Thursday, April 9, 2026

Pokémon Champions Developer 'Sincerely Apologizes' For Launch Issues, Details List of Bugs to be Fixed

Following a rocky launch, the maker of Pokémon Champions has apologized for the game's various technical issues and released a list of bugs it's currently planning to fix.

Champions, billed as the Pokémon franchise's new competitive battle platform, launched this week for Nintendo Switch and Switch 2, but has received a mixed reaction from fans.

There have been complaints of technical issues — some of which are now in the process of being fixed — but also wider criticism of the game's lack of features, limited graphical polish and reduced Pokémon roster. And while it may now be reassuring to see the game's developer already responding to early issues, the list of problems officially listed to be fixed below is by no means exhaustive.

Indeed, there's no sign yet of a solution for the eye-opening bug that leaves docked Switch 2 players at a lower resolution than intended — a situation that requires you undock and re-dock the console to fix, every time you boot up the game.

"Thank you for enjoying Pokémon Champions," reads a note from the game's developer, posted online today. "We have confirmed that the following issues are currently occurring:"

  • The description of the "Leech Seed" state is incorrect. Incorrect: Takes damage equal to 1/16 of maximum HP. Correct: Takes damage equal to 1/8 of maximum HP. However, the calculation is correct during battle.
  • Under certain conditions, when both Pokémon Mega Evolve simultaneously, the order may be unintended.
  • The gender of some Pokémon in the tutorial is incorrect.
  • The gender of some Pokémon in the released coordinated teams is incorrect.
  • When in Encore state, the ability "Lightning Rod" may not activate correctly.
  • When viewing move details during battle, if you hover the cursor over "Mega Evolution" and press the B button, you cannot select the move. If this phenomenon occurs, you can avoid the inability to select the move by opening and closing the surrender window with the "-" button.

"The above bugs are scheduled to be fixed in future data updates or maintenance," the note continues. "We will continue to investigate other issues not mentioned above. We sincerely apologize for any inconvenience this may have caused. Thank you for your continued support of Pokémon Champions."

An earlier issue surrounding the transfer of Pokémon from the cloud-based Pokémon Home service has already been fixed, it's reported.

Players have branded the game as still feeling "like a beta test," though it is still early days. Pokémon Champions has pitched as the home of the franchise's competitive battling scene for years to come, with more creatures and features to be added in future. Indeed, The Pokémon Company has said it will add more features to Pokémon Champions over time — potentially until there's 10,000 Pokémon species, rather than the current 1,000-odd. Right now, however, the game doesn't feel seem to have left a particularly positive initial impression.

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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Pokémon Champions Launch Woes Continue as Switch 2 Players Discover They Must Manually Dock and Undock Consoles for Best Graphics

Pokémon Champions has shipped with a bug that blocks higher 4K visuals when playing on a docked Switch 2 — unless you manually undock and then re-dock your console.

The graphical issue, discovered by players following the game's launch yesterday, adds to the growing list of grumbles around the free-to-play battle game — such as missing features and modes, sluggish 30fps gameplay, and a small roster of supported creatures.

Now, players say that the Switch 2's version is stuck at 1080p when playing docked — until you pick up your console, take it out of the dock, then put it back in. After doing this, the game will actually register it is connected to a docked Switch 2 console and shift to a higher 4K framerate (the game will still be stuck at 30fps, though).

A widely-shared post on social media by Pokémon fan account CentroLeaks suggested the game's docked Switch 2 resolution was "halved" unless players perform the redocking trick to fix the issue. The trick must also be repeated every time the game is booted while playing in docked mode, it's been claimed.

"Can confirm I tested the resolution but going around for Pokémon Champions on Switch 2," added Joe Merrick, who operates top Pokémon fansite Serebii.net. "If you boot it docked it won't load in increased resolution so undock it and re-dock it then it will.

"ILCA and Unity," Merrick continued. "What a duo." The reference here is to video game engine Unity and ILCA, the development studio founded by The Pokémon Company to handle work on its lucrative franchise outside of its mainline games. ILCA previously handled the cloud storage software Pokémon Home, which Champions uses to import creatures, and the poorly-received Pokémon Brilliant Diamond and Shining Pearl remakes, launched back in 2021.

