 1 version of Wonder down to $40 and priced the Switch 2 version at $60, I don’t think anyone would bat an eye. And Nintendo’s third-party partners aren’t following suit with this steep pricing model: Square Enix recently released Final Fantasy VII Remake Intergrade on Switch 2 for just $40 – $20 cheaper than it was at launch six years ago, and with all of its DLC and post-launch updates included. That’s a much more enticing offer for prospective buyers.

It’d be easier to accept the price points if the additional content was reliably great, but that hasn’t been the case. Last July’s Super Mario Party Jamboree - Nintendo Switch 2 Edition + Jamboree TV (another mouthful, and another $80 game/$20 upgrade) launched in what I would consider an unacceptable state for an enhanced rerelease. Firstly, its new content was fairly throwaway, and mostly felt like a way to try and sell the Nintendo Switch 2 Camera accessory for its gimmicky minigames. But the bigger issue is that the enhanced resolution – a huge selling point of these upgrades – only applied to half of the game, while one half was quite literally a drag-and-drop port of the Switch 1 version, 1080p resolution and all. Nintendo eventually released an update that ironed out some of that messy edition’s issues, but it’s still a more misleading, clunkier, and overall worse product than the Switch 1 version that dropped a year earlier for $20 less.

Performance and graphical updates for Switch 1 games on Switch 2 have been a very positive part of this generation so far. Games like Zelda: Link’s Awakening, Echoes of Wisdom, Super Mario Odyssey, and Pokémon Scarlet & Violet all look and run way better now on Switch 2, and those patches were released for free! Which is why it’s all the more frustrating when Nintendo paywalls performance patches for the arbitrary games they happen to make more content for.

It's frustrating when Nintendo paywalls performance patches for the arbitrary games they happen to make more content for.

Kirby and the Forgotten Land had some noticeable framerate issues on Switch 1, and on Switch 2 it now runs at a flawless 60 fps… but only if you buy the Kirby and the Forgotten Land - Nintendo Switch 2 Edition + Star-Crossed World game ($80) or upgrade pack ($20). Sorry, Kirby fans, Forgotten Land was chosen to get a batch of new levels, which means you have to pay 20 bucks to get the improved performance that’s free across most of Nintendo’s other releases. The Legend of Zelda: Breath of the Wild - Nintendo Switch 2 Edition and The Legend of Zelda: Tears of the Kingdom - Nintendo Switch 2 Edition didn’t get any new content outside of extra lore and quality of life updates only accessible through a Nintendo smartphone app, but those cost $10 more rather than being free upgrades. Those two are also included as part of your Nintendo Switch Online + Expansion Pack membership, but none of the others are. Oh, and Breath of the Wild’s Nintendo Switch 2 Edition doesn’t come with its DLC, that’s still another $20 on its own. There's a lot to follow!

I may not be a game developer, but apart from things like mouse, microphone, or camera controls, there’s not much actual content in any of these expansions that appear to warrant being next-gen only. I’m sure most of these multiplayer minigames in Mario Wonder would work just fine on Switch 1, but for seemingly no reason other than to push people toward Nintendo’s next-gen console, they’re locked behind the Nintendo Switch 2 Edition. Animal Crossing: New Horizons is actually the exception that handled this correctly, adding its new items and features in a free update for both Switch 1 and 2 players to enjoy, while keeping the Nintendo Switch 2 Edition upgrades limited to higher resolution, mouse controls, and other niceties that actually don’t work on Switch 1. That Nintendo Switch 2 Edition costs $65 standalone or $5 for the upgrade pack, if you’re keeping score at home.

The only two I haven’t mentioned yet are Metroid Prime 4: Beyond - Nintendo Switch 2 Edition and Pokémon Legends: Z-A - Nintendo Switch 2 Edition, which I don’t have much of a problem with. These two launched alongside their Switch 1 counterparts on the same day as cross-gen releases. They cost $10 more than the Switch 1 versions, and deliver higher resolution and framerates, but don’t feature any Switch 2-exclusive content. It’s still technically a paywalled performance update, but it feels slightly more acceptable when it’s a brand-new game rather than dusting off an old one.

In the grand scheme of things, this obviously isn’t the biggest deal in the world, and Nintendo has still put out plenty of actual Switch 2 games like Bananza, Mario Kart World, Kirby Air Riders, and more. But in an era where being a Nintendo fan is the most expensive it’s been since the cartridge days of the Nintendo 64, the Nintendo Switch 2 Editions feel like the most egregious example of Nintendo squeezing its most dedicated fans for a few extra dollars. It seems Nintendo wanted to repeat its strategy from the last console generation of porting as many Wii U games as possible to Nintendo Switch to make some more money and make the wait for the next truly new thing feel shorter, but it just isn’t coming across the same way this time. There were barely any Wii U owners – as of this morning, Switch 2 has already passed Wii U's lifetime sales in just seven months – so enhanced ports like Mario Kart 8 Deluxe and Super Mario 3D World + Bowser’s Fury were basically new games to most of the audience. And even though it was unfortunate that people who already owned these games on Wii U had to pay full price again to get them on Switch because of the shift from discs back to cartridges, they didn’t cost $5, $10, or even $20 more than they did originally for people jumping in for the first time.

Surely we’re still in the first wave of Nintendo Switch 2 Editions that were planned before the Switch 2 launched, so it’ll be interesting to see if Nintendo continues pumping them out based on how the marketplace responds. It’s tough to get a comprehensive grasp of their success because of how Nintendo reports its sales data across upgrade packs and the two platforms, but it’s worth noting they've failed to provide updated numbers for Kirby at all in the last two quarterly financial reports, suggesting its totals were likely soft. It’s entirely possible one reason these Editions exist to train studios on how to develop for more powerful hardware on projects with a short turnaround time, and now those teams are onto the next new 2D Mario, Animal Crossing, Kirby, and Mario Party with a bit more knowledge. I hope all of Nintendo’s teams swiftly move on, because this is a pattern I don’t really want to continue for the rest of the generation.

I also went hands-on with plenty of Switch 2 games that don’t have ridiculously wordy titles (and box art, for that matter), so you should check out my impressions of Mario Tennis Fever, Resident Evil Requiem and Pragmata on Switch 2, and my lovely time discovering Nintendo’s greatest failure: the Virtual Boy.

Logan Plant is the host of Nintendo Voice Chat and IGN's Database Manager & Playlist Editor. The Legend of Zelda is his favorite video game franchise of all time, and he is patiently awaiting the day Nintendo announces a brand new F-Zero. You can find new episodes of NVC every Friday on the IGN Games YouTube channel, Apple Podcasts, Spotify, or your favorite podcast app.

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Mario Tennis Fever Leans Way Harder on the ’Mario’ than the ‘Tennis’

Pickleball may be slowly taking over tennis courts across the country, but in the Mushroom Kingdom, tennis is still on top, as hundreds of Toads and Koopas flock to sold-out stadiums to watch Mario and friends compete in the superior sport. As a lifelong tennis player and Mario fan (who is only slightly bitter that my favorite local court is now covered with obnoxious, highlighter-yellow tape denoting pickleball lines), I’ve always been drawn to the crossover between these two passions of mine, so I was very excited to check out a few short matches of Mario Tennis Fever at a Switch 2 preview event last week.

I led off discussing the crowd because that was one of the first things I noticed when my character (cursed newcomer Baby Waluigi, of course), trotted out to the court. The fans in the stands look fantastic, with fully detailed character models who react to the match by intensely following the ball as it’s rallied back and forth. Fever is a noticeable visual improvement from its predecessor, 2018’s Mario Tennis Aces on the original Switch, and that was immediately apparent when looking at background features like the spectators, or the more nicely detailed character models with improved texture on clothing and more lively facial features, including the far more expressive Donkey Kong redesign as seen in Donkey Kong Bananza and Mario Kart World. It’s nice to see developer Camelot’s Switch 2 debut looking so clean, especially after 2021’s Mario Golf: Super Rush was downright ugly at times.

The last couple generations of Mario sports games have seemed rushed – or even unfinished. The Wii U’s Mario Tennis: Ultra Smash was one of the most barebones games Nintendo has ever shipped. While Aces was certainly a more finished product, it still took years of updates to reach the amount of content many people thought it should’ve had at launch, and basically identical complaints were lobbed at Super Rush when it was released. So all eyes have been on Fever to see if it can break the trend of Mario sports games launching with an underwhelming amount of stuff to do, and based on my time with it so far, I think Camelot heard the criticism and packed Fever with the most content and variety we’ve potentially ever seen in a Mario Tennis game. I’m just hoping all the shiny new toys don’t water down the core tennis gameplay too much.

I’ve Got a Fever, and the Only Cure Is More Rackets

Much of that variety comes from the new Fever Rackets, this entry’s core mechanic that hugely transforms the way each point plays out. There are 30 to choose from, each with a special ability that can be unleashed when your Fever Gauge is full. There’s a Bullet Bill racket that transforms the ball into the recognizable missile and blasts over the net at high speed, or the Lightning Racket that summons damaging bolts of electricity to your opponent’s side of the court.

Fever Rackets completely dominate the point-to-point action.

The Fever Rackets add a lot of Mario Kart or Party seasoning to the classic tennis gameplay, and it was a lot of fun to pick a different power each time to see which one worked the best. They aren’t carefully competitively balanced: the Chargin’ Chuck racket that morphed the tennis ball into a football moved so slowly that it appeared to help my opponent more than it helped me, while the Bullet Bill shot moved so fast that deploying it usually resulted in an instant win. I only played a handful of matches in total, so there’s obviously lots of nuance to uncover with each racket type, but I think there are definitely a few that will emerge as early favorites online.

What’s really cool is that there’s a built-in mechanic that works to even the playing field even if the powers themselves are unbalanced. When someone launches a Fever Shot, it only activates in most cases when the ball hits the ground, leading to a tense back-and-forth volley where you do everything in your power to hit the ball before it bounces, like one instance where my opponent and I must have hit a wicked fast Bullet Bill back and forth at least 10 times before it finally hit the ground. This means you can turn the tables on your opponent and launch their self-selected ability back at them, and I really love the added risk-reward wrinkle you have to consider when choosing your Fever Racket.

