Thursday, June 11, 2026

Valor Mortis Gets Short Delay to Avoid September's Onslaught of Game Releases

Action RPG Valor Mortis has conceded defeat when it comes to the September gaming arms race and announced a short delay.

Last week, it became abundantly clear that September is going to be one of the most crowded months for video game releases in history. It seems to be the rough cut-off for most game launches before GTA 6 hits the business like an atomic bomb. There are a couple of exceptions, like Call of Duty: Modern Warfare 4, which is being released in October. However, it appears most other games don't want to be too close to the blast radius of GTA 6. Of course, the overwhelming amount of September releases means that the situation arguably isn't much better for some games.

As a result, Valor Mortis (a game that announced its release date on Sunday), has decided to push into October to have a better chance. The game will now arrive on October 13th.

"We want to give Valor Mortis (and your wallet) some room to breathe," said developer One More Level in a statement.

When speaking with Stephen Totilo from Game File, the team behind the game noted that they had previously chosen September 24th as a release date because it looked very clear – and then Control Resonant and Silent Hill: Townfall chose to release on the same day. To make matters worse, Onimusha: Way of the Sword's release date falls the day after, on September 25th.

"As soon as Control announced September 24th, we knew we were moving the date," said Blake Rochkind, head of publisher at Lyrical Games. "Candidly, I think Control looks like it might be a Game of the Year contender."

Rochkind immediately sent a message to the development team about changing the date and tried to strategically pick a new one that wouldn't be slammed by competition, but held the announcement until after the Nintendo Direct to make sure there weren't any massive games arriving on their new date.

From the creators of Ghostrunner, Valor Mortis is a first-person soulslike where you'll rise from death as a former soldier of Napoleon’s army, only to die over and over again battling shambling corpses and wild monsters. You can get a rundown on Valor Mortis in our recent preview.

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.



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Amazon Has a Cloud Strife Buster Sword at a Discount for Final Fantasy 7 Fans

Swords are awesome. Whether you're a Final Fantasy 7 fan or not, there's no denying the draw of a massive buster sword. It's like an oversized meat cleaver that looks incredibly inconvenient to use, but absolutely awesome to display on your wall. It's one of those things you didn't know you needed until an Amazon discount suddenly thrusts its way into view.

Which is exactly what's happening right now with this Cloud Strife replica sword. It's made out of stainless steel and is currently discounted to its lowest price in months. We posted this on the IGN Finds X account yesterday and it was easily one of the most popular items of the day at this price.

Listen, nobody actually needs a giant sword, but that doesn't mean you can't yearn for one. Final Fantasy 7 is one of the most popular games in the world and definitely the most popular in the franchise thanks to its characters. Cloud has become one of the most recognizable faces in the series, even getting added to games like Kingdom Hearts, Super Smash Bros., and even Magic the Gathering over the years. And his signature buster sword is nearly as iconic as he is at this point.

So if you are considering buying this replica sword for yourself, or even as a Father's Day gift, that seems like a totally reasonable thought. It's not any more expensive than a lot of modern art out there and it's arguably a lot more practical. If a real life Sephiroth ever pops into existence, you can just pluck this bad boy off your wall and join the fight to save earth.

The sword itself is made of stainless steel and is about 4.5 feet long when you include the handle. It isn't sharp, but it should be durable enough that you can probably smash a pumpkin or two without worrying about it falling apart. It weighs almost 15 pounds, so it's definitely possible to wield if your cosplaying as Cloud, but you'll still need quite a bit of forearm strength to hold it up for long.

Is this a good deal at this price?

This isn't the lowest price we've seen this year on this sword, but it's still a good deal overall. With U.S. tariffs being placed on steel and many overseas manufacturers, there's no guarantee that prices will be dropping on these types of products any time soon. So if this is something you want to buy right now, this discount is definitely worth considering.

With that in mind, Amazon's Prime Day sale is coming up later this month and it's possible this particular sword could get a deeper discount. It dropped all the way down to $150 during Black Friday last year and could potentially see a similar discount during the Prime-exclusive sale.

