↩ Accueil

Vue lecture

Save 40% Off Razer's Best Wireless Gaming Headset for PS5, Xbox, or PC During the Woot Video Game Sale

Razer's best gaming headset is discounted today as part of Woot's Video Game Sale. The Razer Blackshark V3 Pro Wireless Gaming Headset has dropped in price to just $149.99 after a 20% off coupon code "LEVEL20". In total, you're saving $100 (or 40% off) compared to the retail price of $250. Amazon Prime members get free shipping, otherwise add on $5 for delivery. Note that you're getting a brand new unit with 90-day Woot warranty. Both PlayStation and Xbox variants are available, and in white, black, or 2XKO (Ahri) editions. All models are compatible with PC.

40% Off Razer Blackshark V3 Pro Wireless Gaming Headset

Brand new with 90-day Woot warranty

The Blackshark V3 Pro is a recent 2025 release and the latest model in Razer's Blackshark Pro series. It features active noise canceling - a rarity among gaming headsets - as well as oversized 50mm drivers, 7.1.4ch THX spatial audio, dual wireless connectivity including 2.4GHz "Hyperspeed Wireless Gen-2" which claims less than 10ms latency, and a detachable full band 12mm boom mic. The battery lasts up to 70 hours and can be recharged over USB Type-C. PC gamers can take advantage of pre-tuned game specific presets or create their own custom EQ.

Considering this is Razer's flagship headset, it's no surprise that the retail price is a hefty $250. I'll see it for as low as $219.99 on recent deal days, but I haven't ever seen it drop below $200. $150 is an outstanding deal.

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.

  •  

PS5 DualSense Controllers Get Price Cuts Up to 33% During the Woot 2-Day Video Game Sale

As part of a greater Video Game Sale that's going on today, Woot - which is owned by Amazon - is offering open box "pristine condition" PlayStation 5 DualSense wireless controllers starting at just $54.39 after you apply 20% off coupon code "LEVEL20". Amazon Prime members get free shipping, otherwise add an extra $5 for delivery.

These are the lowest prices I've seen on DualSense controllers so far this year. Although they're not brand new, Woot claims that they "are in pristine condition and have never been in customer hands. They will arrive with no marks, scratches, or dents of any kind, and in the original retail packaging."

Sony PS5 DualSense Controllers on Sale at Woot

Open Box "Pristine Condition"

Over the years, Sony has consistently released more and more Dualsense colors, some of them more striking than others. In late 2023, Sony launched the Deep Earth Collection, "a new metallic colorway for PS5 accessories" with aptly sounding names like Sterling Silver, Volcanic Red, and Cobalt Blue. These controllers retailed for $79.99 and were (and still are) one of the more striking color schemes. In 2024 it released the Chroma Collection, featuring iridescent colors that shine at every angle. These controllers don't get discounted as often as the core colors.

The DualSense is modeled after the tried and true design and layout of previous PlayStation controllers, but it also packs in modern features such as haptic feedback, adaptive triggers, a built-in microphone and speaker, integrated touchpad, internal gyroscope and accelerometer for motion sensing, and USB Type-C charging. This controller can also be connected to a PC in two ways: tethered with a USB Type-C cable or over Bluetooth wireless.

The Dualsense is oft regarded as the best PS5 controller under $100 but it also makes for an excellent PC controller, especially since PC game clients like Steam support DualSense features like haptic feedback and adaptive triggers.

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.

  •  

The Best Samsung Galaxy S26 Cases to Protect Your New Phone

The Samsung Galaxy S26 lineup of phones feels very “third verse, same as the first.” Specs-wise, not much has changed over the last couple of years, and they look physically unchanged. I’ll tell you what did change, though: measurements! That’s right, thanks to some slight dimensional changes, you won’t be reusing your old Galaxy S25 cases.

That’s not a shocker, though. What kind of is in 2026, though, is that Samsung still hasn’t added Qi2 magnetic charging to its flagship phones. Like the Galaxy S25 before, the best the company is willing to offer is Qi2 Ready, which means you’ll need to slap a magnetic case on your new Galaxy S26 if you want faster wireless charging speeds. As 9to5Google points out, that would be up to 25 watts if you buy the Galaxy S26 Ultra, 20 watts with the S26+, and 15 watts with the vanilla S26.

The fast wireless charging is very nice, but built-in magnets would go a long way toward helping Samsung’s non-folding smartphones reclaim a spot on IGN’s list of favorite phones. Oh well. At least most case makers have a magnetic option out there for you.

1. Samsung Galaxy S26 Rugged Magnet Case

Best Galaxy S26 Case

Samsung offers many first-party cases for the Galaxy S26, S26+, and S26 Ultra, from plain silicone and clear cases to the company’s fancy grip case that has a built-in handle. But for just a straightforward case with guaranteed protection, your best bet is Samsung Rugged Magnet Case. They’ve got multi-layer construction, raised lips, grippy grooves on the back, and a padded interior for additional shock absorption.

In short, it’s all the stuff you like to hear about in a case, and it’s straight from the source, so you know it’ll fit your phone. The only trouble is, at $79.99, it’s a damned pricey case. Thankfully, Samsung’s that sort of company where paying full price feels like the exception, rather than a rule. So, if you don’t see a deal on the case today, give it a little time.

2. Otterbox Defender Case

Best Rugged Galaxy S26 Case

Otterbox, long known for its hefty, protective cases, is ready to take your money for Samsung Galaxy S26 cases on day one, including for the Defender, its most rugged case. The company is offering two Defender variants, one with a clear back (Defender Series Pro XT) and one without (Defender Series Pro), and both at the same $69.99 price.

Opaqueness isn’t the only difference, though; the Pro XT is thinner, too. Otherwise, it takes a cue from the Dbrand Ghost case – it has a clear back polycarbonate layer and a thermoplastic elastomer outer edge. Presumably, that should mean it’ll never yellow. Hooray!

Materials aside, reasons to consider this case include that it features port covers, offers a magnetic ring for that sweet Qi2 fast-charging, and raised edges around things like the cameras. The Pro XT model uses a two-piece construction that includes the back piece and a front outer edge ring, while the thicker Pro model adds a third, hard plastic piece that buffers the phone inside of the outer elastomer shell.

3. ESR Classic Hybrid Magnetic Case (Stash Stand)

Best Galaxy S26 Clear Case

Coming in far cheaper than Samsung’s official clear cases, ESR’s Classic Hybrid Magnetic Case is a compelling alternative that, starting at $24.99, sits firmly in budget territory. Yet, if my own iPhone 15 Pro version of this case is any indication, it doesn’t feel like a budget case – instead, it feels quite snug and has survived multiple drops on the hard tile of my kitchen floor.

Not only does ESR’s case offer solid drop protection, but the raised metal ridge around the camera array is hinged and flips out to become a stand. That’s enormously handy, and although I still generally prefer the feel of my much fancier Bullstrap leather case (mainly because I’m a bottom cutout sicko), I can’t quit the convenience of that kickstand ring.

4. Mous Aramid Fibre Lightweight Phone Case

Best Galaxy S26 Ultra Thin Case

Mous makes a shockingly thin case. Its Aramid Fibre case for the Galaxy S26 Ultra is just 1.2mm thick, with a totally smooth back other than the raised area around the camera bumps. It’s also got a magnetic ring, giving the Galaxy S26 Ultra up to 25W charging.

Mous sent me a sample ahead of Unpacked 2026 and while I didn’t have a new Galaxy S26 Ultra to slap the phone onto, I can tell you it is astoundingly rigid, has a pleasing soft-touch feel – although it could be grippier – and a decently strong magnet. It’s not quite as strong as the magnet on my iPhone 15 Pro’s thicker ESR case, but it’ll certainly keep your phone fixed to a magnetic Qi2 charging stand.

5. Blackbrook Barlow Snap-On Case

Best Galaxy S26 Leather Case

I haven’t used a Blackbrook case in the past, but I’m picky about my leather cases, and the Barlow Snap-On Case for the Galaxy S26 series seems to tick all of my boxes. It’s available in three musky shades of brown or black, features a metal ring around the cameras, and metal buttons on the sides. It has a magnetic ring for Qi2 charging.

It’s even priced like an old-school leather case. Remember when $50 was the high end of phone case pricing? Yeah, Blackbrook only charges $49 for it. And there’s a model available for all of the Galaxy S26 models. Would I, personally, hold out to see what my favorite leather case maker, Bullstrap, offers later? Yeah, probably. But I’m a maniac and love a caseless phone; if I wasn’t, I’d give the Blackbrook a shot.

How to Pick a Samsung Galaxy S26 Case

There are so many good case options for the Galaxy S26 series already, so picking one shouldn’t be too hard. I’d venture to say that almost any case on this list would easily keep your phone safe if you dropped it on concrete (except maybe Mous’s super-thin case, which I’d rely on more for scratch protection than anything). Still, I know I’m not happy with just any old case when I’m buying one, and probably neither are you.

If drop protection is key, look at cases with lips around the display and camera system. You can disqualify anything without a grippy edge; drop protection is mostly just not dropping your phone at all. An ounce of prevention and all that. You’ll see a lot of case manufacturers brag about military-grade protection, but that’s used so often that it’s effectively meaningless. Just make sure the case fits snugly – don’t want the corner popping off if it lands the wrong way – and has extra protection around the parts that matter most.

Beyond drop protection, I prefer a case with nice, clicky buttons. Metal ones are usually best, but just look for anything that’s not the mushy kind that’s part of the plasticky mold of cheap phone cases. And look for a wide opening by the USB-C port; sometimes they’re too tight, and it’s annoying as hell to have to take your case off just to charge your phone because the cable you have at hand has a fat tip.

Finally, look out for reviews from people you trust. And I mean people whose opinions have led you to the right decision in the past. Folks who probably aren’t taking commission, who have hands-on experience with the case you want or at least a similar one for a different phone. I made my choices here based on my experience with each of these brands, but don’t just believe me. Look for other lists from other writers or videos from content creators who don’t feel like they’re just trying to sell you something. See which cases come up repeatedly, and go from there. Most of all, buy from a brand with some history. The ones you see here are good, but so, usually, are cases from the likes of Spigen, Dbrand, Speck, and Supcase.

Wes is a freelance writer (Freelance Wes, they call him) who has covered technology, gaming, and entertainment steadily since 2020 at Gizmodo, Tom's Hardware, Hardcore Gamer, and most recently, The Verge. Inside of him there are two wolves: one that thinks it wouldn't be so bad to start collecting game consoles again, and the other who also thinks this, but more strongly.

  •  

New Poppy Playtime Figures From McFarlane Toys Revealed | IGN Fan Fest 2026

Chapter 5 of the popular survival horror game Poppy Playtime just came out, but now fans of the game’s creepy monster dolls are closer to having a Huggy Wuggy of their very own. As part of IGN Fan Fest, McFarlane Toys is revealing some brand-new looks at its line of Poppy Playtime figures.

The lineup, which includes 4.5-inch, 7-inch, and 12-inch models, features fan-favorite characters like Huggy Wuggy, Kissy Missy, Killy Willy, and Harley Sawyer. The 7-inch figures will be available for pre-order February 27. You can purchase the entire lineup in stores like Walmart, Target, and GameStop, as well as online at Amazon, BigBadToyStore, Entertainment Earth, and the McFarlane Toys Store this Spring.

I spoke exclusively with Todd McFarlane about his company’s collaboration with Mob Entertainment, producer of Poppy Playtime, and what makes the game the perfect target for collaboration.

“They’re toys,” McFarlane says of the game’s characters. “My job is to just [see] how much accuracy can we get with what is already popular because you're going from a flat screen to something that's tangible in your hand. If you look at Disney, Pixar came up with this idea called Toy Story. We always lean into the strength [of the IP. With Poppy Playtime], you’ve got a popular game people like. They’re based on toys and they look toy-etic so you go, ‘Of course.’ Superman isn't a toy, so you go, ‘Well, let's make one of him.' Freddy Krueger isn't a toy, but you go, ‘Let's make one of him.’ But when you have something that is already in that vein, then you go, ‘Shoot, here we go.’"

McFarlane says that the team felt it was important to offer a variety of options for consumers with different budgets. With the core 7-inch Poppy Playtime figures, the crew at McFarlane implemented a hybrid design combining articulation points with bendable sections to accurately replicate the characters' curved movements from the game. Those figures will include swappable hands and heads, bases that interlink, packaging that can be used as backdrops, and other accessories.

Along with the 7-inch figures, 4.5-inch bendy figures will be available that will retail for under $10. Larger 12-inch bendy figures will be sold as well for about $20, which McFarlane says represents the “best value” of the line.

