Monday, June 22, 2026

Evomon Codes (June 2026)

Evomon codes will give you free rewards, including EXP Fruit and Coins, which you're going to need in this creature-catcher adventure game inspired by Pokémon. You'll awaken in a strange world, where Mentor Ben explains you'll need to fight wild Evomon. You can then choose from three starter Evomon, Leafbu, Blazpu, or Bubble (yes, I was expecting it to be something like Waterlu).

From there, you'll jump through a portal into Verdant Valley and be able to fight and collect other Evomon to build your team. To help you get started, we've rounded up all of the working Evomon codes in one place and tested them to make sure you can redeem them.

Working Evomon Codes (June 2026)

Here are the currently active codes for Evomon:

  • 10kthx - 10x Advanced Ball (NEW!)
  • 12klikeS - 5x Medium EXP Fruits (NEW!)
  • 10KCCU_ - 4,000 Coins (NEW!)
  • 5000DC - 5x Advanced Ball
  • THXFOR5K - 5x Medium EXP Fruits
  • 2K-LIKES - 5x Medium EXP Fruits
  • DC2K - 5x Medium EXP Fruits
  • LIKE1GIFT - 2x Medium EXP Fruits and 1,000 Coins
  • FORDC1200 - 1,000 Coins
  • EvomonVip - 5x Medium EXP Fruits
  • DCGIFT - 10x Medium EXP Fruits, 5x Advanced Balls, 1,000 Coins

How to Redeem Evomon Codes

If you're ready to use the working active Evomon codes, follow these steps:

  1. Launch Evomon on Roblox
  2. Click the Settings icon in the top left corner
  3. Press Copy on the codes above (this will automatically copy the code to clipboard)
  4. Paste it into the Enter code bar
  5. Click OK

Expired Evomon Codes

Evomon was released on June 17, 2026, so there are currently no expired codes. Make sure you use the codes listed above before they can no longer be redeemed.

Lauren Harper is an Associate Guides Editor at IGN. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures. She leads the Roblox coverage as part of her role, so she's always on the lookout for new codes and experiences to test out.



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Sunday, June 21, 2026

Call of Duty: Black Ops 1 and 2 Listings Have Fans Fearing Pricey PlayStation Ports

PlayStation fans are fearing the worst after Microsoft set the price of Call of Duty: Black Ops 1 and 2 at $40 without DLC.

As reported by CharlieIntel, PC and Xbox marketplaces were recently updated with new DLC prices, while locking in the 2010 and 2012 Call of Duty games at $39.99 each. Black Ops 1 and 2 have been available on Xbox consoles for some time thanks to extensive backward compatibility support on Microsoft's consoles, with the real changes arriving in individual DLCs that now seem to be $10 instead of $15, and season passes now priced at $30 instead of $50.

It's an update that follows news that Activision would launch ports – not remasters – for the two classic Treyarch games for PS4 and PS5 in July. However, without prices for the new releases officially announced, PlayStation fans are worried the Xbox listings suggest they'll soon need to fork over a hefty amount of cash for games that are more than a decade old.

"Not including the DLC and charging $40 on games from Obama’s first term is nasty work," one X/Twitter user reacted.

"Games this old should be 20 bucks max WITH the DLC," another popular post suggested.

Activision revealed its port plans last week, only promising it would include Campaign, Multiplayer, and Zombie modes when they launched. There's been no mention of how DLC will be handled, and the emphasis on the word "port" suggests little to no changes when it comes to the base experiences that released in the early 2010s.

Should the prices shown on the Microsoft Store carry over to the PlayStation ports, players who want both games might need to shell out $80. Add in the cost of both season passes and you're looking at a total cost of $140 for the full package. Again, without confirmation from Activision, it's hard to tell just how much any of this will cost or what will be included, but that same lack of clarification is exactly what has fans so worked up.

"Wait what the f**k that's insane lmao," one Reddit user said. "That's worth like $20-30 max with all DLCs included. For a remake/remaster with the DLCs I would've said $40, maybe $50 at the very high end."

"The numbers Mason, they're telling you not to buy..." someone else joked.

"$40 for games we already purchased (allegedly with no enhancements btw) is an absolute atrocity," someone else said.

IGN gave the original Call of Duty: Black Ops an 8.5/10 review when it launched in November 2010, and its sequel a 9.3/10 review when it launched in November 2012. They've spent the years since as two of the most celebrated and quotable titles in Call of Duty history, making next month's ports two highly anticipated titles as players wait for this year's Call of Duty: Modern Warfare 4. For now, the ports have no firm release date outside of the promise to see them launch next month.

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).