Jacob Kienlen is a Senior Audience Development Strategist and Writer for IGN. Born and raised in Portland, Oregon, he has considered the Northwest his home for his entire life. With a bachelor's degree in communication and 10 years of professional writing experience, his expertise is spread across a variety of different pop culture topics -- from TV series to books and the latest Pokémon games.



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EA Sports College Football 27 Preview: Defense Wins Championships

Defense wins championships. It’s an old adage that you’ll hear across both college football and the NFL. Great teams – championship teams – make stops in the big moments. They separate a receiver’s soul from their body when they hit them. They instill fear. That’s probably why EA started off with defense when talking about College Football’s junior season. Many of these changes are also coming to Madden as well, so let’s get back to the gridiron and talk about it.

One of the big changes is improved coverage that comes through a system EA is calling Look for Work. What this means is defenders won’t just wait until an offensive player enters their zone to cover them. Now, they’ll play with anticipation, which means better coverage. The other big changes are smart zones, which will allow you to make global coverage changes with a couple quick button presses. You want your guys to play conservatively? You can do that. Or, if you want them to be hyper aggressive and try to jump a route for a pick? You can do that at the push of a button. It’s a welcome adjustment.

You’ve also got coverage adjustment checks: 25 options that you can tweak. You want to play trips formations a certain way when you’re in Cover 1? There’s a setting for that. You want Cover 4 to play bunch a certain way? You can tweak that, too. And that rules.

Wide receivers will now also try to get the proper leverage for the route they’re running instead of just trying to win the route, even if that means beating the DB in a way that doesn't make sense for the route they're running. Meanwhile, DBs who are shading their coverage inside or outside will now play those routes better. Paired with that is a new feature called WR/DB Jostle, which allows receivers to handfight with cornerbacks at different points in the route – on the move, at the stem of the route, or when the ball is in the air. It allows great corners who are maybe not the fastest guys but are excellent technically to interfere with a route and change the timing on the route. It won’t work for everyone – fast guys can and will still burn you – but it’s great to see the handfighting that marks every Saturday and Sunday make it into the field.

WR/DB Jostle allows receivers to handfight with cornerbacks at different points in the route.

If one of your guys gets rattled, you can chat with them to get their mind right so they’ll play at their baseline. It’s a powerful way to help a player who has gone cold over the course of the game, but you can only do it three times a game. It looks like a powerful (and welcome) addition.

Dynamic weather is another huge change. We got a glimpse of what this might look like last year with heavy snow and heavy rain games, but now these elements can change over the course of a game. The weather might start clear and then become snowy, or a snow game might level out for a bit before returning heavier than before. Those changes also mean that snow will pile up on the field in real time, and how you and your players interact with it will change how it looks and affects them.

I could go on and on about individual gameplay changes and additions (and I’ll get back to some of those later), but if you’re into College Football, you want to hear about what’s going on with Dynasty. This year, things have changed quite a bit. It starts with AD Expectations. Each school will give you three: some schools might be focused on a rebuild; others might exclusively care about beating their rivals; some might want to win a national title or be conference champions or be known as a defensive powerhouse, and so on. Now, it’s less about simply winning games if you want to keep your job, and more about performing in a way your school expects. Similarly, some schools will be more patient with you than others, so you’ll have to deal with that, too. In addition, these goals will change each year. The more you win and the more your team improves, the higher the bar you’ll have to meet.

AD Expectations will determine how your school judges you, but whether you succeed or fail will probably come down to what EA calls your Dynasty blueprint. To get it right, you’ll be investing Dynasty Points across three different areas: your coaching staff, team facilities, and of course, NIL. Every school has a different budget based on your school’s ratings in Conference Prestige, Brand Exposure, Stadium Atmosphere, and Program Tradition. Competing at the highest level or doing something like beating your rival can also award you additional rewards. You won’t get to keep anything that you don’t spend next year, so figuring out what your goals are – and how you want to approach them – are crucial.

Different parts of the season will allow you to spend points in different ways. For instance, you’ll only be able to permanently upgrade your facility in the off-season, and coordinators can only be hired and fired at certain times. Coordinators, for instance, might prefer to coach at your school rather than another one based on how their own skills and desires line up with your program. You can absolutely overpay a guy to coach at your school when you make your offers, but you won’t be able to spend those points in other places.