McFarlane says that when it came to working out a collaboration with Poppy Playtime, his company’s partnership with Mob Entertainment checked all the boxes. “The Mob guys are a group of people trying to do their passion project,” he says. “In this case, the passion project worked. I like hanging out with people who are a little bit fearless and are willing to take chances. And artistically, they’re cool to look at!”

For their part, the team at Mob digs deep into community feedback to determine which characters should get a heavy push when it comes to merchandising. Tyler Sanchez, Senior Social and Growth Manager for Mob Entertainment, is at the center of those efforts.

“That's part of my job really, going in and listening to the fans,” Sanchez says. “Not only when we launch a game, but whenever we put out a new YouTube video. I have entire dashboards of character popularity that I can lean into and then tell our licensing team, ‘Hey, people really really like CatNap! We should focus on making more merchandise for CatNap.' Leaning into what the community wants helps extend the lifetime of the game.”

Beyond merchandising, Sanchez says that Mob's attention to audience reaction actually can affect how future chapters of Poppy Playtime play out.

“I was watching a playthrough and they got to the Pianosaurus and saw him eating on the bottom and [the streamer] was just like, 'My boy, I'm so excited.' Pianosaurus turns around and runs and then Doey just takes him and slams him and basically murders him. And [the streamer] said, 'Was that it? Is that forever? Is he dead?' And it was just like this moment where [I thought], ‘Oh god, we're just going to break so many people's hearts by killing this character.’ And so because of that, I actually took it upon myself to write additional lore for Pianosaurus.”

Beyond games and a new line of toys, the Poppy Playtime universe is rapidly expanding. Back in 2024, Legendary Entertainment announced that they were working on a movie adaptation of the series. Details of the film are sparse at the moment, but the characters seem ripe for further adaptations. When I asked Sanchez if he could give any hints as to the future of the Poppy universe he demurred. “All I can say is: Stay tuned.”

Michael Peyton is the Senior Editorial Director of Events & Entertainment at IGN, leading entertainment content and coverage of tentpole events including IGN Live, San Diego Comic Con, gamescom, and IGN Fan Fest. He's spent 20 years working in the games and entertainment industry, and his adventures have taken him everywhere from the Oscars to Japan to Buenos Aires, Argentina. Follow him on Bluesky @MichaelPeyton

  •  

Finally, You Can Now Access God of War Spinoff's Multiplayer Challenge Mode From the Off — If You Input a Secret Code

Sony's hidden multiplayer mode in God of War Sons of Sparta has now been made available from the off. The only downside? You'll need to enter a secret code to access it.

Side-scrolling spinoff Sons of Sparta launched for PlayStation 5 earlier this month, with a note on its PlayStation Store listing mentioning that it featured two-player capabilities.

Without further explanation, and after gameplay featuring its titular two brothers was shown during the recent State of Play broadcast, many fans assumed the full game was available in co-op. Alas, it is not. Instead, a separate roguelike challenge mode is included, players later discovered, but only after you have beaten the game. Or, now, if you input that aforementioned code.

"Normally The Pit is accessible only after you beat the main story to ensure those who attempt it are familiar with both Kratos' Spartan arms and the foes you will face," PlayStation wrote today, in its first real comment on the mode's availability, and what appears to be an explanation for why it was initially designed to only become available later on.

"But if you feel ready to test your skills earlier," PlayStation continued, "you can input this sequence below in the starting menu to unlock it early." That code, then, is as follows:

The Pit features various varieties of enemies and rewards each time you play, with a specific Agony modifier applied to each run. Progress through each run rewards fresh Agonies to try your luck and skill against, but also permanent upgrades to help you along your way in future attempts.

Response to Sons of Sparta has been mixed, not least from God of War's original franchise creator David Jaffe, who told fans to "avoid this f***ing thing." IGN's own review was a little more kind, dubbing the game "a pretty mediocre metroidvania, clearly taking the form and function of these games but failing to meet the high bar set by the titans of the genre." We gave it 6/10.

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

  •  

How to Watch IGN’s Resident Evil Requiem Launch Day Livestream

Resident Evil Requiem arrives on February 27, and we’re going to celebrate the return to Racoon City with a special launch day livestream hosted by IGN’s Nick Limon. The stream will include about an hour of gameplay, so come check it out to see what the latest entry in the series has to offer.

The stream is presented by Xfinity, internet built for split-second plays and zero hesitation. Resident Evil can be unpredictable (and frightening), but your Wi-Fi shouldn’t be. Xfinity has low latency for gaming, ensuring a powerful and secure connection. And with unlimited data, you’ll never miss a moment of action.

Resident Evil Requiem Livestream Date, Time, and How to Watch

The stream will start on Friday, February 27 at 9 a.m. PT / 11 a.m. CT / 12 p.m. ET. For our friends across the pond, that’s 5 p.m. GMT on February 28. It will be streamed across IGN’s channels, and you can watch it at any of these places:

IGN.com

IGN’s Facebook

IGN’s Twitter

IGN’s Twitch

IGN’s YouTube

If you can’t catch the stream live, no worries. The full video will remain on our YouTube page after it’s over.

What to Expect in the Resident Evil Requiem Livestream

The stream will last for about an hour and will show gameplay from the beginning of the game. If you don’t already know, Resident Evil Requiem features split protagonists and is told from the perspectives of series icon Leon Kennedy and newcomer Grace Ashcroft (daughter of Resident Evil Outbreak’s Alyssa Ashcroft).

We’ll be playing on launch day with no prior knowledge of the game, so we don’t know which protagonists will be featured during the stream. But regardless, you’ll get an extended look at gameplay and a taste of Requiem’s story. It’s going to be a good time, so come join us!

  •  

Pokémon TCG: Ascended Heroes' 10 Most Popular Cards That Fans Are Going Crazy For

It’s only been a few weeks since the Pokémon TCG’s Ascended Heroes expansion made it into the Mega Evolution set, but ten cards in particular have been dominating the singles market more than others.

Using trading card platform TCGplayer, we’ve not only been able to find out what the most valuable cards in Ascended Heroes are, but also what the most popular ones are, too.

Although some have been absolute must-buys due to being sought after Illustration Rares with stunning artwork, others have just excelled in the charts due to being amazingly competitive in the current meta.

With that, here are the cards that have been topping the early Ascended Heroes market within the Pokémon Trading Card Game, and why players and collectors alike are racing to pick them up.

#10 – Budew (221/217, Illustration Rare)

The first of the most popular Pokémon cards in Ascended Heroes, Budew proves that even the smallest little Grass-type can make a big impact. While the pastel, dreamlike Illustration Rare artwork by Yoko Hishida has certainly been a draw for collectors, its attack — Itchy Pollen — has almost definitely helped sales, too.

For no Energy, it deals light damage while preventing Item cards next turn; that makes it a very efficient disrupt that can stall opponent’s strategies even in the early game. It’s efficient, adorable, and well worth the nearly $28 market price Budew has earned for itself at the time of writing.

#9 – Boss’s Orders [Corbeau] (256/217, Ultra Rare)

An undisputed fan favourite from Pokémon Legends: Z-A, Corbeau controlled the Rust Syndicate with class, and Boss’s Orders allows him to take control of the board in a trading card match as well — letting you switch in one of your opponent’s bench Pokémon into the active spot.

It’s a simple effect, but it can delay the flow of your opponent’s strategy enough for you to turn the tables and/or keep the pressure up.

Of course, nagismo’s artwork showing off sharp character art and confident pose elevates the presentation (and its rank in the Ascended Heroes sales charts even further), making Corbeau’s powerful stare and style oozing aura and meta competitiveness all the way from your binder.

#8 – Lillie’s Clefairy ex (280/217, Special Illustration Rare)

Given another Lillie’s Clefairy ex topped the charts of the most expensive Pokémon cards in the Journey Together expansion, it’s no surprise the latest version in Ascended Heroes is the eighth most popular card of this new expansion.

Not only is this card’s illustration of Lillie embracing Clefairy simply delightful, but its ability and attack have some nice tactical weight, as well. Fairy Zone turns Dragon Weakness into Psychic, which can reshape certain matchups entirely, while Full Moon Rondo scales damage based on both players’ Benches.

When it comes to Lillie's Clefairy ex, collectors shopping on TCGplayer seem to love the artistic appeal, the overall cuteness factor, and gameplay flexibility; what a winning combination.

#7 – Mega Dragonite ex (271/217, Mega Attack Rare)

Essentially the mascot of Ascended Heroes, it’s definitely not a shocker that Mega Dragonite ex is another popular Pokémon card on this list.

Although much cheaper than the other version below, this Mega Attack Rare’s artwork still stands out in its own right: with a bold and stylised illustration, complete with giant Japanese katakana writing, pops off like an anime episode of JoJo’s Bizarre Adventure.

Its gameplay capabilities have surely kept it popular, too, as Sky Transport allows once-per-turn switching between Active and Benched Pokémon — enabling fluid positioning that many Stage 2 decks crave.

#6 – Mega Dragonite ex (290/217, Special Illustration Rare)

For an extra $500 worth of market value, Pokémon TCG fans have been buying the Special Illustration Rare version of Mega Dragonite ex, which turns the Dragon Pokémon into a whimsical centrepiece.

Once again, using the Ascended Heroes expansion’s love for soft pastel colours and sparkling effects, Dragonite looks transformed into a storybook fairytale creature rather than a Pocket Monster. What’s more, its Sky Transport Ability and Ryuno Glide attack still hit just as hard. Although, we’re assuming buyers are putting a valuable version like this into binders rather than their competitive deck boxes.

#5 – Mega Charizard Y ex (294/217, Mega Hyper Rare)

Gems like the golden Mega Hyper Rare cards rarely struggle to find buyers, and Mega Charizard Y ex’s is no exception. Along with the minimalist golden silhouette giving this card instant prestige, its Y Explosion attack delivers targeted 280 damage to any opposing Pokémon — albeit at the cost of discarding three Energy.

At the time of writing, according to its market price, this flashy and powerful card is $425 well spent to a lot of Ascended Heroes collectors among the Pokémon TCG fandom.

#4 – Mega Gengar ex (269/217, Mega Attack Rare)

Like with Mega Dragonite ex’s Mega Attack Rare, this is the Gengar players can actually play without spending what would’ve been enough money to buy a PlayStation 5. Mega Gengar ex’s own comic-inspired artwork pops with bold colours and the iconic Ghost-type’s cheeky attitude, giving the card a dynamic feel straight out of a manga panel, which many TCG fans have loved adding to their collections.

Gameplay-wise, Shadowy Concealment makes Mega Gengar ex fun to play with, too, as it reduces the Prize cards opponents take when one of your Darkness Pokémon falls to a Pokémon ex — subtly altering prize trades. Meanwhile, Void Gale hits for 230 and redistributes Energy to the Bench for some tactical flexibility.

#3 – Psyduck (226/217, Illustration Rare)

The third best-selling popular card in the Pokémon TCG’s Ascended Heroes expansion, Psyduck’s beachside artwork radiates absolute calm, which makes its disruptive effect slightly funny in an ironic way.

While its Damp is quite niche, shutting down any Ability that requires a Pokémon to knock itself out, it can still work in certain matchups. Still, the reason TCGplayer customers have jumped on this card is far more likely for everyone’s favourite duck living its most peaceful life in an artificially quaint close-up.

#2 – Poké Pad (198/217, Common)

Not every bestseller needs to be flashy, with the Poké Pad’s ability — to search your deck for a Pokémon without a Rule Box — being the lone reason it’s the second most popular Pokémon card in Ascended Heroes.

That’s because not only does it give evolution-heavy strategies more consistency and speed, it also fits into so many deck archetypes; with a mere market price of $7.16 as of February 2026, it makes more than enough sense for buyers to snap up multiple copies at a time for different decks.

#1 – Mega Gengar ex (284/217, Special Illustration Rare)

Taking the top spot of the most popular card in the Pokémon TCG’s Ascended Heroes is the jaw-droppingly expensive Mega Gengar ex in its Special Illustration Rare form. The biggest contributor to it being such a big seller, even with an $800+ market price, is Taiga Kasai’s artwork that bursts with neon chaos — turning Gengar into a looming, mischievous force that dominates the card frame.

It carries the same prize-manipulating Shadowy Concealment Ability and energy-shifting Void Gale attack as its alternate version, but the premium art is without a doubt what’s earned Gengar the Ascended Heroes crown in this case, and we expect the popularity to keep going for quite some time.

Ascended Heroes - Where to Buy

Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.