Yesterday, players branded the game as feeling "like a beta test," though it is still early days. Pokémon Champions has pitched as the home of the franchise's competitive battling scene for years to come, with more creatures and features to be added in future. Right now, though, the game features a tiny fraction of the franchise's total Pokémon roster, and fans say its technical side needs improvement.

And while Champions is a free-to-play game, it has arrived with various paid options to spend money — including a 12-month membership priced $49.99 (also available monthly, with a recurring $4.99 cost). For this, players can store more Pokémon and have more Battle Teams usable at one time, as well as unlock exclusive missions and battle music. A separate, one-off $9.99 Starter Pack also increases Pokémon storage space, and there is of course a Premium Battle Pass (priced at $6.99), which adds extra rewards and exclusive clothing.

How have you found the game so far?

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, April 8, 2026

How James Bond Could Have Prevented Call of Duty From Ever Existing

In a new interview, development veteran and Sledgehammer Games co-founder Michael Condrey (Dead Space, Call of Duty: WWII) has detailed how a decision on a development partner to handle the PC port of 2002’s 007 Nightfire could have had huge ramifications on the actual existence of the Call of Duty franchise as we know it today. Condrey discussed the matter with writer Cade Onder during the production of a documentary the latter has produced on the making of 2011’s Call of Duty: Modern Warfare 3.

Back around the early 2000s, Condrey spent eight years working at EA on a number of James Bond games – as a producer on The World Is Not Enough, Agent Under Fire, and Nightfire, and later in a development director role on Everything or Nothing and From Russia With Love.

“GoldenEye sits on this pedestal, as you know, right?” Condrey began. “Arguably one of the greatest, most transcendent shooters on console. And so we were working on the sequel to that, The World Is Not Enough, and from there we continued to build out experiences.

“Eventually in the series order we were working on a title called Nightfire. We were looking for a PC developer. Now this would’ve been 2001, 2002. We were shopping the game for PC developers who could come in and take our console game – we were focussed on consoles at that time – and deliver a PC version. And there were several interesting PC developers we talked to; one of them happened to be Vince [Zampella] and Jason [West].”

At this time, Zampella and West were part of Oklahoma-based developer 2015, Inc., the studio behind 2002’s highly esteemed Medal of Honor: Allied Assault, published by EA.

“They presented us 2015,” said Condrey. “They were shopping for their next gig; they needed funding. They pitched to do [007 Nightfire] PC. I still have Vince’s card, God rest his soul.”

However, EA ultimately partnered with Gearbox to handle the PC version of 007 Nightfire, which was received very poorly and went on to earn an unenviable reputation as an infamously terrible PC port. Despite the significant critical and commercial success of Medal of Honor: Allied Assault, EA opted to bring the Medal of Honor franchise in-house and ended its relationship with 2015, Inc. Resultingly, a number of key personnel from 2015, Inc. – including Zampella and West – accepted a deal from Activision that led to the founding of Infinity Ward and the establishment of the Call of Duty series. Had 2015, Inc. been hired to take on the 007 Nightfire port at that time, Condrey is uncertain that things would have played out the same way.

“[2015, Inc.] wanted the game,” he said. “They wanted the game, and we went with a different PC developer. And you want to talk about a weird multiverse… we met with them, walked through the process, did the due diligence; had we hired Vince and Jason and 2015 to do James Bond PC, who knows what? That’s a weird moment.”

Condrey would go on to leave EA in the wake of his work on the original Dead Space, and in November 2009 he founded Sledgehammer Games with his former Visceral Games colleague Glen Schofield. Sledgehammer Games would later partner with Infinity Ward for 2011’s Call of Duty: Modern Warfare 3.

“It’s kind of a funny story of just all the creative decisions and business decisions that led to them starting Call of Duty and, of course, us joining with them on MW3,” said Condrey.



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The Seven Deadly Sins: Origin Review

The Seven Deadly Sins universe is something of a monster, providing fans with buckets of content spanning manga collections, TV series, spin-offs, games and films. Sure, it’s not One Piece or Bleach, but it’s still a substantial mountain to climb if you want to truly understand what’s going on. Adding to the lore's existing complexity is Netmarble’s gacha consolidation, The Seven Deadly Sins: Origin, a time-bending mystery that plays with fan expectations, delivering an original story to unpick one quest at a time. Origin seems like a compelling character-action game at first, backed up by vibrant, series-appropriate visuals. Alas, like many of the lower-tier attempts at this saturated genre, its repetitive gameplay and resource-riddled submenus provide far too much friction as you get into the meat of the dreaded gacha midgame.