Facilities are similar. A truly great, national powerhouse facility has an enormous amount of bonuses that come with it, including more slots for equipment (temporary upgrades), better player progression, and a better facility grade, which determines how many Dynasty Points you get each year.

You’ll also have to spend Dynasty Points on your players in the form of NIL deals. How much a player expects from an NIL deal depends on a lot of things, including how good that player is and their position, but also your school. A player will probably expect less from a larger school with a better program than they will from a smaller program. Scholarships take on more importance as a result, so be careful about how much you offer a player. You can go above and beyond what a player expects (and even change it later), but what you offer them will change their baseline for what they should be getting in the future. NIL offers can also be used to influence players from leaving via the transfer portal or going to the NFL draft.

The Coaching Carousel has also been revamped, and you’ll now be able to see what a school values, who their top candidates are, how much they’re going to offer you, and how many Dynasty Points they’d give you to work with if hired. You can express interest in up to six schools, but expressing interest in a school means that you’ll take that job if offered, no take-backsies. Yeah, you’ll feel like a player for as long as you can get away with it, but people (and colleges) talk, and folks are gonna look at you a certain kinda way if you’re whispering sweet nothings into a different university’s ear each night.

Recruits can decommit from your and other schools if they get another offer, just like in real life.

Recruits can also decommit from your and other schools if they get another offer, just like in real life, and you now have more granular control over how hard your players go in practice, similar to what was introduced in Madden last year. There’s more, of course, but we gotta move onto Road to Glory, so let’s do that.

This year, you can play three new positions – tight end, edge, and free safety – in addition to the old favorites. How you build your player determines his potential limits. Bigger players, for instance, will probably be stronger and tougher, but they’re less likely to be burners. Once you get your guy squared away physically, you’ll determine your maximum potential by spending points across different stats. So while your physique may say, “Hey, you can do ‘X,’” you won’t be able to unless you push it to that cap. Well, mostly. There are also capbreakers, so if you’re skilled enough to build that one-of-one, Megatron, Cam Newton, Derrick Henry kinda cat, you can do it. And if that’s too much work, and you just wanna base your guy on a real-life legend, you can do that, too.

You’ll still start in high school, and College Football 27 is better at recognizing when you do something impressive like rip off a big run or hit that deep ball, and will bump your tape score accordingly. High school games are also better at teaching you how to play your position. You can also now track your draft projection over the course of your career, and it will take on-the-field and off-the-field stuff into account. CFB 27 will also track your player's legacy score, so you can see the mark you’re leaving.

In addition, you’ll have to manage your fitness this year. Don’t, and you’ll gain weight and your coach may be unhappy with you. Do, and you’ll be a force on the field. But being in peak physical form comes at a cost that you’ll have to manage. Ultimately, though, you’re still a student and you’ve gotta keep up your grades, which means quizzes and tests. Your school determines some of this stuff: a more academically rigorous school will require more from you, so if you don’t study, you’re risking going into a test on meteorology or Spanish blind. Good luck.

At the end of each season, you’ll meet with your coach and evaluate your place on the team. They might keep you on as-is; they might offer you a better deal; or they might tell you you don’t have a future at their program, and you should hit the transfer portal. Sometimes it might be your fault. Sometimes it won’t be. You’ll have to adapt either way.

Of course, you’ve also got the presentation updates that mark the next iteration of the yearly sports games. New mascots, new traditions, new fancy light shows and things like the wave going all the way around the stadium, new music. I could go into a ton of detail about all of this, but the point is that this stuff matters to help best capture the college game day atmosphere, and the long and short of it is that these things are one of the reasons it’s hard to go back to a previous entry after a new one releases. You miss this little details, and EA’s continued dedication to it is both necessary and impressive regardless of that.

It all comes together on the field, though. I’d speculate I spent two hours on the sticks, and College Football 27 seems to be as advertised. Defense is suffocating. That doesn't mean you can’t score; you can, but it’s a lot harder and you’re gonna punt a lot more. Are you throwing into double and triple coverage? That’s probably getting picked. Defensive players react faster, cover better, and generally just feel more aware of what the offense is doing. The games I played were slugfests that forced both myself and my opponent into constant adaptation. One bad throw could change everything, and I loved it.