  •  

Universal Fan Fest Nights Executive Producer On Why This Night Filled With Scooby Doo Meets Universal Monsters, Dungeons & Dragons, and More Is So Special

Universal Fan Fest Nights is returning for its second year at Universal Studios Hollywood in 2026, and, for IGN Fan Fest, we were able to talk to senior director of entertainment production and executive producer Stephen Siercks all about why this night filled with Scooby-Doo Meets Universal Monsters, One Piece, Dungeons & Dragons, Harry Potter, colorful Yoshis, and much more is one fans won’t want to miss.

Tickets are now on sale for Universal Fan Fest Nights at Universal Studios Hollywood, and it will run for 12 nights only; April 23-25, May 1-3, May 7-9, and May 14-16. The after-hours event is separately ticketed, and, alongside the experiences you can read about below, there will be even more character interactions, cosplay and photo opportunities, curated food, beverage, and merch, and the chance to experience many of the attractions available elsewhere in the parks.

Universal Fan Fest Nights Returns For an Even More Exciting Second Year

We began our chat by discussing what makes Universal Fan Fest Nights so special, and Siercks kicked things off by sharing a few words about the event as a whole and why he believes this second year will be even better than the first.

“One of the great things about being able to develop these events year to year is that we can innovate and iterate each time,” Siercks said. “What we found really resonated with our fans and guests last year that we're continuing to enhance this year is that level of interaction and engagement. Our guests really wanted a chance to meet their favorite characters, walk through their favorite worlds, and experience their favorite storylines from these different fandoms and genres. So, being able to see that in real time last year gave us a good sense of what we wanted to continue developing for this year's event.”

This year’s event features some returning favorites and brand-new experiences, and the most exciting one may just be Scooby-Doo Meets The Universal Monsters: Mystery on the Backlot. This will give guests a chance to live out an episode of Scooby-Doo (complete with Fred, Daphne, Velma, and Shaggy!) where Frankenstein, Dracula, Bride of Frankenstein, and Wolf Man are the villains.

What makes this experience even more special is that it partially takes place on Universal’s world-famous outdoor film sets, “from the cobblestone streets of Little Europe to the iconic Court of Miracles, the original filming locations for historic Universal horror films Frankenstein (1931) and The Wolf Man (1941).”

“Firstly, you've got two amazing brands that just were meant to be together,” Siercks said. “Being able to bring together the legacy of Universal Monsters with the nostalgia and playfulness of Scooby-doo was just one of those ideas we had early on and one we were able to bring to life in an exciting way.

“And then you layer on top of that the uniquely Universal part of it, where we get to bring our guests to the backlot and the birthplace of the Universal Monsters and allow them to get off the tram and feel as though they're living a real life episode of Scooby-doo.”

Speaking of being in an episode, Siercks told me that, as you head to the backlot, you’ll understand why you’re on this adventure and that something awful has happened.

“Someone has cursed the backlot and brought the Universal Monsters to life, and they are out and about throughout Little Europe,” Siercks teased. “Our job is to support the Mystery Inc. gang and solve this thing. We've got different clues that we have to solve for and interactions that we have to have with the characters - both Scooby-doo and friends and the Universal Monsters - to ultimately, at the end of the experience, go into a small moment where we get a chance, just like in the end of every Scooby-doo episode, to see if we got it right. And there's the iconic moment of the mask coming off the villain and revealing who the suspect was all along. So from start to finish, it truly is a really remarkable, unique aspect of the event.”

Much like experiences like the Back to the Future one at Universal Hollywood’s first Fan Fest Nights, there will also be different things to discover each time you embark on this mysterious adventure.

“You really get to choose your own adventure,” Siercks said. “Each time you're down there, you'll get a different chance to follow a different character or have a different interaction. And we've got some surprises up our sleeves that'll make the actual experience different from night to night. So, you’ll want to come back and solve the mystery multiple times.”

That won’t be the only mystery to solve during Fan Fest Nights, as guests will also be able to grab their wands and head to The Wizarding World of Harry Potter for another immersive adventure, but this time it’s set in the Forbidden Forest.

“We're telling a brand-new story and creating a new experience where we're joined by a professor in search of a lost hippogriff,” Siercks said. “As we get deeper and deeper into the forest, we’ll meet different magical creatures and have different interactions that will ultimately result in the ability to find that hippogriff and solve this mission. There’s a level of intimacy there as we’ll be able to tell the story a little bit in more detail and let guests experience the Wizarding World of Harry Potter in a way never before experienced.

“And yes, guests are encouraged to bring their wands and cast spells throughout the experience along with our professor as we make our way through the Forbidden Forest.”

Anime was a big part of the first Universal Fan Fest Nights, and it returns in 2026 in a grander way. In the first year, One Piece fans were able to celebrate their fandom via a fan zone, which took over a street with character meet and greets, scenic photo opportunities, and more. This year, One Piece is actually taking over the WaterWorld show venue with One Piece: Grand Pirate Show.

“One Piece: Grand Pirate Show is inspired by the one at Universal Studios Japan, but this is a unique and exclusive story and show that was developed specifically for Fan Fest Nights,” Siercks said. “We'll bring our guests that much deeper into the storytelling, be able to meet that many more characters, and have that ability to experience One Piece in a new and unique way.”

I asked Siercks where in the timeline this show takes place in, and he mentioned they have decided to pick one arc and focus on that as the core of One Piece: Grand Pirate Show.

“We've picked a storyline and an arc within One Piece that allows us to introduce those fans who are new to the franchise to the different characters and environments of storytelling, but also at the same time reward those fans who have been there for the long haul,” Siercks added.

After the show, guests are then encouraged to head to the One Piece: Grand Pirate Gathering fan zone to purchase Sanji’s Galley eats and themed drinks, plus photo ops with the Straw Hat Crew!

Now it’s time to take a trip to Super Nintendo World, as multi-colored Yoshis will be taking over the beloved land and adding a nice pop to the area. Yoshi was part of the first Fan Fest Nights, but now there will be even more variations for guests to interact with!

“This year, our green Yoshi is going to be joined by light blue, pink, yellow, and purple,” Siercks said. “It was a joy to develop this concept even further this year with all these different colored Yoshi's while still weaving through a fun, playful activity along the way that, if we solve the activity, we get an extra special surprise reward at the end of it that we know that guests are going to love as well.”

Guests will also receive a clue guide when they enter Super Nintendo World and they must solve the challenge to gain access to a secret location and that exclusive fan reward, which will actually be a Yoshi-themed hat to help celebrate the night.

Siercks also teased that, while this celebration is focused on Yoshi, we may see “special interactions throughout Super Nintendo World that allow us to celebrate some of the other iconic characters as well.” So, make sure to keep a lookout!

Lastly, Dungeons & Dragons: Secrets of Waterdeep will once again welcome guests into the beloved fantasy world for a walkthrough experience unlike any other. Secrets of Waterdeeps was one of the top fan favorites of the first Fan Fest Nights, so it was a no-brainer to bring it back for year two.

“It just made so much sense to be able to bring it back and allow guests who got a chance to see it last year to experience it again,” Siercks said. “And then for those guests who didn't get a chance to experience it, we’re so excited for them to come and take that journey with Evalina and Throckery as they find the Dragon Staff and meet Xanathar the Beholder, who was created by JIm Henson’s Creature Shop.

“We’ve also taken some opportunities to make this experience that much better this year for our guests while honoring the same storyline, the same characters, and the same environments that we're able to bring to life in the first year. We’ve made some minor tweaks and adjustments that fans of Dungeons and Dragons will love to pick out, but they’ll also improve the journey for new guests as well.”

Veterans and rookies alike will also be able to celebrate their victory and enjoy a drink like an Eldritch Blast at Dungeons & Dragons: The First Roll Tavern.

As you can tell, Universal Fan Fest Nights is all about letting fans step into these worlds they hold so close to their hearts. For Siercks, one of his favorite parts of this event is just seeing the joy of the guests as they experience these IPs in a more immersive way than ever before. Sure, these activations are all about being as impressive and entertaining as possible, but they are so much more than that.

“My perfect Fan Fest Night is being able to both experience these different offerings throughout the night and finding those opportunities to celebrate the communities of these fandoms as well,” Siercks told me. “One of the most rewarding parts of this event is finding those interactions and moments of engagement between the experiences, where guests can feel they are a part of these worlds. We're bringing these worlds to life around our fans, and that also includes the celebratory moments that lets them celebrate the brands themselves in a way that’s meaningful to them.”

There are a lot of ticket options for Universal Fan Fest Nights, including some that get you into the park during the day before the event. These include General Admission, Universal Express, Universal Express Unlimited, After 2PM Day/Night, After 2PM Day/Night, 2-Night General Admission, Ultimate Fandom Pass, Early Access Ticket, Universal Fan Fest Nights VIP Tour, and Pass Member Special Pricing. Once again, you can check out the full details and purchase the tickets right here.

In addition to all the fun planned for Universal Fan Fest Nights, guests will also be able to enjoy select attractions throughout the event, including Mario Kart: Bowser’s Challenge, Harry Potter and the Forbidden Journey, Flight of the Hippogriff, Jurassic World—The Ride, Despicable Me Minion Mayhem, TRANSFORMERS: The Ride—3D, Revenge of the Mummy: The Ride and The Simpsons Ride.

For more, check out our interview from IGN Fan Fest 2025 with Siercks to learn more about bringing this event to life for the first time.

  •  

The First Official Pokémon LEGO Sets Are Finally Available

Pokémon’s 30th anniversary is coming right up, and to help celebrate, a trio of Pokémon LEGO sets is now available. There’s an adorable Eevee, a dynamic Pikachu, and a pricy (yet incredible) set depicting Venusaur, Charizard, and Blastoise. All sets are now available to purchase, exclusively at the LEGO Store.

LEGO Pokémon Venusaur, Charizard and Blastoise

For the Pokémon connoisseur with deep pockets, this set is a thing to behold. It finds evolved versions of the Kanto starters posing in their own little biomes. You can even take the Pokémon out of the build to pose them individually if that's more your style.

Preorders of this set sold out fast, so don’t expect this new batch to last long. I expect the other two sets to fare better because of their lower price points, but you never know.

LEGO Pokémon Eevee

Eevee is one of the most adorable Pokémon, and this LEGO version is definitely going to be popular. We built this set, so you can check out our full impressions over there. Long story short, it's a gorgeously designed set that manages to turn a pile of blocks into a smooth and fluffy-looking critter. In addition to the loveliness of this set, the price is right as well.

LEGO Pokémon Pikachu and Poké Ball

Pikachu is the OG when it comes to Pokémon, so it's completely understandable if you'd rather pick up this set. It's a more dynamic build in that the Poké mascot is leaping on a lightning bolt from a Poké Ball. You can build this set with either the male or female tail.

If you do miss out on the Kanto Pokémon set, it’s likely that it will become available again at some point. Oftentimes with popular sets, the LEGO Store maintains exclusivity for two months before they become available at Amazon and other retailers. Even if not, you can often sign up to be notified via email when the set comes back into stock. It just might take a few weeks or months. Now for a rundown of each of the sets.

Poké fans have plenty of other ways to celebrate the 30th anniverary of our pocket monster friends. These include but are not limited to: a special Pokémon edition of Time Magazine, complete with three different covers; a 30th anniversary Pokémon TCG collection; and no fewer than 1,025 new anniversary logos. Wild times.

And if you haven't already spent all of your discretionary income on Pokémon LEGO sets, you will have a lot more new sets to pick form come March. We're talking Sauron's helmet, Winnie the Pooh, four new LEGO Batman: Legacy of the Dark Knight sets, and a whole lot more.

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.

  •  

Burger King's AI Chatbot, Patty, to Dish Out Tips on Meal Prep and Track 'Friendliness' via Employee Headsets

Burger King will soon use an AI chatbot in employees’ headsets to recommend tips on meal preparation and track “friendliness.”

The Verge reported on the bot, a tool named Patty that’s powered by OpenAI, following a conversation with chief digital officer Thibault Roux. The fast-food giant says the BK Assistant web and app platform, which collects data related to drive-thru conversations, will be seared into all of its restaurants before the year concludes, with Patty planned to give it a voice in workers’ ears with tests across 500 locations.

Roux says the chatbot angle of Burger King’s AI push is “meant to be a coaching tool,” and can offer tips for everything from cooking a Whopper to cleaning equipment. It will also allow managers to ask how their individual restaurant is performing based on friendliness, with the system able to recognize phrases like “welcome to Burger King” – or even “please” and “thank you.” Roux says Burger King is also testing the waters for a future that could see it measuring an employee’s tone, too.

AI has wormed its way into systems across the globe, but Burger King admits it’s already hesitant about how such technology could be implemented in the fast-food business. Less than 100 of the Whopper house’s locations are testing AI in their drive-thru operations currently, as the company calls its implementation “a risky bet.”