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Super Yooka-Laylee Kart Preview: Ex-Rare Devs Take Aim at Reviving the Spirit of Diddy Kong Racing

There is just something about mascot characters and kart racers that makes them fit together like two peas in a pod. Ever since the first Mario Kart game was released on the Super Nintendo, it’s been a genre that continues to delight fans, even in the wild times we find ourselves in. Now, the lizard and bat combo of Yooka-Laylee is hopping into the driver's seat of Super Yooka-Laylee Kart, revealed during this year's Summer Game Fest, and IGN had a chance to get some time on the track with this upcoming racer from some of the same devs that worked on the much-loved Diddy Kong Racing!

Yooka-Laylee Kart pits eight racers against each other in a heated race around courses themed after locales from the main games. In an attempt to adopt a look that is a bit of a blend of Nintendo’s 16- and 64-bit eras, Yooka-Laylee’s maps are colorful, flat tracks decorated with 3D assets outside of the tracks. The racers themselves, like my GOAT, Trowzer the Snake, appear as 3D models rendered with a filter to give the sense of pixel art. Even as a work-in-progress, this looks to be one of the more vibrant and colorful choices in the kart genre that does a good job capturing the source material.

Being an early pre-alpha build, the core systems are in place - the driving, the zanny items, and courses - but actually playing Yooka-Laylee felt a bit rough. Driving around, even without the use of boosts, felt slippery, where I would often find myself sliding oddly into walls, frequently feeling that turning was cranked up to 11 and being far too extreme in movement. The current build lacked a mini-map or any signage to help tip you off as to what was coming up. I would find it difficult to notice what was quickly approaching, forcing me to react more violently than I normally would. Thankfully, the representative from Playtonic who was there mentioned that both the mini-map and signage were in the works, and that fine-tuning controls is a normal part of polish, so I’m not too worried when it arrives in retail, but I am keeping an eye on it.

What has me most excited and that I am more interested in is its custom rulesets that players will be able to tinker around with to create custom race types.

Out of all that Yooka-Laylee Kart is looking to deliver, what has me most excited and that I am more interested in is its custom rulesets that players will be able to tinker around with to create custom race types. These custom rules look to extend into the grand prix mode too, as during my cup race, I encountered races that would not only turn all racers invisible in one map, but then in the next made each racer the same character. That change specifically made the race all about mastery of the game’s systems and skill, removing any differences in weight or handling between the participants.

In addition to getting to try out an early build, we also had a chance to speak with members of the development team and former Rare alums Gavin Price, founder of Playtonic and Studio / Creative Director of Yooka-Laylee Kart and Chris Sutherland, the game’s lead software engineer. Between them, their resumes included having worked on some of the best platforming games of all time including the likes of Donkey Kong Country 1 & 2, Grabbed By the Ghoulies, the Banjo-Kazooie series and, of course, the Yooka-Laylee titles!

IGN: How did Super Yooka-Laylee Kart come to be? When did the team decide to make a kart racer?

Gavin Price: Originally, a karting game was planned to be Playtonic’s first title before a conversation with Banjo-Kazooie composer Grant Kirkhope convinced us to start with a 3D platformer. As huge kart genre fans, we were bubbling with ideas about how we could push the genre forward, and after shipping Yooka-Replaylee, we finally had the chance to turn our attention to it following a successful prototype.

Chris Sutherland: We’ve wanted to work on a racing title for a long time, but about a year ago we started up a small team to explore the feasibility of a few ideas, and now we are so excited that we've announced it and it is going to become a reality!

IGN: Has the approach to designing a kart racer changed or evolved much from when you were working on Diddy Kong?

Chris Sutherland: Ha, my main claim to DKR fame was the voice of Banjo on the selection page, which was the only time we've heard him speak!

What I can say, though, is that back then the genre was still relatively new, and so there was no defined path for what a kart racer should or should not be. Over the years, we've seen the genre evolve and streamline in certain ways, and we've looked back and wondered: what if we were to challenge many of the widely accepted norms of the kart racing genre?

We wanted to explore what a modern kart racer could look like if player skill, mastery, and expression were pushed further, and whether those ideas could lead to something fresh and exciting.

IGN: For the folks who previously worked on Diddy Kong Racing, what, if any, nods to that series did you bring into Yooka-Laylee Kart?

Kevin Bayliss: We've a lot of DNA from DKR at Playtonic, so we felt it only right to give a little nod to some of the styling of the vehicles, which you can spot in details like the rear lights. One thing I really love is how the team have created 3D models reminiscent of the DKR characters, while also doing some clever work to emulate the 'rendered sprite' look that we pioneered in Donkey Kong Country, creating a retro style that still feels fresh and modern today.