In the same vein, the new defensive adjustments feel like they’re gonna matter quite a bit. If, like me, you’re used to Konami-Coding your defense to get exactly the coverage you want, you’re gonna be a little out-of-sorts initially. But I do appreciate how intuitive the new system is, and how much control it gives you. The issues I had with it weren’t on CFB 27; they were on me foolishly thinking that pressing left on the d-pad still brought up my defensive line (spoiler: it doesn't). Will it take some getting used to? Yeah. Is what’s here better for the game and new players especially? Absolutely.

The nicest thing I can say about College Football 27 is an EA rep had to kick me off the machine because the preview event was over and they understandably wanted to go home. I was playing against a friend, and we had a close game going. So close, in fact, that we kinda ignored the first “you gotta wrap this up” reminder and kept playing until they came back and were like, “No, for real, you gotta leave.” And you know what? The score was exactly the same as it was when they first told us to pack it up. Defense wins championships, baby.

Will Borger is an IGN freelancer. You can find him on Bluesky @edgarallanbro.



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Whatever Happens This World Cup, It Won’t Be As Fun as Playing FIFA: Road to World Cup 98

Have you ever had your head checked by a jumbo jet? Not easy, is it? But then, nothing is. Least of all getting Blur’s "Song 2" out of your head at any point in the rest of your life after playing FIFA: Road To World Cup 98, the best official tournament tie-in title there’s ever been.

Play it now and you will spot some clues that 28 years have passed since EA Canada wrote its magical code. There is not one single pack for you to open, for example. It does not feature accurate World Cup 2026 squads, kits, or stadiums. It does not even know about the year 2026. 2026 is science fiction to FIFA: Road To World Cup 98.

It knows only a moment, crystallised in time onto a game disc, in which Britpop and big beats provide the soundtrack for an era of optimism, working class heroism, Cool Brittania, New Labour, and teenagers fussing their hair into a rough approximation of David Beckham’s middle parting. He’s on the cover, by the way, looking blissfully unaware that the upcoming ‘98 World Cup would in fact be a heartbreaking disaster for him.

Old games are such effective time capsules, because their interactivity lets you immerse deeper into the moment they record. That seems to work double for sports games since they’re also endowed with rosters of players that fans of a certain age will get together and simply name, for hours and hours and hours on end – “Chilavert! Asprilla! Colin Calderwood!” – until sunrise or closing time. Collectors pay $500+ for old football (or soccer, as it's known in America, the primary home of this year's World Cup) shirts because they hold a piece of a dearly missed past within their fibers, and this game has 172 of them.

Not in officially licensed, correct-font-on-the-back, pantone-specific color form, you understand. In 1997, it was sufficiently amazing that those 172 national teams were in the game at all, let alone that their kits were all broadly the right color. Some, like Chile (Zamorano! Salas!) even have a recognizable kit template, in their case a massive Reebok logo across one shoulder. In fairness, this was 1997. If the developer had painstakingly recreated every badge, logo and material texture we’d barely have noticed them on a 480p CRT TV.

But what it did offer – what it continues to offer – is on-pitch gameplay with magnetic simplicity, married to a bunch of modes with real scope and ambition. This was a huge step up in gameplay terms, not just for the FIFA franchise but for 3D football titles.

Its analog movement gives you much more freedom on the pitch than prior FIFAs, which relied heavily on their official licenses to persuade you to play them. Mazier dribbles and more exploratory runs are possible now, and all at a speed that’s comparable to ISS’s adrenalised gallop. Throw in an all-new skill move system and a worryingly enjoyable professional foul button, and FIFA Road To World Cup 98 gives you more than enough means to express yourself on the pitch.

That’s what’s really striking about playing it today. Despite the clunky control layout (I played this on a PC keyboard! Imagine) there’s an intuition about it that just drives you towards goal, towards the next match, towards a hare-brained scheme to get Tahiti to the World Cup final.

You can quite literally kick an opposing player up and down the pitch to a degree that’d make even Pepe wince.