Getting hit by an effect like lightning or fire lowers your HP, and when it hits zero, either your movement speed is reduced (in singles) or you have to sit on the sidelines until you recover (in doubles), giving your opponent a huge opportunity to win the point. Health bar management in a tennis game is a neat idea in how it gives you more to keep track of during the match, but it leads to one of my biggest concerns so far, which is how the presence of Fever Rackets completely dominates the point-to-point action. The gauge charges up quickly enough that at least one player activates it pretty much every single rally, and the effects are so impactful that they usually have a hand in deciding who wins the point. It was almost like a waiting game of hitting the ball back and forth until someone had their Fever Shot ready, and then the point would truly begin. It’s still fun, but as someone who loved the competitive nature of Aces that resembled a fighting game at times, the more party-focused approach here is going to take some getting used to.

Mid-Range Floaters

In line with that party game approach, the tennis mechanics themselves felt somewhat simplified compared to prior entries, likely to keep things manageable due to the added chaos Fever Rackets bring. Serves, returns, and lobs are slower and floatier than Aces, and it felt harder to put shots away on pure tennis skill alone. Again, I’ll need to sink a lot of time into the full game to see if those feelings stick, but so far, Fever succeeds far more as a party game than a tennis game, which I’m honestly fairly mixed on. In doubles, for example, four different Fever abilities constantly in play was just too chaotic for my liking, with fire bars, banana peels, ink, and more completely obscuring the court. While I didn’t get to try it myself, it appears you can play without Fever Rackets as an option too if you’re looking for more classic tennis competition.

And, I did enjoy several parts of the tennis itself. Each character in Fever’s huge roster of 38 choices still has their own strengths and weaknesses, like Boo’s aggressive backspin that can catch opponents off guard. There are also different types of tennis balls to select before the match begins, including a higher speed ball that leads to slightly more competitive matches than the standard one. And if getting drilled in the face with the ball wasn’t embarrassing enough in past games, body shots deal damage now, adding even more insult to injury.

I loved seeing Mario Wonder's singing Piranha Plants march onto the court.

The biggest remaining questions surround Fever’s single-player content, like its adventure mode and challenge tower that will hopefully provide plenty to do. I wasn’t allowed to check out those modes, but I did get to play on the Super Mario Bros. Wonder-inspired Wonder Court, which was another great sign for the amount of variety Fever has in store. Here, we were competing to earn the most Wonder Seeds, which could be won through either standard tennis points, or by scoring during the Wonder Effect that took over halfway through the match. This time, Wonder’s iconic singing Piranha Plants marched onto the court, and you could add to your total by hitting the ball at them to expose the seeds they were protecting, and then hitting the seeds to score. This was really fun, and a highlight of my demo, as it was a great blend of Mario flair and more focused tennis aiming and skill that I look for in this series.

It won’t be long until we see how the rest of Mario Tennis Fever shakes out when it comes to Nintendo Switch 2 on February 12. Fever was just one game I saw during an extended preview event last week, be sure to check out my impressions of Resident Evil Requiem and Pragmata on Switch 2, the ridiculously great Virtual Boy accessory for Switch and Switch 2, and why I’m tired of Nintendo Switch 2 Editions after playing Super Mario Bros. Wonder’s new content.

Logan Plant is the host of Nintendo Voice Chat and IGN's Database Manager & Playlist Editor. The Legend of Zelda is his favorite video game franchise of all time, and he is patiently awaiting the day Nintendo announces a brand new F-Zero. You can find new episodes of NVC every Friday on the IGN Games YouTube channel, Apple Podcasts, Spotify, or your favorite podcast app.

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'Our Goal Isn't to Dance on Top of Steam's Grave' — How Epic Plans to Convince PC Gamers to Buy Their Games From the Epic Games Store Instead of Steam

Epic launched its Epic Games Store back in 2018 in aggressive fashion, paying out millions of dollars to secure exclusives in a bid to steer PC gamers away from Valve’s all-encompassing Steam. Six years later, Steam effortlessly maintains its vice-like grip on the PC gamer consciousness.

So, how is the Epic Games Store actually doing? How has its strategy changed over the years? Can it ever topple Valve when it comes to PC gaming market share? Are Epic Games Store exclusives actually dead? And aren’t people just logging on to grab a free game as part of Epic’s compelling giveaways, before heading straight back to Steam?

It was with all this in mind that I interviewed Steve Allison, VP and GM of the Epic Games Store, about the store's 2025 and what's coming in 2026. Our chat began with a runthrough of last year's performance, which Allison pointed to throughout. The headline here is that $400 million was spent by players on third-party PC games in the Epic Games Store in 2025, up an impressive 57%. This figure was down about 18% last year, which, Allison said, means 2025 saw a “profound and positive change.” In total, $1.16 billion was spent by PC players on the Epic Games Store, up 6%. The Epic Games Store hit 78 million Monthly Average Users (MAUs) in December 2025, an all-time record. But the 67 million average MAU is down 1%, and the 31 million average DAU is down 2%.

Allison said Epic had noticed something happening on Steam when it gave a game away for free. As you’d expect, concurrent user numbers rise for a game on the Epic Games Store when it’s part of a free giveaway (over 77% of the 100 games given away for free last year set all-time peak concurrent users records on the Epic Games Store on PC). But the giveaways also cause a concurrent player spike for the game on Steam, of around 40%. Allison puts this down to Steam players who perhaps already have the game in their library and see coverage of it online because it’s gone free on the Epic Games Store, and their friends are talking about it, so they reinstall and dip back in. Sometimes they just buy it on Steam outright.

But Epic faces an uphill battle here, mostly because the Epic Games Store itself just isn’t as good to use as Steam for a whole bunch of reasons. To combat this, Epic is rebuilding the store on PC so the launcher is faster and doesn’t use as many memory resources. “It should feel fast and snappy and just be what you expect, frankly,” Allison said. The new and improved Epic Games Store should ship by June.

Epic’s vision for the Epic Games Store — and its point of difference with Steam — is that it’s a multiplatform store. That means one store connected across PC, Mac, iOS, and Android, and even other games. A big part of this is voice and text for parties independent of games, a bit like the console experience, but on PC and mobile. As most PC gamers know, community is pretty much non-existent on the Epic Games Store, and Allison acknowledged that. Forums are coming to the store, which sounds basic but has been in the works for some time. Expect Epic to make some noise about forums in the next few weeks.

And then there’s Fortnite. The battle royale behemoth. The everything game. Fortnite is key to this Epic Games Store push. It plans to use Fortnite to convince PC gamers to get their games from the Epic Games Store rather than Steam. To do that, it will tap into the marketing power of Fortnite, offering a Fortnite gift (a Fortnite cosmetic along with a matching character avatar for their Epic account profile) with a purchase of a game. Upcoming partners include Capcom, miHoYo, Pearl Abyss (Crimson Desert), S-Game, MintRocket, and Kakao Games, as the first to participate. Allison expects this to have a significant impact on sales.

After running through the stats, I asked Allison some questions on the details, some recent Epic Games Store controversies (Alan Wake 2, for example!), and about the master plan. Here’s the Q&A in full:

IGN: The perception online is that most of your MAUs are using the store to launch Fortnite, but you are suggesting that the stats counter that perception. But how exactly so?

Steve Allison: Our average monthly active users on third-party exceeds our average monthly active users on Fortnite. Now a lot of those users — it depends on how you define monthly active users — but in terms of player hours, yes, you're right. It's kind of 60, 66, 33 or 65, 35. But in terms of MAU, shopping, looking at stuff, maybe making transactions for free games or whatever, the MAU is flipped in the other direction. So we need to increase conversion through all the work that we're doing. That's what this is all about.

IGN: Similarly there is that perception online that people love your free games program, they dip in to grab the free games and leave. You must've seen this perception online. Are you seeing that shifting? Is there anything in the stats that suggests that?

Steve Allison: I think the answer is, not entirely true, right? The average conversion rate for a new player that's acquired through the free games program is about 16-25%. Depends, but no less than 16% over time. It's a pretty high conversion rate for scale. So that's one fact. The other is, you got to go back to that 35% of player hours coming from games using their own IAP (their own payment solutions for in-app purchases). We know anecdotally talking with Riot, talking with EA, the relationship on that spend is with the developer or the publisher. We don't see it and they're spending with them relatively at the expected rate that they would assume. So there's more commerce coming through the store than that argument would imply.

IGN: This touches on something the Larian publishing director was talking about on social media recently, which is that giving everyone everything for free might bump numbers but doesn't create a viable storefront from which to sell premium experiences. And I think that's his point, the conversion not just to play but to pay for new games. But you are suggesting that perhaps isn't the case?

Steve Allison: It's not the case. He was trying to frame Alan Wake in that context and it's just not true. Alan Wake sold really well and Remedy's statement there was on… we didn't talk to Remedy about it. They did that on their own to make sure that the world knew that wasn't true. Now, from a market share standpoint, we see some volatility there. So sometimes it'll be as small as a percent or two, and sometimes it'll be 25 up to 40% in some cases. So what we need to do is establish consistency and eliminate volatility. So it's really important for me that we get to… if we get to 20, 25, 30% of share predictably on all simultaneous ships, we will be $2 billion in third-party and that, including the people using IAP, right, so it'd be more. So our goal is really to be consistent. And so doing all the player work that's expected of us is going to drive conversion. And just in context of this conversation, that's one of the biggest things we need to do in order to create that consistency.

IGN: Bringing up Alan Wake, one of the things that isn't in your post is exclusives. Alan Wake too was a genuine exclusive. Are you still in this game? Are they still valuable for you? Is this something we're still going to see moving forward or do you take the position that actually there are better ways for you to operate the store than to have genuine exclusives in the way that Alan Wake 2 was?

Steve Allison: A couple things. So that was definitely a strategy early. There's so many releases on PC and we could add a thousand games and strike out a thousand times. So we focused on the most impactful content we could onboard, when we had some limitations on how many things we could bring on board. It's really important. We have 6,000 games on the catalog now. We've done less than 150 deals for exclusives in the history of the store. That's the first point I would make. And 120 of those deals we did in 2019. And then as we moved into self-publishing, we've kind of floated away from that strategy.