Personally, I’ve only had a small amount of involvement so far, as I’ve been working on other exciting projects, but the control and racing feel exactly how you’d hope, especially with some of the original DKR team helping to shape that side of the experience.

IGN: One of the aspects I am most interested in with Super Yooka-Laylee Kart is its custom rulesets that players can set for races. Can you go into a bit of detail on how the team has gone about creating the options and which, if any, ideas proved too outlandish to incorporate into the game?

Gavin Price: We want to make one of the most replayable karting games ever, a game where friends can gather around together or play online and still find unique ways to compete for many years. We actually want a high degree of outlandish outcomes and don’t want to police what’s possible, so players can custom-create their chaos or focus on simpler, pure-skill racing and everything in between.

A big part of this is letting players create their own races, rules, and rivalries, shaping the experience in ways that suit how they want to play. The ideas are still coming in thick and fast, and we think it’s an area of the game that can continue to grow after launch by combining our ideas with the fans’ ideas too. We’ll be running multiple open betas with a focus on this mode in future and look forward to trying the combinations popular with players.

IGN: What are some of the team's favorite settings to have turned on?

Gavin Price: One immediate favourite was to turn characters off (Invisible Racers), shrink them (‘Mini Racers’ so the camera is low to the ground) and increase kart speeds. It immediately becomes very fast and unforgiving, feeling like playing F-Zero in first-person. I like bouncy collision too; it really makes choosing a character more strategic as the weight difference can have a real impact, and it’s fun to brute-force knock people out of the way, preferably into a nicely rendered nearby pool of water they sink in.

IGN: Are there any plans to let the community save and share specific rulesets amongst each other or host their own tournaments?

Gavin Price: It’s on our mind. Players can create lobbies and host events with their own setups, and we would love to build on that further over time. We’d also like to utilise community-chosen favourites in things like ‘daily contests’, where everyone can try to top the leaderboard by getting the shortest total time across multiple events.

IGN: How does Yooka-Laylee fit into the world and story of the series?

Gavin Price: That’s to be revealed, but you can be sure it fits the tone and humour the series is known for. Rivalries play a big part in how that world comes to life, and we have lots of elements from the series to leverage in adjacent roles and features that are fun and that fans will enjoy.

IGN: Can you explain how you landed on the aesthetic look of Kart? How did you guys do the racers themselves?

Gavin Price: We really wanted our own striking art style, something that reflected the rage and revenge mechanics, fighting game-style special moves and inputs, and suited the feel of tight, high-speed karting tracks. We also wanted something instantly recognisable that felt different from other kart racers.

What we have is a balance of 2D fighting and Mode-7 style graphics with lots of modern post-processing techniques and lighting to create our own sense of beauty. We really didn’t want to go down the predictable, well-trodden path. The visuals also play an important role in readability, especially at speed, which is key for high-skill racing.

Our characters are 3D models rendered with a 2D sprite shader from a separate camera, and the effect is very versatile, allowing us to adjust the resolution as we see fit. We’re actually thinking of exposing these values to the players, allowing them to adjust the look of the game too.

IGN: How many characters and tracks are you aiming to include in the final release?

Gavin Price: We’re aiming for a strong and varied lineup, and hopefully the game is a huge hit so even at launch we don’t consider it the final release. We’d love to continue adding more of both for a long time to come, and there’s always the chance of modding and cameos too. The game has a lot of potential to grow.

IGN: Who are your favorite racers?

Gavin Price: Dr Quack and Vendi simply because we’ve already lost too many hours thinking about whether there’s a logical answer as to how they’re actually physically capable of controlling karts…! Chris Sutherland: My go-to racer is Yooka, but for a kind of development-specific reason! Yooka was one of the first characters we had up and driving around, so I think we’ve had that as the default character during development for a while, so he sticks in my head as the most familiar. And also I did the vocal sounds for him - which is why Laylee is my second favourite!

Scott White is a freelance contributor to IGN, assisting with tabletop games and guide coverage. Follow him on X/Twitter or Bluesky.



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Gundam: Rogue Orbit Interview: A Gundam Game with a Focus on How it Feels to be the Pilot

Gundam is no stranger to video games, but the various pieces of the franchise have never started out with one. That’s all about to change with Gundam: Rogue Orbit. Following its reveal at Summer Games Fest, I spoke with main producer Yuya Tomiyama and chief producer Shinya Satake about starting a new era of Gundam as a video game first, what they’re hoping to accomplish with it, and how Rogue Orbit differs from what’s come before. This interview has been edited for clarity and length.