“Not every guest is ready for this,” Roux adds.

Reactions from customers online suggest Roux assessment is correct, with dozens of posts criticizing the move already popping up across social media. Users have already started comparing the move to Netflix’s sci-fi dystopia anthology series, Black Mirror. Specifically Season 3 Episode 1, Nosedive, which takes place in a society where people rate each other based on their interactions, which appears to be brought up the most.

the burger king AI if an employee doesn’t say “please” and “thank you” pic.twitter.com/QcSXVEI8cB

— Chief (@chiefflips) February 26, 2026

pic.twitter.com/dmiSqeJhIO

— Johnny Applepeel (@JohnnyApplepeel) February 26, 2026

Ah hell nah they're installing the patriots at Burger King 💀 https://t.co/AWAas7DXmo

— metal gear facts (@MetalGearFacts1) February 26, 2026

When BK AI tells you for the fifth time to say thank you pic.twitter.com/7kt6nyin0o

— 𝕞𝕒𝕟𝕠 〰️ (@MANOMAGlC) February 26, 2026

“So Burger King can’t make the ice cream machine work, but suddenly they’ve built Skynet for manners?” one X/Twitter user said, comparing the AI system to the entity that helps kick off the events of the Terminator movies.

“Peak dystopia, next they’ll fine you for breathing too loud into the headset,” another added.

"Sounds like I'm boycotting Burger King forever now," someone else said.

Still, Burger King says it will continue “playing around with it” as it plans for Patty to make its debut. Unless the company decides to reverse course, workers may want to expect to hear Patty guiding them through interactions in the near future.

Photo by Klaudia Radecka/NurPhoto via Getty Images.

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

  •  

The Samsung Galaxy S26 Ultra Has Been Announced, Here's Where You Can Find the Best Preorder Deals

At Samsung Galaxy Unpacked 2026, the company announced its latest top-of-the-line phone, the Galaxy S26 Ultra. It starts at $1,299.99 and releases March 11. It’s available for preorder now at all the usual retailers (see it at Samsung and Amazon). Depending on where you buy, you can get free gift cards or exclusive options, which we’ll dive into below. Read on for full details and to see what’s new in the latest smartphone model.

Amazon: Free Double Storage and a $200 Gift Card

Amazon has one of the best deals available on the Samsung Galaxy S26 Ultra (as well as the standard Galaxy S26). If you buy from the online mega-retailer, you’ll get double the baseline storage for free (512GB instead of the standard 256GB), plus a $200 Amazon gift card. That’s $1,699.99 worth of goods for $1,299.99, a savings of $400.

Samsung: Exclusive Color Options and a $150 Credit

Samsung is offering up to $900 in trade-in credit, or $150 in Samsung credit if you don’t have an older device to trade in. Additionally, if you buy from the Samsung’s online store, you have two exclusive color options to choose from: shadow silver and pinkgold.

Best Buy: Free Double Storage

Best Buy is matching the “free double storage” offer that Amazon has, but it doesn’t throw in a gift card for your troubles. Still, if you have a Best Buy gift card lying around or incredible brand loyalty, you can get the phone there.

What’s New in the Galaxy S26 Ultra?

The Galaxy S26 Ultra is the latest top-of-the-line Android phone from Samsung. One of the biggest new stand-out features is the Privacy Display, which narrows the viewing angle on sensitive information on the screen. It can make your notifications, for instance, more private when you glance at them from your lock screen, so people around you can’t peep into your personal life as easily. Or you can set it to obscure your password entry forms, or even entire individual apps. This is an optional security feature that will come in handy for some people.

Hardware-wise, the S26 Ultra is a relatively minor upgrade from last year’s model. It has a faster processor and cameras that can take better low-light photos and videos. In terms of software, it has some new AI features for photos and notifications. But really, you’re probably not going to get the S26 if you already own the S25. It’s a big upgrade from most phones from several years ago. It’s the latest and greatest of Samsung’s offerings.

If you don’t need the Ultra, you can also score some terrific preorder deals on the Samsung S26. They’re even selling a new generation of Galaxy Buds that ought to rival Apple’s ultra-popular AirPods Pro.

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.

  •  

Bruce Lee Day in California? A New Bill Is Fighting to Make It Happen

A new bill may see May 17 become Bruce Lee Day in California, thanks to Assemblymember Matt Haney.

Assemblymember Haney is a Democrat from San Francisco — the city the martial arts movie star was born in — and he introduced bill AB 2455 to honor Chinese Americans and Lee’s enduring legacy. According to his team, this would mark the first Chinese American to be honored with their own official day in the state of California.

According to KTLA, the bill also encourages public schools in California to use the day as an opportunity to teach students about Lee’s “accomplishments and the contributions he made to the state.”

You might be wondering… why May 17? Simple. It’s the day Lee returned to San Francisco after spending his upbringing in Hong Kong.

Lee’s daughter Shannon Lee, who is the founder and CEO of the Bruce Lee Foundation, revealed that the Lee family was touched by the gesture. “From young people who found confidence and possibility in his philosophy, to families who finally saw themselves represented on screen, to athletes who still draw on his teachings of discipline and inner strength, his reach is profound,” she said in a statement. “My father was a bridge between cultures through his courage, and his spirit of interracial solidarity remains as relevant as ever.”

Lee was a martial arts icon and legendary actor who helped push Chinese American representation in films to the forefront of Hollywood. He is perhaps best known for his work in films The Big Boss, Fists of Fury, Enter the Dragon, and the series The Green Hornet. He died in 1973 aged just 32, but his gifts to the world live on in his films and those he influenced, like the city of San Francisco.

No word yet on the bill’s passing as it was recently introduced, but something tells us it’s going to be a unanimous yes.

Photo by Warner Brothers/Getty Images.

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

  •  

Behind The Rubberhose Curtain of MOUSE: P.I. For Hire – IGN First

As our exclusive, all-February-long IGN First "cover story" on the upcoming black-and-white, hand-animated first-person shooter MOUSE: P.I. for Hire continues, we wanted to learn more about the origins of its unique 1930's rubberhose-animated style. And so we sat down with Fumi Studios CEO and Founder Mateusz Michalak as well as Art Director and Lead Animator Michal Rostek to go behind the scenes of this unique game. Read on for a lightly edited transcript of our conversation, or watch the video version below. And you can wishlist MOUSE on Steam if you're interested.

IGN: What came first here, the idea for the game itself or the desire and idea to use this 1930s Rubber Hose animation style?

Mateusz: Yeah, I think this is the question more for Michal right now because he was one of the original creators and the guy who created the first art for the MOUSE.

Michal: I came from the animation industry and I'm really passionate of the animation and especially of history of animation. The MOUSE is like my little passion project that I started inside of my regular animation work. When we started to make video games, I came into the matter with the idea of the boomer shooter with the style of the 1930s Rubber Hose animations, and he loved that idea and give this idea opportunity to make it happen. We started with five people on the small team of this project. Our programmer put a video of making the game on TikTok then it goes viral and resonates all around the world. I remember that day when I was going to work and met my friend in the subway and he told me, "Hey, I read the article, the gaming website, that some guys make a game that looks like the game that you want to make." And I said, "Really?" "Yeah." Then he showed me the article and that was MOUSE.

"No one ever made an FPS cartoonish game in fully black and white."

Mateusz: Yeah, I can add that from the beginning. It was passion project. We've done most of the work after hours. We started prototyping the game. The first prototype that Michal showed to me was really, really basic. Then we hired a coder/programmer, David, who joined the team and we started the first full small production and the game came out of this small teaser that he showed on TikTok.

IGN: That's cool. So my next question, was it always going to be black and white or was color in this animation? Was that a debate at all amongst the team?

Mateusz: It was never a debate among the team. It was debate in the community because when people first saw the art or the trailer, they thought, "Okay, it's quite original, but you need color." Because no one ever made an FPS cartoonish game in fully black and white. It was something unusual back then, but we sticked with our roots in our original design and we never wanted to add any color. It's challenging. It's really challenging, especially in player guidance, in patch finding because you can always add a yellow color if you have a color in game or any other color, and I think that we've done a pretty good job. It was really, really challenging. We learned a lot of new skills, managing only basically two basic colors, black and white.

IGN: Help me understand how much of this, of the animation of the art, was done by hand?

Mateusz: I think all the animations that you can see in the game are done by hand. It's not easy process, but having computers right now, we can speed up some elements in the whole pipeline. Of course, we used techniques from the 1930s, 1940s Rubber Hose techniques. But having computers, we could speed up the whole process. It was much, much nicer and we could basically see our effects not instantly, but quite fast in the game. So if you would use the old techniques, so using paper, pens, scanners, and so on, the whole process would take not months, but years. And in the game development, they don't tend to wait for games, they want games right now. That's why the whole development process of games is shortening every year and we couldn't tell people that, "Okay, you saw teaser, then you need to wait at least 7, 8 years to see the final product." That's why we used computers. And I think Michal can say something more about the whole pipeline of the animation.

Michal: Yeah, so the animation pipeline is really similar to the pipeline that we use in the animation industry because game is based on animation. So it's really similar but not 100% the same. So for example, we started with the concept that we took from the design department. They're giving us a idea and we made our first concept arts for the character, for the NPC, for the weapons of the game. And then we came to the process that, in the film industry is like a storyboard process when we made a limited animation to put in the game and look how this work.

And if it's good, it comes to the animation process when we put the life on the animations, on the characters, on the weapons and all of the interactive elements in the game. Then to clean up process, when we clean all the outline to not look rough, but to look good, put the colors on it, and the last final step on making animation for the game that is different than making animation for the film is to render all of these things, put it in the engine and pack it and make the magic go on.

"When they think about MOUSE, they think about animation."

IGN: Michal, were the weapons the most fun thing to animate in the game because for me, what I've seen and experienced of the game so far, I mean it's all gorgeous, I just love the entire look, but the weapons, I just love how alive the weapons are.

Michal: Definitely, it was a very fun thing to do, but for me, one of the most challenging things. And we couldn't make such a great design, such a great animations without our two animators and with our two artists, Abraham, who made the great concepts for the weapons on the game and Igor who animated all of the things. So it was also credits for our game design who put all the mechanics, all the specific timing for the weapons to look good because this is one of the things that we need to focus when we making animation for the video game is that it should fit the mechanic, it should fit the interactive aspect of the game and do it in the... right tempo because when you have a game hardly based on the animation, they should look good, but also be useful for the player and not be player shouldn't feel frustration when he uses an animated gun.

IGN: How did the animation influence the tone of the game? It seems to lean a little more playful and I'm just sort of curious how you guys balance that of matching the animation to the tone of the game?

Mateusz: Animation, it's crucial for the whole game, so it's connecting also with the whole narrative element. It's like when they think about MOUSE, they think about animation, they think about art and it's a really great thing because we have a hook, we can hook them, interest them in the game. But beneath that, this art animation elements, there is a deep vibrating story and I believe that we'll surprise a lot of people when they will play the game.

IGN: So you talked about the engine earlier. You guys are using the Unity engine here underneath the animation system. How much custom work had to go into Unity to get it to cooperate with the uniqueness of what you guys are doing with the animation?

Mateusz: The first prototype, however, the first prototype was done in Godot, but the proper development is we are doing in Unity. The unity is really good in managing the 2D animation sprites, it's really good. But our game has thousands of thousands of animations and this was the most challenging part because still, you can put as much assets in the game, 2D assets, as you can, but your game can grow having 200 gigabytes, 300 gigabytes. So the most challenging part was the optimization process of the whole animations and we needed to develop a special tools that will compress 2D animations to have a better performance for the whole level because there is tons of animations, different kinds of animations through the whole level.

IGN: Can you talk about, on a similar note about if there were challenges of using 2D animations in a 3D game? We don't see that very often. I imagine that had to present some sort of challenge either in the animation itself and maybe the level design as well.

Mateusz: I think it would be much easier to make everything in 3D. The most challenging part, managing 2D assets, especially enemies in 3D space is to animate all directions. So we need to animate front, front left, left side, back left, back. All the bosses, all the enemies, every skills, every objects, so not objects, every enemies, bosses and some interactive objects, they are animated in 9 or 8 directions. So it was challenging and really time-consuming. Also, having 3D animations, it's much easier to add every bit of animation to the game. Having 2D animations, we needed to think really carefully what we want to add because we don't want to spend weeks animating things and then we will just delete our work. We wanted to have the whole 2D animations into the foreground, not in the background. So we use flat colors as in the old Rubber Hose animation. So there are all flat colors and you can spot really easily every 2D animation, walking around the level. Either this is enemy or 2D animation objects, interactive objects, you can't really easily spot it.