Set in a version of the Kingdom of Britannia, The Seven Deadly Sins: Origin centres on Prince Tristan of Liones and Tioreh, the children of key figures from the original show and manga. One day, the duo uncover a dangerous cavern that, in addition to serving as a handy tutorial area, causes the world around them to shift. With extratemporal events popping up all over the place and a strange, nefarious infection sending chills through the world, your job is to tie up as many loose ends as you can to get the realm back on track, a process replete with the usual perspective puzzles and combat encounters. Regardless, as a fan of the anime who has since lost their spark for the series, this clever twist on the lore reminded me of what I loved about The Seven Deadly Sins to begin with: Its loveable range of characters pulling off stylish moves, framed by beautiful fantasy backdrops – though Origin’s nostalgic charm offensive is only effective at maintaining this mirage for so long.

As you crest your first hill in the glorious land of Britannia and feast your eyes on the cel-shaded world ahead, it’s easy to get distracted. Questions like: "Is that a treasure chest behind that rock?” and “What do you think is hiding in that giant bird's nest in the sky?” flood the mind and elicit a kind of excitement only an open-world landscape can provide. It’s a pity, then, that these questions slowly give way to mechanical answers that require sustained investment and optimisation to enjoy. Despite the visual smokescreen, you soon realise how cold the world feels to actually explore.

This is in part due to a lack of technical polish that plagues Origin’s loot-covered terrain. Rabbits shimmy in unison like professional backing dancers, and textures are blurry up close, particularly when you press up against them in search of dodgy objective markers and inventory-bolstering goodies. Moment-to-moment character animations aren’t convincing either — Prince Tristan’s climbing stance is dubious at best, a far cry from the body contortions Link pulls off in Breath of the Wild.

You soon realise how cold the world feels to actually explore.

Further issues with camera positioning forced me to restart the game multiple times, which only added to the overall sense of irritation. While none of these problems are dealbreakers in isolation, they do stack up to put a damper on the adventure, the creaking edges of the game creating disconnection from the overarching story, which is genuinely interesting. It felt like the only way I could feel a sense of achievement was through clearing objectives as fast as I could, and following the golden path whenever it was presented, lest I summon some kind of game-breaking issue. Standout locations like the castle grounds of The Kingdom of Lionel and the pastoral glades that surround it help mitigate this sense of frustration somewhat by providing carefully recreated spaces to wander through. Ultimately, though, I found myself hungry for a more considered, holistic gacha experience like Genshin Impact

Thankfully, you unlock movement abilities early on in The Seven Deadly Sins: Origin, which helps to distract you from your disappointment. I was pleased to see open-world essentials like the ability to climb and swim, as well as a Da Vinci-esque wooden glider I could deploy to whizz through the sky. There is one more addition to your movement toolbelt, too, and that’s a pig-steed that fans of the show will recognise as the loyal garbage-eating scamp, Hawk. Alongside allowing you to speed down roads and across dragon-bone graveyards, the chunky swine’s brand of adorable humour helps to pave your path through the game with light banter as you uncover more of its mysteries.

With the only barrier being a surprisingly generous stamina bar, Origin’s traversal skills allow you to cheese your way across Britannia as soon as you’re cut loose from the tutorial. Don’t get me wrong, there are some particularly egregious progression-shaped roadblocks that require you to complete certain missions and acquire items to progress into new areas, but at the very least, I was glad that Netmarble provided these skills up front, so I could experiment even so.

As you stretch your legs, you’ll uncover glowing Warp Points that reveal the map’s busy topology and allow you to jump between central locations as you please. Initially, these additional goalposts prompted me to get creative, sneaking past fiends or flying across peaks to reveal more of the world. (Shoutout to all the Breath of the Wild sickos out there who opted to unlock every Sheikah Tower before doing the main story…) Still, once you’ve pushed through the limited pool of self-inflicted challenges, Origin seems more concerned with keeping you playing by rewarding you with repetitive busywork rather than providing any kind of meaningful progression. Inevitably, as a result, I found myself losing interest in Prince Tristan’s plight, fueled only by the serotonin boost that comes from seeing the ‘mission complete’ banner when wrapping up another dull task.