IGN: Rogue Orbit is the first time y’all are launching a new Gundam thing through a game. A lot of people know what a Gundam is, but they may not be familiar with Gundam as a franchise or any particular series. What were the things that you knew you needed to have to make Gundam Gundam in Rogue Orbit?

Yuya Tomiyama: There are lots of different Gundam universes out there, but Rogue Orbit is the first time we've introduced a new world through a video game. And because of this, we created the worldview with being a video game in mind. We wanted to make sure that the players really felt the experience of what it really felt like to be a Gundam pilot to be [at] the forefront of their experience with this video game.

IGN: I know you probably can’t go into a great amount of detail this early, but what is being a Gundam pilot going to be like for players in Rogue Orbit? I think a lot of people look at Gundam and they’re like “Oh, really cool robot,” but what is it about that experience of being a pilot that you want to communicate to players?
Yuya Tomiyama
: So the information that we've shown so far is really only one part of the game, but we really wanted to focus on the experience of what it really is to become the pilot of the Gundam and we wanted to do that by really, really focusing on the fact that it's an action game. We wanted to make sure that the game's actions felt really good to play and through that we want users, because they feel it, we want users to feel the experience of, truly feel that they're actually controlling each of the Mobile Suit’s actions.

IGN: I think most people who are familiar with Gundam are used to seeing Gundams battle other Gundams or other Mobile Suits. But in the trailer, we see our Gundam battling monsters. We don't really know the story here. Could you talk about designing a game around those enemies and what we can expect when we’re fighting them?

Yuya Tomiyama: So for this game, we really wanted to bring Gundam to fans all over the world and this was like a sort of new venture for us as a company. As a company as a whole, we wanted to come together and bring this experience to users. And as for the enemies, you may have seen in the trailer, the Gundam's weapon, the physical store is very large and we wanted to focus on the sort of satisfying feeling of using those kinds of weapons and the enemies were really designed with that in mind. How can we maximize that feeling for the users? And that was sort of what we were thinking about when we created these enemies.

"We really wanted to focus on the experience of what it really is to become the pilot of the Gundam and we wanted to do that by really, really focusing on the fact that it's an action game." - Yuya Tomiyama

IGN: Obviously people associate Gundam with cool robots, but the franchise usually has a deep emotional core to it, too, and the stories often deal with complex subject matter. This will be a lot of people’s first exposure to Gundam. How are you bringing that legacy of the IP into the game?
Yuya Tomiyama
: So for this trailer we were able to show a lot of the action and the battles, but there's definitely a lot of characters and a lot of characters that we haven't really revealed yet. The human drama between them is definitely going to be a focal point of this video game and we hope that in the upcoming months we can definitely show more of this emotion through our trailers and other things we’ll be revealing.

Shinya Satake: This game setting mainly revolves around the conflict between humans and these unknown adversaries, which puts the sort of like world as a very, very tense situation and just sort of testing the limits of humanity and Sofia, RE-X, and the other characters that we'll be showing are going to be making a lot of like very difficult decisions in this harsh world. We hope that that will be the emotions of the Gundam universe that we'll bring to this game.

IGN: You guys have talked about bringing the IP through the West. For a lot of fans, this is going to be their first experience with it. Did starting a game force you to think about what the core elements of Gundam are? Was there anything that you were like, "Oh, maybe we should reexamine this because we're starting from a different place or we're reaching out to people who maybe haven't played or seen or just experienced Gundam?" Did you have to think about what made the core of Gundam work?

Yuya Tomiyama: We weren't really thinking too much of the Gandham legacy as a whole when we were creating this game. We really wanted to focus on creating a very good action game with the photorealistic graphics that haven’t been in many Gundam games and how to make the Gundam really appealing in this kind of photorealistic environment. Whether it be the design or the action or the battle, we just really wanted to make sure that that was the focal point of what the users felt.

IGN: On the subject of photorealism: Gundam is so heavily stylized and I think many people associate it with that kind of look and feel. Were there any challenges with making a Gundam game that looks photorealistic while capturing the feel of that art? How did you approach doing that and making sure that it felt like Gundam?
Yuya Tomiyama
: This game was developed by Bandai Namco Studios, which has a lot of experience with a lot of Gundam games and robot games in general and we were able to draw on that experience to sort of bring it all together and the Helix to sort of bring that Gundam in this photorealistic world. The Helix design was also created by the artists at Bandai Namco Studios… so they know what makes each design appealing. So they were able to draw upon that to sort of create a Gundam that would really feel appealing, really feel alive in this photorealistic world and that also has to do with the actions because they've been creating these sorts of motions for Mobile Suits for years. So they were able to sort of draw on that action and bring it together all as a whole to bring Gundam to the worldwide fans.