IGN: I have to imagine that this project has been more difficult than maybe you initially thought. And I only say that because I mean making any video game is clearly not an easy thing, but nobody else does this. You guys are the only studio making a game in this way. So how much more difficult, how have you found the process over time? Have you really, I imagine you've learned a lot in the course of development.

Mateusz: We made a lot of mistakes, a lot of mistakes. And going back and forth, back and forth with numbers of things. I think that there are few FPS games that using sprites or using to the animations, but I think our project is unique that we are using a lot of frames, a lot of images in our animations to show that the Rubber Hose animation style is really unique and the whole animation is really unique. And I know that right now there is a debate if hand skills not be useful in the future or they will be replaced with some tools. I believe, and I think that we showed it, that having a great hand skills, having a great artist, it's only beneficial for your game and the project itself.

IGN: I'm curious as to maybe this might be a good one for Michal, your inspirations for this because Cuphead, I think of very quickly, for obvious reasons, the other really amazingly hand-drawn game, totally different kind of game of course than your boomer shooter, but I also, I get a little bit of Who Framed Roger Rabbit from this too. I'd be curious to hear your inspirations.

Michal: I think the biggest over overall our inspiration, our biggest inspiration is the Rubber Hose art style as a whole. Our biggest inspiration is the animations from the Fleischer Studios, the people who create such a characters as Betty Boop, Popeye, Coco the Clown, or Bimbo the Dog. Fun fact, we probably watched every available Popeye episode during the pre-production, took the best inspirations for the environments for the characters. But also how they inspired by works of Ub Iwerks. He was a lead animator in Disney. He was animating for example, Steamboat Willie but then he became a solo animator and became a solo career and make characters such as Flip The Frog or Willie Whopper, but also other animation studios for that era. Like for example, Paul Terry, Charles Mintz, but also the old cartoons that were quite violent for that era. But it was a good inspiration for the combat and fight for our game. So we took a lot from them.

IGN: Awesome. The last question I have for you guys, maybe for either or both of you, so now you're almost there. The game is nearly complete, it's almost out. Moving forward, do you guys want to stick with this animation style for your next project or was this a one-time fun experiment, fun project or is the Rubber Hose animation going to be the Fumi Studio signature moving forward?

Mateusz: I think that the overall hand-drawn style will be our studio signature. I believe in the craftsmen of artists and I think that we will surprise people in the future with our next project.

Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our semi-retired 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.

  •  

As Zelda Turns 40, Voice Actress Patricia Summersett Reveals Hopes for the Future, And Clarifies Her Thoughts on Link and Zelda's 'Gorgeous' Relationship

The Legend of Zelda turned 40 years old this week — though Nintendo has sadly done little to mark the occaison. There are no new Zelda games on the horizon, no remakes or re-releases on Nintendo Switch Online, and no sniff of a trailer for next year's ambitious-looking live-action movie. It's a far cry from the array of announcements made for Mario's 40th birthday last year, or the anticipation for Pokémon's 30th celebrations which culminate tomorrow.

In order to mark the occaison ourselves, then, we tracked down the perfect person to talk about their own role in the Zelda series — the voice of Zelda herself, Patricia Summersett. You'll have heard her voice in Breath of the Wild, Tears of the Kingdom, plus their Hyrule Warriors spin-off games Age of Calamity and Age of Imprisonment. In total, her contributions to the franchise now stretch 10 years — meaning she has been the voice of its princess for a quarter of its life.

A fan of the series before her work on it, Summersett previously made headlines when her thoughts on the nature of Link and Zelda's relationship blew up online — a situation she's now said she found angering, while disputing any suggestion that Nintendo itself asked her to intervene and set the record straight. Read on for more about that, her hopes for the franchise's future, Zelda's British accent, and how she originally also auditioned for the Deku Tree.

You've spoken previously about initially auditioning for Princess Zelda without knowing the true identity of the role — but what were you told? What direction were you given?

Patricia Summersett: The best way to describe it was as a bleached script, which is when you have a certain amount of information about what the archetypes of the character are, the general world — for example, that it looks like an RPG fantasy — but you have no idea what the actual roles are going to be or what the game is. And there would've been no way of predicting that it was Zelda because she didn't have a voice before. I just would never have assumed that was the game that I was auditioning for.

There was the description of her being a younger teenage princess, but wise beyond her years, having the weight of the world on her. And those were key things I'd gone into when I looked at the script, when I started to play around with my voice and decide what to do for that particular character.

But I also auditioned for Zelda as well as some other roles — what ended up being Urbosa and I think probably the Deku Tree. There were a few.

Your portrayal of Zelda has a British accent, was that also a note from Nintendo?

Summersett: No, no, it was a really wide open spec. I schooled in London and so I thought something that sounds a little bit RP would make it heightened and put it into that kind of class system I was imagining for royalty. So I did that. I think in the game it's easier now, especially because it's evolved a bit over time and people's interpretations of the character and even the accent has evolved over time. It's a little more comfortable to say this is a Hylian accent versus just a particular version of a UK accent.

Clearly it struck a chord with Nintendo — and now a British actress has been cast as Zelda for the franchise's live-action movie, too.

Summersett: That's a great point. I mean, I don't know how those casting decisions ultimately get made, and it's like, what does portray that character the best? Obviously Bo Bragason is going to kill it, she's going to be amazing. I'm happy to have contributed in any way, without knowing where it's all headed, other than the fact that it's now been 10 years. I'm just floored by the fact I've been involved in this franchise for a quarter of it.

You've played the same incarnation of Zelda now in four games, which may be a record for the franchise. But do you feel like there's still more story in her to tell?

Summersett: I was surprised when Hyrule Warriors: Age of Imprisonment came to be! I only learn about these things when something is offered back to me and I'm told 'okay, it's time to come back and do this role.' And I go, 'oh my gosh, I get to do it again, that's amazing.' I'm not part of that decision making, and I just wait to see what Nintendo is cooking up.

As a fan of the franchise, but also someone who has portrayed Zelda, what are your hopes for the live-action movie?

Summersett: I guess I'm just curious to see what that iteration is. Obviously it is going to be a large collaboration between people who are new to the series and those deeply schooled in the series. [I think] you're going to see a strong Zelda. I'm sure you're going to see a powerful lead character in Zelda. And Link I have no idea, is he going to speak? They certainly haven't alluded to the fact that he does, yet.

Speaking of Link and Zelda, you've previously discussed the relationship between the two characters and your own thoughts on what kind of relationship they have. You've also said yourself that your comments there got misconstrued — I'd love to give you the space to lay out your thoughts on their relationship in full.

Summersett: I have to be so careful when I answer that question. Let me formulate this... I have all sorts of personal theories about what this might be, but I think there's something beautiful in the way that it's left ambiguous, it's left in a kind of — if there are romantic undertones, it's left in an unrequited state. There's obviously a deep friendship and a protectorship between the two of them. It's a gorgeous relationship and it continues to evolve and be left open in so many iterations of this.

And what that means for me, as somebody who represents the character at things like conventions, is that anybody can come up to me with their version of what they think Link and Zelda are. And a lot of it comes in the form of coupleship — people proposing to each other and getting engaged with Zelda as a theme, or they feel like it's something that they want to just celebrate with family or friends. It can mean kind of anything, and I love that it lives in that space.

Of course, Link and Zelda do appear to be cohabiting in Tears of the Kingdom, in a house with only one bed. Your thoughts on that?

Summersett: [Laughs] Hopefully it's a very comfortable bed. That's my thought on that.

And when you mentioned that it's left in an unrequited state, do you mean that there is something romantic there from one of the pair, but unreturned?

Summersett: I have to be careful with that word unrequited. That might be one interpretation of what their particular kind of relationship is — and relationship meaning that they could be friends, they could be warrior buddies, they could be a princess and a soldier, they could be a lovership, or people who are destined to be together even in a non-romantic way, but for their life they're going to have this lifelong friendship. It could be anything. And even for those who do put an obvious romantic tinge onto it, it would still be really on the nose to suddenly have Link and Zelda, because they have this deep relationship, having to get together in a romantic sense. Because that's not the way life works. I think that I prefer that it's not so on the nose as that, personally.

You've said previously that your comments on the subject were misconstrued, and I wondered at the time whether your clarification there came from a place of Nintendo itself saying, essentially, we need this to be a thing that remains ambiguous.

Summersett: No, nobody's ever said anything to me. I just needed to clarify what had happened with a particular article, where they'd isolated a sentence that I'd said, and highlighted it as 'Patricia has confirmed that Link and Zelda are in a relationship.' It's really tricky when you're trying to do these kinds of interviews and people take something completely out of context for the sake of clickbait. I was being used for clickbait and I'm like, 'this is precisely not what I said.' If you read the article further, I said that I liked that it's left open, that it's ambiguous.

Relationships come in all forms, and the fact that it was taken out of context and it was as if I was confirming that they were in a romantic relationship, I found that pretty angering to be honest. And I tried to deal with it as best I could, but it's hard when things blow up online. That's been an interesting thing to navigate in the last few years, just being a simple voice actor trying to stay in my lane and be open to anybody who might come to me to celebrate the series, representing a character but not representing the company.

You've represented Zelda in a few games now, but I'm keen to hear your favorites from the series. You can still say ones you're in though!

Summersett: I am partial to Breath of the Wild, but Ocarina of Time is really the ground zero of what the series means for me. And then maybe I'd say the original, though I was a child watching other people play that. And then I really liked Twilight Princess as well, just the art style of that one. So those are probably the top three.

Twilight Princess still has something of a mixed reception among fans, I feel like.

Summersett: I see a lot of cosplay from Twilight Princess at conventions, and I also write in Twilight Princess Hylian, so I feel a little more connected to that game when I'm writing that in notes to people.

Sorry, you write in Twilight Princess Hylian?

Summersett: It's something I did early on when I was recording [Breath of the Wild] and I was just starting to look through [series companion book] Hyrule Historia at the different versions of the languages from all the previous games. Obviously, Breath of the Wild wasn't out yet, so I didn't know what would be in that game. But I saw Twilight Princess Hylian and it's so beautiful. I thought I could probably learn those characters, which is essentially just the alphabet, and started practicing that over coffee. So now I can kind of write fluently and use it all the time.

And lastly, we've seen plenty of Zelda remakes already over the years, but do you have a particular game from the past you'd like to see return in a new form?

Summersett: I'm trying to think through what I've played recently. A few years ago, I played the original Zelda again on the mini NES console...

How about Ocarina of Time in the Breath of the Wild engine, with a fully-voiced Princess Zelda again?

Summersett: Oh! Can I say I would like that too? It's a great idea. Yeah. You'd have two of the most innovative games coming together with a wild sense of humor and a wonderful soundtrack. So what's not to love about that?

Image credit: Randy Shropshire/Getty Images for Alienware

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

  •  

Scream 7 Review

“Burn it all down.” For a tagline so front and center of Paramount’s marketing for Scream 7, it has very little relationship to the actual ethos of the movie. Instead, Scream 7 feels like a return to roots for the venerable meta-slasher franchise, far more interested in and effective at propping up the more playful tone of Scream’s early days than the increasingly deconstructive tendencies of the fourth, fifth, and sixth entries. It succeeds as a(nother) back-to-basics reset for Scream, but ironically for a story centered on how much a mother will let her trauma affect her daughter, living in the past in order to drive a franchise reset does keep Scream 7 from having an identity of its own.

The two Radio Silence-directed installments which precede Scream 7 felt like very intentional attempts to recontextualize the franchise into a more modern sensibility, something really hammered home by Scream 6’s move to a bustling New York City. Kevin Williamson takes over directing and writing duties (the latter shared with Scream 5 and 6 co-writer Guy Busick) for Scream 7 and, though he wrote the first, second, and fourth films in the franchise, it represents his first time in the director’s chair on a Scream movie and his first time directing a film since 1999’s Teaching Mrs. Tingle. Williamson’s approach veers hard back into more old-fashioned Scream territory, something communicated quickly by the opening scene set at the house of Stu Macher, the co-killer of the original Scream. Stu’s house is now being used as a “psycho killer BNB,” decorated with chalk cutouts of the various victims and killers who’ve died there, posters from the Stab movies, and even a motion-activated Ghostface which you can be damn sure is going to get used to some spine-tingly ends. That sequence may end with Stu’s house in flames but, as the rest of Scream 7 plainly demonstrates, some foundations are just unshakable.

That idea persists through Williamson’s choice to move the action back to a small town, not Woodsboro this time, but Pine Grove, Indiana. Sidney Prescott (Neve Campbell) has put down roots there with her police chief husband Mark (Joel McHale) and kids Tatum (Isabel May) and… the two younger ones conveniently visiting Mark’s parents out of town the week all the murder stuff kicks off.