In the case of Alan Wake, we also have a third-party publishing team that is part of the store organization. We’ll fund projects differently than those minimum guarantee-based deals. We'll fund projects, we'll help them bring the games to market across all platforms, but the PC SKUs will be exclusive in that case. But we have eight, nine titles that we're funding through Epic Games Publishing right now. Other than that, we haven't done a minimum guarantee-style deal in about three years. So our strategy shifted there. But if we fund and publish the title, the context is a lot different than the conversation that happens on how we did things in 2019. And we own that. That was really successful for us. Things have changed and the publishing businesses, those games will be exclusive from the store.

IGN: It'd be great to get some insight on the long-term play here. You're up against Steam, which is a huge competitor, very difficult to shift, not just in terms of the stats, but the mindset. And I've always heard, not just anecdotally but from Epic people that the Epic Games Store is not profitable. Is the goal to grow bigger than Steam? Is that actually feasible? Are you profitable? Can you ever be profitable in this venture?

Steve Allison: So there's a couple ways of looking at it. When you talk about Steam, you talk about everything including their first-party games. If you talk about the Epic Games Store, first-party plus third-party, and you just credit the store with 12% of the revenue that comes from Epic's first-party games, which isn't how we do accounting, but we sometimes do these views internally, the store is pass break even and reasonably, marginally profitable.

On the third-party side on its own in isolation, right now we continue to invest. We have a ton of work to do. We invest in these programs for developers. We will continue to invest in content through publishing. And that investment is going to show up as sunk costs. But it's all in the context of scaling. But if we get to 25, 30% market share, which is our plan… yes, if we do such a great job that we push share past Steam or whatever, I think we'll be super happy. But our goal isn't to dance on top of Steam's grave or anything like that. It's to establish a consistent place where developers can expect to sell 25-30% of their games. That will, when we get there, we will be profitable in third-party and we'll be very profitable with third-party plus first-party.

Third-party is where we're investing. We got to do all this work. Remember also it's like 60% of our audience uses both. 40% doesn’t. There's a bunch of that audience on Steam that will never turn, but we continue to get a cohort of players that are discovering PC gaming for the first time. They're shifting from console. We're going to have different feature sets, different opportunity around the multi-platform store. It's all about establishing the consistent performance of market spending, like 25-30% now. And if we blow past that, we'll be super stoked, but once we get there we'll be in good shape.

IGN: So, just to clarify, is the Epic Games Store profitable?

Steve Allison: First-party, very profitable. First-party plus third-party, if you credit the store 12% of first-party's revenue like it was a customer on the store, profitable… slightly.

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.

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Resident Evil Requiem on Switch 2 Is Horrifyingly Great

Capcom is one of the strongest third-party publishers on Switch 2 so far. It released an excellent port of Street Fighter 6 on the console’s launch day, and it’s keeping the momentum going in 2026 by bringing most of its big games to the platform, including Resident Evil Requiem, Pragmata, and Monster Hunter Stories 3: Twisted Reflection (with dedicated amiibo figures for all three games!). I went hands-on with Resident Evil and Pragmata on Switch 2 in both handheld and docked mode, and was extremely impressed with how these two slightly scaled down experiences are shaping up.

As you’d reasonably expect, the Switch 2 versions clearly don’t have the same fidelity as their counterparts on PC or the other consoles, but if you only have a Switch 2 or really value bringing your games on the go, the versions I saw were perfectly viable and didn’t make me wish I was playing on one of my beefier machines at home. Plus, I really enjoyed both games separate from my evaluation of their performance, and think they will each make excellent additions to Switch 2’s growing third-party lineup.

Resident Evil Requiem: Switch 2 Impressions

Let’s start with Resident Evil. The demo I tried on Switch 2 was nothing new if you’ve been following the lead-up to Requiem. I controlled newcomer Grace Ashcroft as she woke up on an examination table in a medical bay. This section sees Grace tiptoeing around dark hallways that are occasionally illuminated by flickering lights or blinking red alarms. It builds a lot of tension in these opening moments, like when I turned a corner to see an unidentifiable mass in the distance, only to cautiously approach it and see it’s just a horse statue staring back at me.

I was immediately impressed by Grace’s character model and animations in the demo’s introductory cutscene. It opens with a closeup shot of her eye, and it looked very detailed and pulled me into the world right away. That strong first impression carried through the rest of the demo. Requiem appears to shoot for 60 fps on Switch 2, and I didn’t notice any drops throughout my session. Granted, this is not a very action-heavy portion of the game – Grace is completely unarmed for the entirety of this segment besides glass bottles she can throw as distractions – but it was still great to see the Switch 2 keeping up with Requiem so far.

Requiem shoots for a smooth 60 fps on Switch 2, and I didn’t notice any major drops.

Eventually, I found a lighter that let me explore a previously pitch black hallway I’d skipped earlier. The lighting effects that the lighter projected onto the wall may not have been as complex as on the other platforms, but it’s certainly not bad, and if I weren’t looking at it with a very critical eye, I probably wouldn’t have noticed. This dark hallway led to the main confrontation of the demo: a game of cat and mouse against a towering, terrifying monster with long, disgusting fingers that chased after Grace for the remainder of my playtime. It was very intense, and the biggest compliment I can give Resident Evil Requiem on Switch 2 is that I was so terrified by being relentlessly stalked by this monster that any concerns I had about the version I was playing instantly melted away. All I could focus on was Grace’s survival.

After wrapping up the demo on the television from Grace’s first-person perspective, I swapped to the slightly less stressful third-person perspective in handheld mode and was similarly enthused with what I saw. Honestly, I think Resident Evil is far more fitting as a big screen experience with the lights turned off, but if you want to play it in handheld, the Switch 2 delivered a solid experience in this demo. There’s a noticeable resolution difference switching from the 4K television to the 1080p Switch 2 screen, but it still looked great and maintained solid performance, too. In third-person, I really like how Grace stumbled and tripped over herself while initially running away from the monster. She’s clearly as terrified and stressed as we are, and that small detail really sold it. I didn’t get to play as Leon Kennedy, but based on Dale Driver’s recent preview, I’m excited to try the more action-heavy portions that will balance out the terror I felt after completing Grace’s demo. Resident Evil Requiem is coming to Switch 2 (and other platforms) on February 27, and on the same day, Capcom is releasing Resident Evil 7 and Resident Evil Village on Switch 2 as well.

Pragmata: Switch 2 Impressions

Requiem is bringing the newest entry in one of Capcom’s most historic franchises to Nintendo players. On the other side of the coin, Pragmata is Capcom’s newest IP that’s also debuting on Switch 2. This sci-fi third-person shooter stars a soldier named Hugh and an android he names Diana as they explore a lunar research facility filled with hostile robots. I played the Sketchbook demo, which is the same slice of the game currently available to try on PC and coming to consoles at a later date. It covers Hugh and Diane’s introduction all the way through the first boss encounter.

Pragmata on Switch 2 was similarly impressive, but I did notice a few more rough edges and fuzzier details compared to Requiem. My theory is that’s because Pragmata takes place in far brighter, bigger areas than Resident Evil’s claustrophobic hallways, exposing some more of its shortcomings. But with that said, it still ran very well and felt great to play, even in its more action-focused combat scenarios.

And I really like the spin Pragmata puts on third-person shooting. Hugh and Diana have to work together to take down enemies, as Diana hacks into the androids to deal damage, slow them down, and expose weak points. Hacking is represented by a grid minigame that appears when you target an enemy, where you press the face buttons to navigate a cursor to the goal as quickly as you can, passing through damage multipliers on your way. It’s snappy and satisfying to pull off, made better by the fact that the action doesn’t stop when you’re hacking as Diana, meaning you still have to aim, shoot, and dodge as Hugh at the same time. It’s immediately fun to split your attention between the two objectives, and I’m excited to see how Pragmata builds upon its unique foundation deeper in the campaign.

It’s immediately fun to split your attention between Pragmata's hacking and shooting.

Running around the space station and solving light hacking puzzles was fun, too, and the heft of Hugh’s armor was sold by Switch 2’s HD rumble, as I could feel each footstep on the proper side of the controller. Just like Requiem, Pragmata was downgraded in handheld mode but still totally playable. Responsiveness is very important in Pragmata because of all its quick-time events, and the Switch 2 didn’t miss a beat in this demo.

Capcom was the only third-party presence at the Nintendo Switch 2 preview showcase I attended last week, but I also got to go hands-on with a lot of Nintendo’s upcoming first-party releases. For more, check out my previews of Mario Tennis Fever, the ridiculously great Virtual Boy accessory for Switch and Switch 2, and why I’m tired of Nintendo Switch 2 Editions after playing Super Mario Bros. Wonder’s new content.

Logan Plant is the host of Nintendo Voice Chat and IGN's Database Manager & Playlist Editor. The Legend of Zelda is his favorite video game franchise of all time, and he is patiently awaiting the day Nintendo announces a brand new F-Zero. You can find new episodes of NVC every Friday on the IGN Games YouTube channel, Apple Podcasts, Spotify, or your favorite podcast app.

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Save 50% Off These Powerful Sofirn High-Powered LED Flashlights Compared to Buying From Amazon

It's smart to have a light source on hand for emergencies, especially since everyday carry flashlights can be had for a throwaway price. The Sofirn brand is extremely popular amongst the enthusiast flashlight community for the amount the light they throw out at a bargain price. Sofirn's official store on AliExpress routinely sells these flashlights at up to 50% less than on Amazon. They ship free from a local US warehouse, which means no hidden tariffs or obnoxious shipping times.

Sofirn Q8 Plus 16,000-Lumen LED Flashlight for $56.75

Arguably the better deal of the two flashlights here is the Sofirn Q8 Plus. It's currently $56.75 after $7 off coupon code "07USAFF". This exact flashlight sells for $120 on Amazon.

The Q8 Plus is a beefly flashlight, measuring a modest 5.2 inches long but weighing in at just over one pound. This is an incredibly bright light with a maximum 16,000 lumen output and a throw distance of 554 meters (over 1/3 of a mile) thanks to six Cree XHP50B LEDs each with its own reflector. The light can be adjusted down to extend battery life. The hefty body acts as a heatsink that keeps the LEDs from thermally throttling, although the flashlight can get quite warm during extended usage under maximum power. Power is supplied by three 21700 batteries (which are included) that can also be charged over USB-C.