IGN: If you were able to tell people who had never played a Gundam game or gotten into Gundam before and say "This is what Gundam is, " what would you tell them?

Yuya Tomiyama: So to bring Gundam to fans in the form of a video game, it's a very new endeavor for us and it's a very challenging experience, but we really wanted to emphasize that the Gundam is a very unique and special existence as a Mobile Suit in the world and we also wanted to make sure that the human drama between the characters was brought to the forefront.

Shinya Satake: Gundam is a franchise and IP that has been very loved throughout history, but one of the things that really makes it unique is that there are many different themes in each of the different iterations of Gundam and each one is very unique and to bring this to a new world through Gundam is just another one of the ways that we're just sort of bringing Gundam to fans in a unique way and just bringing new unique themes in Gundam to be fans.

IGN: You've talked about humans fighting against this unknown enemy and the strength of the human spirit, but what would you say are some of the themes that y'all are trying to capture here? As you said, Gundam has been so broad and so vast and covered so much storytelling, and it's gone in so many different directions. What do you think thematically is what defines Rogue Orbit?

Yuya Tomiyama: The appeal or the theme that we really want to bring is becoming the pilot, really feeling the experience of becoming a Gundam pilot and we'll hopefully be able to better convey this with more new info… but there's a lot of features in the game that really help the player feel as though they're piloting the Gundam. And especially in battle, we really wanted to create the tense feeling of being in a life or death situation in the cockpit, but at the same time, we really wanted users to… feel that they're like controlling every single motion of the Mobile Suit, that they're able to sort of use the Mobile Suit as an extension of themselves and not feel stressed and make sure that they're actually able to really feel that they're in control of the Helix.

Shinya Satake: Another thing about Rogue Orbit is that this universe and this whole [world] was created to be a video game… which really brings sort of a unique view of how users interact with the world.

IGN: Can I ask a very silly question? Can I ask about Vii? I need to know more about this character, please. Please give me all the information that you can because I just look at it and I'm like, “I want it to be my friend.” Yuya Tomiyama: So as a game, this is a brand new worldview, brand new universe. So this haro is going to be a little different from the haros that you've sort of known and interacted with throughout Gundam's history. One thing we can really say about this character, it's an actual character that will join you on your battles and launch with you in the Gundam… We really wanted this haro to feel like it's your partner that's coming along with you and there's going to be some more drama between the main character and the Hara too as well. So we hope you're looking forward to that.

IGN: Let's talk about RE-X. Is he going to be more of a defined character? Is he a little bit more avatar-y? Are we allowed to define who or is he very much his own person that we are just kind of controlling?

Yuya Tomiyama: Rex is definitely a character. He's an independent character that interacts in the world, but we wanted to make sure that players were able to sort of feel as though they'd become him through the gameplay. That the gameplay will sort of allow users to really feel that they are the pilot of the Gundam, that they are Rex and that they're able to control the Mobile Suit.

IGN: Well, now I've hit on two out of three, so I have to ask about Sofia. It seems like in the trailer, and you've talked about it, as well, that she's kind of mysterious, and maybe she and RE-X don't know each other initially. Could you talk a little bit about their relationship and give us a little idea of what to expect?

Yuya Tomiyama: Unfortunately, we aren't able to offer too many specifics about the plot right now, but the trailer's narration is Sofia and so all of those words are spoken by her. As it's also shown in the trailer, she's watching over what RE-X is doing, so hopefully in the coming trailers and coming information will shed more light on their relationship.

IGN: Is there anything that the team is very proud of that you feel is core to the game that players may not immediately notice from the trailer or from what you've revealed so far? Is there anything that you feel is core to what Rogue Orbit is that might be maybe a little hidden, or maybe not directly obvious?

Yuya Tomiyama: So one thing that the team is very proud of, especially that you can see in the trailer, is the motions of the Gundam Helix. That was something that the team put a lot of effort into making and they're very satisfied with the end result. And another thing in terms of the video game, the battles’ appeal and how it feels to really be in the inbound and be controlling the Mobile Suit is one of the big features that the team is very proud of and that it's still being brushed up, and it's still being improved every day. So we're hoping the team is really hoping to bring that to fans.

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



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Saturday, June 20, 2026

Stranger Than Heaven Second-Take Preview: Stranger Than Heaven’s Combat Seems Harder Than Hell, and that’s a Good Thing

I’ve been a fan of the Yakuza or Like a Dragon series since the very beginning. As a magazine writer I was lucky enough to visit Sega’s headquarters in Tokyo during the development of the original PlayStation 2 title way back in 2005, and in my years at IGN I’ve reviewed a number of the remakes, sequels, and spin-offs of RGG Studio’s long-running crime series. At this point I’ve invested hundreds of hours into beating the absolute snot out of Japanese mobsters, either via the button-mashing combo-based style of the original adventures or the turn-based RPG form that’s become core to the most recent mainline entries. Thus I feel pretty well-equipped to handle anything that RGG Studio can throw my way at this point, which is why I was so shocked that the new combat system in upcoming series prequel Stranger Than Heaven so completely kicked my arse.