Neve Campbell’s return as Sidney is a constant highlight of Scream 7. Campbell takes the comfort and confidence that comes with playing a character for 30 years and translates it into a performance that shifts believably from dead serious to tongue-in-cheek and back, often within the same scene but never in a way that rings false or tonally out of step with her circumstances. Sidney has to balance the normal anxieties of being parent to a teenager with how her bloody backstory is antagonizing her relationship with Tatum as news of the murders at Stu’s house reach them in Pine Grove. Even though much of how Scream 7 goes on to dig up the bones of the first movie winds up being to its detriment, Campbell’s performance as Sidney benefits from the constant resurfacing of the Woodsboro murders. It’s as if Kevin Williamson saw how hard David Gordon Green threw the “killing machine” lever in one direction for Laurie Strode in the recent Halloween sequels and said “I like it, but maybe 80% less.”

At 17, Tatum’s the same age Sidney was during the events of the first movie, which causes a ton of extra strife between the two once Ghostface comes a-calling again – that’s also what brings Courteney Cox’s Gale Weathers back into the fold, who’s mostly here to act as a sounding board for Sidney. Sidney can’t quite calibrate how much of her bloody past to share with Tatum, who’s grown to resent Sidney for telling her story to the rest of the world through books and interviews, but never face-to-face to her. Isabel May is most at home in that tension in Tatum’s interactions with Sidney, doing a good job conveying the hurt associated with these feelings without straying into petulant territory. Petulant characters don’t do great in slashers most of the time.

But Tatum’s insecurity towards finding her place in the circle of life (and death) ends up translating into a character without much definition, something not helped by her being surrounded by trope-fuelled characters like “too-perfect boyfriend,” “popular blonde friend,” or my personal favorite, “weird kid.” Yes, Scream gets far more latitude than most other horror franchises when it comes to whipping these archetypes around like ill-fated marionettes, but Scream 7 rarely finds surprising ways to use them, especially when we’ve already seen characters like these subverted again and again in this series.

By the time the killer is revealed, it feels like Scream 7 has run out of time to flesh out their motives, or how those motives connect back to the movie’s nostalgic themes.

Nostalgia is front and center from the opening scene set in Stu Macher’s house, where the finale of the first Scream took place – it’s even important enough to be the focus of a Mindy Meeks-Martin (Jasmine Savoy-Brown) breakdown on “the rules” for Tatum and her friends. It’s also the bedrock of much of Scream 7’s comedy, which is heavily rooted in, you guessed it, clowning on both Scream lore and horror history. But the more Scream 7 goes on, the more it feels like all that hearkening back to “where it all began” is designed to open the door for nods to the franchise’s past that don’t wind up feeling justified on their own merits. Scream 7 swings for the ‘member berries hardest in its climactic sequence, a mostly straightforward game of cat-and-mouse that builds nicely on the strength of Campbell and May’s intensity and teamwork and even ends with a satisfying bang. But the reveal of who’s behind Ghostface’s dastardly plot this time suffers greatly from the smoke and mirrors game the movie plays with that killer’s identity. By the time they’ve revealed themselves, it feels like Scream 7 has run out of time to flesh out their motives, or how those motives connect back to the movie’s nostalgic themes.

Scream 7 might be a little light on the deeper genre commentary that made the series famous, but as for how it functions as a pure slasher? The thing ticks like a clock. Williamson has a great sense of rhythm for building up, paying off, and cooling down from tension, which gives Scream 7 a lively pace that keeps many of its shortcomings from lingering long enough to feel fatal. The director has a clear affinity for the operatic when it comes to staging Ghostface kills, with a number of these sequences culminating in memorably grotesque tableaus. An early attack on one of Tatum’s friends leaving her dead body suspended above a stage, a long shot of a knife going through one character’s skull just long enough to really give you a secondhand migraine, and a kill involving a beer tap that feels like an instant classic moment for the series all point towards Williamson having put a lot of care into crafting each and every Ghostface encounter, even if one or two end a little too abruptly for their own good.

  •  

Check Out Some of the Great Games on Sale at Woot for $20 or Less

Video game deals have been popping up all over the place lately. Alongside PlayStation’s big sale at PlayStation Direct, Woot just dropped its own video game sale, offering an abundance of deals for games on all platforms.

While these games already boast solid discounts, the Amazon-owned online retailer is also offering a bonus 20% off them right now when you use the code ‘LEVEL20’ at checkout. However, that only lasts through February 27 so you’ll want to be quick to take advantage of it.

If you're not looking to drop a lot of cash right now, we’ve gathered together some of our top deals from Woot’s sale that are $20 or less. Have a look and pick up your favorites before the offer comes to an end. Keep in mind that the prices shown below include that extra 20% off from the promo code before tax is added on.

There are some genuinely great options to pick up for under $20, too. From Elden Ring Nightreign to Space Marine 2 to Metaphor: ReFantazio, this is a great time to pick up these games if they've been on your radar. They just scratch the surface of what's available at Woot right now as well.

To get a full look at what this sale has to offer, check out our breakdown of Woot's "Video Games For All!" sale. And while the 20% off bonus promo code only lasts through February 27, the sale itself is set to run until March 5, so there's plenty of time to grab your favorite discounts.

If you're looking for even more video game deals, it's definitely worth seeing what PlayStation's sale at PlayStation Direct has on offer right now. Whether you're hoping to pick up some new PS5 games or scoop up new PS5 accessories, there's quite a lot to look through at the moment.

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

  •  

DTF St. Louis Review

This article contains spoilers for the first four episodes of DTF St. Louis… but not many of them, okay? Okay. The series debuts on HBO on March 1.

For decades now, HBO has carved out a niche as the TV destination for Sunday nights at 9 PM. Sometimes that takes the form of big fantasy shows like House of the Dragon or IP extensions like The Penguin and IT: Welcome to Derry; it can also mean a prestige series like The Gilded Age or Succession. But the most frequent mode for the time slot? HBO’s Sunday Night Mysteries, which aren’t branded as such but might as well be: True Detective, The White Lotus, Big Little Lies, even Mare of Easttown or Task. They all may have different tones and points of view, but the hook for viewers to come back each week is a serialized, ongoing mystery…usually of the murder variety.

That’s true of DTF St. Louis, a new series written and directed by Steven Conrad, and starring David Harbour, Jason Bateman, and Linda Cardellini in – per the official synopsis – “a limited series about a love triangle between three adults experiencing middle-age malaise, that leads to one of them ending up dead.” So yes, you’ve got a central mystery that’s already been spoiled in the trailers for the series: Who killed David Harbour’s Floyd? Over the course of the season (four episodes were provided to critics for review), the show flashes back in time to illuminate more and more of what went down with that central trio, twisting and turning as you discover that what you think is going on may, in fact, not be what really happened.

All of that is par for the course for any mystery, but DTF St. Louis is also extremely, purposefully weird; in fact, the closest analogue to DTF St. Louis isn’t any of the HBO shows mentioned above, but one on FX: Fargo. This may be a bit of a surface comparison, but right off the bat, the characters in DTF seem like they could have hopped right out of Noah Hawley’s anthology, even though the two cities – that would be Fargo and St. Louis – are 794 miles away from each other. You’ve got staccato speech and specific accents, and while perhaps not as wild as on Fargo, the characters have names like Clark Forrest (Bateman) and Floyd Smernitch (Harbour). Long stretches of time are spent on seeming digressions like discussing drinks at Jamba Juice, and one affair features sex moves that are so insane they seem uncomfortable at best and downright dangerous at worst.

Also on the Fargo comparison beat, you have two laconic investigators looking into the crime: Joy Sunday as Jodie Plumb, a local special investigator somewhat in the mode of Marge Gunderson; and Richard Jenkins as big city detective Donoghue Homer, who consistently thinks he has it all figured out and consistently does not. It’s a classic pairing of a young, ambitious investigator and an old, seen-it-all-done-it-all detective. The show also doesn’t ignore that one is an old white man and the other is a young Black woman.

What becomes apparent as the series continues past the broadly painted premiere is that there’s a kindness and warmth below the surface.

But what becomes apparent as the series continues past the broadly painted premiere is that there’s a kindness and warmth below the surface. Each time Homer loudly professes he’s closed the case, Plumb presents a piece of evidence that contradicts that; he sighs, hears her out, and they investigate further. That sort of kindness is key to the development of the series, especially since the premiere is off-putting, and it takes a while to get on board with the tone of the show. It seems like Conrad is making fun of the setting and the characters; it has the feel of a city boy pointing out how hilarious these country bumpkins can be.

That’s particularly true when it comes to Floyd, who is overweight, not particularly smart (one scene shows him professing how scared he was that Batman was going to die in a random Batman comic, but then he doesn’t, and Floyd is very relieved), and suffers from Peyronie's disease – essentially a broken penis – which he explains is why he needed to learn ASL (American Sign Language). But as the show continues, it’s clear that his weight problems and intelligence hide a bright ray of sunshine; it’s no coincidence that the opening song for the series is “Let the Sunshine In” from Hair, or that Clark is a weatherman. St. Louis is consistently filmed as overcast and gray, and the theme song asks “where’s the sunshine” – that’s all coming from Floyd.

Similarly, the central premise seems to revolve around the titular app – DTF St. Louis, a hook-up app for married adults which Clark discovers and which he and Floyd sign up for before Floyd winds up dead. The idea of an app specifically for adultery in the St. Louis area is also a little silly, but like the death of Floyd, it’s merely an excuse to keep viewers turning back to a show that is neither violent nor particularly sexy. Yes, there are languid shots of Cardellini at points, but they have a dream-like quality versus an exploitative one. And even as we discover how this main trio may have manipulated each other, there’s real, earnest emotion for each of the characters. There are no villains here, just lonely people who aren’t getting what they want from life and need something more.

DTF St. Louis is also a curious intersection of three careers that have changed dramatically over time. Harbour is the most noticeable, as this is his first project post-Stranger Things. While Floyd is much dumber than Sheriff Hopper, the aggressively generous sign-language interpreter flourishes most when bonding with his emotionally troubled stepson, Richard (Arlan Ruf). Seeing Harbour reach out to a strange, lonely kid isn’t too much of a stretch from where we found him in Hawkins, but putting it all in an adult context does feel like it’s challenging our expectations while leaning into his comedy chops.

On the other hand, there’s Jason Bateman, who got his start in comedy and has more recently delved into dark (sometimes quite literally) dramas like Ozark and Netflix’s recent Black Bunny. He finds a happy medium with DTF St. Louis, which gets funnier the more time Bateman and Harbour spend together, but the show still allows Bateman to flex the less comedic muscles he’s developed over time.

Cardellini is the most fascinating career arc of the three, having fully embraced her femme fatale era over the past few years on shows like Dead to Me, No Good Deed, and the upcoming Friday the 13th prequel series, Crystal Lake, in which she’ll be playing Jason’s mom, Pamela Voorhees. In DTF St. Louis, it initially seems like she’s playing the hits: She’s a blonde bombshell, boobs out, manipulating two dumb dudes. But a powerhouse performance towards the beginning of the show’s fourth episode eviscerates all that, looping back to Conrad’s main thrust that all of these people are to blame, yet none of them are outright bad.

There are other characters who flit in and out of the action, though none of them get a ton of time or a lot to do. The lone exception is Peter Sarsgaard, who does his best with a relatively broad portrayal of a gay man who runs a roller rink and may know more about Floyd’s murder than he’s letting on. Sarsgaard, too, is treated with more kindness than his initial introduction would imply, but at least based on four episodes (there are three more in the season), he’s mostly there to provide exposition and a pretty hilarious observation about Mail Boxes Etc.

It’s weird, and adding to the weirdness is that it was initially a show based on a New Yorker article about a murderous dentist.

It’ll be fascinating to see if the mostly impervious Sunday 9 PM slot works for an odd duck like DTF St. Louis. It’s filled with great performances, name actors, and at least one buzzy sequence per episode, ranging from some hilarious Indiana Jones porn and a wild gym routine to a sequence in Episode 4 that HBO has explicitly asked us not to spoil. That’s probably enough to get the hype machine churning, but this series doesn’t have the high-end real estate and rich people being vapid of The White Lotus or the gritty realism of shows like Mare of Easttown and Task. It’s weird, and adding to the weirdness is that it was initially a show based on a New Yorker article about a murderous dentist that starred Harbour and Pedro Pascal and is now not that at all. In fact, DTF is closer to the half-hour comedies the channel usually puts at 10 PM, rather than the prime hour-long 9 PM slot – see The Chair Company for the closest, most recent point of comparison.