I purchased this flashlight for about the same price at AliExpress last year. It arrived quickly and was packaged in a retail box. The flashlight was in new condition and all the accessories were included.

Sofirn SP36 Pro 8,000-Lumen LED Flashlight for $32.57

The powerful yet compact Sofirn SP36 Pro 8,000-Lumen Rechargeable LED Flashlight has also dropped in price to $32.57 after you apply $4 off coupon code "04USAFF". This exact flashlight sells for $70 on Amazon.

The Sofirn SP36 Pro is a compact EDC style flashlight, measuring just 5" in length and weighing about 10 ounces without the battery. It features a rugged aluminum shell and has an IPX8 rating, which means it can be submerged in water up to 1 meter deep. The flashlight comes with three 18650 Li-on batteries that can be recharged with a USB Type-C cable.

The light array is comprised of four Luminus SST-40 LEDs each with is own individual reflector. They combine for a maximum output of 8,000 lumens and a beam distance of up to 450 meters, which means that this little flashlight can illuminate an entire football field. The intensity is adjustable so you can conserve battery life.

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

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The Muppet Show (2026) Review

The Muppet Show debuts on Disney+ on February 4.

This year marks 50 years since The Muppet Show debuted in syndication on US television, making a frog, a pig, a bear, a Gonzo, and the rest of the show’s felt menagerie into global superstars. In the most full circle of full circle examples, ABC and Disney+ have put the band back together in a special test pilot for a Seth Rogen revival of The Muppet Show.

A lot of the words in that last sentence are whiplash inducing, but the thing to cling onto is that it’s a revival of The Muppet Show. Fans of Jim Henson’s puppet creations have long been begging someone in the entertainment industry who loves the Muppets to just make a new Muppet Show; bless Rogen for heeding the call and ending our decade’s-long whining.

If you’re not familiar with the recent history of The Muppets: In 1990, Jim Henson tragically passed away from toxic shock syndrome, and in 2004, the Muppets IP was bought by the Walt Disney Company. That’s been a disappointing baton pass, because Disney has been incredibly inconsistent in knowing what to do with Kermit and his pals, banishing them to viral shorts or trying to force them into weird high-concept ideas like 2015’s mockumentary series, The Muppets.

While trying new ideas and not getting stuck in a taciturn nostalgia loop is always encouraged, the problem with many Disney-era Muppet projects is that they often reek of an executive mandate to “update the Muppets and make them cool and hip for today.” The problem with that thinking is that it proves they’re being played with by creatives who fundamentally do not understand why the Muppets work – they’re timeless. Kermit and his family of weirdos don’t belong in any era, because their brand of silly lives eternally in the relationships between the characters and their relentless desire to make audiences happy; it’s their True North.

Thankfully, Rogen gets that with his very soul, as does director Alex Timbers. Together, they’ve resurrected the variety show format, the classic Muppet theater set, and the stock cast of classic Muppet characters to make The Muppet Show in 2026, not for 2026.

From the moment Kermit’s felt hand turns the theater’s house lights on, I defy any viewer to resist the huge smile that will spontaneously bloom. If you’re of a certain age, the opening is like a time travel machine back to your childhood, and if you’re a kid, the comedic chaos of the show is attuned to your sensibilities as well.

From the moment Kermit’s felt hand turns the theater’s house lights on, I defy any viewer to resist the huge smile that will spontaneously bloom.

Like the original variety show, the episode has a special guest star in Sabrina Carpenter (also an executive producer), who shows up with the exact energy needed to match the insanity around her. She gets to sing in two different numbers and banter backstage with the Muppet players like she’s been doing it her whole life.

Unlike some revivals, The Muppet Show has a lived-in quality to it, likely because the primary performers are long-time Muppeteers like Bill Barretta, Dave Goelz, Eric Jacobson, Peter Linz, David Rudman, and Matt Vogel. They’ve lived their characters for at least a decade each and give pitch-perfect performances across the board…and if you don’t like the slight change in some character voices, get over it; the alternative is them getting moldy in an archive somewhere.

Kudos to ​​pilot writers Albertina Rizzo, Kelly Younger, Gabe Liedman, and Andrew Williams for honoring the past with faithful sketch revivals and character temperaments while making this episode feel fresh and genuinely funny. Their new material, including a new Muppet, some novel camera framing, and cameo bits all add to the scale and scope of the world without trying too hard.

Hopefully, the heart and hilarity featured in The Muppet Show will be more than enough proof to give it a series order, because the world really needs Kermit and his pals more than ever.

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Virtual Boy on Switch 2: Discovering Nintendo’s Greatest Failure

A big sign of emotional maturity is owning up to your most embarrassing failures. For Nintendo, that past mistake is the Virtual Boy, and for the better part of three decades, the company has mostly ignored its most iconic commercial and critical fiasco, likely hoping we’d all just forget they ever released a tabletop headset that was known for causing splitting headaches and eyestrain with its limited red and black 3D graphics. Nintendo has never rereleased any of the Virtual Boy’s comically small library of just 22 games (several of which were exclusive to Japan), even when they launched a stereoscopic 3D handheld that would have been the perfect emulator. But 30 years later, Nintendo is finally ready to reminisce and poke some fun at this ridiculous footnote by bringing Virtual Boy to Switch 2 and Switch, complete with a very faithful (and expensive) accessory that recreates the original look and feel. And after playing several games that will be available in the launch lineup on February 17, I’m thrilled to finally be able to discover this lost corner of Nintendo history, even if there aren't very many games to dive into.

Even though they’re finally bringing some of these lost games back, Nintendo still isn’t making it very easy to access them. Virtual Boy - Nintendo Classics will be available for Nintendo Switch Online + Expansion Pack subscribers (that’s the more expensive tier that costs $49.99 annually for an individual membership here in the U.S.), and you’ll also need one of two accessories sold through Nintendo’s website to play them. The first choice is the $100 replica of the original hardware, and the second is a $25 cardboard model you hold up to your face like Nintendo’s experimental Labo VR set. You can slide your Switch or Switch 2 into either of these hollow models to supply the screen, and according to the fine print of the latest Virtual Boy trailer, you can only play these games with one of these two accessories – you can’t play them regularly in handheld mode or on your TV. The forgiving view of this decision is that Nintendo aims to preserve the original Virtual Boy experience as closely as possible, while the cynical view is that Nintendo just wants to squeeze more money out of its most hardcore fans for a silly novelty that probably won’t actually provide much playtime. The truth is probably somewhere in the middle of those two extremes.

I only saw the cardboard version behind a glass case, but I did get to go hands-on with the replica and instantly fell in love. I pride myself on having played most games from across Nintendo’s entire history, but the Virtual Boy has always been a big red-and-black hole in my library. Secondhand Virtual Boys and game cartridges are simply too expensive, so I’ve never pulled the trigger even if I’ve been tempted several times by various Facebook Marketplace listings, always stopping short when I see the previous owner wrote their name on all their cartridges in permanent marker. So as a hardcore Nintendo enthusiast who enjoys learning about both the good and the bad of their history (and talking about it every week on Nintendo Voice Chat, IGN’s all-Nintendo podcast), I’m the exact target audience for this bonkers release.

The replica unit itself is really high quality.

The unit itself is really high quality. The headset rests on a two-legged stand with a knob you turn to adjust the viewing angle. If you squint or see it from a distance, you’d be forgiven for thinking it was an authentic Virtual Boy. The design is undeniably weird and cool, and I can’t wait to display it in my office. I sat down, looked through the red lenses, and saw the monochrome display staring right back at me. I wear glasses, so often when I try on VR headsets a bit of light bleeds through the sides, but the Virtual Boy’s rubber eye shade was big enough to completely block out 2026 and let me immerse myself entirely in 1996.

Seeing Red

I first dove into Wario Land, one of seven games included in the launch lineup and the game I’ve easily heard the best things about over the years. After just one level, I can see why it has a strong reputation. Apart from the lack of a varied color palette, it looked and played just like the classic Wario Land games, with Wario’s aggressive dash attacks and destructive platforming. This is a sidescroller, but it makes use of the stereoscopic 3D with obstacles like swinging iron balls that move toward and away from you, where the added depth helps you judge their location. Having never played Virtual Boy before, seeing Nintendo games in 3D again made me oddly nostalgic for early 3DS games that made good use of the 3D slider, like Super Mario 3D Land. Wario Land made use of the feature in its platforming, too, with segments that launched Wario into the foreground and background, an idea used a lot in platformers we’d get later like Mutant Mudds, Kirby Triple Deluxe, and Donkey Kong Country Returns. After Wario Land, I hopped around some of the rest of the launch lineup, including Golf and the Punch-Out!!-like Teleroboxer.

I only played for about 20 minutes, but I thankfully didn’t get a headache like the original hardware’s reputation would suggest. I’m honestly not sure how long I’ll play in one sitting when my own Virtual Boy preorder shows up in a couple weeks, because even though Wario Land was fun, it’s still kind of a pain to play. The edges of the screen were tough to see when looking in the unit, and it’s not the most comfortable feeling to crane your neck to look inside. At least it’s that authentic neck pain I’ve always wanted, though.

Would I recommend the average Nintendo fan drops $100 or even $25 to play these games? No, probably not. There are only seven of them to play at launch, and they are more enjoyable from a historical perspective than an entertainment one. You could buy seven superior indie games for 100 bucks that come in more than just one color. But if you love exploring wacky bygones from past eras and want a really cool accessory to display in your game room, you’ll probably really like the new Virtual Boy like I did. And there are more games coming after launch, including a previously unreleased F-Zero spinoff called Zero Racers, which is unbelievably exciting as an F-Zero superfan.

I walked away not sure which is crazier: the fact that Nintendo made this bizarre piece of hardware 30 years ago, or the fact that they are rereleasing it now. The Virtual Boy sold roughly 750,000 units worldwide, and I’m not sure the market for this retro rerelease is much larger than that. It’s incredibly niche, pretty expensive, and there are only a handful of games worth playing, but they still chose to bring it back. And that’s one reason I love covering Nintendo; they’re the crazy toymaker of the video game industry. Not every swing they take is a smash hit, and I’m so excited to finally learn everything about one of their worst misses.