At a recent BiliBili Game First Look event in Shanghai, I got some brief hands-on time with a brawling-based demo for Stranger Than Heaven. (It was the same demo that my colleague Michael Higham recently played, and you can read his excellent preview here.) My first attempts at Stranger Than Heaven’s all-new street fighting style felt harder than hell, but after slowly getting to grips with it over the course of my 30-minute demo I began to feel confident that this is exactly the sort of substantial shift that the Like a Dragon fighting formula has needed for quite a while now.

To be clear, I’m not suggesting that RGG Studio needs to scrap the turn-based combat system that it introduced in Yakuza: Like a Dragon and later evolved in Like a Dragon: Infinite Wealth. The novelty of that JRPG-style system is yet to wear off for me, largely because it allows for so many hilarious special moves and a more strategic team-based dynamic in each scrap. I’m talking about the more traditional beat ‘em up system that has effectively been offloaded onto the series’ spin-offs in recent years. RGG Studio may have introduced a briefcase-load of James Bond gadgets in Like a Dragon Gaiden, or cutlasses and flintlocks in Pirate Yakuza, but the actual fighting mechanics of those combo-based systems has remained unaltered for the most part. Even though I still enjoy them, I can’t pretend that they don’t feel a bit too familiar at this point.

Stranger Than Heaven’s heavily overhauled scrapping, then, feels like the kick in the pants followed by a violent uppercut to the jaw that Like a Dragon’s aging fisticuffs has been crying out for. Forget about chugging in-game energy drinks to pump up your heat gauge and then button-mashing hordes of street thugs into oblivion like in previous Kazama Kiryu-led adventures, because Stranger Than Heaven’s gangs are liable to quickly kick you to the curb if you don’t have your wits about you. The new setup that uses the controller’s four shoulder buttons to effectively puppeteer the left and right fists of protagonist Makoto Daito sure takes some getting used to, both in terms of smoothly alternating his punches but also anticipating the direction of incoming attacks and parrying them effectively, but after finally falling into a rhythm with it after my first few failed attempts it felt incredibly satisfying to pull off. I felt like I had to lock-in for absolutely every exchange in every combat encounter, which meant that my eventual victories felt far more earned than the lazy bicycle-swinging beatdowns of previous Yakuza and Like a Dragon installments.

Though its learning curve is initially steep, it ultimately feels like the most grounded form of street fighting that RGG Studio has ever designed. In fact, its more rough and tumble realism reminded me of the melee system in 007 First Light, only it felt like I had far more direct control over the moves I was pulling off thanks to the dedicated right and left attack setup. For example, as I wielded a large crowbar in my right hand while tackling a gang of six or so assailants, one of the goons grabbed hold of the end of my weapon and attempted to wrench it out of my grasp. To my surprise, while I was locked in a temporary tug-o-war I still had full control of Makoto’s left hand, which allowed me to throw a few jabs at a second attacker attempting to blindside me. I then grabbed him by the scruff of the neck and knocked his skull into the first thug, taking them both out and allowing me to resume my crowbar-based bullying.

[Stranger Than Heaven's] more rough and tumble realism reminded me of the melee system in 007 First Light, only it felt like I had far more direct control over the moves I was pulling off.

Having said that, Stranger Than Heaven’s combat is not without its issues, at least in its current state. I found that the soft lock-on that aligns Makoto with each opponent would occasionally slip, sending me swinging wildly in the wrong direction and leaving me vulnerable to attacks from the rear. Also, while I enjoyed the generally weighty feel to each and every blow I landed, some of the charged up attacks with heavier weapons seemed a touch too sluggish for my tastes. Of course, with Stranger Than Heaven not due for release until early next year, there’s still time for RGG Studio to tighten things up.

Still my overall impression of Stranger Than Heaven’s more challenging brawling system is a positive one, and its dramatic shakeup leaves me feeling optimistic that combat won’t be the only area of the adventure where the developers are taking a big swing. I'm hopeful that this will present the perfect opportunity for RGG Studio to hit the reset button on all aspects of its long established Like a Dragon template, from mission design to the interactive nature of its world and the methods we use to explore it. For example, the audio-recording feature that allows Makoto to record sound samples from the world around him and then convert them into musical compositions certainly sounds cool on paper, and already seems like it could be far more involved than the simple rhythm-based button-tapping of the karaoke mini-game that’s been recycled in every Yakuza and Like a Dragon release since Yakuza 3.