It’s a test, really, and the sort of test at which HBO usually excels. Here, it takes a few episodes for DTF St. Louis to hit its stride, but when it gets down to it, it is down to…well, you know.

  •  

Tales of Kenzara: ZAU Developer Reveals Its Next Game: a Chaotic Cooperative Extraction Platformer About Fixing the World With Random Junk

Surgent Studios, the developer behind Tales of Kenzara: ZAU, has unveiled its next game today, and it's...absolutely nothing like Tales of Kenzara: ZAU. It's called FixForce, and it's a chaotic cooperative "extraction platformer" about a team of robots fixing machines using random parts they find lying around.

FixForce puts up to six players together as a robot repair crew sent into an area to fix various broken structures littered around the area within an allotted amount of time. Each broken machine indicates what parts are needed to fix it, and those parts can be found scattered around the level.

However, many of those pieces will be stuck behind obstacles: bodies of water robots can't swim through, up tall towers, guarded by evil enemy robots. To collect them, you'll need to use your robot building abilities to pick up and place objects strategically so you and your friends can climb across them to reach whatever it is you need. And if you're injured by an obstacle, your head will fall off, and your teammates will need to find your head and body and stack them back together to resurrect you back into the game. Teams earn points based on how many things they fix within the time limit.

I got a chance to play a round of FixForce ahead of the announcement alongside the developers, and yeah, the level of silly chaos implied in the announcement trailer pretty much encapsulates it. It's easy to get distracted goofing around with all the objects in the level and building weird, random things, but FixForce also lends itself to silly emergent moments, like when one of the devs tried to toss platforms at me to save me from being stuck on an island, and instead slammed one into me and knocked me right into the water.

It was a surprisingly cheery and silly time for a studio that just made a game about grieving the death of a loved one. That fact is not lost on founder Abubakar Salim, though.

“As FixForce came together, we saw the pure chaos and hilarity it was unleashing and made the decision to move quickly and publish it ourselves," he said in a statement. "Yes, FixForce is completely unlike anything we’ve ever done before, but look: we made one game about grief and another about abuse and thought, ‘can we have a little bit of silly, stupid fun for a second?’ I promise we’ll go back to dark and depressing after this.”

Notably, this isn't the same game Salim announced in 2024, Project Uso, nor is it the horror game announced last year to be published by Pocketpair. Surgent clearly has a lot of irons in the fire here, but its eagerness to get something released quickly makes sense given the scale of its long-term ambitions and its financial struggles in 2024.

FixForce is dropping in early access on March 12 on PC via Steam and Epic Games Store, and its full, final release will also be on Xbox, the studio says.

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

  •  

Smiling Friends Creators Shock Fans by Announcing the Series Has Come to an End

The end of an era that was, frankly, way too short. Creators Michael Cusack and Zach Hadel have unexpectedly announced that their breakout hit Adult Swim series Smiling Friends is ending with Season 3, which fans thought had concluded in late November last year.

"This is not a bit, this is not a joke," Hadel explained in a six-minute audio statement recorded alongside Cusack that was shared across Adult Swim's social media accounts on February 25. "Michael and I are here to announce Smiling Friends will be ending after Season 3 is done."

The creators cited burnout as a major factor in their decision. "To be honest, after Season 3, Zach and I both had the same feeling where we felt pretty burnt out after putting years and years into this, but also pretty accomplished,” Cusack explained. “We came to this feeling where we were like, 'This can just be it.'"

The dynamic duo — who got their starts as animators and voice actors making original content on YouTube — went on to give fans a bit of hope by noting that if someday they feel revitalized on the series or feel they have more they want to do, they may come back. It’s a nice maybe to have out there in the universe, but in the interest of not leading the fans on, Cusack and Hadel doubled down on the fact that the series is truly coming to an end at this point.

That said, they’re not finishing things off without a parting gift, especially considering the third season came and went with fans not suspecting a thing due to the fact that the series was already renewed for Seasons 4 and 5. The series will return to Adult Swim for just two more episodes, one the creators claimed in their statement were not finales but “stragglers” from the third season, on April 12.

Personally, I find this news to be devastating. Many fans have talked about their fears of the show overstaying its welcome and becoming a shell of the greatness that it once exuded, a phenomenon attributed mostly to Rick and Morty when citing this as a reason for wanting the show to go out on top. But Smiling Friends has been consistently excellent since day one, all the way through this third season. That’s a fear with any show; you want a series you think is great to stay great until the end, but far too many people (fans and creators alike) take that as an existential threat, which makes them afraid for a show to spend any length of time stretching its legs for fear it’ll fall into that terrifying subpar version of itself.

Ultimately, this is Smiling Friends going out on top, and if its creators don’t have that spark for it anymore, it’s noble of them to be honest with themselves and the audience. But that doesn’t mean we can’t be sad about it (I am, if you couldn’t tell).

Despite the shock of the announcement, this isn’t the first time Hadel and Cusack have discussed wanting to avoid a fate where the series loses its spark. "We don't want it to be a show that outstays its welcome and goes on forever," Cusack told Indiewire in October 2025. “Zach and I have made a promise to each other where we'll always be honest and say, 'Look, do we want to keep going with this, or do we want to wrap it up on a high note?'"

Smiling Friends premiered on Adult Swim in January 2022 after the pilot episode was aired during Adult Swim’s April Fools Day programming in 2020 and garnered a lot of attention. All three seasons are available to stream on HBO Max.

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

  •  

From Far Cry to 'Korean Witcher' — Why a Former Ubisoft Exec is Adapting a Fantasy Franchise the West Has Barely Heard of

After 15 years at Ubisoft working on Far Cry, Splinter Cell and Rainbow Six, veteran developer Patrik Méthé fancied doing something different — and three years later, at Sony's recent State of Play, viewers were treated to exactly that: a trailer for a blockbuster open-world action RPG starring a hulking bird warrior.

This is Project Windless, a game set in the world of the popular Korean novel series The Bird That Drinks Tears — albeit a franchise that many in the West won't have heard of. Reaction to the game's big reveal trailer was positive, Méthé tells IGN, though tinged with some jokes about its main character that is, essentially, a large humanoid chicken.

But after that initial moment of surprise, well, the game and its world look intriguing. And it's protagonist is certainly unique — a quality Méthé said had been key to centering the game on this particular hero, and why he was interested in the project overall.

"What you're playing is the rise of a mythical character that you will hear about in the [The Bird That Drinks Tears] novels, but obviously he's not there anymore because it's more than 1000 years before," Méthé said, making clear that the game has been created as an entry point for the fantasy franchise.

"You're really playing the foundation of this universe," he continued. "Whether you read the novels or not won't change your immersion, your understanding of the game itself."

Project Windless is set to be the first project from Méthé's Krafton Montreal, a studio forged around the idea of making this game that now houses 90 people. A further 40, meanwhile, are assisting development in a studio near Seoul.

"I was receiving a bunch of contacts on LinkedIn and stuff, and I received one from a company called Krafton," Méthé recalls of how his involvement began, shortly after leaving Ubisoft. "I had no clue what [Krafton] was so I almost closed it, but then it was written: 'the creator of PUBG. I'm like, 'oh, okay, might be worth [taking a look]'."

"We have this incredible IP, beloved in South Korea, you have the experience doing great AAA single-player games"

After a bit of research, Méthé found an old article suggesting that Krafton had been "looking to do the Korean Witcher" — and while this description wasn't in the official pitch for the project he eventually heard, it still piqued his interest.

"What Krafton asked us was simple, it was: 'We have this incredible IP, beloved in South Korea, you have the experience doing great AAA single-player games. What would you do with that in order to introduce it to the Western market?' Not that we don't want to sell to [Korean fans too], but what would you do?'"

"My answer was: 'if anyone answers you [on the spot] to that kind of question, you should stop the call immediately. Because to answer that alone, without thinking about it for more than a few minutes, it's a joke. This kind of project requires the expertise of many people, so if you want a serious answer and not just buzzwords — the used sales car pitch — give me the time to sync with experts and we'll get back to you with a real answer."

And that's what Krafton allowed Méthé to do. After some initial discussion around directly adapting The Bird That Drinks Tears' first novel, Méthé realized that setting the action generations before allowed for more flexibility in crafting a more unique story suited to a video game, rather than adapting the books' stories to a different medium while trying to hit all the same beats.

"For me it's more that we have the novels, which is great for us as developers because it answers a lot of questions that often take up a lot of resource and time," Méthé says. "We have those answers already in place, and we can then easily add layers of depth into the stories and the motivation of each race."

It hasn't all been plain sailing — Méthé says he underestimated how much of a "hectic and a bumpy adventure" it was going to be, figuring out what Project Windless would be while also "building a studio, finding a place, recruiting people, trying to understand the ecosystem of the company." He continued: "We knew it would be a good challenge and it is a good challenge. So it's never boring. Let's say it like that."

That said, it sounds like a welcome change for Méthé after more than 15 years working on Ubisoft shooters, including Splinter Cell Conviction, Far Cry 3, Far Cry 4, Far Cry 5, Far Cry New Dawn, and Rainbow Six Extraction — all of which he served as game director for.

"It's very refreshing," he says. "We're not a shooter at all. Sometimes as developers, because we're repeating stuff because we're say we're doing follow-ups, you find a certain pattern that works, whereas this time it's quite the opposite. We don't have a clear benchmark to follow, and we need to come up with our own vision of what we want."

Still, plenty about the game remains under wraps. Apart from that trailer, there's still much to learn about the game, and more work to be done to convince players that this is a franchise that can stand alongside other open-world action RPG staples. Méthé, however, believes his team is off to a good start.

"What I really loved, of all the comments I've seen and all the content creator reactions I've seen, most of the time it went like this: You see the start of the trailer and they're like, 'okay, interesting, interesting. Then they're like, 'what the...', and then they're like, 'I'm in,' without any hesitation. And that's gold. That's what we wanted. But it's our first communication. It's the first time people are hearing about this. There will be a bunch more down the road to clarify what the game is, how unique it is. For the time being we're just taking the time to celebrate this moment. And when the time comes, we'll be able to explain a bit more in detail."

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

  •  

'Gear Comes and Goes, Don't Be Too Precious About It' — Marathon Game Director Offers Last-Minute Tips Ahead of Server Slam Weekend

The game director of extraction shooter Marathon has offered a number of top tips for players jumping into the server slam event this weekend.

Bungie’s Joe Ziegler took to social media to offer last-minute tips. I’m hoping to carve out some time this weekend to give Marathon a shot myself, so I found these tips interesting. Hopefully they will also prove useful!

  • gear comes and goes, don’t be too precious about it, but learn to use what you got and it will serve you.
  • remember to bring enough ammo and consumables to survive a couple fights, if you don’t have much then use a sponsored kit or play as rook and focus your runs on getting gear and creds or stocking up on resources.
  • if you’re learning don’t rush your contract objectives, playing slow can help you avoid getting overwhelmed.
  • keep your ears open. You will often hear threats before you see them.
  • try to take the fights you think you can win, you don’t need to fight everything. Greed and ambition can lead to a quick downfall.
  • don’t sleep on the battery weapons, in the right hands they are strong, but remember if you reload with them before they’re empty, you lose the battery.
  • a friend who plays Triage is a keeper. Be kind to them.
  • if you want to win a fight, use what your opponent wants against them. Patience and cunning are powerful allies.
  • stray rooks are unpredictable and can either be a blessing or a curse depending on how you treat them.
  • don’t tilt, cooler heads make smarter decisions.
  • if all else fails beg for mercy in prox chat and hope someone listens :)

It all sounds pretty intense, but that’s what you’d expect from an extraction shooter. I expect I’ll be leaning on that last tip over the weekend.

The Marathon server slam runs from today, February 26, to March 2. We’ve got a quick guide to the exact launch times across the globe, as well as the associated rewards, so you know when you can get that download going and jump in. Marathon's full launch is scheduled for March 5 across PC, PlayStation 5, and Xbox Series X and S. PlayStation Plus subscribers can nab bonus weapon charms themed around Ghost of Yōtei, Death Stranding 2, and Helldivers 2 at launch. Marathon players on Steam automatically receive the exclusive Crowbar Weapon Charm (don't say Half-Life 3 confirmed!) when Marathon releases on March 5. Marathon players on Xbox Series X and S, meanwhile, get the exclusive Emerald Clutch Weapon Charm and Emerald Catch Weapon Charm.

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.