I played a lot more at the Nintendo preview event last week besides the Virtual Boy. Check out my previews of Mario Tennis Fever, Resident Evil Requiem’s excellent Switch 2 version, and why I’m tired of Nintendo Switch 2 Editions after playing Super Mario Bros. Wonder’s new content.

Logan Plant is the host of Nintendo Voice Chat and IGN's Database Manager & Playlist Editor. The Legend of Zelda is his favorite video game franchise of all time, and he is patiently awaiting the day Nintendo announces a brand new F-Zero. You can find new episodes of NVC every Friday on the IGN Games YouTube channel, Apple Podcasts, Spotify, or your favorite podcast app.

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'I Imagine I'm One of Like 10 People Bummed by This' — Netflix Is Being Removed From the Near 20-Year-Old PS3 in March

Netflix is being removed from the PlayStation 3 — yes, the PlayStation 3 — on March 2, 2026.

The streaming service first hit PS3 via Blu-ray disc in 2009, with a native app arriving the following year so users didn't have to insert an instant streaming disc into their console. All these years later, Netflix still works on Sony’s 19-year-old console, but the party ends next month, according to a message now displayed by the Netflix app on PS3.

just tried booting up netflix on my PS3 and yeah it does infact give that message </3 pic.twitter.com/VcfQkj6bJV

— stuff about CRTs (@CRTthoughts) February 3, 2026

Remarkably, some people were still using the Netflix app on PS3, including perhaps the appropriately named redditor ‘12_Ton_Brick_of_Weed,’ who said: “Welp, there goes the last way to watch Netflix natively in 4:3.”

“I imagine I'm one of like 10 people bummed by this haha,” they continued. “Netflix ps3 has been so convenient for watching old shows on a CRT in 4:3 without the black bars on the sides. Glad I got to use it while I still can and at least they gave a heads up haha.”

“TIL that Netflix was still on PS3,” someone replied. “I used it daily for my daughter. Definitely not the only one upset,” added another.

Perhaps with Netflix finally gone from the PS3, the streamer will find a place for it on the Nintendo Switch 2. Or perhaps not.

Photo by JONATHAN NACKSTRAND/AFP 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.

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Major Helldivers 2 Patch Adds a Tank, Boosts Melee Strength, and Prepares Players to Liberate Cyberstan

Helldivers 2's latest patch, Into the Unjust: 6.0.1., is rolling out now, adding a playable tank and interchangeable victory poses and emotes as part of a push towards the liberation of the Cyborg homeworld, Cyberstan.

"We have confirmed, with concrete proof and beyond any doubt, that the Automaton Collective stole our schematics for the Star of Peace. We cannot let them turn this defensive tool of peace into a destructive weapon of war," developer Arrowhead teased. "It's now up to you, our most elite and powerful force, to bring them to justice on their own turf.

"We have approved the deployment of new equipment for squads to aid in the swift elimination of the Automaton threat. Push toward Cyberstan and end this insult to Managed Democracy. Helldivers, let this be the last time the Automatons steal from Super Earth."

Highlights of the patch include the Bastion Tank, a new tank vehicle that is "ready to roll over entrenched enemies," and "offering unrivaled firepower and defense on the battlefield." Be warned, though — "it will require your team to work together to hunt down the enemy!"

You'll also see a 50% increase to base melee attack, changes to enemy behavior, and a trickier challenge in the game's hardest difficulties, with Arrowhead explaining that the "biggest change should be noticed on the Automaton front while Terminids and the Illuminate are less affected."

As for those aftermentioned Automatons? There's nothing specific about them in the patch notes beyond a cursory note that it's now confirmed that it was the Automatons that stole the Star of Peace schematics, but a fan-run Twitter/X account dedicated to Helldivers found this to share with us:

Cyborgs 💀 #Helldivers2 pic.twitter.com/SBVhHYDm7W

— Helldivers Alerts (@HelldiversAlert) February 3, 2026

Helldivers 2 update 6.0.1 patch notes:

*** INCOMING MESSAGE FROM HIGH COMMAND ***

We have confirmed, with concrete proof and beyond any doubt, that the Automaton Collective stole our schematics for the Star of Peace. We cannot let them turn this defensive tool of peace into a destructive weapon of war. It's now up to you, our most elite and powerful force, to bring them to justice on their own turf.

We have approved the deployment of new equipment for squads to aid in the swift elimination of the Automaton threat.

Push toward Cyberstan and end this insult to Managed Democracy. Helldivers, let this be the last time the Automatons steal from Super Earth.

📍 Patch Highlights

  • Bastion Tank: A new tank vehicle is ready to roll over entrenched enemies! The Bastion Tank offers unrivaled firepower and defense on the battlefield. It will require your team to work together to hunt down the enemy! (2pm CET)
  • Chinese VO has been added to Helldivers 2!
  • Arm yourself with the latest premium Warbond Siegebreakers, loaded with a devastating hammer built for close-range persuasion and an upgrade to a Helldivers favorite, the LAS-16 Trident!
  • March into battle in style with the new War Horse set, available in the Superstore on February 10!
  • With a few exceptions, all victory poses and emotes are now interchangeable!

⚖️ Balancing

General changes overview

Melee weapons and Armor passive with increased melee damage re-balance

  • Intent is to make the Armor passive that increases melee damage less mandatory but still be useful to make melee weapons more effective.
  • We increased all the melee weapons damage and decreased the modifiers on the armor passives that increase melee damage.
  • Total damage with the melee armor passive will be higher or the same as before.
  • Base melee attack also got a 50% damage increase.

SMG and Pistol rounds less Sway

  • The intent is that the increased drag of SMG and Pistol which make it a close combat weapon and less effective at range is the main characteristic of these weapons.
  • We decreased the Sway modifier to be the same as most other weapons

Unify Weapon function directions inputs

  • The intent is to make the "weapon function modes" that are similar to be on the same "weapon function direction input".
  • This is to make it easier to remember which direction similar types of weapon functions are and also make it so you need to use less "quick weapon functions" inputs.
  • Weapon function modes that affect Programmable ammo, Ammo types, Volley modes, Safe modes, Guided modes will now be in the left direction.
  • We have not moved the underbarrel weapon switching option to the left yet, but we are looking into moving it to the left direction so all ammo altering switching is in the left direction even if it is an underbarrel selection that usually is in the down direction.

Difficulty on difficulty 9+

Made changes across all factions to increase the intensity on high difficulties, the biggest change should be noticed on the Automaton front while Terminids and the Illuminate are less affected.

Value changes

Primary weapons

R-2124 Constitution

  • Increased Bayonet melee damage from 110 to 165
  • Increased Bayonet melee durable damage from 55 to 83

R-2 Amendment

  • Increased Bayonet melee damage from 110 to 165
  • Increased Bayonet melee durable damage from 55 to 83

MP-98 Knight

  • Decreased sway modifier from 1.2 to 1

SMG-37 Defender

  • Decreased sway modifier from 1.2 to 1

SMG-72 Pummeler

  • Decreased sway modifier from 1.2 to 1

M7S SMG

  • Decreased sway modifier from 1.2 to 1

SG-20 Halt

  • Move the “ammo type” weapon function from Right to Left weapon function direction

DBS-2 Double Freedom

  • Move the “Volley/Semi mode” weapon function from Right to Left weapon function direction

Sidearms weapons

P-72 Crisper

  • Increased magazine capacity from 30 to 50
  • Decreased sway modifier from 1.2 to 1

P-2 Peacemaker

  • Decreased sway modifier from 1.2 to 1

LAS-58 Talon

  • Decreased sway modifier from 1.2 to 1

GP-31 Grenade Pistol

  • Decreased sway modifier from 1.2 to 1

LAS-7 Dagger

  • Decreased sway modifier from 1.2 to 1

P-113 Verdict

  • Decreased sway modifier from 1.2 to 1

M6C/SOCOM Pistol

  • Decreased sway modifier from 1.2 to 1

PLAS-15 Loyalist

  • Decreased sway modifier from 1.2 to 1

P-11 Stim Pistol

  • Decreased sway modifier from 1.2 to 1

SG-22 Bushwhacker

  • Decreased sway modifier from 1.3 to 1
  • Move the “Volley/Semi mode” weapon function from Right to Left weapon function direction

P-4 Senator

  • Decreased sway modifier from 1.3 to 1

GP-20 Ultimatum

  • Decreased sway modifier from 1.3 to 1

CQC-30 Stun Baton

  • Increased damage from 50 to 75
  • Increased durable damage from 25 to 38

CQC-19 Stun Lance

  • Increased damage from 110 to 165
  • Increased durable damage from 55 to 83

CQC-2 Saber

  • Increased damage from 125 to 188
  • Increased durable damage from 65 to 98

CQC-5 Combat Hatchet

  • Increased damage from 160 to 240
  • Increased durable damage from 80 to 120

CQC-42 Machete

  • Increased damage from 200 to 300
  • Increased durable damage from 100 to 150

Throwables

G-7 Pineapple

  • Increased max amount uses 3 to 4
  • Increased start amount uses 2 to 3

G-31 Arc

  • Increased max amount uses 4 to 5
  • Increased start amount uses 3 to 4

Stratagems

SH-20 Ballistic Shield Backpack

  • Shorter cooldown from 300 to 240 sec

Orbital Smoke Strike

  • Shorter cooldown from 100 to 75 sec

CQC-9 Defoliation Tool

  • Increased damage from 300 to 450
  • Increased durable damage from 150 to 225

CQC-1 One True Flag

  • Increased damage from 110 to 200
  • Increased durable damage from 55 to 100

RS-422 Railgun

  • Move the “Safe/Unsafe mode” weapon function from Right to Left weapon function direction

StA-X3 W.A.S.P. Launcher

  • Move the “Programmable ammo mode” weapon function from Right to Left weapon function direction

GL-21 Grenade Launcher

  • Increased armor penetration level from Medium to Heavy

Armor passives

Peak Physique

  • Decreased melee damage bonus from 100% to 40%

Rock Solid

  • Decreased melee damage bonus from 100% to 40%

Reinforced Epaulettes

  • Decreased melee damage bonus from 50% to 20%

Enemies

General

Some enemies have had their damage vs durable rebalanced to adjust for Helldiver vehicles with large health pools. It will not change their effectiveness against normal Helldivers, only their vehicles.