It’s amazing what you don’t miss about modern-day EA Sports FC, its distant forebear. Obviously every single component part is more advanced in FC. Slicker. TV-like. But not having to worry about the meta, not being interrupted by unlocks and live events and pack openings, not being reminded constantly that this is one massive Skinner box of endless grind, it’s rather refreshing. It’s just you, a football, and a PC keyboard control layout that poses only a minor risk of RSI.

This being a game titled ‘Road To World Cup 98’, you might reasonably expect that World Cup 98’s qualifying stages would somehow be represented here, and you’d be quite right. It’s an epic journey to reach the tournament finals, as the 2026 Curacao squad will tell you, and this game captures it perfectly. Two qualifying rounds, against increasingly tricky opponents bolstered by a recent AI overhaul EA Canada had devised, and then France ‘98 itself. The AI logic here is still eminently beatable, but it does provide some variance between high quality squads and plucky underdogs.

Confusingly, EA also released a game simply called ‘World Cup 98’ several months after RTWC98, to coincide (*cough* cash in *cough*) on the tournament taking place. But in truth this release was far more limited than its predecessor. While the latter brought some minor graphical tweaks and an admittedly cool ‘World Cup Classics’ mode which recreates vintage matches from days gone by, complete with massive ‘80s perms, era-specific commentators and sepia tone 1930s broadcasts, it didn’t feature the qualifying rounds, nor the league sides that RTWC98 did, making it an extravagant purchase for anyone who already owned the previous game.

This game is generous by contrast, supplementing the massive World Cup qualifying mode with the usual league football you’d expect from a FIFA title. Quite understandably, though, RTWC98 is not remembered for its Premier League action. It’d take a pretty dyed-in-the-wool Aston Villa supporter to resist the inbuilt World Cup fever and simply play match after match of domestic football. Particularly when the game also features a legendary and chaotic mode that would feature just once in the series: indoor mode.

Set in what looks like a school gym out of hours, indoor mode changes the very nature of the game by letting you bounce your passes and shots off the walls in five-a-side matches. It gets you thinking about your movement and controls in a different way, proving a great testing ground for skill move practice. Best of all, there are no fouls in this mode. Remember that professional foul button I mentioned earlier? Yeah. You can quite literally kick an opposing player up and down the pitch here to a degree that’d make even Pepe wince, without the slightest toot from a ref’s whistle.

Apparently this mode took way too much resource to justify including in subsequent releases, so it became a wonderful one-off that fans would bring up on message boards and Reddit threads for decades to come, creating an appetite which the more recent Vuelta mode wouldn’t properly satiate.

And all of those pieces give this game a timeless quality. It really is still great fun to play, even with its weatherworn visuals and rudimentary AI. It gets you into the football in a few button presses, and it seems to care about you having fun in the match you’re playing right now. Yes, nostalgia is on its side and truthfully that’s a big part of the appeal, but there’s something modern sports games can learn from the simplicity and immediacy on show here.

The World Cup 2026 will almost certainly have goals in it. Passes. Tackles. Football stuff. But will it have Luis Figo absolutely leathering a defender up and down a secondary school gym? Will it have Jose Luis Chilavert dribbling past eleven players? No it won’t. Because real football in 2026 is a depressing game of suspicious host bids, “peace” awards, on-pitch shithousery, time wasting and retiring at 28 to play in a poorly attended petrostate league. And FIFA: Road To World Cup 98’s football is smacking goals past Oliver Kahn while Blur’s "Song 2" plays, on a mission to get the Cook Islands lifting the trophy. No contest.

Phil Iwaniuk is a veteran hardware smasher and game botherer who has written for the likes of PC Format, Official PlayStation Magazine, PCGamesN, The Guardian, Eurogamer, Rock, Paper, Shotgun, and IGN. He won an award once, but he doesn't like to go on about it.



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Mario Kart World 'Forgotten,' as Nintendo Switch 2 Launch Title Goes a Year Without Major DLC

Nintendo fans have reacted in despair at the lack of updates to Mario Kart World, following this week's big Nintendo Direct broadcast.

While DLC and expansions were confirmed for other hit Switch 2 games, such as Donkey Kong Bananza and Pokémon Pokopia, Nintendo once again kept schtum about any plans to add content to the platform's best-selling title.