Seven Deadly Sins: Origin’s saving grace is its familiar, tried-and-tested combat system, which meets the bar set in the genre. On top of a jump, dash, and dodge, each character has a normal attack, a special attack, and a skill attack, with the latter two dealing more damage but requiring you to wait for them to cool down before triggering them again. On top of that, each hero also wields a unique ultimate move whose heightened damage arrives courtesy of well-animated character-dependent sequences – I’m still not sick of seeing Prince Tristan brandish his sword with volcanic intent. It’s a bright, flashy game in motion, yet remains approachable thanks to a simple control scheme.

It’s a bright, flashy game that remains approachable thanks to simple controls.

Unfortunately, the enemies don’t hold up their end of the depth bargain. They aren't nearly as reactive as you may hope, operating more like sentinels than living, breathing bad guys. Say you’re strolling down a hill and get spotted by a sentient shrub. They’ll do nothing but chase you within their designated zone of operation and wallop away until the screen turns black. I was by no means expecting the intricate back-and-forth of a series like God of War here, but the bar is so low in gacha games that it feels egregious not to try something different. I would have preferred more cohesive fights that took advantage of Origin’s supernatural effects and mechanical additions – something like Monster Hunter’s part-breaking brawls – to really differentiate it from every other character action gacha game out there.

This issue feels particularly flagrant during boss battles, which were rarely complicated enough to make me break a sweat, let alone elicit any kind of heart-pounding emotion. Simply put, you’ll chase and hack away at your target regardless of their imposing stature, navigating a barely perilous arena to unseat their health bar. The enemy designs do much of the heavy lifting here, making reference to the funky creatures you find in the source material, like the towering speckled Albion. Even so, it feels like a huge waste to provide such a gratifying combat system when there’s no reason to actually master it, so long as button-mashing to the next checkpoint gets the job done.

Early on, I faced off against a lumbering beast that smacked the ground like an infant in a tantrum, sending fireballs raining down on me from above. My job was to avoid getting hit by the immolating stones while smacking the baddie's fists until they fell backwards, revealing a glowing orb in their stomach. I’m sure you’re getting Deja Vu while reading this…From here, I needed to scale the monster, Shadow of the Colossus style, and whack the orb on repeat, before it would get up and start losing its temper all over again. The smoking gun was that stamina limitations meant I had to wait patiently before I could climb the beast to smack the orb, leading to idle moments in the middle of the fight that killed the pacing, and my broader sense of enthusiasm towards Origin’s gacha-poisoned architecture.

Many of the game’s most important battles feel highly derivative by default, lacking unique design elements or crafty quandaries to separate them from the established norm. I shouldn’t be sitting there reminiscing about boss battles from Spyro 2: Ripto’s Rage due to a comparatively lethargic encounter in 2026. Is it too much to ask for a gacha game to lean into the context of its IP, or find another way around this tried-and-tested formula that could provide a deeper sense of challenge? I can concede that encounters like those in Origin are deliberately simplistic and designed to be moreish, but is that in service of the player or to direct them towards the storefront with greater efficiency and speed? It doesn’t feel like Netmarble is too interested in finding the fun in this regard, and it’s fairly damning when compared to something like Arknights: Endfield, where the factory-building system provides a refreshing and inspired throughline to follow alongside a more conventional structure.

I barely earned enough for more than a handful of gacha pulls over 50 hours.

At first, your team of heroes in Origin consists only of Tristan and Tioreh, though it soon grows to include up to four members thanks to the looming gacha systems that hand you additional characters throughout the odyssey. You’ll earn a currency called Star Memory, which can be forked over to pull randomised gear and new companions. It’s a recognisable loop that, like much of Origin, doesn’t stray from the norm in pricing or style, and despite my own affinity for the genre and a rose-tinted lens on the source material, it still stings to glance at the Shop tab and see so many convoluted systems propagating through the mid to late game, reducing my favourite characters and their journeys into marketing tools.

On the upside, Origin doesn’t require you to spend money to succeed, though notably, it doesn’t provide you with much premium currency through organic gameplay either. Despite spending over 50 hours grinding, I barely earned enough to pull the gacha more than a handful of times, and even then, my pulls were more often than not total duds. That’s the ball game, at the end of the day, but I was at least hoping for some kind of glitzy fanfare to accompany my hard work, or a means to demonstrate how these pulls could enliven my moment-to-moment experience. Instead, all I got was a pop-up menu from the shop prompting me to enter my details so I could roll the dice again.