I also wonder what other new diversions there could be, given that the story’s 1915 to 1965 setting presumably prohibits the use of the usual modern side activities like Club Sega’s and Master System cartridges found in other Like a Dragon stories. We already know there’ll be arm wrestling mini-games, but could there be old school pachinko parlours as well? And given that the events of Stranger Than Heaven span the course of five decades, will those side activities evolve with each leap forward in time? Not to mention the change in each of the five city settings. You’d think that by the time the story arrives in 1965 Shinjuku, we should be able to try out virtual versions of the electromechanical amusements that Sega famously pioneered during that decade.

I’m desperately keen to learn more, because so far I’ve been pretty excited by everything that RGG Studio has revealed. Well, I mean except for the Tupac thing, of course. Why on earth is Tupac in Stranger Than Heaven? Well, much like the gang of burly thugs I encountered in my hands-on, it beats the heck out of me. Sure, it makes sense that Snoop Dogg is in the game, because Snoop Dogg is in basically everything at this point from televised singing contests to carrying the torch at the last Olympic Games. But having the late great Tupac resurrected in a 2027 videogame for no clear reason just feels a bit off to me. Then again, I’m generally opposed to digital zombies in any modern media, no matter who signs off on it. I can’t watch the CGI’d Peter Cushing reprise his role as Moff Tarkin in Star Wars: Rogue One without sensing a great disturbance in the Force, for example.

However, that doesn’t prevent me from rewatching Rogue One from time to time, and nor will the somewhat baffling inclusion of Tupac deter me from lunging fists-first into Stranger Than Heaven when it arrives in January 2027. Despite the fact its story takes place in the same fictional Japan as the Like a Dragon saga, Stranger Than Heaven feels as though it's determined to establish its own identity – at least if its fresh-feeling and fiercely challenging fighting system is any indication. Here’s hoping that in all facets, Stranger Than Heaven finds the team at RGG Studio performing stronger than ever, and that this ends up being something much more than just a ye olde Yakuza.

Tristan Ogilvie is a Senior Video Editor at IGN's Sydney office. He attended the recent BiliBili Game First Look event as a guest of the organisers.



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The Best Deals Today: Save on Donkey Kong Country Returns HD, Splatoon Raiders, Tokyo Ghoul Box Set, and More

A new weekend has arrived, and today, you can save on Donkey Kong Country Returns HD, Splatoon Raiders, AirPods Pro 3, and more. Check out our top picks for Saturday, June 20, below.

Donkey Kong Country Returns HD for $44.99

Donkey Kong Country Returns is one of Nintendo's best platformers, and you can score this amazing game on Nintendo Switch for $44.99 this weekend at Walmart. This version of the game includes 80 total levels, with the 3DS-exclusive levels part of that. A Nintendo Switch 2 patch was released earlier this year, so you can play Donkey Kong Country Returns HD in 4K if you have a Switch 2.

Save $10 Off Splatoon Raiders Physical at Amazon

Splatoon Raiders is officially due out this next week, and pre-orders are still discounted for the series' first single-player-focused game! In addition to physical Nintendo Switch 2 copies, three new Splatoon Raiders amiibo of Frye, Shiver, and Big Man are also set to release on July 23.

Tokyo Ghoul Box Set for $77.74

This box set of the Tokyo Ghoul manga contains all 14 volumes, and you can save over $100 off this weekend by scoring it for $77.74. Starring Ken Kaneki, this classic series by Sui Ishida is a must-read for any fan of the popular anime. In addition to all 14 volumes, you also will get an exclusive double-sided poster packed in with this box set.

LEGO Star Wars R2-D2 Set for $79.99

LEGO Star Wars fans - here's a deal for you! Amazon has the amazing R2-D2 set priced at $79.99, saving you $20. This set features 1050 pieces, plus Darth Malak and R2-D2 minifigures in addition to the major R2-D2 droid. Speaking of, you can rotate R2-D2's head 360 degrees, use its detachable third leg, and more.

Kill Bill: The Whole Bloody Affair 4K Pre-Order Down to $39.99

Following the theatrical release last December, Lionsgate is bringing Kill Bill: The Whole Bloody Affair to 4K Blu-ray. This supercut places both Vol. 1 and Vol. 2 together in a 4 and a half hour long epic. Right now, you can save $10 off the MSRP at Amazon, as copies are available to pre-order for $39.99. Save $10 and get ready to experience the fourth Tarantino film in its entirely this July.