Of course, many fans bought Mario Kart World in a bundle with their console — but owners say that this is the perfect reason why Nintendo should be prioritizing the game with fresh content. After all, it has the biggest install base of any title on Switch 2 — and for many, it could do with sprucing up, to counter claims that its open world is a bit dull.

"Nintendo took our Switch 2 bundle and $80 and went home," wrote Yoshimitsu126, in a ResetEra forum thread discussing the lack of Mario Kart World updates. "And now are wondering wtf to do with the open world if they add new tracks. While DK and Pokopia have DLC announced with a few months after they got released."

"I do think Nintendo at this point are getting a bit complacent and cocky," wrote RowGonsoleConsole in a similar lengthy thread on reddit, titled 'No DLC Announcement For MKW Nintendo Hates Us And Mario Kart.' "World 100% needed DLC more than Bananza did but yet I feel like I've seen new news about Bananza every five seconds."

"It's crazy to me that Donkey Kong Bananza (a single-player game that carried no expectations of ongoing support) has had more regular content drops than MKW," added Axe. "You'd think they'd want to leverage this open world as much as possible by regularly adding new challenges, vehicles, and whatever... but I guess not. I don't even particularly care about having a big DLC with new tracks. Just having a new costume option for DK or Pauline would be nice, at the very least."

While some fans have questioned how Nintendo will add new tracks to its existing Mario Kart World map, others have suggested that all the company need do is add in additional racers, costumes or challenges to keep the game feeling fresh. With it owned by so many Switch 2 purchasers, surely this would be the perfect solution to keep fans coming back to the console?

"Classic Grand Prix as an option, multiplayer free roam, user-created point A to point B races in the world," suggested gary!. "Being really bold - add in a Diddy Kong Racing-like basic story that progresses you through the world and add simple boss events/races which would also carry over to multiplayer modes. All of that seems like it could be added to the existing map. Then in another year go ahead and add another map. Go nuts."

"MK World needs split screen online progression," wrote OuterWildsVentures. "We still don't play it because Player 2 gets nothing lol"

Alas, Nintendo has made no mention of major additions to Mario Kart World — paid, or otherwise — beyond the addition of a third battle mode, Bob-omb Blast. Otherwise, all it has done to the game so far is tweak settings and improve a couple of sparse stretches of open world — though fans would like to see much more done. Surely new content will eventually come in time — and it is still early days for Switch 2, with the console now just a year old. Maybe next year?

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



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Wednesday, June 10, 2026

Every Fire Emblem Game on the Nintendo Switch and Switch 2 in 2026

It’s been 35 years since Intelligent Systems debuted its Fire Emblem series on Nintendo's Famicom. Through its ever-evolving combat and the introduction of beloved character bonding mechanics, the series has ascended to the upper echelon of tactical RPGs, culminating in two excellent mainline entries on the Nintendo Switch.

Now that we have an official release date for Fire Emblem: Fortune's Weave, we’ve compiled a list of every Fire Emblem game available on the Switch as well as what's coming to the Switch 2.

How Many Fire Emblem Games Are on Switch?

There are five Fire Emblem games on Switch: two mainline games and three spinoffs. There are three additional Fire Emblem games available with Nintendo Switch Online, though Path of Radiance is only available to Switch 2 owners with the Expansion Pack.

Every Fire Emblem Game on Nintendo Switch

Fire Emblem Warriors (2017)

The first Fire Emblem game released on Switch was the Dynasty Warriors crossover Fire Emblem Warriors. The mashup incorporates the best elements of each series, blending Fire Emblem’s team-based strategy with Dynasty Warriors’ button-mashing, hack-and-slash action. It’s a worthwhile spinoff for action fans, though the light story makes it inessential to those concerned with Fire Emblem lore.

The game was developed by Dynasty Warriors studio Omega Force in collaboration with the action gurus at Team Ninja (Ninja Gaiden, Nioh).

Fire Emblem: Three Houses (2019)

Fire Emblem: Three Houses was a milestone release for the series. It was the first Fire Emblem game released on a home console in 12 years, the first mainline entry released on Switch, and a critical and commercial success that carried forward the momentum of Awakening seven years before it.

Three Houses is a massive tactical RPG that balances the grand with the intimate. Large-scale battles progress an overarching story of politics and religion within a continental war, while quieter moments between battles are spent in the monastery training, teaching, exploring, and bonding with other characters through well-written and -acted conversations.