Things like attacks from Bile Titans, Chargers, Crescent Overseers, Overseers, Rocket firing Automatons, Hulk melee attacks, mortars, acid etc have gotten values adjusted. Some of the adjustments only affect certain targets (ie the Bastion). Other adjustments also affect the FRV and Exosuits.

Enemies Aim calculations were not always updated when there were many enemies trying to aim, making Automatons on higher difficulties a bit bad at aiming. They should now attempt to update the aim better considering the data they have before they get another proper aim update. This means that Automatons will aim better even when there are a lot of them without any further cost to performance.

Terminids

Dragon roach

  • lowered the direct damage from the flame attack by 25%

Automatons

Rocket Raider

  • Rockets now deals increased damage vs Durable targets

Devastator

  • Removed durable on arms

Rocket Devastator

  • Rockets now deals increased damage vs Durable targets

Hulk Bruiser

  • Rockets now deals increased damage vs Durable targets

Gunship

  • updated its targeting software and should now be better at hitting their targets
  • Rockets now deals increased damage vs Durable targets

Illuminate

Overseer

  • Overseer`s weapon now deals increased damage vs Durable targets

Crescent Overseer

  • Increased force on artillery attack to stagger the Helldiver
  • Increased the damage of its direct shot attack
  • Crescent Overseer`s weapon now deals increased damage vs Durable targets

🎮 Gameplay

Emotes and Victory poses

Emotes and victory poses are now interchangeable. Except for a few exceptions like emotes that require 2 people, the kick and a few others, all the victory poses can now be used as emotes and all emotes can now be used as victory poses

🔧 Fixes

Hang Detection

As part of our ongoing war against bugs and instability we have introduced a “hang detection” feature in the PC version. If the game hangs (freezes) for more than 20 seconds then this new feature will crash the game instead of letting it stay hung. This generates a file called a “crash dump” which contains important debugging information for our programmers to diagnose and fix the root cause of the hang.

If you experience a hang, please wait at least 40 seconds before restarting your PC to allow the hang detector to do its job.

If you experience a 20+ second hang followed by a crash:

  • If the crash reporting window shows up then please submit the report as usual.
  • If the crash reporting window doesn’t show up (it can fail), we humbly request that you share the crash dump file with our player support team (https://arrowhead.zendesk.com/). They will be able to assist you in locating and sharing the crash dump file.

With your help, we can eliminate these issues once and for all!

Crash Fixes

  • Fixed a rare crash caused by weapon customization desynchronization
  • Fixed a rare crash that would occur when players would access the Galactic Map
  • Fixed a crash caused by Automatons in Lava Missions

Weapons & Stratagem Fixes

  • The RS-422 Railgun magazine during reload animation is now visible
  • When finishing an Eradication mission after the mission time has run out, an over-zealous second Pelican pilot will no longer heroically try to extract our noble Helldivers if another is already en route
  • AX/FLAM-75 "Guard Dog" Hot Dog has its sound effects fixed
  • AR/GL-21 One-Two underbarrel explosions sound effects are now fixed
  • MLS-4X Commando rockets will now target properly, rather than targeting the last place the Helldiver aims at
  • Fixed an issue where the R-36 Eruptor displayed incorrect zoom levels options when using non-zoomed scope attachments
  • Fixed a bug where the B-1 Supply Pack would give infinite supplies when dropped
  • Fixed the visual glitches that appear in the preview section of the Weapon Customization Menu
  • Helldivers can now reload whilst inside an M-102 Fast Reconnaissance Vehicle
  • B-1 Supply Pack can no longer be used on Helldivers when their ammo, grenades and stims are full
  • Fixed bug where story campaign operations would not persist between game sessions
  • Projectiles from turret stratagems will now also hit their owners
  • The Ministry of Defense has installed scrubbing chips on the Ground All-Terrain Extraction Rig, preventing accidental lock-on by smart weaponry
  • RS-422 Railgun now properly displays the clip during the Reload animation if the player reloads the weapon immediately after firing
  • When cancelling a reload after a new projectile was made visible, but before it was put into the weapon; the weapon would display the new shell in the weapon, even with the weapon empty. The weapons will now correctly display if it is ready to fire or not
  • Heat based weapons are now displaying overheating properly, in the Weapon Function Menu
  • Kills with "One True Flag" will now count towards Major Order kills
  • Fixed the M-1000 Maxigun wind-up sounds which would sometimes not play properly
  • Player can no longer throw multiple stratagems after entering and exiting emplacements
  • Grenade launcher shots and explosions from AR/GL-21 One-Two rifle should now be visible when shot by other players

P-92 Warrant

  • Made the drag and gravity the same on the non-guided projectile as the last patch change for the guided projectile.
  • Move the “Guided mode/None Guided mode” weapon function from Right to Left weapon function direction

Enemies

  • Enemies have learned how to target better
  • Fixed spawn rate on Rapid Acquisition missions on difficulty CR7-10. Adjusted spawn points on Rapid Acquisition map

Miscellaneous Fixes

  • Automaton dropships will now move less erratically when dropping enemies
  • Fix incorrect camera positioning when transitioning to first person while reloading
  • Fixed an issue where players could land on Command Bunkers in city missions
  • Fixed certain items not being interactable inside specific PoIs on Magma planets
  • Solved terrain height changing when approaching or moving away from a deformed piece of terrain, causing a weird visual effect
  • Exiting a vehicle now properly inherits the vehicle`s velocity
  • High-Command has now authorized Commando Operations to be carried out on all Automaton controlled planets. They will frequently be available to choose alongside the regular Peace Keeping Operations going forward
  • Fix damage inconsistencies between client and host damage. Clients should no longer do less damage than the host
  • Players no longer get stuck under the bridge during Rapid Acquisition missions
  • The Helldiver properly follows hand position protocols when activating power stations
  • Camera correctly points towards the Hellidver during the push-up emote
  • The battery light will now turn off after its delivery during “Seize Fusion Batteries” objective
  • Draw! Emote no longer locks melee weapons
  • Adjusted Automaton scanner glow - they will no longer shine white whilst scanning for Helldivers
  • The Super Earth Flag is now correctly playing the Super Earth Anthem when using the stratagem during Hive World Missions
  • The Helldiver now moves their hands away from terminal screens to not block sight to whoever is looking over their shoulder
  • [Xbox Only] Smoke will no longer display green artifacts on red planets
  • The Guard Dog series of stratagems have had their names shortened to improve readability. They’re still your loyal companions, but now with shorter, easier to read names.

Optimizations

  • We improved fog density / visibility between Volumetric Fog Quality settings, making the Lowest and Low settings match
  • Improved performance of building material found in colonies and cities
  • Removed the light-source that was attached to the Helldiver, which was used for making dark environments brighter near the player; tweaked and improved playability and visibility in darker environments instead
  • Fixed an issue that was causing some players to get a "10002026" error during login attempt
  • Implemented performance improvements affecting explosions and general destruction, primarily surrounding bot factories

Helldivers 2's next Warbond, Siege Breakers, is out today, February 3, as part of this update. As detailed in a recent post, this Warbond is for players needing "something to smash through [...] towering foe with impenetrable fortifications,"... which I'm pretty sure means it's needed by all of us.

Don't forget that February will a "month of anniversary surprises" as Helldivers 2 hits its second anniversary. To kick us off, Arrowhead formally introduced us to the "face of Freedom, the voice of Victory, the light of Liberty," John Helldiver himself.

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

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The Division: Definitive Edition Quietly Launches — But It's Not the Remaster Some Had Hoped For

Ubisoft is yet to formally announce its Tom Clancy's The Division: Definitive Edition, but you can now purchase it via the Xbox store. Unfortunately, however, its release has confirmed exactly what this new version of the game entails — and it's not the remake or remaster that some fans had expected.

On Xbox at least, you can now pay $49.99 to own Ubisoft's 2016 extraction shooter and all of its add-on content, including the game's three expansions, season pass, and various DLC outfits.

There does not appear to be any new content here — or any new versions of existing content, either. This has come as something of a surprise to fans who had spotted advertising for the game's Definitive Edition pop up last month alongside new merchandise, just in time for the game's 10th anniversary.

Instead, for your money you'll get access to the following Tom Clancy's The Division items:

  • Tom Clancy’s The Division
  • Season Pass
  • Season Pass Exclusive Outfits
  • Expansion I: Underground
  • Expansion II: Survival
  • Expansion III: Last Stand
  • Sawed-off Shotgun
  • Frontline Outfit Pack
  • Let it Snow Pack
  • Military Specialists Outfits Pack
  • Parade Pack
  • Sports Fan Outfit Pack
  • Streets of New York Outfit Bundle
  • Marine Forces Outfits Pack
  • Upper East Side Outfit Pack

"Get the complete The Division experience in this Definitive Edition!" Ubisoft's blurb reads. "The base game, all three Season Pass expansions, and multiple cosmetic packs await you. Restore order and rebuild New York City after a devastating pandemic in this tactical open world third-person shooter.

"The Definitive Edition also includes gear sets, weapon skins, and customization options, everything you need to stand out as an elite agent."

Two years on from its announcement, Ubisoft is still working on The Division 3. And while it has yet to show off the game or provide us with a release date, its now-departed chief developer Julian Gerighty has said he believes it will have as big an impact as The Division 1 did back in the day.

"So, The Division 3 is in production, right? This is not a secret. It's been announced. It's shaping up to be a monster," Gerighty said. "I can't really say anything more than that. But this is, within these walls in Massive, we are working extremely hard on something that I think will be as big an impact as Division 1 was."

Last month, Ubisoft announced the cancelation of six games, the closure of two studios and further job losses at another three locations, and a cost-reduction initiative aimed at eliminating 200 positions at its Paris headquarters. Of the half dozen games that were scrapped, Ubisoft only publicly named one — its long-awaited Prince of Persia: Sands of Time remake.