Score an RX 9070 XT for $689.99

Following AI and data center demand, prices have skyrocketed, and it's challenging to locate a good deal on a graphics card. Thankfully, Amazon has the PowerColor Reaper Radeon RX 9070 XT on sale this weekend for $689.99. It's still a bit above MSRP, but this is solid price, especially right now in the market. In our 10/10 review of the AMD Radeon RX 9070 XT, we wrote, "PC Gaming has been in a decadent spiral since 2020, and the AMD Radeon RX 9070 XT is a reminder that it doesn’t have to be that way. This graphics card has no problem maxing out any game you throw at it at 4K, even with ray tracing enabled, and does so at a price that makes the competition look downright greedy."

AirPods Pro 3 for $189

AirPods Pro 3 are a fantastic upgrade over the 2nd generation, bringing a built-in heart rate sensor, redesigned eartips for better noise cancellation, and improved sound quality. Right now, you can score a pair for only $189 at Amazon. I've had a pair since launch and have been incredibly happy with them, especially coming from the original AirPods Pro.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.



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Halo: Campaign Evolved Split-Screen Co-Op on PS5 Requires PlayStation Plus for Both Players

If you plan on hopping into Halo: Campaign Evolved split-screen co-op when it launches for PS5 next month, you'll need not just one but two accounts with PlayStation Plus subscriptions to play.

Halo Studios clarified the account requirements for the upcoming story remake with a Halo Waypoint Q&A yesterday. It serves as a deep dive into some of the hottest topics to emerge since the game was announced for PC and Xbox Series X | S – and PlayStation 5 – in October 2025, but not everyone is happy with what the team had to say.

The breakdown confirms what is needed to play with others, with each platform demanding different requirements. For example, you'll need at least a Microsoft account and Xbox Gamertag, regardless of whether you're a PC, Xbox, or PlayStation user, to enable cross-play and cross-platform progression. Halo: Campaign Evolved's requirements on PlayStation, specifically, however, are especially steep.

"If you’re playing split-screen on PlayStation 5, both accounts will need to have PlayStation Plus and be linked to a Microsoft account," Halo Studios said. "Having these active PlayStation Plus subscriptions will also provide access to online co-op play."

Based on this explanation, when players sit down to play Halo: Campaign Evolved co-op in July, all participating users will need to have an active subscription, even if they're sitting right next to each other on the couch. PlayStation Plus is usually only required to access online multiplayer for premium gaming experiences, while free-to-play and offline titles can be enjoyed without a subscription.

For comparison, those on Xbox Series X | S looking to play split-screen will only need a unique Microsoft account, while players hoping to enjoy co-op online will need an active Xbox Game Pass subscription. Those playing on Steam will only need to link to a Microsoft account.

Halo: Campaign Evolved will not be free-to-play, but the decision to lock even split-screen behind the Sony gaming service seems especially strange. Judging by reactions to the news online, many agree.

"Needing to buy online to play local split screen is some next level insanity," one X/Twitter user said.

"Player 2 on your couch needs PS Plus and a Microsoft account," another added. "[Halo: Combat Evolved] 2001 is laughing."

Halo: Campaign Evolved launched in 2001 and has remained one of the most beloved games in the Xbox catalog since. That's thanks, in part, to its co-op feature, which has allowed players to enjoy its story mode together – and at no extra charge – for decades.

Halo: Campaign Evolved reimagines that classic sci-fi narrative for modern devices, and although co-op is back with newly added support for up to four players online, it sounds like those hoping to relive the glory days of one of the oldest couch co-op Xbox experiences will need to jump through more than a few hoops to make it happen on PS5. IGN has reached out to Sony for comment and additional clarification regarding PlayStation Plus requirements for the game.

"Yeahhhhh this just went from a day-1 buy to a not-buy honestly," one Reddit user reacted. "I was gonna play with my wife, but honestly have no interest in playing in my own. It's not worth paying for a whole nother subscription to do that. Kind of ridiculous."

"You need to have an account linked to Microsoft AND pay for PS Plus just to play split-screen local co-op???" someone else added. "Since when did we reach this level of madness?!?!"

PlayStation Plus offers three tiers: Essential ($10.99/month), Extra ($16.99/month), and Premium ($19.99/month). Prices across the service were increased in May. Halo: Campaign Evolved has a release date of July 28, 2026, for PC, PS5, and Xbox Series X | S. For more, you can read IGN's final preview for the game.

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).



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Evomon Codes (June 2026)

Last updated on June 22, 2026: Added 3 new Evomon codes! Evomon codes will give you free rewards, including EXP Fruit and Coins, which you...