Three Houses is Fire Emblem at its best, and what we'd recommend as a starting point if you’re looking to jump into the series on Switch.

Tokyo Mirage Sessions #FE Encore (2020)

In 2020, Nintendo released Tokyo Mirage Sessions #FE Encore, an expanded port of the original Wii U release. Encore added new story content, characters, and music to the Nintendo-Atlus crossover game, which blends Fire Emblem’s “weapon triangle” combat mechanic — swords have an advantage over axes, axes over lances, lances over swords — with the flashy style, dungeon-crawling, and moment-to-moment combat of Atlus’s Shin Megami Tensei and Persona games.

The story is a comical, often over-the-top send-up of Japanese pop-culture that, as in Warriors before it, takes a backseat to the action.

Fire Emblem Warriors: Three Hopes (2023)

Nintendo re-teamed with Omega Force for Fire Emblem Warriors: Three Hopes, the companies’ second Fire Emblem-Dynasty Warriors crossover following Fire Emblem Warriors. Three Hopes is a retelling of Three Houses set in an alternate timeline where Three Houses’ protagonist Byleth serves as the main villain.

Three Hopes is a more robust blend of the two franchises than its predecessor, integrating more of Fire Emblem’s social and tactical mechanics with Dynasty Warriors’ fast-paced action.

Fire Emblem Engage (2023)

Fire Emblem Engage is the series’ latest game and its second mainline entry on Switch. Engage is a progression of Three Houses’ excellence and an ode to Fire Emblem's past: It refines and scales down the social and hub mechanics of Three Houses while shifting its primary focus to the series’ longstanding tactical combat, most notably reintroducing Fire Emblem’s “weapon triangle" system.

The story of Engage follows a Divine Dragon named Alear, who’s tasked with collecting 12 rings to defeat the Fell Dragon and save the continent of Elyos. Engage’s original story connects to the series past through these 12 rings, each of which houses the spirit of a past Fire Emblem protagonist, allowing you to summon past heroes such as Marth, Ike, Celica, and Byleth.

Fire Emblem Games Available With Nintendo Switch Online

There are currently two Fire Emblem games available with a Nintendo Switch Online subscription outside of Japan: the 2003 Game Boy Advance game Fire Emblem, aka Fire Emblem: The Blazing Blade, and the 2004 follow-up Fire Emblem: The Sacred Stones. A third game, 2005's Fire Emblem: Path of Radiance, was also added to the catalog when GameCube games launched on the Switch 2.

Here’s the complete list of Fire Emblem games currently available with a Nintendo Switch Online + Expansion Pack subscription:

Upcoming Fire Emblem Games on Switch and Switch 2

A new Fire Emblem game was initially announced during the September 2025 Nintendo Direct. That upcoming game is called Fire Emblem: Fortune's Weave, and we now have confirmation that it will be releasing on September 17, 2026 exclusively on Switch 2 consoles. It's already up for preorder with the Switch 2's new pricing model.

You can check out the most recent trailer below for more details.

Jordan covers games, shows, and movies as a freelance writer for IGN.



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Tuesday, June 9, 2026

Blood Dungeon Preview: Nidhogg Developer's Frenetic Take on Roguelites

As a rabid consumer of roguelites and roguelikes and having just recently beat Vampire Crawlers, I’m always on the look out for my next “number go up” fix. Blood Dungeon, from Messhof, seems like it’ll scratch that itch while providing a new challenge I haven’t quite experienced frequently in the genre: platforming.

Co-founder of Messhof Mark Essen describes Blood Dungeon as a 2D survival platformer; think Vampire Survivors meets Spelunky with its own quirky, charming “MS paint” kind of art-style you might recognize from Messhof’s earlier games, like Nidhogg. They’re glowing comparisons that proved their merit when I had a chance to play at Summer Games Fest’s Play Days. Though there is a free demo available on Steam right now, the build I played had everything unlocked.

Even still, it was challenging enough I couldn’t complete my first two runs—just a few wave bosses including a quintessential giant worm.