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

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'Eric Gave Me That Letter From Grandpa' — Stardew Valley Community and Creators on the Game's 10th Anniversary

For Stardew Valley's 10th anniversary, we didn't just speak to creator Eric Barone (ConcernedApe) about the game's present and future. We also went out into the community to find out how Stardew Valley has changed the lives of its players, from everyday fans to popular content creators. Here, we've shared three stories – from a music farm creator, a speedrunner, and a mod maker – on how Stardew Valley impacted them. And we've interspersed those with testimonials from fans whose experiences with Stardew Valley have helped them overcome personal challenges, work through grief, and connect with loved ones.

Responses have been very lightly edited for length and clarity.

"Over the past 10 years [my wife and I] have played [Stardew Valley] off and on, on our own farms and together once co-op released, and we always come back for more. We're sitting on well over 1,000 hours of combined playtime. We love everything about the game – the music, the characters, all of the creatures and animals and crops, and most of all the story. There is so much heart and reality packed into this game. For my wife and I it's what we turn to for comfort, for joy, and for nostalgia... I have bought this game as a gift at least a dozen times, and will continue to do so. We have played together four-player with my best friend and his wife and we're all nearing 40. I have given it to coworkers and friends and family. We have the cookbook and the board game and a dozen shirts. Stardew Valley is so important to us." -u/SPECPOL

"It's a comfort I can always fall back on during hard times. On tough days I boot up my saved game, and fish, farm, or spend countless hours decorating until I feel better (and it always works)." -u/WildMoonChild0129

"It was the first video game that I felt I could wholeheartedly share with my young children. Even though it has some adult storylines in it, I knew they would go completely over their heads. We played together in the living room, everyone on their own device, but chatting all the while about how our melons were coming in or how annoying Clint was being. I named all of my chickens after my daughter’s classmates, and all of my cows after my son’s. It faded after a while, but came back with a roar after we took ourselves to Symphony of the Seasons when it came through town last year. They are teenagers now. We all started playing again and doing three-part harmonies around the house of the best songs. (I like to do the baselines: bleep blop- bleep bleep blop.) It’s our special fun thing. None of their friends are into it and they usually tell me that they can’t imagine sharing it with anyone besides us." -u/Sad_Hovercraft_1367

"It's basically what has kept me sane throughout cancer treatment! I feel like ConcernedApe is part of my medical team at this point

"I was diagnosed with very aggressive but treatable cancer last February and have been through brutal chemo, countless hospitalisations, two major and four minor surgeries, and am currently in round 11 of 16 of immunotherapy... I had to take nearly five months off work (back part time now!) so I spent a lot of time in bed playing Stardew!

"I have nearly 2,000 hours in the game and through my treatment I have done loads of little challenge runs. I'm currently on farm number four of my colour run challenge based on the dye pot colours, I can only sell items which are red/orange/yellow/green/blue/purple and my goal is to make 1 million gold and decorate the farm in the colour theme.

"I have been living in a hellish time of my life the last year but my farmer lives safely and happily in the Valley and it gives me strength." -u/RedTheWolf

Malblueeyes

During the height of the COVID-19 pandemic, Malblueeyes suddenly found herself with a lot of extra time on her hands. Her job had been deemed inessential, and she was out of work.

With her free time, she turned to Stardew Valley. Her husband saw her playing more, and suggested she try streaming it. At first, Malblueeyes wasn't so sure she wanted to. But then one day, she just went live. She didn't even tell him she was doing it.

"This was never a thing that was planned," she says. "It was a thing that at the time I needed something to make me feel like I had a purpose."

Malblueeyes had loved Stardew for years, having played since 2017. It was very different from anything she'd played prior, and was her first true resource management/sim game.

"There were just so many moments where I was just sitting back going, 'My God, I'm having a lot of fun and I'm not terrified.' And so, I just, how could you not love a game that is as difficult as you make it?"

On stream, Malblueeyes started just playing casually. Later, to focus her streams a bit more, she began to do "Challenge Farms," or farms where you try to achieve certain goals under very limited conditions, such as only growing one crop or only raising animals. She began to pick up a following on Twitch. While a lot of her audience just seemed to be there for good vibes, she says that a large number of people were first-time players, asking questions on how she was accomplishing certain things in-game.

"If you're a Twitch streamer, you feel that pressure to know stuff," she says. "And I figured out very quickly, even with the 1,200 hours of Stardew I had on my Xbox, that there was a lot to Stardew I didn't know. And so, I started developing these challenge farms that would force me to confront aspects of Stardew that I was otherwise unfamiliar with or just didn't really interact with unless I had to. So, like unlocking the Joja Warehouse, that's become a staple in my challenge farms because I had never done it before and shockingly enough, a lot of Stardew players don't, they refuse. And so, one of the best ways I've discovered is to allow people to vicariously experience that through my challenge farms. They don't have to unlock Joja, but they can at least see what it's like to unlock Joja."

One of Malblueeyes' first challenge farms was called "Floja," where she unlocked Joja only raising money by growing flowers — an activity she hadn't really engaged with in Stardew Valley before. She had a great time, and kept doing different challenge runs. Until one day, she was struck with a different idea.

Oh, it was so bad. It was awful. But at that time, it was like the coolest thing I had ever done.

"I was sitting and I was watching one of my friends streaming one night trying to think of challenge farms and it was somebody's birthday in her chat and I was just tootling around and I thought, 'Oh, you know what would be fun? Making a happy birthday farm, that would be fun to make a happy birthday farm.' So anytime someone's in chat and they say it's your birthday, it's my birthday. You just go on the farm and you have a little party set up. And then I thought, 'Okay, but what other than just a table and flowers, what's really going to set this farm apart?' And that's when I thought of the flute blocks. That's how that started."

Stardew Valley includes "Flute Blocks," blocks that are placeable out in the world that play a selected note when a character walks past them. By combining strings of these, players can design little melodies that will play as they walk. Malblueeyes wanted to make one of these for the Happy Birthday song, but she self-admittedly isn't a musician. She can read music, but can't identify notes by ear. So she went hunting for assistance online, trying to figure out what note she should even start on. It was then that she discovered Music Farms: farms dedicated solely to playing elaborate tunes by walking through flute block mazes that often span the entire map.

"I took the happy birthday farm and I balled it up and I threw it away, because who wants Happy Birthday when I can do something even bigger? And I spent 12 hours doing He's a Pirate. That was my very first music farm was He's a Pirate from the Pirates of the Caribbean soundtrack and I was so proud of it. And when I look back on it now, oh, it was terrible. Oh, it was so bad. It was awful. But at that time, it was like the coolest thing I had ever done."

With some encouragement from friends, Malblueeyes showed the Music Farm to her audience, and everyone loved it. So she started making more. As she improved her skills, she eventually opened up a channel point redemption incentive so her audience members could request songs, and was quickly hit with numerous requests for all sorts of complex songs.

"And I would figure out a way to do it," she says. "I would always tell people, 'Give me a week.' Nah, I would sit there for hours after stream and figure it out and make it work. And then the very next stream I would be like, 'Your farm's done. It's done. Let's watch it together.' And people just loved it and I loved it. And I had never felt so vital before in a community."

Malblueeyes took a break from Twitch for nearly two years, during which time she was still making music farms and posting them on TikTok. She couldn't help herself. She started streaming again back in November, and while the break was much-needed, she's glad to be back in the community.

"It makes me happy to make other people happy," she says. "And I don't think that there's anything I've ever done that has ever made people as happy as when they request a music farm and I make it for them. People just, they love it and I love it."

"Got me through the stress and isolation of covid. It's fun to see how high I can get my sales at the end of each year while clearing my mind. Great game." -u/onebluephish1981

"It helped me through grieving both of our dogs who we lost within a year of each other." -u/spookychick12

"Stardew came out right before I graduated high school. At the time, I felt overwhelmed by the weight of deciding what to do with my future. I didn't get into my dream program at my dream school, but I did get into a great school and needed to pick a major soon. I was constantly reminded that childhood was about to end, and what happened next could affect the rest of my life.

"Then, I found this cute farming game that reminded me of the hours I spent on Harvest Moon: A Wonderful Life, and for the first time, I wasn't worried about my future. I was worried about having the right items prepared for the community center, or guessing which gifts would make my villager friends happy. Then, I read about ConcernedApe's story and how he too began this chapter with a door closed... and he chose to open a window. That set me on a path to pursue game development on my own, and I fell in love with it. There's something so special about this art form; creating your own worlds where other people can relax, challenge themselves, or just escape. I didn't think any of it was possible until I played the absolute labor of love that Stardew is.

"It's still a big part of my life; I've gotten all of my friends into it, included the main overture in my wedding, have seen both of the concerts, and even got to meet the big man himself in New York. I made sure to thank him for the impact he's had on my life as well as plenty of other farmers out there." -u/TinyBoatDev

"When I started playing, I was in college. I had just met my partner. Now we're grown ass adults with a house and a 1.5 year old son. I can't wait until our son is old enough and we can play with him!

"Actually, confession: I already made a save for the baby on my Switch because he's always trying to press buttons while I play. So far he hasn't made it past the first day because all he does is walk in circles, open the pause menu, and attempt to throw away his tools. But when he's ready, it'll be there for him!" -u/pyramidheadlove

Lichatton

Lichatton, a Stardew Valley streamer, speedrunner, and world record holder, did not start out playing the game with any great ambitions. She never even intended to be a streamer when she first went live one New Year's, just as the clock ticked into 2021.

It was thanks to the recommendation of a streamer friend that she was inspired to try streaming for the first time, playing Stardew Valley's new-at-the-time 1.5 update. Lichatton had already played Stardew Valley before and even had a file on Year 8, but describes herself at the time as more into League of Legends. Her streams managed to attract a few viewers, and one day, some speedrunners showed up in her stream and suggested she give that a shot. So Lichatton rushed to complete a fish bundle, and loved it so much she started running regularly.

Now, Lichatton is the world record holder for reaching Level 50 in the Mines, has over 15,000 Twitch subscribers, and over 8,000 hours in Stardew Valley itself.

I came back upstairs and I looked at him and I'm like, 'I just got a world record off-stream. Do you think people will be mad at me?'

"I told my husband, I'm like, 'I just need a break. Can you watch the baby? I'm going to go speedrun,'" Lichatton tells me. "And then I came back upstairs and I looked at him and I'm like, 'I just got a world record off-stream. Do you think people will be mad at me?'"