  •  

AI Will Change Games, but Not in the Way CEOs Think

Back in 2024, not long after laying off five percent of the company’s workforce, EA CEO Andrew Wilson got on a stage to wax poetic about all the ways generative AI would help take the gaming industry to the next level. Machine learning tools, he said, sticking to a script that may as well have been spat out by an LLM, would give developers an “exponentially bigger canvas upon which to create, and richer colors so they might paint more brilliant worlds.”

He’s hardly the only executive who’s promised his customers the world in recent years, though how exactly AI is going to impact game development remains as ambiguous now as it was the day we were first introduced to ChatGPT. While some, from EA and Ubisoft to Remedy and Larian, prepare to ride the wave, others are putting up walls and turrets. Hooded Horse’s Tim Bender has called the technology “cancerous” and added a No AI Assets clause to the company’s publishing contracts. Meanwhile, a survey by Game Developer found that 36% of industry professionals are using GenAI in their day-to-day work, but that half of them think it’s making games worse, not better.

Right now, it’s possible we’re headed for a future in which many triple-A titles will be incredibly large but feel lacking in substance, akin to the early days of No Man’s Sky’s procedurally generated, endless universe. Wilson himself suggested as much when he mentioned that College Football 25 – with its 150 stadiums and 11,000 athlete avatars – could not have been made without help from GenAI. Our ever-inflating expectations for larger maps and more realistic-looking graphics have pushed development cycles for franchises like Grand Theft Auto and The Elder Scrolls into the double digits, and AI seems like an obvious and cost-effective way to bring those numbers back down again while delivering gargantuan amounts of content.

But while AI could probably program testicle physics for horses, it can’t create a character as deeply human as Arthur Morgan. Consequently, the more you try to automate workflow, the less human (and therefore engaging) your games become. For this reason, I believe we should expect another, equally influential shift to sweep across the industry, one that will push some developers into the opposite direction. Instead of giant, hollow worlds with glossy AI finishes, I suspect we’ll see more games that are smaller in scope, tighter in design, and a little rougher around the edges. In short, we’ll see games that go where AI cannot follow.

To form an impression of how AI will impact games tomorrow, we can start by looking at how the technology is being used today. According to that Game Developer survey, AI use among industry professionals varies by level of seniority, with upper management using AI tools more frequently than those below them. Across the board, people are more reliant on AI for researching and brainstorming than actual asset generation. In other words, the more complex and creative a task, the less AI is used.

Another Game Developer survey, conducted in 2025, found that nearly half of industry professionals fear extensive use of AI would decrease the quality of their games. Brandon Sheffield, founder of Necrosoft Games and director of Demonschool, argued that overreliance on AI tools will cause games to become more generic in style and design, as these tools tend to slavishly replicate their training data without putting an original spin on them. Hidden Door CEO Hilary Mason, also interviewed for the survey, called AI “aspirationally mid,” adding that a technology which lacks both vision and ambition cannot produce anything other than mediocre slop.

People from various creative industries agree that AI tools remain just that: tools, used to take care of mindless busy work so that employees are free to focus on the tasks that they alone can do. This includes writing emails or cleaning up code, but also generating reference material and altering the color, lighting, or perspective of concept art and other types of assets. Take one look at social media, though, and you’ll see that AI’s role in that “busy work” is just as contested.

Tomorrow’s best game designers, like yesterday’s most celebrated painters, will search for the limits of what AI can achieve and set up shop outside that boundary.

We can also learn a thing or two about AI’s impact on game design by looking at the impact of previous technological revolutions, like the invention of the camera. The camera did not, as many painters in the early 19th century feared, destroy the art of painting, but merely forced it to evolve. Now that there existed a device which could, in an instant, capture the likeness of anyone and anything, and do so with greater precision than even the most talented artists, there was no good reason to keep on painting realistically. Rather than compete with technology, art went in a direction where technology could not follow: towards abstraction and subjectivity, towards Impressionism, Expressionism, Fauvism, Cubism, Surrealism, and other movements that represented not the world as it is, but how we as individuals experience it.

Tomorrow’s best and brightest game designers, like yesterday’s most celebrated painters, will search for the limits of what AI can achieve and boldly set up shop outside that boundary. Right now, AI is predictable, regurgitating information in consistent, clearly recognizable patterns, so games made by humans will become more unpredictable and surprising. Genre titles – easily mimicable on account of their fixed rules and tropes – will give way to games that evade straightforward categorization. Just as we no longer use labels and describe almost all visual art as “postmodern,” so too might gaming arrive at a point where we can no longer distinguish shooters from Soulslikes or platformers from puzzlers. In many cases, the lines dividing these terms are already much blurrier than they were in previous decades.

AI cannot have personal experiences, so games will likely become more and more grounded in personal experience. Unlike, say, Pixar’s recent move away from autobiographical storytelling in favor of “mass appeal” – a decision which, judging by the box office performance of the studio’s latest film, Elio, isn’t exactly paying off – developers pushing for authenticity will want to draw from ideas they cannot get from LLMs. Think Ryan and Amy Green’s That Dragon, Cancer, about their child’s battle with terminal illness, Adam Robinson-Yu’s A Short Hike, inspired by memories of past hiking trips, or even Cory Barlog basing Kratos’ relationship with Atreus on his own struggles entering fatherhood.

Chances are, developers will also become increasingly keen on exploring the darker, messier, more confusing aspects of human nature and existence. The side that AI – being non-human – cannot comprehend. ChatGPT has the emotional complexity of your most obnoxious LinkedIn connection, and could never – as journalist Ioan Marc Jones points out in The Bookseller’s article about AI’s expected impact on writing – start a story like Albert Camus begins The Stranger: “Maman died today. Or yesterday maybe, I don’t know.” Think, here, of Papers, Please, which lets players explore the psychological conundrums of working as a border patrol officer in a semi-dystopian society, or Hellblade: Senua's Sacrifice’s nuanced portrayal of psychosis.

Finally, AI-generated content often looks polished and perfect to the point of actually being kind of ugly and uncanny, so tomorrow’s games might embrace flaws, imperfections, and other signs of hands-on tinkering that let the humanity behind them shine through. Indeed, if AI won’t speed up triple-A development through automation, it may well do so by convincing AI resisting perfectionists to let go of some of their more compulsive, time-consuming tendencies. Red Dead Redemption 2 didn’t need horse testicle physics to reach the heights that Rockstar wanted to reach. Hell, it didn’t even need Guarma, yet the studio’s insistence on meeting such seemingly arbitrary and ultimately pointless benchmarks for size and detail contributed to a crunch culture so infamously brutal we’re still talking about it today, nearly a decade later.

The more low-quality AI-generated content gets released into the world, the more people will hunger for genuinely human art.

As with painting, what games lose in visual and technical polish they’ll make up for in conceptual depth. Before the camera, painting was all about what was being painted, not how it was painted. Painting today, on the other hand, typically isn’t about the painting itself so much as how we, the viewer, interact with it: how artists manipulate shape and color to draw attention to the ways culture and brain chemistry quietly shape our perception. Just as the Mona Lisa makes you forget you’re looking at a painting as opposed to a real person, many triple-A games today want you to forget you’re playing a game and make you feel like you’re inside some kind of Hollywood blockbuster instead. Tomorrow’s games – rejecting the immersive potential of AI – will want to make it clear that you are, in fact, playing a game: something invented, constructed, and meta.

While many creatives fear that AI will put them out of work, there are convincing reasons to believe this will not happen – at least, not to the apocalyptic levels they anticipate. Paul Downs, a CG animator and animation teacher in Florida who I spoke to for a different, upcoming IGN article about animation, told me he believes that “AI slop will cancel itself out.” The more low-quality AI-generated content gets released into the world, he reasons, the more people will hunger for genuinely human art. This would be true of any artform, games included.

Two other seasoned artists I spoke to – Dariush Derakhshani and Sam Nielson – both agreed. Derakhshani recalled a time when his supervisors used GenAI to storyboard a film, only to give the job to a human when the results proved completely unusable. Comments by EA’s Andrew Wilson or DreamWorks co-founder Jeffrey Katzenberg – who once predicted that AI would slash labor costs by up to 90% – are, as far as Derakhshani is concerned, nothing but “empty posturing to inflate stock prices.”

Nielson, who teaches at BYU and worked as a designer on the Game Boy Advance game LEGO Bionicle: Quest for the Toa, echoes the results of the various Game Developer surveys, arguing that “the inherent complexity of both design and storytelling” and the “specific psychological criteria” for how audiences respond to those things make it difficult for AI to fully automate creative processes. “A retired colleague who taught 3D animation used to say that students who were hoping to find the button that makes animation easy were making a mistake,” he told me, offering an anecdote that – to my ears – rings true for gaming also. “Because once that button is invented, everyone will push it.”

Then again, perhaps not everyone. In a future where many companies, big and small, will turn to AI to automate significant and in some cases just about all parts of their production processes, we can be sure that a number of creative and ambitious developers will keep on making games that reflect and relish in the unmistakably human craft behind them.

Tim Brinkhof is a freelance writer specializing in art and history. After studying journalism at NYU, he has gone on to write for Vox, Vulture, Slate, Polygon, GQ, Esquire and more.

  •  

Death Stranding 2 Official Specs Suggest It'll Run Great on Most PCs

Death Stranding 2 isn't even a year old, but the PC version is already on the way in just a couple of weeks. When it launched on PS5, it was one of the most beautiful games on the platform, and while that would usually mean it's kind of hard to run on PC, the system requirements are forgiving.

Unlike some recent PC launches, Sony released different quality standards for its minimum and recommended system requirements, which should help pin down what to expect when you try to run the game on your PC. For instance, the minimum spec calls for either an Nvidia GeForce GTX 1660 or an AMD Radeon RX 5500 XT, which should run the game at 1080p with low settings, at 30 fps.

If you want to max out the game, though, you're going to need a bit more hardware, but it's still pretty reasonable. The recommended spec calls for an RTX 3070 or a Radeon RX 6800, and will run the game at 1440p with the High quality preset at 60 fps. Not bad.

I went ahead and listed all of Sony's recommended PC specs below, but as long as you have a relatively modern PC, the game should be able to run flawlessly onj your machine. Nixxes, the studio handling the PC port has also added a "portable preset" which should make it run smoothly on PC handhelds like the Steam Deck or the Xbox Ally X.

Humble Requirements

Even at the high end, Death Stranding 2's system requirements are pretty humble by today's standards. While the GeForce RTX 4080 seems like a lot, keep in mind that this is likely for maxing out the game at 4K, which you very much don't need to do.

Keep in mind that the minimum spec is calling for a GTX 1660, which was a low-end card when it came out in 2019, and that was almost seven years ago now. I won't know exactly how this game performs until I'm able to run it on my own hardware, but the wide range of GPUs being represented here likely means that the game is incredibly scalable.

It's also important to note that even on the PS5 Pro, Death Stranding 2 did not use ray tracing, which means the higher graphics settings are going to be a lot more approachable than other recent AAA games – unless, of course, ray tracing is added to the PC version. Luckily, Nixxes is also adding support for DLSS, XeSS, FSR and Guerilla's Pico upscaler, so you should be able to find some way to boost your performance.

Death Stranding 2 launches on PC March 19th, so at least we won't have to wait too long to see how it performs.

Jackie Thomas is the Hardware and Buying Guides Editor at IGN and the PC components queen. You can follow her @Jackiecobra

  •  

Magic's TMNT Draft Night Box Includes a Collector Booster, and It’s Now Back In Stock With a New Discount

Magic: The Gathering just kicked off its schedule for 2026 with Lorwyn Eclipsed, but it won’t be long until we’re teaming up with the Teenage Mutant Ninja Turtles for their own set in March.

The next set will get its own Draft Night boxed set for players to enjoy right out of the box, and it’s now back in stock at Amazon for the first time in a good while. Here’s what’s included, and how you can save almost $30 as well.

Designed for up to four players, the Draft Night contains 12 Play Boosters and 90 Lands, letting players build decks from, say, three packs each and put them head-to-head.

For context, a Play Booster Box includes 30 packs and is $5 more, but you don’t get the lands or a Collector Booster. Sadly, the Collector Booster is the real value proposition here, because they’re like gold dust.

Collector Boosters include cards that are functionally the same as the cards you’d get from a Play Booster pack, but since they feature foils and alternative art treatments, they’re where you’re much, much more likely to find pricier cards.

The product listing suggests players use the Collector Booster as a prize for whoever wins Draft Night, but I can see scalpers pulling it out and selling it on to make money on the secondary market.

Also in stock, however, is the new Turtle Team-Up. This is a bit of an unknown quantity, offering four 60-card Magic decks, an enemy deck, event cards, and four Play Boosters. It’s a co-operative experience, which is something a little unique, and is selling for $49.99.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay.

  •  
❌