The idea behind each run of Blood Dungeon is fairly simple. Essen said it’s “really about running and jumping,” which it is, as your weapons fire automatically just like they do in Vampire Survivors. But instead of a top-down view, you’re in a 2D maze, where you can freely climb walls and even the ceiling.

Enemies approach from all sides, threatening to touch your character and deplete a heart—marking you closer to death and the end of the run. Killing enemies and collecting blood—as one does—levels you up, unlocking new weapons, upgrades, and passive charms to help keep the onslaught of weird little (and big) guys at bay.

The unlocking of abilities is satisfyingly presented like the pull of a slot machine, granting options to choose from each time, labeled by rarity. Your choices can propel you to victory or bury you in trouble, which can still be very silly and fun. Where a great synergy can carry you through a run, failing to discern what you need next results in an underperforming build that won’t be able to keep up with each wave as they swell in difficulty.

Or, like me, you can choose something out of immense curiosity and get yourself killed outright. I couldn’t say no to the allure of an ability that would randomly teleport me to different spots of the map. Sounds super interesting, right? Well, I was unaware of an underwater portion of the level still buried beneath eventually breakable blocks. Of course it was the first area I teleported to and, hilariously, I promptly drowned.

But now I know not to take that ability in that area. The geometry of each arena is static, allowing you to get to know it—and the locations of its static powerups like dynamite—giving you an advantage as your real-world experience grows.

There are also randomly placed elements like locked doors and keys, but Essen explained that the more “meta” strategy is to bounce between the different statically placed altars around the level, so knowing where they are will give you a great advantage. Chests randomly appear in these alters, and when you collect one, another will appear at a different altar.

Each run sends you “home” to a base area with Bones to spend at the Bone Shop, where you can buy permanent upgrades. There are nine characters, each with different abilities and merits, and six different arenas to unlock.

There are also quests that unlock both tangible upgrades and cosmetics like character skins. The loop is evident and familiar—go on a fun frenetic run, unlock new things, repeat—a borderline addicting recipe that keeps me saying “just one more run.”

I loved the quirky, silly designs of the playable characters when I saw them, and admire them even more after speaking with Essen about them.

"The loop is evident and familiar—go on a fun frenetic run, unlock new things, repeat”

Over time, he would sketch ideas, some with motives in mind and other times, not so much.

“Sometimes, the name is the joke, like, Skinja. It’s a naked ninja and she’s fast,” Essen described.

Leggy is a spider, so he’s got to have webs, and Essen knew he needed a big character, one who has a big hit box and a big weapon to make up for it.

“Another one is like, I’m not quite sure what this character is, but I drew them, and I like them,” Essen said.

So of course, that character made it into the game, too.

Besides the starting character, Gun Man, I played as Hypnomancer, who uses a gas attack. It used to have mind control waves (thus the name), Essen explained, which eventually turned into this “mystical” gas. When their sound guy made a fart joke, it stuck—and Essen insisted I play with the headphones on so I could experience the sound effect.

The humor in Blood Dungeon definitely comes off as inane slapstick, which isn’t everyone’s cup of tea, but it warmly reminds me of the kind of stupid jokes and silly sound effects a group of close friends would make while goofing off with each other. (Like my group of silly friends.)

Blood Dungeon was actually made little by little by Essen as a fun side-project over the last few years, sending it to friends as he went to see what they thought. Those friends injected some good ideas into the project—like the idea to include a scoring system to keep you coming back after you’ve “mastered” the game.

“More recently, I've been here with a bigger team [at Messhof],” Essen explained. “We’re gonna be working on big games [like Wheel World, most recently], which are ambitious. We do our best and it's hard work.”

But sometimes, Essen wants something to do that’s low-pressure. That kind of became his routine—work on a big game, then at night, chip away on a project for fun. In this case, sketching things out casually became Blood Dungeon, and eventually, a team came together to bring it to the finish line.

“Sometimes things grow into bigger projects, but this one stayed kind of the same size and stayed fun,” Essen said.

Blood Dungeon is releasing late this summer on PC, PlayStation 5 and Xbox Series X/S, and I think I’ll have as much fun playing it as Essen had making it.

Casey DeFreitas is IGN's Deputy Editor of Guides. Catch her on socials @ShinyCaseyD.



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