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A Decade on, Plants vs Zombies 3 Has Now Soft Launched For at Least the Third Time

Plants vs Zombies 3 has been soft launched yet again in certain countries around the world, as part of the troubled threequel's latest attempt to take root.

This is at least the third time that developer PopCap has attempted to release a game titled Plants vs Zombies 3 — with this latest iteration focused on new gameplay that allows players to merge different plant species. It also arrives with a shiny new subtitle: Plants vs Zombies 3: Evolved.

Today, Evolved is now available to download on iPhone and Android devices in Ireland and the Philippines, before a wider rollout beginning in the UK and Singapore over the next couple of months.

Plants vs Zombies 3: Evolved is the product of a decade of development, with work beginning back in 2016 on ideas for a third major PvZ game. That work resulted in multiple false starts, as developers initially flirted with the introduction of 3D graphics and various other gameplay changes that were later scrapped.

After an initial version with 3D visuals and other unwelcome changes was ditchd back in 2020, PopCap worked for years on a new version that ultimately soft launched as Plants vs. Zombies 3: Welcome to Zomburbia. This iteration was itself ditched in late 2024, when publisher EA admitted it was taking the game offline for a "major overhaul".

18 months later, and Plants vs Zombies 3 is back again, this time with that Evolved moniker and its plant-fusing gameplay — an idea previously seen in a popular PvZ player mod, something that itself has raised some eyebrows among fans.

In a new blog post, PopCap acknowledged the game's latest soft launch and acknowledged that this version of Evolved was itself an evolved form of "Seedling Build" it tested in some regions last fall, albeit with some significant revisions (longer levels, and the removal of systems tied to your neighborhood and creating player avatars).

All of that said, PopCap has cautioned that this latest period of early access is still "early" — meaning that the game's features are still subject to change yet again.

"For those joining us in Early Access, it is, well, early," PopCap wrote. "So as the months go on we'll be planting new systems and features, pruning things that aren't working, and steadily growing the experience with more content and improvements. Like any well-tended garden, the game will continue to evolve over time."

Here's hoping this time Plants vs Zombies 3 finally grows into a success.

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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Tuesday, April 7, 2026

What Upcoming Game are you Most Excited for?



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Cyberpunk 2077 Is Getting A Major Makeover on PS5 Pro Tomorrow

Just last month, Sony announced that Cyberpunk 2077 would be getting a PSSR 2 update, but now CD Projekt Red has followed up with a huge PS5 Pro update that'll drop on April 8.

Cyberpunk 2077 famously had a problematic launch when it released on consoles in 2020, and even after it got patched up, it's been far behind the PC version. But since the PS5 Pro came out back in 2024, it's been a question of when, not if, CDPR would launch an update that'd bring the game closer to the PC version.

Tomorrow's update will give PS5 Pro players access to three performance profiles: Ray Tracing Pro, Ray Tracing, and Performance. The Ray Tracing Pro mode is where you'll find most of the visual updates made specifically for the PS5 Pro, targeting 30-40 fps, with a new 'BVH8', or 8-way bounding volume hierarchy ray tracing implementation. CDPR didn't detail exactly how this works, but it looks like it'll track up to 8 rays of light to create more realistic reflections, shadows and global illumination. That's not quite to the same level as the Ray Tracing Overdrive mode on PC, but it should bring the PS5 Pro closer to the Ray Tracing Ultra preset on PC.

CD Projekt's blog post doesn't say much of anything about the image quality offered by the 'Performance' mode, only that it'll target high frame rates. If it's anything like similar Performance modes on the PS5 Pro, it'll probably look pretty much the same as the base PS5, just with a much higher frame rate. Then, of course the regular 'Ray Tracing' mode will sit somewhere in the middle, targeting a solid 60 fps.

We won't know exactly how well this Cyberpunk PS5 Pro update will look and run until it goes live on April 8, but the screenshots on the blog post look promising. Either way, I'll be downloading the update and trying it for myself when it goes live tomorrow morning. If CDPR was able to get it looking as good as the PC version, it'll go a long way to proving the power of PSSR 2.

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



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Pokémon Champions Developer 'Sincerely Apologizes' For Launch Issues, Details List of Bugs to be Fixed

Following a rocky launch, the maker of Pokémon Champions has apologized for the game's various technical issues and released a list o...