No one was mad at her. Lichatton says that the community that has formed around Stardew Valley is one of the best things about the game. She's found it especially friendly toward women in a way that other online gaming communities are not, and in speedrunning especially she's seen an increase in the number of women on the leaderboards in recent years.

"Stardew Valley is a very supportive community. I haven't ever had trolls on Twitch or anything like that, because my community usually bashes them. But they talk to each other's communities, so like all of my friends are Haboo's [another record-holding Stardew Valley speedrunner] friends or other people's friends and it's kind of like people bounce around from one place to another."

Speedrunning Stardew Valley has changed over the years, particularly with major patch updates, Lichatton explains. Patch 1.6 especially shook things up due to all the content that was added. "I'll give you an example," she says, offering one that admittedly may not make sense if you haven't played Stardew Valley yet but which should click immediately for avid players. "Community Center, before you needed to do a house upgrade for 10,000 gold and 450 wood to be able to get two of the items for one of the bundles, and now you don't need to upgrade your house. So that changes things quite a bit because you need less money.

"Even the mining has changed a lot, which is kind of where the grinding came from. Because before you would run on previous patches, but then we discovered that you can get a club on level five. So the enemies that you kill give you a chance at a ladder, so that kind of changed everything up and shook it up."

Now, Lichatton is working on what she describes as a "randomizer" of Stardew made by a friend of hers. You choose a letter of the alphabet, and the randomizer gives you an item in the game, and you play to see how fast you can acquire that item in a new file. "We're almost at the end of it. We're on Z. So for Z, she did Zuzu City Express, which is a poster you can get from the crane game in the movie theater."

Future ambitions for Lichatton include working on her times for reaching the 120th level of the Mines. She also wants to eventually do a modded playthrough of the game, as she's never played with mods before despite all the hours she's sunk in.

"I think the coolest thing I've been able to do because of this game is, my husband and I got to be on [Summer Games Done Quick] a couple of years ago, and that was a very, very rewarding experience."

Stardew Valley and speedruns of it have changed Lichatton's day-to-day life significantly. She now has a massive audience, new goals to reach, new friends, and a following she never imagined. But while she loves both speedrunning and streaming, she also just loves Stardew for what it is.

"Stardew is just one of those games that always got me through difficult days," she says. "You can have a bad day at work and go home and you're just going to be in a happy Stardew world where you can farm, you can do whatever you want, you can just hang out. It's just one of those games that's always been a part of my life and it's very, very special to me."

"I’ve been playing for a little under two years, but it’s my favourite game in the world. I do go through ruts where I won’t play for a month, then nonstop for hours everyday. I love decorating my house and farm, dating Haley, memorizing everyone’s loved gifts, all while keeping track in a meticulous spreadsheet. It’s also nice to love something that was made by a good person, ConcernedApe has created an incredible game that I will forever rave about." -u/ks_wizard

"I started the game eight years ago over the holidays after my stepfather suddenly died and was in this weird limbo. I don't remember how far I progressed in my farm that week but it was the calm, relaxing vibe I needed to not think about real life. I'd played Harvest Moon/Story of Seasons so I would have played it eventually but it holds a special place in my heart to help bring calm structure and comfort I needed that week.

"I've made several farms since then but I'm currently back on that first farm save trying for my first perfection.

"To me this game is cozy perfection I will forever return to. I will never repay [ConcernedApe] the mental stability and entertainment he's given me for only $15. (Technically more as I've gotten it on every platform I own to try to throw more money at him)." -u/get_hi_on_life

"As someone who has struggled with addiction and some extreme life lows, Stardew has been a very wholesome escape for me. It was a pleasant distraction during recovery or anytime I felt like achieving a small goal in the game. The music was always calming and serene, and I really like what ConcernedApe has had to say about the roots of the game's creation and the meaning it gives to people around the world." -u/wikkineaver

"It brought my bride and I closer together.

"She started playing it at the suggestion of our children. One night I surprised her. I bought the game, created my person, and joined her online game that she had created for our kids to join her. When she realized it was me, she was quite shocked to say the least. Cozy games are not really my thing, but now after more than a year we've reached perfection once, started a couple more farms, and tried out some Palia. She and I playing cozy games together has kind of become a nightly ritual." -u/PiperDon

"It was the first thing I felt like I could enjoy after becoming a mother for the first time. I struggled deeply after having my first baby. Looking back it was probably [post-partum depression], but at the time I didn’t know what was wrong with me. My husband finally convinced me to download this game and it was something that brought me joy in hard times. Even now, after five years of playing the game, I still play it often. When I’m not playing the game, I’m probably watching Stardew Valley related content on YouTube. I just recently hit perfect about a week ago after five years of playing and I may have cried a little. This game will always be special to me." -u/phyrgianhalfcad

Devin Hedegaard

Devin Hedegaard went to school for accounting… only to end up making one of the most popular Stardew Valley mods ever, and eventually, working on Stardew Valley itself.

Hedegaard, aka FlashShifter, had absolutely no actual experience modding when he first started on Stardew Valley Expanded. He tells me he used to mess around in Photoshop making avatars and forum signatures, and he had made custom maps in Advance Wars and StarCraft. He started playing Stardew when it came out in 2016, but it wasn't until he was laid off during the height of the COVID-19 pandemic that he discovered its modding community.

At the time, he says, there were only about 800 or 900 available mods for the game, in contrast to the more than 28,000 now available on Nexus Mods. Hedegaard downloaded a bunch of them, and loved them so much that he started teaching himself how to make his own. He learned how to program, make pixel art, compose music, and create maps. All of this eventually led to Stardew Valley Expanded, a massive expansion for Stardew Valley that adds "28 new NPCs, 58 locations, 278 character events, 43 fish, reimagined vanilla areas, three farm maps, a reimagined world map reflecting all changes, new music, questlines, objects, crops, festivals, and many miscellaneous additions."

Why expand the already expansive Stardew Valley?

"Well, the way I looked at it is, Stardew Valley is already perfect the way it is. You don't need mods to enjoy Stardew Valley. I fell in love with version 1.2 of Stardew Valley, and that's just all Eric [Barone, creator]. That's entirely just Eric's work there, all himself, and you see what the game did to me. It made me want to make a huge mod for it, but when it came to me wanting to expand the valley, the way I went about it is I just wanted more of everything in the game. I wanted more NPCs, I wanted more locations, I wanted more crops, I wanted more character events, I wanted more machines, more items, more quests, more of everything. You can think of my mod as a well-rounded meal with all the meat and potatoes and green beans and maybe a cocktail on the side. It's the full show, a full meal of everything. There are some mods that just focus on some potatoes, there were some mods that just focused on some meat. A lot of work that goes into that, but I was fueled by my love for the game, my love for the community, and I had a lot of determination and a lot of excitement about the game in general that just fueled my desire to add everything that I did over all these years."

Stardew Valley Expanded first released in 2019, and at the time included three dozen new character events, three new locations, redesigned some base game maps. Hedegaard was going to stop there, but the mod started to blow up. It became so popular, he didn't want to leave it there. So he made it even bigger. He was in the process of working on version 1.15 of the mod, when his life was suddenly upended.

"My car got stolen and I was screwed, because I didn't have theft insurance on it and I was in a hole, and not to mention I had all my student loans I had to pay off still," Hedegaard explains. "I'm just like, 'What am I going to do?' I was modding full time, but modding full time, I was making a bit of money from it, but it's enough money to pay for food and rent, not pay for my student loans and pay for a new car. I like Christmas, I like buying Christmas gifts for my family and friends. It's like, 'What am I going to do? What am I going to do?'"

It was then that Hedegaard did something astonishing. He reached out to Barone, and asked him for a job.

"I was just like, 'You miss every shot you don't take.' So I went to the office and it was like, 'Yeah, do you want to hire me?'"

I was just like, 'You miss every shot you don't take.' So I went to the office and it was like, 'Yeah, do you want to hire me?'

This isn't quite as crazy as it sounds. Hedegaard did already know Barone – they had hung out 3-4 times before, he says, describing them at that point as "acquaintances." They also both lived in the Seattle area, so it's not like he flew across the country to do this.

Even more shocking was that Barone entertained the idea. He told Hedegaard that he'd have to think about it. Then, just a few days later, Hedegaard received a job offer.

"I remember that day fondly, it was one of the best days of my life," he says. "At that moment, my life changed. My life had already changed when I had first started playing Stardew Valley, it had changed when I had first released my mod, and then the other time it changed was when Eric hired me that day."

That's how Hedegaard came to be employed by ConcernedApe, LLC and working on the next update to Stardew Valley. Hedegaard was also able to complete version 1.15 of Stardew Valley Expanded, which he considered a "finished" product. He's still providing bug fixes to the mod as needed, and is planning on updating the mod to be compatible with the future 1.7 update when it lands.

But other than that, he's fully devoted to Stardew Valley itself now. The game, its creator, and the job that he now holds and loves have transformed his life in the best possible way, he says.

"I think that this is what I was born to do, it's like my fate or my destiny," he says. "I wasn't meant to be an accountant working at Joja Corp, going in with a suit and tie in downtown Seattle, because I was really starting to feel like… I'd go home and I'm like, 'I don't want to do this anymore. I wish I would get a letter from Grandpa,' and you know what? Eric gave me that letter from Grandpa. And it changed my life. His game, what he made, working for him, working with this team, everything that Stardew Valley has given to me has improved my life so much and it's made me so happy. Part of my development process is I just want to give all that love and happiness back to the community and to the world and to keep creating… I like seeing people be happy, I like seeing people playing this game, seeing people come together.

"...I feel like, as time goes on, more and more and more people will play. Heck, even 20 years from now, there will be even more millions of people who have discovered the game. What's crazy is Stardew Valley is 10 years old. In year one, year two, some people had kids, they had babies, and eight years later, their kids are now playing Stardew Valley. The next generation of players are playing Stardew Valley. It's crazy. Eric and I and the whole team, we deeply understand how much Stardew Valley means to people, and that's why we always want to do right by the community at every turn, every possibility. And like I've been saying, to give all that love and happiness back that we've gotten."

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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